• YAAP Arthur-Wiz-Gno-Mal-Neu

    From Dave@21:1/5 to All on Wed Mar 6 00:48:21 2024
    The first time I created a character in hack, I knew I wanted to beat the game with every role. That desire was tempered by the sheer
    impossibility of the game. Eight years later, right around the time I
    first gained access to USENET, a friend would demonstrate that it was
    indeed possible to complete nethack, the variant I had come to favor. A
    few years after that, I would read a post by someone whose Valkyrie was
    named after a character from a movie which was particularly significant
    to me. I was inspired at that point to see how I might map the nethack
    roles to different screen characters, and initiated what has been a 30+
    year project to ascend every role.
    I made the project more difficult for myself by slowly adding conducts I would retain with every subsequent attempt, and by ascending the roles
    in an order roughly describable as “easiest to hardest”. With this
    wizard, I have completed all but one. Some roles were more difficult to
    map to screen characters, particularly since I wanted to retain the same
    level of connection with the characters’ source material that I had with
    the subject of the post I had been inspired by. Wizard was one of the
    few where I did not have to go searching for the right fit. The answer
    had been there for most of my life.
    My parents took a Sci-Fi Film class in college in the late 70s. I was probably five years old at the time. I went with them to see a variety
    of titles such as “The Cat From Outer Space” and “A Boy and His Dog”. But the movie that made the biggest impression on me was the 1974 John
    Boorman film, “Zardoz”.
    Let me preface the rest of this post with an acknowledgment — what this
    film means to me has varied widely from the first time I saw it at the
    age of 5 (“this movie is too scary”), at 19 (“this movie is too trippy”), and what I expect may be the last time, at 49 (“this movie is
    too rapey”). I’m not going to dwell on the rapey parts here but I am
    going to acknowledge that 1) they exist, 2) it wasn’t cool in the ‘70s
    and it’s not cool now, and 3) any number of my readers probably don’t
    want to think about it. So feel free to skip past the film-review/autobiographical portion of this post and straight to the
    ascension portion (look for the first blank line below) as needed.
    “Zardoz” was traumatizing for any number of reasons. Beyond the frightening uses of imagery and sound, the sequence at the end basically spelled out for me that I was going to eventually move away from home
    and my parents were going to get old and die. I had nightmares for
    months.
    When I was 19, a my friends and I watched “Zardoz” whilst under the influence. During this viewing, I was finally old enough and had the appropriate context to understand the film (as well as the proper mental
    state in order to appreciate it). I was intrigued by the way its plot
    line seemed to be presented recursively, nonsensical information being
    doled out until the middle of the film, the jumble of data then
    gradually unfolding into a (more or less) cohesive story.
    It quickly became one of those significant shared experiences among my friends. When three of us attended the Bay Area Science Fiction
    Convention that year, one used the fan name “Zed”, another used “Consuella”, and they both encouraged me to use “Friend”. I was honored
    by the sentiment, though I certainly can’t identify with the character
    in the film of the same name. But in their honor I adopted “friend” as
    my internet handle. This ascension is thus dedicated to “Zed”, and to
    the memory of “Consuella”, who is unfortunately no longer with us.
    It was at this convention that I learned that if I got into technology I might be able to afford to attend science fiction conventions
    regularly, and ultimately found tech work in the mid 1990s. I started
    in games, but switched to unix systems administration after learning
    what the newly unveiled “Windows 95” was doing to the quality of
    computer gameplay, and how Microsoft was wielding monopoly power to
    force this operating system down the throats of PC gamers. I swore off Microsoft products and found solace in nethack, as it featured
    consistent frame rates on every platform :>
    I leveraged my unix skills to get hired at an Internet Service Provider. Agitated by edicts from management only to solve
    “monetizable” problems, I decided to start my own web hosting service. Taking the wrong lesson from “Zardoz”, I was entranced by the idea of preserving the bulk of human knowledge against an impending apocalypse. Comparing the DARPANET history of the internet against my own certainty
    that I would die in a nuclear holocaust before I was 40 (don’t plan for
    the end of the world, kids) I named my site vortex4.net in honor of this
    film that had such an extraordinary impact on my life. Unfortunately
    I’m not very entrepreneurial, and I eventually learned that working full
    time while being the only tech support for a 24x7 service was a losing strategy.
    Twenty-five years later I have some regrets. Hanging my identity on this movie for so long has conveyed impressions of me that I would in retrospect prefer not to have conveyed. I’ve effectively named myself
    for a misogynist resident of an elitist enclave who champions
    suppression of the unwashed masses through mass murder and “selective breeding”.
    I had convinced myself that I had found beauty in an otherwise flawed piece of art, but while the film may have its moments, it’s not very
    good. It’s a bad sign when listening to the director’s commentary, you
    are encouraged to “just fast forward this part”.
    That said, the fact of this film being so firmly embedded in my life demanded representation. Despite what, after all of these years, I now
    think of “Zardoz”, Arthur Frane has always been the inevitable choice
    for my Wizard.

