Source:NetHack 3.6.1/dat/gehennom.des

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Below is the full text to gehennom.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/gehennom.des#line123]], for example.

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 # NetHack 3.6	gehennom.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 by M. Stephenson and Izchak Miller
 # NetHack may be freely redistributed.  See license for details.
 #
 
 MAZE: "valley", ' '
 FLAGS: noteleport,hardfloor,nommap
 GEOMETRY:center,center
 MAP
 ----------------------------------------------------------------------------
 |...S.|..|.....|  |.....-|      |................|   |...............| |...|
 |---|.|.--.---.|  |......--- ----..........-----.-----....---........---.-.|
 |   |.|.|..| |.| --........| |.............|   |.......---| |-...........--|
 |   |...S..| |.| |.......-----.......------|   |--------..---......------- |
 |----------- |.| |-......| |....|...-- |...-----................----       |
 |.....S....---.| |.......| |....|...|  |..............-----------          |
 |.....|.|......| |.....--- |......---  |....---.......|                    |
 |.....|.|------| |....--   --....-- |-------- ----....---------------      |
 |.....|--......---BBB-|     |...--  |.......|    |..................|      |
 |..........||........-|    --...|   |.......|    |...||.............|      |
 |.....|...-||-........------....|   |.......---- |...||.............--     |
 |.....|--......---...........--------..........| |.......---------...--    |
 |.....| |------| |--.......--|   |..B......----- -----....| |.|  |....---  |
 |.....| |......--| ------..| |----..B......|       |.--------.-- |-.....---|
 |------ |........|  |.|....| |.....----BBBB---------...........---.........|
 |       |........|  |...|..| |.....|  |-.............--------...........---|
 |       --.....-----------.| |....-----.....----------     |.........----  |
 |        |..|..B...........| |.|..........|.|              |.|........|    |
 ----------------------------------------------------------------------------
 ENDMAP
 
 # Make the path somewhat unpredictable
 # If you get "lucky", you may have to go through all three graveyards.
 IF [50%] {
    TERRAIN:line (50,8),(53,8), '-'
    TERRAIN:line (40,8),(43,8), 'B'
 }
 IF [50%] {
    TERRAIN:(27,12),'|'
    TERRAIN:line (27,3),(29,3), 'B'
    TERRAIN:(28,2), '-'
 }
 IF [50%] {
    TERRAIN:line (16,10),(16,11),'|'
    TERRAIN:line (9,13),(14,13), 'B'
 }
 
 
 # Dungeon Description
 # The shrine to Moloch.
 REGION:(01,06,05,14),lit,"temple"
 # The Morgues
 REGION:(19,01,24,08),unlit,"morgue",filled,irregular
 REGION:(09,14,16,18),unlit,"morgue",filled,irregular
 REGION:(37,09,43,14),unlit,"morgue",filled,irregular
 # Stairs
 STAIR:(01,01),down
 # Branch location
 BRANCH:(66,17,66,17),(0,0,0,0)
 TELEPORT_REGION:(58,09,72,18),(0,0,0,0),down
 
