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.
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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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
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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