Turn numbers have two parts: the turn number as shown in-game, and a subpixel number. For player actions, the subpixel is the number of subpixels the player has immediately before the action. (This must be at least 12, because otherwise the player would have no remaining actions that turn.) Letters show subpixel counts which were repeated due to action cancelling or zero-time actions. For monster actions, the subpixel is "M" plus the number of monster action sequences that have run on that level that turn (the first is "M1", and so on). "M+" is a long sequence of consecutive monster turns (because the monsters are much faster, or much more highly charged, than we are). Turn boundaries are also listed if anything happens on them, using "^" as the subpixel number. A lot of 200 teleport failing goes on on the vibrating square level. To make this reasonably possible to implement, the level needs to be mostly covered in traps and quantum mechanics (most likely a drum of earthquake will be used to help set it up). Requirements for starting state: * Equipment: * Left ring: empty * Amulet: lifesaving * Blindfold/lens slot: empty * No MR sources * In inventory: * Ring of conflict * Staff of Aesculapius * A large stacks of corpses (or several smaller stacks, if there's room) * Lots of eggs * A corpse with an associated monster that's charged to at least 1 * No MR-when-carried sources * Status: * Punished * Polymorphed into a winged gargoyle (a few other forms work too but this is the most interesting) * Riding a hasted unicorn * Critically low natural form HP (not quite necessary as we can damage ourself down later in zero time via artifact blasts, but best to do it at a time when it won't be tedious, via a creative method) * Monster form HP is mostly irrelevant, but shouldn't be too low * Enough Pw for utility spellcasting * On Home:1: * Near our current location: * Weak, hostile cross-aligned monster (preferably sessile or paralyzed) * A floor square that's adjacent to a lot of things: * A wall * Neferet * Us * A tame archon with a very powerful (likely overenchanted) weapon * A quantum mechanic who's a follower for some reason (either tame, or a polymorphed shopkeeper) * Near the portal: * A polymorph trap in a column to its right, 0 or 2 squares apart vertically * Three ice squares in a horizontal row; the rightmost is vertically aligned with the polymorph trap, the middle with the portal * A water square north-west of the leftmost ice square * A land mine, and a lit potion of oil, on the leftmost and rightmost ice squares * Red mold on every square adjacent to the ice and water squares, other than the two traps * On the Quest portal level: * A monster blocking the Quest portal. (Presumably, *after* we triggered the Quest portal, and on the same monster turn, we moved off the square and the monster moved onto it.) * Water adjacent to the Quest portal. * A level teleport trap adjacent to the water. * All squares adjacent to the water and to the Quest portal, except the level teleport trap, occupied by walls or monsters. * On the Vibrating Square level: * A level teleport trap (trap A) and a polymorph trap (trap B), both adjacent to the location at which the water moat will be created upon invocation * A second level teleport trap (trap C), anywhere on the level * Lots of quantum mechanics overcharged/hypercharged to 3 (for some of them, 2 is enough, but it's likely simplest just to do a mass hypercharge); the minimum number is probably in the 2 to 5 range, but having *much* more will probably be needed forluck manipulation * Monsters with fire breath, which will hit the moat squares next to traps A and B on action 2 * Monsters with ice breath, which will act early on action 2 and freeze relevant parts of the moat * A tame cockatrice, adjacent to trap B, overcharged/hypercharged to 3 or more (4 would simplify things) * A hostile Amulet-covetous monster with a cursed potion of gain level in inventory, adjacent to trap B, overcharged/hypercharged to 3 or more (again, 4 or even higher would make AI manipulation easier) * A powerful pet or group of pets (anywhere on the level), capable of killing the covetous monster in one round when it arrives * The level mostly full of traps (e.g. pits) and/or monsters (so that a 200 teleport fail is plausible); given that having more quantum mechanics would help in other ways, that would be an obvious choice * On level 1: * The Eyes of the Overworld, on an empty square * A hostile Archon (charged to 1 or more), adjacent to the square with the Eyes of the Overworld * Several hostile following monsters, one of which is charged to 2 or more (the charges on the others don't matter); all these monsters, are adjacent to the square with the Eyes of the Overworld Turn Description 1999:56 Kick the steed, causing it to start galloping. 1999:32 Equip a ring of conflict. 1999:20 Farmove into a wall, moving adjacent to Neferet in the process. 2000:61 Oneshot the hostile crossaligned monster, gaining alignment for the kill. (At some point during turn 2000 our conflicted steed throws us off; the timing isn't critical and it'll most likely happen naturally.) 2000:M1 Neferet grants us access to the Quest. 2000:49 Levport (via scroll) to the Dark One's Dungeon. The tame archon and quantum mechanic follow. 