Basic Route/Tech
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Basic Route/Tech
Updated 2 years ago by mechalink

The basic glitch that we use in this run is the fact that when monsters are killed, they are moved to position 100, 100 on the map, and set to level 0, type 0, hp 0. (Type 0 is a giant garbage can.) While there is no map position of x=100, y=100, there is the mathematically equivalent in the array x=20, y=101. (Maps are 80 spaces wide.) This means that once a monster on a floor is killed, the game will store that there's a giant garbage can at x=20, y=101 that's level 0 and has 0 hp, until 3 other floors are loaded (clearing out the floor data cache.)The XP isn't good, but the drops are level appropriate, and that's the main thing we need.

Also, for some reason, you can make wands of spells that you can't cast and spells of a type you can't cast (as a priest or wizard, at least), so you're really mainly looking for the 'make wand of any level spell' permanent spell. The other spells will be marked empty with dashes, but you can pick it anyway.

The route, then, does this in the upper floors to get enough XP to get to level 5 (4 with Worshipper, now) with the L2 Permanent Spell Wands of L3 or lower. Make a number of wands of Wizard L3 Magic Missile, then down to the middle floors to get the spellbooks and item drops necessary to beat the game (you need at least L8 drops from the trash can.) At minimum you need:

  1. The ability to kill a high XP monster (either Holy Hand Grenade, enough SP to spare for some wand killing and a belief you can survive a round or three down there.)
  2. The ability to get back to the top of the dungeon after killing a high XP monster quickly (stone of teleportation's the only functional option, unless you find a solid way to get to a Module teleporter.)
  3. The ability to make a lot of wands of a high level direct damage attack spell (Explosion or Major Shock)
  4. The ability to get down to a fairly deep floor in the dungeon quickly, twice (typically 4 wands of Major Descend)

This can all be summed up at minimum, as L2 Permanent Spell Wands of L3- (for the bootstrapping phase), then go mode is 1 Stone of Teleportation and the L8 Permanent spell 'Wand of Any Level'. Grenades and any other spells make for great safeties, along with anything you can equip as armor that isn't too heavy for you. The L6 Permanent spell 'Wand of L8-' saves you some SP on your wands of Major Descend, which is a nice to have.

Once you have those capabilities, go to Module 5, craft the necessary wands (usually 4 Major Descend, 20 of your attack spell. Most HP I've seen ogeroth is in the low 20K range, but usually Worshipper has enough SP to be safe), go down as deep as you reasonably can (L100 tends to be my target because it will display that the shadow boss is on the floor, and then revealing the entire map if you have such an item makes it easy to get down to it again without making a mistake.) Get your XP, return to town, level up (expected L37-38), finish making your kill wands, head down, and blast the boss repeatedly.

I recommend making or being able to cast Pass Through to find the boss, along with combat Relocate, which either can be done with wands or with being a priest spell caster. Note that descending is not safe, you will take hits on the way down, so any safety you can assure yourself while descending is worth considering. I recommend the ability to cast Resist Level Drain when you are facing the final boss, otherwise they will level drain you, math attack your HP away, and possibly get a kill. You may well need to heal, so have a way to combat heal as a safety.

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