Convict quest
In the Convict Role patch, the Convict quest sees a Convict braving the depths of the Castle Waterdeep dungeon to fight Warden Arianna for the Bell of Opening and the Convict quest artifact, The Iron Ball of Liberation. Some variants of NetHack that implement the role via the patch or other means may change certain details—this article covers the branch exactly as it appears in the code of the original patch.
For details on variants that include the branch and sometimes make changes to them, see the section at the bottom of the article. For more information on the quest branch in general, see the quest article.
| Home level | Castle Waterdeep dungeon |
|---|---|
| Locate level | royal dungeons |
| Goal level | the Warden's level |
| Leader | Robert the Lifer |
| Guardians | inmates |
| Nemesis | Warden Arianna |
| Quest Artifact | The Iron Ball of Liberation |
Contents
Monsters
Random monsters on the Convict quest are generated with the following frequencies:
- 96⁄175 (55%) giant beetle
- 24⁄175 (14%) random r
- 24⁄175 (14%) soldier ant
- 6⁄175 (3%) random s
- 24⁄175 (14%) normal random monster
Levels
The following map layouts are used for each level:
Home level
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|................#|
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|.................|
|---.---.---.---.---.---.---.---.---.---.---.---.---.---.|.............^...|
|..........................................................................|
|.........................................................................m|
|....|.---.---.---.---.---.---.---.---.---.---.---.---.--------------..----|
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|.................|
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|......>..........|
|....|---------------------------------------------------|.................|
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|.................|
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|.................|
|....|--.---.---.---.---.---.---.---.---.---.---.---.---.|-----------------|
|..........................................................................|
|..........................................................................|
|..........................................................................|
|.----.---.---.---.---.---.---.---.---.---.---.---.---.--|............_....|
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|.................|
|....|...|...|...|...|...|...|...|...|...|...|...|...|...|................@|
|--------------------------------------------------------|-----------------|
The two-way magic portal connected to the Dungeons of Doom is at the marked point in the upper right corner room—in the lower corner of that same room is a giant mimic disguised as a up stair, while an actual down stair is placed at the marked location in an adjacent room. Robert the Lifer is placed at the southeastern-most corner of the chaotic temple in the lower right, a few squares away from the altar. Six inmates are randomly placed across the level, along with up to 6 hostile prison guards that each have a 1⁄2 chance of being generated. Additionally, the level also contains two heavy iron balls that each have a 1⁄2 chance of being generated, five iron chains that each have a 3⁄4 chance of being generated, and four webs, all randomly placed. The entire level is non-diggable and no-teleport.
Upper filler level
|....................---------.......................---------.............|
|....................#...|.@.|.......................#...|.@.|.............|
|....................|...|...#.......................|...|...#............<|
|....|---|---|.......|---|---|.......|---|---|.......|---|---|.............|
|....#@..|...|.......#...|...|.......#@..|...|.......#...|...|.............|
|....|...|...#.......|...|...#.......|...|...#.......|...|...#.............|
|....|---|---|.......|---|---|.......|---|---|.......|---|---|.............|
|....#...|...|.......#.@.|...|.......#...|...|.......#.@.|...|.............|
|....|...|...#.......|...|...#.......|...|...#.......|...|...#.............|
|....|---|---|.......|---|---|.......|---|---|.......|---|---|.............|
|........|...|.......#...|...|.......#...|...|.......#...|...|.............|
|....| ..|...#.......|...|...#.......|...|...#.......|...|...#.............|
|....|---|---|.......|---|---|.......|---|---|.......|---|---|.............|
|....#...|.@.|.......#...|...|.......#...|.@.|.......#...|...|.............|
|....|...|...#.......|...|..Z........|...|...#.......|...|...#.............|
|....|---|---|.......|---|---|.......|---|---|.......|---|---|.............|
|..>..S..|...|.......................#...| ..|.............................|
|....|...|...#.......................|.. |...#.............................|
|--------------------------------------------------------------------------|
The upper filler level has the up and down stairs are placed at the marked positions, with eight inmates, three ghosts, a skeleton, and a pit viper occupying some of the many prison cells throughout the level. From left to right, the three ghosts are named "Rastilon the Inmate", "Fredgar the Inmate" and "Orzo the Inmate", and Orzo is guaranteed to appear while the other two have a 1⁄2 chance each of being generated. A xan is randomly placed on the level, along with up to 4 hostile prison guards that each have a 1⁄2 chance of being generated. Additionally, the level also contains two heavy iron balls that each have a 1⁄2 chance of being generated, five iron chains that each have a 3⁄4 chance of being generated, and four webs, all randomly placed. The floor is non-diggable.
