359 lines
10 KiB
Plaintext
359 lines
10 KiB
Plaintext
# NetHack 3.6 Priest.des $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$
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# NetHack 3.6 Priest.des $Date: 2009/05/06 10:44:17 $ $Revision: 1.5 $
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# SCCS Id: @(#)Priest.des 3.5 2002/04/08
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# Copyright (c) 1989 by Jean-Christophe Collet
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# Copyright (c) 1991-2 by M. Stephenson
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# NetHack may be freely redistributed. See license for details.
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#
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# The "start" level for the quest.
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#
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# Here you meet your (besieged) class leader, High Priest
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# and receive your quest assignment.
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#
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MAZE: "Pri-strt",' '
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FLAGS: noteleport,hardfloor
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GEOMETRY:center,center
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MAP
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............................................................................
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............................................................................
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............................................................................
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....................------------------------------------....................
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....................|................|.....|.....|.....|....................
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....................|..------------..|--+-----+-----+--|....................
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....................|..|..........|..|.................|....................
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....................|..|..........|..|+---+---+-----+--|....................
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..................---..|..........|......|...|...|.....|....................
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..................+....|..........+......|...|...|.....|....................
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..................+....|..........+......|...|...|.....|....................
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..................---..|..........|......|...|...|.....|....................
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....................|..|..........|..|+-----+---+---+--|....................
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....................|..|..........|..|.................|....................
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....................|..------------..|--+-----+-----+--|....................
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....................|................|.....|.....|.....|....................
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....................------------------------------------....................
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............................................................................
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............................................................................
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............................................................................
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ENDMAP
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# Dungeon Description
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REGION:(00,00,75,19),lit,"ordinary"
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REGION:(24,06,33,13),lit,"temple"
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REPLACE_TERRAIN:(0,0,10,19),'.','T',10%
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REPLACE_TERRAIN:(65,0,75,19),'.','T',10%
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TERRAIN:(05,04),'.'
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# Portal arrival point
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BRANCH:(05,04,05,04),(0,0,0,0)
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# Stairs
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STAIR:(52,09),down
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# Doors
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DOOR:locked,(18,09)
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DOOR:locked,(18,10)
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DOOR:closed,(34,09)
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DOOR:closed,(34,10)
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DOOR:closed,(40,05)
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DOOR:closed,(46,05)
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DOOR:closed,(52,05)
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DOOR:locked,(38,07)
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DOOR:closed,(42,07)
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DOOR:closed,(46,07)
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DOOR:closed,(52,07)
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DOOR:locked,(38,12)
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DOOR:closed,(44,12)
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DOOR:closed,(48,12)
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DOOR:closed,(52,12)
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DOOR:closed,(40,14)
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DOOR:closed,(46,14)
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DOOR:closed,(52,14)
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# Unattended Altar - unaligned due to conflict - player must align it.
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ALTAR:(28,09),noalign,altar
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# High Priest
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MONSTER:('@',"Arch Priest"),(28,10)
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# The treasure of High Priest
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OBJECT:('(',"chest"),(27,10)
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# knight guards for the audience chamber
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MONSTER:('@',"acolyte"),(32,07)
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MONSTER:('@',"acolyte"),(32,08)
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MONSTER:('@',"acolyte"),(32,11)
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MONSTER:('@',"acolyte"),(32,12)
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MONSTER:('@',"acolyte"),(33,07)
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MONSTER:('@',"acolyte"),(33,08)
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MONSTER:('@',"acolyte"),(33,11)
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MONSTER:('@',"acolyte"),(33,12)
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# Non diggable walls
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NON_DIGGABLE:(18,03,55,16)
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# Random traps
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TRAP:"dart",(20,09)
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TRAP:"dart",(20,10)
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TRAP:random,random
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TRAP:random,random
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TRAP:random,random
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TRAP:random,random
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# Monsters on siege duty.
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MONSTER: ('Z',"human zombie"),(37,01)
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MONSTER: ('Z',"human zombie"),(37,18)
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MONSTER: ('Z',"human zombie"),(03,03)
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MONSTER: ('Z',"human zombie"),(65,04)
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MONSTER: ('Z',"human zombie"),(12,11)
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MONSTER: ('Z',"human zombie"),(60,12)
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MONSTER: ('Z',"human zombie"),(14,08)
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MONSTER: ('Z',"human zombie"),(55,00)
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MONSTER: ('Z',"human zombie"),(18,18)
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MONSTER: ('Z',"human zombie"),(59,10)
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MONSTER: ('Z',"human zombie"),(13,09)
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MONSTER: ('Z',"human zombie"),(01,17)
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#
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# The "locate" level for the quest.
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#
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# Here you have to locate the Temple of Nalzok to go
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# further towards your assigned quest.
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#
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MAZE: "Pri-loca",' '
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FLAGS: hardfloor
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# This is a kludge to init the level as a lit field.
