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Firestaff with Power Gem loophole
Posted: Mon Jul 14, 2003 2:42 am
by Unlucky_Mule
I am new here. You probably all know this, but here it goes...
Years ago when I first completed DM for Amiga, I discovered a loophole in the game. Normally once you obtain the Power Gem charged Firestaff, the two paths up from the bottom two levels are blocked. You can hear a click as this is triggered.
The trick is to throw the Firestaff onto the open side of the tile with the trigger on it. Then you can grab it on your way out and freely take it anywhere in the dungeon you please! Have a bit of fun against the auto-generated monsters...
If you go to the surface with the char, the game glitches up a bit. You hear a lot of fireballs exploding behind a wall, but Lord L. doesn't actually open the door and kill you, unlike if you return there with the bare Firestaff.
UM
Posted: Mon Jul 14, 2003 9:52 am
by beowuuf
I've never heard of the game glitching up....there shouldn't be anything to trigger the libby ending, as the firestaff and firestaff+power gem are a different as a sword and an axe as far as the game mechanics are concerned....
Interesting....
And yes, i rememebr ruling all back in my amiga days when i was gearing up for CSB, walkign aroudn the dungeon blowing ghosts to nothing and lobbing spells from the staff around the arena
Posted: Mon Jul 14, 2003 12:43 pm
by Ameena
I know stuff on this cheat has been posted before, but I'm still not sure exactly which tile it is that triggers the sealing-off of the upper levels...I tried fusing the Staff to the Gem and chucking it from that square outwards, then picking it up again, but the way to levels 12 and above was still sealed when I got there...in relation to the square you stand on the get the Power Gem, where do you go to throw the Staff after you've fused it?
Posted: Mon Jul 14, 2003 1:07 pm
by beowuuf
he trigger is inside the room, the square before the door
Power gem--->XXXTDX T = trigger square, d = door tile
XXXXXXXXXXXXXXXXX
This oversight doesn't exist in the RTC version of DM, incase this is where you are trying it
Posted: Mon Jul 14, 2003 1:10 pm
by Ameena
No, I've only played DMO, haven't tried RTC. Well, now I know the square is the one in front of the door, I'll try lobbing the Staff over there next time I play DM then...since I don't have a saved game made before fusing the Staff now. No probs though, it only took two days to finish last time I played

That'll be something to do when I'm bored.
Posted: Mon Jul 14, 2003 1:20 pm
by beowuuf
Ok, good luck

Posted: Tue Jul 15, 2003 10:25 am
by PicturesInTheDark
If you're one for the speeding attempt, there are competitions to be found at the DM Encyclopedia (you have to play with CSBwin), which at the moment features records that are 53'35'' for finishing DM and 18'47'' for CSB - incredible to watch those video files...
http://dmweb.free.fr/CSBForWindowsLinux.htm
Regards, PitD
Posted: Wed Oct 25, 2006 3:47 am
by danielcg
I did played ST DM in last 16 years and I was successfully exploited "firestaff with power gem" loophole. However, in RTC, any exploition attempts with completed firestaff will be DENIED!
I reviewed source code for DM for RTC and proved that prevented this loophole from being exploited by "firestaff" cheaters! By smart "alarm" triggers will detect flying completed firestaff and automatically set off the alarm!
George Gilbert is so clever and plugged this exploit bug!
Posted: Wed Oct 25, 2006 5:39 am
by Sophia
As far as I can tell, the "fix" is actually just a side effect of the fact that "over" triggers don't care if they party's carrying it or not.
Posted: Wed Oct 25, 2006 6:57 pm
by beowuuf
He deliberately made the pads that way to stop this bug, yes, and pissed off all us regulars because it therefore denied certain uses of pads! Since then the over and on designations came about...so yes, GG is clever, but also we didn't like it to start with until it got split ; )
Posted: Sat Jun 30, 2007 7:53 am
by somemale
why did GG do this??? I never got to mess around with a completed firestaff!
what kind of havoc can you do?
Posted: Sat Jun 30, 2007 10:21 am
by beowuuf
Nothing much by that stage in the game really - the fuse dispels elementals and you have unlimited (but weakened if you have no mana) spells.
So really you can take on the water elementals, materialisers and ghosts very well indeed, and I guess build up food quicker in the gnerator rooms.
By that level though, you should be powerful enough to do that yourself!
Posted: Sat Jun 30, 2007 12:41 pm
by Ameena
Alternatively, you can load DM into the editor, put a completed Firestaff (or two, or three...) on the floor at the start of the dungeon somewhere, save it (under a different name if you prefer), and then go massacre your way through the levels...Umm...not that I've ever tried anything like that. Would I ever do such a thing?
