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Editing v0.34:Stupid dwarf trick

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{{Quality|Superior|22:52, 11 September 2013 (UTC)}}
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{{quality|Fine|13:08, 22 June 2010 (UTC)}}{{av}}
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EDITORS!
 
EDITORS!
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{{D for Dwarf}}
 
{{D for Dwarf}}
  
A '''stupid dwarf trick''' is any project that requires a large amount of time and effort - often for little or no practical benefit.  They exist primarily as a challenge for experienced players.  
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A '''stupid dwarf trick''' is any project that requires a large amount of time and effort - often for little or no practical benefit.  They exist only as a challenge for experienced players.  
  
 
==Adventure Mode Fortress==
 
==Adventure Mode Fortress==
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EDITORS!
 
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!
 
 
ALSO, be sure to include the following format:
 
 
'''Difficulty:'''
 
 
'''Usefulness:'''
 
 
One (1) blank line between last line of prev subsection and next sub-section title.
 
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied.  
 
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied.  
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'''Difficulty:''' The sky's the limit.  
 
'''Difficulty:''' The sky's the limit.  
  
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.
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'''Usefulness:''' Not applicable.
  
 
==Alarm Clock==
 
==Alarm Clock==
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'''Difficulty:''' Low.
 
'''Difficulty:''' Low.
  
'''Usefulness:''' Limited.  They'll sleep through <s>'''anything'''</s> the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared.
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'''Usefulness:''' Limited.  They will sleep through <s>'''anything'''</s> Noise. Although have been known to awaken when drenched in water, only waking up due to thinking it's alcohol, making an Alarm clock not impossible, if carefully prepared.
  
 
==Alphabet Cages==
 
==Alphabet Cages==
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'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)
 
'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)
 
==Altar of Armok==
 
 
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass "windows." It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok.
 
 
'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.
 
 
'''Usefulness:''' Little to none, except for having a cool altar that you can use to WOW other players.
 
 
*Bonus: Guard the altar with a megabeast.
 
*Bonus: Cover the altar with blood of a Titan.
 
**MegaBonus: Cover the altar with blood of a denizen of the HFS.
 
***ArmokBonus: Build the altar in the HFS.
 
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.
 
*BerserkBonus: Cover the altar in a nausea-inducing extract.
 
*BloodBonus: Also cover the altar in an extract inducing slow death.
 
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.
 
*SacrificialBonus: Sacrifice a dwarf to the altar every day.
 
**MegaSacrificailBonus: Sacrifice an elf to the altar every day.
 
**HistorySacrificialBonus: Sacrifice a human to the altar every day
 
***MegaArmokBonus: Sacrifice all three species to the altar every day!
 
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.
 
  
 
==Aqueduct Power==
 
==Aqueduct Power==
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*Bonus: A Museum detailing the lives of those early dwarves
 
*Bonus: A Museum detailing the lives of those early dwarves
*DwarfBonus: Some of those early dwarves frozen in a block of ice
 
  
==Artificial [[Waterfall]]==
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==Artificial Waterfall==
 
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.
 
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.
  
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*Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze.
 
*Bonus: Build it in a "Warm" or hotter [[climate]] so it does not freeze.
 
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year!  
 
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year!  
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!
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*MegaDwarf Bonus: Use [[magma]]. It does not freeze, even in a freezing climate!
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.
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*MegaDwarf Bonus EXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.
  
 
==[[Ballista]] Battery==
 
==[[Ballista]] Battery==
 
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire.  
 
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire.  
  
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder.  
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'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder.  
  
 
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.
 
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.
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'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.
 
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.
  
==Bathtub==
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==Bolt Recovery Operation==
Stop dwarves from hauling in tons of exotic, poisonous sludges into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.
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One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing. The trick is in separating the stacks of bolts into individual bolts without destroying them, for which EliDupree found this trick:
 
 
'''Difficulty:''' Moderate
 
 
 
'''Usefulness:''' Low in most cases. High in some evil areas.
 
 
 
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.
 
* MegaDwarfBonus: Clean it with magma.
 
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when cauterizing the main one and closes and cauterizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.
 
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.
 
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.
 