Locate level
|.....#.......| ################################# |K..KK.......#|
|.....#.......+## # #############+............K|
|.<...#.......| # # |.K........K..|
|.....+.......| # # |.........K...|
|.....#.......| # # |......K......|
|.....#.......| ### # |..K..........|
|.....#.......| ## # |#############|
|-------------- ######### # |.@....|.@....|
# |S-------| # |......|......|
# |........| ###### |-------------|
################# |barracks| # H
# |........+####### #
# |----S---| # |----------|
|--+-------| # ##### |..........|
|__0__0___0| # # # |...shop...|
|0____0____| # |------| # #########+..........|
|__0___000'| ######S>.....+### |..........|
|----------| |......| |----------|
|------|
The locate level is a room-and-corridors floor. The northeastern room contains two inmates and several sleeping Keystone Kops: four Keystone Kops, two Kop Sergeants, two Kop Lieutenants, and a Kop Kaptain. There is a barracks and a random shop in the indicated areas, while the lower left room is a "supply room" that contains an assortment of prison junk (iron chains and heavy iron balls) as well as a sleeping iron golem—the barracks have two secret doors and a third locked door leading into them, with one of the halls leading from a secret door to the down stair room, and a secret corridor to the east provides a more direct path to the shop that circumvents the barracks. The door to the supply room and the bars dividing the up stair room are locked, the door leading out of the up stair room is open, and all other doors are closed. The entire level is non-diggable and no-teleport.
Lower filler level(s)
All lower filler levels are standard room and corridor levels. Upon entering a lower filler level, you get the message:
This appears to be a prison level that is still under construction
Each level contains eight peaceful miners, a xorn, an earth elemental, a lurker above, and a trapper; there is also a chance that the level may generate a second xorn, a second earth elemental, a second lurker above, a second trapper, two rock piercers, two iron piercers, and two glass piercers, with a 1⁄2 chance of each monster being placed. There are also six pits, four falling rock traps, and two webs. Among the randomly-placed items, there is a 1⁄2 chance each of a pick-axe and a random tool, a 3⁄4 chance of a brass lantern, and a 1⁄4 chance each of four miner corpses. The floor is non-diggable.
Goal level
|...| |............................| |
|.<.| --............................| |
|...| |.............................| |
|...| --.............................| |
|...| |..................&...........| |
|...| --...................}..........| |
|...| |....................}..........| |
|...| --...................}.}.........| |
|...| |.............&}.}.}.}.}.}.}.}&..| |
|...|-----................}..}.@.}..}.....| |
|...........................}.}.}.}.......| |
|...........................}.}.}.}.......| |
|...'......................}.}...}.}......| |
|.........................&.........&.....|-------------|
|.........................................|.............|
|.........................................S.............|
|.........................................|.............|
|.........................................|............(|
---------------------------------------------------------
The up stair is at the marked location, with an iron golem guarding the open hall that leads into the Warden's lair. Warden Arianna herself awaits in the center of the 'pentagram' of lava squares, with the Bell of Opening in her inventory and The Iron Ball of Liberation on her square—the pentagram is surrounded by five lava demons, with one slightly misaligned, and there are also six randomly-placed fire traps. A blessed chest sits in the lower-right corner of the lower-right chamber. The entire level is non-diggable.
Messages
Portal level
- To be written.
Entry
First time:
Somehow, you have been captured and teleported back to Castle Waterdeep Dungeon! But wait, the portal you went through is still here. You had heard your old mentor Robert the Lifer, the prison chaplain who taught you the ways of Tymora calling for your help. Also, Castle Waterdeep Dungeon is not as you had left it. There seems to be damage to the walls, and you hear sounds of strife all around you.
Next time:
You have returned to Castle Waterdeep Dungeon. Somehow, things are even worse now than when you were on your previous visit. Has Robert the Lifer managed to still hold out?