 # Secret Doors
 DOOR:locked,(04,01)
 DOOR:locked,(08,04)
 DOOR:locked,(06,06)
 
 # The altar of Moloch.
 ALTAR:(03,10),noalign,shrine
 
 # Non diggable walls - everywhere!
 NON_DIGGABLE:(00,00,75,19)
 
 # Objects
 # **LOTS** of dead bodies (all human).
 # note: no priest(esse)s or monks - maybe Moloch has a *special*
 #       fate reserved for members of *those* classes.
 #
 OBJECT:('%',"corpse"),random,montype:"archeologist"
 OBJECT:('%',"corpse"),random,montype:"archeologist"
 OBJECT:('%',"corpse"),random,montype:"barbarian"
 OBJECT:('%',"corpse"),random,montype:"barbarian"
 OBJECT:('%',"corpse"),random,montype:"caveman"
 OBJECT:('%',"corpse"),random,montype:"cavewoman"
 OBJECT:('%',"corpse"),random,montype:"healer"
 OBJECT:('%',"corpse"),random,montype:"healer"
 OBJECT:('%',"corpse"),random,montype:"knight"
 OBJECT:('%',"corpse"),random,montype:"knight"
 OBJECT:('%',"corpse"),random,montype:"ranger"
 OBJECT:('%',"corpse"),random,montype:"ranger"
 OBJECT:('%',"corpse"),random,montype:"rogue"
 OBJECT:('%',"corpse"),random,montype:"rogue"
 OBJECT:('%',"corpse"),random,montype:"samurai"
 OBJECT:('%',"corpse"),random,montype:"samurai"
 OBJECT:('%',"corpse"),random,montype:"tourist"
 OBJECT:('%',"corpse"),random,montype:"tourist"
 OBJECT:('%',"corpse"),random,montype:"valkyrie"
 OBJECT:('%',"corpse"),random,montype:"valkyrie"
 OBJECT:('%',"corpse"),random,montype:"wizard"
 OBJECT:('%',"corpse"),random,montype:"wizard"
 #
 # Some random weapons and armor.
 #
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:')',random
 OBJECT:')',random
 OBJECT:')',random
 OBJECT:')',random
 #
 # Some random loot.
 #
 OBJECT:('*',"ruby"),random
 OBJECT:'*',random
 OBJECT:'*',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'?',random
 OBJECT:'?',random
 OBJECT:'?',random
 OBJECT:'/',random
 OBJECT:'/',random
 OBJECT:'=',random
 OBJECT:'=',random
 OBJECT:'+',random
 OBJECT:'+',random
 OBJECT:'(',random
 OBJECT:'(',random
 OBJECT:'(',random
 
 # (Not so) Random traps.
 TRAP:"spiked pit", (05,02)
 TRAP:"spiked pit", (14,05)
 TRAP:"sleep gas", (03,01)
 TRAP:"board", (21,12)
 TRAP:"board", random
 TRAP:"dart", (60,01)
 TRAP:"dart", (26,17)
 TRAP:"anti magic", random
 TRAP:"anti magic", random
 TRAP:"magic", random
 TRAP:"magic", random
 
 # Random monsters.
 # The ghosts.
 MONSTER:(' ',"ghost"),random
 MONSTER:(' ',"ghost"),random
 MONSTER:(' ',"ghost"),random
 MONSTER:(' ',"ghost"),random
 MONSTER:(' ',"ghost"),random
 MONSTER:(' ',"ghost"),random
 # Add a few bats for atmosphere.
 MONSTER:('B',"vampire bat"),random
 MONSTER:('B',"vampire bat"),random
 MONSTER:('B',"vampire bat"),random
 # And a lich for good measure.
 MONSTER:'L',random
 # Some undead nasties for good measure
 MONSTER:'V',random
 MONSTER:'V',random
 MONSTER:'V',random
 MONSTER:'Z',random
 MONSTER:'Z',random
 MONSTER:'Z',random
 MONSTER:'Z',random
 MONSTER:'M',random
 MONSTER:'M',random
 MONSTER:'M',random
 MONSTER:'M',random
 #
 # The Juiblex level
 #
 MAZE:"juiblex",' '
 FLAGS:noteleport,shortsighted
 INIT_MAP:mines,'.','}',true,true,unlit,false
 # guarantee at least one open spot to ensure successful stair placement
 GEOMETRY:left,bottom
 MAP
 xxxxxxxx
 xx...xxx
 xxx...xx
 xxxx.xxx
 xxxxxxxx
 ENDMAP
 OBJECT:('`',"boulder"),random
 GEOMETRY:right,top
 MAP
 xxxxxxxx
 xxxx.xxx
 xxx...xx
 xx...xxx
 xxxxxxxx
 ENDMAP
 OBJECT:('`',"boulder"),random
 # lair
 GEOMETRY:center,center
 MAP
 xx}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}xx
 x}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}x
 }}}...}}..}}.}.}}.}}.}}}...}}}.}}}..}}}..}}}}...}}}
 x}}}.}}.}}}.}}.}}.}}...}}.}}.....}}.....}....}.}}}x
 xx}}}..}}}.}}.}}.}}..}}.....}}.}}}.}}.}}}}}}}}}}}xx
 x}}}..}}}}}.}}.}}.}}...}}}}}.....}}.}}}}}}.....}}}x
 }}}..}}...}}..}}.}}}.}}}...}}}.}}}.}.}}}}..P.P..}}}
 }}.}}}}...}}}}}.}...}}}..P..}}}.}.}}}.}}}}.....}}}}
 }.}}}}.}}.}..}.}}}}}}}..P.P..}}}.}}}.}}..}}...}}}}x
 x}}}}.}}}}....}}}}}.}}}..P..}}}.}}}}.}}..}}...}}}.}
 }}}}..}}.}}..}}}}...}}}}...}}}.}}}}}.}}}}.}}}}}}.}}
 }}}...}}...}}}..}}}}}}}}}}}}.....}}}}.}}...}..}.}}}
 x}}}..}}.}}}}....}}..}}}..}}.....}}}}.}}}.}....}}}x
 xx}}}.}}}}..}}..}}..}}..}}..}}.}}}..}.}..}}}..}}}xx
 x}}}.}}}}....}}}}..}}....}}}}}}}...}}}....}}}}.}}}x
 }}}...}}}....}}}..}}}....}}}..}}...}}}....}}}...}}}
 x}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}x
 xx}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}xx
 ENDMAP
 # Random registers
 $monster = monster: { 'j','b','P','F' }
 SHUFFLE: $monster
 