  
==Bolt Splitting Operation==
 
One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:
 
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   ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬
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   ∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@
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   ∙+∙g∙┼∙++++++++++++++@
   ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬
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   ∙+∙∙∙┼∙+++++++++++++++
 
   ∙+++++∙+++++++++
 
   ∙+++++∙+++++++++
 
   ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
 
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The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The "g" at the left is a goblin standing on a pillar (pitted from the z-level above).
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The @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) with [[adamantine]] bolts. The @ at the left is a single Perfectly Agile soldier with orders to patrol up and down, with little delays at the top and bottom. The "g" at the left is a goblin standing on a pillar (I pitted it from the z-level above.)
  
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.
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When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves shoot their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.
  
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.
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Certainly, there are other ways to set-up a recovery/live fire operation.
  
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite_Adamantine_.2F_Metals|easier ways to generate adamantine]], this is perhaps the most dwarfy.
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'''Difficulty:''' Moderate.  The hardest part is getting the marksdwarves to shoot from exactly the right spot.
  
*Bonus: Build a [[repeater]] to open and close the doors automatically.
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'''Usefulness:''' High.  Even in .18 or worlds generated with high mineral availability, because you can do this to generate [[adamantine]].
  
 
==Break the Dam (Release the River!)==
 
==Break the Dam (Release the River!)==
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'''Usefulness:''' Instantaneous death to all sieges
 
'''Usefulness:''' Instantaneous death to all sieges
  
*DwarfBonus: Use magma.
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SuperDwarf bonus: Do this with magma
  
 
==Bridge-a-pult==
 
==Bridge-a-pult==
A bridge that raises under its victims' feet, flinging enemies away.  
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A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place.  
 
 
Bridges don't fling creatures in any specific direction, apart from "up". So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them.  
 
  
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.
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'''Difficulty:''' The hard part is the nasty place they get flung to.  
  
 
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.
 
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.
  
===Cat-a-pult===
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==Dam==
Essentially a Bridge-a-pult, with specific ammo.
 
 
 
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]<br />
 
 
 
'''Difficulty''': Very easy, given that you have live cats in your fortress.
 
 
 
==Corpse processing facility==
 
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough.
 
 
 
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.
 
 
 
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.
 
 
 
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on "accept from links only" so your dwarves only haul out the bones and not the trash.
 
 
 
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with "door taken by intruder" and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).
 
 
 
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.
 
 
 
*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.
 
 
 
'''Difficulty:''' Hard
 
 
 
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).
 
 
 
==[[Dam]]==
 
 
Build a wall across a riverbed to stop the flow of water. Floodgates optional.  
 
Build a wall across a riverbed to stop the flow of water. Floodgates optional.  
  
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'''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however.
 
'''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however.
 
*Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized.
 
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.
 
*ArmokBonus: Combine this with danger room.
 
  
 
==Doberman Bomb==
 
==Doberman Bomb==
 
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.   
 
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.   
  
'''Difficulty:''' Low to high, depending on the animal you use
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'''Difficulty:''' Low.
  
'''Usefulness:''' Medium to very high, potentially fortress-saving
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'''Usefulness:''' Medium, potentially fortress-saving
  
*Bonus : Train the dogs inside as war dogs
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*Bonus: Train all dogs inside as war dogs when they mature.
**DwarfBonus : Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed
 
***MegaDwarfBonus : Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare.
 
****UltraMagmaArmokBonus : Use one (or more !) of the following list : [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or the denizens of the [[Hidden Fun Stuff]].
 
  
==[[Drowning chamber]]==
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*DwarfBonus:  Make it a bear trap.
'''Difficulty:''' Easy to Moderate, depending on design.
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*MegaDwarfBonus: Combine with a drowning chamber and carp trap.
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*SadisticDwarfBonus:  Make it a [[giant badger]] trap.
 +
*YouHorribleEvilDwarfBonus: Make it a drowning trap with a [[giant sponge]].
  
'''Usefulness:''' Kill goblins, elves, nobles, legendary cheese makers, kobolds or anything you feel like. There are easier and less annoying ways to kill something, but it is all about the satisfaction. Also, build your trade depot in it ! Can prove fun if poorly designed.
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==Drowning Chamber==
  
More info at [[trap design]]
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'''Difficulty:''' Moderate.
  
