A dark, fast roguelike by Ulf Åström (2012): descend through the underworld, improve yourself with augmentations and facets, and fight with melee, ranged weapons, wands and abilities.
About the game
The Slimy Lichmummy (TSL) is a turn-based roguelike: every
action you take lets the monsters act, the dungeon is made anew for every game
and death is permanent. There is no character creation: you start straight in
the dungeon. Instead of experience levels you grow by entering augmentation
capsules (upgrades to your body that stay for the rest of the game) and
by earning facets through achievements. Abilities (spells and skills)
cost energy, which comes back over time.
Movement and ranged combat are one system: Shift + a direction fires
your weapon, zaps the wand you hold or throws your ammunition that way.
Keyboard controls
The keys to remember
- ?
- The game's own help pages (key reference, legend, movement, items, combat…)
- x
- Auto-explore: walk towards unexplored places; stops when a creature or new item comes into view, when something happens, or on any key
- Enter
- Menu of all commands (choose with the arrows and Enter, or press the command's key)
- i
- Inventory with a cursor: a letter does the item's main action, Shift+letter drops it, Enter opens a menu of what you can do with it
- <or>
- Walk to the nearest known staircase up / down and stop on it; press again there to climb
- S
- Save and quit (the next visit continues the game)
Essential keys
Moving
- h j k l
- Move west, south, north, east
- y u b n
- Move diagonally
- ArrowsorNumpad
- Move (keypad 7/9/1/3 diagonally)
- .
- Wait one turn
- T
- Rest until bad effects expire or an enemy appears
- x
- Auto-explore
- <or>
- Stairs (walk to known stairs; climb when on them)
Fighting
- move into
- Melee attack (bump)
- H J K L Y U B N
- Fire in a direction (Shift + move key)
- Shift+Arrows
- Fire in a direction
- f
- Fire
- t
- Throw an item
- W
- Cycle ammunition (free action)
- Z
- Use an ability
- 1 … 0
- Ability shortcuts
Items
- i
- Browse inventory
- ,org
- Pick up
- d
- Drop
- eorr
- Equip / remove
- DorEorR
- Drink / eat / read
- p
- Zap a wand or apply a tool
- a
- Use an item
Game
- Enter
- Command menu
- SpaceorEsc
- Cancel, leave a menu
- Tab
- Switch the status display
- @
- Character summary
- P
- Message history
- S
- Save and quit
- ?
- Help pages
Complete key list (49 commands)
horLeftMove west
jorDownMove south
korUpMove north
lorRightMove east
yMove north-west
uMove north-east
bMove south-west
nMove south-east
Numpad 1-9Move (Numpad 5: do what I mean)
H J K L Y U B NFire in that direction
Shift+ArrowsFire in that direction
.Wait (pass) one turn
TRest
xAuto-explore (web port)
<or>Walk to the nearest known stairs up / down; climb when on them (web port)
cTraverse stairs
OClose an adjacent door
iBrowse inventory (letter: main action, Shift+letter: drop, Enter: item menu)
,orgPick up
dDrop
eEquip
rRemove
DDrink
EEat
RRead
aUse an item
pZap a wand or apply a tool
ALabel an item (notes)
fFire missile
tThrow an item
WCycle ammo (free action)
ZUse an ability
zAssign ability shortcuts
1 … 0Ability shortcuts
/orIorvInspect a tile (or scroll the map view)
EnterCommand menu (web port)
Numpad 5Confirm, do what I mean
SpaceorEscorNumpad 0Cancel, clear the message bar
+or-orPgDnorPgUpNext / previous page
TabFlip the status display
@Character summary
PMessage history
=Options
CRecenter view
XRedraw the screen
VDisplay version
?orF1Help
SSave and quit
QForfeit the game
Saving your game
- S saves and quits. The save is kept in this browser (IndexedDB); the page
then starts again and TSL loads the save, continuing where you left off.
