>> And give one reason for vi keys by mentioning laptops.
>
> Sorry, but I really don't think this is pertinent information.

Okay.

>> What's more, for some terminals, shift-numpad does not work. For this,
>> we have / _followed_ by the direction. Do we want to mention that?
>
> I don't know. I'm actually pretty happy about the current terse state
> of the movement explanations. I guess that's what the vi keys are
> there for.

Yes, probably. Although the * and / prefixes exist for a reason...

> The first map looks about finished now, though I still need to work
> out how to make the tutorial set the player's starting stats depending
> on map type, e.g. the current early hunger is out of place for
> movement, but will feature in the monster and item tutorials.
> Likewise, starting inventory may differ.

Tested again, I have some additional comments:

1. Perhaps the standard messages should be disabled for the tutorial. 
(E.g. if you step away from the starting staircase, you'll get some 
message a la "Found staircase".)

2. The two disconnected parts of the map (when players are supposed to 
look at the X map for the first time) are too far apart in console. They 
should be closer.

3. It is good that 5 is introduced right away (no more 's'). Do we want to 
tell players that it will take at most 100 turns? I assume they'll learn 
about healing later. There should also be some occasion to teach '.' as 
"wait" (rather than "search" or "heal").

Great stuff. Do you need help with planning the other lessons?
David

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