2000:M2 Archon ORKOs the Dark One. (To pull this off, it will probably need a highly enchanted weapon, and all of its attacks + auxes, but it should be able to deal enough damage. It also needs to land next to the Dark One. Our own position is irrelevant.) 2000:M2 Quantum mechanic teleports us onto the Dark One's corpse. We autopick up the Bell. (We have our autopickup settings set, for at least this turn, to not autopickup amulets, so the Eye stays on the ground.) 2000:M2 We get thrown from the steed (due to conflict) onto an adjacent levport trap, and choose to levport to the Home:1. (Note: I'm not sure whether this will happen before or after the other two monster actions - it depends on monster chain order - but even if the actions are taken out of order they'll work.) We land on the water square. [WARNING: this seems very hard to manipulate as it's correlated to the generation of the Dark One's Dungeon, which is very specific. We may have to fill the level with monsters to increase the chance.] 2000:37 Zero-time artiblast depolymorph with the Staff of Aesculapius. We fall into the water, climb out onto the ice square, trigger the land mine, climb two squares east escaping the explosion. Now two things happen at once: we trigger the second landmine (making us want to escape the explosion to the east), and the punishment ball pulls us back to the west. The result is that the game tries to put us on two different squares simultaneously, and we trigger both the polymorph trap and the Quest portal. Polymorph to something that swims or flies. 2000:37b Zero-time artiblast depolymorph with the Staff of Aesculapius. We fall into the water on the Quest portal level, climb out into the level teleport trap, and choose to go to the Valley of the Dead. 2000:37c With command repeat, level teleport to the Vibrating Square level using the Orb of Fate. Die and lifesave from the resulting artifact blast (thus causing the action to cost no time). Land on the Vibrating Square itself. 2000:37d Read the Book (action 1). 2000:25 Read the Book (action 2). 2000:M2 Monsters with ice breath freeze the moat created by the Invocation. (Maybe not the whole thing, but the relevant parts.) 2000:M2 A quantum mechanic teleports us onto the frozen moat. 2000:M2 A monster with fire breath melts the moat. We crawl out onto trap A (a level teleport trap), and choose to teleport to the Sanctum. 2000:M2 Another quantum mechanic teleports us back onto the frozen moat. 2000:M2 A monster with fire breath melts the moat. We crawl out onto trap B (a polymorph trap), and polymorph into an air elemental. The cockatrice and covetous monster follow. 2000:13 Cure our wounded legs (e.g. with a potion of speed). 2000:M3 The cockatrice attacks and instakills the High Priest. 2000:M+ The covetous monster picks up the Amulet of Yendor and c!oGLs out of the level. 2000:^ Turn boundary polymorph to p/t form. 2001:49 c!oGL out of the Sanctum. 2001:M1 (effectively M3 from the point of view of the monsters as they've been "hyper-discharged" two actions) The tame monsters kill the covetous monster. 2001:M1 A quantum mechanic teleports us onto trap C (this requires a 200 teleport fail, as it's a fallback position rather than a valid position). It's a level teleport trap. We choose to teleport to level 1 (and as we don't have the Amulet yet, this succeeds, but because it's a monster action, the actual level teleport is delayed). 2001:M1 A quantum mechanic teleports us onto the covetous monster's corpse, and we autopickup the Amulet of Yendor. (We need to turn autopickup for amulets back on by this point.) At the end of monster actions on this turn, we end up on level 1 with the Amulet. Aim for the square where all the monsters are arranged. Autopick up the Eyes of the Overworld. 2001:37 c!oGL to Earth. Archon, several monsters follow. Same as in the 2015 turn route. Rodney doesn't spawn here because he was paralyzed off-level. 2001:M1 The Archon fills the starting room with monsters (when taking the other monsters that followed into account). 2001:25 #monster. 2001:M2 A monster triggers enexto. We fall through the portal onto Air. We arrive adjacent to a monster with speed >= 12. 2001:13 Manual polymorph to air elemental. 2002:^ Turn boundry polymorph to p/t form. 2002:^ Massive egg hatching, filling the level with monsters as far as the portal. 2002:49 #monster. 2002:M1 The adjacent monster triggers enexto. Fall onto the portal to Fire. 2002:37 Equip the Eyes of the Overworld. (If necessary, zero-time artiblast depolymorph first.) 2002:25 Manual polymorph to air elemental. 2002:13 Jump into the portal to Water. 2003:^ Turn boundary polymorph to p/t form. 2003:^ Eggbomb to fill Water with monsters, allowing an enexto setup. 2003:49 #monster. 2003:M1 Enexto into the portal. (We were on Water at turn boundary, so can use any "pre-existing" monster to trigger it.) 2003:37 Zap turn undead at self, filling Astral with monsters from a stack of corpses in our inventory (probably multiple stacks). At least one has a stored monster that's already been charged to at least 1 action, and deploys next to us (this may require changing inventory sort order somehow). 2003:25 #monster. 2003:M3 The charged reanimated monster triggers enexto by attacking us. 2003:13 Offer Amulet, win.