# File: dungeon.txt


# This file is used to initialize the "lib/data/dungeon.raw" file, which
# is used to initialize the "artifact" information for the Angband game.

# Do not modify this file unless you know exactly what you are doing,
# unless you wish to risk possible system crashes and broken savefiles.
# After modifying this file, delete the "lib/data/dungeon.raw" file.

# Note this file is used to hackily allow multiple towns, quest rewards and
# general derring do.

# Note we get quite sophisticated here, for very little cost but much hackery.

# Overview:

# 0:Nowhere Town (0)

# -- All the stories start in the Shire --
# 1:Hobbiton (0)*
#       2:Hobbiton, in ruins (59)
#       3:Hobbiton, rebuilt (0)*

# -- The Hobbit novel has the easy route --
# 4:East Road (0)

# -- The LotR has a slightly harder route --
# 5:Maggot's farm (2-6)
# 6:Brandywine Ferry (0)
# 7:Buckland (0)
# 8:Old Forest (6-10)
# 9:Bombadil's house (11-12)
# 10:Barrow-downs (4-17)
# 11:Tyrn Gorthad (10-23)

# -- But they all get to Bree & Rivendell eventually --
# 12:Bree (0-4)*
# 13:Trollshaws Forest (4-6)
# 14:Midgewater Marshes (10-17)
# 15:Weathertop (17-30 up)
# 16:Ford to Rivendell (8)
# 17:Rivendell (0)*

# -- Conclusion of the Hobbit --
# 18:Misty Mountains (5-13)
# 19:house of Beorn (15)
# 20:Woodmen Village (10-13)
# 21:Mirkwood the Great (13-26)
# 22:Lake-town (0)*
#       23:ruins of Lake-town (17)
#       24:the Dale (0)*
# 25:Lonely Mountain (26-36)
#       26:Five Armies (30)
#       27:vaults of Erebor (21)
# 28:Dol Guldur (36-48 up)

# -- Down south --
# 29:Dunland (9)
#       30:Dunland in war rage (22-37)
# 31:Isengard (3-33 up)
#       32:Isengard, war-ready (21-40 up)
#       33:emptied Isengard (30-45 up)
# 34:Fangorn Forest (20)
#       35:Fangorn, aflame (27)
#       36:the Ent Moot (21)
# 37:Edoras (8-27)*
#       38:Hornburg (22-40 up)

# -- Through the Mountains --
# 39:west Moria entrance (6-24)
#       40:west gates of Moria (33-36)
# 41:the door to Moria (20)
# 42:the mines of Moria (22-30)
# 43:east Moria entrance (13-24)
#       44:east gates of Moria (36)
#       45:Khazad-Dum (30-40)
# 46:Redhorn pass (7-33)
#       47:Caradhras (20-40)

# -- Gondor/Rohan --
# 48:Lothlorien (0)*
# 49:Parth Galen (20-40)
# 50:Paths of the Dead (48-53)
# 51:Minas Tirith (0-48 up)*
# 52:Pelennor Fields (43)
# 53:Mount Mindolluin (3)
# 54:Ithilien (20-21)
# 55:Minas Morgul (42-57 up)
# 56:Cirith Ungol (42-48 up)

# -- Mordor --
# 57:Dead Marshes (41)
# 58:Morannon (40-53 up)
# 59:Udun (54-58)
# 60:Isenmouthe (55)
# 61:Plains of Gorgoroth (48-54)
# 62:Orodruin (54-59)
# 63:Barad-dur (48-59 up)

# -- Misc. planar dungeons --
# 64:Numenor (35-48)
# 65:Elemental Evil (21-40)
# 66:Crystal Castle (30-45)

# Oops - should move this to the appropriate section
# 67:Black Gate
# 69:Army of the West*
# 70:Osgiliath

# -- Angband --
# 68:ruins of Angmar (30-51)
# 72:Angband (0-60)*
# 73:the West (0)

# === Understanding dungeon.txt ===

# Format:
# N: dungeon number: abbreviated dungeon name
# X: easily connected to these dungeons (up to 4)
# L: level : base terrain : fill with terrain : big terrain : small terrain : quest monster : vault : special level : flags : level name prefix
# Q: dungeon connected to once quest monster defeated : quest monster
# Y: lock all shops until this monster is defeated : if player has visited this dungeon
# Z: substitute this dungeon instead : if player has visited this dungeon
# W: substitute this guardian monster for guardian of zone 0, even if no guardian till now: if player has visited this dungeon (warning, Q: and Y: guardians are always unchanged)
# G: generate monsters with this character
# R: generate monsters with this flag
# S: store1 : store2 : store3 : store4 : store5 : store6 : store7 : store8
# D: description, the shorter the better
# F: flags

# Note store 1 - 8 are now the index of the feature in terrain.txt not the store in store.txt.
# The 'power' of the feature determines which store to reference. So you can theoretically
# put any feature here you want.

# 'N' indicates the beginning of an entry. The serial number must
# increase for each new item. Full name of the dungeon is obtained
# by concatenating the name of the first level and the abbreviated dungeon name.

