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Apollo’s Winning Entry

Apollo’s Winning Entry

Jan 22, 2013

Gauntlet of the Hidden Message – PART ONE

Storyline – When you defeated Orrik Nightglider in the Gauntlet of Woe, also known as Briskbreeze Tower, you saw him drop 2 keys and you collected them. One was made of bone, and the other was covered with hieroglyphics. You gave both of them to Headmaster Ambrose for safekeeping.

Now, 40 levels later, Headmaster Ambrose has summoned you to investigate this matter further. He knows that this isn’t of Morganthe’s working, but rather another dark force. He senses that if this dark force is not stopped, they may become as or more powerful than the army of Morganthe.

He gives you one of the two keys: the one covered with hieroglyphics. He tells you to go to Krokotopia and ask around for an area where you might find some hieroglyphics that resemble those on the key.

When you arrive in Krokotopia, you first speak to Sergeant Major Talbot in the Oasis. He tells you he has not seen anything like the hieroglyphics on the key before. He sends you to Professor Winthrop, the Archeologist located in the Altar of Kings. Winthrop mentions that he has seen such a place in the Chamber of Fire, but he cannot recall exactly where.

He suggests you speak to his accomplice, Assistant Danforth. When you talk to Assistant Danforth, he to you he has seen such hieroglyphics as the one on the key and tells you exactly where to find it in the Chamber of Fire. He tells you that he has felt dark forces when he has been near the hieroglyphics and that he also senses that something is not right. He then sends you on your way and wishes you good luck.

You find an area that looks like the key. You enter the dungeon, unsure of what you’re up against.

FIRST FLOOR – x2 Corrupted Flame Servant (Fire; 4,450 Health), x2 Cursed Slave (Death; 4,950 Health). Recommended strategy for this floor is the Mad Hatter (blade-blade-hit).

SECOND FLOOR -x2 Undead Nirini Scout (Death; 4,875 Health), x2 Sinister Nirini Sentry (Balance; 5,250 Health). Recommended strategy for this floor is the Mad Hatter (blade-blade-hit).

THIRD FLOOR – x2 Grim Weaver (Ice; 5,575 Health), x2 Corrupted Sand Stalker (Ice; 5,675 Health). Recommended strategy for this floor is the Mad Hatter (blade-blade-hit).

FOURTH FLOOR – FIRST BOSS This is your first boss in the Gauntlet of the Hidden Message.

Ghost of Khai Amahte (Death; 28,750 Health) x3 Grim Weaver (Ice; 5,575 Health)

HOW THIS BOSS WORKS:

You Cannot Hurt Me! The Ghost of Khai Amahte will place a -90% Tower Shield on himself the first round – he will interrupt and cast this before your team even IF your team is first. Every time he is attacked, he will replace this shield.

How Dare You Lure Me Into a Trap This boss will interrupt to remove any traps that are placed on him. This excludes the following: pet traps and windstorm. He will remove all three parts of a tri trap. If you place a trap on him, he will cast an enhanced Efreet on you for no pips.

Charms Are Half-Witted The Ghost of Khai Amahte will interrupt to remove every OTHER blade that is cast. He will allow you one blade at the beginning of the battle, and will remove the following blade that is cast. This means that in cases with tri blades, at least one or two blades will be left when he removes them.

I Will Not Be Surrounded!  He will earthquake (for no pips) whenever a bubble (such as Darkwind or Balefrost) is cast. If one of his minions casts a bubble, he will STILL cast an earthquake on your team, regardless of the fact that one of his minions casted it. He also will replace the bubble with a Doom and Gloom for no pips.

No Healing On the Battlefield!  If you heal, The Ghost of Khai Amahte will cast an enhanced Dr. Von’s Monster (for no pips) to whoever was healed.

STRATEGY FOR THIS BOSS:

Some general rules for this battle include:

Never, ever use a bubble.

Try not to heal. The Strangles on the boss should allow for a heal or two, but no excessive healing.

Always place a Vaporize and a Quench before you place a trap. This way, you can avoid both his trap removal spell (Cleanse Ward) and his enchanted Efreet spell.

Every even-number-placed blade will be removed by the Ghost of Khai Amahte, unless, of course, you have a Dissipate on him.

Hammer in the back, others in the front. This is a basic rule to gameplay and is required for the most efficiency in this battle – how else are the hammer’s teammates going to get blades on them on round 6?

