Difference between revisions of "Kill hole"

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A '''kill hole''' (sometimes known as a '''murder hole''') is a type of [[wall]] formation that only allows one monster into your [[line of sight]] at a time. This is an improvement over simply luring enemies into a corridor because most monsters will not do anything when they cannot see you; [[gnoll (monster)|gnolls]] cannot reach you with [[polearm]]s, [[orc priest]]s cannot [[smite]] you, [[kobold demonologist]]s won't summon any [[demon]]s, [[necromancer]]s won't shoot [[bolt spells]] past their zombies, etc.
+
A '''kill hole''' ('''murder hole''') is a type of [[wall]] formation that only allows one monster into your [[line of sight]] at a time. Since most monsters can't do anything when outside your sight, killholes are an improvement over a regular corridor. In a hallway, an [[orc priest]] might [[smite]] you from behind other orcs. But in a killhole, it is unable to see you, and thus unable to attack.
  
 
Kill holes may occasionally form naturally, but most mentions of them refer to the creation of artificial kill holes with a [[formicid]]'s digging ability or a [[wand of digging]].
 
Kill holes may occasionally form naturally, but most mentions of them refer to the creation of artificial kill holes with a [[formicid]]'s digging ability or a [[wand of digging]].
  
==Examples==
+
==Explanation==
 +
In short, a killhole is the intersection of 2 diagonal lines ('V', '^', '<', or '>' shaped). Cardinal directions do not work - see below for a demonstration.
 +
 
 +
<gallery widths="400px" heights="400px" class="left" mode="nolines">
 +
File:Killhole.png| X's show the current [[line of sight]] radius.<br>Left: Not a killhole; priest can attack from 2 tiles away<br>Right: Killhole, priest forced in melee.
 +
</gallery>
 +
 
 +
==Natural Examples==
 
  #########
 
  #########
 
  ####.####
 
  ####.####
Line 14: Line 21:
 
  ####g####
 
  ####g####
 
  ####.####
 
  ####.####
This is an example of a naturally formed kill hole you might see in the [[Dungeon]]. Notably, it does still provide monsters with a way to get behind you -- while the gnolls chasing you from the south are unlikely to find it unless there are a great many of them, any other creatures attracted by the noise or that are simply wandering may come around from the west.
+
This is an example of a naturally formed kill hole you might see in the [[Dungeon]] or [[Elven Halls|Elf]]. Do note that it allows monsters to come from behind. While these gnolls are unlikely to find the other entrance, other monsters may hear the [[noise]] and approach from the west.
  
 
  .######
 
  .######
Line 21: Line 28:
 
  ..#####    the @
 
  ..#####    the @
 
  #######
 
  #######
Another example, this time of something you might see in a semi-common layout of the Lair. Do note that this kill hole makes use of a closed [[door]] (the + between the yaks and the player) -- when dealing with monsters that can open doors, this kill hole would not function correctly. Also, like the previous example, creatures may still show up from the east to attack you from behind.
+
Another example, this time of something you might see in a semi-common layout of the Lair. In this example, a [[door]] (the + between yaks and player) is blocking enemies through. If an enemy can open doors, this kill hole won't function correctly. Also, like the previous example, creatures may still show up from the east to attack you from behind.
  
 
==Creating a kill hole==
 
==Creating a kill hole==
To make your own kill hole, you'll need to have a section of rock wall to work with and either be a [[formicid]] or have a [[wand of digging]]. Ideally, the wall you're digging into won't have any open spaces behind it that you might break into by accident, possibly attracting the attention of anything dangerous inside. The walls at the edges of the floor are usually perfect for this (though if you're too close to the edge of the floor, you might run into the indestructible border walls), but you can make do with digging into a large pillar or the like.
+
To make your own kill hole, you'll need a section of rock wall, and a way to [[dig]] through it ([[wand of digging]], [[Formicid]] ability). Ideally, this wall won't have any empty space behind it - you can open a whole new can of worms. The edges of the floor are usually safe, but if you're too close to the edge of the map, you might run into the indestructible border walls.
  
While [[Shatter]] ''can'' destroy walls (even walls made of more durable substances like stone, metal, or crystal), it lacks precision. You might get lucky and make a kill hole, or you might just break the entire wall down, and either way, you'll be making an incredible amount of [[noise]].
+
While [[Shatter]] ''can'' destroy walls - even stone / metal walls - it lacks precision. You might get lucky and make a kill hole, or you might just break the entire wall down, and either way, you'll be making an incredible amount of [[noise]].
  
