Difference between revisions of "Vibrating square"

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(put in mouse-overs for the map -- It makes it somewhat easier to read)
(Variants: spork)
 
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{{todo|Is the article sufficiently updated to reflect the strategic implications of teleporting onto the vibrating square as of 3.6.2, as well as monsters no longer avoiding it?}}
 
{{level|Vibrating square level
 
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The '''vibrating square''' is the [[square]] where the [[invocation ritual]] is to be performed for entry into [[Moloch's Sanctum]]. It is always located on the penultimate [[dungeon level]] of [[Gehennom]], which could be between levels 44 and 52. It is the lowest level that can be reached without performing the ritual; until the ritual is performed, there is no [[staircase]] leading down from that level. Only the [[Sanctum]] level has a higher dungeon level number.
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The '''vibrating square''' is the [[square]] where the [[invocation ritual]] is to be performed for entry into [[Moloch's Sanctum]]. The square, once found, is automatically marked with a special map glyph {{magenta|~}}.
 +
 
 +
==Generation==
 +
It is always located on the penultimate [[dungeon level]] of [[Gehennom]], which could be between levels 44 and 52. It is the lowest level that can be reached without performing the ritual; until the ritual is performed, there is no [[staircase]] leading down from that level. Only the [[Sanctum]] level has a higher dungeon level number.
  
 
The level with the vibrating square is in most other respects an ordinary maze level of Gehennom.
 
The level with the vibrating square is in most other respects an ordinary maze level of Gehennom.
  
 
==Identification==
 
==Identification==
The only way to locate the vibrating square is to move over it, at which point you will get the message: "You feel a strange vibration under your <feet>.", or "You feel a strange vibration beneath you" if you are flying or levitating. This message will always occur if you walk on top of the vibrating square, but not if you jump over it or are carried over it by an engulfing monster. There are no other special features of the square.
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Confirm you are on the vibrating square level by checking that the floor is undiggable then read a scroll of [[gold detection]] while [[confused]] to quickly locate the vibrating square. You can also use a [[crystal ball]]. You must specify {{white|^}} to search for traps; specifying {{white|~}} will search for [[Long worm|long worms]] instead.
 
 
The vibrating square cannot appear near the edge of the screen nor the [[staircase]], because there must always be room for the ring of [[fire trap]]s and [[moat]]s to appear around it.{{refsrc|mkmaze.c|587}} Specifically, it will be at least five squares from the left and right sides of the map, at least four squares from the top or bottom, and not within a 23x23 square area centered on the upstair. It will also not be in a straight line with the upstair or on the same square as a trap, although it may be on the same square as a boulder or other item. It helps to mark ineligible places (and where you have searched) on a screen shot. Some players [[polymorph]] into a [[xorn]] so they can traverse the level line by line, or into an air elemental to reduce the number of turns spent searching.
 
 
 
Although the vibrating square cannot be placed on a trap, traps can be created on its location (except in [[NetHack 4]]), meaning that a [[drum of earthquake]] does not help to find it. (If a pit is created on the vibrating square, you can remain trapped in it even after performing the invocation; this is bug [[Bugs in Nethack 3.4.3#C343-192|C343-192]].)
 
  
Many players will mark the vibrating square by leaving an object on it once they have located it. This is one of the leading uses for the mostly useless [[iron chain]], but it is hardly necessary to find one for this purpose. Any object that most monsters will not want to pick up, or is protected by an engraved "Elbereth," will suffice, and the vibrating square itself never changes location. (Marking it with the [[Candelabrum of Invocation]] or [[Bell of Opening]] is also a viable option; you won't need them again until you return to the position, saving weight in the meantime.) The general location of the square can also be permanently marked with a via lighting it (using the [[scroll of light|scroll]], [[wand of light|wand]], or [[spellbook of light|spell]], or digging out the surrounding walls (so that it can be located via [[magic mapping]] even in case of [[amnesia]]; if you dig a path between it and the stairs, you won't even need mapping, and it will help speed up the ascension run). It is actually strictly better to not use a turn and record its location in some other way (such as #[[name]]ing an item with its co-ordinates), but in most games, the turn saved by this is irrelevant compared to the convenience. In NetHack 4, the square, once identified, is automatically marked with a ({{yellow|^}}), and has a red background if the [[option|bgbranding]] option is set.
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Another way to locate the vibrating square is to move over it, at which point you will get the message: "You feel a strange vibration under your <feet>.", or "You feel a strange vibration beneath you" if you are flying or levitating. This message will always occur if you walk on top of the vibrating square or jump (or hurtle) over it, but not if you are carried over it by an engulfing monster. There are no other special features of the square.
  
