2016-07-04

‎Reaching Hell:

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Revision as of 06:16, 4 July 2016

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==Reaching Hell==

==Reaching Hell==



Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi molten rock
,
which cannot be cleared by digging but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. In fortress mode, there are two ways through the impassible layer:

+

Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi
-
molten rock which cannot be cleared by digging
,
but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. In fortress mode, there are two ways through the impassible layer:

'''Digging through an adamantine vein:''' [[raw adamantine|Adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located a different height - the risk is all part of the [[fun]].

'''Digging through an adamantine vein:''' [[raw adamantine|Adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located a different height - the risk is all part of the [[fun]].

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'''Tunneling through semi molten rock:''' A new method has been discovered that allows your dwarves to engineer a convoluted system involving controlled cavern collapsing and exploiting the odd behavior of a [[semi-molten rock|magma flow]] tile. Not only does it allow access to Hell, you can further exploit the Magma Flow tile to dig through Eerie Pits, duplicate any type of stone (including raw adamantine) and [[Slade|mine slade]]. The whole thing is documented and explained in this [http://www.bay12forums.com/smf/index.php?topic=108189.0 Forum Thread]. When Hell is first revealed, if your map contains any adamantine veins a welcoming party will spawn below one of them; if not there will be no welcoming party.

'''Tunneling through semi molten rock:''' A new method has been discovered that allows your dwarves to engineer a convoluted system involving controlled cavern collapsing and exploiting the odd behavior of a [[semi-molten rock|magma flow]] tile. Not only does it allow access to Hell, you can further exploit the Magma Flow tile to dig through Eerie Pits, duplicate any type of stone (including raw adamantine) and [[Slade|mine slade]]. The whole thing is documented and explained in this [http://www.bay12forums.com/smf/index.php?topic=108189.0 Forum Thread]. When Hell is first revealed, if your map contains any adamantine veins a welcoming party will spawn below one of them; if not there will be no welcoming party.

-->

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'''Channeling through semi molten rock:''' In Version 0.42.06, it is possible
,
to channel into semi-molten rock (and to a lesser extend Slade) from above, as long
,
as the tile below is not yet discovered. In older versions, you had to remove the magma-flow and ramps in a complicated procedure, that killed one dwarf per level, but now it is possible to channel directly into hell without losing a dwarf (
thought
the miner tapping it will likely get killed by demons or drop into a eerie glowing pit). The difference is
,
that in older versions the miner was placed onto the magma flow, but now he is placed under the magma flow, and can channel on.

+

'''Channeling through semi molten rock:''' In Version 0.42.06, it is possible to channel into semi-molten rock (and to a lesser extend Slade) from above, as long as the tile below is not yet discovered. In older versions, you had to remove the magma-flow and ramps in a complicated procedure, that killed one dwarf per level, but now it is possible to channel directly into hell without losing a dwarf (
though
the miner tapping it will likely get killed by demons or drop into a eerie glowing pit). The difference is that in older versions the miner was placed onto the magma flow, but now he is placed under the magma flow, and can channel on.

* Start one or more levels above the lowest rock layer above the magma flow. (this is important, as the miner must fall below the magma flow)

* Start one or more levels above the lowest rock layer above the magma flow. (this is important, as the miner must fall below the magma flow)

* designate channels (d-h) from here down to the bottom of the map.

* designate channels (d-h) from here down to the bottom of the map.



* The miner will first generate a downward ramp into the rock
(for example granite)
. Now build a hatch above this ramp.

+

* The miner will first generate a downward ramp into the rock. Now build a hatch above this ramp.



* The miner walks down this ramp, and channels into the
semimolten
rock, as the game only sees the
granit
upward slope.

+

* The miner walks down this ramp, and channels into the
semi-molten
rock, as the game only sees the
granite
upward slope.



* Now, the miner is trapped below a magma flow (floor) and surrounded by semi molten rock. He will
procede
to channel down until he reaches hell, leaving magma flow tiles above him, as well as channel one level into slade. (if he survives long enough)

+

* Now, the miner is trapped below a magma flow (floor) and surrounded by semi molten rock. He will
proceed
to channel down until he reaches hell, leaving magma flow tiles above him, as well as channel one level into slade. (if he survives long enough)



* You
have
now a chute - blocked by magmaflow floors - into hell. By
building contructed
up/down stairways, you can build a stairway into hell (the magma flow is removed in that process).

+

* You now
have
a chute - blocked by magmaflow floors - into hell. By
constructing
up/down stairways, you can build a stairway into hell (the magma flow is removed in that process).



* If the site has no adamantine (otherwise you probably wouldn't do that), no demons will be generated (
exept
the "wildlife"-demons), and you might even be able to save the miner, if you build the stairway, before he starves to death.

+

* If the site has no adamantine (otherwise you probably wouldn't do that), no demons will be generated (
except
the "wildlife"-demons), and you might even be able to save the miner, if you build the stairway, before he starves to death.



* As both magma free
pilar,
and eerie glowing pits are placed in the corners of embark tiles, the miner will likely fall into an eerie glowing pit
. To prevent
use zones (i) to find solid slade floor.

+

* As both magma free
pillars
and eerie glowing pits are placed in the corners of embark tiles, the miner will likely fall into an eerie glowing pit
-
use zones (
{{K|
i
}}
) to find solid slade floor
and prevent this from happening
.

In adventure mode, one may find huge [[slade]] [[underworld spire]]s built as gateways to the Underworld.  The lowermost levels of these structures indeed lead directly into Hell, with several [[demon]]s waiting below.

In adventure mode, one may find huge [[slade]] [[underworld spire]]s built as gateways to the Underworld.  The lowermost levels of these structures indeed lead directly into Hell, with several [[demon]]s waiting below.

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