/** * The Cells Below (PLAN_1_TO_40.md section 2.3, slice A5, decision D1 agreed by James 2026-10-12): Fenwick's garrison lost * a patrol in the old Ice Prison, and this is the quest that walks a player through it. D1 opened the Frozen Hallway at * Combat 20; James reversed that the same day ("frozen dungeon is an end game area ... no one entering it below level * 40"), so the Hallway and this quest ask Combat 40 (FROZEN_HALLWAY_COMBAT_LEVEL) and it is 41-60 content, kept as data. The quest itself is one STORY_QUESTS entry (`cellsBelow`); this file * holds its places, so storyQuests.ts and the backend's builder read the same tiles. * * The beats: through the Hallway (its own gate asks Combat 40) into the Frozen Cells; the frost wolf pack; the crystal * skitters in the corridor; the patrol's three packs in the Frozen Shrine; the Warden's sealed door at the shrine's north * end, where the patrol was headed and where the Frozen Depths begin (Combat 50, the boss placeholder, and a Frozen Key); back to Fenwick. */ /** The quest prop for a fallen soldier's pack (`questprop` style `patrolpack:`), drawn as a satchel. */ export declare const CELLS_BELOW_PACK_PROP = "patrolpack"; /** * Where the three packs lie in the Frozen Shrine (the backend places each on the nearest free tile within a few tiles): * by the south-west cache where the patrol made camp, against the east wall by the records, and in the north-west, short * of the door. Each is a little past the reach of the nearest revenant (aggro 6) and lurker (aggro 7), so a careful * player can pick them up between fights rather than on top of one. */ export declare const CELLS_BELOW_PACK_SPOTS: ReadonlyArray<{ which: string; x: number; z: number; }>; /** The Frozen Cells, where the Hallway's iron gate puts you (the reach step's ground). */ export declare const CELLS_BELOW_CELLS_AREA: { readonly minX: number; readonly maxX: number; readonly minZ: 150; readonly maxZ: 172; }; /** The ground in front of the Warden's sealed door, the lift down to the Final Core (the shrine's north end). */ export declare const CELLS_BELOW_DOOR_AREA: { readonly minX: number; readonly maxX: number; readonly minZ: 110; readonly maxZ: number; }; /** Where the quest helper points from the surface: the Frozen Hallway's sealed arch on the Frozen Plateau. */ export declare const CELLS_BELOW_HALLWAY_PLACE: { readonly x: 21; readonly z: number; readonly label: "the Frozen Hallway"; }; /** * The reward. PLACEHOLDER (balance pass): there is no reward formula for story quests, so these sit beside the band's * neighbours (Frostbite Salve from the same giver pays 350 coins and 2500 Explorer; Livonia's Diary 1000 and 6000) and * are changed only here. The choice XP goes into a combat skill, as the quest is fights. */ export declare const CELLS_BELOW_REWARDS: { readonly coins: 500; readonly xp: { readonly explorer: 3000; }; readonly choiceXp: { readonly qty: 2500; readonly skills: readonly ["strength", "archery", "precision"]; }; }; //# sourceMappingURL=cellsBelow.d.ts.map