Big Room
| Big Room | |
|---|---|
| Location | Level 10–12 of the Dungeons of Doom |
| Probability | 40% |
| Bones | Yes |
| Mappable | Yes |
| Teleportable | Yes |
| Diggable floor | Yes |
| Diggable walls | sometimes |
The Big Room is a special level which consists solely of one big room. It is filled with monsters and random items scattered throughout. Because of its size, it is easy for a player to inadvertently find themself surrounded by monsters; therefore, caution should be exercised, especially for weaker players.
The Big Room will not be generated in every game. It has a 40% chance of appearing in the dungeon. If it does appear, it will be on dungeon level 10, 11 or 12.
It is possible for the Big Room to contain the upstair to Sokoban or the entrance portal to your quest.
Contents
Strategy
Upon your arrival, hostile monsters will spot you from much or all of the room, and will immediately move toward you. It is easy to find yourself surrounded. Conflict is extremely effective, because of the large crowd of monsters that will be near you and each other. Elbereth will of course be very useful as well.
Initially do not move off the stairs, so that you can leave the level quickly and heal if necessary -- be cautious of those monsters which can follow you up or down. If you fell into the level through a hole or trap door and are nowhere near the stairs, it may be wise to dig through the floor and return from the down stairs. (This usually requires a wand - a pick-axe is too slow without a means of limiting attacks against you.)
Another useful idea can be to use a scroll of earth to create a boulder fort around the upward stairs. Fire through the boulders with ranged attacks, or create a one-square gap in the fort so that only one square is free for the monsters to approach.
In desperate situations, breaking wands can be an effective but dangerous last resort. A wand of lightning or wand of fire can be broken to deal massive damage to multiple monsters. However, these wands will also hurt a player lacking resistances, possibly resulting in death - so this is only recommended for prepared players. In addition, wands of lightning can destroy your wands and rings when broken, and wands of fire can burn scrolls and boil potions.
Beyond these pointers, the usual tactics for dealing with multiple foes apply.
Maps
These are the Big Rooms for NetHack 3.6.1.
Each Big Room contains 15 random objects, six random traps, and 28 random monsters. Except as noted, all walls and terrain features are un-diggable, although the floor is not.
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.
Big Room #1
This is the simplest Big Room, a large, fully-lit rectangular room.
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There's an 80% chance of this room having a terrain feature in the center, in one of the following patterns:
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The terrain will be a single type - one of walls, iron bars, lava, trees, or clouds - chosen randomly.
Big Room #2
This is identical to Big Room #1 (without the terrain feature), except that portions of it are unlit. One of three patterns will be used:
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There is a 25% chance that the darkened squares, and every lit square adjacent to them, are ice instead of ordinary floor.
Big Room #3
This Big Room has niches in the outermost walls and two large columns within it. The initial monsters appear in positions marked M, rather than scattered through the level.
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The marked wall segments have a 66% chance of all being replaced by a single terrain type, one of iron bars, trees, water walls, or lava walls, chosen with equal probability.
Big Room #4
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The fountains are non-magic. The marked squares have a 40% chance of being ordinary floor, and will otherwise be one of solid wall, pools, lava, trees, water walls or lava walls, with equal probability.
Big Room #5
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There's a 25% chance that random 3x3 patches of ice or cloud terrain will replace patches of ordinary floor. The patches will all be the same terrain type, and there is an equal probability of either.
Big Room #6
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Big Room #7
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The marked squares will all be a single terrain type, one of lava, trees, non-magic fountains, or ordinary floor.
Big Room #8
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The iron bars have a 40% chance of being replaced by a single terrain type, one of lava, moat, trees, clouds, walls, or ordinary floor.
Big Room #9
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The blank squares are unlit ordinary floor.
Big Room #10
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The maze is randomly generated; the layout above is an example. There's a 33% chance of the clouds being replaced by a single terrain type, one of lava, moat, trees, walls, or iron bars; if so, about 5% of the new terrain will be replaced with ordinary floor. The up stairs to the Dungeons of Doom will never be in the maze, and level teleporting or falling from above will never place you inside it. The down stairs, up stairs to Sokoban, and quest portal may be in the maze. Unlike other layouts, walls are diggable, trees may be chopped down, and iron bars may be dissolved by acid. Any solid rock around the edges of the level is undiggable.
Big Room #11
This is a maze level with 3 to 5-square wide corridors and 1-square wide walls made of boulders. The random traps are all rolling boulder traps. An example layout is below:
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Big Room #12
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The water walls may be replaced with stone walls. The pools may be replaced with ordinary floor, in which case the water walls may become pools. The same is true of the lava feature. The features may be both lava or water, instead of one or the other.
Big Room #13
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The pillars will be generated in one of these formations, with equal probability:
- All 21 of them
- 7 pillars along the center (2nd) row
- 14 pillars along the top and bottom (1st and 3rd) rows
- 9 pillars in vertical columns (the 2nd, 4th, and 6th columns)
- 11 pillars in a 4-3-4 checkerboard pattern
- 5 pillars, one in each corner and one in the center
- 7 pillars in a slanted line from the top left to the bottom right
- Each pillar has a 50% chance of existing
History
Big Room #1 first appeared in its empty variant in NetHack 3.1.0. Rooms #2 (the first variant) through #5 first appeared in NetHack 3.2.0. Rooms #6 through #10, and the first four variants of #1, appeared in NetHack 3.6.0, and the variants of #2 in NetHack 3.6.1. NetHack 5.0.0 introduced the last variant of #1, the icy variant of #2, the variants of #3 through #5, and #11 through #13. In 3.6.0, the maze in #10 may contain a minotaur, as of 3.6.1 it never will.[1]
Variants
UnNetHack
UnNetHack contains a large number of additional variants for Big Room, and they all now contain a few guaranteed candles scattered throughout the level.
SpliceHack
In SpliceHack, as many as two Big Room levels may be generated, one below level 10 and one below level 20.[2]
References