 $place = { (04,02),(46,02),(04,15),(46,15) }
 SHUFFLE: $place
 
 # Dungeon description
 REGION:(00,00,50,17),unlit,"swamp"
 MAZEWALK:(00,09),west
 MAZEWALK:(50,08),east
 STAIR:levregion(01,00,11,20),(0,0,50,17),down
 STAIR:levregion(69,00,79,20),(0,0,50,17),up
 BRANCH:levregion(01,00,11,20),(0,0,50,17)
 TELEPORT_REGION:levregion(01,00,11,20),(0,0,50,17),up
 TELEPORT_REGION:levregion(69,00,79,20),(0,0,50,17),down
 FOUNTAIN:$place[0]
 MONSTER:('m',"giant mimic"),$place[1],m_feature "fountain"
 MONSTER:('m',"giant mimic"),$place[2],m_feature "fountain"
 MONSTER:('m',"giant mimic"),$place[3],m_feature "fountain"
 # The demon of the swamp
 MONSTER:('&',"Juiblex"),(25,08)
 # And a couple demons
 MONSTER:('i',"lemure"),(43,08)
 MONSTER:('i',"lemure"),(44,08)
 MONSTER:('i',"lemure"),(45,08)
 # Some liquids and gems
 OBJECT:'*',(43,06)
 OBJECT:'*',(45,06)
 OBJECT:'!',(43,09)
 OBJECT:'!',(44,09)
 OBJECT:'!',(45,09)
 # And lots of blobby monsters
 MONSTER:$monster[0],(25,06)
 MONSTER:$monster[1],(24,07)
 MONSTER:$monster[2],(26,07)
 MONSTER:$monster[3],(23,08)
 MONSTER:$monster[3],(27,08)
 MONSTER:$monster[2],(24,09)
 MONSTER:$monster[1],(26,09)
 MONSTER:$monster[0],(25,10)
 MONSTER:'j',random
 MONSTER:'j',random
 MONSTER:'j',random
 MONSTER:'j',random
 MONSTER:'P',random
 MONSTER:'P',random
 MONSTER:'P',random
 MONSTER:'P',random
 MONSTER:'b',random
 MONSTER:'b',random
 MONSTER:'b',random
 MONSTER:'F',random
 MONSTER:'F',random
 MONSTER:'F',random
 MONSTER:'m',random
 MONSTER:'m',random
 MONSTER:(';',"jellyfish"),random
 MONSTER:(';',"jellyfish"),random
 # Some random objects
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'%',random
 OBJECT:'%',random
 OBJECT:'%',random
 OBJECT:('`',"boulder"),random
 # Some traps
 TRAP:"sleep gas",random
 TRAP:"sleep gas",random
 TRAP:"anti magic",random
 TRAP:"anti magic",random
 TRAP:"magic",random
 TRAP:"magic",random
 #
 # The Orcus Level
 #
 MAZE:"orcus",random
 FLAGS: noteleport,shortsighted
 GEOMETRY:right,center
 # A ghost town
 MAP
 .|....|....|....|..............|....|........
 .|....|....|....|..............|....|........
 .|....|....|....|--...-+-------|.............
 .|....|....|....|..............+.............
 .|.........|....|..............|....|........
 .--+-...-+----+--....-------...--------.-+---
 .....................|.....|.................
 .....................|.....|.................
 .--+----....-+---....|.....|...----------+---
 .|....|....|....|....---+---...|......|......
 .|.........|....|..............|......|......
 .----...---------.....-----....+......|......
 .|........................|....|......|......
 .----------+-...--+--|....|....----------+---
 .|....|..............|....+....|.............
 .|....+.......|......|....|....|.............
 .|....|.......|......|....|....|.............
 ENDMAP
 MAZEWALK:(00,06),west
 # Entire main area
 REGION:(01,00,44,16),unlit,"ordinary"
 STAIR:(33,15),down
 STAIR:levregion(01,00,12,20),levregion(20,01,70,20),up
 BRANCH:levregion(01,00,12,20),levregion(20,01,70,20)
 TELEPORT_REGION:levregion(01,00,12,20),levregion(20,01,70,20)
 # Wall "ruins"
 OBJECT:('`',"boulder"),(19,02)
 OBJECT:('`',"boulder"),(20,02)
 OBJECT:('`',"boulder"),(21,02)
 OBJECT:('`',"boulder"),(36,02)
