Hidden Rooms/Secrets

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Hidden Rooms/Secrets

Postby jezer » Wed Feb 04, 2009 9:03 pm

Last night I spent about 30 mins trying to get past the 'rubble' secret entrance north east north from the start point in maze on island. After gossiping and having a few people help me... including avatar thiefs we still couldn't get past. I suspect some eq (sphere?) from there maybe a key but unconfirmed.

I get the feeling in the past builders have put secret rooms into their areas... with impossible trig traps to enter... and then just told there favorite buddies, who lord it over everyone else. In some cases it would seem discovering the entrance is impossible without inside information... for example, how the heck did one person figure out that you had to go to onyx tower in AH, after making a dream catcher, to enter a room, to charm a mob, to take him to a mob on SS to forge... is there some note with this information? Or did such and such tell there best friend.... who told people in his clique? :twisted:

I remember a year back about 5 old tard's trying to get past the ward in crystal falls with no success... this is crap! Everyone should have an equal chance of trying to get past these things, without being a personal friend of the area builder.

Another problem is that the skills required to find these secrets are class dependent. Now I know there was a secret there as I had perception up... but I had no idea what it's called until a thief came along with spy. Sneaky took me to a room in ET, where you can't even get the name of the secret.

I'll freely admit, I'm impatient, and inexperienced in finding and identifying these secrets... but no more than 90% of the mud... I tend to think logically and have trouble with lateral thinking. I hate those puzzle books that make lateral thinking seem like higher intelligence! As much as this thread is another complaint :twisted: about the corruption that's gone on... I'd like it if we can discuss the skills required to crack these secrets open.

Maybe list some common phrases/skills used to open some of the secrets in sloth... it gives a 'vibe' of the kind of things that might work, when we come up against stuff.
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Postby Tap » Wed Feb 04, 2009 9:10 pm

[quote:q4lwvvvl]Maybe list some common phrases/skills used to open some of the secrets in sloth...[/quote:q4lwvvvl]

worship tap
kneel tap
grovel tap
beg tap

I can think of a few others that might help...btw, I think you are paranoid
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Postby jezer » Wed Feb 04, 2009 9:17 pm

None of my threads feel complete without your crap. Thanks for stopping by.

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Postby marge » Wed Feb 04, 2009 9:41 pm

You sound like Weasel with your conspiratorial tones. It's surely not a conspiracy. There are people who read the room descrips and try to figure out the trig traps and what not for new areas. Sure lots of info gets leaked out. Fortunately we have an awesome map section, which is all player submitted btw. If it weren't for that, it would really be a pain. And yah builders prolly leak stuff to players all the time. But mostly to players like you, who explore zones, try out mobs, learn the mud, harass the staff, etc. The info you're looking for is prolly just never made it onto the map. No one is intentionally keeping it from you.

Such a drama queen....
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Postby jezer » Wed Feb 04, 2009 10:00 pm

Hehe, most of my conspiracy "jabbing" is based around the crystal falls ward... after witnessing poolp going out there to hide on several occasions, and witnessing some of our smartess avatar's not being able to get past... given aaron's (partial?) involvement in the area's creation.

I challenge you to get past the rubble in maze using Marge...

And yes, I over dramatise most of my posts... it's deliberate, attempting humor in most cases.
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Postby Medios » Wed Feb 04, 2009 11:40 pm

It is true that some trigtraps are not shown directly in the room descript. I don't agree with it, but its true.
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Postby Tap » Thu Feb 05, 2009 12:25 am

Also a point you might have overlooked, generally new area opener quests have certain "clues" being released by a NPC in said quest. Now for awhile while the area is "hot" everybody either knows the ins and outs or knows who to ask..over time as interest dwindles in certain zone, most people either forget or don't even play as much making such "information" lost
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Postby jezer » Thu Feb 05, 2009 2:19 am

It's true what Tap says... I was recently doing some stuff in ravens glade that required some information from an opener that I wasn't part of. Thankfully some of it is recorded on the crier.

But back to secret exits... Look the rubble is probably a bad example... as it seems a legit secret room... but what is strange is how the system works.