    To maintain a relatively even balance of races and alignments across my ascensions, arthur would be a neutral gnome. His starting pet would be
    Friend, and later pets would be Zed, George Saden, and Merlin. His
    horses would be Zardoz or Stone Head on the rare occasions a saddle was discovered.
    Though there is a meal scene in “Zardoz” featuring apples, oranges, watermelon, strawberries, pineapple, grapefruit, and bananas, none of
    them were particularly central to the film. Alternate foodstuffs were
    potatoes (“Yes, or no? Potatoes?”), and wheat (“Did you NEED wheat?”), but during my traditional Halloween viewing (this time with director’s commentary) before the November Tournament, I listened to Boorman note
    that the movie started a “green bread” fad, and that for a time all of
    the hotels he stayed at served green bread (I don’t know why the bread
    is green. Presumably in 2293 bread will be green). So I went with
    “green bread” as the fruittype, resulting in potions of “green bread juice”.
    Nurses would be named for Sean Connery’s “allies” in the film: Consuella, May, Avalow, and Death. Succubi would be named for the
    Apathetics: Loamer, Gray, Grayler, and Bones.

    I had not played a Wizard since hack, when I was eight years old. My friend and I would startscum to try out wands on our pets, hoping for
    the fabled wand of wishing. Playing a wizard in nethack required
    adaptation. I am not a stranger to soft characters, but the wizard is
    really soft, and since force bolt is both limited by spell points and
    overly destructive, it took me a while to get the hang of the early
    game, particularly since I’ve had been striving for a vegan conduct for
    a couple of ascensions now, and the prayer-as-food approach makes it impractical to keep the character level intentionally low.
    My best early attempts were ignoring the fact I could cast spells and
    slowly building a melee fighter until good armor was available. The
    hardest part was realizing that the starting equipment should be used immediately rather than saved for alchemy later. My first serious
    attempt was during Junethack, and I didn’t even manage to finish Sokoban.
    My best run before ascending ended in the Astral Plane. I had been trying to finish a game in the November hardfought tournament before the deadline, and started the ascension run without taking the time to
    properly recover from a bag of holding mishap. It was a bitter loss,
    but I had already lost the attempted vegan conduct by forgetting that
    royal jelly is technically an animal product (I would make a terrible
    vegan in reality). I would not make the same mistake again.

    After a couple more months of frustrating early game failures, I finally got traction again with a full moon start in late February,
    running 3.7 on hardfought.

    The build:

    Weapons
    a - a blessed +1 quarterstaff (weapon in hands)
    ----- Armor
    |:.%| b - an uncursed +0 cloak of magic resistance
    (being worn)
    |.f@| Scrolls
    -$%.+ i - a blessed scroll of identify
    ----- j - an uncursed scroll of identify
    k - an uncursed scroll of stinking cloud
    Spellbooks
    l - a blessed spellbook of force bolt
    m - an uncursed spellbook of healing
    Potions
    g - a blessed potion of enlightenment
    h - an uncursed potion of invisibility
    f - a potion of holy water
    Rings
    e - an uncursed +1 ring of adornment
    d - an uncursed ring of see invisible
    Wands
    c - a wand of speed monster (0:6)
    Tools
    n - a magic marker (0:22)


    Arthur the Evoker St:11 Dx:12 Co:11 In:19 Wi:9 Ch:13
    Neutral S:0
    Dlvl:1 $:0 HP:11(11) Pw:8(8) AC:9 Xp:1/0 T:1