# 'X' indicates the dungeons that may be reached from this dungeon.

# 'L' defines dungeon 'zones'. A dungeon zone extends from the level listed until 1 below
# the next level listed. Zones must be shown in increasing order of level. The last L:
# entry defines the maximum depth of the dungeon. The first L: entry defines the 'surface level'
# of the dungeon and apparent depth is determined as offsets from this surface level. Full name of the level is obtained
# by concatenating the level name prefix and the abbreviated dungeon name.

# The quest monster must be a unique. The vault indicates an entry in the vault.txt file
# and places the vault in the centre of the level, but without any monsters, traps or treasure.

# 'G' indicates that all 'wandering' monsters on the level will be this char.

# 'R' indicates that all 'wandering' monsters on the level will have this flag. Acts as an
# either/or with the 'G' entry.

# 'S' indicates up to 8 stores that are placed on the level with
# the fill with terrain 0 tag.

# 'D' indicates the description displayed on the surface of the dungeon.

#Version information


V:0.6.4



# TODO: play-test if the guardians are similarly powerful as uniques
# of the level they appear in, with few exceptions, e.g. Caradhras, Maggot
# (mark the exception in comments above dungeon definitions)

# TODO: change the tone of some descriptions (mine, by mikon:) from modern 
# to high fantasy. Think: Tolkien, both The Hobbit 
# (less serious but still not modern) and LOTR (mostly deadly serious, 
# very elegant, archaic, biblical at places).
# Also make them correct English and more subtle wrt. psychology and plot.
# Current text is mostly flavour, plot ideas and justification for
# purely game-play decisions, chaotically collected from The Hobbit and the net

# TODO: finish level names and fit level design to level names


# The non-existent dungeon.
# The non-campaign start is the second to last dungeon.

N:0:Nowhere Town
X:72:0:0:0
S:954:955:0:0:0:0:0:0
L:0:56:0:407:0:0:0:0:SURFACE | DAYLIGHT | TOWN:
D:It feels like in the middle of nowhere.  You shouldn't be there.  Please
D: report the bug and collect your reward from the abandoned store.

# Campaign starting dungeon.

N:1:Hobbiton
X:4:5:0:0
Z:2:2
G:h
S:264:515:265:266:772:773:0:0
L:0:56:0:411:155:0:0:0:SURFACE | DAYLIGHT | TOWN:the town of
D:Here your adventure begins.  You can travel to Farmer Maggot's Farm or
D: the East Road from here --- the easiest route by far is the East Road
D: and then to Bree.  Press < to travel from any town, or when near the
D: edge of the larger wilderness locations.

N:2:Hobbiton in ruins
X:7:12:0:0
Q:3:532
Z:3:3
G:g
S:516:517:14:266:509:0:0:0
L:59:56:0:407:159:532:0:0:DESTROYED | SURFACE | DAYLIGHT | TOWN:
D:Someone with a silver-tongue and guile-full words has brought fair
D: Hobbiton to its knees in a whir of devilish industry and foul pollution.

N:3:Hobbiton rebuilt
X:72:73:0:0
G:h
S:264:515:265:266:772:773:774:0
L:0:56:0:407:153:0:0:0:SURFACE | DAYLIGHT | TOWN:
D:One last challenge awaits, to visit Angband to defeat an ancient evil. 
D: Or you can choose to sail from here into the West and let another take
D: on the might of Morgoth.

N:4:East Road
X:1:12:0:0
G:h
Q:6:111
R:ANIMAL
S:904:0:0:0:0:0:0:0
L:0:56:0:435:420:0:0:0:SURFACE | DAYLIGHT | TOWN:the
D:The road ahead is long but straight; it takes you to beyond the edge of
D: the Shire to Bree.  Choose your path carefully!  Once your feet take
D: you further, it may be a while before you return to Hobbiton, older,
D: wiser and wearier.  Elsewhere, dark clouds gather.  At least the way
D: ahead seems fair and true.

# Guardian purposefully more powerful than 6

N:5:Maggot's farm
X:1:0:0:0
Q:6:111
G:,
R:ANIMAL
S:507:0:0:0:0:0:0:0
L:2:56:0:435:0:4:0:0:SURFACE | DAYLIGHT | TOWN | MORE:Farmer
L:3:56:114:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:the cellars of
L:6:56:114:0:0:111:0:0:ROOMS | TUNNELS | LESS:cellars' back exit in the
D:The barnyard of Farmer Maggot's farm looks littered and deserted, and
D: you hear vicious barking muffled as if by great distance.  The trap
D: doors of the famous farm cellars are open; to climb down, press '>'
D: when standing on the entrance '>'.

N:6:Brandywine Ferry
X:4:5:7:0
G:h
R:ANIMAL
S:903:0:0:0:0:0:0:0
L:0:56:0:435:153:0:0:0:SURFACE | DAYLIGHT | TOWN:the
D:This is the farthest you've been from the Shire --- ahead, dark clouds
D: gather.  Choose your path carefully!  Once you cross the Brandywine to
D: Buckland, it may be a while before you return to Hobbiton, and in some
D: ways you can never come back.  The East Road from Hobbiton looks a
D: fairer route, and safer too.

