Lawful Quest

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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 sea of lava, 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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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.

The Maze

The area at the far right 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 grey 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 Sea of Lava

The cloud bank on the left contains one to two elementals of each type and one or two stalkers, as well as up to four other random E; their locations are all marked. Other monsters in the cloud bank include a gremlin named Clown at the position marked 'g', 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), and possibly 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.)

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.

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..."