Source:NetHack 3.6.1/dat/Priest.des

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Below is the full text to Priest.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Priest.des#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 # NetHack 3.6	Priest.des	$NHDT-Date: 1432512784 2015/05/25 00:13:04 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $
 #	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"
 
 REPLACE_TERRAIN:(0,0,10,19),'.','T',10%
 REPLACE_TERRAIN:(65,0,75,19),'.','T',10%
 TERRAIN:(05,04),'.'
 
 # 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:(18,03,55,16)
 # 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: mines, '.' , '.' , 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,irregular
 # 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,(14,03)
 OBJECT:random,(15,03)
 OBJECT:random,(16,03)
 OBJECT:random,(14,10)
 OBJECT:random,(15,10)
 OBJECT:random,(16,10)
 OBJECT:random,(17,10)
 OBJECT:random,(24,03)
 OBJECT:random,(25,03)
 OBJECT:random,(26,03)
 OBJECT:random,(27,03)
 OBJECT:random,(24,10)
 OBJECT:random,(25,10)
 OBJECT:random,(26,10)
 OBJECT: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: mines, 'L' , '.' , false , false , unlit , false
 GEOMETRY:center,center
 MAP
 xxxxxx..xxxxxx...xxxxxxxxx
 xxxx......xx......xxxxxxxx
 xx.xx.............xxxxxxxx
 x....................xxxxx
 ......................xxxx
 ......................xxxx
 xx........................
 xxx......................x
 xxx................xxxxxxx
 xxxx.....x.xx.......xxxxxx
 xxxxx...xxxxxx....xxxxxxxx
 ENDMAP
 # Dungeon Description
 $place = { (14,04),(13,07) }
 SHUFFLE: $place
 
 REGION:(00,00,25,10),unlit,"ordinary"
 # Stairs
 STAIR:(20,05),up
 # Objects
 OBJECT:('[',"helm of brilliance"),$place[0],blessed,0,name:"The Mitre of Holiness"
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 # Random traps
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:random,random
 TRAP:random,random
 # Random monsters.
 MONSTER:('&',"Nalzok"),$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
 MONSTER:'Z',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
 
 #
 #	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
   MONSTER: ('Z', "human zombie"), random
 }
 
 ROOM: "ordinary" , random, random, random, random {
   OBJECT: random, random
   OBJECT: random,random
 }
 
 ROOM: "ordinary" , random, random, random, random {
   OBJECT: random, random
   TRAP: random, random
   OBJECT: random,random
   MONSTER: ('Z', "human zombie"), random
 }
 
 ROOM: "morgue" , random, random, random, random {
   STAIR: random, down
   OBJECT: random, random
   TRAP: random, random
 }
 
 ROOM: "ordinary" , random, random, random, random {
   OBJECT: random, random
   OBJECT: random, random
   TRAP: random, random
   MONSTER: ('W', "wraith"), random
 }
 
 ROOM: "morgue" , random, random, random, random {
   OBJECT: random, random
   TRAP: random, random
 }
 
 RANDOM_CORRIDORS
 
 LEVEL: "Pri-filb"
 #
 ROOM: "ordinary" , random, random, random, random {
   STAIR: random, up
   OBJECT: random,random
   MONSTER: ('Z', "human zombie"), random
   MONSTER: ('W', "wraith"), random
 }
 
 ROOM: "morgue" , random, random, random, random {
   OBJECT: random, random
   OBJECT: random, random
   OBJECT: random,random
 }
 
 ROOM: "ordinary" , random, random, random, random {
   OBJECT: random, random
   TRAP: random, random
   OBJECT: random,random
   MONSTER: ('Z', "human zombie"), random
   MONSTER: ('W', "wraith"), random
 }
 
 ROOM: "morgue" , random, random, random, random {
   STAIR: random, down
   OBJECT: random, random
   OBJECT: random, random
   TRAP: random, random
 }
 
 ROOM: "ordinary" , random, random, random, random {
   OBJECT: random, random
   OBJECT: random, random
   TRAP: random, random
   MONSTER: ('Z', "human zombie"), random
   MONSTER: ('W', "wraith"), random
 }
 
 ROOM: "morgue" , random, random, random, random {
   OBJECT: random, random
   TRAP: random, random
 }
 
 RANDOM_CORRIDORS