 
A perfect kill hole (one which only ever allows one enemy into your LOS) looks something like this:
 
A perfect kill hole (one which only ever allows one enemy into your LOS) looks something like this:
Line 34: Line 41:
 
  ####
 
  ####
  
Formicids, with their ability to dig into walls one space at a time, can easily make winding tunnels where each individual tile is its own kill hole. Of course, other characters will only have a wand of digging at their disposal and won't be able to make anything nearly so precise; they can, however, make a perfectly functional kill hole with only a little extra empty space behind them. To begin, find a suitable patch of rock wall:
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Formicids can dig walls one at a time, so making this configuration would be trivial. In contrast, a [[wand of digging]] will always dig multiple tiles in a direction. It can still make a perfectly functional killhole, though there'll be a space behind you.
 +
 
 +
To begin, find a suitable patch of rock wall:
 
  #############
 
  #############
 
  .############
 
  .############
Line 73: Line 82:
 
  ########.####
 
  ########.####
  
The only downside to making a kill hole with a wand of digging is if any creatures you're fighting have the ability to [[blink]]. They may end up blinking into the empty space behind you, leaving the path clear for a second enemy to get at you. Similarly, hostile summoners can summon monsters behind you.
+
Having that bit of extra space has a few minor downsides. Enemies with [[blink]] can end up behind you. Hostile summoners can summon monsters in that space, and things like [[trample]] can push you back. Otherwise, it works just like the "perfect" killhole as mentioned above.
 +
 
 +
==Strategy==
 +
Killholes are best used when you ''know'' there's a crowd of monsters, where at least some have abilities that ignore line of fire. [[Smiting]], [[Damnation]], and [[Torment]] are all good examples. If you alert a number of monsters with these abilities while exploring, you may wish to create a killhole.
 +
 
 +
If you know there is a [[vault]] with such monsters, you may want to pre-emptively dig a killhole. Examples of good places include [[Orcish Mines|Orc]]:2, [[Elven Halls|Elf]]:3 (though watch for [[deep elf elementalist]]s), and [[Zot]]:5. Then, you can stay in the hole, and [[shout]] to lure monsters into it.
 +
 
 +
Killholes are not infallible. The following can make one ineffective:
 +
 
 +
*You must be able to fight whatever's approaching, or have a way to escape from the killhole (e.g. have a pre-dug path back to nearby stairs).
 +
*If there is space behind you, a monster can [[Blink]] behind you, push you back with [[trample]] / knockback, or summon things behind you. [[Draconian shifter]]s can also use [[Blink Other]].
 +
*The [[Dig]] and [[Awaken Earth]] spells are some of the few things that monsters can use outside of your LOS. [[Deep elf elementalist]]s, [[deep troll earth mage]]s, [[cacodemon]]s, or any monster with their own wand of digging can bust through.
 +
 
 +
In addition, killholes are unnecessary if enemies don't have ranged attacks. When fighting a pack of melee enemies, you can dig an ordinary hallway, which saves a charge of your wand of digging.
  
==Tips & Tricks==
+
===Tips & Tricks===
*Kill holes are best used when you know there are monsters nearby with dangerous abilities that rely on sight; dangerous summons, powerful ranged attacks/spells, [[Smiting]], [[Damnation]], and [[Torment]] are all good examples. If you alert a number of monsters with these abilities while exploring, you may wish to retreat to a suitable kill hole (or quickly build one, if there aren't any nearby).
+
*Kill holes prevent monsters from seeing you, but they also prevent you from seeing monsters. Try to pay attention to any messages that mention noises coming from behind whatever you're fighting, as that might announce the presence of a monster you hadn't known about when you retreated. Formicids have yet another advantage, as their [[antennae]] can sense monsters.
**If you know there is a vault with monsters of this sort on the current level, you may wish to preemptively build a kill hole and retreat there after attracting the attention of creatures in the vault. Particularly good places to do this include [[Orcish Mines|Orc:2]], the ends of the various [[Lair]] rune branches, and [[Zot:5]]. ([[Elven Halls|Elf:3]] ''used'' to be a good place to do this before [[deep elf elementalist]]s were introduced; see below.)
 
*Kill holes prevent monsters from seeing you, but they also prevent you from seeing monsters. Try to pay attention to any messages that mention noises coming from behind whatever you're fighting, as that might announce the presence of a monster you hadn't known about when you retreated. Formicids have yet another advantage in their ability to sense creatures with their [[antennae]].
 
 
*Always make sure you have an escape plan. Even with the advantage of facing your enemies one at a time, you may get unlucky and end up overwhelmed and backed into a corner. Alternatively, something far more dangerous than the enemies you were fighting might be attracted by the noise and suddenly appear with little to no warning. A [[scroll of teleportation]] is perfect for escaping -- just be sure to leave enough time for it to kick in.
 
*Always make sure you have an escape plan. Even with the advantage of facing your enemies one at a time, you may get unlucky and end up overwhelmed and backed into a corner. Alternatively, something far more dangerous than the enemies you were fighting might be attracted by the noise and suddenly appear with little to no warning. A [[scroll of teleportation]] is perfect for escaping -- just be sure to leave enough time for it to kick in.
*Some monsters (like [[deep troll earth mage]]s or [[cacodemon]]s) have a [[Dig]] spell of their own, as do any creatures that spawn with or pick up their own wand of digging. Any of these will happily break you out of your carefully prepared bunker and open paths for their allies to swarm you. Deep elf elementalists are even worse, as their [[Awaken Earth]] spell turns nearby walls into hostile [[earth elemental]]s; don't rely solely on a kill hole to survive Elf:3.
 
