# 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"),$place[1],m_feature "" MONSTER:('m',"giant mimic"),$place[2],m_feature "" MONSTER:('m',"giant mimic"),$place[3],m_feature "" # The demon of the swamp MONSTER:('&',"Juiblex"),(25,08) # And a couple demons MONSTER:('i',"lemure"),(43,08) MONSTER:('i',"lemure"),(44,08) MONSTER:('i',"lemure"),(45,08) # Some liquids and gems OBJECT:'*',(43,06) OBJECT:'*',(45,06) OBJECT:'!',(43,09) OBJECT:'!',(44,09) OBJECT:'!',(45,09) # And lots of blobby monsters MONSTER:$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