Vexing Vexirk
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Vexing Vexirk
Did anyone ever manage to make Hint Oracle 096 about cornering the Vexing Vexirk in CSB Neta Lvl 08 work in RTC? And if so, does it have any advantage before killing it?
Parting is all we know from Heaven, and all we need of hell.
- PicturesInTheDark
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Indeed it does. It was pointed out to me by someone in Christophe's fourm (Beowuuf? Sphenx? Sorry, I forgot), that if you first trap the vexirk no.1 at the altar of vi (horn of fear, et.al.) another one gets teleported near from a hidden location. This one you have to corner in the room with the teleporter in it (at the very last corner) and you'll get quite a reward for that if he vanishes....
Note: Other than for completing the "Collect all remaining items alternative" in CSBwin it seems to server no purpose, but theoretically you could save yourself a lot of trouble in Level 0!
Regards, PitD
Note: Other than for completing the "Collect all remaining items alternative" in CSBwin it seems to server no purpose, but theoretically you could save yourself a lot of trouble in Level 0!
Regards, PitD
- PicturesInTheDark
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http://www.dungeon-master.com/forum/vie ... hp?t=22787
Hope the link works out. Following the description there is probably more precise than my explanation here since I had the coordinates included originally.
Regards, PitD
Hope the link works out. Following the description there is probably more precise than my explanation here since I had the coordinates included originally.
Regards, PitD
To bad I already killed them in my current game. But my question remains: Did anyone succed with that Vexirk-Trapping not in FTL-CSB or CSBWin but actually in RTC? For I was not able to do it, but maybe I was wrong in some detail, and that's what I want to find out.
Parting is all we know from Heaven, and all we need of hell.
- PicturesInTheDark
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I just had a closer look upon that part of the dungeon with DMute (using DMute 1.4 upon the mini.dat from CSBWin), but I don't see everything in DMute since I do not know the hex part of tiles very well.
So what is confusing me at that superficial try of understanding that part of the dungeon: There are not 2 but actually 3 Vexirks ready to teleport in. So how exactly is this gonna work?
So what is confusing me at that superficial try of understanding that part of the dungeon: There are not 2 but actually 3 Vexirks ready to teleport in. So how exactly is this gonna work?
Parting is all we know from Heaven, and all we need of hell.
- PicturesInTheDark
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I could not figure out that riddle so far. I did the same as you, but since I have no clue at how hex editing works (only read Beowuufs manual but never gave it a real try beyond trying the basic dungeon sample he set up - and failing ), I concentrated on DMute alone - and I found nothing to suggest how the vexirk is "killed" when you corner him at the altair of vi...
Regards, PitD
Regards, PitD
I'll try to explain it as best i can, and you don't really need any hex knowledge for it : )
At the altar:
The player, at the second last square, triggers a weight-activated pad that opens an invisible monster teleporter on the last square. If the vexirk is standing on it, he will be teleported to the level that doesn't support vexirks, so he dies, and his possessions then are transported back to the original square by the object teleporter on that level
But before htis happens, the vexirk already triggers the two pads on the final squre - one teleports a new vexirk into the maze, the second opens a teleporter to block monsters from coming back to the altar again
This is pretty much how the other one works, except there is no blocking teleporter, as i think the door is a natural barrier from you doing it again
As for the 'third' vexirk, that is the one that initially appears to annoy you, and is released when you walk up to the door
Two points to check - in DM the vexirks couldn't trigger pads, nd could float over pits. CSB vexirks would have to be more 'solid' to activate the traps, but this differnce possibly hasn't been picked up in RTC
Secondly, without monster death on other levels, the vexirk might not give up its possessions on 'death' - i don't know if this has been corrected with a damage pad or not
At the altar:
The player, at the second last square, triggers a weight-activated pad that opens an invisible monster teleporter on the last square. If the vexirk is standing on it, he will be teleported to the level that doesn't support vexirks, so he dies, and his possessions then are transported back to the original square by the object teleporter on that level
But before htis happens, the vexirk already triggers the two pads on the final squre - one teleports a new vexirk into the maze, the second opens a teleporter to block monsters from coming back to the altar again
This is pretty much how the other one works, except there is no blocking teleporter, as i think the door is a natural barrier from you doing it again
As for the 'third' vexirk, that is the one that initially appears to annoy you, and is released when you walk up to the door
Two points to check - in DM the vexirks couldn't trigger pads, nd could float over pits. CSB vexirks would have to be more 'solid' to activate the traps, but this differnce possibly hasn't been picked up in RTC
Secondly, without monster death on other levels, the vexirk might not give up its possessions on 'death' - i don't know if this has been corrected with a damage pad or not
- PicturesInTheDark
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I can definitely confirm that the procedure works for CSBwin, I tried it not so long ago to succeed in ending the game the alternate way by collecting all items as built in in CSBwin.