 OBJECT:('`',"boulder"),(36,03)
 OBJECT:('`',"boulder"),(06,04)
 OBJECT:('`',"boulder"),(05,05)
 OBJECT:('`',"boulder"),(06,05)
 OBJECT:('`',"boulder"),(07,05)
 OBJECT:('`',"boulder"),(39,05)
 OBJECT:('`',"boulder"),(08,08)
 OBJECT:('`',"boulder"),(09,08)
 OBJECT:('`',"boulder"),(10,08)
 OBJECT:('`',"boulder"),(11,08)
 OBJECT:('`',"boulder"),(06,10)
 OBJECT:('`',"boulder"),(05,11)
 OBJECT:('`',"boulder"),(06,11)
 OBJECT:('`',"boulder"),(07,11)
 OBJECT:('`',"boulder"),(21,11)
 OBJECT:('`',"boulder"),(21,12)
 OBJECT:('`',"boulder"),(13,13)
 OBJECT:('`',"boulder"),(14,13)
 OBJECT:('`',"boulder"),(15,13)
 OBJECT:('`',"boulder"),(14,14)
 # Doors
 DOOR:closed,(23,02)
 DOOR:open,(31,03)
 DOOR:nodoor,(03,05)
 DOOR:closed,(09,05)
 DOOR:closed,(14,05)
 DOOR:closed,(41,05)
 DOOR:open,(03,08)
 DOOR:nodoor,(13,08)
 DOOR:open,(41,08)
 DOOR:closed,(24,09)
 DOOR:closed,(31,11)
 DOOR:open,(11,13)
 DOOR:closed,(18,13)
 DOOR:closed,(41,13)
 DOOR:open,(26,14)
 DOOR:closed,(06,15)
 # Special rooms
 ALTAR:(24,07),noalign,sanctum
 REGION:(22,12,25,16),unlit,"morgue"
 REGION:(32,09,37,12),lit,"shop"
 REGION:(12,00,15,04),lit,"shop"
 # Some traps.
 TRAP:"spiked pit", random
 TRAP:"sleep gas", random
 TRAP:"anti magic", random
 TRAP:"fire", random
 TRAP:"fire", random
 TRAP:"fire", random
 TRAP:"magic", random
 TRAP:"magic", random
 # Some random objects
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 # The resident nasty
 MONSTER:('&',"Orcus"),(33,15)
 # And its preferred companions
 MONSTER:('Z',"human zombie"),(32,15)
 MONSTER:(' ',"shade"),(32,14)
 MONSTER:(' ',"shade"),(32,16)
 MONSTER:('V',"vampire"),(35,16)
 MONSTER:('V',"vampire"),(35,14)
 MONSTER:('V',"vampire lord"),(36,14)
 MONSTER:('V',"vampire lord"),(36,15)
 # Randomly placed companions
 MONSTER:('Z',"skeleton"),random
 MONSTER:('Z',"skeleton"),random
 MONSTER:('Z',"skeleton"),random
 MONSTER:('Z',"skeleton"),random
 MONSTER:('Z',"skeleton"),random
 MONSTER:(' ',"shade"),random
 MONSTER:(' ',"shade"),random
 MONSTER:(' ',"shade"),random
 MONSTER:(' ',"shade"),random
 MONSTER:('Z',"giant zombie"),random
 MONSTER:('Z',"giant zombie"),random
 MONSTER:('Z',"giant zombie"),random
 MONSTER:('Z',"ettin zombie"),random
 MONSTER:('Z',"ettin zombie"),random
 MONSTER:('Z',"ettin zombie"),random
 MONSTER:('Z',"human zombie"),random
 MONSTER:('Z',"human zombie"),random
 MONSTER:('Z',"human zombie"),random
 MONSTER:('V',"vampire"),random
 MONSTER:('V',"vampire"),random
 MONSTER:('V',"vampire"),random
 MONSTER:('V',"vampire lord"),random
 MONSTER:('V',"vampire lord"),random
 # A few more for the party
 MONSTER:random,random
 MONSTER:random,random
 MONSTER:random,random
 MONSTER:random,random
 MONSTER:random,random
 #
 # The Asmodeus Level
 #
 MAZE:"asmodeus",random
 FLAGS: noteleport
 # First part
 GEOMETRY:half-left,center
 MAP
 ---------------------
 |.............|.....|
 |.............S.....|
 |---+------------...|
 |.....|.........|-+--
 |..---|.........|....
 |..|..S.........|....
 |..|..|.........|....
 |..|..|.........|-+--
 |..|..-----------...|
 |..S..........|.....|
 ---------------------
 ENDMAP
 STAIR:levregion(01,00,6,20),levregion(6,1,70,16),up
 BRANCH:levregion(01,00,6,20),levregion(6,1,70,16)
 TELEPORT_REGION:levregion(01,00,6,20),levregion(6,1,70,16)
 
