so now it is CSB

Discuss Chaos Strikes Back, the "expansion pack" for Dungeon Master.
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Post by zoom »

For the eye switch I used the green gem from the fireball passageway
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Post by Ameena »

"...skip most of Dain..."
Fwoah, yes please :D.
I must've been getting muddled up about the cheaty-corbum...I knew you could go around the Corbum Pillar from one side and yoink one of them without having to get to it the "proper" way...just thought it was stepping over a fake pit and something to do with Dain, that's all lol.
I'll probably play it again some day soon, maybe when I'm done with NWN...
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Post by zoom »

*cough
@Ameena: this is exactly how I solved my csbgame!
I went astray and ended up picking 2 corbums at once
(after long try and error pit jumping ; )
Dain I was not able to finish, somehow, so good they built that
shortcut into the game!!
The hint about the fake pit at "dain" really made me wonder why this very text was not shown on the ros corbum pillar :roll:
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Post by Lunever »

Zooooom: Now you are also infected by Ameena's confusion. It is the Ros (ninja) and the Ku (fighter) corbum, that are connected by the fake pit, not the Dain (wizard) one.

The only thing special in Dain is that there is a rather short way through it, but you cannot get the Dain corbum without solving Dain and getting the ruby key.
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Post by zoom »

could be that I thought I was on Ku when Indeed the ways had long
merged into the DDD or sth..
I started with Ku ,worked well, apart from the fact that I ended up
picking up another corbum from another path!
Started then Neta, which did not work too well for me(No corbum)
I switched to Ku sometimes..no wonder getting confused!

Apparently there are two parts to each path; getting keys and
then getting corbums-maybe the path ends at getting the keys..

Ros was fun, btw. genius throwing puzzles in between!
Dain I had to ask for help in the hint oracle.. Should have considered
visiting it more often, "durch die Bank" "allways good hints.
[apart from a pit in a nasty fireball launcher hallway it helped a lot
]Prove you are a wizard, me waving the starting item of Dain in front
of the eyeswitch there. the pendant feral.ugh.

I have to let the csb experience settle for a few days.. ;)
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Post by Lunever »

Zooooom: Yes, all pathes have something in common:

0) You go from the starting rooms to the Supplies for the Quick area and from there to the Junction of the Ways. There you will have to choose one of 4 pathes to proceed: Dain primarily requiring wizardly skills, Neta primarily requiring priestlly skills, Ros primarily requiring ninja skills, and Ku primarily requiring fighter skills.

1) There are 3 possible starting locations you will get randomly teleported to after walking away a couple of tiles away from the exit of the Junction of the Way. The 3 starting locations of a path are usually interconnetcted with each other.

2) In the bottom-most level all pathes have a hidden access to a teleporter that leads back to the JoW. In some versions (i.e. the ST version and thus CSBWin, and also in RTC) Ros even has a hidden interconnection between the upper Ros path and the starting room and thus the Supplies for the Quick area.

3) There is a long vertical shaft throughout the entire dungeon. Go down at least once, for there in an Onyx key to be recovered. To get out again you aparently have to strip your characters of all items, which are teleported into the alcoves of the Supplies for the Quick area. However, in fact you only have to drop your leather boots to get out, and if you don't bring your boots with you you don't have to drop anything to get out.

4) In each path you need to recover a special key: The ruby key in the southern wing of Dain's couatl room; the turquoise key in the purgatory's antechamber in Neta; The emerald key from the illusionary wall maze in Ros; The solid key from Mongor, the big dragon in the cellar of Ku.

5) Each of these special keys is used in the Diabolical Demon Director. All pathes lead to the Diabolocal Demon director. In the DDD you often have to lure a monster unto a specific floorpad in order to proceed.

6) After the pathes all have joined in the DDD, they separate again after the DDD once you have passed one of the doors that use up the above-mentioned special keys.

7) After the DDD each path leads to the corbum pillar from a different direction. Although the other 3 corbums are always near at hand when you take one of the corbums, you can't get at them without returning to the Junction of the Ways and beginning another path. The only exception are Ku and Ros, whose corbum alcoves are connected by an illusionary pit.

8 ) Each of the 4 pathes has it's own entrance into the uppermost level, where Lord Chaos and his respawning demon army guard the forge of FulYa. On some of these entrances useful treasure can be found, like the Dragon Fang sword (Inquisitor-like sword) in Ku or the Sceptre of Lyf in Neta. Some pathes have additional secret entrances into the top level, like the hidden stairwell east of Ros' Zooooom area. Most entrances into the top level have a secret hidden floorpad nearby that will open a door deactivate one of the respawning monster generators if you carry a specific treasure, usually from the corresponding path, like a corboamite, a green or orange gem, the flame-bain, the Pendant Ferral or even a mere boulder.

