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donbrovar
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icon Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
Hi all.

I think that to kill green serpent i need "Wyrm smitter". To get it i need "portable orb" and to get it I need "pikeaxe". But i dont know how to get pikeaxe without wall walikng. I have Grappling hook and water walking and hook as weapon.

Also doest hook has any special abilities ?

[Last edited by donbrovar at 09-16-2008 04:14 PM]
09-16-2008 at 04:13 PM
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slimm tom
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (+1)  
donbrovar wrote:
...and hook as weapon.
If you have the hook,
Click here to view the secret text

09-16-2008 at 04:17 PM
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NiroZ
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
Wait, there's a wyrm smiter? Where?
09-16-2008 at 04:19 PM
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donbrovar
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
slimm tom wrote:
donbrovar wrote:
...and hook as weapon.
If you have the hook,
Click here to view the secret text

But i dont know how to get past black door I a room before, how to get mimic to platform that will open this door for me.

[Last edited by donbrovar at 09-16-2008 04:26 PM]
09-16-2008 at 04:21 PM
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slimm tom
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
donbrovar wrote:
But i dont know how to get past black door I a room before, how to get mimic to platform that will open this door for me.
I don't know exactly what room you're talking about. Maybe it's a good idea to click the 'Get help for a room' link again and make a thread for that room? It's best to keep discussion in the appropriate topics

[Last edited by slimm tom at 09-16-2008 04:31 PM]
09-16-2008 at 04:31 PM
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Dischorran
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (+2)  
One big difference between this and regular DROD is that mimics don't reset their position when you leave a room. Use this to your advantage.

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Click here to view the secret text

09-16-2008 at 04:32 PM
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donbrovar
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
Dischorran wrote:
One big difference between this and regular DROD is that mimics don't reset their position when you leave a room. Use this to your advantage.

Thank you. That was so easy and yet so hard :D
09-16-2008 at 04:40 PM
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deftriver
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
Okay, I can't figure out where I need a portable orb on Rule 7. I also don't know what or where the "wyrm smiter" is.

I have gotten to the flippers and traded them for the pickaxe to get the portable orb. Now I have to get by either the rock giant or the adder and I can't figure out either one of them.

EDIT: Okay, I think I remember the wyrm smiter, in that one room, I get it now.

EDIT again: It still doesn't do me any good. I can't kill the adder or the rock giant. I think I'm one round short on the adder, but without health potions left it doesn't do me much good.

[Last edited by deftriver at 09-18-2008 05:23 AM]
09-18-2008 at 05:16 AM
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Timo006
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (+3)  
deftriver wrote:
Okay, I can't figure out where I need a portable orb on Rule 7. I also don't know what or where the "wyrm smiter" is.

I have gotten to the flippers and traded them for the pickaxe to get the portable orb. Now I have to get by either the rock giant or the adder and I can't figure out either one of them.

EDIT: Okay, I think I remember the wyrm smiter, in that one room, I get it now.

EDIT again: It still doesn't do me any good. I can't kill the adder or the rock giant. I think I'm one round short on the adder, but without health potions left it doesn't do me much good.

Click here to view the secret text


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09-18-2008 at 06:55 AM
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Tim
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
deftriver wrote:
EDIT again: It still doesn't do me any good. I can't kill the adder or the rock giant.
If you can't kill the rock giant at all, then you need to restart.

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09-18-2008 at 09:46 AM
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deftriver
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
Timo006 wrote:
deftriver wrote:
Okay, I can't figure out where I need a portable orb on Rule 7. I also don't know what or where the "wyrm smiter" is.

I have gotten to the flippers and traded them for the pickaxe to get the portable orb. Now I have to get by either the rock giant or the adder and I can't figure out either one of them.

EDIT: Okay, I think I remember the wyrm smiter, in that one room, I get it now.

EDIT again: It still doesn't do me any good. I can't kill the adder or the rock giant. I think I'm one round short on the adder, but without health potions left it doesn't do me much good.

Click here to view the secret text

That's why I posted an edit. I remembered seeing it. Just didn't right click to find out what it was.
09-18-2008 at 01:12 PM
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deftriver
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
Tim wrote:
deftriver wrote:
EDIT again: It still doesn't do me any good. I can't kill the adder or the rock giant.
If you can't kill the rock giant at all, then you need to restart.

But restarting without a strategy to figure out how to be able to kill it won't get me very far.
09-18-2008 at 01:12 PM
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Briareos
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (+2)  
deftriver wrote:
But restarting without a strategy to figure out how to be able to kill it won't get me very far.
Well, the usual strategy should work:

* Delay killing everything as much as possible
* If you need to cross hot tiles/aumtlich beams only pick up as few health potions as possible to keep your health as low as possible
* Pick up any and all gems you find, but if you have to kill for them delay that as much as possible as well
* Don't attack evil eyes head on unless you have to
etc.

np: Tocotronic - Neues Vom Trickser (Tocotronic)

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09-18-2008 at 02:30 PM
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mncrafty
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
Timo006 wrote:
deftriver wrote:
Okay, I can't figure out where I need a portable orb on Rule 7. I also don't know what or where the "wyrm smiter" is.

I have gotten to the flippers and traded them for the pickaxe to get the portable orb. Now I have to get by either the rock giant or the adder and I can't figure out either one of them.

EDIT: Okay, I think I remember the wyrm smiter, in that one room, I get it now.

EDIT again: It still doesn't do me any good. I can't kill the adder or the rock giant. I think I'm one round short on the adder, but without health potions left it doesn't do me much good.

Click here to view the secret text

I still don't know how to get the wyrm smiter. I used the portable orb to obtain the flippers, which in turn I need to get to the room with the wyrm smiter (which also lead to the hook).
09-23-2008 at 05:11 AM
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NiroZ
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
You mean you don't know how to enter the room in a way that can get the wyrm smiter, or you don't know how to reach the wyrm smiter?
09-23-2008 at 05:14 AM
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mncrafty
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
I know the location of the wyrm smiter, but as far as I can see you can only reach that room if you have the flippers, sloshing through the water, and the only way to get to the room with the flippers is by using the p. orb. The same p. orb I need to access the wyrm smiter. -_- :~(




09-23-2008 at 05:27 AM
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NiroZ
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (+2)  
Click here to view the secret text

09-23-2008 at 05:32 AM
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mncrafty
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (0)  
How? How about a hint.....please
09-23-2008 at 05:38 AM
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CuriousShyRabbit
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (+2)  
Click here to view the secret text

09-23-2008 at 06:18 AM
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mncrafty
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icon Re: Tendry's Tale : Rule 7: Might : 5 North, 3 West (+1)  
Do you mean the room with the gel mother and grappling hook? Or is there another secret room?

Ok, I figured it out. I had squandered the bomb on the wrong monster. I had to restore to rule 6 and do the right sequence of events.

Thanks for your help, Niro and CSR :thumbsup

[Last edited by mncrafty at 09-23-2008 06:22 PM]
09-23-2008 at 05:31 PM
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