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GREY CRYPT, LEVEL 2
Be Not Bereft ... First Try Lower Left!
I begin with winning an extended series of fights against random monsters in a sequence of 16N 0E, 20N 0E, 20N 2E, 20N 4E, 21N 5E, 20N 6E, 18N 20E, 21N 19E, 19N 20E, 17N 17E, 16N 19E, 15N 19E, 14N 19E, 14N 20E, 20N 17E and 21N 18E.
It is after the last fight that I clue about the upcoming snare: "Be not bereft ... first try lower left!"
Soon ... the Zen Master!
I win fights against random monsters at 19N 14E, 20N 14E, 18N 15E, 18N 16E, 17N 16E, 17N 10E, 17N 7E, 16N 3E and 18N 4E.
There is a message at 20N 10E that says: "Soon ... the Zen Master!"
Wherein Wisdom Lies as the Clock Ticks
First I do a fight against random monsters at 18N 10E. I then loop around to the south side and win fights against random monsters at 1N 10E, 4N 10E, 9N 9E, 7N 10E and 6N 10E.
A message at 5N 9E reads: "Wherein wisdom lies, as the clock ticks, doorways to success can be uncovered."
Past the Tomb Lies the True Snare
I win fights against random monsters at 11N 8E, 9N 13E, 9N 11E, 12N 13E and 15N 13E.
A voice at 14N 14E says: "Past the Tomb lies the true snare."
The Snare is a Calculated Sequence
Now win fights against random monsters in a sequence of 12N 16E, 11N 17E, 9N 16E, 9N 18E, 9N 21E, 12N 18E, 12N 21E and 10N 21E.
It is after the last fight that I get a message that reads: "The Snare is a calculated sequence; learn it quickly, or perish."
Dream Word: Shield
I win fights against random monsters at 14N 10E, 14N 8E and 14N 5E.
It is at 11N 4E that I get the first of the words needed to learn the Dream Spell, "SHIELD".
A Central Annoyance is Fixable
I win fights against random monsters at 8N 3E, 8N 0E, 11N 0E, 12N 0E and 11N 1E.
A voice at 10N 2E offers a clue about the Snare: "A central annoyance is fixable." I thereafter win fights against random monsters at 8N 6E and 7N 7E.
Vampire Dragon
I win fights against random monsters at 2N 7E, 1N 7E, 2N 5E, 0N 5E, 0N 4E, 0N 2E, 4N 3E, 3N 4E and 1N 0E.
The Vampire Dragon at 5N 1E is apparently capable of massive damage and level drains with its physical and breath attacks, but Gallard one-shots it before it can even try.
Snare #6
I go to 6N 0E, and get teleported to 8N 11E to start the sixth Snare.
Remember the clue about fixing a central annoyance. It refers to a spinner at 4N 16E. I disable it by going to 0N 13E. This action isn't necessary if you have a Nospen Ring, but I'm showing it anyway for the sake of completeness.
There are four square rooms, with a Magic Mouth in the middle of each one. There's also a Blue Mage at 4N 11E, and a Grey Mage at 4N 21E. The Grey Mage opens the doors to the lower two rooms. The Blue Mage opens the doors to the upper two rooms.
Remember the clue about trying lower left first? I visit the Grey Mage to open the doors to the lower rooms, and then go to the Magic Mouth at 2N 14E. It tells me that I'm doing something right. If I ever visit the wrong Magic Mouth out of order, it will tell me I've made a mistake and I'll have to start all over.
Now I visit the Blue Mage to open the doors to the upper rooms, and visit the Magic Mouth at 6N 14E.
I next visit the Grey Mage and visit the Magic Mouth at 2N 18E.
After that, I visit the Blue Mage and visit the Magic Mouth at 6N 18E.
I repeat the sequence two more times. Lagoth Zanta's voice informs me that I've succeeded, and I get rewarded with Wand Segment 6. I also get teleported to the stairs leaving the Crypt.
Now I have some dream words to learn as part of a spell.