So, i recently got to Yog-Dzewa as a Assasin. I killed the fists using the Surprise attack via the Main Menu trick and i started to attack Yog but... i was dealing 0 damage using the Glaive. The larvas kept spawning, even the wand was making no damage. Maybe a bug, or something? Idk
Well, I got my first Hero into the Demon Halls.
He was a Berserker with:
+5 Epic Armor,
a +7 Vampiric Longsword (balanced for speed),
and +4 Ring of Haste.
He also had a Wand of Blink.
This turned out to be an awesome set-up. There was no need to fear even the dreaded Evil Eyes.
I would just blink next to them and could land 4 hits, or more, for each of theirs.
With the Vampiric Longsword, I always gained more health than I lost.
The ultimate Anticlimax was soggy Yoggy himself.
I had found 5 Golden Bee pots in the game and hadn't needed them till now, so I unleashed them all.
I took out the Burning Fist, while the bees took down the Rotting Fist in a few turns.
Then I saw Yog once, before the bees killed him too.
The whole fight was probably 10-15 turns and I never even used a health pot.
I had no idea bees were so powerful, but this wasn't a game wrecker for me.
I just happened to stumble on a winning formula with my first foray into the Demon Halls.
Overall, I've had a lot of fun with this little gem. So, much thanks to Watabou for all the work he's put into it.
NOTE: If you are experiencing this bug from within a Mod of PD, please submit your bug report to that Mod's corresponding page (or the Developer's Wall).
This thread is for the original PD only, in order to provide accurate reports/possible repro's for Watabou, so that he can identify/locate & fix the issue.
For your bug report concerning this precise bug, please indicate:
your game version,
your class + sub-class if any,
your weapon (level + enchantment if any),
how many fists were killed before attacking the eyeball,
was “0” displayed over the eyeball when hitting it,
your Android version.
In addition, if you don’t have this bug with latest version 1.7.1c, please do the same report too in order to narrow down the bug’s causes.
Workaround: Exit the game, kill the process (by task manager or by rebooting the device), reload the game.
Please help with final boss..
I am assasin, lvl 22, killed the two fists with a +12 Piercing Glaive, and now, when I try to kill the eye, it deals 0 damage to him, every time I hit him. I tried restarting, but all he does is take 0 damage and spawn larvas..
Help, I have too few healing potions left to try anymore tricks..
I was thinking that instead of fighting his demons till the end when defeating him or just ending the game another option could be created through Yog Dweza. After defeating him in battle you have a chace to visit his realm the chaos realm. All the inhabitants are demons and you gain magical powers from the amulet of yendor. It grants you 300 hp but the enemies do higher overall damage so it evens out. Anyone think we should be able to visit the land of where this abomanation came?
[Possible gameplay addition.
Won't require additional depths; merely additional 'quest-coding' & NPC dialogue to make it a more scripted gameplay.]
Upon defeating Yog-Dzewa, obtaining the Amulet of Yendor, & choosing the "I'm not done yet" option, the Old Wandmaker you helped (if you chose to take his side-quest), a Senior Dwarf Monk, a Dwarf monk, & a Golem would immediately descend to your depth - Depth 26 - to find that you've indeed obtained the Amulet of Yendor.
(If you didn't do the Old Wandmaker's quest, only the Dwarves & Golems would descend, and you'll have to fight your way back up to the Dwarven Metropolis with the group that descended, if you accept their plea.)
The Dwarves would inform you that they've sensed the disappearance of Yog-Dzewa's presence & have begun to regain their former faculties & strength (losing Yog-Dzewa's corruption); and have restarted the push to retake the Demon Halls.
They'd also apologize for their brethren having indiscriminately attacked you in the earlier depths & are asking for your help in clearing out the remaining demons in the Demon Halls.
→ [Outcome if you decline]:
All the demon enemies from depths 22-24 would descend to depth 25, where you defeated Yog-Dzewa (except the Scorpios/Acid Scorpios which ascend to the Caves; Skeletons from the Prison Depths & Fire Elementals from the Dwarven Metropolis Depths descend with the Succubi & Evil Eyes), as they have been pushed below by the regrouped Dwarven forces.
The Shopkeeper at Depth 21 is replaced by a Dwarf Merchant, selling items at a much less expensive price.
