# SCCS Id: @(#)Priest.des 3.4 2002/04/08 # Copyright (c) 1989 by Jean-Christophe Collet # Copyright (c) 1991-2 by M. Stephenson # NetHack may be freely redistributed. See license for details. # # The "start" level for the quest. # # Here you meet your (besieged) class leader, High Priest # and receive your quest assignment. # MAZE: "Pri-strt",' ' FLAGS: noteleport,hardfloor GEOMETRY:center,center MAP ............................................................................ ............................................................................ ............................................................................ ....................------------------------------------.................... ....................|................|.....|.....|.....|.................... ....................|..------------..|--+-----+-----+--|.................... ....................|..|..........|..|.................|.................... ....................|..|..........|..|+---+---+-----+--|.................... ..................---..|..........|......|...|...|.....|.................... ..................+....|..........+......|...|...|.....|.................... ..................+....|..........+......|...|...|.....|.................... ..................---..|..........|......|...|...|.....|.................... ....................|..|..........|..|+-----+---+---+--|.................... ....................|..|..........|..|.................|.................... ....................|..------------..|--+-----+-----+--|.................... ....................|................|.....|.....|.....|.................... ....................------------------------------------.................... ............................................................................ ............................................................................ ............................................................................ ENDMAP # Dungeon Description REGION:(00,00,75,19),lit,"ordinary" REGION:(24,06,33,13),lit,"temple" # Portal arrival point BRANCH:(05,04,05,04),(0,0,0,0) # Stairs STAIR:(52,09),down # Doors DOOR:locked,(18,09) DOOR:locked,(18,10) DOOR:closed,(34,09) DOOR:closed,(34,10) DOOR:closed,(40,05) DOOR:closed,(46,05) DOOR:closed,(52,05) DOOR:locked,(38,07) DOOR:closed,(42,07) DOOR:closed,(46,07) DOOR:closed,(52,07) DOOR:locked,(38,12) DOOR:closed,(44,12) DOOR:closed,(48,12) DOOR:closed,(52,12) DOOR:closed,(40,14) DOOR:closed,(46,14) DOOR:closed,(52,14) # Unattended Altar - unaligned due to conflict - player must align it. ALTAR:(28,09),noalign,altar # High Priest MONSTER:'@',"Arch Priest",(28,10) # The treasure of High Priest OBJECT:'(',"chest",(27,10) # knight guards for the audience chamber MONSTER:'@',"acolyte",(32,07) MONSTER:'@',"acolyte",(32,08) MONSTER:'@',"acolyte",(32,11) MONSTER:'@',"acolyte",(32,12) MONSTER:'@',"acolyte",(33,07) MONSTER:'@',"acolyte",(33,08) MONSTER:'@',"acolyte",(33,11) MONSTER:'@',"acolyte",(33,12) # Non diggable walls NON_DIGGABLE:(00,00,75,19) # Random traps TRAP:"dart",(20,09) TRAP:"dart",(20,10) TRAP:random,random TRAP:random,random TRAP:random,random TRAP:random,random # Monsters on siege duty. MONSTER: 'Z',"human zombie",(37,01) MONSTER: 'Z',"human zombie",(37,18) MONSTER: 'Z',"human zombie",(03,03) MONSTER: 'Z',"human zombie",(65,04) MONSTER: 'Z',"human zombie",(12,11) MONSTER: 'Z',"human zombie",(60,12) MONSTER: 'Z',"human zombie",(14,08) MONSTER: 'Z',"human zombie",(55,00) MONSTER: 'Z',"human zombie",(18,18) MONSTER: 'Z',"human zombie",(59,10) MONSTER: 'Z',"human zombie",(13,09) MONSTER: 'Z',"human zombie",(01,17) # # The "locate" level for the quest. # # Here you have to locate the Temple of Nalzok to go # further towards your assigned quest. # MAZE: "Pri-loca",' ' FLAGS: hardfloor # This is a kludge to init the level as a lit field. INIT_MAP: '.' , '.' , false , false , lit , false GEOMETRY:center,center MAP ........................................ ........................................ ..........----------+----------......... ..........|........|.|........|......... ..........|........|.|........|......... ..........|----.----.----.----|......... ..........+...................+......... ..........+...................+......... ..........|----.----.----.----|......... ..........|........|.|........|......... ..........|........|.|........|......... ..........----------+----------......... ........................................ ........................................ ENDMAP # Dungeon Description REGION:(00,00,09,13),unlit,"morgue" REGION:(09,00,30,01),unlit,"morgue" REGION:(09,12,30,13),unlit,"morgue" REGION:(31,00,39,13),unlit,"morgue" REGION:(11,03,29,10),lit,"temple",filled,true # The altar inside the temple ALTAR:(20,07),noalign,shrine MONSTER:'@',"aligned priest",(20,07),noalign,hostile # Doors DOOR:locked,(10,06) DOOR:locked,(10,07) DOOR:locked,(20,02) DOOR:locked,(20,11) DOOR:locked,(30,06) DOOR:locked,(30,07) # Stairs # Note: The up stairs are *intentionally* off of the map. STAIR:(43,05),up STAIR:(20,06),down # Non diggable walls NON_DIGGABLE:(10,02,30,13) # Objects (inside the antechambers). OBJECT:random,random,(14,03) OBJECT:random,random,(15,03) OBJECT:random,random,(16,03) OBJECT:random,random,(14,10) OBJECT:random,random,(15,10) OBJECT:random,random,(16,10) OBJECT:random,random,(17,10) OBJECT:random,random,(24,03) OBJECT:random,random,(25,03) OBJECT:random,random,(26,03) OBJECT:random,random,(27,03) OBJECT:random,random,(24,10) OBJECT:random,random,(25,10) OBJECT:random,random,(26,10) OBJECT:random,random,(27,10) # Random traps TRAP:random,(15,04) TRAP:random,(25,04) TRAP:random,(15,09) TRAP:random,(25,09) TRAP:random,random TRAP:random,random # No random monsters - the morgue generation will put them in. # # The "goal" level for the quest. # # Here you meet Nalzok your nemesis monster. You have to # defeat Nalzok in combat to gain the artifact you have # been assigned to retrieve. # MAZE: "Pri-goal", ' ' INIT_MAP: 'L' , '.' , false , false , unlit , false GEOMETRY:center,center MAP .L......L.LLL.......LL.... .LLL.......L......LL...... LL.LL.............L.LL.... .......................... ......................LL.. ......................LLL. LL........................ .LL....................... .LL................LL.L... ..LL.....L.LL.......LLL... .........LLL.........L.... ENDMAP # Dungeon Description RANDOM_PLACES:(14,04),(13,07) REGION:(00,00,25,10),unlit,"ordinary" # Stairs STAIR:(20,05),up # Objects OBJECT:'[',"helm of brilliance",place[0],blessed,0,"The Mitre of Holiness" OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random OBJECT:random,random,random # Random traps TRAP:"fire",random TRAP:"fire",random TRAP:"fire",random TRAP:"fire",random TRAP:random,random TRAP:random,random # Random monsters. MONSTER:'&',"Nalzok",place[0] MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',"human zombie",random MONSTER:'Z',random,random MONSTER:'Z',random,random MONSTER:'W',"wraith",random MONSTER:'W',"wraith",random MONSTER:'W',"wraith",random MONSTER:'W',"wraith",random MONSTER:'W',"wraith",random MONSTER:'W',"wraith",random MONSTER:'W',"wraith",random MONSTER:'W',"wraith",random MONSTER:'W',random,random # # The "fill" levels for the quest. # # These levels are used to fill out any levels not occupied by specific # levels as defined above. "filla" is the upper filler, between the # start and locate levels, and "fillb" the lower between the locate # and goal levels. # LEVEL: "Pri-fila" # ROOM: "ordinary" , random, random, random, random STAIR: random, up OBJECT: random,random,random MONSTER: 'Z', "human zombie", random ROOM: "ordinary" , random, random, random, random OBJECT: random, random, random OBJECT: random,random,random ROOM: "ordinary" , random, random, random, random OBJECT: random, random, random TRAP: random, random OBJECT: random,random,random MONSTER: 'Z', "human zombie", random ROOM: "morgue" , random, random, random, random STAIR: random, down OBJECT: random, random, random TRAP: random, random ROOM: "ordinary" , random, random, random, random OBJECT: random, random, random OBJECT: random, random, random TRAP: random, random MONSTER: 'W', "wraith", random ROOM: "morgue" , random, random, random, random OBJECT: random, random, random TRAP: random, random RANDOM_CORRIDORS LEVEL: "Pri-filb" # ROOM: "ordinary" , random, random, random, random STAIR: random, up OBJECT: random,random,random MONSTER: 'Z', "human zombie", random MONSTER: 'W', "wraith", random ROOM: "morgue" , random, random, random, random OBJECT: random, random, random OBJECT: random, random, random OBJECT: random,random,random ROOM: "ordinary" , random, random, random, random OBJECT: random, random, random TRAP: random, random OBJECT: random,random,random MONSTER: 'Z', "human zombie", random MONSTER: 'W', "wraith", random ROOM: "morgue" , random, random, random, random STAIR: random, down OBJECT: random, random, random OBJECT: random, random, random TRAP: random, random ROOM: "ordinary" , random, random, random, random OBJECT: random, random, random OBJECT: random, random, random TRAP: random, random MONSTER: 'Z', "human zombie", random MONSTER: 'W', "wraith", random ROOM: "morgue" , random, random, random, random OBJECT: random, random, random TRAP: random, random RANDOM_CORRIDORS