/** * The Hollow Delve (slice 12 of dreadwoods-backend/COVERAGE_1_40.md, 2026-10-17): a scaled random-spawn dungeon for Combat 21-30 with an * ordered-lever puzzle, built on the Random World Events engine (worldEvents.ts) with the frozen dungeons' and the Deep Seam's scaling * (worldEventScaling.ts). A hollowed-out hill opens on the edge of the Greenwood Wilds; below it an old delve, fallen to the Redcaps' * raiders. You go down for ten minutes: * * - the Landing and the Adit lead to the Hollow Hall, a great chamber with a stone plaque and four doorways; * - each doorway runs to a lever room (north-west, north-east, south-west, south-east); the plaque names the order the four levers must * be pulled in, drawn afresh every run. A wrong lever puts every lever back and sends two more raiders (the Sunken Wayshrine's and the * Shiverbell Reliquary's ordered touch, `symbolPuzzle`, with its own words); * - the four in order raise the Hollow Gate, the only way from the hall to the Delver's Vault: the cache and the Delve Chief, who stands * over it. The gate is a barrier (solid until it is open) and the cache refuses until it is, so there is no way round. * * Raiders and prowlers keep coming while anyone is inside; they meet you at your own level, held to 20-30 (the band's top, so a stronger * visitor still meets level thirties). The cache pays by your metal tier. Nothing in the Delve heals anyone and no cache line is food. * * Every number is a PLACEHOLDER for the balance pass. The pieces are earlier events' kit models (stand-ins, upgrades list). */ import type { WorldEventDef } from './worldEvents.js'; /** The entrance model (5 x 3): a copy of the Goblin Sapper Tunnel's mouth until the Delve has its own Blender build (upgrades list). */ export declare const HOLLOW_DELVE_ENTRANCE_MODEL = "evhollowdelve"; /** The combat level the mouth lets you in at (the standard gate says it, areaGates.ts). */ export declare const HOLLOW_DELVE_MIN_COMBAT = 20; /** The top of its band: no creature in it is above this, however strong the visitor. */ export declare const HOLLOW_DELVE_TOP_LEVEL = 30; export declare const HOLLOW_DELVE_MINUTES = 10; /** The four levers, in the order the room list gives (the plaque shuffles them each run). */ export declare const HOLLOW_DELVE_LEVERS: readonly [{ readonly id: "lever-nw"; readonly name: "North-west lever"; readonly at: readonly [16, 4]; readonly facing: "s"; }, { readonly id: "lever-ne"; readonly name: "North-east lever"; readonly at: readonly [24, 4]; readonly facing: "s"; }, { readonly id: "lever-sw"; readonly name: "South-west lever"; readonly at: readonly [16, 34]; readonly facing: "n"; }, { readonly id: "lever-se"; readonly name: "South-east lever"; readonly at: readonly [24, 34]; readonly facing: "n"; }]; export declare const HOLLOW_DELVE: WorldEventDef; //# sourceMappingURL=hollowDelve.d.ts.map