The steps that ascend to the Dwarven Metropolis (Depth 20) have been re-locked & you are forced to fight it out on your own (though you can still escape via Amulet of Yendor should you choose to).
You'd see the Dwarven Forces descend, but they neither attack you, nor defend you, from the remaining demons; they only focus their attack on the demons.
The Succubi focus their attack on the Dwarves, while all the Evil Eyes combine to become a Giant Evil Eye (similarly to Yog-Dzewa, but still fires lasers the way Burning Fist fires its ranged attack); all the Fire Elementals combine to become a Giant Fire Elemental (behaving similarly to Burning Fist, minus the ranged attack); all the Skeletons combine to become a Giant Skeleton (behaving similarly to Yog-Dzewa, in terms of controlling the Giant Fire Elemental & Giant Evil Eye).
You must now fight one last time, but without the Dwarves' aid (even though they are there with you on Depth 25 fighting the Succubi); and being low on supply & weakened from the fight with Yog-Dzewa, you can hardly last much longer.
You are forced to either escape with the Amulet of Yendor, or die.
With your final will (reaching low health - 30HP), the Amulet of Yendor starts glowing white, granting you the ability to purge the Demon Halls of all demons & evil influence (shown as a 4th option/button on the amulet).
Upon activating this ability, a flash of blinding light (similarly to a Psionic Blast, but far stronger & lasts a bit longer) fills the Demon Halls depths & permanently purges them of all demons (from spawning for that game session).
[Roll Credits & future story-cutscenes]
The Dwarves can finally take a sigh of relief, but the final push has once again left them in a weakened state & they must return to their city to recuperate.
Before they do, they leave their remaining Golems to patrol the battle-ravaged Demon Halls (now called Golem Ruins), for any signs of remnant demons; and to keep anything from ascending to the Dwarven Metropolis.
The Gnolls (Scouts, Shamans, & Brutes) decide to descend to the nearly empty Golem Ruins and make it their home (before it gets sealed); as the Golems only wander around, and don't care to attack them.
[Flashback to current time]
{Limited movement-control returns to player after end-credit cutscenes}
You are then teleported to Depth 1 (with the entrance to the lower depths sealed off), where you are finally allowed to leave Pixel Dungeon through the stairs (after recognizing that you have the Amulet of Yendor in your possession); which brings you to the main menu, erasing that file.
→ [Outcome if you accept]:
The Old Wandmaker would teleport the group back to the Dwarven City depths (Depth 20) to regroup & resupply.
(If you did not accept the Old Wandmaker's quest, you must fight your way back up to the Dwarven Metropolis with the Dwarves that descended to you.
The Dwarven City depths no longer have hostile enemies & the former King Dwarf's throne room has become the Dwarven Command Center in the campaign to retake the Demon Halls.)
(In the shop on Depth 21) You would be treated to free items to resupply on (Pasty, Healing potions, scrolls, et c.) as thanks for defeating Yog-Dzewa [The Shopkeeper on Depth 21 is replaced with a Dwarf Merchant].
You would also be treated to the best armor (Plate Armor +12/max-upgraded), and given the option to choose any new weapons (every enchantment for each weapon), wands, & rings of your choice (all +12/max-upgraded) - whatever you can fill your Backpack with.
After resupplying, you are asked by the Senior Monk to help them purge the corruption from the minds of their Warlock brethren (on Depth 19) with your Amulet of Yendor, before you head out for the campaign.
Declining will force the Monks to have their Golems execute their imprisoned Warlock brethren. And the only ones that can join your party will be Dwarf Monks & Golems.
Accepting will allow the Warlocks to rejoin their Dwarven brethren in the fight against the remaining demons. And a Dwarf Warlock will be able to join your party.
After doing this, the Hero/ine returns to Depth 21, and is told that a group will be joining him/her to aid in the fight. The hero/ine can choose any permutation of 3 types of allies that will follow him/her through the depths (Dwarf Monk, Golem, & Warlock [if you chose to remove their corruption];
e.g.
1 Monk, 1 Golem, & 1 Warlock
2 Golems & 1 Warlock
1 Golem & 2 Warlocks; et c.).
/
The Old Wandmaker has decided to remain close to the depth's entrance, but informs you that he will descend each depth with you via teleportation, should you need him to teleport you back to Depth 21 to resupply.