N:7:Buckland
X:8:0:0:0
Q:6:546
G:h
R:ANIMAL
S:8:9:10:11:12:13:268:778
L:0:56:0:420:408:0:0:0:SURFACE | DAYLIGHT | TOWN:Bucklebury town in

N:8:Old Forest
X:7:10:0:0
Q:9:622
R:PLANT
L:6:407:420:153:419:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:Bonfire Glade in the
L:7:407:419:420:420:0:0:0:ROOMS | TUNNELS | WILD | LESS | MORE:a knoll in the
L:8:407:419:153:420:0:0:0:ROOMS | TUNNELS | WILD | LESS | MORE:Withywindle river in the
L:10:407:0:420:153:622:0:0:TOWN | LESS:a willow clearing in the

N:9:Bombadil's house
X:8:0:0:0
G:H
S:514:776:0:0:0:0:0:0
L:11:56:0:420:153:307:0:0:SURFACE | DAYLIGHT | TOWN | MORE:Tom
L:12:56:56:1:420:307:0:0:ROOMS | TUNNELS | LESS:the basement under Tom
D:Goldberry's gifts can be found at her pool.

N:10:Barrow-downs
X:12:15:0:0
Q:8:546
Z:11:28
L:4:407:420:420:56:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:
L:5:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:17:56:56:0:0:431:0:0:ROOMS | TUNNELS | LESS:

N:11:Tyrn Gorthad
X:12:15:0:0
Q:8:546
L:10:407:420:420:56:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:the entrance to
L:11:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:the barrows of
L:23:56:56:0:0:1081:0:0:ROOMS | TUNNELS | LESS:deep under

N:12:Bree
X:10:13:14:0
Q:2:546
Y:440:28
W:440:28
S:8:9:10:11:12:13:268:775
L:0:56:0:407:408:0:0:0:SURFACE | DAYLIGHT | TOWN | MORE:the town of
L:1:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:sewers of
L:4:56:56:0:0:620:0:0:ROOMS | TUNNELS | LESS:the dump outside
D:Life goes as usual in Bree.  Men and hobbits trade peacefully together,
D: despite the strange men recently coming from the south.  Regrettably,
D: hobbits from the outskirts of the town can't help feeling unsafe since
D: the southerners started gathering by the sewer exit at the foot of the
D: Bree-hill and, as some boys claim, even disappearing in the main sewer
D: tunnel occasionally.  The well leading down to the town sewers is
D: marked with '>' and can be descended by pressing '>' when standing over
D: the grates.

N:13:Trollshaws Forest
X:12:16:0:0
L:4:407:420:420:155:343:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:a hill in
L:5:56:419:0:0:344:0:0:ROOMS | TUNNELS | LESS | MORE:the Troll Clearing in
L:6:56:56:0:0:345:0:0:ROOMS | TUNNELS | LESS:the Troll Cave in

N:14:Midgewater Marshes
X:12:15:0:0
G:R
R:INSECT
L:10:407:435:153:199:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:the
L:11:56:56:0:153:0:0:0:ROOMS | TUNNELS | LESS | MORE:the
L:17:56:56:0:153:215:0:0:ROOMS | TUNNELS | LESS:the

# Goes upwards
# No guardian at the top, but worth exploring due to treasure at the top

N:15:Weathertop
X:10:14:16:0
Y:449:28
W:449:28
S:954:0:0:0:0:0:0:0
L:17:407:420:56:49:0:31:0:SURFACE | DAYLIGHT | TOWER | WILD | TUNNELS:the hill of
L:18:141:56:0:0:0:31:0:TOWER | LESS | MORE:the tower of
L:30:141:0:407:0:0:31:0:TOWER | TOWN | MORE:the crown of

N:16:Ford to Rivendell
X:13:15:17:0
W:453:28
L:8:407:420:154:126:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS:the
D:River Bruinen runs here swiftly over its rocky bed.  From the nearby
D: sources in Misty Mountains down to the ford, the river is under the
D: rule of the Lord of Rivendell.  The hidden valley of Rivendell is not
D: yet visible from here.

N:17:Rivendell
X:16:18:29:46
S:267:9:10:11:519:13:268:513
L:0:56:0:420:155:0:0:0:SURFACE | DAYLIGHT | TOWN:the stronghold of
D:This is the Last Homely House on the Edge of the Wild, full of laughter
D: and singing.  Evil things do not come into the Rivendell valley.

# Misty Mountains are quite wet (Underground rivers etc).
# East-west passage is free because goblins are on lookout from the west.

N:18:Misty Mountains
X:17:0:0:0
Q:19:173
Z:47:24
G:k
R:HURT_LITE
L:5:407:420:56:56:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:a path through
L:6:56:56:0:153:52:0:0:ROOMS | TUNNELS | LESS | MORE:Front Perch atop
L:7:56:56:0:153:0:0:0:ROOMS | TUNNELS | LESS | MORE:Goblin Town under
L:13:56:56:0:154:173:0:0:ROOMS | TUNNELS | LESS:the Big Cavern under
D:The High Pass over Misty Mountains is said to be the easiest road east
D: to Mirkwood and further towards Smaug's lair.  Easiest does not mean
D: easy.  It is too steep and too high to be even attempted when fresh
D: snow falls and in other times goblins set traps for adventurers
D: entering the Wild.  After a long walk up the pass, you are exhausted,
D: but fortunately, you find an entrance '>' to a cave...

