Source:NetHack 3.6.0/dat/endgame.des

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Below is the full text to endgame.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/endgame.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	endgame.des	$NHDT-Date: 1432512783 2015/05/25 00:13:03 $  $NHDT-Branch: master $:$NHDT-Revision: 1.13 $
#	Copyright (c) 1989 by Jean-Christophe Collet
#	Copyright (c) 1992,1993 by Izchak Miller, David Cohrs,
#                      and Timo Hakulinen
# NetHack may be freely redistributed.  See license for details.
#
# These are the ENDGAME levels: earth, air, fire, water, and astral.
# The top-most level, the Astral Level, has 3 temples and shrines.
# Players are supposed to sacrifice the Amulet of Yendor on the appropriate
# shrine.

MAZE:"earth",' '
FLAGS: noteleport,hardfloor,shortsighted
MESSAGE: "Well done, mortal!"
MESSAGE: "But now thou must face the final Test..."
MESSAGE: "Prove thyself worthy or perish!"

GEOMETRY:center,center
# The player lands, upon arrival, in the
# lower-right cavern.  The location of the
# portal to the next level is randomly chosen.
# This map has no visible outer boundary, and
# is mostly diggable "rock".
MAP

...                                                                       
....                ..                                                     
.....             ...                                      ..              
....              ....                                     ...            
....              ...                ....                 ...      .     
..                ..              .......                 .      ..     
..  ...                        .      
.                      ..    .                         ...    
..  ..                  .     ..                         .     
..   ...                        .                               
...   ...                                                       
.. ...                                 ..                     
....                                 ..                      
..                                       ...      
..                                       .....     
...                                                              ...      
....                                                                       
..                                                                       

ENDMAP

REPLACE_TERRAIN:(0,0,75,19), ' ', ('.', unlit), 5%

#  Since there are no stairs, this forces the hero's initial placement
TELEPORT_REGION:(69,16,69,16),(0,0,0,0)
PORTAL:(0,0,75,19),(65,13,75,19),"air"
#  Some helpful monsters.  Making sure a
#  pick axe and at least one wand of digging
#  are available.
MONSTER:('@',"Elvenking"),(67,16)
MONSTER:('H',"minotaur"),(67,14)
#  An assortment of earth-appropriate nasties
#  in each cavern.
MONSTER:('E',"earth elemental"),(52,13),hostile
MONSTER:('E',"earth elemental"),(53,13),hostile
MONSTER:('T',"rock troll"),(53,12)
MONSTER:('H',"stone giant"),(54,12)
#
MONSTER:('S',"pit viper"),(70,05)
MONSTER:('&',"barbed devil"),(69,06)
MONSTER:('H',"stone giant"),(69,08)
MONSTER:(''',"stone golem"),(71,08)
MONSTER:('&',"pit fiend"),(70,09)
MONSTER:('E',"earth elemental"),(70,08),hostile
#
MONSTER:('E',"earth elemental"),(60,03),hostile
MONSTER:('H',"stone giant"),(61,04)
MONSTER:('E',"earth elemental"),(62,04),hostile
MONSTER:('E',"earth elemental"),(61,05),hostile
MONSTER:('s',"scorpion"),(62,05)
MONSTER:('p',"rock piercer"),(63,05)
#
MONSTER:('U',"umber hulk"),(40,05)
MONSTER:('v',"dust vortex"),(42,05)
MONSTER:('T',"rock troll"),(38,06)
MONSTER:('E',"earth elemental"),(39,06),hostile
MONSTER:('E',"earth elemental"),(41,06),hostile
MONSTER:('E',"earth elemental"),(38,07),hostile
MONSTER:('H',"stone giant"),(39,07)
MONSTER:('E',"earth elemental"),(43,07),hostile
MONSTER:(''',"stone golem"),(37,08)
MONSTER:('S',"pit viper"),(43,08)
MONSTER:('S',"pit viper"),(43,09)
MONSTER:('T',"rock troll"),(44,10)
#
MONSTER:('E',"earth elemental"),(02,01),hostile
MONSTER:('E',"earth elemental"),(03,01),hostile
MONSTER:(''',"stone golem"),(01,02)
MONSTER:('E',"earth elemental"),(02,02),hostile
MONSTER:('T',"rock troll"),(04,03)
MONSTER:('T',"rock troll"),(03,03)
MONSTER:('&',"pit fiend"),(03,04)
MONSTER:('E',"earth elemental"),(04,05),hostile
MONSTER:('S',"pit viper"),(05,06)
#
MONSTER:('E',"earth elemental"),(21,02),hostile
MONSTER:('E',"earth elemental"),(21,03),hostile
MONSTER:('H',"minotaur"),(21,04)
MONSTER:('E',"earth elemental"),(21,05),hostile
MONSTER:('T',"rock troll"),(22,05)
MONSTER:('E',"earth elemental"),(22,06),hostile
MONSTER:('E',"earth elemental"),(23,06),hostile
#
MONSTER:('S',"pit viper"),(14,08)
MONSTER:('&',"barbed devil"),(14,09)
MONSTER:('E',"earth elemental"),(13,10),hostile
MONSTER:('T',"rock troll"),(12,11)
MONSTER:('E',"earth elemental"),(14,12),hostile
MONSTER:('E',"earth elemental"),(15,13),hostile
MONSTER:('H',"stone giant"),(17,13)
MONSTER:(''',"stone golem"),(18,13)
MONSTER:('&',"pit fiend"),(18,12)
MONSTER:('E',"earth elemental"),(18,11),hostile
MONSTER:('E',"earth elemental"),(18,10),hostile
#
MONSTER:('&',"barbed devil"),(02,16)
MONSTER:('E',"earth elemental"),(03,16),hostile
MONSTER:('T',"rock troll"),(02,17)
MONSTER:('E',"earth elemental"),(04,17),hostile
MONSTER:('E',"earth elemental"),(04,18),hostile