    The potion of enlightenment was quaffed first thing, and (fast) Friend was killed by a falling rock trap before the stairs down were even
    located. But the second level had a shop with assorted vegan-friendly
    foods, as well as studded leather and speed boots, key early aids to survivability. A third level with an altar to Anhur and the mines
    branch provided arthur a stash point.
    The altar quickly furnished Magicbane, and the discovery of a magic whistle on the next level led to the training of (fast) Zed the housecat
    and (fast) Zardoz the pony (the latter, sadly, fell to an Uruk-hai’s
    poisoned arrow, but the healing spell kept both arthur and Zed alive
    longer that they otherwise would have been). Delphi was on level 5 and
    the Stairs to Sokoban on level 6, which made for lower-level opponents
    and an easier time eventually obtaining Sokoban’s prize, an amulet of reflection.
    Minetown was bountiful, yielding a delicatessen stocked with more vegan munchies, a temple of Thoth, the only bones file arthur ever
    encountered, and poison resistance courtesy of a quivering blob. But
    the next key survival aid came on level 8 of the Mines, when Zed stepped
    on a polymorph trap and became an ice devil. The magic whistle suddenly
    became arthur’s ticket out of the early game.
    Level 10 of the mines yielded cold resistance from a gelatinous cube, and with fast Ice Devil Zed in tow, Mines’ End was no sweat. Now that
    the luckstone was arthur’s, the Quest was next, but he was only exp
    level 11. Help came in the form of a portal to Fort Ludios on dungeon
    level 11 preceding the quest portal in the big room on level 12.
    In previous games I had discovered potions of gain level in the barracks
    chests in Ludios, and though it was not to be this time, two were
    dropped by soldiers during arthur’s raid on the facility. Ludios’
    primary prizes were the gold, which paid for maximized protection, and
    the Blue Dragon Scale Mail which arthur wore for the remainder of the
    game. On the way back up to the stash to fashion the armor, Arthur
    obtained fire resistance from another gelatinous cube. When he got
    there he discovered to be carrying a ring of conflict and a cornuthaum. Ludios’ throne bestowed see invisibility.
    After finally discovering the last potion to achieve level 14, arthur completed as much of the quest as he could, but had no source of
    teleport control with which to enter the Dark One’s tower. He proceeded
    to the castle (a spellbook of jumping got him across Medusa’s moat) in
    order to try and find the three additional levels needed to earn wizard-intrinsic teleport control.
    This is where arthur’s luck began to change for the worse. Zed stepped
    on a level teleport trap on the level just before the castle, and Arthur
    went back to check every previously visited level through Sokoban, the
    Mines, and the half-completed Quest blowing his magic whistle before
    eventually finding Zed again, in an untamed but peaceful state, in the
    castle. The courtyard had no Liches, but one invisible Titan. Possibly
    as a result of arthur resorting to conflict immediately after
    deciphering the passtune, the portcullis was destroyed before it could
    be used on the Titan. In the resulting confusion arthur was forced to
    stage a strategic withdrawl back to the previous level.
    After a trip back up to the stash to perform some additional alchemy, arthur returned. The Titan fortunately was the cause of its own end, repeatedly summoning nasties until petrified by a cockatrice thanks to
    the ring of conflict. In addition to the wand of wishing which went
    unused, the castle rewarded arthur with an oilskin cloak, boots of water walking, a wand of death, and enough potions of gain level and
    interactions with Apathetics to achieve teleport control. After the
    Castle, the Quest was a snap.
    By this time arthur had acquired a spellbook of magic mapping. Between that, and his now fireproof boots of water walking, Gehennom was quickly traversed, and demon princes paid off or dispatched as needed. Vlad’s
    tower featured a pair of nurses (Consuella and May) who helped out the
    hit point situation greatly.
    At the bottom of Gehennom, arthur finally obtained sleep resistance from a gelatinous cube while searching for the vibrating square. Things
    were going well enough that I began to give some thought to how Arthur
    was going to survive the astral plane this time. Purple worms have been
    the most reliable method so far, and an inventory review revealed a
    spare blessed scroll of taming, so when he finally met a purple worm in
    the wild, he acquired a new ally in George Saden.
    In the end, the ascension run went more smoothly that I had expected.
    I made a strategy change and determined that once identified, arthur
    would never pick up wands of cancellation or bags of tricks after
    identifying a bag of holding. It seems drastic, but it worked, and
    arthur successfully held on to his ascension kit long enough that by the
    time he had mapped out Gehennom and cleared the wizards tower, only a
    final alchemy session remained before he returned and zapped Rodney with
    one of the wands of death.
    Unfortunately arthur couldn’t take George with him into Moloch’s Sanctum; I’m not sure if that’s normal or if George was just stuck in
    one of the pits surrounding the down stairs, but eventually Arthur just conflicted his way through the level and conflicted his way back, amulet
    in tow. George served Arthur faithfully until he stepped on a polymorph
    trap and became a straw golem, which is less then helpful on 3.7’s lava-strewn Gehennom levels.
    Between the three wands of death, arthur had 14 charges before the ascension run with a blessed scroll of charging for backup. Rodney’s multiple reappearances were thus each thankfully short, and the
    mysterious force only hampered arthur’s escape from Gehennom a handful
    of times. When he hit the dungeons of doom he invoked the Eye of
    Aethiopica and transported to Sokoban, flashing past most of the
    dungeon. He spent some last time with his stash and grabbed the gems
    and his paucity of Artifacts (after Magicbane, there wasn’t much point
    in continuing to sacrifice) and left the dungeon.
    I have now become familiar enough with the Plane of Water and died enough times on the Astral plane that I’ve realized Water is an
    invaluable opportunity to discard unneeded items and prep inventory
    slots for the first few turns on Astral, so arthur used that time to his advantage. When he hit the portal, he immediately summoned purple
    worms, befriended one, and teleported several to inflict damage on the
    crowded plane. He then put on the ring of conflict and waded towards
    the nearest door, teleporting creatures out of his way, zapping
    Pestilence with the wand of death, and using his jump spell to close on
    the first altar he saw. Which happened to be, as luck would have it,
    the altar of Thoth…