9) There are some places in the 4 pathes (and in Supplies for the Quick area too) that will get random treasure at the beginning of the game or even later during the course of the game. At the beginning of the game these treasures are held by a bunch of gigglers in a secluded room full of teleporters. By running around they will eventually randomly move into one of the teleporters and either get teleported to a location where they will die and just leave their treasure behind, often that rescued treasure will get teleported around once more, or to some location where they will ambush the party and have to be killed to get at that treasure. The most useful treasures from the gigglers are the skeleton key, which allows to open up a couple of shortcuts that allow you to travel the dungeon more freely, and the lockpicks that somtimes can be used in lieu of a key, some areas are even virtually inaccessible without lockpicks.
On contrary to most other keys the lock-picks and skeleton key are not used up by locks. An exception is the skeleton lock that opens up a shortcut into the forge. You should not open up that shortcut because of this, and because it will allow Chaos' pet demons to spread over the entire level and escape the Wrath of God (see below).

10) It appears easier to get all 4 corbums first and then go for the FulYa pit. Yet it is worthwhile to recover a couple of treasures earlier from that level and use the above-mentioned hidden floorpads to deactivate some of the respawning in order to make the forge less crowded by monsters .

11) The top level has a series of locks and coin slots. If you operate them all once, the Wrath of God, that is the fireball-launcher guarding the Neta entrance will have its fireballs directed into the demon chamber, kill many of them and thus counter their respawning.
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Post by zoom »

0) I knew
1) did, in "geistiger Umnachtung"<--brain switched off, I did lay
the horn of fear back into the alcove - to never see it again- damn.
2) aha. Think I found the one in the cistern.. remember sth. vaguely..
3)did not know about the key - always tried to avoid pits.
Would have had a use for it for sure!
4) apart from the Ros key, you cannot really miss them
5)yeah, realized that..
6)this got me confused afterwards!
(there are -kindly enough- walltexts to tell you on which way you
are[using ruby key e.g.) but in a huzzle you do not heed the
writings , come from the JoW , switch path etc.) Imho- the hardest
part of the whole game began. Apart from start of neta, which I found a bit nasty.
(had no horn of fear, but theowand and Staff of
Claws did help alot for scaring the beasts away,
so really not that much trouble once I got accustomed to
playing again!)
7)yep that makes it even easier to get confluxed and fused :shock:
8)who would carry a boulder around? This is a bad "schlechter scherz" joke!
found these treasures - precioussss treasures!!
9)yeah , was too confidently using the squelleton key until it was gone..
so even more running around.. I read some time ago about the
gigglers' treasures. It is amazing (ingame) how cool that is to
get an iron key , just when you are going to need one more !
Items just pop up all over the dungeon..Done really great!
10) I wanted those Exp. *cough* ;)
was really hard to fight through the zytases(only one vorpal at the time
, got a bit astray , too, and all those hidden pits and damn fireballs! lol
11) so I did it the hard way.. First i started the damn fireballs on the chaos level
and then ended up getting my ass burned in the neta path , too! oh my.

ps. Just wondered , what does the button (the wrong one ) on right or left or wrong
or what it is called... :roll:
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Post by Trantor »

Good synopsis there Lunever! I didn't even know some of those things (like the boulder), though I completed CSB at least 10 times. But that's the beauty of that game - you can always find something new in it.

Just one question: What does the Wrath of God have to do with the NETA path? I always start the fireball launcher with two Iron Keys... Or is it already turned on if you enter Level 1 from NETA (which I usually don't)?
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Post by Lunever »

Zooooom: If you talk about the buttons in Dain's couatl room - If I remember correctly one of them opens a protcullis that will make more couatls flood into the room, and the other opens a hidden pit, on an annoying place.
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Post by Lunever »

Trantor: Entering Neta without the flame-bain will start the launcher too - but in this case it's directed toward the Neta entrance, that is toward the party.
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Post by Trantor »

Ah, ok, thanks for that. Just another little thing I didn't know!
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Post by beowuuf »

1) (zoooms) if you lay the given object at the start of the JoW back into the alcove the way back to the JoW opens again - this doens't help you if you are teleported onto one of the other two paths when you walk away for mthe alcove, of course!