OBJECT:('`',"boulder"),random


MAZE:"air",' '
FLAGS: noteleport,hardfloor,shortsighted
# The following messages are somewhat obtuse, to make then
# equally meaningful if the player can see or not.
MESSAGE: "What a strange feeling!"
MESSAGE: "You notice that there is no gravity here."
GEOMETRY:center,center
# The player lands, upon arrival, in the
# lower-left area.  The location of the
# portal to the next level is randomly chosen.
# This map has no visible outer boundary, and
# is all "air".
MAP
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
ENDMAP
# Use up and down regions to partition the level into three parts;
# teleportation can't cross from one part into another.
# The up region is where you'll arrive after activating the portal from
# the preceding level; the exit portal is placed inside the down region.
TELEPORT_REGION:levregion(01,00,24,20),levregion(25,00,79,20),up
TELEPORT_REGION:levregion(56,00,79,20),levregion(01,00,55,20),down
PORTAL:levregion(57,01,78,19),(0,0,0,0),"fire"
REGION:(00,00,75,19),lit,"ordinary"
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile
MONSTER:('E',"air elemental"),random,hostile

MONSTER:('e',"floating eye"),random,hostile
MONSTER:('e',"floating eye"),random,hostile
MONSTER:('e',"floating eye"),random,hostile

MONSTER:('y',"yellow light"),random,hostile
MONSTER:('y',"yellow light"),random,hostile
MONSTER:('y',"yellow light"),random,hostile

MONSTER:('A',"couatl"),random

MONSTER:'D',random
MONSTER:'D',random
MONSTER:'D',random
MONSTER:'D',random
MONSTER:'D',random

MONSTER:'E',random
MONSTER:'E',random
MONSTER:'E',random
MONSTER:'J',random
MONSTER:'J',random

MONSTER:('&',"djinni"),random,hostile
MONSTER:('&',"djinni"),random,hostile
MONSTER:('&',"djinni"),random,hostile

MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"fog cloud"),random,hostile
MONSTER:('v',"energy vortex"),random,hostile
MONSTER:('v',"energy vortex"),random,hostile
MONSTER:('v',"energy vortex"),random,hostile
MONSTER:('v',"energy vortex"),random,hostile
MONSTER:('v',"energy vortex"),random,hostile
MONSTER:('v',"steam vortex"),random,hostile
MONSTER:('v',"steam vortex"),random,hostile
MONSTER:('v',"steam vortex"),random,hostile
MONSTER:('v',"steam vortex"),random,hostile
MONSTER:('v',"steam vortex"),random,hostile


