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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