This [[MSGTYPE]] [[option|setting]] makes it harder to accidentally miss the [[vibrating square]] if you are using the [[tty]] [[interface]]:
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The vibrating square cannot appear near the edge of the screen nor the [[staircase]], because there must always be room for the ring of [[fire trap]]s and [[moat]]s to appear around it.{{refsrc|mkmaze.c|587}} Specifically, it will be at least five squares from the left and right sides of the map, at least four squares from the top or bottom, and not within a 23&times;23 square area centered on the upstair. It will also not be in a straight line with the upstair or on the same square as a trap, although it may be on the same square as a boulder or other item.
 
 
MSGTYPE=stop "You feel a strange vibration under your *."
 
MSGTYPE=stop "You feel a strange vibration beneath you."
 
  
 
In this example map, the eligible places are marked with ({{green|X}}). Red spots are too close to the edge, blue ones in line with the stairs, and yellow ones too close to the upstairs. You can mouse over the map to see what is wrong with some of the squares.
 
In this example map, the eligible places are marked with ({{green|X}}). Red spots are too close to the edge, blue ones in line with the stairs, and yellow ones too close to the upstairs. You can mouse over the map to see what is wrong with some of the squares.
 
<div class='ttyscreen'><replacecharsblock rules="ttymap">
 
<div class='ttyscreen'><replacecharsblock rules="ttymap">
r=[[Too close to the side|{{brightred|.}}]]
+
r=<span class="nhsym clr-orange" title="Too close to the side">.</span>
l=[[In line with the stairs|{{brightblue|.}}]]
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l=<span class="nhsym clr-brightblue" title="In line with the stairs">.</span>
d=[[Too close to the stairs|{{yellow|.}}]]
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d=<span class="nhsym clr-yellow" title="Too close to the stairs">.</span>
g=[[Possible location|{{green|X}}]]
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g=<span class="nhsym clr-green" title="Possible location">X</span>
  
 
  -----------------------------------------------------------------------------  
 
  -----------------------------------------------------------------------------  
Line 56: Line 53:
 
</div>
 
</div>
  
==SLASH'EM==
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==History==
In [[SLASH'EM]], the level with the vibrating square can have various types of borders instead of walls: clouds, lava, water, ice, or, worst of all, nearly indestructible iron bars. If you get any type of borders other than walls or iron bars, it is generally easier to scan the whole level line-by-line while levitating for the vibrating square. Note that this is not quicker in game turns, since you are walking over more squares, and a careful speedrunner will still want to scan for the vibrating square normally.
+
In [[NetHack 3.4.3]] and older versions, the vibrating square was not marked on the map, and it could not be sensed when jumping or hurtling over it.
 +
 
 +
In [[NetHack 3.6.0]], the vibrating square was marked with {{yellow|^}}.
 +
 
 +
In [[NetHack 3.6.3]] and older versions, the player could not [[teleport]] directly onto the vibrating square, and monsters would also avoid it.
 +
 
 +
==Variants==
 +
===SLASH'EM===
 +
In [[SLASH'EM]], the level with the vibrating square can have various types of borders instead of walls: clouds, lava, water, ice, or, worst of all, nearly indestructible iron bars. If you get any type of borders other than walls or iron bars, it is generally easier to scan the whole level line-by-line while levitating for the vibrating square. This is not quicker in game turns, since you are walking over more squares, and a careful speedrunner will still want to scan for the vibrating square normally.
  
In the case of clouds and ice, however, this will not work. The vibrating square can be placed on one ice and cloud squares, presumably since they can be walked over, and the whole eligible region of the level must be searched, not just the "path." Notably, if the vibrating square is made of ice, this can be melted as usual, leaving the square underwater.
+
In the case of clouds and ice, however, this will not work. The vibrating square can be placed on one ice and cloud squares, presumably since they can be walked over, and the whole eligible region of the level must be searched, not just the "path." If the vibrating square is made of ice, this can be melted as usual, leaving the square underwater.
  
==UnNetHack==
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===SporkHack===
 +
In [[SporkHack]], the vibrating square is marked by a lit [[brazier]].
  
[[UnNetHack]] has the player start feeling vibrations when they step within two tiles of the square, regardless of intervening walls, making the search process much easier.
+
===UnNetHack===
 +
In [[UnNetHack]], the character will start feeling vibrations when they step within two tiles of the square, regardless of intervening walls, making the search process much easier.
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 +
{{nethack-364}}
 
[[Category:Dungeon features]]
 
[[Category:Dungeon features]]

Latest revision as of 05:15, 14 April 2024

A user has suggested improving this page or section as follows:

"Is the article sufficiently updated to reflect the strategic implications of teleporting onto the vibrating square as of 3.6.2, as well as monsters no longer avoiding it?"

Vibrating square level
Location Level 19–23 of
Gehennom
Bones No
Mappable Yes
Teleportable Yes
Diggable floor No
Diggable walls Yes

The vibrating square is the square where the invocation ritual is to be performed for entry into Moloch's Sanctum. The square, once found, is automatically marked with a special map glyph ~.

