Difference between revisions of "Lawful Quest"

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(The Maze: typo)
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===The Corridors===
 
===The Corridors===
There is a boulder at the '`' mark and rolling-boulder traps at each of the '^' marks in the corridor. The two Gs in the corridor are both hostile [[ghost]]s and have a 60% chance each of being generated. The one-tile room at the end of the corridor contains a cursed [[runesword]] and an uncursed [[wand of striking]] with two charges.
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There is a boulder at the '`' mark and rolling-boulder traps at each of the '^' marks in the corridor. The two Gs in the corridor are both hostile [[ghost]]s and have a 60% chance each of being generated. The one-tile room at the end of the corridor contains a cursed [[runesword]] and an uncursed [[wand of striking]] with two charges. There is a small (5%) chance that the runesword is [[Stormbringer]]. (verify?)
  
 
==The Maze==
 
==The Maze==

Revision as of 20:52, 22 February 2013

The Lawful Quest is one of the alignment-based quests in SLASH'EM. The Lawful Quest sees you fighting Nightmare for the Key of Law and the Nighthorn. It is divided into four main sections, from left to right: Nightmare's forest, a cloud bank, the chambers of deception, and a maze. You enter in one of the chambers of deception, and must make your way through all the sections to get to Nightmare.

Map

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.TT. T T T T T TT..     CCCLLLCCECCCCLLC  -...-.^i-...- #                   
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    ....TT..  .....  LL    CCCCCC   LL CC               #H                  
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The Chambers of Deception

There are seven chambers in this section as well as an area of corridors. Each chamber has a different challenge, and a few of them contain potentially valuable items (such as a coaligned altar and dragon corpses). You enter in the chamber at the spot marked 'x' on the map, which is always the sleep chamber. The other chambers are randomly assigned.

The Chamber of Sleep

On the square with the portal (marked 'x') is an engraving reading "Beware of Dreams come true!" The room also contains an imp (marked 'i'); the four spaces marked with '^' symbols each have a 60% chance of containing a sleeping gas trap. Since you will always have to cross the sleeping gas traps in order to enter or leave the other chambers, it is recommended that you have some way to deal with them. Sleep resistance is the preferred method, but playing a vampire or polymorphing into an unbreathing creature, digging pits on the traps and filling them with boulders or levitating over them, or even having high enough armor class and hit points should suffice.

The Chamber of Greed

This room contains up to three piles of killer coins, one to three large piles of killer coins, up to three huge piles of killer coins, and up to three worthless pieces of white glass. New players may not have encountered killer coins before; be warned that they can dish out significant amounts of damage, although a sufficiently armed and armored player should be able to defeat them easily, and Elbereth will work in a pinch.

The Chamber of Gluttony

This room contains between one and five killer food rations, a killer tripe ration (80% chance), up to three bad eggs, a giant flea egg, 40% chance of a giant louse egg, 20% chance of a cursed mushroom, 50% chance of a tin of asphynx meat, and a 50% chance of a tin of green slime meat. The same caveat applies that killer food rations and killer tripe rations can quickly cut down an unprepared dungeoneer. The giant flea and giant louse, if hostile, can make good sacrifice fodder as they will randomly multiply.

The Chamber of Deadly Treasure

This chamber is filled with between two and nine random @ (usually including werecreatures). Between two and five of them begin hostile and awake, up to three are peaceful, and one may possibly begin asleep. The room contains the following items of "treasure" (40% probability of each, unless otherwise noted):

The Chamber of Dragon Meat

This chamber contains a cursed tinning kit (with 0 charges), one dragon corpse of every type except deep and silver, six to eight maggots, and a 50% chance of a carrion crawler. If you can reach this chamber with a tinning kit (or a way to charge the existing tinning kit) before the corpses rot away, it offers a great opportunity to get any missing intrinsics. Without a tinning kit, you will only be able to eat one corpse before becoming satiated, but having unbreathing or casting spells may allow you to become unsatiated and possibly eat several.

The Chamber of Snakes

This chamber contains a spiked pit, 90% chance a king cobra, two pit vipers (each with 90% probability), two to four other random S, and one or two random s.

The False Temple

This chamber contains a coaligned altar and aligned priest. However, the room is NOT considered to be a temple, and hence you can't make any donations. Chatting to the peaceful aligned priest makes him hostile; however, killing the priest is still considered murder for lawful and neutral heroes.

The Corridors

There is a boulder at the '`' mark and rolling-boulder traps at each of the '^' marks in the corridor. The two Gs in the corridor are both hostile ghosts and have a 60% chance each of being generated. The one-tile room at the end of the corridor contains a cursed runesword and an uncursed wand of striking with two charges. There is a small (5%) chance that the runesword is Stormbringer. (verify?)

