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Kill red Dragon in 1 shoot is possible

Posted: Sun Dec 07, 2003 6:33 pm
by Demon of Darkness
Attract the red Dragon below trap of ceiling and atived box of freze life.
Quickly go up 12 stage and jump in pit...dragon die.

maybe u know this tips already :)

++

Posted: Sun Dec 07, 2003 7:08 pm
by beowuuf
Someone once managed this by accident, if i recall, when they first played DM...falling down the right pit at the right time!

Posted: Mon Dec 08, 2003 12:07 am
by andyboy_uk
That could have saved me a lot of time back in the day :)

Great little tip, cheers dude.

Posted: Mon Dec 08, 2003 12:49 am
by Paul Stevens
This makes me wonder......In CSB, on level zero,
there are places to which the party can teleport.
If you could get Lord Chaos onto one of those
places and then could teleport on top of him....?

Posted: Mon Dec 08, 2003 1:08 am
by beowuuf
Ah, the tele-frag, a good lazy/desperate way to kill critters - for DM screamers at the 'none shall pass', and worms on both sides of the 'shortcut'. I forget if there are any other good places to do it

In CSB i beat the dead end that way once by luring one of the sets of knights to the change over point and teleporting on them : )

Posted: Mon Dec 08, 2003 4:50 am
by Antman
I did this in the first reocrd of the the race to fusion, when one of the rules was you have to kill the dragon, as i remember, sphenx wasnt too happy about it. I also did this to kill the dragon with the solid key in CSB, I'm going to see what happens when you teleport on Chaos, cool idea.

Posted: Mon Dec 08, 2003 8:26 am
by beowuuf
There's no reason for it not to work, but its a bit anti-climactic for him to just 'not be there'

Be tough though since you can't freeze him!

Posted: Mon Dec 08, 2003 11:35 am
by Antman
You can't freeze him? Thats odd because i got him in place and used a freeze life box and got him, saved, checked with CSBuild and he was gone.

Posted: Mon Dec 08, 2003 2:45 pm
by beowuuf
ah, i think he works slightly differently in csb4win than dm...

nice work - you should put something inside him with csbuild so you know instantly he's dead

Jumping on Chaos' head

Posted: Mon Dec 08, 2003 7:22 pm
by PaulH
In one of my dungeons (Black Flame) part of the game involved killing the sucker this way, and building a trap to do so.

Posted: Tue Dec 09, 2003 1:49 pm
by PicturesInTheDark
Worth a try in any case. I also think this is a change to the original - in CSB for Amiga you could not freeze him even with the Eye of time - contrary to DM. As for the dragon, I think I never managed that so far in quite a lot of games... but on the other hand once you're down there he's not too hard to kill, so not necessary to jump on top of him. Might be different with 3 or 4 of them though in one hall :wink:

Regards, PitD

Posted: Tue Dec 09, 2003 1:54 pm
by beowuuf
No freeze effects worked on chaos in PC DM, because that would make it too easy i guess! not sure about other versions

Play RTC with the difficulty up or grave of king milius for fun dragon chasing - withgrave of king filius, you are trapped there until you win!

Posted: Tue Dec 09, 2003 1:58 pm
by PicturesInTheDark
Hmm I'm pretty sure the eye of time worked in DM (Amiga version) - have you played that one ?

Regards, PitD

Posted: Tue Dec 09, 2003 2:04 pm
by beowuuf
yup, first platform i properly played it on : )

in those days i used to chase the dragon around with staff of claws and horn of fear because someone had recommended it (*parp* *swipe* *parp* *swipe* ) so never fought it for ages, or knew it was killable

so i can't say i definitely tried it, but i would be surprised since i eventually killed the dragon, had the eye of time, and was basically doing anythign i could to gain levels for the CSB game that never arrived from the game catalogue people!

i think i had version 3.6 of the amiga one

Posted: Tue Dec 09, 2003 2:33 pm
by PicturesInTheDark
I don't remember the exact version, was 3.something, but still... my mind insists in this case. Well, maybe I'm fantasizing and dreaming ;o)

Regards, PitD

Posted: Tue Dec 09, 2003 2:52 pm
by Gambit37
This whole freezing the Dragon thing is curious. According to Andy Jaros:
Many people discovered in the early games that you could drop a creature or the party through a pit and kill a creature in the landing zone. People would fall though Lord Chaos’ pits and arrive in a space filled with Dragon Steaks. This bug was fixed later, but I don’t know when
I've ALWAYS been able to kill the dragon using the pit/freeze life trick in lots of different versions of the game. Has anyone tried it and not had it work?