*Bonus: Utilize lava. (Though in retrospect, you should really have used lava beforehand)
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'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim. Also useful for catching fishies. See [[drowning chamber]].
*Bonus: Utilize trained fish. Preferably [[carp]].
+
 
*DwarfBonus: Automatize your drowning chamber by careful use of pressure plates.
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*Bonus: Utilize lava.
*MegaDwarfBonus: Edit the raws and do all three.
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 +
*Bonus: Utilize trained fish.
 +
 
 +
*MegaDwarfBonus: Edit the raw and do both!
  
 
==[[Computing|Dwarfputer]] Complex==
 
==[[Computing|Dwarfputer]] Complex==
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'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.
 
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.
  
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.
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'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do<s> and makes them stronger</s> (in 31.25 only military work increases stats, i was really disappointed after 4 years of nonstop pumping only to see weak in urist description).  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.
*Bonus: Use lava.
 
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.
 
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.
 
  
 
==Dwarven Apartment Complex==
 
==Dwarven Apartment Complex==
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).
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Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service).
 +
 
  
 
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).
 
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).
  
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.
+
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few "security rooms" (with barracks, ammunition store, ration cache, armory, etc) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.
 +
 
 +
Megadwarfbonus: Extend the tower to have levels below ground as well as above.
  
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.
+
==Dwarven Courtyards==
*MegaDwarfBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)
+
 
 +
I came upon this idea while doing my architecture theory paper.
  
==Dwarven Courtyards==
 
 
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.
 
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.
  
 
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners
 
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners
  
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.
+
'''Usefullness:''' Medium. creates vertical circulation and brings light to lower levels.
  
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).
+
Megadwarfbonus: create a network of self sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing hell eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)
 
  
 
==Dwarven Disco Ball==
 
==Dwarven Disco Ball==
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*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.
 
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.
 +
 
*MegaDwarfBonus: Use lava contained in glass for illumination.
 
*MegaDwarfBonus: Use lava contained in glass for illumination.
*UltraDwarfBonus: Caged "[[Elf|dancers]]".
+
 
 +
*UltraDwarfBonus: Caged "[[DF2012:Elf|dancers]]".
  
 
==Dwarven Labor Camp (aka Dwarkuta)==
 
==Dwarven Labor Camp (aka Dwarkuta)==
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*Bonus: Build the giant digging machines. They don't actually have to dig anything.
 
*Bonus: Build the giant digging machines. They don't actually have to dig anything.
*Bonus: Go into the raws and rename the beverage of your choice to "Dwarven Vodka", and drink to the glory of the Motherland!
+
 
 
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.
 
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.
  
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'''Difficulty:''' Low to Medium
 
'''Difficulty:''' Low to Medium
  
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.
+
'''Usefulness:''' None except pretty colored barrels
 
 
==Dwarven Machine Gun==
 
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.
 
 
 
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].
 
 
 
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.
 
  
*Bonus: Automatically reload minecarts with [[magma]].
+
*Bonus: Nether-caps are magma-resistant. Flood your food stocks with magma to keep them safe from vermin and marauders.
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.
 
  
 
==Emergency Destruct Stairs==
 
==Emergency Destruct Stairs==
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'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.
 
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.
 
==Flamethrower bunker==
 
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.
 
 
'''Difficulty:''' Low, but requires a lot of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.
 
 
'''Usefulness:''' The dragon will quickly deal with any sieges and megabeasts (aside from [[titan]]s), though it will also set the hillside on fire. Also, any protective bridges in front of the fortifications will melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; building the bridges (and mechanisms) from [[adamantine]] (or [[raw adamantine]]) will make them last longer, but '''not''' forever. A nether-cap bridge with a (preferably non-flammable) artifact mechanism should be safe. Additionally, a skilled enemy archer could easily kill your dragon with a lucky shot.
 
 
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.
 
*MegaDwarfBonus: Release the denizens of the underworld and use them.
 
  
 
==Flood the World==
 
==Flood the World==
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).
+
'''Difficulty:''' High danger. Will kill your frame rate.  
  
 
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].
 
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].
  
 
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].
 
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].
 +
 
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.
 
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.
*MegaArmokBonus: Mod the game and do both.
 
