Because of NetHack's weird rules regarding alignment, there's no way to gain access to the quest - and, consequently, to the Bell of Opening - before turn 2000, when the maximum alignment becomes 20 (the minimum required for the quest leader to let you in the quest); this leads to a weird situation in which we have 2000 turns to "waste" before being able to enter the quest.
This forces us to think about route planning backwards, because - given the large amount of "free" time we'll use for setup - we must first focus on what happens after the OK from the quest leader: from the assumptions we make regarding the post-quest game, we can then think about the best way to gather the items we need and to set up some weird situations in the first 2000 turns.
Basic assumptions:
- the fastest way to travel is self-polymorph to an air elemental, hasted (with the "haste self" spell, or with potions of speed; the former requires pw and enough skill - and to get enough pw, we'll need either the Eye (which will be locked until the quest if we're a wizard) or a lot of gain energy potions, while the latter just requires the potions) - this gives us 42 plus a chance of 6 movement points each turn; of course we can manipulate the rng to always give us the extra movement points when we need them, so that rounds up to 4 actions each turn - alternated with jumping (the jumping spell at the expert skill - reserved for wizards only - gives us the greatest range), that makes the turncount roll over to the start of the next turn; using the spell on the last action of the turn gives us the fastest way to act, thus we'll be "stuck" as a hasted airE for most of the time after T:2000 - since air elementals are intrinsically blind, we're going to need the eyes of the overworld to see and jump
- the preferred role is probably wizard, given the expert jumping "restriction", but that prevents us from getting the Eye early, which would help by giving us extra Pw and branchporting while setting up - this can be worked around of course, with levelporting (either with the Orb of Fate or with cursed scrolls of teleportation), and the branchporting will be useful to get out of the quest really quickly even as a wizard anyway
- A shorter dungeon is of course preferrable, and the shallowest possible dlvl for the Sanctum is dlvl45 - thus, we need to find a seed that gives us dlvl45 for the sanctum during the dungeon generation
What happens at T:2000 and onwards:
- T:2000 - we kill something, and we wait for the quest leader to notice us - a hasted Neferet the Green has speed 16, so we have at least 2 actions before she does something - and grant us access to the quest NOTE: using speed monster on her makes her angry in the process, so we probably have to find another way; we have one more action so we levelport to the quest goal, appearing next to the D1.
- T:2001 - we kill the D1, then walk over his remains, autopickupping the Bell and the Eye (we already have BotD and candelabrum from before, so now we're good), we branchport to the VotD and then we levelport down to the VS level, randomly appearing on the vibrating square
- T:2002 - the candelabrum was lit from before, so we apply the bell (1 action) and then we read the book (1 action), then we teleport down, landing near the HPoM, and something instakills him (bounced wand of death? vorpal blade?), we then walk over his cadaver, autopickupping the AoY
- T:2003 to T:2013: quaff cursed gain level, 'nuff said (44 potions, we're on dlvl1), or alternate quaffing and going upstairs (assuming the potions make you land on the upstair - this requires less resources but *way* more luck manipulation)
According to this schedule, we're on dlvl1 at the beginning of T:2014, but i don't have time now to lay down the route we came up for the planes - anyway, this for now tells us that we need the eyes of the overworld, at least a couple potions of speed, 22+ cursed potions of gain level, the candelabrum of invocation and the book of the dead before T:2000