(If you didn't take his quest, you'd see a Lloyd's Beacon among the items you were treated for free resupplies. The Hero/ine can choose to take it & set it to depth 21 to be able to return to that depth at any time.)
Once you've chosen, you enter the Demon Halls depths, and already see some Dwarves & Golems chasing & fighting the demons, as you make your way through each depth.
[You no longer see Scorpios/Acid Scorpios, as Yog-Dzewa's grip on them have lifted & they decided to ascend to the Cave Depths to avoid battling the Dwarves. You do however see that the Skeletons from the Prison depths have descended - pushed below by Dwarf Scouts ascending the depths, to clear them of any enemies showing signs of having been under Yog-Dzewa's influence. You also see the Fire Elementals that used to be in the Dwarven City depths, as they too have been pushed below, since the Dwarves are still unable to gain control of them.]
{The ascension of the Dwarf Scouts has disturbed some of the other enemies & have shifted them around as well. The Swarm of Flies have ascended to the Sewer depths. The Sewer Crabs [now called Giant Crabs] have descended to the Prison depths to avoid the Swarm of Flies & fill the void that the Skeletons left behind. And with the Scorpios/Acid Scorpios now inhabiting the Caves, the Gnoll Brutes/Shielded Brutes have been encroached on & have been forced to ascend to the Prison depths, where they, along with the Giant Crabs, now fill the void that the Skeletons have left behind.}
(If you decided not to purge the Warlocks' corruption, the Golems will deal with the Fire Elementals & Skeletons, the Monks will deal with the Fire Elementals & Evil Eyes, and you & your party are left to deal with the rampant Succubi teleporting around.
If you decided to purge the Warlocks' corruption, the Warlocks will help deal with the Succubi, Skeletons, & Fire Elementals. This leaves your party free of any encounters in the hallways, allowing you to rush past the depths, or stay & help the Dwarves clear each room.)
Clearing & pushing to the next depths show that the Dwarves are winning with your aid (& the aid of the warlocks, if you decide to purge their corruption); and with increasing numbers of Dwarves at each depth.
[Helping other Dwarves & Golems clear each room on each depth increases the number of Dwarves & Golems in the following depth & in the final battle. A cleared depth will show Dwarves & Golems guarding the entrances/exits of each depth & a Golem posted in each room.]
Upon once again reaching depth 25, you see that all the remaining demons from the previous depths have gathered.
You see each type begin to group with their own kind (as previously described above).
All the Fire Elementals that have grouped together combine & turn into a Giant Fire Elemental; all the Evil Eyes combine to become a Giant Evil Eye; and all the Skeletons combine to become a Giant Skeleton.
The Giant Skeleton then commands the Giant Fire Elemental & Giant Evil Eye to attack you.
_______________________________________________________
→ [If you decided not to purge the Warlocks' corruption earlier]:
All the Succubi would still be alive at Depth 25 & will focus their attack on the Dwarves & Golems.
The Dwarves & Golems would be too busy fighting the Succubi to help you fight the 3 new mini-bosses.
But if you help defeat the Succubi at depths 22-24, the Dwarves & Golems will be able to help you fight the 3 new mini-bosses.
And since you were able to heal & resupply at the Dwarven City, you were able to stand against the 3 giant mini-bosses on your own until the Dwarves & Golems came to your aid; but you've been badly whittled down from the fight.
At the last moment, before the 3 mini-bosses die, the Amulet of Yendor begins to light up, and it suddenly has a new function.
As a final blow, you activate the Amulet of Yendor, and a flash of blinding light kills the 3 mini-bosses & purges any lingering demons in the Demon Hall depths.
[Roll Credits & future story-cutscenes]
With the 3 mini-bosses defeated & the Demon Halls purged, the Dwarves celebrate their victory & have reshifted their focus away from the arcane arts back to engineering.
They have begun repairing/rebuilding the Demon Halls (now renamed the Yendor Halls) to include it as part of the city's expansion.
[Flashback to current time]
{Limited movement-control returns to player after end-credit cutscenes}
After the blinding flash of light defeats the 3 mini-bosses, the Amulet of Yendor then teleports you to the first depth (with the entrance to the lower depths sealed off), where you are finally allowed to leave Pixel Dungeon through the stairs (after recognizing that you have the Amulet of Yendor in your possession); which brings you to the Main Menu, erasing that file.