  
==[[Live training|Gladiator Arena]]==
+
==Gladiator Arena==
 
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.
 
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.
  
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'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).
 
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).
  
*DwarfBonus:  Losers get incinerated by Magma.  
+
*Dwarf Bonus:  Losers get incinerated by Magma.  
*MegaDwarfBonus:  Use your arena as a "trial by fire" for migrants.
+
*Mega Dwarf Bonus:  Use your arena as a "trial by fire" for migrants.
  
 
==Glass Ceiling==
 
==Glass Ceiling==
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'''Usefulness:''' Low, but potentially fortress-saving. (see above)
 
'''Usefulness:''' Low, but potentially fortress-saving. (see above)
  
*PoliticallyIncorrectDwarfBonus:  Make it a metaphorical [http://en.wikipedia.org/wiki/Glass_ceiling glass ceiling] and give migrants and women less pay and poorer rooms.
+
*Politically Incorrect Dwarf Bonus:  Make it a metaphorical [http://en.wikipedia.org/wiki/Glass_ceiling glass ceiling] and give migrants and women less pay and poorer rooms.
  
 
==Greenhouse==
 
==Greenhouse==
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.
+
A [[farming|greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.
  
 
'''Difficulty:''' Low.  
 
'''Difficulty:''' Low.  
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*Bonus: Give it a glass floor to allow surface plants even lower down.
 
*Bonus: Give it a glass floor to allow surface plants even lower down.
**DwarfBonus: Utilize [[obsidian|volcanic glass]].
 
  
==Hammer of [[main:armok|Armok]]==
+
==Hammer of [[Armok]]==
 
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.
 
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.
  
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'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.
 
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.
  
* Bonus: Cover it with blood.
+
* '''Bonus:''' Cover it with blood.
* MegaDwarfBonus: Make it hollow and fill it with Magma
 
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.
 
 
 
==Human Fortress==
 
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.
 
 
 
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksmen handy!
 
  
'''Usefulness:''' N/A. (No cave adaptation)
+
* '''Mega Bonus:''' Cover it in [[DF2012:Demon|clown]] blood.
  
*Bonus: Pave the roads between houses.
+
* '''Mega Bonus:''' Make it hollow and fill it with Magma
*HumanBonus: Dig a moat around your castle.
 
*MegaHumanBonus: Fill the moat with lava.
 
*SurfaceDwellerBonus: get the stone for your constructions entirely from open-pit quarries, i.e. by channelling instead of mining.
 
  
 
==Ice tower==
 
==Ice tower==
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==Journey to the Center of the Earth==
 
==Journey to the Center of the Earth==
  
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.
+
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.
  
 
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.
 
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.
  
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...
+
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles |Best and Brightest]] for the ship's crew...
 
 
*Bonus: Drop the vessel into a deep cavern
 
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.
 
*VampireBonus: Send a vampire with the crew!
 
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein
 
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!
 
*youHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.
 
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!
 
**OhMyF****ingArmokBonus: Send supplies every year!
 
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!)
 
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!
 
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!
 
 
 
==single-Lever Emergency Lockdown (LEL)==
 
 
 
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build 1*(length of your stairwell) bridges (that raise!) on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.
 
 
 
3*3 stairwell setup:
 
 
 
{{diagram|1=
 
O[#6ff]╞[#6ff]═[#6ff]╡O
 
[#6ff]╥XXX[#6ff]╥
 
[#6ff]║XXX[#6ff]║
 
[#6ff]╨XXX[#6ff]╨
 
O[#6ff]╞[#6ff]═[#6ff]╡O
 
}}
 
 
 
 
 
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)
 
 
 
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.
 
  
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).
+
*MegaDwarfBonus: Design it so that it can return.
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)
+
(NOTE: I am very curious as to how this can be done, even with dwarven technology)
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.
 
*MegaArmokEntombmentEXTREME+Bonus: "Forget" to pull the lockdown lever before you pull lever number 2.
 
  
 
==Maze==
 
==Maze==
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'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.
 
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.
  
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.
+
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.
 
 
*Bonus: Put the coffin at least 20 floors down.
 