Before you enter this battle, make sure you have the following Treasure Cards in your sideboard:

Player 1: Pierce (1-2) Feint (1-2) Quench (1-2)

Player 2: Conviction/Stun Block (1-2) Vaporize (4) Single Blade for Storm Hammer (1-2) – optional

Player 3: Conviction/Stun Block (1-2) Strangle (1) Quench (1) Dissipate (2) Single Blade for Storm Hammer (1-2) – optional

Player 4: Conviction/Stun Block (1-2) Quench (1-2)

How these Treasure Cards should be used:

Pierce (Player 1) – since the Ghost of Khai Amahte will not replace his -90% tower shield unless you attack him, use a Pierce on it to destroy it before your hammer hits. This can also be used to get rid of a regular Tower Shield that one of his ice minions may cast on him.

Vaporize and Quench (Vaporize: Player 2 – Quench: Players 1, 3, and 4) – these must be played in order to place a trap. By using Vaporize, you are dispelling his Cleanse Ward (remove trap spell) and by using the Quench, you are dispelling his no pip enchanted Efreet.

Vaporize alone (Player 2) – Vaporize can be used to dispel any earthquakes that may result from one of his minions from casting Balefrost.

Dissipate (Player 3) – by using Dissipate, it will allow you to dispel his Disarm spell, and it will allow you to blade as normal without cheats.

Strangle (Player 3) – this dispel is used to dispel his Dr. Von’s Monster if one of your teammates needs healing. This can also be used to dispel his Doom and Gloom in the case where one of the ice minions uses Balefrost.

Conviction or Stun Block (Players 2, 3, and 4) – these treasures cards aren’t strictly necessary, but provide stun resistance, which is very valuable in a fight with three ice minions.

Single Blade for Storm Hammer (Players 2 and 3) – in the case that players 2 and 3 do not have a stackable blade to place on the hammer, these can come in handy for the final round of blading.

I have managed to create a 6-round strategy to this fight. For this strategy to work, you must have a Storm wizard with a 60% attack boost at minimum as your hammer. A wizard that is of the myth school or has a myth mastery would be preferred for Player 2. EoB dispels also come in handy if you’d like to complete this in 6 rounds.

If you have no wizard of the myth school accompanying you/no wizards with a myth mastery amulet or any EoB dispels, this strategy will take a bit longer than 6 rounds. The main point of this fight is to get at least 4 feints and 5 blades (Berserk counts as a blade) on your hammer so that they can hit.

Breaking it down, player by player:

By Round

Round 1: Player 1: Pierce Player 2: Conviction/Stun Block Player 3: Conviction/Stun Block Player 4 (Hammer): Conviction/Stun Block

Round 2: Player 1: Pet Feint Player 2: Vaporize Player 3: Strangle Player 4 (Hammer): Quench

Round 3: Player 1: Feint Player 2: Vaporize Player 3: Quench Player 4 (Hammer): Sharpened School Blade

Round 4: Player 1: Feint (stackable with previous) Player 2: Vaporize Player 3: Dissipate Player 4 (Hammer): School Blade

Round 5: Player 1: Quench Player 2: Vaporize Player 3: Dissipate Player 4 (Hammer): Berserk

Round 6: Player 1: Feint (stackable with previous) Player 2: Single Blade on Player 4 Player 3: Single Blade on Player 4 (stackable with previous) Player 4: Colossal Storm Lord

I have crunched the numbers and know that this hit will be major overkill if you follow these steps exactly. This allows for versatility if, say, one of the players in your team need to pierce a regular tower shield from one of the ice minions instead of feint.

Here’s how it will go, round by round:

Round description

Round 1: The Ghost of Khai Amahte will place a -90% tower shield on himself. Player 1 will Pierce that shield, and players 2, 3, and 4 will play either Conviction or Stun Block.

Round 2: Player 1 will play a pet feint while player 2 uses a Vaporize on The Ghost of Khai Amahte. Player 3 should Strangle this round and player 4 can use Quench.

Round 3: When player 1 places a feint (other than pet) on the boss this round, he will try to remove it and will consume a Vaporize, and then he will try to Efreet you, which will use up the Quench dispel. Immediately, player 2 should Vaporize to prevent any unecessary earthquakes while player 3 can Quench. Player 4, your hammer, should play their sharpened Stormblade on themselves as the first blade cast is not removed.

Round 4: With both a Quench and a Vaporize on the boss, player 1 is free yet again to play a feint. However, since The Ghost of Khai Amahte will use both the Quench and Vaporize, player 2 needs to Vaporize so that one stays on in case of an earthquake. Player 3 should Dissipate to allow for player 4, the hammer, to blade the same round with a no-pip blade, such as Stormblade.

Round 5: Player 1 will Quench this round, to allow for a feint. Although it seems like player 2 should feint, there is no need because your hit will kill without the extra feint. Therefore, player 2 should use Vaporize so that there are now two Vaporizes and one Quench on the boss, enough to place a feint and have an extra Vaporize on to prevent an unexpected earthquake. Player 3 should Dissipate while player 4 casts a Berserk aura.