Posted: Tue Dec 09, 2003 3:12 pm
by Paul Stevens
I am very curious about how this 'bug' might have
been fixed. After it had been 'fixed', what happened
when you fell on a monster? Moving the monster
away from the party, for example, is a tricky piece
of code.

Posted: Tue Dec 09, 2003 3:14 pm
by Paul Stevens
An easier thing to do would have been to prevent
the party's falling if a monster is directly below. But
that would break the design in some cases. And it is
also very tricky if done correctly.....the party could fall
if the monster moved away.

Posted: Tue Dec 09, 2003 3:21 pm
by PicturesInTheDark
I think it is one of the charming parts of the code - if you really happen to fall on a monster why should it not be killed? And it can be quite useful for some dungeon designs...

Regards, PitD

Posted: Tue Dec 09, 2003 3:43 pm
by Gambit37
I agree Paul. Much as I would hate to knock anyone who worked at FTL (baecause they are all so wonderful), I think Andy must be mistaken.

Posted: Tue Dec 09, 2003 4:27 pm
by cowsmanaut
I would think that they coulld do a check and then shift the monster(s) to the side rather than have them go *POOF*.

Posted: Tue Dec 09, 2003 4:34 pm
by PicturesInTheDark
What if you jumped on a monster you could otherwise not kill (Chaos?) That effect would be lost if such a change were implemented.

Regards, PitD

Posted: Tue Dec 09, 2003 4:35 pm
by andyboy_uk
An easier thing to do would have been to prevent
the party's falling if a monster is directly below. But
that would break the design in some cases. And it is
also very tricky if done correctly.....the party could fall
if the monster moved away.
Hmm, that would make for a wicked puzzle. Having to get a monster on a square under a pit and freeze it, then run like the wind so you could cross a pit that you need to get across on the level above. :) cool

Posted: Tue Dec 09, 2003 5:17 pm
by Paul Stevens
Andy: You can probably do this. Have a pit that is
a 'false pit'. It is always visible so that the party cannot
tell what is going on. Have it held closed by a dragon
standing on an invisible pressure pad below. QED.

Posted: Tue Dec 09, 2003 5:24 pm
by Lunever
Hmm, I wonder what would happen if a monster would fall on the party.

Besides: Killing Chaos would prevent the party from solving the game (DM I), wouldn't it?

Posted: Tue Dec 09, 2003 5:32 pm
by andyboy_uk
@Paul: That is a mighty fine work around :) I like it. Expect that in my first dungeon. Muhahahaha :twisted:

@Lunever: A double-ard party walking around with a screamer on its head.. Hmmm... :) Sounds like fun.

Posted: Tue Dec 09, 2003 5:36 pm
by Paul Stevens
Lunever:

Monster movement is not as difficult as party
movement. The runtime has provision for
this. If, for example, a monster is teleported
to a square occupied by the party, it is put into a
timer to be retried every one-sixth of a second until
the square is empty. You cannot do this with the
party.

Posted: Tue Dec 09, 2003 6:12 pm
by Zyx
In CSBwin, a monster falling from a pit on party will be put in a timer, waiting for the party to move before appearing. Exactly the same as if being teleported.

However I think I remember on PC DM a different behavior: a monster teleported on the same tile as the party will coexist.
You begin to receive hits without any ennemy in view. You have to step away to see the monster.

Posted: Tue Dec 09, 2003 6:18 pm
by beowuuf
monsters teleported don't attack you, and are queued, but if you walked into stairs with a monster on it (you'd have to create this effect in a dungeon)...for some reason they would co-exist with you too...and you could fight with them...

Posted: Tue Dec 09, 2003 8:37 pm
by ChristopheF
I think DM Amiga version 3.6 (multilanguage) is the latest one. Has anybody checked if this "jump over the dragon bug" was fixed or not in this version ? If it is not, then maybe Andy Jaros might be wrong.