ceran
11-04-2008, 06:34 PM
Since I am no longer going to be hunting in the labyrinth anymore figured I would share a few things with those who will be starting to hunt there.
The following is a list of all the main rooms you need to know to get around the labyrinth. Would recommend highlighting these rooms.
(A)
[Labyrinth]
Bright torchlight shines about the area, illuminating the brightly painted stones placed along the border of a small, spiked pit in the floor. The pit itself is not deep, but the dark stains and torn clothing on the protruding spikes indicate that it served its purpose.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(B)
[Labyrinth, Crossroads]
Dimly glowing firepits rest along the base of the wall with increased regularity, vastly improving area visibility. The path opens at a large granite archway carved into the stone walls, though what lies beyond is shrouded in darkness.
Obvious exits: east, southwest, west, northwest
(C)
[Labyrinth, The Unending Path]
Moisture glistens softly along the cave's walls, streaming slowly toward the rocky floor.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(D)
[Labyrinth, The Unending Path]
The path continues through the darkness via a series of statue-flanked arches. Each statue rests atop a sturdy stone pedestal and depicts a well-armed human soldier with a bull's head. The arches are etched with runes, though their meanings have been lost to time.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(E)
[Labyrinth, The Forge]
Sweltering heat and the stench of rot smother the area, striking at the senses from the forge-fires that burn throughout the area.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(F)
[Labyrinth, The Forge]
The hall ends at an elaborately carved doorway that leads into a dark, open room. A pair of stone pedestals rests on either side of the doorway, each supporting a bronzed soldier statue. You also see a chipped dark granite stair.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(G)
[Labyrinth]
A single torch flickers gently, casting a dancing light that breaks the dark monotony of the tunnel.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
A little diagram of the crossroads to give an idea for positioning
. . . . . . . . . . . . . . . . . . . . . . .(E)
. . . . . . . . . . . . .(C). . . . . . ///
. . . . . . . . . . . . .\\\. . . .go arc
. . . . . . . . . . . . . .\\\. . . .///
(A)-------------------(B)---------
. . . . . . . . . . . . . /// . . . . . . .///
. . . . . . . . . . . . .///. . . . . . . ///
. . . . . . . . . . . .(D). . . . . . . (G)
When you go through the trap door to get into the maze you want to find the crossroad which I consider the center of the maze. So look for (A) . Once you find (A) entrance to the crossroads will always be east. Now the tricky part comes in cause it always changes. If you want to go to the forge you go through the arc then there should be a direction to move which will bring you to(E),
You will need to remember that direction cause it will change atleast once a day so that you can find your way out.
Also section (G) is the area of the maze that has the exit room. I only used that once you will get hurt going out that way.
Section (F) is in section (E) but if you go up the stairs will lead to the dark altar which is behind a set of doors that you have to push on to get into.
The dark alter is not a changing area so is easy to manuever about it, but is very small.
Need to pull on the doors to get back to the Labyrinth.
**** My little hint****
Go behind the door when you are almost done hunting seems to be full of critters at that point.
Now most of this might not make sense till you have been to the Labyrinth. But if you have any questions or would like someone to help you get used to it drop me a message and I will gladly help you out in anyway I can.
The following is a list of all the main rooms you need to know to get around the labyrinth. Would recommend highlighting these rooms.
(A)
[Labyrinth]
Bright torchlight shines about the area, illuminating the brightly painted stones placed along the border of a small, spiked pit in the floor. The pit itself is not deep, but the dark stains and torn clothing on the protruding spikes indicate that it served its purpose.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(B)
[Labyrinth, Crossroads]
Dimly glowing firepits rest along the base of the wall with increased regularity, vastly improving area visibility. The path opens at a large granite archway carved into the stone walls, though what lies beyond is shrouded in darkness.
Obvious exits: east, southwest, west, northwest
(C)
[Labyrinth, The Unending Path]
Moisture glistens softly along the cave's walls, streaming slowly toward the rocky floor.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(D)
[Labyrinth, The Unending Path]
The path continues through the darkness via a series of statue-flanked arches. Each statue rests atop a sturdy stone pedestal and depicts a well-armed human soldier with a bull's head. The arches are etched with runes, though their meanings have been lost to time.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(E)
[Labyrinth, The Forge]
Sweltering heat and the stench of rot smother the area, striking at the senses from the forge-fires that burn throughout the area.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(F)
[Labyrinth, The Forge]
The hall ends at an elaborately carved doorway that leads into a dark, open room. A pair of stone pedestals rests on either side of the doorway, each supporting a bronzed soldier statue. You also see a chipped dark granite stair.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
(G)
[Labyrinth]
A single torch flickers gently, casting a dancing light that breaks the dark monotony of the tunnel.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
A little diagram of the crossroads to give an idea for positioning
. . . . . . . . . . . . . . . . . . . . . . .(E)
. . . . . . . . . . . . .(C). . . . . . ///
. . . . . . . . . . . . .\\\. . . .go arc
. . . . . . . . . . . . . .\\\. . . .///
(A)-------------------(B)---------
. . . . . . . . . . . . . /// . . . . . . .///
. . . . . . . . . . . . .///. . . . . . . ///
. . . . . . . . . . . .(D). . . . . . . (G)
When you go through the trap door to get into the maze you want to find the crossroad which I consider the center of the maze. So look for (A) . Once you find (A) entrance to the crossroads will always be east. Now the tricky part comes in cause it always changes. If you want to go to the forge you go through the arc then there should be a direction to move which will bring you to(E),
You will need to remember that direction cause it will change atleast once a day so that you can find your way out.
Also section (G) is the area of the maze that has the exit room. I only used that once you will get hurt going out that way.
Section (F) is in section (E) but if you go up the stairs will lead to the dark altar which is behind a set of doors that you have to push on to get into.
The dark alter is not a changing area so is easy to manuever about it, but is very small.
Need to pull on the doors to get back to the Labyrinth.
**** My little hint****
Go behind the door when you are almost done hunting seems to be full of critters at that point.
Now most of this might not make sense till you have been to the Labyrinth. But if you have any questions or would like someone to help you get used to it drop me a message and I will gladly help you out in anyway I can.