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map
 
 
 
==Magma Sea Colony==
 
  
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).
+
*Bonus:Put the coffin at least 20 floors down.
 +
*Megabonus:Build it in a volcano if possible, and put the coffin at the very bottom of the map
  
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.
+
==Mass Cage Recycling System==
  
'''Usefulness:''' None.
+
Build a '''[[Mass pitting]]''' system to recycle your cage trap cages quickly.
 
 
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.
 
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.
 
 
 
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.
 
 
 
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.
 
 
 
==[[Mass pitting|Mass Cage Recycling System]]==
 
 
 
Build a [[mass pitting]] system to recycle your cage trap cages quickly.
 
  
 
'''Difficulty:''' Very easy. Requires basic digging and very little time.
 
'''Difficulty:''' Very easy. Requires basic digging and very little time.
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*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.
 
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.
*ConcentrationCampBonus: Combine with Pit of Doom below.
 
  
==[[Drowning chamber|Mega/Water Drowning Trap-Thing]]==
+
==Mega/Water Drowning Trap-Thing==
 
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).
 
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).
  
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==Monumental Statue==
 
==Monumental Statue==
 +
 
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.
 
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.
  
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*Bonus: Make the statue hollow and have dwarves live inside it.
 
*Bonus: Make the statue hollow and have dwarves live inside it.
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.
 
**UberTombBonus: Use the statue as a tomb and put their coffins in it.
 
*Dwarfbonus: Give the statue magma eyes.
 
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.
 
  
 
==Moses Effect==
 
==Moses Effect==
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'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.
 
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.
  
==[[Waterfall|Never Ending Shower]]==
+
==[[Obsidian]] factory==
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!
+
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.
 
 
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!
 
  
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.
+
* Megadwarf bonus: Make the system fully automated using [[computing]] principles.
 
 
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.
 
 
 
*Bonus: Use an aquifer to get clean water AND drain dirty water.
 
*Bonus: Use levers to control the NES.
 
*SuperBonus: Make it work as a trap!
 
*SuperDuperBonus: Make it work as a trap AND as a recovery system!
 
*ArmokBonus: Make it so that magma can be poured down, too!
 
 
 
==[[Obsidian farming|Obsidian Factory]]==
 
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.
 
  
 
'''Difficulty:''' Medium.  
 
'''Difficulty:''' Medium.  
  
 
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.
 
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.
 
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.
 
  
 
==Pit o' Doom==
 
==Pit o' Doom==
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'''Difficulty:''' Low. You want it nice and deep though.
 
'''Difficulty:''' Low. You want it nice and deep though.
  
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].
+
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.
  
 
==Pressure Washer==
 
==Pressure Washer==
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'''Difficulty:''' Medium, construction technique takes some consideration.  
 
'''Difficulty:''' Medium, construction technique takes some consideration.  
  
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
+
'''Usefulness:''' Medium-High.  Tested in version .40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
  
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).
+
*Bonus: Fill it with Magma instead (though Magma doesn't pressurize).
  
 
==Rehabilitation Centre==
 
==Rehabilitation Centre==
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'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.
 
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.
  
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.
+
MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.
  
 
==Road of the Damned==
 
==Road of the Damned==
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'''Usefulness:'''Low. The same as a normal road.
 
'''Usefulness:'''Low. The same as a normal road.
  
* Bonus: Spike a goblin on every trap!
+
*Bonus: Spike a goblin on every trap!
* Megabonus: Spike traders who annoy you on the traps!
 
  
 
==Sectorized World==
 
==Sectorized World==
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.
+
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from seiges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the seigers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as seigers are exposed to your defensive mechanisms.
  
 
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high.  
 
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high.  
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==Self-contained Vampire-based Factory==
 
==Self-contained Vampire-based Factory==
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.
+
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] silk farm-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.
  
 
'''Difficulty:''' The only hard part is getting yourself a [[vampire]].  
 
'''Difficulty:''' The only hard part is getting yourself a [[vampire]].  
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'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.
 
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.
  
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].
+
'''DorfBonus:''' Make it have a timer before your fortress self destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.
 
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.
 
 
 
==Shark Catcher==
 
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.
 
 
 
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.
 
 
 
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).
 
 
 
==[[Silk farming|Silk Farming]]==
 
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].
 
 
 
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.
 
