Hints

 

The Adventurer’s Club: ‘The Presence’

 

 

Joining the Mages Guild

Here and there, all around West Zinlasia, you may find a mysterious cave, or a tower in the woods, with a locked door you can't open, no matter how hard you try, unless you know the proper password. These places are all related to the Mages Guild, some of them are tests to pass in order to join the Guild or ascend in their ranks, other hold ...things... only a mage of the upper levels may use.

The passwords for these doors will be given to you in the Mages Guild tower: just read the books on the pedestals, as you climb it up (for the Tests) and be aware of the privileges the successive promotions grant you.

 

Test of the Initiate

Goblin Cave (177,261)

This test allows you to join the Guild of Mages. To pass it you must reach the portal beyond the door by the NE corner.

First thing you need to do, is destroying the Ice Crystal by the center of the test hall. Some bridges will fall, others will let you pass. Don't worry about this, and find your way to the thing. After destroying it, pull the lever under its rubble: it will open the door to the portal.

Now, you need to reach the NE corner. You path goes through two teleporter runes: the first one at 25,11 (3rd column, 2nd row), the second at 37,23 (6th column, 5th row). Try not to step on other runes than these, because some will teleport your party back to the door (including the NE one!).

 

Test of the Conjurer

Cave (30, 271)

To pass this test you need to reach the portal by the northern end. The path to it is blocked by a special type of magic barriers. The barriers are easy to dispel, though: you only need to put on every platform some of the colored orbs you'll find around the place.

Still, the orbs must be combined in a certain order:

1st chamber (S): Red —
—
2nd chamber: Blue-Green —
—
3rd chamber: Blue-Red —
—
4th chamber: Green-Blue-Red —
—
5th chamber (N): Blue-Green —
Green-Blue —

 

Test of the Magician

Meikaprr Forest (172,330)

To pass this test you need to reach the portal inside the central chamber. But this chamber is completely enclosed with Magic Barriers, and even if you dispel them, the door is locked and it won't budge.

So, how do you open the door?

Pulling the levers, of course. But you must do it in a certain way, hinted at the signs in the walls of said central chamber:

21,22: NW=1 — —

In other words: The 1st and 4th levers, clockwise from NE to NW, must point to NW (pull them), while the 2nd and 3rd must point to NE (don't pull them).

23,17: 1001 — —
27,23: CLOCKWISE — —

 

Test of the Enchanter

Test of the Enchanter (55,320)

To pass this test, you need to reach the portal beyond the levers & walls puzzle. But first you must find your way to it through a maze of square chambers with secret doors. Here or there, you will find some hidden signs; read them all and you'll have the clues to solve the puzzle.

4,41:

N — A B — — —

Meaning if you pull the 7 levers corresponding to letters A, C, D, G, I, J and L, then step on the rune, the walls to the south will open a path to the portal.

L

C

F

D

J

E
I H — G F

8,13:

JIG

24,28:

CLAD

36,17:

7

24,5:

Don't EVEN try to guess!


 


 

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