    You offer the Amulet of Yendor to Thoth...--More--
    An invisible choir sings, and you are bathed in radiance...--More--
    The voice of Thoth booms: "Mortal, thou hast done well!"--More--
    "In return for thy service, I grant thee the gift of Immortality!"--More--
    You ascend to the status of Demigod...--More--

    Coins
    $ - 2 gold pieces
    Amulets
    a - an uncursed amulet of reflection (being worn)
    o - the blessed Eye of the Aethiopica
    Weapons
    P - the blessed rustproof +7 Magicbane (weapon in left hand)
    Armor
    g - an uncursed thoroughly burnt rotted +0 cornuthaum (being worn)
    D - a blessed fireproof +4 pair of gauntlets of dexterity (being worn)
    c - an uncursed fireproof +0 pair of water walking boots (being worn)
    q - an uncursed fireproof +0 small shield (being worn)
    B - an uncursed thoroughly burnt +0 cloak of magic resistance
    L - a blessed thoroughly burnt +4 oilskin cloak (being worn)
    X - a blessed +4 Hawaiian shirt with an orchid motif (being worn)
    h - an uncursed +0 blue dragon scale mail (being worn)
    Spellbooks
    n - the uncursed Book of the Dead
    Potions
    j - a blessed potion of full healing
    Rings
    t - an uncursed ring of conflict (on left hand)
    U - an uncursed ring of slow digestion (on right hand)
    (1 of 3)
    Wands
    f - a wand of death (0:1)
    v - a wand of digging (0:5)
    z - a wand of teleportation (0:1)
    Tools
    Y - a blessed bag of holding named utility belt containing 93 items
    d - an uncursed tooled horn
    r - the Bell of Opening (0:0)
    l - the uncursed Candelabrum of Invocation (0 of 7 candles attached)
    T - a blessed magic lamp
    x - an uncursed magic whistle
    F - an uncursed skeleton key
    y - an uncursed stethoscope
    m - a blessed +0 unicorn horn
    Gems/Stones
    J - an uncursed worthless piece of black glass
    M - an uncursed worthless piece of blue glass
    N - an uncursed worthless piece of green glass
    K - an uncursed worthless piece of orange glass
    O - an uncursed worthless piece of red glass
    Q - an uncursed worthless piece of violet glass
    S - an uncursed worthless piece of white glass
    b - an uncursed worthless piece of yellow glass
    s - an uncursed worthless piece of yellowish brown glass
    H - a blessed luckstone