  
 
==History==
 
==History==

Latest revision as of 17:40, 13 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

A kill hole (murder hole) is a type of wall formation that only allows one monster into your line of sight at a time. Since most monsters can't do anything when outside your sight, killholes are an improvement over a regular corridor. In a hallway, an orc priest might smite you from behind other orcs. But in a killhole, it is unable to see you, and thus unable to attack.

Kill holes may occasionally form naturally, but most mentions of them refer to the creation of artificial kill holes with a formicid's digging ability or a wand of digging.

Explanation

In short, a killhole is the intersection of 2 diagonal lines ('V', '^', '<', or '>' shaped). Cardinal directions do not work - see below for a demonstration.

Natural Examples

#########
####.####
###.#.###
##.###@## <--stand on
..#####g#    the @
##.###g##
###.#g###
####g####
####.####

This is an example of a naturally formed kill hole you might see in the Dungeon or Elf. Do note that it allows monsters to come from behind. While these gnolls are unlikely to find the other entrance, other monsters may hear the noise and approach from the west.

.######
..YY#..
.YY+@.# <--stand on
..#####    the @
#######

Another example, this time of something you might see in a semi-common layout of the Lair. In this example, a door (the + between yaks and player) is blocking enemies through. If an enemy can open doors, this kill hole won't function correctly. Also, like the previous example, creatures may still show up from the east to attack you from behind.

Creating a kill hole

To make your own kill hole, you'll need a section of rock wall, and a way to dig through it (wand of digging, Formicid ability). Ideally, this wall won't have any empty space behind it - you can open a whole new can of worms. The edges of the floor are usually safe, but if you're too close to the edge of the map, you might run into the indestructible border walls.

While Shatter can destroy walls - even stone / metal walls - it lacks precision. You might get lucky and make a kill hole, or you might just break the entire wall down, and either way, you'll be making an incredible amount of noise.

A perfect kill hole (one which only ever allows one enemy into your LOS) looks something like this:

####
.#@#
#.##
####

Formicids can dig walls one at a time, so making this configuration would be trivial. In contrast, a wand of digging will always dig multiple tiles in a direction. It can still make a perfectly functional killhole, though there'll be a space behind you.

To begin, find a suitable patch of rock wall:

#############
.############
..###########
...##########
..@##########
...*######### <-- Dig pointing at
...##########     the asterisk
...##########
..###########
.############
#############

Now, take a couple steps into your new tunnel, then dig diagonally in the other direction:

#############
.############
..###########
...##########
...##########
....#*####### <-- Dig pointing at
...#@########     the asterisk
...##.#######
..####.######
.######.#####
########.####

Stand just inside the entrance to the second tunnel, and congratulations, you've got a kill hole!

##########.##
.########.###
..######.####
...####.#####
...###.######
....#@#######
...#.########
...##.#######
..####.######
.######.#####
########.####

Having that bit of extra space has a few minor downsides. Enemies with blink can end up behind you. Hostile summoners can summon monsters in that space, and things like trample can push you back. Otherwise, it works just like the "perfect" killhole as mentioned above.

Strategy

Killholes are best used when you know there's a crowd of monsters, where at least some have abilities that ignore line of fire. Smiting, Damnation, and Torment are all good examples. If you alert a number of monsters with these abilities while exploring, you may wish to create a killhole.

If you know there is a vault with such monsters, you may want to pre-emptively dig a killhole. Examples of good places include Orc:2, Elf:3 (though watch for deep elf elementalists), and Zot:5. Then, you can stay in the hole, and shout to lure monsters into it.

Killholes are not infallible. The following can make one ineffective:

In addition, killholes are unnecessary if enemies don't have ranged attacks. When fighting a pack of melee enemies, you can dig an ordinary hallway, which saves a charge of your wand of digging.

Tips & Tricks

  • Kill holes prevent monsters from seeing you, but they also prevent you from seeing monsters. Try to pay attention to any messages that mention noises coming from behind whatever you're fighting, as that might announce the presence of a monster you hadn't known about when you retreated. Formicids have yet another advantage, as their antennae can sense monsters.
  • Always make sure you have an escape plan. Even with the advantage of facing your enemies one at a time, you may get unlucky and end up overwhelmed and backed into a corner. Alternatively, something far more dangerous than the enemies you were fighting might be attracted by the noise and suddenly appear with little to no warning. A scroll of teleportation is perfect for escaping -- just be sure to leave enough time for it to kick in.

History

  • Prior to 0.22, Lee's Rapid Deconstruction could destroy walls, possibly enabling the creation of kill holes in stone, crystal, or metal structures. With a bit of luck, it was possible to make a kill hole even in Tomb:3.
  • Prior to 0.20, wands of disintegration could be used to remove one tile of rock wall at a time, giving all characters access to formicid-level precision in making kill holes.
  • Prior to 0.14, players had access to the Dig spell.