My very own "I'm stuck in Surgical Strike"-thread.
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- Trantor
- Duke of Banville
- Posts: 2467
- Joined: Wed Mar 09, 2005 4:16 am
- Location: Berlin, Germany
- Contact:
My very own "I'm stuck in Surgical Strike"-thread.
Ok, I decided to finally play Sophia's evil dungeon, and once again I was proven a bad player, snce I am stuck only after a short while. I explored the starting area a bit, found the blue dragon and a Winged Key, but can't find a lock for it. I found several emerald locks and a diamond-shaped keyhole (Ruby Key?) as well as a Skeleton Lock and a Cross Lock, but no keys in sight for thise. I also have one Iron Key left, but can't find another lock for it (I did open those at the very beginning). Any hints where I should head?
- Trantor
- Duke of Banville
- Posts: 2467
- Joined: Wed Mar 09, 2005 4:16 am
- Location: Berlin, Germany
- Contact:
Still nothing. I think I never found a room like the one you described Joramund, the only Vexirks I found were the ones at the Shooting Gallery. There might have been another, but I am not sure. And the only room with lots of switches and pits I found is the one near the start, where you can close the pit that is opened if you step in fron of the Cross Lock. 


Ooops!

I said something wrong.

Okay, sorry, I have mistaken some doors...
Now the winged lock is beyond the cross lock. Though, you still should find the room I described that leads back to the cross lock. Always go up and down in the areas you have already explored, many walls are opened by small switches. I am sorry about my error !!!
I think the original advice was best, don't look for keys for specific locks, or even locks for your keys just look for switches etc (Some are subtle or you don't think about at the time - like you press at elast two in the shootign gallery and first tiem through I never thought much abotu them!)
Start at the very beginning and look for all stairs, etc. Note that some closed doors, especially wooden ones, tend to be forceable by fireballs and brute force. Keep checking for areas you didn't realise lead anywhere and also for false pits/false walls and switches - hopefulyl a few more keys shoudl become obvious!
Start at the very beginning and look for all stairs, etc. Note that some closed doors, especially wooden ones, tend to be forceable by fireballs and brute force. Keep checking for areas you didn't realise lead anywhere and also for false pits/false walls and switches - hopefulyl a few more keys shoudl become obvious!
I have done some back exploration in order to try to help you, but don't expect very useful hints before tomorrow, I'm working.
So I was wrong again : the winged lock is beyon what I supposed is the master lock : a vertical slit lock, in the level with mummies under the start level. (the one with a large room having a closed door without lock nearby the master lock)
You should do something like I did when I was stuck : go to the start position. go as up as you can. If you have a rope, I should recommand that you try every pit you find, none is deadly as far as I'm concerned. When you can't go higher go down, trying all the ways. There are often several way down and only one way up.
Use the magic map to find secret alcoves/pathes.
So I was wrong again : the winged lock is beyon what I supposed is the master lock : a vertical slit lock, in the level with mummies under the start level. (the one with a large room having a closed door without lock nearby the master lock)
You should do something like I did when I was stuck : go to the start position. go as up as you can. If you have a rope, I should recommand that you try every pit you find, none is deadly as far as I'm concerned. When you can't go higher go down, trying all the ways. There are often several way down and only one way up.
Use the magic map to find secret alcoves/pathes.
I am stuck in EXACLTY the same place as Trantor was, at the start of the thread.
I did the "poke and prod every orifice but to no joy" thing around the RA key hole at the bottom of the dungeon, but I guess that I've got to return to the start now to...
Lets hope I progress!
I did the "poke and prod every orifice but to no joy" thing around the RA key hole at the bottom of the dungeon, but I guess that I've got to return to the start now to...
I thoroughly enjoyed the dungeon up to this bit, but am now ready to throw the whole computer out of the window with frustration, probably killing the neigbours's catStart at the very beginning and look for all stairs, etc. Note that some closed doors, especially wooden ones, tend to be forceable... Keep checking for areas you didn't realise lead anywhere and also for false pits/false walls and switches

First time poster, long time reader.
I seem to be stuck in the Corbomite Energizing Facility with no way to leave the area. There's a door one level lower with a blue keyhole, and a door in the corbomite room that won't open. How do I know when the corbomite is "energized"? The two stairways that lead away from this area on circle me around. There's a pit I can't close that coupld possibly lead away. I've checked every wall for a secret way out.
Help!

I seem to be stuck in the Corbomite Energizing Facility with no way to leave the area. There's a door one level lower with a blue keyhole, and a door in the corbomite room that won't open. How do I know when the corbomite is "energized"? The two stairways that lead away from this area on circle me around. There's a pit I can't close that coupld possibly lead away. I've checked every wall for a secret way out.
Help!

Yes, that's a bug (with the engine I believe...kinda...) - it's not an essential route and the oor will open normally, it's just it's being drawn facing the wrong diretcion due to the wall arrangement there
Corbomite energiser.... I assume you've tried putting the wacky little corbum into the shooter and fired it at a wall using the teleporters? After that' it's a case of trying to work out how to energise both wall areas...and it is such a short lived effect...
Corbomite energiser.... I assume you've tried putting the wacky little corbum into the shooter and fired it at a wall using the teleporters? After that' it's a case of trying to work out how to energise both wall areas...and it is such a short lived effect...
I have figured out how to energize each wall segment individually... surely I'm not supposed to energize both wall segements at the same time! I'll try again.beowuuf wrote:Yes, that's a bug (with the engine I believe...kinda...) - it's not an essential route and the oor will open normally, it's just it's being drawn facing the wrong diretcion due to the wall arrangement there
Corbomite energiser.... I assume you've tried putting the wacky little corbum into the shooter and fired it at a wall using the teleporters? After that' it's a case of trying to work out how to energise both wall areas...and it is such a short lived effect...

[EDIT]: I tried again. There's no way I can do them at the same time. What makes the freakin' door open?
As for the "misdrawn" door... it looks open, but I can't pass through the doorframe.
Poop.

You will be able to pass through the doorframe if it were open, don't worry - you actually come at it fro mthe other side I believe
Ok, so you've seen how the corbums get energised (what does the thing look like when you shoot it from the wall?)
Maybe if you used the shooter and something else ... somehtign you probably use alot during the game anyway...you may get passed this puzzle!
Ok, so you've seen how the corbums get energised (what does the thing look like when you shoot it from the wall?)
Maybe if you used the shooter and something else ... somehtign you probably use alot during the game anyway...you may get passed this puzzle!