    Contents of the bag of holding named utility belt:

    an uncursed amulet of flying
    an uncursed amulet of life saving
    an uncursed amulet of life saving
    an uncursed amulet of magical breathing
    7 blessed +6 elven daggers
    the +1 Sting
    the +0 Orcrist
    an uncursed -1 helm of opposite alignment
    an uncursed -1 pair of levitation boots
    an uncursed +0 pair of speed boots
    an uncursed +0 pair of water walking boots
    an uncursed +0 shield of reflection
    an uncursed +0 cloak of invisibility
    an uncursed +0 cloak of magic resistance
    a blessed +2 cloak of protection
    an uncursed +0 Hawaiian shirt with a parrot motif
    an uncursed +0 silver dragon scale mail
    2 uncursed C-rations
    an uncursed carrot
    an uncursed eucalyptus leaf
    6 uncursed food rations
    16 uncursed K-rations
    3 uncursed lembas wafers
    a blessed scroll of blank paper
    2 uncursed scrolls of blank paper
    an uncursed scroll of confuse monster
    2 uncursed scrolls of earth
    3 blessed scrolls of enchant weapon
    an uncursed scroll of genocide
    2 uncursed scrolls of gold detection
    a blessed scroll of identify
    2 uncursed scrolls of identify
    a cursed scroll of identify
    an uncursed scroll of magic mapping
    2 blessed scrolls of remove curse
    7 uncursed scrolls of teleportation
    an uncursed spellbook of magic missile
    a blessed potion of acid
    2 uncursed potions of booze
    an uncursed potion of enlightenment
    a blessed potion of full healing
    3 uncursed potions of object detection
    an uncursed potion of oil
    2 uncursed potions of paralysis
    an uncursed potion of restore ability
    12 potions of holy water
    an uncursed potion of water
    2 potions of unholy water
    an uncursed ring of regeneration
    an uncursed ring of slow digestion
    an uncursed ring of sustain ability
    an uncursed ring of teleportation
    a wand of cold (0:3)
    a wand of death (0:6)
    a wand of death (1:5)
    a blessed wand of digging (0:5)
    a wand of digging (0:8)
    a wand of digging (0:8)
    a wand of digging (0:7)
    a wand of digging (0:7)
    a wand of digging (0:7)
    a wand of digging (0:7)
    a wand of polymorph (0:6)
    a wand of slow monster (0:3)
    a wand of teleportation (0:7)
    a wand of teleportation (0:6)
    a wand of teleportation (0:4)
    a wand of wishing (0:1)
    a wand of wishing (0:1)
    a can of grease (0:13)
    a tinning kit (0:91)
    an uncursed towel
    a +0 unicorn horn
    an uncursed jacinth stone
    4 uncursed dilithium crystals
    5 uncursed agate stones
    an uncursed amber stone
    10 uncursed amethyst stones
    2 uncursed aquamarine stones
    5 uncursed chrysoberyl stones
    an uncursed citrine stone
    6 uncursed diamonds
    9 uncursed emeralds
    11 uncursed garnet stones
    an uncursed jade stone
    4 uncursed jet stones
    8 uncursed obsidian stones
    4 uncursed opals
    12 uncursed rubies
    2 uncursed sapphires
    3 uncursed topaz stones
    5 uncursed turquoise stones
    a blessed luckstone

    Do you want to see your attributes? [ynq] (y)


    -------

    |.........

    --)..----&-

    |....-- ...

    -.%.-- $...

    ...)| ...

    ---- ..A..

    .5@.

    -----@-----

    [email protected]

    |..........44.|

    |. ----.---- .|

    | |@....A.|5 |

    |..aa.%.|

    5|..@@...|

    |..a.aa.|4

    5 |....a..|

    5 ---------

    5 5



    Arthur the Sorcerer St:18/09 Dx:22 Co:18 In:19 Wi:18 Ch:18
    Neutral S
    Astral Plane $:2 HP:133(228) Pw:145(250) AC:-23 Xp:20/5122117 T:57918

    Arthur the Wizard's attributes:

    Background:
    You were a Sorcerer, a level 20 male gnomish Wizard.
    You were neutral, on a mission for Thoth
    who was opposed by Ptah (lawful) and Anhur (chaotic).
    You were left-handed.
    You were in the endgame, on the Astral Plane.
    You entered the dungeon 57918 turns ago.
    It was nighttime.
    You had 5122117 experience points, 4877883 more were needed for level 21.
    Your score was 1194222 before end-of-game adjustments.