 
 
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.
 
 
 
 
 
==[[Skyfort|Sky Fortress]]==
 
 
 
Thanks to a quirk in dwarven [[physics]], the sky can be used to provide limited support to your fortress. Specifically, a solid vertical column that reaches the top of the sky level will not collapse, but it will also no longer support neighboring tiles horizontally. In order to retain vertical support, passable areas are carved with up/down stairways. [[Obsidian]] casting is necessary to allow these stairways to be added on top of existing [[building]]s (like [[furniture]] and [[workshop]]s). Unsupported glass [[window]]s can be used to plug any holes, such as those required below magma workshops.
 
 
 
Please [http://www.bay12forums.com/smf/index.php?topic=133968.0 refer to the forum thread] for full details.
 
 
 
'''Difficulty''': High; constructing a [[skyfort]] approaches a [[megaprojects|megaproject]].
 
 
 
'''Usefulness''': Low to Medium. Automatically isolates your fortress from all but [[flying]] foes. While it is possible to achieve the same effect on the ground and underground, changes to enemy siege mechanics (specifically, digging and jumping) may increase the defensive value of a floating fortress.
 
 
 
==Steamed Vegetables==
 
Make a pot and drop <s>elves</s> vegetables in from about three levels up. This makes it so the vegetables do not <s>run</s> get overcooked. Proceed to bask the vegetables in [[steam]].
 
 
 
'''Difficulty''': Medium. Can be annoying to boil some water.
 
 
 
'''Usefulness''': Great way to make friends with the merchants.
 
 
 
*MegaDwarfBonus: Add <s>goblins</s> seasoning.
 
*ArmokDoubleBonus: Use [[magma mist]].
 
 
 
  
 
==[[Swimming]] pool==
 
==[[Swimming]] pool==
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'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.
 
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.
  
==[[Tree farming|Underground Forest]]==
+
==Underground Forest==
 
Break into an underground cavern, make some muddy floors over a big area and wait.
 
Break into an underground cavern, make some muddy floors over a big area and wait.
  
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*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium
 
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium
 +
 
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.
 
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.
  
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You must also make a snazzy/lame acronym name for your AI, here are some examples:  
 
You must also make a snazzy/lame acronym name for your AI, here are some examples:  
 +
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist
 +
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform
 +
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem
 +
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement
 +
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly
 
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing
 
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing
 
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector
 
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology
 
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''
 
 
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)
 
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem
 
 
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast
 
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem
+
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform and '''D'''warf '''O'''perating '''S'''ystem
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers
 
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem
 
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform
 
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly
 
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement
 
 
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted
 
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist
+
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves
 
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)
 
 
<!-- Feel free to add your own AI names -->
 
<!-- Feel free to add your own AI names -->
  
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'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.
 
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.
  
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd "feeding chamber" where you assign an unfortunate victim to sleep whenever the vampire gets hungry.
+
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.)
  
 
===D.O.S.T.N.G.O.S.P.===
 
===D.O.S.T.N.G.O.S.P.===
Line 774: Line 555:
 
Also known by several product names:
 
Also known by several product names:
 
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes
 
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping
 
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles
 
  
 
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.
 
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.
  
'''Usefulness:''' High.  Instant response time (<50 ticks is possible) can make lever worries a thing of the past.  The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!
+
'''Usefulness:''' High.  Instant response time (<50 ticks is possible) can make lever worries a thing of the past.  The G.O.B.L.I.N.A.T.O.R. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!
  
 
==Vomitorium==
 
==Vomitorium==
[[Image:Vomit_Trail.png‎|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]
 
 
 
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.
 
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.
  
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*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.
 
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.
  
==Zombie Thunderdome==
 
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!
 
 
'''Difficulty:''' Low.
 
 
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].
 
 
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.
 
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.
 
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.
 
 
===Zombie Shooting Gallery===
 
 
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.
 
 
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.
 
 
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.
 
  
 
{{Category|Design}}
 
{{Category|Design}}
 
<!--From older version:
 
EDITORS!
 
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!
 
 
ALSO, be sure to include the following format:
 
 
'''Difficulty:'''
 
 
'''Usefulness:'''
 
 
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