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nethack/dat/gehennom.des
nethack.rankin 5ff9b37ba4 sanctum level shortcut
Newsgroup discussion has pointed out that after performing the
invocation ritual to gain access to the bottom level, it is possible to
skip almost all of Moloch's Sanctum by level teleporting in (and back out
to retry if necessary) directly to the high priest's temple.  This fix
doesn't prevent entering that level via teleport or make you end up at
the stairs, it just forces arrival to be on the right side so that you'll
need to slog through the morgue room and the big chamber surrounding the
temple.  Since there isn't much before the morgue aside from a few small
rooms with a secret door or two, it's no longer a very worthwhile shortcut.
2005-02-03 05:09:37 +00:00

678 lines
20 KiB
Plaintext

# SCCS Id: @(#)gehennom.des 3.5 2005/02/02
# 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
# Dungeon Description
# The shrine to Moloch.
REGION:(01,06,05,14),lit,"temple"
# The Morgues
REGION:(19,01,24,08),unlit,"morgue",filled,true
REGION:(09,14,16,18),unlit,"morgue",filled,true
REGION:(37,09,43,14),unlit,"morgue",filled,true
# 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,"archeologist",0
OBJECT:'%',"corpse",random,"archeologist",0
OBJECT:'%',"corpse",random,"barbarian",0
OBJECT:'%',"corpse",random,"barbarian",0
OBJECT:'%',"corpse",random,"caveman",0
OBJECT:'%',"corpse",random,"cavewoman",0
OBJECT:'%',"corpse",random,"healer",0
OBJECT:'%',"corpse",random,"healer",0
OBJECT:'%',"corpse",random,"knight",0
OBJECT:'%',"corpse",random,"knight",0
OBJECT:'%',"corpse",random,"ranger",0
OBJECT:'%',"corpse",random,"ranger",0
OBJECT:'%',"corpse",random,"rogue",0
OBJECT:'%',"corpse",random,"rogue",0
OBJECT:'%',"corpse",random,"samurai",0
OBJECT:'%',"corpse",random,"samurai",0
OBJECT:'%',"corpse",random,"tourist",0
OBJECT:'%',"corpse",random,"tourist",0
OBJECT:'%',"corpse",random,"valkyrie",0
OBJECT:'%',"corpse",random,"valkyrie",0
OBJECT:'%',"corpse",random,"wizard",0
OBJECT:'%',"corpse",random,"wizard",0
#
# Some random weapons and armor.
#
OBJECT:'[',random,random
OBJECT:'[',random,random
OBJECT:'[',random,random
OBJECT:'[',random,random
OBJECT:')',random,random
OBJECT:')',random,random
OBJECT:')',random,random
OBJECT:')',random,random
#
# Some random loot.
#
OBJECT:'*',"ruby",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
OBJECT:'/',random,random
OBJECT:'=',random,random
OBJECT:'=',random,random
OBJECT:'+',random,random
OBJECT:'+',random,random
OBJECT:'(',random,random
OBJECT:'(',random,random
OBJECT:'(',random,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,random
# Some undead nasties for good measure
MONSTER:'V',random,random
MONSTER:'V',random,random
MONSTER:'V',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'M',random,random
MONSTER:'M',random,random
MONSTER:'M',random,random
MONSTER:'M',random,random
#
# The Juiblex level
#
MAZE:"juiblex",' '
FLAGS:noteleport,shortsighted
INIT_MAP:'.','}',true,true,unlit,false
# guarantee at least one open spot to ensure successful stair placement
GEOMETRY:left,bottom
MAP
}}}}}}}}
}}...}}}
}}}...}}
}}}}.}}}
}}}}}}}}
ENDMAP
OBJECT:'`',"boulder",random
GEOMETRY:right,top
MAP
}}}}}}}}
}}}}.}}}
}}}...}}
}}...}}}
}}}}}}}}
ENDMAP
OBJECT:'`',"boulder",random
# lair
GEOMETRY:center,center
MAP
..}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}..
.}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}.
}}}...}}..}}.}.}}.}}.}}}...}}}.}}}..}}}..}}}}...}}}
.}}}.}}.}}}.}}.}}.}}...}}.}}.....}}.....}....}.}}}.
..}}}..}}}.}}.}}.}}..}}.....}}.}}}.}}.}}}}}}}}}}}..
.}}}..}}}}}.}}.}}.}}...}}}}}.....}}.}}}}}}.....}}}.
