Difference between revisions of "Conflux/Places/Circus Games"
Astrochimp (talk | contribs) (Created page with "This area has a couple of puzzles. '''Jiggler Joggler Room''' To open the ways out, throw a zokathra spell at the white councillor to the south. Iirc, the southern door can b...") |
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This area has a couple of puzzles. | This area has a couple of puzzles. | ||
+ | If you read this page instead of figuring it out yourself, the game will be somewhat 'spoiled' for you. However the Save the Slaves puzzle in particular is very difficult and requires tedious trial and error, or knowledge of the mechanics of the teleporters and floorpads (I still don't completeley understand how it works) to figure it out. | ||
'''Jiggler Joggler Room''' | '''Jiggler Joggler Room''' | ||
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7. The vexirks should now be able to follow you out. Kill them. | 7. The vexirks should now be able to follow you out. Kill them. | ||
8. You should now be able to get behind the pits by walking. There's an alcove in the northwest corner with some treasure. Be careful of the floor pads and fireballs. | 8. You should now be able to get behind the pits by walking. There's an alcove in the northwest corner with some treasure. Be careful of the floor pads and fireballs. | ||
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Revision as of 18:51, 20 May 2016
This area has a couple of puzzles. If you read this page instead of figuring it out yourself, the game will be somewhat 'spoiled' for you. However the Save the Slaves puzzle in particular is very difficult and requires tedious trial and error, or knowledge of the mechanics of the teleporters and floorpads (I still don't completeley understand how it works) to figure it out.
Jiggler Joggler Room To open the ways out, throw a zokathra spell at the white councillor to the south. Iirc, the southern door can be opened by Zokathras in the keyholes where that centre southern councillor is. To get rid of him, I just stood in front of him until he disappeared, but you may also be able to kill him... I suspect I didn't quite handle this properly. There is supposedly a way to get a coin that always flips heads to help with the puzzle at the alcove, but I haven't found it yet. In the northern door frame in an alcove is circus prize 99 and a couple of other useful things.
Save the Slaves
The first room (when entering from the main corridor of the council level, at the "Circus Games" wall text) has the Save the Slaves puzzle.
There are four buttons on the walls, which control the position of four teleporters on the other side of the pits in this room. Each teleporter can be either Near or Far. The teleporters seem to prevent Vexirks from entering those squares. On the south wall behind the pits are also two fireball shooters, also in Near and Far positions. Also behind the pits are several floor pads that trigger the fireball shooters. Finally, there is a floorpad at the north end which spawns some Vexirks.
To complete the puzzle, you need to get some vexirks (slaves) to your side of the pits.
To do this: 1. From north to south, set the positions of the teleporters to Near, Far, Near, Far. 2. Step on the floor pad to spawn some vexirks. 3. Take three steps to the south. The vexirks should 'follow' you for two of those steps. 4. Face the wall and place your mouse pointer at the bottom of the 'E' in the word "THE" 5. Take one step to the south and listen for the zapping sound. As soon as you hear it, click the button. 6. Take one step North immediately to avoid getting hit by spells. 7. The vexirks should now be able to follow you out. Kill them. 8. You should now be able to get behind the pits by walking. There's an alcove in the northwest corner with some treasure. Be careful of the floor pads and fireballs.