Therefore I think the death option is still active and if I remember correctly from my latest played dungeon "Imprisoned again" vexirks are also "floating" over pits in CSBwin. On the subject of fine tuning information about the game mechanics I cannot help
Regards, PitD
Therefore I think the death option is still active and if I remember correctly from my latest played dungeon "Imprisoned again" vexirks are also "floating" over pits in CSBwin. On the subject of fine tuning information about the game mechanics I cannot help
Regards, PitD
- PicturesInTheDark
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So even if I did manage to chase the Vexirk before the altar in RTC-CSB (which I was not able when I tried, it always was teleported away before entering the corridor leading to the altar), it wouldn't work unless there was a damage tile involved. So that's the question: IS there a damage tile involved in RTC?
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- Gambit37
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As far as I know, George hasn't implemented ANY damage tiles in CSB except for the one controlling the Water Elementals over the grate in the Cistern.
It would indeed be more like the original CSB to add these (carefully controlled mind you! -- You could get in to all sorts of trouble if they aren't switched off after use...)
It would indeed be more like the original CSB to add these (carefully controlled mind you! -- You could get in to all sorts of trouble if they aren't switched off after use...)
- ChristopheF
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To complete Beowuuf explanations:
As shown by the CSBEdit tool made by Rain, Vexirks DO levitate in both DM and CSB (there are absolutely no difference between DM and CSB creatures, except graphics). So Verixks are not able to activate pressure pads.
That is why the pads are not creature activated but item activated. After the first cornered Verixk teleports to (09,30,37), it dies there (because Vexirks are not allowed on level 09) and drops his Cape. This cape triggers the teleporter on the same tile which teleports all items back to (08,24,23). There, the floor pads are activated by the Mirror Of Dawn, which teleports another Vexirk in that area, and activates a monster teleporter to prevent that Verixk from being cornered too at the same place. However that second Vexik can be cornered at (08,09,11). This will trigger the teleporter at (08,05,11) that will teleport the third Vexirk in the area. The second Vexirk is teleported to (09,28,37) where it dies and drops its items, including the Cheese that will trigger the teleporter at (09,28,37) that will teleport the items back to (08,09,11).
I will add a complete explanation of this "Vexing Vexirk" puzzle to the encylcopaedia in the next update.
As shown by the CSBEdit tool made by Rain, Vexirks DO levitate in both DM and CSB (there are absolutely no difference between DM and CSB creatures, except graphics). So Verixks are not able to activate pressure pads.
That is why the pads are not creature activated but item activated. After the first cornered Verixk teleports to (09,30,37), it dies there (because Vexirks are not allowed on level 09) and drops his Cape. This cape triggers the teleporter on the same tile which teleports all items back to (08,24,23). There, the floor pads are activated by the Mirror Of Dawn, which teleports another Vexirk in that area, and activates a monster teleporter to prevent that Verixk from being cornered too at the same place. However that second Vexik can be cornered at (08,09,11). This will trigger the teleporter at (08,05,11) that will teleport the third Vexirk in the area. The second Vexirk is teleported to (09,28,37) where it dies and drops its items, including the Cheese that will trigger the teleporter at (09,28,37) that will teleport the items back to (08,09,11).
I will add a complete explanation of this "Vexing Vexirk" puzzle to the encylcopaedia in the next update.
Christophe - Dungeon Master Encyclopaedia
- sucinum
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the more i know (or at least read) about the craft of csb, the more i adore it. even simple looking puzzles beat all i ever done by far. amazing
sry i cant help more
but its nice to know that vexirks do levitate in csb, this makes my dungeon work for csb4win, because i included a small puzzle basing on this fact (yeah, i could replace by beholders, but i simply LOVE vexirks).
sry i cant help more
but its nice to know that vexirks do levitate in csb, this makes my dungeon work for csb4win, because i included a small puzzle basing on this fact (yeah, i could replace by beholders, but i simply LOVE vexirks).
- PicturesInTheDark
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- PicturesInTheDark
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- PicturesInTheDark
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George, I don't know whether you are reading this forum too, but I' post a link to here in the RTC-bugs forum, because I suspect this is a bug for the giggler random treasure as well as for the Vexing Vexirk, since the automatic destruction of FTL-CSB is not invluded in RTC. And I do want to get the second master key in V 0.25 !!!
Parting is all we know from Heaven, and all we need of hell.
- Lubor Kolar
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