Special rooms, shops and level sounds in NetHack 3.3
by Dylan O'Donnell
This spoiler only considers the special rooms that can be generated
randomly in the main Dungeons of Doom. Certain special levels have
their own predefined special rooms (shops in Minetown and the Tourist
Quest, zoos in Sokoban and the Wizard's Tower, and many others).
Special rooms
The usual name describing the room is given first, then in brackets
the chance of creation, the range of Dungeon Levels within the
Dungeons of Doom in which the room is eligible to be created, and any
other constraints on generation. Following this is a list of messages
(level sounds) which may be given when on a level which has that room,
and messages given when entering the room (as opposed to greetings
from its occupant, if any).
The chances listed are cumulative; once one type of special room has
been created, no others are eligible to be created, and they are
considered in order. No special rooms from this list will be created
on the Oracle, Big Room, Rogue, Medusa or Castle levels.
Shop (3/DL, DL 2+, not below Medusa)
You hear someone cursing shoplifters.
You hear the chime of a cash register.
You hear Neiman and Marcus arguing! (hallucinating)
This shop appears to be deserted. (entering, no shopkeeper)
Contains a shopkeeper and stock. See the section Shops below for
what that stock may consist of.
Throne room (1/6, DL 5+)
You hear the tones of courtly conversation.
You hear a sceptre pounded in judgment.
Someone shouts "Off with head!"
You hear Queen Beruthiel's cats! (hallucinating)
You enter an opulent throne room! (entering)
Contains a throne and a chest. Filled with sleeping monsters selected
(according to depth) from the classes koCDGHT and bugbears.
Leprechaun hall (1/8, DL 6+, leprechauns not genocided/extinct)
No level sounds.
You enter a leprechaun hall! (entering)
Filled with sleeping leprechauns and gold.
Zoo (1/7, DL 7+)
You hear a sound reminiscent of an elephant stepping on a peanut.
You hear a sound reminiscent of a seal barking.
You hear Doctor Doolittle! (hallucinating)
Welcome to David's treasure zoo! (entering)
Filled with random sleeping monsters and gold.
Temple (1/5, DL 9+)
No level sounds.
You have a forbidding feeling. (entering, priest of different
alignment to altar)
You have a strange forbidding feeling. (entering, priest present,
non-coaligned or your alignment worse than -5)
You experience a strange sense of peace. (entering, priest present
otherwise)
You have an eerie feeling... (entering, no priest)
You feel like you are being watched. (entering, no priest)
A shiver runs down your . (entering, no priest)
Contains an altar and a priest or priestess aligned with it.
Beehive (1/5, DL 10+, killer bees not genocided/extinct)
You hear a low buzzing.
You hear an angry drone.
You hear bees in your bonnet! (hallucinating, wearing helmet)
You hear bees in your (nonexistent) bonnet! (hallucinating, no helmet)
You enter a giant beehive! (entering)
Contains lumps of royal jelly (created on roughly 1/3 squares). Filled
with sleeping killer bees and one sleeping queen bee.
Graveyard (1/6, DL 12+)
You suddenly realize it is unnaturally quiet.
The <hair> on the back of your <neck> stands up.
The <hair> on your <head> seems to stand up. (hallucinating)
You have an uncanny feeling... (entering between 0100-2359)
<Run> away! <Run> away! (entering between 0000-0059)
Contains corpses (created on roughly 1/5 of squares), chests or boxes
(1/10) and graves (1/5). Filled with sleeping monsters selected
(according to depth) from the classes ZV&, wraiths, and ghosts.
Anthole (1/8, DL 13+)
No level sounds.
You enter an anthole! (entering)
Contains food (created on roughly 1/3 of squares). Filled with sleeping
giant ants, soldier ants or fire ants (equal chances of each).
Barracks (1/4, DL 15+, soldiers not genocided/extinct)
You hear blades being honed.
You hear loud snoring.
You hear dice being thrown.
You hear General MacArthur! (hallucinating)
You enter a military barracks! (entering)
You enter an abandoned barracks. (entering, empty)
Contains chests or boxes (created on roughly 1/20 of squares). Filled
with sleeping monsters selected (according to depth) from soldiers,
sergeants, lieutenants and captains.
Swamp (1/6, DL 16+)
You hear mosquitoes!
You smell marsh gas!
You hear Donald Duck! (hallucinating)
It looks rather muddy down here. (entering)
It feels rather humid down here. (entering, blind)
Up to five rooms on the level become swamp rooms, with a chequered
pattern of pools possibly containing giant eels or electric eels,
alternating with dry land possibly containing a random fungus.
Cockatrice nest (1/8, DL 17+, cockatrices not genocided/extinct)
No level sounds.
You enter a disgusting nest! (entering)
Contains statues of player-monsters (created on roughly 1/3 of squares)
containing up to four random items. Filled with sleeping cockatrices.
Vault (independent 50% chance)
You hear the footsteps of a guard on patrol.
You hear Ebenezer Scrooge! (hallucinating)
You hear someone searching. (looted)
You hear someone counting money. (unlooted)
You hear the quarterback calling the play. (unlooted, hallucinating)
2x2 isolated room containing gold (amount depending on depth). May
contain the portal to Fort Ludios (1/3 chance for each vault created
between level 11 and Medusa, except on the levels with the Quest portal
and/or the stairs to Sokoban, unless portal already created).
Miscellaneous level sounds
You hear bubbling water. (fountain)
You hear water falling on coins. (fountain)
You hear the splashing of a naiad. (fountain)
You hear a soda fountain! (fountain, hallucinating)
You hear a slow drip. (sink)
You hear a gurgling noise. (sink)
You hear dishes being washed! (sink, hallucinating)
You hear a strange wind. (Oracle)
You hear convulsive ravings. (Oracle)
You hear snoring snakes. (Oracle)
You hear someone say "No more woodchucks!" (Oracle, hallucinating)
You hear a loud ZOT! (Oracle, hallucinating)
Shops
Shops have a base 3/DL chance of being created between level 2 and
Medusa, provided there is a suitable room to put them in (no
stairs/portal, only one door), and provided that there are enough
rooms on the level to start with (minimum 3, 4 for a branch
level). Note that this means that there will always be a shop on both
levels 2 and 3 if the conditions are right (though the entrance to the
Gnomish Mines often means that there's more stairs to get in the way.)
There are eleven types of shop; of these, one (lighting) can only
appear in Minetown. Their probabilities of random creation and their
stock distribution are:
| Name |
Prob |
Stock |
| general |
44% |
100% random |
| used armor dealership |
14 |
90% armour, 10% weapons |
| second-hand bookstore |
10 |
90% scrolls, 10% spell books |
| liquor emporium |
10 |
100% potions |
| antique weapons outlet |
5 |
90% weapons, 10% armour |
| delicatessen |
5 |
83% food, 5% fruit juice, 5% water, 4% booze, 3% ice box |
| jewelers |
3 |
85% rings, 10% gems, 5% amulets |
| quality apparel and accessories |
*3 |
90% wands, 5% leather gloves, 5% elven cloak |
| hardware store |
3 |
100% tools |
| rare books |
*3 |
90% spell books, 10% scrolls |
| lighting store |
0 |
40% tallow candle, 32% wax candle, 10% oil lamp, 5% brass lantern, 3% magic lamp |
Prob is the percentage chance of a random shop being of this type.
Shops with probabilities marked * may not be larger than 20 squares;
if they would otherwise be, they are converted into general stores
instead.
Last changed: March 7, 2000
Nethack spoilers: rooms / Boudewijn Waijers / kroisos@win.tue.nl