Difference between revisions of "Conflux/Places/Circus Games"

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'''Jiggler Joggler Room'''
 
'''Jiggler Joggler Room'''
To open the ways out, throw a zokathra spell at the white councillor to the south.
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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.
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To open the ways out, <spoiler>throw a zokathra spell at the white councillor to the south </spoiler>.
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.
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In the northern door frame in an alcove is circus prize 99 and a couple of other useful things.
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<spoiler>In the northern door frame in an alcove is circus prize 99 and a couple of other useful things.</spoiler>
  
 
'''Save the Slaves'''
 
'''Save the Slaves'''
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To do this:
 
To do this:
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*<spoiler>
 
1. From north to south, set the positions of the teleporters to Near, Far, Near, Far.
 
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.
 
2. Step on the floor pad to spawn some vexirks.
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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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</spoiler>
 
'''Dancing Puppet Master room'''
 
'''Dancing Puppet Master room'''
  
 
Section incomplete.
 
Section incomplete.
- I think the keyhole opens the door but is a waste of a key?
 
- Not sure how the fall of fright works. It just takes me back where I started, but I scored an iron key and one of those little purse things on two separate trips down.
 
- Don't know what the other button does.
 
- Can't remember if you're supposed to kill the monsters or not.
 

Latest revision as of 00:57, 25 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, Show text

.

Show text


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:

Dancing Puppet Master room

Section incomplete.