Muddled Times
Issue:Issue 33, October 2009
Section:Events
Author:Nictoxaf

The Ice Palace Quest

Recently, Crazyfool run the Ice Palace Quest for us, and here is my writeup!

Players in Game:
- Nictoxaf
- Hal
- Fiz
- Genesis
- Kingcobra
- Royston
- Doughnut
- Cenedra

Wizzes in Game:
- Crazyfool
- Sabretooth
- Hawumph

We first started off letting the wizzes start the quest up, during that time, we discussed what to do. First, we gathered some kit, whilst I dealt with the pillar and its evil guardian, after that, we ventured into the quest.

At first, I thought the entrance into the quest was at the alpine cottage, after 5 minutes searching, I later realised it was actually at the normal cottage. (Silly me!), after crying to myself from this mistake, I carried on. Hal was bent on mapping the area, with Fiz accompanying, whilst I looked around a little, Doughnut and Genesis thought it was clever to jump off a windmill, without a parachute. (Later on it would be me, but somewhere else!) Somebody managed to find the palace, but the drawbridge was closed, I found a guard tower, and coupled with Genesis with his Longsword, and slaughtered the guards inside, only to find a flare, I returned to the land, got a brand, and lit the flare, only to discover I got a rather nasty burn from, it, but the signal managed to open the drawbridge! (Score one for me!) I tumbled around, searching frantically for the palace, when I finally managed to. I teamed up with Genesis again, but at this point, Doughnut was not in the mood, and went back into the tearoom.

Genesis had found a key which opened the two towers, and with Royston’s help, we managed to clear both the towers. Earlier on, I found a piece of paper, somewhat of the lines ...

“To venture into treasure,
One must walk into dark.
But to first find the darkness,
One must walk into light.”

Finding this, with the patient help of Kingcobra, we set him at the third floor of the Tower of Light, whilst Genesis and I entered the Temple of Darkness, ready to await any threat. .. There was none. Only, a moonstone and some sort of statue, in the room was a dias, which may have been a key to finishing the quest, we never figured out how to work the dias. After a while of thinking of what to do next, Hal reappeared with an ice axe, and had concluded he had finished mapping the outside, and was ready to map the Castle. (With a nice groan from Fiz!), We resumed thinking of how to get past the giant ice block, and we found an invincible sentry blocking two entrances somewhere else, at the drawbridge mechanism. Crazyfool generously gave us the moonstone back as somebody swamped it, but we found no use of it. After a while, I think Genesis figured out how to shift the giant ice block, allowing us to gain access into the third tower. After fighting more guardsmen, and a polar bear, we came across the Ice Princess herself! ... in a block of ice.

And then we get stuck there for the rest of the quest, trying different methods of melting, shifting, heaving, hugging, kissing, praying, pleading, begging and any other adjectives you can think of. Nothing worked. Hal managed to figure out something at this point, unfortunately for him, we figured this out ages ago; how to enter the Temple of Darkness. I decided to check on the first signal tower, and at the top, I looked around, hit jump and SPLAT. I forgot about a parachute! 15 minutes was left, and I decided to try and get rid of the Invincible Sentry. Eventually, he disintegrated into nothing as I pushed him. What would appear in the next two rooms? The key? The answer? Tons of treasure? ... Nothing!?

That’s right, the two rooms had NOTHING inside them. And with no final thoughts of how to free the ice princess, we tried and failed. 5 minutes left, and Crazyfool had to leave unfortunately.

So to conclude, it was a fun night, but damn, we almost had it. Let’s do it again another time!

*

The Ice Palace Quest was written by Tabitha the witch from MUD2.com


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