_____________________________________________
→ [If you decided to purge the Warlocks' corruption]:
All the Succubi would be eliminated by Depth 25; and the Dwarves & Golems would be able to help you fight the 3 new mini-bosses.
The Golems would focus their attacks on the Giant Skeleton & Giant Fire Elemental;
the Monks would focus their attacks on the Giant Fire Elemental & Giant Evil Eye; and
the Warlocks would spread their attacks on all three, alongside you.
With the last of the demons & the 3 mini-bosses slain
(Giant Evil Eye drops a +10 Regrowth wand; Giant Fire Elemental drops a +10 Satiety ring; Giant Skeleton drops a Ring of Thorns & a Might potion - all ready for use in your Backpack for the next new run, but only for that run, until you get it again),
the Dwarves are now free to retake the Demon Halls;
and the Dwarves celebrate their victory with a feast in honor of the Hero/ine.
Before you leave, the Senior Monk approaches & asks if you could purge the Demon Halls.
The Amulet of Yendor begins to light up, then a flash of blinding light purges the depths of the Demon Halls of any lingering evil, including any corruption still lingering in the Dwarves.
[Roll Credits & future story-cutscenes]
With the Dwarves & the Demon Halls purged, the Dwarves then shift their focus back from the arcane arts to engineering, and have expanded their city to include the Demon Halls, now renamed the Hero's Halls (or "Heroine's Halls", depending on which character you selected); and have erected a large statue in the image & in honor of the Hero/Heroine, at the center of Depth 25.
They also reestablished the trade route lines in the Mining Caves depths, slaying, capturing, or warding away, many of its dangerous inhabitants; and sectioning off an area made especially for the Gnolls to inhabit.
This also allowed the abandoned Prison depths to be used as a Prison again.
[Flashback to current time]
{Limited movement-control returns to player after end-credit cutscenes}
After the blinding flash of light purges the Demon Halls, the Amulet of Yendor then teleports you to the first depth (with the entrance to the lower stages re-locked), where you are finally allowed to leave Pixel Dungeon through the stairs (after recognizing that you have the Amulet of Yendor in your possession); which brings you to the Main Menu, erasing that file.
And that's all! =D
This would be a great additional content after acquiring the Amulet of Yendor.
And Watabou won't even have to add more depths, since it'll be reusing the Demon Hall depths.
Simply additional coding to make things more scripted/quest-like.
Only 3 new final mini-bosses (which are just bigger versions of their normal-sized counterparts) & an additional function to the Amulet of Yendor (stage-wide Psionic Blast/magic nuke).
[If there's any takeaway from this, it's that I hope the enemies I mentioned, that got shifted around, get shifted around; with their HP & damage rebalanced to be more stage-appropriate.
But it would be great if my entire idea would be implemented. =D]
Sewer/Giant Crabs get moved down ↓ to the Prison depths
Swarm of Flies get moved up ↑ to the Sewer depths
Skeletons & Fire Elementals get moved down ↓ to the Demon Hall depths
Gnoll Brutes/Shielded Brutes get moved up ↑ to the Prison depths
Scorpios/Acid Scorpios get moved up ↑ to the Mining Cave depths
Actually, here's a simpler/more-condensed execution of my suggestions/requests above;
Defeating the Dwarf King clears the Dwarven Metropolis depths [16-19] of all Dwarf Warlocks & Dwarf Monks (especially those accursed Senior Monks). [Only Fire Elementals & Golems will remain/respawn, but at doubled the rate] {Makes sense lore-wise, but gameplay-wise, I'd rather face the Dwarf Warlocks & Fire Elementals than the Monks & Golems.}
Defeating Yog-Dzewa clears the Demon Halls depths [22-24] of all Evil Eyes & Succubi. [Only Scorpios will remain/respawn, but at tripled the rate.]
[Parameters]:
This would only last for that specific run.
These two bosses must be defeated in every run for this to take effect (not permanent after doing it in one run, like the Tome of Mastery). This is so one could revisit previous depths (e.g. Pixel-Mart depths) for rooms, items, or quests one may have missed/skipped, in their rush to reach the boss fight, before normal enemies could use up their health potions & kill them. This should help make revisiting those previous depths a bit less demanding on your resources/items [read: *Healing potions*] (especially the Demon Halls depths).