    Basics:
    You had 133 out of 228 hit points.
    You had 145 out of 250 energy points (spell power).
    Your armor class was -23.
    Your wallet contained 2 zorkmids.
    Autopickup was off.

    Final Characteristics:
    Your strength was 18/09 (limit:18/50).
    Your dexterity was 22 (base:18, innate limit:18).
    Your constitution was 18 (limit:18).
    Your intelligence was 19 (limit:19).
    Your wisdom was 18 (limit:18).
    Your charisma was 18 (base:17, limit:18).

    Final Status:
    You weren't hungry.
    You were unencumbered.
    You were wielding a dagger.
    You had expert skill with dagger.

    Final Attributes:
    You were piously aligned.
    You were magic-protected.
    You were fire resistant.
    You were cold resistant.
    You were sleep resistant.
    You were shock resistant.
    Your items were protected from electric shocks.
    You were poison resistant.
    You saw invisible.
    You were warned.
    You were clairvoyant.
    You had infravision.
    You caused conflict.
    You had teleport control.
    You could walk on water.
    You had slower digestion.
    You had a moderate defense bonus (+9).
    You were guarded.
    You took half spell damage.
    You were very fast.
    You had reflection.
    You were extremely lucky.
    You had extra luck.
    Good luck did not time out for you.
    You survived.

    Miscellaneous:
    You encountered 1 bones level.
    Total elapsed playing time was 1 day, 5 hours, 36 minutes and 25 seconds.

    Vanquished creatures:

    Orcus
    Juiblex
    the Wizard of Yendor (5 times)
    Famine
    Vlad the Impaler
    3 arch-liches
    a high cleric
    3 erinyes
    2 mastodons
    Medusa
    Croesus
    8 krakens
    8 iron golems
    8 master liches
    4 storm giants
    a titan
    3 glass golems
    5 balrogs
    6 purple worms
    2 gold dragons
    5 silver dragons
    9 red dragons
    2 white dragons
    4 orange dragons
    5 black dragons
    3 blue dragons
    2 green dragons
    3 yellow dragons
    26 minotaurs
    the Dark One

    [SNIP]

    2499 creatures vanquished.


    Extinct species:

    ------ erinyes (extinct)
    |........ soldiers (extinct)
    --)..----&
    |....-- .. 2 species extinct.
    -.%.-- $. --More--

    Voluntary challenges:
    You followed a strict vegan diet.
    You read items or engraved 178 times.
    You never engraved Elbereth.
    You never genocided any monsters.
    You never polymorphed an object.
    You used no wishes.
    You violated the special Sokoban rules 4 times.

    Achievements:
    You entered a shop.
    You attained the rank of Conjurer.
    You entered the Gnomish Mines.
    You attained the rank of Thaumaturge.
    You consulted the Oracle of Delphi.
    You entered Sokoban.
    You entered Minetown.
    You entered a temple.
    You completed Sokoban.
    You attained the rank of Magician.
    You completed the Gnomish Mines.
    You entered the Big Room.
    You defeated Medusa.
    You attained the rank of Enchanter.
    You learned the tune to open and close the Castle's drawbridge.
    You had the Bell of Opening.
    You attained the rank of Sorcerer.
    You entered Gehennom.
    You had the Candelabrum of Invocation.
    You had the Book of the Dead.
    You gained access to Moloch's Sanctum.
    You reached the Elemental Planes.
    You reached the Astral Plane.
    You delivered the Amulet of Yendor.
    You ascended!