Generation

It is always located on the penultimate dungeon level of Gehennom, which could be between levels 44 and 52. It is the lowest level that can be reached without performing the ritual; until the ritual is performed, there is no staircase leading down from that level. Only the Sanctum level has a higher dungeon level number.

The level with the vibrating square is in most other respects an ordinary maze level of Gehennom.

Identification

Confirm you are on the vibrating square level by checking that the floor is undiggable then read a scroll of gold detection while confused to quickly locate the vibrating square. You can also use a crystal ball. You must specify ^ to search for traps; specifying ~ will search for long worms instead.

Another way to locate the vibrating square is to move over it, at which point you will get the message: "You feel a strange vibration under your <feet>.", or "You feel a strange vibration beneath you" if you are flying or levitating. This message will always occur if you walk on top of the vibrating square or jump (or hurtle) over it, but not if you are carried over it by an engulfing monster. There are no other special features of the square.

The vibrating square cannot appear near the edge of the screen nor the staircase, because there must always be room for the ring of fire traps and moats to appear around it.[1] Specifically, it will be at least five squares from the left and right sides of the map, at least four squares from the top or bottom, and not within a 23×23 square area centered on the upstair. It will also not be in a straight line with the upstair or on the same square as a trap, although it may be on the same square as a boulder or other item.

In this example map, the eligible places are marked with (X). Red spots are too close to the edge, blue ones in line with the stairs, and yellow ones too close to the upstairs. You can mouse over the map to see what is wrong with some of the squares.

 ----------------------------------------------------------------------------- 
 |.......|...............|.......................|.|...|.......|.........|...| 
 |.-----.|.-----------.---.-----.-----.---.-----.|.|.|.|.|.---.|.|.-----.---.| 
 |.|.....|...|.......|.....|...|...|...|.|.|...|...|.|...|.|.|.|.|...|.|...|.| 
 |.---X---X---X-----X---X---X|X-----X--|.|.|.|.|--.|.----|.|X|X|X|--X|X---.|.| 
 |...|X|XXX|XXX|X|X|XXX|X|XXX|XXXXXXX|.|...|.|.|...|...|.|.|XXX|X|X|X|XXX....| 
 |.|.---X---X---X|X---X|X|X-----------.|.---.|.-------.|.|.|----X|X|X-------.| 
 |.|.....|...|...|...|.|.|.|.......|.....|...|..<|.....|.|.|.....|.|.......|.| 
 |-------|X---X---X--|X--|X|X-----X|X-----.-----.|.-----.|.|X-----X|------.--| 
 |...|XXX|X|XXX|XXXXX|XXX|XXXXXXX|X|X|.....|.|...|.......|..X|XXXXX|X|XXX|...| 
 |.|.|X|X|X|X-------X---X|------X|X|--.-----.|.---------.-----X---X|X|X|X---.| 
 |.|..X|XXX|X|XXXXX|XXX|X|XXXXX|X|X|X..|.....|.............|XXXXX|XXX|X|X....| 
 |.|------X|X---X|X|X|X|X|X---X|X|X|X|.|.---.-------------.-----X|--X|X|----.| 
 |.|..XXXXX|XXX|X|XXX|X|XXX|X|X|X|XXX|...|.....|.......|.|..XXXXX|XXX|X|X..|.| 
 |.-----------X|X|----X-----X|X|----X|--------.|.-----.|.|.-----X|----X|X|.|.| 
 |...|.......|.|.|.......|...|.|...|.|.....|...|...|...|...|...|.|.....|.|.|.| 
 |.|.|.---.---.|.---------.|.|.|.|.---.---.-------.|.-------.|.---.-----.---.| 
 |.|.....|.....|...........|.....|.....|...........|.........|.....|.........| 
 ----------------------------------------------------------------------------- 

History

In NetHack 3.4.3 and older versions, the vibrating square was not marked on the map, and it could not be sensed when jumping or hurtling over it.

In NetHack 3.6.0, the vibrating square was marked with ^.

In NetHack 3.6.3 and older versions, the player could not teleport directly onto the vibrating square, and monsters would also avoid it.

Variants

SLASH'EM

In SLASH'EM, the level with the vibrating square can have various types of borders instead of walls: clouds, lava, water, ice, or, worst of all, nearly indestructible iron bars. If you get any type of borders other than walls or iron bars, it is generally easier to scan the whole level line-by-line while levitating for the vibrating square. This is not quicker in game turns, since you are walking over more squares, and a careful speedrunner will still want to scan for the vibrating square normally.

In the case of clouds and ice, however, this will not work. The vibrating square can be placed on one ice and cloud squares, presumably since they can be walked over, and the whole eligible region of the level must be searched, not just the "path." If the vibrating square is made of ice, this can be melted as usual, leaving the square underwater.

SporkHack

In SporkHack, the vibrating square is marked by a lit brazier.

UnNetHack

In UnNetHack, the character will start feeling vibrations when they step within two tiles of the square, regardless of intervening walls, making the search process much easier.

References

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.