Liz, please add the clean up challenge.

edited September 5 in Celtic Queen

Inspired by the Dungeon of Despair in Chess:

This challenge has, of course, two paths:

  1. The simple one is if you helped Merlin.

Go to his chamber and he will say he wants to prepare you for Celtic Doom (though he may be in fear of how powerful you really are). He will then create a simulation of Kamber’s stronghold corridor of just his path (no fork for Kamber’s path, just a straight shot down to Merlin).

The number of opponents are the same, but they are 150% more powerful (again, they are like holograms conjured by Merlin). Should the player lose, it’s not the death ending as this was a simulation. The simulation turns into the natural environment of Merlin’s chamber and he says, “You may have a lot to learn. Remember, there are beings even more powerful than Kamber. Come back when you want to try again.”

Should the player win, however, Merlin opens the area behind him. Player gets the few gold coins and a jeweled mace. The mace can fetch a ton of gold because of it’s look. But it’s a weak weapon and Merlin is now in fear of when you confront him in Celtic Doom. He then tells the player to leave as he is planning his next strategy to help Queen Habren. He locks his door, and the Ent/Tree Monster is summoned to guard it. Clicking on him only meets the player with, “My master has ordered me to let no one in, except a select few. But you are not on the list.”

The player can be polite and say thanks, or be snarky and respond with, “Is he too embarrassed I beat him in a battle where even he had the advantage over me?” In any case, the player cannot proceed further.


2. The player sided with Kamber:

Players can visit Queen Habren who expresses her disappointment but asks the player if they are still willing to fight Kamber. If not, the player is ushered outside her door, but it remains open in case the player changes their mind.

Players find Kamber in his chamber and he asks, “Are you ready to serve me now?” If they player acknowledges, Kamber responds with, “Come check back with me later when I have something.” Nothing will ever happen.

The player can respond with, “I’ve come to my senses and realized I made a mistake. I can’t bring Merlin back, but I can at least stop you. I’ve defeated Merlin and you don’t pose any more of a threat.”

Kamber responds with, “We’ll see about that,” and again, retreats to his stronghold, leaving double the monsters to stop you (but they are no more powerful and proper tactics and spells can defeat them. The player can also cast “Recall” to avoid a fight.)

Since he is not a magician, the player actually goes to the actual stronghold itself. At the barrier that would require the original key from Merlin, both Malin and Mymbyr are outside. Talking to either of them yields a dialogue that they know your mission. They use their sibling magic to break down the barrier and disappear.

This time it’s quantity: Kamber and his henchmen aren’t any more powerful, but there are double of them than if you originally fought them. Since this is not a simulation, the player does the get lamenting death message if defeated. Once you defeat Kamber, you can visit both Malin and Mymbyr in the same Northeast section of where they were when you rescued them.

Queen Habren will offer her thanks and give minimal gold, but also add, “I wish you made the right decision the first time.” Your fame increases only slightly.

With both Merlin and Kamber dead, players, for fun, can run into their ghosts (if player originally helped Merlin, he cast a spell that prevents Kamber from returning). Kamber, as a ghost (though looking the same) will still lurk in his castle, appearing at random… and that includes the possibility of being with respawning wandering servants as well.

Merlin haunts the stronghold and I recall there was one monster at the entrance guarding. But there are no extra servants spawned for either and fighting them, if the player really wants to, should be a breeze at this point.  When defeating Kamber, he will respond with, “You can never defeat me in my home! This castle will always be mine!”

Merlin will respond with, “I will haunt you for the rest of your days! You made a bad decision!” Both ghosts respawn every 24 hours after defeat.

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