If already rejected twice due to bad alignment:
The situation seems to degrade, and you wonder how long your fellow inmates can hold out against the corrupt guards and creatures of the Underdark that pervade the formerly tranquil Castle Waterdeep Dungeon.
Quest guardians
If #chatting before the quest is complete:
"How did you manage to escape?" "How is life on the outside?" "Between the abusive guards, and the nasty vermin, I don't know how we will hold out." "This place used to be so much nicer before Warden Arianna became corrupt." "You are really back? I thought you were gone for good."
If #chatting after the quest is complete:
"Thank you for ridding us of Warden Arianna. I hope the new warden will be better." "Take me with you! I will be glad to be rid of this awful place." "Don't forget to come back for us once you have completed your quest!" "Thank you for coming back to help us in our hour of need!" "Leave while you still can! If you can escape, maybe there is hope for the rest of us."
Quest leader
When you first meet your quest leader:
"<playername>, I am very happy to see that you are alive and well! We were all proud of your daring escape, and hoped that you were doing well. Things have become much worse in your absence, however, and we desperately need your help. Let me have a look at you, and see if you are ready."
When you return, having been rejected due to lack of experience:
"I see that you are back, <playername>. I hope that you are now ready to help us? Let me see if you are."
This message is not currently used:
"Once again, you have returned. Let me see if you are finally ready to help us."
When you are expelled from the quest for having failed the alignment test seven times:
"You have betrayed us all, <playername>! Begone from here, and don't come back! You are not even worthy to share a cell with the least of us now."
When being rejected due to lack of experience:
"<playername>, I am afraid that a <currentrank> will be no match for Warden Arianna. If I sent you now, she would dispatch you all too easily. "Continue your other quest, and practice your skills. Return to us once you have achieved the rank of Outlaw."
When being rejected due to having worse than pious alignment:
"<playername>, I see that you are not yet a loyal servant of Tymora. Leave this place for now, and only return when you have cleansed your spirit. Only then will you be ready to stand up to Warden Arianna and recover the Iron Ball of Liberation."
When finally assigned the quest:
"Yes, <playername>, it looks like you are now ready to help us. Things have become much worse since you left. The dungeons are overrun by vermin, guards have become brutal and corrupt, and I believe that Warden Arianna has had dealings with dark powers. "I had spent many years enchanting my iron ball with powers to help lead an escape from this place, turning it into the Iron Ball of Liberation. Unfortunately, Warden Arianna stole it from me, likely using it for dark, twisted purposes. "We need your help to go down to the warden's level to defeat the corrupt Warden Arianna and recover the Iron Ball of Liberation for us so that Castle Waterdeep Dungeon will be safe again."
Encouragement
If you subsequently chat to your quest leader, you are encouraged:
"The sooner you are able to recover the Iron Ball of Liberation, the better off we will be." "I am not sure what has happened, but even without the Iron Ball of Liberation, Warden Arianna will make a formidable opponent." "Stay true to the teachings of Tymora, and good fortune will be with you." "I am afraid without the power of the Iron Ball of Liberation to protect us, we will soon be overwhelmed." "Warden Arianna used to be a woman of honor before turning to dark ways. It is much too late for redemption, however." "Warden Arianna is arrogant, and will try to diminish your confidence. Do not let yourself be discouraged!" "You will have to be very alert, and will need to use all of your cunning if you hope to defeat Warden Arianna." "Call upon the power of Tymora to protect you when you encounter Warden Arianna." "If you remain true to your faith, you should be able to sense the power of the Iron Ball of Liberation when you are near." "You should be able to defeat Warden Arianna easily enough in a fair fight. Unfortunately, she doesn't fight fair."
Locate and goal levels
When first entering the locate level:
This must be the level that leads to the warden's area. You must be getting closer to the Iron Ball of Liberation now!
When returning:
Once again, you find yourself near the entrance to the warden's area. Hopefully, you can acquire the Iron Ball of Liberation before it's too late!
When first entering the goal level:
You sense the presence of the Iron Ball of Liberation as soon as you enter this level. If the Iron Ball of Liberation is here, then Warden Arianna must not be far away.
When returning:
Once again, you find yourself in the abode of Warden Arianna, and feel the presence of the Iron Ball of Liberation.
