I've found an old thread: "
Another Slayer killed"
9-16-2005
http://forum.caravelgames.com/viewtopic.php?TopicID=7656&page=0
On it Stefan has posted a practice room for killing slayers, "
Kill the slayer.hold"
using the same method as Stephen4Louise describes. It works!
--
Edit – More on pushing slayers around.
The basic 4x4 move: (only secret because of space)
Click here to view the secret text
×
If Beethros sword is positioned N, and you step onto the bottom right square of a 4x3 rectangle:
S x x
x x x
x x I
x x B
the slayer will step west, making the 4x4 square:
S x x x
x x x x
x x x I
x x x B
This is a stable position. The slayer will not change position unless you move.
Beethro can now step west, the slayer will step west again, and you can push the slayer west for as long as you want.
There are many applications of this with the wisp. You bring the wisp to a suitable square, get into position (4x3 or 4x4 squares away) while the slayer is coming towards you, then push him into place.
Changing direction safely to turn north (and getting the the slayer to turn towards you):
Click here to view the secret text
×
If you turn towards the slayer he will not change square.
(if he is not already pointing at you – here pointing SE – he will turn now. This move is used in JTRH to break 4x2 blue tar shapes, and in The Hold to kill monsters).
S x x x
x x x x
x x \ x
x x x B
Now you can step safely north into the 4x4 square:
S x x x
x x \ x
x x x B
turn again,
S x x x
x x x x
x x – B
and now the slayer's going north!
S x x x
x x x x
x x x x
x x – B
The 4x1 rectangle:
Click here to view the secret text
×
If the slayer is pointing SE and Beethro is pointing NW, when Beethro steps onto the square three spaces below, the slayer moves east to try and get round his back.
S
x \
\ x
B
But Beethro can now step east again, and keep pushing the slayer east.
Setting it up:
The slayer turns towards you when you are one square outside the 4x4 box.
S
I
x
I
B
If Beethro steps W the slayer turns SW. If Beethro steps E the slayer turns SE.
S
x \
x
x I
B
Beethro can then turn, and step NE, into the position of the first diagram. (As soon as you step outside the 4x4 box, the slayer waits for the wisp to catch up, giving you the time to change position):
S
x \
x
\
B
Turning south (from moving west):
Click here to view the secret text
×
1) Using the 4x1:
From the 4x4 box (although you can step into the end position from anywhere else):
S x x x
x x x x
x x x I
x x x B
Turn NW. The slayer will turn NE:
S x x x
x \ x x
x x \ x
x x x B
Move up to the top edge of the 4x4 square.
\
S x x B
\
The slayer will not move until you get there. Then he will step south and you can keep pushing him south:
2) If there is room you can step outside the 4x4 box, run round it, and make a new box above the slayer:
x x – B
x x x x *
S x x x *
*
*
(B)
3) Using the wisp:
let the wisp come to you, step one square east, then move diagonally NE. Turn south to set up a new 4x4 box with Beethro above the slayer. (If you are close to the slayer you need to point your sword west before you move, to protect yourself as the slayer moves along the wisp, and turn south at the top of the diagonal.)
S B
[w w I
w w
w] w*
When the slayer gets to the bottom left square (w*) of the new 4x4 box you can push him west again.(As before, when you step outside the 4x4 box, the slayer waits for the wisp to catch up.)
Or turn round again and push him south.
x x – B
x x x x
x x x x
S x x x
More moves in 4xX rectangles:
Click here to view the secret text
×
1) The 4x2 rectangle is another stable position
S x
I x
x I
x B
If Beethro turns NW he will turn NE. If you turn back so will he.
But if Beethro turns NE he will step west, rather than attack you.
S x
I x
x x /
x B
So you can combine this with the 4x4 square
Beethro steps into 4x2 facing NE,
Slayer steps west
Beethro turns, making 4x3
Slayer steps west again, now you can walk him west.
S x S x x S x x S x x x
I x I x x I x x I x x x
x x / x x x / x x I x x x I
x B x x B x x B x x x B
3x3 squares
Click here to view the secret text
×
The 3x3 square, with the slayer and Beethro pointing at each other, is a stable position.
S x x
x \\ x
x x B
If Beethro moves two squares west (or north) the slayer will not move
S
\ x \
B
If Beethro steps one more square west, the slayer will step east
S
\ x x x \
B
Now if Beethro step back east, the slayer will also step east and can be pushed eastwards.
This move is used in The Hold
Changing direction using the 3x3 square:
From the last diagram, if Beethro turns N, and then NE (instead of stepping east), the slayer turns S and then SW. This sets up a mirror image of the first 3x3 square. If Beethro now moves east three squares the slayer will move one square west, and can be pushed west.
Or, from the mirror image, Beethro can step three squares north, and the slayer can be pushed south.
Every now and then you come across another stable position, sometimes depending on the wisp. Walls change things as well. If there are any more standard moves, I hope other people will add them to the list.
[Last edited by bodkin at 05-16-2007 05:31 PM]