TRH/WalkThrough/Level 9: Difference between revisions

From zoywiki.com
Jump to navigation Jump to search
No edit summary
No edit summary
 
(8 intermediate revisions by the same user not shown)
Line 1: Line 1:
* Encounter Zone
* Encounter Zone
** Min Level: 50
** Min Level: 50
* Characters:
** [[TRH/Characters#The_Big_Guy | The Big Guy]]
Summary:  
Summary:  
# Similar to Level 4, you start off in the safe room, and can tackle the 5 stages in any order you wish.
# Similar to Level 4, you start off in the safe room, and can tackle the 5 stages in any order you wish.
# In the basement, there is a room with 5 puzzle pillars. Each pillar corresponds to a stage in this level
# In the basement, there is a room with 5 puzzle pillars. Each pillar corresponds to a stage in this level
## e.g. The pillar with the dwemer pipe behind it corresponds to the stage with the dwarven enemies. The pillar with the Imperial column behind it corresponds to the stage in the Imperial Fort
## e.g. The pillar with the dwemer pipe behind it corresponds to the stage with the dwarven enemies.  
## The pillar with the Imperial column behind it corresponds to the stage in the Imperial Fort
# After you defeat all the enemies in a stage, it will give you the answer to the puzzle pillar for that stage.
# After you defeat all the enemies in a stage, it will give you the answer to the puzzle pillar for that stage.
# You cannot leave level 9 until you set all the puzzle pillars to the correct symbol, and then pull the switch
# You cannot leave level 9 until you set all the puzzle pillars to the correct symbol, and then pull the lever
 
Characters:
* [[TRH/Characters#The_Big_Guy | The Big Guy]]
 
{{Collapsed
|If you are a dirty, impatient cheat, click 'show' to see the correct puzzle pillar combination
|The Combination is:
# Green Cave = Snake
# Nordic Ruin = Dolphin
# Imperial Fort = Dolphin
# Dwarven Ruin = Eagle
# Ice Cave = Snake
}}
 


{{Collapsed
{{Collapsed
Line 28: Line 17:
* 4 Spriggan Companions
* 4 Spriggan Companions
NOTES:
NOTES:
# On your way back, the Sword of Plot Advancement will appear. This does +40 damage against dragons. 
# To go back to the safe room, stand on the wooden stump and jump. Followers may have disappear when you go back, in this case save your game and reload.
# To go back to the safe room, stand on the wooden stump and jump. Followers may have disappear when you go back, in this case save your game and reload.
}}  
}}  
Line 35: Line 23:
|Stage 2
|Stage 2
|Instructions:
|Instructions:
# Go to the altar and pick up the Rabbit Hole Glass Claw
# Kill the two Necromancers in this room
# Kill the 3 Draugr that wake up
# Kill the 3 Draugr that appear after the necro's are dead
# On your way back, kill the two Necromancers that appear
# Observer the puzzle hint that appears on the Nordic Column in the middle of this room
}}
}}


Line 45: Line 33:
# This is a wing of the safe room. Make your way past the room with beds and climb the tower stairs
# This is a wing of the safe room. Make your way past the room with beds and climb the tower stairs
# Kill the 3 bandits at the top of the tower
# Kill the 3 bandits at the top of the tower
# Take the key from the chest that appears
# Observe the puzzle hint that appears on the wall
# On your way back to the safe room you will have to kill 6 Bandits
# On your way back to the safe room you will have to kill 6 Bandits
}}
}}
Line 54: Line 42:
* 3 spheres
* 3 spheres
* 2 Dwarven Centurions
* 2 Dwarven Centurions
Like the other levels, there is no 'door' that appears that takes you to the next level. Instead a chest with a key will appear. Take the key (near the dwarven lift) and jump down the lift, it will take you back to the entrance of this room, go through the large golden dwarven door to get back to the safe room.
After you kill all the enemies, the puzzle hint will appear on the wall above the exit to the dwarven lift. Jump down the lift, it will take you back to the entrance of this room, then turn around and go through the large golden dwarven door to get back to the safe room.
* NOTE: Like the other dwarven stages, if you are a master of sneak the enemies may not detect you and pop out. Try shouting around  the place to get them to ambush you. Make sure you kill ALL the enemies listed for the chest to appear
* NOTE: Like the other dwarven stages, if you are a master of sneak the enemies may not detect you and pop out. Try shouting around  the place to get them to ambush you. Make sure you kill ALL the enemies listed for the chest to appear
* The infinity -1 bow appears here
** The creator didn't want the Archers to feel left out, since both one-handed and two-handed players get a 'sword of plot advancement' here
}}
}}


Line 65: Line 51:
# Kill the 3 frost trolls
# Kill the 3 frost trolls
# Kill the 3 Ice Wraiths
# Kill the 3 Ice Wraiths
# Grab the key from the chest
# The Puzzle hint will appear in the Column of Ice on the raised platform
# Kill the Wisp mother on your way back to the safe room
# Kill the Wisp mother on your way back to the safe room
}}
}}


Exiting the Level:
 
# Go back to the 'Hub' room, (lower level of the safe room)
{{Collapsed|The Puzzle Pillar Combination is|
# Opposite the 4 doors, there is a normal-looking imperial door, go out through this one
# Green Cave -> Snake
# There are 4 doors in a row you will have to unlock with all the keys you got
# Nordic Ruin -> Dolphin
# To unlock the Puzzle Door, you need to use the Rabbit Hole Glass Claw you picked up in Stage 2
# Imperial Fort -> Dolphin
{{Collapsed|The Puzzle Door Combination is|
# Dwarven Ruin -> Eagle
# fox
# Ice Cave -> Snake
# owl
 
# snake
[[Image:Combo1.jpg|thumb|none|snake, dolphin, dolphin]][[Image:Combo2.jpg|thumb|none|eagle, snake]]
}}
}}

Latest revision as of 05:31, 6 April 2013

Summary:

  1. Similar to Level 4, you start off in the safe room, and can tackle the 5 stages in any order you wish.
  2. In the basement, there is a room with 5 puzzle pillars. Each pillar corresponds to a stage in this level
    1. e.g. The pillar with the dwemer pipe behind it corresponds to the stage with the dwarven enemies.
    2. The pillar with the Imperial column behind it corresponds to the stage in the Imperial Fort
  3. After you defeat all the enemies in a stage, it will give you the answer to the puzzle pillar for that stage.
  4. You cannot leave level 9 until you set all the puzzle pillars to the correct symbol, and then pull the lever