MAZE:"fire",' '
FLAGS: noteleport,hardfloor,shortsighted
GEOMETRY:center,center
# The player lands, upon arrival, in the
# lower-right.  The location of the
# portal to the next level is randomly chosen.
# This map has no visible outer boundary, and
# is mostly open area, with lava lakes and bunches of fire traps.
MAP
............................................................................
....LLLLLLLL............L.......................LLL.........................
...LL...................L......................LLLL................LL.......
...L.............LLLL...LL....LL...............LLLLL.............LLL........
.LLLL..............LL....L.....LLL..............LLLL..............LLLL......
..........LLLL...LLLL...LLL....LLL......L........LLLL....LL........LLL......
........LLLLLLL...LL.....L......L......LL.........LL......LL........LL...L..
........LL..LLL..LL......LL......LLLL..L.........LL......LLL............LL..
....L..LL....LLLLL.................LLLLLLL.......L......LL............LLLLLL
....L..L.....LL.LLLL.......L............L........LLLLL.LL......LL.........LL
....LL........L...LL......LL.............LLL.....L...LLL.......LLL.........L
.....LLLLLL........L.......LLL.............L....LL...L.LLL......LLLLLLL.....
..........LLLL............LL.L.............L....L...LL.........LLL..LLL.....
...........................LLLLL...........LL...L...L........LLLL..LLLLLL...
.....LLLL.............LL....LL.......LLL...LL.......L..LLL....LLLLLLL.......
.......LLL.........LLLLLLLLLLL......LLLLL...L...........LL...LL...LL........
.........LL.......LL.........LL.......LLL....L..LLL....LL.........LL........
..........LLLLLLLLL...........LL....LLL.......LLLLL.....LL........LL........
.................L.............LLLLLL............LL...LLLL.........LL.......
.................................LL....................LL...................
ENDMAP
TELEPORT_REGION:(69,16,69,16),(0,0,0,0)
PORTAL:(0,0,75,19),(65,13,75,19),"water"

TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
#  An assortment of fire-appropriate nasties
MONSTER:('D',"red dragon"),random
MONSTER:('&',"balrog"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('v',"fire vortex"),random
MONSTER:('d',"hell hound"),random
#
MONSTER:('H',"fire giant"),random
MONSTER:('&',"barbed devil"),random
MONSTER:('d',"hell hound"),random
MONSTER:(''',"stone golem"),random
MONSTER:('&',"pit fiend"),random
MONSTER:('E',"fire elemental"),random,hostile
#
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('d',"hell hound"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('s',"scorpion"),random
MONSTER:('H',"fire giant"),random
#
MONSTER:('d',"hell hound"),random
MONSTER:('v',"dust vortex"),random
MONSTER:('v',"fire vortex"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('d',"hell hound"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:(''',"stone golem"),random
MONSTER:('S',"pit viper"),random
MONSTER:('S',"pit viper"),random
MONSTER:('v',"fire vortex"),random
#
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('H',"fire giant"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('v',"fire vortex"),random
MONSTER:('v',"fire vortex"),random
MONSTER:('&',"pit fiend"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('S',"pit viper"),random
#
MONSTER:(':',"salamander"),random,hostile
MONSTER:(':',"salamander"),random,hostile
MONSTER:('H',"minotaur"),random
MONSTER:(':',"salamander"),random,hostile
MONSTER:('v',"steam vortex"),random
MONSTER:(':',"salamander"),random,hostile
MONSTER:(':',"salamander"),random,hostile
#
MONSTER:('H',"fire giant"),random
MONSTER:('&',"barbed devil"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('v',"fire vortex"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('d',"hell hound"),random
MONSTER:('H',"fire giant"),random
MONSTER:('&',"pit fiend"),random
MONSTER:('E',"fire elemental"),random,hostile
MONSTER:('E',"fire elemental"),random,hostile
#
MONSTER:('&',"barbed devil"),random
MONSTER:(':',"salamander"),random,hostile
MONSTER:('v',"steam vortex"),random
MONSTER:(':',"salamander"),random,hostile
MONSTER:(':',"salamander"),random,hostile

OBJECT:('`',"boulder"),random
OBJECT:('`',"boulder"),random
OBJECT:('`',"boulder"),random
OBJECT:('`',"boulder"),random
OBJECT:('`',"boulder"),random


