Layout Dungeon is N levels deep (N=25?); levels N-3 through N each have a protection item for one of the elemental planes. On level < N-3 is a gate (_) to one of the elemental planes. There is a chain of gates leading through the four elemental planes (in random order) to an undead-and-demon level (the underworld) and thence to hell. Hell and level N each have only one gate; the other five have two each. If you have the crown, all gates function; otherwise, the gates form a one-way chain. Iuz (Z) will appear in hell. Hell is laid out as one very large room in the middle and a lot of small rooms around the edges. You will gate in into one of the small rooms; the crown will be in another, while Z will be in the big room in the middle. The small rooms will be connected to allow you to sneak past Z. Iuz is a very nasty creature. He: uses poison teleports as blink dog has a blowing attack as air elemental travels as earth elemental causes fire as fire elemental has physical attacks which cause damage as clay golem's breathes as gorgon causes disease as neo-otyugh drains levels as vampire attacks with water as water elemental eats metal as xorn regenerates as troll when hp go negative, vanishes but continues to regenerate. When hp get above zero again, reforms (level above? other end of current level? well away from you, at any rate) and comes after you. Z gets tougher/nastier each time this happens. When an attack form fails, eg because of protective magic, he notes this and doesn't use that attack form again, until you get rid of the protective object. The crown has certain powers. All gates work for you. You no longer need any food. It grants all four protections necessary for the elemental planes. Jesters merely bow and call you "sire" instead of stealing (regardless of super-aggravation). If you have the crown and Z is alive, all monsters are super-aggravated. This means all monsters use the intelligent movement algorithm when on the same level as you (hell and the underworld are considered the same level for these purposes). Monsters on levels below yours flood up the stairs after you; monsters on levels above you gather around the stairs up off that level until there are some number there (8? 24?) and then start coming down the (other) stairs after you. From the point of view of elementals, the elemental planes are in parallel between the dungeon and the underworld, but from your point of view, they are in series. From the point of view of all other monsters, the gate in the underworld is connected to the gate in the dungeon. Iuz may enter any gate and emerge from any other (even on the same level), as he pleases. While Z is "dead" (<=0 hp), super-aggravation is off, but regular aggravation is on. If a Q comes up Z, it runs up and says something like "I'm telling Iuz on you" and runs off to hell. Potions memory - enhances memory, allows mapping by sight for a time clairvoyance - like D&D spell, for limited time Screen symbols a asp (poison) b blink dog (local teleport, when you attempt to strike it) c wild cat d dwarf (intelligent) e eel (water, small %age are electric) f giant frog (swallow?) g ghoul (short-term paralyzation) h harpy (song charms) i ice toad (cold, see book) j jester (thief, gift-giver, etc - intelligent) k kangaroo (hasted, small damage, lots of attacks) l lizard m mummy (causes fear on touch, not per book) n nagger (gets underfoot) o ? p pixie (enhanced chance of carrying magic, not necess. good - intelligent) q qwerty r rat s giant spider (poison, creates webs) t giant tick (blood drain) u urchin v vulture w wolf (travels in packs) x xvart (intelligent) y ? z zapper (attacks from a distance, but slowed) A air elemental (blows you against nearest wall, can move you around) B behemoth C clay golem (damage healable only by magic) D drow elf (intelligent) E earth elemental (walks through walls) F fire elemental (can't cross water, causes fire) G gorgon (breath turn to stone) H hydra (attacks with many heads, each head can be killed) I iron golem (intelligent, hi-tech weapons - an sf robot) J Jubjub bird (tunable wildcard) K Keystone Kop (intelligent, aggravated swarm on robbing, patrols, gun) L ? M manticore (shoots spikes per book) N neo-otyugh (disease, not as likely as per book) O ogre P pit fiend (fire-resistant, found principally in hell) Q QWERTY R roving reporter (wanders, and travels with K swarms, swarms in hell :-) S stone golem (tough, edged weapons cause no damage) T troll (bridge tolltaker, otherwise MM troll) U urchin's uncle V vampire (as existing vampire, can flee as w, has crypt, can't cross river) W water elemental (drowning, ruins parchment, regenerates in water) X xorn (eats metal, eg weapons and armor, travels as earth elemental) Y ? Z Iuz 1 dancing sword pseudo-monster 2 mail daemon 3 4 5 fire (red) dragon 6 storm (blue) dragon 7 frost (white) dragon 8 bile (black) dragon 9 cloud (green) dragon ! potion @ you, shopkeeper, vault guard, any other special human # closed door $ gold : food ^ trap & demon ( tool ) weapon - hwall _ gate = ring + corner or wall intersection ` open door ~ crown \ strange object ("impossible") | vwall [ armor ] ; % corpse ' " , < stairs up . visible but empty cell > stairs down / wand ? scroll, map, or other piece of parchment { } powers/effects: digging fear (self/other) disintegrate write clairvoyance magic mapping map-by-sight memory enhancer light darkness infravision x-ray vision detect magic identify magic missile power booster regenerate power polymorph (self/monster) true seeing detect monster, trap, secret door, food teleport (self/other) fire bolt (ray; possible bounce) fire ball (ray to point, then fireball a la D&D) sleep (self/other) flying regenerate (self/other) heal (self/other) harm (self/other) lightning bolt (ball in water) lightning ball ice bolt cold ball locate object wizard lock knock enchant +/- slow digestion create artifact destroy artifact phasing some kind of earth bolt/ball - "gravel blast"? some kind of air bolt/ball - whirlwind? blinking? hold monster charm monster haste (self/other) slow (self/other) web mirror image flesh to stone stone to flesh magic resistance stinking cloud some kind of acid attack disarm/set trap confusion berserking / conflict heroism invisibility (self/other) giant strength invulnerability summon monster (choose? charmed?) recharging cancellation death see invisible stealth protection vampiric regeneration teleport control spell turning spell absorption undead turning restore stat increase stat decrease stat paralysis gain life energy drain life energy erase amnesia curse / remove curse (false) genocide resist effect auto-map object (magic atlas?) * never collapse, never merge, always fully known, no plusses Crown of Yendor * always collapse, always merge, always fully known, no plusses food ration pancake banana tripe ration blank parchment * collapse when unknown or when identical, merge when identical, no plusses tin of spinach tin of salmon empty tin * collapse when unknown or when identical, merge when identical, has plusses hand weapons, including throwable ones all missiles all throwers pick-axe * never collapse, never merge, no plusses all containers all corpses pen ink bottle maps * collapse when identical, merge when identical, no plusses all scrolls all potions * collapse when identical, merge when identical, has plusses all rings * never collapse, never merge, has plusses all wands