Some objects are removed by the punch dagger

In Strife, the Inquisitor, which is the most powerful regular non-boss enemy, can be removed from the playsim simply by a single punch from the player's Punch Dagger. This only works if the Inquisitor flies toward the player immediately after awakening, and without ever walking on the ground for even one frame before the punch is landed.

The reason for this glitch is that the Inquisitor lacks an internal bitflag (referred to as NODIALOG in Chocolate Strife) which prevents most robotic monsters from falling into a code segment executed by the punch dagger weapon which is responsible for causing Acolytes and Templars to awaken if nearby Order troops or peasants are punched by the player.

This routine will always set any monster that it is called on into its pain state. However, Inquisitors do not have a pain state - this value is 0, or S_NULL, in their definition - and setting a monster to the "null" state tells the game engine to remove it from the level and free it. This results in the Inquisitor disappearing immediately when this move is executed properly.

The move must be executed before the Inquisitor has walked due to the fact that walking monsters constantly set the "NODIALOG" flag on themselves as they chase the player. Thus this move can only be done on Inquisitors who immediately fly toward the player, or ones that can be sneaked up on from behind (this includes none of the Inquisitors in the stock game's level set, all of which are positioned so as to see the player immediately when he enters their area).