Difference between revisions of "Quest"

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(Quest leaders and nemeses: no at prompt to make them move off)
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This "biased" part of monster generation is not subject to extinction where it specifies an individual species, as opposed to a monster class. If genocided, the quest monsters will be replaced with ordinary random monsters.<ref>[[Makemon.c#line890]], [[Makemon.c#line1203]], [[Questpgr.c#qt_montype]], [[You.h#line76]], [[Role.c#line1388]], example: wizards [[Role.c#line368]]</ref>
 
This "biased" part of monster generation is not subject to extinction where it specifies an individual species, as opposed to a monster class. If genocided, the quest monsters will be replaced with ordinary random monsters.<ref>[[Makemon.c#line890]], [[Makemon.c#line1203]], [[Questpgr.c#qt_montype]], [[You.h#line76]], [[Role.c#line1388]], example: wizards [[Role.c#line368]]</ref>
  
The locate and filler levels are eligible to leave bones; the home and goal levels are not.
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The locate and filler levels are eligible to leave [[bones]]; the home and goal levels are not.
  
 
<!--Anyone know what happens if you genocide the quest monsters? Fewer monsters during the quest, or the same number, but random? -->
 
<!--Anyone know what happens if you genocide the quest monsters? Fewer monsters during the quest, or the same number, but random? -->

Revision as of 17:52, 5 August 2011

The Quest is a great journey upon which all must embark. Somewhere above the Castle, between the dungeon levels 11 and 16, 6 or 7 levels below the Oracle, you will receive a message from your quest leader, saying they need your help. Search the level, and you will find a magic portal to the start level of your quest. Assuming you are of at least 20 alignment and experience level 14, you will be allowed on the quest to recover a magic artifact stolen from your people. The entrance to the quest proper will be a down stair on the same level as your quest leader. The bottom level of the quest will hold your quest nemesis. Kill the quest nemesis, take the artifact and the silver bell back up to your quest leader, and continue onwards down the dungeon.

Quest structure

The exact composition and inhabitants of the Quest depend on your role, but some features are consistent for all of them.

  • The first level, also known as the "Home" level, is always the same for a given role. It contains your Quest leader and several Quest guardians -- friendlies to add flavor to the level. The only exits from the Home level are the portal back to the main dungeon and a down staircase. In order to go down the staircase, or proceed on the Quest in any way, you must receive permission from the Quest leader. If you meet the requirements, simply walk up to the leader and #chat if (s)he doesn't initiate conversation automatically. The level is no-teleport, and the walls and floor are un-diggable.
  • The second level is a randomly-generated filler level, and depending on your role could be a room-and-corridor level, a cavern, or a special type of level.
  • The third level is the "Locate" level. This level is always the same for a given role, and a message will be displayed each time you enter until the Quest nemesis is killed. The walls and floor are un-diggable. Other than that, there is nothing special about it.
  • Below the Locate level will be one to three more filler levels, which may be the same or a different type than the upper filler level.
  • The last level is the "Goal" level. It is always the same for a given role, and a message will be displayed each time you enter until the Quest nemesis is killed. The nemesis will be generated asleep and meditating, carrying the Bell of Opening and with the Quest artifact on the floor on their space. The walls and floor are un-diggable, and on the Rogue and Samurai Quests, the level is no-teleport.

Every time you enter the quest portal level, you'll get a purely cosmetic message about your leader needing your help. If you want to switch it off, #chat with your quest leader while you are carrying the silver bell and the quest artifact.

Monsters

Monster generation in the Quest is biased toward monsters that fit the theme of the Quest ("quest monster") -- undead for the Priest Quest, centaurs for the Ranger Quest, leprechauns and nymphs for the Rogue Quest, etc. There will still be randomly-generated monsters, however.

This "biased" part of monster generation is not subject to extinction where it specifies an individual species, as opposed to a monster class. If genocided, the quest monsters will be replaced with ordinary random monsters.[1]

The locate and filler levels are eligible to leave bones; the home and goal levels are not.


Quest leaders and nemeses

A quest leader is the one who verifies that you are ready to go to the quest and assigns you the mission. If you attack the quest leader or fail the alignment test more than seven times, you will be expelled from the quest and the magic portal will be removed. Only if you can branchport back in, you can still pacify him and obtain permission to do the quest; otherwise, the game is unwinnable.

A quest nemesis is the one who you must defeat to reclaim your quest artifact and the Bell of Opening. It's possible to ascend without killing your quest nemesis, but this is exceedingly rare.

Every quest nemesis resists stoning, but nemeses follow the usual rules of respecting Elbereth (nevertheless nemeses symbolized by @ ignore Elbereth).

All quest leaders are generated meditating, and those of some roles sit on a throne. To make them move away before you can get permission, you need to become at least fast, move next to them on a free turn, and either #chat to them or say no at the prompt whether to melee them.

Role Leader Nemesis
Archeologist @ Lord Carnarvon & The Minion of Huhetotl
Barbarian @ Pelias @ Thoth Amon
Caveman @ Shaman Karnov D The Chromatic Dragon
Healer @ Hippocrates H The Cyclops
Knight @ King Arthur D Ixoth
Monk @ The Grand Master @ Master Kaen
Priest @ The Arch Priest & Nalzok
Ranger @ Orion s Scorpius
Rogue @ The Master of Thieves @ The Master Assassin
Samurai @ Lord Sato @ Ashikaga Takauji
Tourist @ Twoflower @ The Master of Thieves
Valkyrie @ The Norn H Lord Surtur
Wizard @ Neferet the Green @ The Dark One

SLASH'EM

In addition to the quests above, SLASH'EM also has quests for the new roles of SLASH'EM and for the different alignments. For a general overview, see SLASH'EM quests and alignment quest. For individual quests, see:

Encyclopaedia entry

Many, possibly most, Tours are organized as a Quest. This
is like a large-scale treasure hunt, with clues scattered
all over the continent, a few false leads, Mystical Masters
as game-show hosts, and the Dark Lord and the Terrain to
make the Quest interestingly difficult. [...]
In order to be assured of your future custom, the Management
has a further Rule: Tourists, far from being rewarded for
achieving their Quest Object, must then go on to conquer
the Dark Lord or set about Saving the World, or both. And
why not? By then you will have had a lot of practice in
that sort of thing and, besides, the Quest Object is usually
designed to help you do it.

[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]