- As in the original, loading a save deletes it: there is exactly one
save. The web version also autosaves at the start and on every level change, so a closed
or crashed page continues from the last level change; a death, quit or win removes it.
- File ▾ → Export save downloads the save file (only while one exists),
Import save loads one, New game deletes it. TSL's manual considers
backup copies cheating; that choice is yours.
- When you die the game shows how it ended, then a new game starts.
Tips
- Light matters: the dungeon is dark, light sources burn out, so keep spares.
- Most items are unidentified; potions and scrolls have random looks each game.
Label (A) what you learn.
- Armour absorbs damage but wears out; the first point of every hit always gets through.
- Daggers and similar weapons can backstab enemies that have not noticed you: a
silent instant kill. Sneaking up on sleeping monsters pays.
- Health has no maximum: medkits keep adding to it.
- Avoiding a fight is often the best tactic. Stunning, wounding and poison
weapons weaken what you cannot avoid.
New player's guide
The screen
The map shows remembered walls, doors and traps; creatures and items only while in view. The status window lists your character (Tab switches pages) and doubles as the inventory list; messages appear below the map (P for the history).
Moving and doors
Walk with the vi-keys, the arrows or the keypad. Doors open when you walk into them; some need keys or can be broken. Walk into a wall once to search it for secret doors.
Your character
Health is how much damage you can take. Energy pays for abilities and refills over time. Speed decides how often you act. Attack and dodge are percentages. Stealth keeps you unnoticed, perception finds monsters and traps, vision is how far you see.
Getting stronger
Enter augmentation capsules to install upgrades; facets come from achievements. Abilities get shortcut keys automatically; z shows what each does and rebinds them.
Hazards
Traps trigger when stepped on, webs hold you, lava and water hurt (swimming skill gives some free turns). Forcefields destroy most things passing through; hack or blow up their generators. Terminals can be hacked with a dataprobe or the Interface ability.
Playing in the browser
- The map uses TSL's own tiles; Tiles in the top bar cycles TSL → tsl-go
(the sprites of c0ze/tsl-go, a Go port of TSL)
→ None (text). The choice is remembered. Map, Messages, Status, Inventory, Visible
(creatures and items in view) and Message log are separate windows; A− / A+
on a title bar change that window's text or tile size, Windows arranges them or
switches to One window: TSL's whole text screen as in a terminal. Menus, help pages and
the death screen appear as text boxes over the map.
- Added for the web: x auto-explore, < / >
walk to the nearest known stairs, Enter opens a menu of every command (keypad
5 keeps TSL's do-what-I-mean), and the inventory (i) takes a letter for
the main action, Shift+letter to drop, Enter for the item menu. The keypad works with
NumLock on or off.
- Audio ▾: sound effects (TSL has no sound of its own): most are
tsl-go's effects, the rest made for this port; Music plays tsl-go's recorded
track for each level. Both off by default; the choice is remembered.
- Browsers keep some shortcuts (Ctrl+W, Ctrl+T, Cmd keys on
a Mac) for themselves.
- If the game crashes, a message appears at the top; reload the page.
About this version
- Based on The Slimy Lichmummy 0.40 by Ulf Åström
(happyponyland.net), from the source kept at
vitaly-zdanevich/the-slimy-lichmummy @ 6f885be;
this port: memmaker/slimy
(all changes).
Tiles and fonts are the game's own (fonts: modified Terminus, SIL OFL).
- The second tile set is from c0ze/tsl-go
by c0ze (tsl.coze.org): tiles from the Dungeon Crawl Stone Soup tileset (CC0; thanks to
the Crawl and Crawl Stone Soup teams, Eino Keskitalo, David Lawrence Ramsey, Enne Walker,
Poor_Yurik, Stefan O'Rear and the original RLTiles) plus sprites made for tsl-go, used with permission. Sound effects (hit, hurt, death, pickup, eat, quaff,
read, wear, stairs, spell) and the level music are tsl-go's too.