
Never, never start thinking about old games and lore: you end up going a bit mad.

Moderator: Ameena
Yes, I was aware of that... quirk... when I last posted, but I ignored it for simplicity's sake. If everything goes according to the script, though, you do get trapped for all eternity/until you re-fuse Chaos. No pun intended. As for the quirk itself, I think that it was an oversight by the programmers. They likely didn't consider that someone would consider throwing the Gemmed 'Staff over the actuator. In the unlikely event that they did, then it would be to give a clever player a break, in all likelihood.Ameena wrote: Thu Dec 21, 2017 11:52 am It's not the act of taking the Power Gem that closes the entrance, but stepping on a specific square whilst carrying the completed Firestaff...I think it's the space by the door that leads out of the small room containing the Power Gem, but I read somewhere that (in at least one version/clone of the game) the trigger is only activated by the Firestaff when it lands on the square or is carried by a party member who steps on it, and that if you can just chuck it hard enough, you can lob it over the triggering square without activating it.
More like breaking the 4th wall.JETENGINE wrote: Sat Dec 23, 2017 5:27 am Must have been the copy guard. They were extremely strict with that, as you now know.
Speaking of copy guard, perhaps the runes read, "This dungeon is copyrighted to FTL."
Trying to think outside the box,
Jay.
Absolutely correct! You needed to view these via a special device called 'Lenslok' and enter the code, otherwise your characters die very quickly of starvation: though this system was only for the Atari ST version.