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I fell through a trapdoor to the "Bustling town" but I couldn't find the stairs up :-( (I subsequently died on that level for unrelated reasons) -- 12:49, 9 June 2008 (UTC)

Somebody added "obviously" to the 1/3 chance the temple is coaligned. It would be obvious for randomly generated temples, but not for ones in a fixed layout level. The temples in the Valley and the Wizard and Knight Quest are never coaligned. Minetown is the only fixed layout level I know of to have coaligned temples at all. Someone else was faster at reverting the edit...Tjr 14:08, 4 April 2009 (UTC)

killing the priest

What is the easiest way to get rid of the priest in the early game? Standing on an Elbereth far away and firing loads of rocks don't really cut it for me. The Sokoban scrolls of earth do come in handy here. If there is an easy solution, I'll add it as wizard-specific advice (->magicbane) to the article. Tjr 12:13, 24 April 2009 (UTC)

Breaking doors

Breaking the doors that are on the side of the town that are only in the middle of the town does not seem to make watch angry?Newtkiller 13:43, June 14, 2010 (UTC)

Most likely this is due to the watch not seeing you do it. Scorchgeek (talk) 02:27, 24 February 2013 (UTC)

Bazaar Town Sink

Does breaking this sink anger the watchmen? What about if it turns into a fountain and then you break that? --AileTheAlien 05:18, 15 February 2011 (UTC)

Breaking the sink has no effect. The resulting fountain is under the same protection as the starting fountains. -- Qazmlpok 00:40, 9 March 2011 (UTC)


"In total, there will be on average, 0.308 magic lamps and 0.00129 wands of wishing in Minetown shops."

I just added the minetown comparison section, and smashed into it an analysis of item generation. In the process, I noticed the "20.6% chance of at least one magic lamp in minetown lighting shop" claim in the strategy section was wrong. You CAN expect 0.206 magic lamps in the average minetown lighting shop, but that's not the same thing as there being a 20.6% of at least one.

As jilles on #nethack pointed out to me: "[17:56] <jilles> for example, if the distribution were 10.3% chance of two magic lamps, otherwise no magic lamps". His distribution ALSO gives a figure of .206 expected magic lamps, but it would clearly be wrong to say that there is a 20.6% of at least 1. In addition, another figure I found is 6.429 stacks of items on average in minetown general stores; If we used the method we would say that there is a "642.9% chance of at least one general store item stack in a minetown general store".

HOWEVER, and maybe it's just because I need a break, but I'm not sure how to find such a probability correctly. What IS the percent chance of finding at least one magic lamp in minetown? What is the distribution of magic lamp numbers? It could, conceivably, be as high as 9 in a lighting store and more in the general and tool stores, or as low as 0. (The average is definitely <1.)

Blackcustard 01:05, 9 March 2011 (UTC)

You forgot the mimics. See Talk:Light_sources for the correct numbers. -- 10:55, 9 March 2011 (UTC)
Eep! You're right! I'll correct that soon, trying to find out details about mimic generation. Blackcustard 20:08, 9 March 2011 (UTC)
Also, the expected quantity is the average of the distribution of magic lamps. To figure the probability of at least 1, an understanding of the distribution as a whole will be necessary. Maybe I can do something about that too, though I'm gonna worry about the mimics first. Blackcustard 20:10, 9 March 2011 (UTC)

poly traps

  • the maps include "n random traps." if minetown is deep enough, is it possible for poly traps be generated? i've never encountered one myself, although that probably means nothing. -- 12:48, 10 February 2012 (UTC)
Yes, if Minetown is dungeon level 8 (the deepest it can be), then it can be generated with a polymorph trap. --Erica 14:23, 10 February 2012 (UTC)
"This level contains two random traps." Are the traps always outside the fixed-layout map? --Tjr (talk) 07:12, 2 June 2013 (UTC)


The article mentions an orc-overrun version of minetown in UnNetHack. 3.6.0 seems to have added that as well. I can't confirm any specifics (e.g. the altar to moloch), since I have no way to get inside. -- Qazmlpok (talk) 01:48, 18 December 2015 (UTC)

Yep, altar to moloch. It can be converted through regular sacrifice... but not same-race sacrifice. There were no penalties, and it summoned (peaceful) Juiblex, but did not convert the altar at all. Offering a rock piercer, however, did. -- Qazmlpok (talk) 02:25, 18 December 2015 (UTC)
The Orcish Town subsection says "Since Izchak's shop does not exist in this variant, several of the shopkeepers' corpses will be generated with candles. At least 7 are guaranteed.", but, later, "Expected Item Stacks -> Orcish Town -> 6 Candle". Which is right? -- 18:53, 3 January 2016 (UTC)
7. According to dat/mines.des, there are 4d2 wax candles and 1d3+2d2 tallow candles, to give a range of 7-15 and average of 11. Hoanwan (talk) 23:54, 29 October 2016 (UTC)

Orctown zombies

These three screencaptures are my source for a few of the relevant recent edits I've made based on something odd I encountered in a previous game. As you can see, the orc zombie is named like any other and was even carrying appropriate loot. I feel like this is an unintended behavior, but I can't be sure. --Umbire the Phantom (talk) 06:30, 12 January 2020 (UTC)