|This article is about the current version of DF.|
|This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down!|
 Reaching Hell
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi-molten rock which cannot be cleared by digging, but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. In fortress mode, there are two ways through the impassible layer:
Digging through an adamantine vein: Adamantine veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located a different height - the risk is all part of the fun. Note that adamantine veins always seem to end in mid air, so once you breached the final layer you face a horde of demons which hovers directly below your feet.
Channeling through semi molten rock: In Version 0.42.06, it is possible to channel into semi-molten rock (and, to a lesser extent, Slade) from above, as long as the tile below is not yet discovered. In older versions, you had to remove the magma-flow and ramps in a complicated procedure, that killed one dwarf per level, but now it is possible to channel directly into hell without losing a dwarf (though the miner tapping it will likely get killed by demons or drop into a eerie glowing pit). The difference is that in older versions the miner was placed onto the magma flow, but now he is placed under the magma flow, and can channel on.
- Start one or more levels above the lowest rock layer above the magma flow. (this is important, as the miner must fall below the magma flow)
- designate channels (d-h) from here down to the bottom of the map.
- The miner will first generate a downward ramp into the rock. Now build a hatch above this ramp.
- The miner walks down this ramp, and channels into the semi-molten rock, as the game only sees the granite upward slope.
- Now, the miner is trapped below a magma flow (floor) and surrounded by semi molten rock. He will proceed to channel down until he reaches hell, leaving magma flow tiles above him, as well as channel one level into slade. (if he survives long enough)
- You now have a chute - blocked by magmaflow floors - into hell. By constructing up/down stairways, you can build a stairway into hell (the magma flow is removed in that process).
- If the site has no adamantine (otherwise you probably wouldn't do that), no demons will be generated (except the "wildlife"-demons), and you might even be able to save the miner, if you build the stairway, before he starves to death.
- As both magma free pillars and eerie glowing pits are placed in the corners of embark tiles, the miner will likely fall into an eerie glowing pit - use zones ( ) to find solid slade floor and prevent this from happening.
In adventure mode, one may find huge slade underworld spires built as gateways to the Underworld. The lowermost levels of these structures indeed lead directly into Hell, with several demons waiting below.
 Hell itself
You will receive the above announcement upon piercing Hell. One step later, you will get a second announcement: "Horrifying screams come from the darkness below!" At this point a massive number of demons will be spawned - though the number is not fixed, the demons will likely fill many pages on the Units screen. You'd do well to prepare for the worst.
Hell takes the shape of a large open cavern made of slade. It expands out in all directions without bound with a height varying between 1 and 4 z. Its rough floor slopes up and down, making it possible to walk around and explore should you get an adventurer down there. In the floor are glowing cracks that shine purple light up into the main cavern of Hell - whence comes this light, mortal minds dare not speculate.
Those cracks are referred to in-game as an Eerie Glowing Pit. They are, as the name suggests, bottomless pits - falling into them results in instant death, just as with standard chasms in older versions. As such, some precaution should be taken when engaging enemies near them, as they usually charge against any creature near them. Floors can be built over them, and deconstructing them will reveal the pits again.
In Hell proper, demons spawn on the edges much like animals do on the surface; demons thus spawned will be content to meander Hell without going out of their way to extinguish all life they can reach. It is yet unclear whether the number of demons is finite; in information exported from the legends screen, the population of demonic species is listed as "unnumbered," a descriptor usually reserved for ants, worms, and other omnipresent vermin.
If you dig down through a hollow adamantine pillar, but had previously blocked off the particular hallway with a drawbridge and raise it, you can discover the location of all adamantine on the map with no negatives.
|"Hell" in other Languages
|General|| World Generation (Basic / Advanced / Rejections) |
Climate - Surroundings - Map legend - Civilizations - Calendar - World activities
|Features||Aquifer - Brook - Island - Tunnel - Road - Volcano - Waterfall|
|Biomes|| Chasm/Caverns - Desert - Forest - Glacier - Grassland - Lake - Mountain |
Murky pool - Ocean - River - Savanna - Shrubland - Tundra - Wetland
|Sites|| Cave - Lair - Camp - Dwarf Fortress - Mountain halls - Hillock |
Dark Fortress - Dark Pit - Forest Retreat
Human Fortress - Town - Hamlet - Tomb
Necromancer Tower - Labyrinth - Shrine - Ruins - Underworld Spire - Vault