 # Doors
 DOOR:closed,(04,03)
 DOOR:locked,(18,04)
 DOOR:closed,(18,08)
 #
 STAIR:(13,07),down
 # Non diggable walls
 NON_DIGGABLE:(00,00,20,11)
 # Entire main area
 REGION:(01,01,20,10),unlit,"ordinary"
 # The fellow in residence
 MONSTER:('&',"Asmodeus"),(12,07)
 # Some random weapons and armor.
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:')',random
 OBJECT:')',random
 OBJECT:'*',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'?',random
 OBJECT:'?',random
 OBJECT:'?',random
 # Some traps.
 TRAP:"spiked pit", (05,02)
 TRAP:"fire", (08,06)
 TRAP:"sleep gas", random
 TRAP:"anti magic", random
 TRAP:"fire", random
 TRAP:"magic", random
 TRAP:"magic", random
 # Random monsters.
 MONSTER:(' ',"ghost"),(11,07)
 MONSTER:('&',"horned devil"),(10,05)
 MONSTER:'L',random
 # Some Vampires for good measure
 MONSTER:'V',random
 MONSTER:'V',random
 MONSTER:'V',random
 # Second part
 GEOMETRY:half-right,center
 MAP
 ---------------------------------
 ................................|
 ................................+
 ................................|
 ---------------------------------
 ENDMAP
 MAZEWALK:(32,02),east
 # Non diggable walls
 NON_DIGGABLE:(00,00,32,04)
 DOOR:closed,(32,02)
 MONSTER:'&',random
 MONSTER:'&',random
 MONSTER:'&',random
 TRAP:"anti magic", random
 TRAP:"fire", random
 TRAP:"magic", random
 
