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Caravel Forum : DROD Boards : Hints and Solutions : Imperial Wandering : Hall of Mastery : 1 South, 1 East
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porcorosso
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icon Imperial Wandering : Hall of Mastery : 1 South, 1 East (0)  
Well Im certainly missing some thing here as the room looks impossible by the following reasoning:

1. The only way to kill the eye and brain is use the fegundo for the brain and the decoy for the eye.

2. However for the fegundo to reach the brain we must first need to open the door just leading to its chamber , and when doing so....

3. The 3rd invisibility potion is taken and the fegundo freezes.

4. now sam is stuck, as the green door has not dropped yet ...

Whats the catch ?
01-24-2008 at 07:09 AM
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hartleyhair
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icon Re: Imperial Wandering : Hall of Mastery : 1 South, 1 East (0)  
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I'm currently working on Jerrik's Dungeon, an oldschool Hold for TCB.
01-24-2008 at 07:37 AM
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Terry
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icon Re: Imperial Wandering : Hall of Mastery : 1 South, 1 East (0)  
hartleyhair wrote:
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Click here to view the secret text

05-18-2008 at 06:44 PM
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Chaco
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icon Re: Imperial Wandering : Hall of Mastery : 1 South, 1 East (0)  
If the player is invisible, fegundos will not fly. However, if while invisible, a fegundo spots a decoy (it is within its five-square range) it will continue to act normally as though the player were visible.

So, the decoy needs to be kept alive for the fegundo to find.

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05-18-2008 at 10:44 PM
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TFMurphy
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icon Re: Imperial Wandering : Hall of Mastery : 1 South, 1 East (0)  
Not in 3.2, Chaco. Is this room broken as a result?
05-18-2008 at 10:58 PM
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Chaco
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icon Re: Imperial Wandering : Hall of Mastery : 1 South, 1 East (0)  
Er, well, if that's no longer true, then yes, this room is broken. This also breaks the six rooms in the Constant Room Template series that is accessed beyond the green door.

Not sure what I should do about this - I liked those puzzles. Should I just remove those seven rooms from the hold in an update? I don't see any way I would be able to preserve these puzzles in a different manner.

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05-19-2008 at 12:06 AM
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