Exploration tells me there is a room I haven't visited.
Perception tells me there is a exit to the north.
Search tells me there is a secret door in the room, but I don't know where.
Spy told Sneaky the name of it... now that's kind of weird... in a realistic sense...
Telepathy... ??? Don't know if this helps...
Knock tells me it's not going to open.
Reading, and examining the rubble, gives no clues.
Trying to unlock it suggests you need a key? (Not sure it does need a key...) But it's closed for sure.

It seems strange that a hidden exit in some rubble is so hard to open... and somehow a key? maybe? opens some rubble? Like isn't rubble just trash that can be moved - and how can rubble in a room be a 'secret' that only the spy skill unravels?

The one Sneaky shown me in ET is worse... you can't even get the name... there is just this exit showing with perception up, and these huge hints in the room description, of which none of the keywords seem to work.

In the older days I guess... it was common knowledge about using crowbars and pulling levers... but that's kind of my point... there is this information gap hindering newer players finding secrets.

I'm not really suggesting it needs to change... however I do think some exits are not 'puzzle' orientated, and that's unfair to players, especially new players. Please post any other skills I missed to help identify secrets.
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Postby Weasel » Thu Feb 05, 2009 9:45 am

[quote="jezer":128eb0m3]In the older days I guess... it was common knowledge about using crowbars and pulling levers... but that's kind of my point... there is this information gap hindering newer players finding secrets.

I'm not really suggesting it needs to change... however I do think some exits are not 'puzzle' orientated, and that's unfair to players, especially new players. Please post any other skills I missed to help identify secrets.[/quote:128eb0m3]

Who's whining now about what's not fair? I can't believe you just posted that it's not fair that older players have an advantage of [i:128eb0m3]knowledge[/i:128eb0m3] over newer players, especially after the crap you've posted recently. Shall I refresh your memory of what you posted just a few days ago? here:

[quote:128eb0m3]"all this old happening in the past crap. Back in the old days rubbish, "don't increase there powers, because I'm old classo and I got a raw deal" rar rar rar, blah blah blah, "I'm old, I'm awesome, your not as good as me, haha", "new classo is overpowered"... for the sake of sloth... like if you really care about the game... let go... or retire... lets move on. Your just being a stumbling block to progress... you alienated yourself."[/quote:128eb0m3]
Unbelievable what a narcissistic asshat you can be.
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Postby marge » Thu Feb 05, 2009 9:57 am

Update the maps for us then jezer.
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Postby Teron » Thu Feb 05, 2009 11:22 am

I have seen the same type of room (visible via spy/perception, not knockable or pickable, no key loads in the area) in a relatively new area on Lyme, so I can't really say it's a conspiracy.

I'd suspect it's just a place to connect more parts of the areas that were never walked or even written.

Btw, I've too seen a few unconnected rooms in Crystal Falls and wondered how they got there.

Also, I think back in the days, it was a skill many possessed to find out the extras (objects in the room) to activate trigtraps. It isn't always 100% obvious, like synonyms, what's mentioned in neighbouring rooms, etc. It isn't pretty, but it isn't that bad, I think. What is annoying, though, is to find out that there's no tt and no way to open the door :)

To answer the question about the dreamcatcher mob, I think the task was revealed in the opener (i.e., was one of the goals of the quest).

And Yasik, remember that many of us started playing in the teens, so expecting the current generation to completely ignore mudding is a bit obnoxious. If anything, I'd aim at Linux/Unix users/admins :)

That being said, I'd prefer to look at some graphic world some day to compare and, possibly, return to Sloth :)
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Postby Vixn » Thu Feb 05, 2009 1:35 pm

1. There is a locked room in Thal town you can't unlock with any of known key.
2. Jezer you forgot about echolocation and druid staff that helps to explore exits and such.
3. There is a room in elem school I can't get in. Golden teacher lives there and some of dwarves repop there but you can't track/hunt them so I bet there should be some sort of tt.
4. I've been told there could be 'the clue' not on the room description only but also on mob description. Though it haven't helped me to find any trig traps ever.

Just my 2 cents.

Vixn



p.s. and btw sure I still suppose there must be the skill (preferable th or ba) to find trig traps and another one that helps ppl to know if certain mob will load something except random crap (it would be great even if we won't get name of this thing).
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Postby jezer » Thu Feb 05, 2009 7:37 pm

[img:1us8gm7i]http://www.superpoop.com/120208/telepathy-helmet.jpg[/img:1us8gm7i]
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