The Maze

After exiting the chambers, you must pass through the maze to the right. The maze is randomly generated and the walls are not visible, meaning that you will not "remember" the shape of the maze automatically. The maze contains up to eight rot worms ('w'), each with a 60% chance of existing; the spaces in the upper left and lower right also contain two shades with a 50% chance of existing. The swamp in the center contains a statue trap of an arch-lich (!) and a cursed -9 set of gray dragon scales in the same space; the arch-lich is created with wands of fireball, create horde, speed monster and make invisible (the latter three all have one charge each), a cockatrice corpse, and a cursed -1 pair of leather gloves. The swamp also contains between four and six electric eels at the spaces marked with ';'. The exit from the maze to the cloud bank is at the lower left.

You will want to have a unicorn horn or sickness resistance in order to deal with the rot worms. Most characters would do best to avoid the electric eels and arch-lich in the middle of the maze, unless you desperately need the dragon scales to make armor with and have a means of cancellation (to remove the -9 penalty). Remember that electric eels not only have a drowning attack that can kill you instantly (in addition to the usual defenses, in SLASH'EM this can be prevented with free action), they can also break apart rings and wands if they hit you. The only way to disarm the statue trap without having to fight the arch-lich is to genocide arch-liches (or L if you have a blessed scroll), or to throw a weaker statue onto the square before stepping on it.

The Cloud Bank

After exiting the maze, you will pass below the chambers and emerge in a cloud bank with a river of lava and an island in the middle. You will need some method of crossing lava (levitation, flying, wand of cold, fireproof water walking boots, etc.) to get through this section. This section will contain two elementals of each type and one or two stalkers, as well as up to four other random E; their locations are all marked. There is also a gremlin named Clown at the position marked 'g'. The locked chamber in the middle of the cloud bank houses the "Spice Girls": up to three mind flayers named Ginger, Victoria, and Emma at the positions marked 'h' (only Ginger is guaranteed, the other two have a 80% chances of existing), as well as up to two master mind flayers named Mel B. and Mel C. at the positions marked 'M' (each has a 60% chance of being generated). The center mind flayer is generated on top of a fountain and a chest possibly containing an amulet of flying (70% chance), a wand of cold (with 16 charges), and possibly a wand of digging(80% chance). (If (master) mind flayers are genocided, they will be replaced by random monsters with the mind flayers' names.) The exit from the cloud bank to Nightmare's forest is at the lower left.

For a moderately tough player, it may be worth going after the Spice Girls' treasure. Remember that in Slash'EM free action will protect you from brain sucking attacks and mind flayers are not fast.

Nightmare's Forest

Nightmare, the main monster of the quest, is located on the throne in the forest on the far left, along with four to eight pixies, two to four quicklings, a unicorn of each color (the only place where you will meet a hostile unicorn of your own color), a wood nymph, and a brownie. Killing Nightmare will generate the Key of Law and the artifact unicorn horn Nighthorn (unless you petrify or disintegrate Nightmare, then only the Key of Law will be dropped). The Lawful Quest also contains eight to sixteen black lights, four to eight shadows, eight to twelve sleep gas traps, two to four anti-magic traps, and the engravings "You can feel eyes on your back." and "I can see you..."; all positioned at random.

The 'n's will be generated sleeping, and the player is advised not to disturb them as they may steal important items and be hard to kill. You will probably want to have telepathy or some way of seeing invisible creatures to get through this section. It is also best to avoid killing your co-aligned unicorn to avoid the alignment penalty. Nightmare does a surprising amount of damage, but respects Elbereth and can otherwise be dealt with as any fast monster. Finally, remember that Nighthorn and the Key of Law will both blast non-lawfuls, and Nighthorn will be generated cursed so it is advised not to wield it until you have uncursed it.

Spooky messages

Of note is the fact that the Lawful Quest is the only level in the game to have the 'spooky' flag, and hence the following messages are printed randomly while you're on the level:

You hear screaming in the distance!
You hear a faint whisper: "Please leave your measurements for your custom-made coffin."
You hear a door creak ominously.
You hear hard breathing just a few steps behind you!
You hear dragging footsteps coming closer!
You hear anguished moaning and groaning coming out of the walls!
You hear mad giggling directly behind you!
You smell rotting corpses.
You smell chloroform!
You feel ice cold fingers stroking your neck.
You feel a ghostly touch caressing your face.
You feel somebody dancing on your grave.
You feel something breathing down your neck.
You feel as if the walls were closing in on you.
You just stepped on something squishy.

These messages only appear when you're hallucinating:

You hear a strong voice pronouncing: "There can only be one!"
You hear a voice booming all around you: "Warning: self-destruction sequence activated!"
You smell your mother-in-law's cooking!
You smell horse dung.
You hear someone shouting: "Who ordered the burger?"
You can faintly hear the Twilight Zone theme.
You hear an outraged customer complaining: "I'll be back!"
You hear someone praising your valor!
You hear someone singing: "Jingle bells, jingle bells..."