N:19:house of Beorn
X:18:21:0:0
R:ANIMAL
S:269:0:0:0:0:0:0:0
L:15:56:0:435:0:566:0:0:SURFACE | DAYLIGHT | TOWN:the
D:Beorn lives in a big hall with a veranda.  He is not fond of guests.

# canines dungeon, shops closed until Great Grey Wolf killed
# Goblin King recycled from Misty Mountains

N:20:Woodmen Village
X:21:43:46:0
Y:1366:21
W:173:24
G:C
S:503:12:515:956:512:0:0:0
L:10:56:0:420:408:0:0:0:SURFACE | DAYLIGHT | TOWN | MORE:the
L:11:56:419:436:422:0:0:0:ROOMS | TUNNELS | LESS | MORE:the
L:13:56:436:407:404:1366:0:0:ROOMS | TUNNELS | LESS:the
D:Wolves are howling around.  Woodmen keep hidden inside their fenced
D: village on the western edge of Mirkwood.

N:21:Mirkwood the Great
X:19:20:22:0
G:l
R:CAN_CLIMB
S:270:271:503:11:12:504:505:0
L:13:407:420:56:153:637:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:a road through
L:14:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:Elvenking's halls in
L:25:56:0:1:155:0:0:0:TOWN | LESS | MORE:the Storage Cellars under
L:26:56:56:155:0:1082:0:0:ROOMS | TUNNELS | LESS:the Great Hall under
D:Dark shapes scuttle in the shadows, once on the right, once on the left
D: side of the road through Mirkwood the Great.  Odours of decay assail
D: your nostrils and you hear something clicking or hissing every now and
D: then.  Occasionally, an errant breeze stirs the heavy air and then you
D: imagine catching a subtle, sweet scent or a faint, captivating melody.

N:22:Lake-town
X:21:25:28:0
Z:23:25
S:8:9:10:11:12:13:14:508
L:0:56:0:155:152:0:0:0:SURFACE | DAYLIGHT | TOWN:
D:The dwellers of Esgaroth on the Long Lake are a hardy people, living as
D: they do under the twin shadows of the Lonely Mountain and Dol Guldur. 
D: Of the two, some treasure hunters risk the wrath of Smaug but only the
D: most foolhardy seek anything at Dol Guldur.  You are eyed suspiciously
D: --- trouble-makers disturbing the Lonely Mountain bring a great risk to
D: all.

# With disastrous consequences.

N:23:ruins of Lake-town
X:21:25:28:0
Z:24:24
G:t
R:CAN_SWIM
L:17:407:155:410:49:475:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | DESTROYED:the
D:Smaug has laid waste to Lake-town.  The townsfolk gather, angry at you
D: for disturbing his lair.  What is left of the songs of treasures and
D: splendour you set out with?

# But then people abandon burnt Lake-town and rebuild ancient Dale

N:24:the Dale
X:21:25:28:0
S:509:516:517:11:12:13:506:508
L:0:56:0:530:153:0:0:0:SURFACE | DAYLIGHT | TOWN:that marketplace of
D:The people of burnt Lake-town have elected to rebuild the nearby ancient
D: Dale as their new abode.  Visit the statue to collect a reward from the
D: grateful townsfolk.

# We disturb Smaug while entering his lair...

N:25:Lonely Mountain
X:23:0:0:0
Q:24:475
Z:26:24
G:B
R:DRAGON
L:26:407:435:56:56:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:the
L:27:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:western passage into the
L:28:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:the tunnels of
L:36:56:56:0:0:475:0:0:ROOMS | TUNNELS | LESS:the Bottommost Hall under
D:There is a sudden flash of gold and flame in the air... Smaug has taken
D: flight.  You desperately cower for cover on the open mountainside... he
D: wheels once, twice over you and departs.  In the distance, you see
D: smoke rising as Lake-town burns.

# TODO: make Bolg more powerful, I guess, he's fought after Smaug

N:26:Five Armies
X:24:0:0:0
Q:27:235
Z:27:27
G:C
R:ESCORT
L:30:407:414:56:153:235:0:0:SURFACE | DAYLIGHT | BATTLE | WILD | TUNNELS:the Battle of
D:Five great armies have gathered at the promise of Smaug's riches hidden
D: in the Lonely Mountain.

# The one below is evidently the dwarven version of the story. ;)

N:27:vaults of Erebor
X:24:0:0:0
S:897:898:899:900:901:902:0:0
L:21:56:0:56:1:0:0:0:DESTROYED | SURFACE | DAYLIGHT | TOWN:the
D:The innermost vaults of the dwarven city of Erebor, ripped open by the
D: casting down of the mountainside by Thorin Oakenshield, which crushed
D: many orcs and wargs and let the dwarves issue forth and turn the tide
D: of the Battle of Five Armies.  Treasures spill from the vaults long
D: hidden inside.  While the dwarves rebuild their kingdom using the
D: wealth, your share is here for taking.

