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OSCON'S FORT, LEVEL 4
Ask the Wise of the Grey Crypt
I begin by winning fight against random monsters at 12N 1E, 10N 3E, 11N 7E, 11N 8E, 11N 10E, 16N 1E, 14N 3E, 13N 4E, 12N 6E, 16N 5E, 16N 6E, 17N 9E and 17N 10E.
It is after the last fight that I find a message that reads: "Ask the Wise of the Grey Crypt ..."
Oscon Allows None To Glory ...
I go south until I reach 0N 21E, where a message reads: "Mages Beware: Oscon allows none to glory ..."
I go west and follow a long hallway that winds west, east and west, to its very end. Unfortunately all the squares in the hallway also drain Spell Points.
Once I've cleared the hallway, I win fights against random monsters at 3N 0E, 3N 2E, 5N 1E, 5N 3E, 5N 4E, 4N 5E, 4N 6E, 5N 7E, 5N 8E, 4N 8E, 3N 10E, 5N 10E, 5N 12E, 4N 13E, 4N 14E, 5N 15E, 6N 16E, 4N 17E and 3N 18E.
Oscon
I fight Oscon at 3N 20E. Despite all the hoopla and buildup, Gallard one-shots him right away.
A message at 6N 18E that reads: "To wrap, to cut, and even smash. I think you'll find this Snare a bash."
I go back through the Spell Point draining hallway, and then go north all the way to the northeast corner of the level.
Dark Room
First I make my way through another hallway on the north side of the level that winds west, east, west and then east again. It has the occasional spinner and anti-magic square.
At the end of it is the entrance to a dark room filled with traps, Spell Point draining squares and Hit Point draining squares. I use Sorcerous Sight to locate the traps and use Trap Zap on them when needed, and to step around the draining squares whenever I can.
I win fights against random monsters at 17N 21E, 17N 14E, 16N 16E, 16N 20E, 13N 19E, 13N 17E, 12N 15E, 11N 17E, 10N 20E, 7N 20E, 9N 19E, 8N 17E, 9N 15E, 7N 15E and 8N 14E.
Approaching Snare #5
I win fights against random monsters at 8N 13E, 8N 9E, 8N 8E, 8N 4E, 8N 3E and 8N 0E.
I make my way to 9N 6E, and then go north through the door. The teleporter to the Snare is at 10N 9E, but I stop myself just short for now. I drop a few items from the inventory, and take back the Kato's Bracers from the Kringle Brothers. They won't be in the party much longer.
Rock Paper Scissor
I start off at 14N 11E. A voice at 14N 12E tells me: "Name the three, east, south, and west, to gain the exit needed." Combine this with the clue from Oscon's chamber, and the Snare is based on the classic hand game Rock, Paper, Scissor.
A voice at 15N 11E tells me: "Hear from him who knoweth best: east has always bested west."
A voice at 14N 10E tells me: "Exit, turn right, walk 2, turn left, walk 2, turn to see Scissor."
I obey the instructions by stepping south through the door, going two squares west to the teleporter at 12N 9E which takes me to 16N 13E, going two squares south and then one square east. The statue at 14N 14E wants me to speak its name. As per the clue the correct answer is "Scissor." It replaces one of the Kringle Brothers in the party.
From this point onwards I avoid the teleporters in the southwest corner of the outer hallway. I go to the statue at 11N 11E. Recall the hint at 15N 11E that east has always bested west. "Paper" will be on the west side. That means by default the correct answer for the statue on the south side is "Rock". It replaces another of the Kringle Brothers in the party.
I go the long way around to 14N 8E, and give the name "Paper" to the statue. It replaces the last of the Kringle Brothers in the party.
Now I arrange the first three party slots according to the order of Rock first, Paper second and Scissor third. This is the correct order, although there's no clue in the game itself. The party members occupy slots four to seven.
Now I go to the Magic Mouth at 17N 11E. If I came without Rock, Paper and Scissor in the right order, it would tell me to return once I have the "three of paradox" in the top of my ranks. However, since I've come ready, it tells me: "That which flame can defeat can win over the one which leads to life. Your travels converge on this or death. Time's a wasting ..."
That in itself is a clue. Completing the Snare requires that I go through one of three doors. Two of the doors will lead to the party getting incinerated to death and its ashes being brought back to the Adventurer's Guild. The third door leads to completing the snare. The first part of the hint, "That which flame can defeat ..." Fire burns paper. The next part of the clue reads: "... can win over the one which leads to life." Paper beats Rock according to the rules of the hand game. Therefore the door behind where I got Rock leads to life.
I go to 11N 11E, and step south through the door. Lagoth Zanta's voice informs me that I've completed the fifth Snare, and now I get Wand Segment 5 in my inventory.
I step south again, use Kiel's Compass to get my coordinates, and then have Mordred cast Apport Arcane with coordinates -9 -11 -3 to leave the Fort.
119th Level
First I kick Rock, Paper and Scissor out of the party. As it is now night time, I enter the Adventurer's Guild, bring the rest of the party together with the previous order, and leave. That also resets time to day.
I have Roscoe identify the power of Wand Segment 5, which is the ability to cast the Batchspell without limit. Pretty useful.
I sell my excess loot to Garth's. Keep the Wand Segments, a Pipes of Pan, the Master Key, and the Item of Kazdek. I'll be making a brief return trip to the Fort very soon, and for a very limited purpose.
Now I go to the Review Board. Mordred advances to his 79th level as an Archmage. Ariel, Cassandra and Gallard advance to their 119th levels.
I have been partially recharging Mordred under sunlight (helped along by Ariel's Rhyme of Duotime). Now I recharge Mordred at Roscoe's and have Ariel switch over to Traveller's Tune. My next destination is the Grey Crypt.