Round 6: Player 1 can place a feint while players 2 and 3 cast a stackable blade on player 4, the hammer. The dissipate will be used for only the blade from player 3, as the player 2’s blade is an odd number in the blade count, which makes it a freebie blade. If the boss has at least 4 feints on him and the hammer has at least 5 blades on them (Berserk is considered a blade in this outline), they can use a Colossal Storm Lord. The extra feint and blade will ensure that The Ghost of Khai Amahte is good and dead.

This boss drops your Level 90 no-auction boots and Crown items such as Mega Snacks and Mastery Amulets.

FIFTH FLOOR – x2 Venomous Queztal (Life; 4,750 Health), x2 Cursed Spirit Spinner (Balance; 4,785 Health). Recommended strategy for this battle is the Mad Hatter (blade-blade-hit).

SIXTH FLOOR – x2 Corrupted Tomb Guardian (Storm; 4,375 Health), x2 Crooked Desert Golem (Balance, 4,800 Health). Recommended strategy for this battle is the Mad Hatter (blade-blade-hit).

SEVENTH FLOOR – PUZZLE FLOOR

Throughout the dungeon, you should have seen a hieroglyphic obelisk to the side of the door to the next room. This obelisk had one symbol on it – a type of animal. In this room, you see that there are six different obelisks with six different symbols on them: bird, deer, crocodile, snake, beetle, and fish.

You need to activate these obelisks in the order that you saw them in the dungeon, starting from the first floor. This order is as follows: crocodile, beetle, snake, fish, deer, bird. When you have completed this puzzle, you get a floor full of red wisps.

If you do this puzzle incorrectly, however, you will get a fight:

x2 Undead Nirini Scout (Death; 4,875 Health), x2 Cursed Slave (Death; 4,950 Health). Recommended strategy for this battle is Mad Hatter (blade-blade-hit).

EIGHTH FLOOR – x2 Sinister Nirini Sentry (Balance; 5,250 Health), x2 Corrupted Sand Stalker (Ice; 5,675 Health). Recommended strategy for this battle is Mad Hatter (blade-blade-hit).

NINTH FLOOR – FINAL BOSS

This is the final boss and the final floor in the Gauntlet of the Hidden Message.

Queen Irisi the Omnipotent (Ice; 31,175 Health) x3 Crooked Desert Golem (Balance, 4,800 Health)

HOW THIS BOSS WORKS:

I Am Forever Omnipotent – Queen Irisi will cast an enhanced Scarecrow frequently for no pips to show you how ‘omnipotent’ she is.

What You Give, I Can Take – this boss will remove any blades you have placed on your teammates (this does not include you) and she will cast a very powerful Triton for no pips (base damage 1800) on ONLY the person who was bladed.

Wards Are Exempt In My Existence – if wards, which include traps and shields, are casted, Queen Irisi will use a powerful Medusa on the person who placed the ward for no pips. She will also interrupt to remove any traps on her or wards on your team. Queen Irisi does not detect pet traps and windstorm. She will remove all three parts of a tri trap if it is placed on her.

You Cannot Weaken Me With Your Petty Magics! – Queen Irisi will remove a single dispel when it is placed on her. Queen Irisi will not interrupt to remove dispels – she will cast the Cleanse Charm spell in the round following the dispel on her turn – but she will also play a normal spell on that turn as well.

STRATEGY FOR THIS BOSS:

Some general rules for this battle include:

> Don’t ever use a shield, unless it is Legion Shield, which is a mass shield and will not be detected by her

> You need to get at least 10 dissipates and 8 vaporizes on her before you can resume your regular gameplay style of buffing.

> If someone needs to stop and heal, let them. As long as you get the above number of dispels on her, you’re free to blade and trap. This fight does not HAVE to be complete in 13 rounds.

> Hammer in the back, others in the front. This is a basic rule of gameplay and is required for the most efficiency in this battle – how else are the hammer’s teammates going to get blades on them on round 13?

Before you enter this battle, make sure you have the following Treasure Cards in your sideboard:

Player 1: Vaporize (8) Conviction or Stun Block (1-2) Feint (1-2)

Player 2: Strangle (10) Conviction or Stun Block (1-2) Single Blade for Storm Hammer (1-2) – optional

Player 3: Dissipate (10) Conviction or Stun Block (1-2)  Single Blade for Storm Hammer (1-2) – optional

Player 4: Dissipate (10) Conviction or Stun Block (1-2)

 

How these Treasure Cards should be used:

> Vaporize (Player 1) – use Vaporize to dispel her Cleanse Ward spell (remove trap) and also to dispel her enhanced no-pip Medusa.

> Strangle (Player 2) – Strangle, a death dispel, will help prevent Queen Irisi’s powerful no-pip Scarecrows.

