How do you kill Magenta Worms?
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How do you kill Magenta Worms?
I tried the under the door thing but my champions dued before they did. I also tried piosion gas and fire balls.
- Charlatan75
- Apprentice
- Posts: 59
- Joined: Mon Nov 10, 2003 2:32 pm
Hello! 
Hmmm... the most funny way I know is:
- Wait for the worms to enter the cell that is in front of you, then hit them (with the highest option you can, and as many times as you can).
- take one step on your right (or your left, depending on the way you like to fight or available space).
- Wait for the worms to enter ... (and so on...) ^^
Charlatan75

Hmmm... the most funny way I know is:
- Wait for the worms to enter the cell that is in front of you, then hit them (with the highest option you can, and as many times as you can).
- take one step on your right (or your left, depending on the way you like to fight or available space).
- Wait for the worms to enter ... (and so on...) ^^
Charlatan75
Worms are the first major hurdle any beginning dungeoneer has to conquer.
Door trick is good only if your chars have lot's of HPs.
The 2x2 dance (as described by Charlatan) is a good tactic. Works against any moster if you have atleast 2x2 squares of room. Variations include hit & run for retreating back a corridor, and irregular dancing if you have large space and/or multiple opponents.
Sure winning strategy is to overtrain your characters before proceeding. If you can throw Mon fireballs and soak 300 hp of damage the worms are a pushover.
Camp at the beginning of worm level for this tactic (to maximize experience, beware the ghost), and then bash at air, throw fireballs and make bottles. As long as you have water, you can do this indefinetly. (You can get water from level one, a short hike). Food can go to red, you will lose stamina, but you can replenish it faster than it falls with stamina potions. You get priest training while you're doing that too.
Speed runners will just avoid the worms instead of killing them. Very possible to do for most of them. There are only 5 pairs you likely have to kill, and none that you absolutely have to kill.
Also, don't forget any items you may have. Magic box + poison cloud is effective. Or magic box and running away. Of course if you really want overkill, magic box + door + poison cloud + swinging + fireball shower...
The last tactic is to have experience with the game. Practice, practice, practice. And you will find out yourself how to beat them in your own way.
Door trick is good only if your chars have lot's of HPs.
The 2x2 dance (as described by Charlatan) is a good tactic. Works against any moster if you have atleast 2x2 squares of room. Variations include hit & run for retreating back a corridor, and irregular dancing if you have large space and/or multiple opponents.
Sure winning strategy is to overtrain your characters before proceeding. If you can throw Mon fireballs and soak 300 hp of damage the worms are a pushover.

Camp at the beginning of worm level for this tactic (to maximize experience, beware the ghost), and then bash at air, throw fireballs and make bottles. As long as you have water, you can do this indefinetly. (You can get water from level one, a short hike). Food can go to red, you will lose stamina, but you can replenish it faster than it falls with stamina potions. You get priest training while you're doing that too.
Speed runners will just avoid the worms instead of killing them. Very possible to do for most of them. There are only 5 pairs you likely have to kill, and none that you absolutely have to kill.
Also, don't forget any items you may have. Magic box + poison cloud is effective. Or magic box and running away. Of course if you really want overkill, magic box + door + poison cloud + swinging + fireball shower...

The last tactic is to have experience with the game. Practice, practice, practice. And you will find out yourself how to beat them in your own way.
Toni Ylisirniö
Author of Grave of King Millias, Return of Chaos, and DM2 dungeons.
Author of Grave of King Millias, Return of Chaos, and DM2 dungeons.
- Ameena
- Wordweaver, Murafu Maker
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- Joined: Mon Mar 24, 2003 6:25 pm
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I just use the door trick (never had a problem with getting hit that way since I close the door as soon as they enter and then they have to turn and get out quickly) or Fireballs + Hit and Run if there is no door. Hit and Run basically for use if you're stuck in a long corridor with no doors or kiting room - as soon as a mob steps/slithers/flies/whatevers forward, twat it (have your weapon ready to hit before they come forward) then step quickly back. There's always a delay after a mob moves before it hits you (the faster the monster, the less delay...but also, generaly, the less hps they have), so you should be able to hit 'em several times without taking any damage. And of course, have Fireballs (or any other destructive spell of your choice) and stuff to lob at 'em too. And any ranged weps (arrows, rocks, etc) if you have them and the mob(s) just refuse(s) to die.
______________________________________________
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
For the door trick, the best idea is to have all the potion flasks you can filled with as high a VI potion as possible, sitting in the closest to the mouth sections of the backpack of the tow front fighters
Have your mages on full mana, with VI spells ready too. That way you can soak up more punishment - hopefully until the worms die or at least retreat. If you take a hit that leaves you too vunerable, even a low level poison cloud should make the worm retreat if a repeatedly closing door doesn't.
Also, you may find low level fast recovery attacks let you deal more damage than one large attack - especially if they miss and leave you standign around just being eaten!
If your back guys can take a single hit from a worm, don't hesitate to swap them over quickly as a body shield while the door is doing it's worst.
The best idea is to take the death experiences as an indicator of how much damage worms inflict so you know how long you can stand around before needing to run away...
Have your mages on full mana, with VI spells ready too. That way you can soak up more punishment - hopefully until the worms die or at least retreat. If you take a hit that leaves you too vunerable, even a low level poison cloud should make the worm retreat if a repeatedly closing door doesn't.
Also, you may find low level fast recovery attacks let you deal more damage than one large attack - especially if they miss and leave you standign around just being eaten!
If your back guys can take a single hit from a worm, don't hesitate to swap them over quickly as a body shield while the door is doing it's worst.
The best idea is to take the death experiences as an indicator of how much damage worms inflict so you know how long you can stand around before needing to run away...

The occasional throwing of items (things like worm rounds) is effective.
After an attack, throw if possible.
do warcry(with back row), or use calm command and the like if you run out of mana. If you have more than one character, that is.
Casting offensive spells is on the expense of vi potions and anti venom potions, but that is the point: you have to decide if you wanna retreat, heal, attack retreat heal attack ... or if you want to overkill and show the worm how to push daisies. Anyway you´ll have to run.
It all depends on your party. Get a feel, how much fireballs your party can unleash and how many hits they can take before they have to retreat. A few things: there are really a lot of worms there, so you should find a secure place where you can rest(and sleep).
This is normally in a room with all doors shut or probably stairs up.
It takes far too many fireballs for a low level champion to kill worms.
Always have in mind that fireballs do damage to more than one worm, so it is best to cast them on a group of monsters, not single ones. Try to be close when you cast a fireball, because it looses size in distance traveled, same as thrown items loose their damaging potential.
Have some anti venom potions at hand, next to vi potions; when you retreat. And S.A.V.E !!