Dorfin' It Up: What to do about the giant snake?

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friznit
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Post by friznit »

Map!
Savegame

I may have done two years by mistake, but bad things happened and needed clearing up :P Eventful year was eventful. Having tidied the place up and sorted all the storage out, the dorfs recruited a militia and started work kitting them out properly so they could one day take on GIANT SNAAEK. Unfortunately about this time the gobbos started raiding. Thankfully the first time they appeared there was a dwarf caravan onsite which promptly ganked the lot. A few months later Fisherdorf was sitting quietly by the river whistling to himself in the sunshine when a party of gobbos rudely jumped him and ripped his head off. The entire fortress decided discretion was the better part of valour and scarpered inside, slamming the doors shut behind them.

The Cock Of Cage Traps worked fantasticly, trapping most of the raiders and the rest were pummeled to death for the loss of two novice fighter dorfs. The captured gobbos were promptly dumped outside, stripped of their weapons and used as target practice.

The butcher went off in a mood and built a rather shiny gold mace which will likely become the militia commander's personal weapon. Unfortunately just as summer hit, another dorf went into a fey mood, screaming for silk cloth - which must be about the only thing the fortress doesn't have - so he'll no doubt go emo in time.
shot2bits
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Post by shot2bits »

ooooh, i see youve added a moat and shit to the entrance, nice job there sar!

on level 148 are those sections youve been digging out just to find ores?

oh and dunno what level the SNAEK! is on i assume youve not seen any spiders lurking that you could nab silk from?

oh and does this go back to me now or is anyone else interested?
friznit
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Post by friznit »

Yeah, level 148 is exploratory mining

Use the creature list ( 'u' ) to find the Snaaaek. He's bimbling about in the caverns, so I've not opened up a route in there yet, even though there's lots of spider silk and stuff down there - too dangerous until the militia is at least vaguely competent (they're total noobs atm).

The draw bridge over the moat is operated by the lever outside the refectory. I've marked it on the map as a POI here
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