}}}..}}...}}..}}.}}}.}}}...}}}.}}}.}.}}}}..P.P..}}}
}}.}}}}...}}}}}.}...}}}..P..}}}.}.}}}.}}}}.....}}}}
}.}}}}.}}.}..}.}}}}}}}..P.P..}}}.}}}.}}..}}...}}}}.
.}}}}.}}}}....}}}}}.}}}..P..}}}.}}}}.}}..}}...}}}.}
}}}}..}}.}}..}}}}...}}}}...}}}.}}}}}.}}}}.}}}}}}.}}
}}}...}}...}}}..}}}}}}}}}}}}.....}}}}.}}...}..}.}}}
.}}}..}}.}}}}....}}..}}}..}}.....}}}}.}}}.}....}}}.
..}}}.}}}}..}}..}}..}}..}}..}}.}}}..}.}..}}}..}}}..
.}}}.}}}}....}}}}..}}....}}}}}}}...}}}....}}}}.}}}.
}}}...}}}....}}}..}}}....}}}..}}...}}}....}}}...}}}
.}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}.
..}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}..
ENDMAP
# Random registers
RANDOM_MONSTERS:'j','b','P','F'
RANDOM_PLACES:(04,02),(46,02),(04,15),(46,15)
# 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:'*',random,(43,06)
OBJECT:'*',random,(45,06)
OBJECT:'!',random,(43,09)
OBJECT:'!',random,(44,09)
OBJECT:'!',random,(45,09)
# And lots of blobby monsters
MONSTER:monster[0],random,(25,06)
MONSTER:monster[1],random,(24,07)
MONSTER:monster[2],random,(26,07)
MONSTER:monster[3],random,(23,08)
MONSTER:monster[3],random,(27,08)
MONSTER:monster[2],random,(24,09)
MONSTER:monster[1],random,(26,09)
MONSTER:monster[0],random,(25,10)
MONSTER:'j',random,random
MONSTER:'j',random,random
MONSTER:'j',random,random
MONSTER:'j',random,random
MONSTER:'P',random,random
MONSTER:'P',random,random
MONSTER:'P',random,random
MONSTER:'P',random,random
MONSTER:'b',random,random
MONSTER:'b',random,random
MONSTER:'b',random,random
MONSTER:'F',random,random
MONSTER:'F',random,random
MONSTER:'F',random,random
MONSTER:'m',random,random
MONSTER:'m',random,random
MONSTER:';',"jellyfish",random
MONSTER:';',"jellyfish",random
# Some random objects
OBJECT:'!',random,random
OBJECT:'!',random,random
OBJECT:'!',random,random
OBJECT:'%',random,random
OBJECT:'%',random,random
OBJECT:'%',random,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,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,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,random
MONSTER:random,random,random
MONSTER:random,random,random
MONSTER:random,random,random
MONSTER:random,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,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
# 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,random
# Some Vampires for good measure
MONSTER:'V',random,random
MONSTER:'V',random,random
MONSTER:'V',random,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,random
MONSTER:'&',random,random
MONSTER:'&',random,random
TRAP:"anti magic", random
TRAP:"fire", random
TRAP:"magic", random
#
# The Baalzebub level
#
MAZE:"baalz",random
FLAGS: noteleport
GEOMETRY:right,center
MAP
-------------------------------------------------
| --- ----
| ---- | ------------ |
| ------ | --------|..........|---
| |....| -------|...........--------------
---....|--|..................S............|----
....--....S..----------------|............S...|
---....|--|..................|............|----
| |....| -------|...........-----S--------
| ------ | --------|..........|---
| ---- | ------------ |
| --- ----
-------------------------------------------------
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)
NON_DIGGABLE:(00,00,46,12)
MAZEWALK:(00,06),west
STAIR:(44,06),down
# The fellow in residence
MONSTER:'&',"Baalzebub",(35,06)
# Some random weapons and armor.
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
# 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,random
# Some Vampires for good measure
MONSTER:'V',random,random
MONSTER:'V',random,random
MONSTER:'V',random,random
#
# The Sanctum Level
#
MAZE:"sanctum", ' '
FLAGS: noteleport,hardfloor,nommap
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,true
# 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,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
OBJECT:'!',random,random
OBJECT:'?',random,random
OBJECT:'?',random,random
OBJECT:'?',random,random
OBJECT:'?',random,random
OBJECT:'?',random,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,random
MONSTER:'L',random,random
MONSTER:'V',random,random
MONSTER:'V',random,random
MONSTER:'V',random,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