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Fortress: Spearwonders _nil_

Dust bomb

Each of these supports are the only thing holding a rock pillar one level down. Each is linked to a single level in the control room. Releasing any one of these should knock out or at least stun any and all enemies in range.

Submitted by: _nil_ - 2009-04-14

Fortress: Fenceskull _nil_

8. Founder offices

Here are where those of my founders who need offices and dining rooms (or ever did) get them. One level down is the mayor's dining room, some other miner noble rooms, and the archery targets. Green glass windows overlook the dome floor.

Submitted by: _nil_ - 2009-04-15

9. Shopping levels

This level is filled with general stores, while the one above it has clothing shops. My method of preventing the construction of more useless shop types is detailed in the "fairground" POI.

Submitted by: _nil_ - 2009-04-15

10. Chapel

With a vaulted ceiling, plenty of seating for parishioners, and a large supply of idols dutifully collected by the Priest (i.e., the philosopher), this room provides for the dwarves' religious needs.

Submitted by: _nil_ - 2009-04-15

11. The zoo

Since the elves' animals are almost always dead by the time they bring them, this zoo has monkeys, one giant olm, and a bunch more monkeys. The dwarves don't seem to mind.

The two levels above this are, so far, mostly unused.

Submitted by: _nil_ - 2009-04-15

12. Governor's office

This well lit room serves as the 'governor,' or mayor's office. Well aware of the disaster that could be caused by the failure of a single floodgate, she keeps a private, emergency stash of food in a chamber above.

Submitted by: _nil_ - 2009-04-15

13. Frontliner plaza

The bedrooms to the left and those on two levels below house various champions. The bedrooms to the right, however, house the "Frontliners," soldiers too scarred to spar up to legendary but too skilled to waste on civilian duty. They are led by Bim, a grand master sworddwarf with one eye and 96 kills. In order to exempt them from rent, I used the swimming pool in the middle to train them to be legendary swimmers. Every winter it freezes, and when it thaws in the spring it is replenished. I drain it to a safe level using the chamber one lever down, which in turn provides some of the worst tasting well water in Fenceskull.

Submitted by: _nil_ - 2009-04-15

14. Statue garden

Boasts a bituminous coal artifact statue and a masterwork raw adamantine statue, among others. This level also holds the main barracks and the chamber that melee champions can drop to the top of the road from.

Submitted by: _nil_ - 2009-04-15

15. High champion bedrooms

Although the two to the south are recent additions (placed there mostly because some strange bug was causing dwarves to climb on top of the drop chamber ceiling and promptly starve to death) and house relatively anonymous champions, this level is home to some of my deadliest and longest serving champions. To the left are the four sworddwarves that lead my secondary melee squad; they came with the fifth migration and have 223 kills between them. To the right are the dwarves who head the primary melee squad, the Citadels of Death. Dashmab is the greatest among them, with 133 notable kills, Curlanguished the artifact steel gauntlet and masterwork admantine sword and shield. His lover Melbil is similarly armed and boats 53 kills, while the third, Vucar, also holds masterwork adamantine. He has 111 kills and 16 children, which makes the Vucari clan the second most powerful in the fortress. Dashmab and Melbil came in the second migration, Vucar the third.

Right now there's a hole in the wall of Alath's bedroom, used to provide access to the top of the ramp's walls for statue installation. It will be replaced when I am done.

Submitted by: _nil_ - 2009-04-15

15a. Champions marksdwarves

Here dwell the principle members of the Fenced Unions, the legendary marksdwarf squad.

Submitted by: _nil_ - 2009-04-15

16. Duchess's dining room

The table is adamantine, the chair clear glass.

Submitted by: _nil_ - 2009-04-15

17. Top chamber

The only access to the central oculus. Hopefully if I ever get a suicidal dwarf they decide to jump from here.

Submitted by: _nil_ - 2009-04-15

20. The floating towers

These submerged towers serve as Fenceskull's tombs. There is only one access point; the other towers can only be entered from one another through either bridges or underground catacombs. One of the few projects I have left is to set up a three-lever-lock using water and floodgates for the tomb of Mad King Vabok; the levers will be positioned in a way that forces an adventurer to go through the entire tomb complex before entering the final mausoleum.

Rapidly scrolling between z-levels here looks pretty cool, although it works better in DF than it does on the map archive.

Submitted by: _nil_ - 2009-04-15

20b. Mad King Vabok's tomb

Not visible from the surface, and soon to be rendered inaccessible except by switching the proper sequence of levers, this tomb holds the body of Mad King Vabok, who was slain by Zuglar. Except for the coffin itself, every item here is an artifact.

Submitted by: _nil_ - 2009-04-15

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