# Goes upwards
# The only (one-time) free pass to the other side of the Misty Mountains,
# but to avoid visiting dungeons you have to stir evil at Dol Guldur

N:28:Dol Guldur
X:22:34:35:0
G:q
R:EVIL
L:36:407:420:56:420:474:44:0:DESTROYED | SURFACE | DAYLIGHT | TOWER | WILD | ROOMS | TUNNELS:
L:37:141:56:0:0:0:44:0:TOWER | LESS | MORE:
L:48:141:56:0:0:645:44:0:TOWER | MORE:
D:You have disturbed a terrible evil here... much has gone wrong with the
D: land since its waking.

# No dungeon, part of the one-time free pass east around Misty Mountains.

N:29:Dunland
X:17:31:39:0
Z:30:28
G:t
L:9:407:419:149:422:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS:

# deep dungeon with evil humans after Isengard darkens; blocks way to Isengard
# bottom guardian TODO (a man)

N:30:Dunland in war rage
X:17:39:0:0
Q:31:604
G:t
L:22:407:419:149:422:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:
L:37:56:414:141:140:604:0:0:ROOMS | TUNNELS | LESS:
D:Dunland is brewing for war, rallied by dark emissaries, who so far
D: laboured in secret.  Whence they came?  It does not matter to the men
D: of Dunland, long years waiting for a chance at revenge.

# Goes upwards
# A shallow (but very high) tower to enable players to avenge their shame,
# when they were nearly killed and chased off embarrassingly at Weathertop.
# Not recycling 1365, because he drops nothing and he summons.

N:31:Isengard
X:29:34:37:0
Z:32:35
G:B
R:MAGE
L:3:407:420:141:141:0:31:0:SURFACE | DAYLIGHT | TOWER | WILD | TUNNELS:
L:4:141:56:0:0:0:31:0:TOWER | LESS | MORE:
L:33:141:56:0:0:1365:31:0:TOWER | MORE:
D:The tower of Isengard is home to the wise councillor Saruman the White,
D: head of the order of Istari.  However, you are not yet a member...

# Goes upwards

N:32:Isengard war-ready
X:29:35:37:38
Q:51:532
Z:33:38
L:21:407:420:141:141:514:31:0:DESTROYED | SURFACE | DAYLIGHT | TOWER | WILD | ROOMS | TUNNELS:
L:22:141:56:0:0:0:31:0:TOWER | LESS | MORE:
L:40:141:56:0:0:532:31:0:TOWER | MORE:
D:You've discovered the true intents of Saruman and he no longer conceals
D: his war preparations.  If you conquer Isengard, darkened by the clouds
D: of Saruman's machinations, you open the easier path to Minas Tirith.

# Goes upwards
# the emptiness is represented by the dungeon being shallower and by some water
# This description is good that short, isn't it?

N:33:emptied Isengard
X:29:35:0:0
Q:51:532
L:30:407:420:397:141:514:31:0:DESTROYED | SURFACE | DAYLIGHT | TOWER | WILD | ROOMS | TUNNELS:
L:31:141:56:0:0:0:31:0:TOWER | LESS | MORE:
L:45:141:56:0:0:532:31:0:TOWER | MORE:
D:Almost all of the Saruman's army went for Hornburg.  What are the
D: tidings?

# We warn about crossing to Dol Guldur

N:34:Fangorn Forest
X:28:31:0:0
Q:35:1313
Z:35:35
G::
R:PLANT
L:20:407:420:420:420:1313:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS:the
D:Fangorn is a dark and mysterious forest, but Mirkwood across Anduin is
D: even darker.  In Fangorn the trees are rumoured to be alive and eager
D: to strangle trespassers with their roots, but in Dol Guldur, wise
D: people say, Death itself has made home among the twisted trees...

N:35:Fangorn aflame
X:28:32:0:0
Q:36:249
Z:36:36
G:o
R:PLANT
L:27:407:420:420:420:1313:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | TUNNELS:
D:Fangorn is aflame: Saruman's orcs have taken axe and fire to the trees
D: and the haunted moans of the ancient wood fill the air.  Some say the
D: trees have begun to march in response --- but you can only see dark
D: smoke and, to the east, the even darker shape amongst the darkness: Dol
D: Guldur.  Now it is clear that the lust for power corrupted Saruman
D: beyond help.

N:36:the Ent Moot
X:28:33:0:0
Q:48:483
R:PLANT
S:949:950:951:952:953:0:0:0
L:21:56:0:420:153:1313:0:0:DESTROYED | SURFACE | DAYLIGHT | TOWN:
D:Ents fill a clearing in the forest, rooted deep and gently swaying.  You
D: think you can hear timbrous voices amidst the creaks and groans of
D: their ancient boughs.  Perhaps a closer look will help you understand
D: if they have come to a decision...

# Goes upwards
# These guardians are not recycled, they are location-tied and not evil enough

N:37:Edoras
X:31:0:0:0
Q:50:1311
Z:38:38
G:p
R:WARRIOR
S:271:516:517:519:504:511:509:508
L:8:56:0:533:529:1310:49:0:SURFACE | DAYLIGHT | TOWER | TOWN | LESS:the town of
L:9:141:56:0:0:0:49:0:TOWER | LESS | MORE:the town of
L:27:141:56:0:0:1311:49:0:TOWER | MORE:the town of
D:The slumbering city of Edoras.  King Theoden has gathered many warriors
D: around him, but seeks less than wise council...