Quest nemesis
When first encountering the quest nemesis:
"So, <playername>. You have returned, and are here to get the Iron Ball of Liberation for Robert the Lifer? What makes you think you can get it if Robert the Lifer couldn't? I have many allies that have made me even stronger."
Upon further meetings:
"I see that you have returned, <playername>. I suggest you leave and save yourself while you still have a chance."
And on the 4th and subsequent meetings:
"Back again, <playername>? You will certainly die in your attempt to defeat me."
When you have the Iron Ball of Liberation, but Warden Arianna is still alive:
"I will get the Iron Ball of Liberation from you, just as I did Robert the Lifer! You can not defeat me."
Discouragement
Warden Arianna will occasionally utter maledictions:
"You should never come back. You will not escape here alive again!" "Even all of your pathetic lot put together would not be enough to defeat me." "You are no more than lowly prison scum. You are unworthy to even challenge me." "Even Robert the Lifer could not stand up to me, so you have no chance at all." "Even the Iron Ball of Liberation would not be enough to make you my equal." "Your pathetic devotion to Tymora will not save you, either." "After I kill you, I will go after Robert the Lifer next, and any that dare to defy me again!" "Die with dishonor, lowly Convict!" "Once a Convict, always a Convict." "How about you find yourself a cosy little cell, and hope that I forgive your insolence?"
Victory
When picking up your quest artifact:
As you pick up the Iron Ball of Liberation, you feel its power flow through you, protecting you, and making you more aware of your surroundings. You know that you need to get it back to Robert the Lifer as soon as possible now.
When killing the nemesis:
As Warden Arianna approaches death, you see sudden clarity in her eyes. "What have I done? Those demons have been clouding my mind. Please forgive me, <playername>, although I know that I probably do not deserve it. Take the Iron Ball of Liberation back to Robert the Lifer with my blessing." With a final coughing fit, Warden Arianna spasms, and her eyes see no more.
When returning to your quest leader:
"Congratulations, <playername>! You have returned with your life, and with the Iron Ball of Liberation! I had planned to use the Iron Ball of Liberation to lead an escape from here, but with Warden Arianna defeated, life should go back to normal before long. "Whether I like it or not, I know my place is here. I see that the Iron Ball of Liberation has already attuned itself to you. I offer it to you in hopes that it will aid in your quest to recover the Amulet of Yendor."
When subsequently throwing the Iron Ball of Liberation to Robert the Lifer:
Robert the Lifer looks upon the Iron Ball of Liberation with fondness. "You are its keeper now. Take it with you back to the Dungeons of Doom, through the magic portal that brought you here."
Post-Quest
When talking to Robert the Lifer after the quest:
"Welcome back, <playername>. We have done well in your absence. How far have you come with your quest to regain the Amulet of Yendor for Tymora?"
When talking to Robert the Lifer after getting the Amulet:
"Congratulations, <playername>! You have redeemed yourself and proven yourself a worthy servant of Tymora, and in doing so have made all of us proud. "One final task remains for you now. You must take the Amulet up to the Great Temple of Tymora, on the Astral plane. There you must offer the Amulet to Tymora."
Variants
UnNetHack
In UnNetHack, the Convict quest is nearly identical to how it is presented in the patch, with some small differences: on the lower filler level(s), the second xorn and earth elemental are guaranteed, while both pairs of lurkers above and trappers have a 1⁄2 chance of each monster being generated. This also applies to DynaHack.
dNetHack
dNetHack, notdNetHack and notnotdNetHack all significantly alter the levels present in the Convict quest, with many changes to monster generation as well, and the quest artifact is changed to The Iron Spoon of Liberation.
SpliceHack
In SpliceHack, the Convict quest is nearly identical to how it is presented in the patch, with one small difference: the two heavy iron balls on the upper filler level each have a 3⁄4 chance of generating.
EvilHack
EvilHack makes a few changes to some of the monsters generated on the branch during level creation, and the quest artifact is changed to The Striped Shirt of Liberation.
SlashTHEM
In SlashTHEM, all items and monsters that have a chance of being generated in the original patch are guaranteed to appear.
Hack'EM
In Hack'EM, the quest branch is nearly identical to that of the original patch, though there are adjustments to the goal level ported from EvilHack, a magic chest is placed to the right of the altar in the chaotic temple, and the quest artifact is changed to The Iron Spoon of Liberation from dNetHack.