4) It seemed to be a widely held belief that Mongor was the DDD dragon when, as Lunever said, he is the Ku way dragon

9) Actually all the mechanics of random placement don't kick in until you go to the Junction of the ways, so the supplies for the quick are worth another look at later! I do not know if RTC is different in this regard...
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Post by Trantor »

9) I think RTC used to be different; at least I found one of the giggler treasures at the very start of the game when I played it in v0.35. But I reported it to GG, and I think it got changed to work as intended.
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Post by Lunever »

Trantor, 9): That was 35 - as far as I can tell 38 works correctly in handling the giggler treasure. The special floorpad in the forge of FulYa did not work mostly in 38, but should in 39 (I will confirm that as soon as I found time to play through CSB).
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Post by zoom »

All right Lunever , and thank you for the explanation.
(some little mystery remains , which is not all too bad ; )

I like the fact that the game changes when you proceed
(new items appear, new shortcuts open and you can clean up
a crowded level by finding the right stuff, so best do first things
first or get a hard time!
Concerning Mongor:
I fought it in one of the 2x2 spaces there and heard a faint click on
occasion.. Did not heed it after some time because there seemed
nothing special to happen. When I fell downwards, I new more..
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Post by beowuuf »

Lol, zoooom, see my comment above about confusing mongor with the DDD dragon. And there is a hint oracle comment exactly about the click too : )
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Post by zoom »

Actually , I did not take into account asking the hint oracle until (for me)
late in the game. Mongor was long digested by that time (belch!)
and I did not know how to prove being a "Wizard". Wandering around aimlessly
some other parts of csb, after some time I got again to that part
- this time no coutals but still the damn pits... Until I saved, and
asked the nice hint oracle..
doh! come on, for this spell you do not even need a single
wizard level, all you need is enough mana to
cast each part of the spell(same like casting vi potion with "2" mana)
Talk about proving being wizard..
ok, you could argue that you actually conjured sth. up , so maybe
I am too harsh here. Perhaps it annoyed me not to think of it@
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Post by Trantor »

I think that puzzle is actually rather clear - an eye switch always asks for an item, and there is only one magical way of creating an item. And maybe we should just give the dragon under the DDD a name so we can refer to him nicely - any suggestions? Personally, I would like "Schrammelfatti", but I am not sure it is appropriate... Since he is the second-toughest dragon, we could actually call him "Palgor" - that would be in touch with Mongor. We could then call all the dragon in the illusionary maze in ROS Logor 1 to Logor 7 and so on.

EDIT: I just noticed that the dragons in the Dragon Den would then be called Eegor - this is just too cool to pass up! I will never see the Dragon Den with the same eyes! Could we make a custom dungeon that incorporates Frankenstein's monster somewhere in the Dragon Den to visit his old pal Eegor?

EDIT2: His old "pal"... This just gets worse and worse...
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Post by beowuuf »

Eegor it is! the pal of Mongor : )
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Post by zoom »

Eegor! so cool. lol
Nice nomenclature there!!

What would the DM dragon be called like.
I think she is female, what do you think?
@Trantor:
I would not say that this is initially clear.
How do you know you have to create an item?*
It just says Prove that you're a wizard.

*unless, I miss here something obvious, like a scroll..
anyway the hint oracle tells you what to do;

I expected it to tell you not straight what you had to do,
but more like in riddles,like you did , Trantor, by telling there
is only one wizard spell to create an item..)
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Post by Trantor »

You don't know you have to create an item, but since you see an eye switch, I think it is rather clear that you need an item. Needing an item combined with the message "prove you are a wizard" leads to the assumption that magic is needed to create an item - at least it did for me. I can see why you had trouble figuring it out, though, as technically, it could have been some sort of magical item found earlier. But "being a wizard" is more about casting spells than magical items I think.
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Post by zoom »

You have a point there , Trantor.
Seems mathematics enhanced your brainmass!! :D
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Post by Trantor »

Well, where is nothing, there is nothing to enhance...
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Post by beowuuf »

Funny, I decided the DM dragon was female and called her Mart'a for no good reason in the prologue to my dungeon
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Post by Trantor »

For some reason, all dragons including the DM one are male to me.
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Post by beowuuf »

That's maybe why I made it female...because it seemed unexpected : )
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Post by Trantor »

Could be. Maybe we can come up with a neutral name that could fit both a male and a female dragon?
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Post by beowuuf »

Maybe I could get back to actually working and not skiving : )

Mart'a, to me, isn't gender specific, even if for a female it could be associated with martha
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Post by zoom »

let's call it wuuf. lol
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Post by Trantor »

What about Monrasar? Mon is obvious, since it is the toughest monster in the dungeon. Ra because dragons are capable of creating temporary light sources, and Sar because it has to be really dark down there in the lowest level of the dungeon.

Oh, and congrats to your 8000th post Beo! When I came here last year in March, you just got your 5000th post...
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