Thread: Summoning, The
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Old 04-01-2011, 01:21 PM   #30
twillight
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Join Date: Nov 2005
Location: Var, Hungary
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Blue domain:
NPCs: Rowena (he trusts youwith the quest to find the Staff of Summoning's shaft,whatwillrequire from youto travell another world, whatwill require you gathering the eight mage's Skull), Makabre (he gives you PLENTY of infos, like from what domain will you move from when you get the last knight-amulet, and that the Green Knight might be your ally), Subotai (gives the clue to remove your footwear when you go to talk with Korguz)
required items: 2 round key, 1 cross key, 5 iron token, 1 empty potion, 1 rock, 1 broken glass (you have to carry this from another level OR break a perfectly good potion on a wall, but that'd be a waste of a perfectly good potion), 3 feather, 1 sun key
The first quest will require items tossed into keyholes, the second some fights, and the third pressing down a pressure-plate - maybe withmagic wall? Well, it is much more safe to push in a body (why waste your mana when you don't have to, eh?).
Then comes a hugh room where many can stuck. The rules are actually simple: there are a lot of switches,whatdo nothing when they are in the "left" position. When they are switched to the "right", they willcause some doors appearor disappear. All switches represent a room, and will remove change the position of all the doors of that room (being appearent, or making them disappear).
The firstswitch to move is told by a magic mouth: the upper left.
As we're not mathematical geniuses, do this: switch the upper left switch, then ever second switch clockwise (so if the upper left switch is #1, then switch #1, #3, #5, ...). In the middle there are 4 switches, do not touch them until you finish with the outer circle of switches. After that switch the upper two. This made all but one room open for me. The rooms opened this way are either empty, or contain a will-o-wisp. Enter this mini-maze, kill all the will-o-wisps, return to the switches, open the last room, go there and kill the remaining will-o-wisp (they can shoot some pathetic lightningbolt, just to mention).
There are 3 crucial location besides the rooms: a teleporter to the Blue Knight (who attacks you on sight), a ladder to the Crossroad Cavern, and an exit to White Domain (it is Elemental Barrier Two you arrived from).
For the fight of the Blue Knight: he is fast, and has zillion hp. So bring a jera potion and liquify spell, spare weaponry and many freeze spell to make you time for drinking and weapon-swapping. Wearing the Samurai Armor (found on this level) is also advisable for the duration of this fight (I keep armors on me until they reach 1 AC normally).
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