Larn, rewritten · the same cure, the same clock, a friendlier dungeon
> Enter the dungeonNLarn is modelled on Larn, Noah Morgan’s 1986 game, and keeps the atmosphere and story of its last version, Kevin Routley’s Larn 12.3; only a few additions of Phil Cordier’s uLarn made it in. It shares no code with either: every source file is new, written by Joachim de Groot from 2009 on and released under the GNU GPL 3. So it hangs in the family tree under Larn as an inspired rewrite, not a descendant.
The first public version, 0.3.0, came out on 13 July 2009 on SourceForge; the project moved to GitHub in 2018. This port builds nlarn/nlarn at 8851b1f (0.8.1, unreleased). Sources: the upstream README (“Heritage”) and change log.
| Joachim de Groot | Author and maintainer since 2009 (1,685 commits) |
| Johanna Ploog | Co-developer (235 commits) |
| Contributors | Frank Uhlig, Aaron Friesen, Daniel Köster and others |
| Noah Morgan | Larn, the game it is modelled on (1986) |
| Kevin Routley | Larn 12.3, the version it follows |
| Amiga Larn artists | The tiles used in this port |
IRIDIUM, the type I demon lord WOOL_VIOLET. (Switching to 256 colours; colours.h)buildings.c)memorial.c)src/ 36,006, inc/ 5,568), plus the bundled cJSON library. The largest files: player.c (5,273), display.c (4,671), monsters.c (4,324).inc/*.h (MONSTER_TYPE_ENUM, SPELL_TYPE_ENUM…) that also generates its name strings, and a plain C table in the matching .c file. Maps come from lib/maze, help from lib/nlarn.hlp, gossip from lib/fortune.nlarn.sav, format version 30) holding all 14 maps, the random generator state, the shuffled potion and scroll names, the shops, your home and the whole message log; enums are saved by name, so item changes don’t break saves.| Thing | Count | Notable ones |
|---|---|---|
| Presets | 4 + 2 | Strong, Agile, Tough, Smart; a random preset or all stats random. |
| Monsters | 65 | The jaculus, the forvalaka, the lama nobe, the osquip, the xvart, the ziller, the disenchantress, seven types of demon lord, the demon prince, and the town person. |
| Weapons | 25 | Lance of death, Vorpal Blade, Slayer, Sunsword and Bessman’s flailing hammer; plus 5 kinds of ammo. |
| Armour | 18 | From a cloak to elven chain and stainless plate mail. |
| Potions | 26 | Holy water, amnesia, and cure dianthroritis, the one you came for. |
| Scrolls | 25 | Pulverization, gem perfection, spell extension, genocide. |
| Other items | 9 · 8 · 4 · 4 | Amulets (the Eye of Larn, negate spirit), rings, gems, containers. |
| Spells | 37 | Three-letter codes as in Larn: vpr vaporize rock, dry dehydration, sum summon demon, alt alter reality, per permanence. |
| Levels | 1 + 10 + 3 | Town, ten caverns levels, three volcano levels; 67×17 cells each. |
| Town | 7 | Home, DND store, trading post, LRS office, College of Larn, bank, monastery; a bank branch on caverns level 5. |
| Traps | 8 | Arrow, dart, teleport, pit, spiked pit, sleeping gas, mana drain, trapdoor. |
| Deaths | 18 | Causes of death, including drowned, melted, stuck in a wall, “genocided themselves” and killed by your own ricochet. |
| Time limit | 30,000 | Turns, or 300 mobuls of 100 turns. |
NLarn’s manual is its in-game help (?, lib/nlarn.hlp): read it here, as shipped upstream. Also: the full change log (0.3.0 to 0.8.1) and the licence (GNU GPL 3). The project site has a spoilers guide too.
O; press it again there to go down.We found no walkthrough for NLarn. The goal: find the potion of cure dianthroritis in the volcano and bring it home before the time runs out. Rules of thumb, from the NLarn spoilers guide: