Trinity Worlds
#121
Posted 01 January 2007 - 03:31 PM
#122
Posted 01 January 2007 - 03:41 PM
#123
Posted 01 January 2007 - 03:51 PM
Edited by Blackdrake1, 01 January 2007 - 04:19 PM.
#124
Posted 01 January 2007 - 06:34 PM
#125
Posted 01 January 2007 - 08:15 PM
#126
Posted 01 January 2007 - 08:30 PM
Nanni: In the second puzzle in Level 6, you need to match up one side with the other. So, be careful not to slash the sphere. Basically, both sides should look identical.
#127
Posted 01 January 2007 - 10:11 PM
#128
Posted 01 January 2007 - 10:36 PM
#129
Posted 02 January 2007 - 02:38 AM
#130
Posted 02 January 2007 - 03:06 AM
#131
Posted 02 January 2007 - 04:30 AM
I have a lot of walkthrough walls in Level 5. In the Gibdo room, try the left wall. Afterwards, push the grave at the far end of the conveyor. Remember, the walls may not be walls in this dungeon. Try everywhere!
I thought I looked for hidden walls everywhere... guess I missed that far left wall. Thanx....
... but now I'm stuck once again. In the eastern wing, I was looking for another key... hopefully to find the boss key... I found the boss key door but could not find the boss key itself. When I ran out of paths to explore, I entered a rectangular hole in the center of a room partially surrounded by tombstones. This hole took me to an underground cave much like the ones you typically find when you push a block to reveal a staircase. There was nothing in it, so I crawled out and the game warped me right back into that same underground cave but this time it rematerialized me in solid rock! Where is that key? Obviously I'm not supposed to get stuck there so if you could check out your quest in that spot I'm sure it would help.
I should also reinforce a point another user brought up in here. It's generally not a good idea to put the map and compass (especially the compass, your maps are far more valuable than in some other quests) behind locked doors. It not only makes us feel like we just wasted a key, but it is possible to beat the dungeon without those items, and then take the spare key(s) with us in case we get in a really tight jam in later dungeons. Case in point... I have a spare key from a previous dungeon that I saved, so I could use that spare key instead of trying to find the key you've hidden in the current dungeon. If you must put either (or both) of those items behind locked doors, make sure you put something else there to make it worth the gamer's while.... like the boss key or some other vital item/path. From a storyline standpoint, it would make the most sense for the map to be on a strong enemy that you must defeat to obtain.
#132
Posted 02 January 2007 - 11:21 AM
The Map/Compass behind locked doors thing in a two-sided issue. While people who are looking to explore the entire dungeon wouldn't mind unlocking a door for a map (I get your compass idea, though. I find it a little less than useful, as well), there are people who would rather go through the dungeon quickly, and not wish to waste any key they find. I guess it's all a matter of how a person likes his dungeons. But I will look at it in future quests and make sure I have fewer maps behind locked doors.
#133
Posted 02 January 2007 - 11:57 AM
#134
Posted 02 January 2007 - 07:24 PM
Edited by Crackers, 02 January 2007 - 07:37 PM.
#135
Posted 02 January 2007 - 07:36 PM
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