# Goes upwards
# TODO: there is not enough ecologies in wilderness (1 only?)
# to make it interesting, in particular no men and no trolls

N:38:Hornburg
X:50:0:0:0
Q:36:249
G:t
R:TROLL
L:22:407:420:56:155:249:49:0:SURFACE | DAYLIGHT | TOWER | BATTLE | WILD | TUNNELS:the Siege of
L:23:141:56:0:0:249:49:0:TOWER | BATTLE | LESS | MORE:
L:40:141:56:0:0:249:49:0:TOWER | BATTLE | MORE:
D:Saruman's orcs have laid siege to the fortress of Hornburg.  You stand
D: with your allies to relieve the siege --- fight your way through the
D: narrow ravine of Helm's Deep and scale the tower to confront the leader
D: of the armies, or find him here on the field of battle and slay him. 
D: If the odds turn against you, do not flee into the mountains!  They are
D: haunted and even maps will not let you find your way back.

N:39:west Moria entrance
X:29:46:0:0
Q:43:262
Z:40:27
L:6:407:49:397:56:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:
L:7:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:24:56:56:0:0:262:0:0:ROOMS | TUNNELS | LESS:
D:In older days, the gates to Moria were always open, and a meeting point
D: for dwarves, men and elves.  The ancient doors now stand ajar, but the
D: mines behind them are home to only fouler things.

# This dungeon is very short --- it does
# not open the gates, so no point in misleading the player.
# Smeagol recycled from Misty Mountains

N:40:west gates of Moria
X:29:46:0:0
W:52:27
L:33:407:49:397:56:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:the
L:34:56:56:393:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:36:56:56:393:393:639:0:0:ROOMS | TUNNELS | LESS:
D:Balin has returned to Moria and sealed the ancient door so that it's
D: impossible to find.  You'll need a map to guide you.  It's been long
D: since you've last heard from Balin, old friend from the Battle of Five
D: Armies, and you begin to worry.  While you search in vain for an
D: entrance, something deadly stirs in the water outside.

# The door to Moria can only by found with a map. 
# This is the western door, actually; not that it matters. 
# If we find the map before the west gate is closed, we assume the map actually helps in getting to N:60, as opposed to the normal N:14 dungeon one gets without the map. So, avoid mention of the door cracking open in the description below...
# TODO: make the features a little more interesting: the 1:56 do not seem
# to do anything, just flat empty space

N:41:the door to Moria
X:39:42:0:0
G:E
L:20:56:0:1:56:0:0:0:SURFACE | DAYLIGHT | TOWN:
D:As you read the map, starlight leads the way.  'Speak friend, and enter'.

# We take the liberty of assuming the West-gate of Moria was left open
# after the first fall of Khazad-dum.
# It gets closed by Balin after the Battle of Five Armies.

N:42:the mines of Moria
X:0:0:0:0
Q:45:1277
S:805:0:0:0:0:0:0:0
L:22:56:56:0:0:0:0:0:DESTROYED | ROOMS | TUNNELS | MORE:
L:23:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:30:56:0:1:56:1277:0:0:TOWN | LESS:
D:There is a thunderous roar and rocks tumble about you.  You are plunged
D: into darkness.  Your heart shudders; the dust finally settles. 
D: Something has closed the door to Moria, from the outside.  Your only
D: choice is to press onwards.  And downwards...

# Keep the dungeon here identical to west Moria entrance, except the top

N:43:east Moria entrance
X:20:0:0:0
Q:39:262
Z:44:27
L:13:407:411:607:49:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:Kheled-Zaram at the
L:14:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:24:56:56:0:0:262:0:0:ROOMS | TUNNELS | LESS:
D:The old dwarven doors to Moria are broken open and only foul air and
D: darkness welcome those who come inside.  Broken stairs and archways
D: make the way difficult but, coming into Moria from east, from the Wild,
D: you expect deadlier perils soon.

# The gates of Moria after they are closed by Balin
# No dungeon here, nor passage west
# 262 recycled from east Moria entrance, but only till Khazad-Dum entered

N:44:east gates of Moria
X:20:0:0:0
Z:45:45
L:36:407:411:607:49:262:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS:the
D:The door to Moria is closed from this direction, as Balin has returned
D: to Moria to claim his bequest with dragon-gold.  Traces of orc camps on
D: the shores of Kheled-Zaram and months old troll carcasses tell the
D: story of orc attempts to recapture Moria from outside.  You are
D: wondering what is happening inside, but the door is firmly barricaded
D: and nobody responds.  You have to try to find the door to Moria from
D: the west.

N:45:Khazad-Dum
X:42:0:0:0
Q:48:483
L:30:1:1:141:0:483:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:
L:31:56:56:141:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:39:56:56:141:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:40:56:56:393:393:483:0:0:ROOMS | TUNNELS | LESS:
D:Drums. Drums. Drums in the deep.