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INIT_MAP: mines, '.' , '.' , false , false , lit , false
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GEOMETRY:center,center
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MAP
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........................................
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........................................
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..........----------+----------.........
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..........|........|.|........|.........
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..........|........|.|........|.........
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..........|----.----.----.----|.........
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..........+...................+.........
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..........+...................+.........
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..........|----.----.----.----|.........
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..........|........|.|........|.........
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..........|........|.|........|.........
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..........----------+----------.........
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........................................
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........................................
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ENDMAP
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# Dungeon Description
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REGION:(00,00,09,13),unlit,"morgue"
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REGION:(09,00,30,01),unlit,"morgue"
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REGION:(09,12,30,13),unlit,"morgue"
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REGION:(31,00,39,13),unlit,"morgue"
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REGION:(11,03,29,10),lit,"temple",filled,irregular
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# The altar inside the temple
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ALTAR:(20,07),noalign,shrine
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MONSTER:('@',"aligned priest"),(20,07),noalign,hostile
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# Doors
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DOOR:locked,(10,06)
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DOOR:locked,(10,07)
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DOOR:locked,(20,02)
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DOOR:locked,(20,11)
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DOOR:locked,(30,06)
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DOOR:locked,(30,07)
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# Stairs
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# Note: The up stairs are *intentionally* off of the map.
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STAIR:(43,05),up
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STAIR:(20,06),down
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# Non diggable walls
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NON_DIGGABLE:(10,02,30,13)
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# Objects (inside the antechambers).
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OBJECT:random,(14,03)
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OBJECT:random,(15,03)
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OBJECT:random,(16,03)
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OBJECT:random,(14,10)
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OBJECT:random,(15,10)
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OBJECT:random,(16,10)
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OBJECT:random,(17,10)
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OBJECT:random,(24,03)
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OBJECT:random,(25,03)
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OBJECT:random,(26,03)
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OBJECT:random,(27,03)
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OBJECT:random,(24,10)
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OBJECT:random,(25,10)
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OBJECT:random,(26,10)
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OBJECT:random,(27,10)
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# Random traps
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TRAP:random,(15,04)
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TRAP:random,(25,04)
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TRAP:random,(15,09)
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TRAP:random,(25,09)
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TRAP:random,random
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TRAP:random,random
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# No random monsters - the morgue generation will put them in.
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#
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# The "goal" level for the quest.
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#
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# Here you meet Nalzok your nemesis monster. You have to
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# defeat Nalzok in combat to gain the artifact you have
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# been assigned to retrieve.
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#
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MAZE: "Pri-goal", ' '
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INIT_MAP: mines, 'L' , '.' , false , false , unlit , false
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GEOMETRY:center,center
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MAP
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xxxxxx..xxxxxx...xxxxxxxxx
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xxxx......xx......xxxxxxxx
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xx.xx.............xxxxxxxx
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x....................xxxxx
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......................xxxx
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......................xxxx
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xx........................
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xxx......................x
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xxx................xxxxxxx
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xxxx.....x.xx.......xxxxxx
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xxxxx...xxxxxx....xxxxxxxx
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ENDMAP
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# Dungeon Description
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$place = { (14,04),(13,07) }
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SHUFFLE: $place
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REGION:(00,00,25,10),unlit,"ordinary"
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# Stairs
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STAIR:(20,05),up
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# Objects
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OBJECT:('[',"helm of brilliance"),$place[0],blessed,0,name:"The Mitre of Holiness"
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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# Random traps
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TRAP:"fire",random
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TRAP:"fire",random
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TRAP:"fire",random
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TRAP:"fire",random
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TRAP:random,random
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TRAP:random,random
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# Random monsters.
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MONSTER:('&',"Nalzok"),$place[0]
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:'Z',random
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MONSTER:'Z',random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:'W',random
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#
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# The "fill" levels for the quest.
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#
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# These levels are used to fill out any levels not occupied by specific
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# levels as defined above. "filla" is the upper filler, between the
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# start and locate levels, and "fillb" the lower between the locate
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# and goal levels.
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#
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LEVEL: "Pri-fila"
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#
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ROOM: "ordinary" , random, random, random, random {
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STAIR: random, up
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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}
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random,random
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}
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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}
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ROOM: "morgue" , random, random, random, random {
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STAIR: random, down
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OBJECT: random, random
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TRAP: random, random
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}
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random, random
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TRAP: random, random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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}
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RANDOM_CORRIDORS
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LEVEL: "Pri-filb"
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#
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ROOM: "ordinary" , random, random, random, random {
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STAIR: random, up
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random, random
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OBJECT: random,random
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}
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random {
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STAIR: random, down
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OBJECT: random, random
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OBJECT: random, random
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TRAP: random, random
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}
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random, random
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TRAP: random, random
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MONSTER: ('Z', "human zombie"), random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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}
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RANDOM_CORRIDORS
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