 #
 # The Baalzebub level
 #
 MAZE:"baalz",' '
 FLAGS: noteleport,corrmaze
 GEOMETRY:right,center
 # the two pools are fakes used to mark spots which need special wall fixups
 # the two iron bars are eyes and spots to their left will be made diggable
 MAP
 -------------------------------------------------
 |                   ----               ----      
 |          ----     |     -----------  |         
 | ------      |  ---------|.........|--P         
 | F....|  -------|...........--------------      
 ---....|--|..................S............|----  
 +...--....S..----------------|............S...|  
 ---....|--|..................|............|----  
 | F....|  -------|...........-----S--------      
 | ------      |  ---------|.........|--P         
 |          ----     |     -----------  |         
 |                   ----               ----      
 -------------------------------------------------
 ENDMAP
 STAIR:levregion(01,00,15,20),levregion(15,1,70,16),up
 BRANCH:levregion(01,00,15,20),levregion(15,1,70,16)
 TELEPORT_REGION:levregion(01,00,15,20),levregion(15,1,70,16)
 # this actually leaves the farthest right column diggable
 NON_DIGGABLE:(00,00,47,12)
 MAZEWALK:(00,06),west
 STAIR:(44,06),down
 DOOR:locked,(00,06)
 IF [50%] {
    TERRAIN:(34,08),'-'
    TERRAIN:(34,04),'S'
    TERRAIN:(29,05),'|'
    TERRAIN:(29,07),'S'
 }
 # The fellow in residence
 MONSTER:('&',"Baalzebub"),(35,06)
 # Some random weapons and armor.
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:')',random
 OBJECT:')',random
 OBJECT:'*',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'?',random
 OBJECT:'?',random
 OBJECT:'?',random
 # Some traps.
 TRAP:"spiked pit", random
 TRAP:"fire", random
 TRAP:"sleep gas", random
 TRAP:"anti magic", random
 TRAP:"fire", random
 TRAP:"magic", random
 TRAP:"magic", random
 # Random monsters.
 MONSTER:(' ',"ghost"),(37,07)
 MONSTER:('&',"horned devil"),(32,05)
 MONSTER:('&',"barbed devil"),(38,07)
 MONSTER:'L',random
 # Some Vampires for good measure
 MONSTER:'V',random
 MONSTER:'V',random
 MONSTER:'V',random
 #
 # The Sanctum Level
 #
 MAZE:"sanctum", ' '
 FLAGS: noteleport,hardfloor,nommap
 # This is outside the main map, below, so we must do it before adding
 # that map and anchoring coordinates to it. This extends the invisible
 # barrier up to the top row, which falls outside the drawn map.
 NON_PASSWALL:(39,00,41,00)
 GEOMETRY:center,center
 MAP
 ----------------------------------------------------------------------------
 |             --------------                                               |
 |             |............|             -------                           |
 |       -------............-----         |.....|                           |
 |       |......................|        --.....|            ---------      |
 |    ----......................---------|......----         |.......|      |
 |    |........---------..........|......+.........|     ------+---..|      |
 |  ---........|.......|..........--S----|.........|     |........|..|      |
 |  |..........|.......|.............|   |.........-------..----------      |
 |  |..........|.......|..........----   |..........|....|..|......|        |
 |  |..........|.......|..........|      --.......----+---S---S--..|        |
 |  |..........---------..........|       |.......|.............|..|        |