# Redhorn is actually another name for Caradhras;
# 'Redhorn Gate' is the pass nearby
# East-west passage is free because orcs are on lookout from the west.
# TODO: recycle 297

N:46:Redhorn pass
X:17:39:0:0
Q:20:140
Z:47:24
G:o
R:GIANT
L:7:407:544:56:148:140:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:the
L:8:56:56:145:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:Orc Camp across
L:33:56:56:145:0:297:0:0:ROOMS | TUNNELS | LESS:Ogre Camp beneath
D:Legend has it that Mount Redhorn, called also Caradhras, is Morgoth's
D: minion.  If so, it appears asleep at the moment: the Redhorn Gate,
D: torturous and treacherous in winter, is clearly visible and calm. 
D: However, you notice orcs have overrun the track and they won't let you
D: pass while their leader stands.

# Guardian purposefully more powerful than 50 (verify!)

N:47:Caradhras
X:17:39:0:0
Q:48:1272
G:C
R:GIANT
L:20:407:451:56:148:140:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:the blizzard-covered
L:21:56:56:144:145:473:0:0:ROOMS | TUNNELS | LESS | MORE:a vanishing path below
L:22:56:56:144:145:0:0:0:ROOMS | TUNNELS | LESS | MORE:the snowy slopes of
L:40:56:56:144:145:1272:0:0:ROOMS | TUNNELS | LESS:the peak of
D:Legend has it that this mighty mountain is Morgoth's minion.  In good
D: weather you'd laugh at the childish tales, confidently traversing the
D: nearby pass.  Now, however, the storms of the mountain echo around you
D: and the location of the pass can only be guessed.  Even if you manage
D: to fight your way across the treacherous precipices filled with snow,
D: nobody knows where you'll end.  Turn back, while you can!

N:48:Lothlorien
X:34:43:49:0
G:l
S:270:503:11:12:13:504:510:0
L:0:56:0:420:420:0:0:0:SURFACE | DAYLIGHT | TOWN:
D:The enchanted woods which only true heroes can enter.  Galadriel awaits
D: you with gifts at her mirror.

# No guardian at the bottom, TODO: find an exciting reason to explore

N:49:Parth Galen
X:48:57:0:0
L:20:407:420:155:56:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE | ROOMS:
L:21:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:40:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS:
D:The ruins of a more ancient race lie here: the glens and hillocks strewn
D: with the toppled statues of kings and conquerors.

N:50:Paths of the Dead
X:0:0:0:0
Q:51:528
G:W
R:UNDEAD
S:806:0:0:0:0:0:0:0
L:48:56:0:420:0:528:0:0:DESTROYED | SURFACE | DAYLIGHT | TOWN | MORE:the
L:49:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:the
L:53:56:56:0:0:522:0:0:ROOMS | TUNNELS | LESS:the
D:A single slab of grey stone covered with bones sits here, deep in the
D: Dimholt woods.  Beyond, you can see the pale, flickering torches that
D: light the Dark Door of the Dead --- the entrance to the Paths of the
D: Dead.  You can leave supplies here on the stone while you search this
D: lifeless place.

# Goes upwards

N:51:Minas Tirith
X:31:70:0:0
Q:53:1085
G:t
R:MAGE
S:505:516:517:503:519:518:509:508
L:0:56:0:410:56:0:46:0:SURFACE | DAYLIGHT | TOWER | TOWN | LESS:
L:1:141:56:0:0:0:46:0:TOWER | LESS | MORE:
L:48:141:56:0:0:1085:46:0:TOWER | MORE:

N:52:Pelennor Fields
X:51:0:0:0
G:W
R:ESCORTS
Q:69:535
Z:69:69
L:43:407:435:411:420:535:0:0:SURFACE | DAYLIGHT | BATTLE | WILD | TUNNELS:the Battle of

N:53:Mount Mindolluin
X:51:0:0:0
R:ANIMAL
S:777:0:0:0:0:0:0:0
L:3:56:0:410:56:0:0:0:SURFACE | DAYLIGHT | TOWN:southern slopes of
D:A white tree has found root here, among snows of mountain Mindolluin
D: above Minas Tirith, a descendant of the sapling rescued from Numenor by
D: King Isildur.  Come closer...

N:54:Ithilien
X:55:58:70:0
G:T
R:WARRIOR
Q:69:535
S:512:520:521:522:0:0:0:0
L:20:407:420:155:199:0:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | MORE:
L:21:56:0:1:155:1084:0:0:TOWN | LESS:

# Goes upwards

N:55:Minas Morgul
X:54:0:0:0
R:UNDEAD
L:42:407:407:56:397:492:46:0:DESTROYED | SURFACE | DAYLIGHT | TOWER | WILD | ROOMS | TUNNELS:
L:43:141:56:0:397:0:46:0:TOWER | LESS | MORE:
L:57:141:56:0:0:535:46:0:TOWER | MORE:

# Goes upwards
# Note that we need a map to travel from Minas Morgul to Cirith Ungol now.

N:56:Cirith Ungol
X:55:0:0:0
Q:62:530
L:42:407:56:141:141:530:11:0:DESTROYED | SURFACE | DAYLIGHT | TOWER | WILD | ROOMS | TUNNELS:
L:43:141:56:1:0:0:11:0:TOWER | LESS | MORE:
L:48:141:56:1:0:641:11:0:TOWER | MORE:

# TODO: find anything to do here, e.g. guardian that opens the way forth

N:57:Dead Marshes
X:49:54:0:0
R:UNDEAD
L:41:407:199:396:442:442:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS:
D:A dreadful place.  Nobody who crosses these marshes returns.