    The Elemental Planes:
    Astral Plane: <- You are here.
    A temple and an altar to Thoth.
    Plane of Water:
    Plane of Fire:
    Plane of Air:
    Plane of Earth:
    The Dungeons of Doom: levels 1 to 26
    Level 1:
    A fountain.
    One way stairs up to The Elemental Planes.
    Level 2:
    A fountain, a sink.
    Level 3:
    An altar to Thoth.
    Stairs down to The Gnomish Mines.
    Level 4:
    A fountain.
    Level 5:
    Many fountains.
    Oracle of Delphi.
    Level 6:
    Some fountains.
    Stairs up to Sokoban, level 5.
    Level 7:
    A fountain.
    Level 8:
    Some fountains, a grave.
    Level 9:
    Level 10:
    A fountain, a grave.
    Level 11:
    Portal to Fort Ludios.
    Level 12:
    A very big room.
    Portal to The Quest.
    Level 13:
    A fountain, a sink.
    Level 14:
    A grave.
    Level 15:
    Level 16:
    A fountain.
    Level 17:
    A primitive area.
    Level 18:
    Level 19:
    A sink.
    Level 20:
    Level 21:
    Many fountains.
    Level 22:
    Level 23:
    A grave.
    Level 24:
    Some fountains, many trees.
    Level 25:
    Level 26:
    A fountain.
    Connection to Gehennom.
    Gehennom: levels 27 to 46
    Level 27:
    A temple and an altar, many graves.
    Valley of the Dead.
    Level 28:
    Level 29:
    Level 30:
    Level 31:
    Level 32:
    Level 33:
    Some fountains.
    Level 34:
    Level 35:
    Level 36:
    Level 37:
    Stairs up to Vlad's Tower, level 36.
    Level 38:
    Level 39:
    Level 40:
    Level 41:
    An altar, many graves.
    Level 42:
    Level 43:
    Level 44:
    Level 45:
    Level 46:
    A temple and an altar, many graves.
    Moloch's Sanctum.
    The Gnomish Mines: levels 4 to 12
    Level 4:
    Level 5:
    Level 6:
    A temple and an altar to Thoth, some fountains, a grave.
    Final resting place for
    lurchy-Wiz-Elf-Mal-Cha, killed by a killer bee, while praying.
    Level 7:
    Level 8:
    Level 9:
    Level 10:
    Level 11:
    Level 12:
    A fountain.
    The Quest: levels 1 to 5
    Level 1:
    A throne.
    Completed quest for Neferet the Green.
    Level 2:
    Level 3:
    Level 4:
    Level 5:
    A temple and an altar to Thoth.
    Sokoban: levels 5 up to 2
    Level 2:
    Solved.
    Level 3:
    Solved.
    Level 4:
    Solved.
    Level 5:
    Solved.
    Fort Ludios:
    Level 1:
    Vlad's Tower: levels 36 up to 34
    Level 34:
    Level 35:
    Level 36:
    (6 of 6)

    Goodbye arthur the Demigod...

    You went to your reward with 2625594 points,
    The Candelabrum of Invocation (worth 5000 zorkmids and 12500 points)
    The Book of the Dead (worth 10000 zorkmids and 25000 points)
    The Eye of the Aethiopica (worth 4000 zorkmids and 10000 points)
    The Bell of Opening (worth 5000 zorkmids and 12500 points)
    Magicbane (worth 3500 zorkmids and 8750 points)
    Orcrist (worth 2000 zorkmids and 5000 points)
    Sting (worth 800 zorkmids and 2000 points)
    12 rubies (worth 42000 zorkmids),
    11 garnet stones (worth 7700 zorkmids),
    10 amethyst stones (worth 6000 zorkmids),
    9 emeralds (worth 22500 zorkmids),
    9 worthless pieces of colored glass,
    8 obsidian stones (worth 1600 zorkmids),
    6 diamonds (worth 24000 zorkmids),
    5 turquoise stones (worth 10000 zorkmids),
    5 chrysoberyl stones (worth 3500 zorkmids),
    5 agate stones (worth 1000 zorkmids),
    4 dilithium crystals (worth 18000 zorkmids),
    4 jet stones (worth 3400 zorkmids),
    4 opals (worth 3200 zorkmids),
    3 topaz stones (worth 2700 zorkmids),
    2 sapphires (worth 6000 zorkmids),
    2 aquamarine stones (worth 3000 zorkmids),
    1 jacinth stone (worth 3250 zorkmids),
    1 citrine stone (worth 1500 zorkmids),
    1 amber stone (worth 1000 zorkmids),
    1 jade stone (worth 300 zorkmids),
    2 amulets of life saving (worth 300 zorkmids),
    1 amulet of reflection (worth 150 zorkmids),
    1 amulet of magical breathing (worth 150 zorkmids),
    1 amulet of flying (worth 150 zorkmids),
    and 2 pieces of gold, after 57918 moves.
    You were level 20 with a maximum of 228 hit points when you ascended.

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