> Dissipate (Players 3 and 4) – Dissipate can be used to dispel her Disarm (blade removal) spell and allow you to play a blade freely without suffering the consequences of an enhanced, no pip Triton.

> Conviction or Stun Block (Players 1, 2, 3, and 4) – these treasures cards aren’t strictly necessary, but provide stun resistance, which is very valuable in a fight with an ice boss who likes to use Woolly Mammoth and Frost Giant.

> Single Blade for Storm Hammer (Players 2 and 3) – in the case that players 2 and 3 do not have a stackable blade to place on the hammer, these can come in handy for those final rounds of blading.

I have managed to create a 13-round strategy to this fight. For this strategy to work, you must have a Storm wizard with a 60% attack boost at minimum as your hammer. A wizard that is of the myth school or has a myth mastery would be preferred for Player 1. A wizard that is of the death school or has a death mastery would be recommended for Player 2. EoB dispels can come in handy for player 3, unless they already are of the storm school (and have a lower damage output than your hammer) or have a storm mastery amulet.

If you have no wizard of the myth school accompanying you/no wizards with a myth mastery amulet, no wizard of the death school accompanying you/no wizards with a death mastery, or any EoB dispels, this fight will take a bit longer than 13 rounds. The main point of this fight is to get at least 4 feints and 5 blades on your hammer so that they can hit.

Breaking it down, player by player:

Final Battle

Round 1: Player 1: Conviction/Stun Block Player 2: Conviction/Stun Block Player 3: Conviction/Stun Block Player 4 (Hammer): Conviction/Stun Block

Round 2: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 3: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 4: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 5: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 6: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 7: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 8: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 9: Player 1: Vaporize Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 10: Player 1: Feint Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 11: Player 1: Feint Player 2: Strangle Player 3: Dissipate Player 4 (Hammer): Dissipate

Round 12: Player 1: Feint Player 2: Single Blade on Player Player 3: Single Blade on Player Player 4 (Hammer): Single Blade

Round 13: Player 1: Feint Player 2: Single Blade on Player Player 3: Single Blade on Player Player 4 (Hammer): Colossal Tempest or Storm Lord

Again, I have crunched the numbers and know that this hit will be major overkill if you follow these steps exactly. This allows for versatility if, say, one of the players on your team need to get rid of a shield or heal themselves.

Here’s how it will go, round by round:

Round Description

Round 1: All players should play either Conviction or Stun Block.

Round 2: Player 1 will place a Vaporize on Queen Irisi for traps and to prevent the Medusa, while player 2 uses a Strangle to dispel her enhanced Scarecrow. Players 3 and 4 should use Dissipate on the boss to double up for blading.

Rounds 3 – 9: Repeat what you did in Round 2, stopping to heal if needed.

Round 10: Player 1 will place a feint on Queen Irisi the Omnipotent – she will TRY to take it off, but she will fizzle due to the Vaporize on her. She’ll then TRY to unleash her rage on player 1 with a powerful Medusa, but that will use another Vaporize, and she will fizzle. Players 2, 3, and 4 should continue to do what they did in Round 2 – player 2 can Strangle, and players 3 and 4 can Dissipate.

Round 11: Player 1 should place a feint, stackable with the previous one, on Queen Irisi the Omnipotent, which will cause her to use two Vaporizes, leaving her with 4 still stuck to her. Players 2, 3, and 4 should continue to do what they did in Round 2 – player 2 can Strangle, and players 3 and 4 can Dissipate.

Round 12: Player 1 should place a third feint, stackable with the previous two on the boss – this will leave you with only 2 Vaporizes still on her. Players 2, 3, and 4 should begin to utilize the many Dissipates that have been stacked on the boss by placing single blades on player 4. Queen Irisi is very upset now that you are blading and there’s nothing she can do about it – she’ll be using the many Dissipates stacked on her around the clock.

Round 13: Player 1 should place their fourth and final feint this round. Players 2 and 3 should yet again place another single blade on player 4, both stackable with the previous blades placed. Player 4, the hammer, should either use a Colossal Tempest or Storm Lord depending on their pips (if they have 7 or more pips, have them use Storm Lord). The extra feint and blade will ensure that Queen Irisi has returned to her grave.

This boss drops your Level 90 no-auction robe and hat and Crown items such as Mega Snacks and Mastery Amulets.

Storyline Continuation –  As Queen Irisi the Omnipotent fades away, she leaves a key made of bone behind. You pick it up, and examine it. It looks strangely similar to the very key that Orrik Nightglider dropped when you defeated him.

You return to Headmaster Ambrose with your findings. Your suspicions were correct – the keys were identical. Ambrose assumes that there is a door somewhere in the Spiral that opens to these keys, some place very secret and hidden. This leaves you to wonder what on EARTH is coming next.