# Goes upwards

N:58:Morannon
X:54:59:0:0
G:q
R:EVIL
Q:67:535
L:40:407:407:56:397:538:43:0:DESTROYED | SURFACE | DAYLIGHT | TOWER | WILD | ROOMS | TUNNELS:
L:41:141:56:0:397:0:43:0:TOWER | LESS | MORE:
L:53:141:56:0:0:538:43:0:TOWER | MORE:

N:59:Udun
X:58:60:0:0
R:DEMON
L:54:407:407:218:218:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:
L:55:56:56:218:218:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:58:56:56:218:218:545:0:0:ROOMS | TUNNELS | MORE:

N:60:Isenmouthe
X:59:61:0:0
R:EVIL
L:55:407:407:218:208:511:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS:

# This position used for gollum-mode.

N:61:Plains of Gorgoroth
X:60:62:0:0
G:o
L:48:407:441:201:431:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:the
L:54:56:56:209:0:595:0:0:ROOMS | TUNNELS | MORE:beneath the

N:62:Orodruin
X:61:63:0:0
Q:17:546
R:BRTH_FIRE
L:54:407:432:218:218:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:
L:55:56:56:218:218:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:59:56:56:218:218:546:0:0:ROOMS | TUNNELS | MORE:
D:You can choose to confront Sauron here, deep in the blasted bowels of
D: this mountain.

# Goes upwards

N:63:Barad-dur
X:62:0:0:0
Q:17:546
G:M
R:EVIL
L:48:407:409:218:216:541:20:0:DESTROYED | SURFACE | DAYLIGHT | TOWER | WILD | ROOMS | TUNNELS:
L:49:141:56:218:216:0:20:0:TOWER | LESS | MORE:
L:59:141:56:218:216:546:20:0:TOWER | MORE:
D:You can choose to confront Sauron here, high in a tower lit by a flaming
D: eye.

# Sunken/outer plane dungeons
# TODO: add guardian or remove

N:64:Numenor
X:17:0:0:0
G:G
R:CAN_SWIM
L:35:407:403:400:49:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE | ISLANDS:the sunken cities of
L:36:56:399:56:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:
L:48:56:399:56:0:0:0:0:ROOMS | TUNNELS | LESS:

# TODO: add guardian or remove

N:65:Elemental Evil
X:17:0:0:0
G:E
R:PRIEST
L:21:407:425:141:141:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:the Temple of
L:22:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:depths of the Temple of
L:40:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS:bottom of the Temple of

# TODO: add guardian or remove

N:66:Crystal Castle
X:17:0:0:0
G:g
R:MAGE
L:30:407:56:144:145:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:the
L:31:56:148:145:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:the
L:45:56:148:145:0:0:0:0:ROOMS | TUNNELS | LESS:the

N:67:Black-Gate
X:54:59:69:0
G:T
R:ESCORTS
L:45:407:407:56:397:538:43:0:SURFACE | DAYLIGHT | WILD | TUNNELS | BATTLE:the Battle of

# Alternate to bypass Moria etc. and reach Angband...

N:68:ruins of Angmar
X:17:72:0:0
R:UNDEAD
L:30:407:425:141:141:0:0:0:DESTROYED | SURFACE | DAYLIGHT | WILD | ROOMS | TUNNELS | MORE:the
L:31:56:56:141:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:the
L:50:56:56:0:0:535:0:0:ROOMS | TUNNELS | LESS | MORE:the
L:51:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS:the

N:69:Army of the West
X:67:0:0:0
R:WARRIOR
S:992:993:994:995:0:0:0:0
L:0:56:0:407:0:0:0:0:SURFACE | DAYLIGHT | TOWN:
D:A great force, ready to assail the gates of Mordor.

N:70:Osgiliath
X:51:54:0:0
G:o
R:ESCORT
Q:52:457
Z:52:52
L:40:407:49:155:199:457:0:0:SURFACE | DAYLIGHT | WILD | TUNNELS | ROOMS | DESTROYED | BATTLE:the siege of

# The non-campaign starting dungeon.
# Must always be second to last position

N:72:Angband
X:68:0:0:0
Q:73:547
S:8:9:10:11:12:13:14:15
L:0:56:0:407:0:0:0:0:SURFACE | DAYLIGHT | TOWN | MORE:the Siege Camp around
L:1:56:56:0:0:0:0:0:ROOMS | TUNNELS | LESS | MORE:the Dungeon of
L:59:56:56:0:0:546:0:0:ROOMS | TUNNELS | LESS | MORE:the final Gates of
L:60:56:56:0:0:547:0:0:ROOMS | TUNNELS | LESS:the Seat of Morgoth in
D:It feels like home...

# Must always be last position

N:73:the West
X:0:0:0:0
G:M
S:777:0:0:0:0:0:0:0
L:0:56:0:420:0:0:0:0:SURFACE | DAYLIGHT | TOWN:

