The phantom trophy: a trophy hidden one tile left of every level's top-left corner
All 10 levelsoriginal: seen under QEMUWhole map: Level 6: the whole map, plus 10 columns past each edge
- Where
- Column -1 of row 0. It is not on the map: the byte the game reads there is the last byte of the level's monster flight-path data, stored just before the map, and on every level that byte equals the trophy's tile code.
- Why players never see it
- The screen never shows anything left of column 0, and only Dave's item check ever reads that byte: Dave's top must be in the top row while he is 1 to 3 tiles left of the map.
- How to get there
- Normal play, on levels 5, 6 and 10 (the others give no way out of the map that leads there). Level 6, the way our earlier run does it: take the jetpack, fly up through the door in the top-left corner (without the trophy the door is just a passage), go up until the top of the screen wraps you to the space below the map, fly left past the map's left edge, then fly up about 3 tiles left of the map until Dave is level with the top row: the trophy is taken there and the level's door now works. The keys: see the level 6 route guide.
- In our earlier run
- Yes, on level 6: about 15.4 s into the level (tick 1080), Dave 46 px left of the map, at the height of the top row. Our earlier run never touches level 6's real trophy.
- Seen on the original DAVE.EXE?
- Yes: the original DAVE.EXE under QEMU took it at the same tick as our engine (level 6, tick 1080) when the whole earlier run was replayed on it from power-on (its keys were given as told under VERIFICATION AND LIMITS); two earlier level-6 runs had done the same.