 |  ---...........................|       -----+-------S---------S---       |
 |    |...........................|          |...| |......|    |....|--     |
 |    ----.....................----          |...---....---  ---......|     |
 |       |.....................|             |..........|    |.....----     |
 |       -------...........-----             --...-------    |.....|        |
 |             |...........|                  |...|          |.....|        |
 |             -------------                  -----          -------        |
 ----------------------------------------------------------------------------
 ENDMAP
 REGION:(15,07,21,10),lit,"temple"
 ALTAR:(18,08),noalign,sanctum
 REGION:(41,06,48,11),unlit,"morgue",filled,irregular
 # Non diggable walls
 NON_DIGGABLE:(00,00,75,19)
 # Invisible barrier separating the left & right halves of the level
 NON_PASSWALL:(37,00,39,19)
 # Doors
 DOOR:closed,(40,06)
 DOOR:locked,(62,06)
 DOOR:closed,(46,12)
 DOOR:closed,(53,10)
 # Surround the temple with fire
 TRAP:"fire",(13,05)
 TRAP:"fire",(14,05)
 TRAP:"fire",(15,05)
 TRAP:"fire",(16,05)
 TRAP:"fire",(17,05)
 TRAP:"fire",(18,05)
 TRAP:"fire",(19,05)
 TRAP:"fire",(20,05)
 TRAP:"fire",(21,05)
 TRAP:"fire",(22,05)
 TRAP:"fire",(23,05)
 TRAP:"fire",(13,12)
 TRAP:"fire",(14,12)
 TRAP:"fire",(15,12)
 TRAP:"fire",(16,12)
 TRAP:"fire",(17,12)
 TRAP:"fire",(18,12)
 TRAP:"fire",(19,12)
 TRAP:"fire",(20,12)
 TRAP:"fire",(21,12)
 TRAP:"fire",(22,12)
 TRAP:"fire",(23,12)
 TRAP:"fire",(13,06)
 TRAP:"fire",(13,07)
 TRAP:"fire",(13,08)
 TRAP:"fire",(13,09)
 TRAP:"fire",(13,10)
 TRAP:"fire",(13,11)
 TRAP:"fire",(23,06)
 TRAP:"fire",(23,07)
 TRAP:"fire",(23,08)
 TRAP:"fire",(23,09)
 TRAP:"fire",(23,10)
 TRAP:"fire",(23,11)
 # Some traps.
 TRAP:"spiked pit", random
 TRAP:"fire", random
 TRAP:"sleep gas", random
 TRAP:"anti magic", random
 TRAP:"fire", random
 TRAP:"magic", random
 # Some random objects
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:'[',random
 OBJECT:')',random
 OBJECT:')',random
 OBJECT:'*',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'!',random
 OBJECT:'?',random
 OBJECT:'?',random
 OBJECT:'?',random
 OBJECT:'?',random
 OBJECT:'?',random
 # Some monsters.
 MONSTER:('&',"horned devil"),(14,12),hostile
 MONSTER:('&',"barbed devil"),(18,08),hostile
 MONSTER:('&',"erinys"),(10,04),hostile
 MONSTER:('&',"marilith"),(07,09),hostile
 MONSTER:('&',"nalfeshnee"),(27,08),hostile
 # Moloch's horde
 MONSTER:('@',"aligned priest"),(20,03),noalign,hostile
 MONSTER:('@',"aligned priest"),(15,04),noalign,hostile
 MONSTER:('@',"aligned priest"),(11,05),noalign,hostile
 MONSTER:('@',"aligned priest"),(11,07),noalign,hostile
 MONSTER:('@',"aligned priest"),(11,09),noalign,hostile
 MONSTER:('@',"aligned priest"),(11,12),noalign,hostile
 MONSTER:('@',"aligned priest"),(15,13),noalign,hostile
 MONSTER:('@',"aligned priest"),(17,13),noalign,hostile
 MONSTER:('@',"aligned priest"),(21,13),noalign,hostile
 # A few nasties
 MONSTER:'L',random
 MONSTER:'L',random
 MONSTER:'V',random
 MONSTER:'V',random
 MONSTER:'V',random
 STAIR:(63,15),up
 # Teleporting to this level is allowed after the invocation creates its
 # entrance.  Force arrival in that case to be on rightmost third of level.
 TELEPORT_REGION:levregion(54,1,79,18),(0,0,0,0),down