MAZE:"water",' '
FLAGS: noteleport,hardfloor,shortsighted
MESSAGE: "You find yourself suspended in an air bubble surrounded by water."
GEOMETRY:center,center
# The player lands upon arrival to an air bubble
# within the leftmost third of the level.  The
# portal to the next level is randomly located in an air
# bubble within the rightmost third of the level.
# Bubbles are generated by special code in mkmaze.c for now.
MAP
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
ENDMAP
TELEPORT_REGION:(0,0,25,19),(0,0,0,0)
PORTAL:(51,0,75,19),(0,0,0,0),"astral"
# A fisherman's dream...
MONSTER:(';',"giant eel"),random
MONSTER:(';',"giant eel"),random
MONSTER:(';',"giant eel"),random
MONSTER:(';',"giant eel"),random
MONSTER:(';',"giant eel"),random
MONSTER:(';',"giant eel"),random
MONSTER:(';',"giant eel"),random
MONSTER:(';',"giant eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"electric eel"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"kraken"),random
MONSTER:(';',"shark"),random
MONSTER:(';',"shark"),random
MONSTER:(';',"shark"),random
MONSTER:(';',"shark"),random
MONSTER:(';',"piranha"),random
MONSTER:(';',"piranha"),random
MONSTER:(';',"piranha"),random
MONSTER:(';',"piranha"),random
MONSTER:(';',"jellyfish"),random
MONSTER:(';',"jellyfish"),random
MONSTER:(';',"jellyfish"),random
MONSTER:(';',"jellyfish"),random
MONSTER:';',random
MONSTER:';',random
MONSTER:';',random
MONSTER:';',random
# These guys feel like home here
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile
MONSTER:('E',"water elemental"),random,hostile


MAZE:"astral",' '
FLAGS: noteleport,hardfloor,nommap,shortsighted,solidify
MESSAGE: "You arrive on the Astral Plane!"
MESSAGE: "Here the High Temple of %d is located."
MESSAGE: "You sense alarm, hostility, and excitement in the air!"
GEOMETRY:center,center
MAP
---------------                              
|.............|                              
|..---------..|                              
|..|.......|..|                              
---------------               |..|.......|..|               ---------------
|.............|               |..|.......|..|               |.............|
|..---------..-|   |-------|  |..|.......|..|  |-------|   |-..---------..|
|..|.......|...-| |-.......-| |..|.......|..| |-.......-| |-...|.......|..|
|..|.......|....-|-.........-||..----+----..||-.........-|-....|.......|..|
|..|.......+.....+...........||.............||...........+.....+.......|..|
|..|.......|....-|-.........-|--|.........|--|-.........-|-....|.......|..|
|..|.......|...-| |-.......-|   -|---+---|-   |-.......-| |-...|.......|..|
|..---------..-|   |---+---|    |-.......-|    |---+---|   |-..---------..|
|.............|      |...|-----|-.........-|-----|...|      |.............|
---------------      |.........|...........|.........|      ---------------
-------...|-.........-|...-------                     
|....|-.......-|....|                           
---...|---+---|...---                           
|...............|                             
-----------------                             
ENDMAP

IF [75%] {
TERRAIN:fillrect (17,14, 30,18),'.'
TERRAIN:fillrect (44,14, 57,18),'.'
WALLIFY

$hall = selection:floodfill(37,18)
LOOP [6 + 3d4] {
MONSTER:('A',"Angel"),rndcoord($hall),noalign,hostile
[50%]: MONSTER:random,rndcoord($hall),hostile
}
}

# Rider locations
$place = { (23,9),(37,14),(51,9) }
SHUFFLE: $place

# Where the player will land on arrival
TELEPORT_REGION:(29,15,45,15),(30,15,44,15)
# Lit courts
REGION:(01,05,16,14),lit,"ordinary",filled,irregular
REGION:(31,01,44,10),lit,"ordinary",filled,irregular
REGION:(61,05,74,14),lit,"ordinary",filled,irregular
# A Sanctum for each alignment
# The shrines' alignments are shuffled for
# each game
REGION:(04,07,10,11),lit,"temple"
REGION:(34,03,40,07),lit,"temple"
REGION:(64,07,70,11),lit,"temple"
ALTAR:(07,09),align[0],sanctum
ALTAR:(37,05),align[1],sanctum
ALTAR:(67,09),align[2],sanctum
# Doors
DOOR:closed,(11,09)
DOOR:closed,(17,09)
DOOR:locked,(23,12)
DOOR:locked,(37,08)
DOOR:closed,(37,11)
DOOR:closed,(37,17)
DOOR:locked,(51,12)
DOOR:locked,(57,09)
DOOR:closed,(63,09)
# Non diggable and phazeable everywhere
NON_DIGGABLE:(00,00,74,19)
NON_PASSWALL:(00,00,74,19)
# Moloch's horde
# West round room
MONSTER:('@',"aligned priest"),(18,09),noalign,hostile
MONSTER:('@',"aligned priest"),(19,08),noalign,hostile
MONSTER:('@',"aligned priest"),(19,09),noalign,hostile
MONSTER:('@',"aligned priest"),(19,10),noalign,hostile
MONSTER:('A',"Angel"),(20,09),noalign,hostile
MONSTER:('A',"Angel"),(20,10),noalign,hostile
MONSTER:('&',"Pestilence"),$place[0],hostile
# South-central round room
MONSTER:('@',"aligned priest"),(36,12),noalign,hostile
MONSTER:('@',"aligned priest"),(37,12),noalign,hostile
MONSTER:('@',"aligned priest"),(38,12),noalign,hostile
MONSTER:('@',"aligned priest"),(36,13),noalign,hostile
MONSTER:('A',"Angel"),(38,13),noalign,hostile
MONSTER:('A',"Angel"),(37,13),noalign,hostile
MONSTER:('&',"Death"),$place[1],hostile
# East round room
MONSTER:('@',"aligned priest"),(56,09),noalign,hostile
MONSTER:('@',"aligned priest"),(55,08),noalign,hostile
MONSTER:('@',"aligned priest"),(55,09),noalign,hostile
MONSTER:('@',"aligned priest"),(55,10),noalign,hostile
MONSTER:('A',"Angel"),(54,09),noalign,hostile
MONSTER:('A',"Angel"),(54,10),noalign,hostile
MONSTER:('&',"Famine"),$place[2],hostile
#
# The aligned horde
#
# We do not know in advance the alignment of the
# player.  The mpeaceful bit will need resetting
# when the level is created.  The setting here is
# but a place holder.
#
# West court
MONSTER:('@',"aligned priest"),(12,07),chaos,hostile
MONSTER:('@',"aligned priest"),(13,07),chaos,peaceful
MONSTER:('@',"aligned priest"),(14,07),law,hostile
MONSTER:('@',"aligned priest"),(12,11),law,peaceful
MONSTER:('@',"aligned priest"),(13,11),neutral,hostile
MONSTER:('@',"aligned priest"),(14,11),neutral,peaceful
MONSTER:('A',"Angel"),(11,05),chaos,hostile
MONSTER:('A',"Angel"),(12,05),chaos,peaceful
MONSTER:('A',"Angel"),(13,05),law,hostile
MONSTER:('A',"Angel"),(11,13),law,peaceful
MONSTER:('A',"Angel"),(12,13),neutral,hostile
MONSTER:('A',"Angel"),(13,13),neutral,peaceful
# Central court
MONSTER:('@',"aligned priest"),(32,09),chaos,hostile
MONSTER:('@',"aligned priest"),(33,09),chaos,peaceful
MONSTER:('@',"aligned priest"),(34,09),law,hostile
MONSTER:('@',"aligned priest"),(40,09),law,peaceful
MONSTER:('@',"aligned priest"),(41,09),neutral,hostile
MONSTER:('@',"aligned priest"),(42,09),neutral,peaceful
MONSTER:('A',"Angel"),(31,08),chaos,hostile
MONSTER:('A',"Angel"),(32,08),chaos,peaceful
MONSTER:('A',"Angel"),(31,09),law,hostile
MONSTER:('A',"Angel"),(42,08),law,peaceful
MONSTER:('A',"Angel"),(43,08),neutral,hostile
MONSTER:('A',"Angel"),(43,09),neutral,peaceful
# East court
MONSTER:('@',"aligned priest"),(60,07),chaos,hostile
MONSTER:('@',"aligned priest"),(61,07),chaos,peaceful
MONSTER:('@',"aligned priest"),(62,07),law,hostile
MONSTER:('@',"aligned priest"),(60,11),law,peaceful
MONSTER:('@',"aligned priest"),(61,11),neutral,hostile
MONSTER:('@',"aligned priest"),(62,11),neutral,peaceful
MONSTER:('A',"Angel"),(61,05),chaos,hostile
MONSTER:('A',"Angel"),(62,05),chaos,peaceful
MONSTER:('A',"Angel"),(63,05),law,hostile
MONSTER:('A',"Angel"),(61,13),law,peaceful
MONSTER:('A',"Angel"),(62,13),neutral,hostile
MONSTER:('A',"Angel"),(63,13),neutral,peaceful
#
# Assorted nasties
MONSTER:'L',random,hostile
MONSTER:'L',random,hostile
MONSTER:'L',random,hostile
MONSTER:'V',random,hostile
MONSTER:'V',random,hostile
MONSTER:'V',random,hostile
MONSTER:'D',random,hostile
MONSTER:'D',random,hostile
MONSTER:'D',random,hostile