Right now, I am pleased to see a trial of this caliber, so I've decided to write a guide on how to make things easier for individual attempts at getting to Count Blood's room.
The first thing you need to know are the times that taking the trial becomes available. This is simple; from dusk 'til dawn, you have the ability to attempt making it through all four rooms to Blood's chambers. If I'm not mistaken, each period--the time you can enter and the time you can't--lasts for about 30 minutes. Meaning, if you miss your chance to get in, you'll have to wait a bit before you can reattempt. It's best to occupy yourself with something else to do in this time, ingame or not. Standing there and staring at the screen won't get you in any faster than the afk person beside you. Go train, go quest; 30 minutes is a generous amount of time. Vend, sell, browse, item hunt, chat--just try to kill your time efficiently.
When you can finally get in, have one Solar Stone on hand to be let in. It does not get used up.
Now, what this also means is that, if you get in and dawn comes about, you've got a free half hour ticket to Blood's room, meaning that no one can interrupt your hunting except those who are already there (and if you're lucky, no one else will be there). Blood spawns once every 10 minutes, so you get 3 Blood spawn attempts before more company can even
try to come along.
But, now you need to actually
get there. You've got four trials, and some can be more annoying than others.
Trial 1: Guardian Kerberos
You talk to the Guardian Kerberos NPC, and he lets you into a realm filled with his immediate and
very extended family. All are aggro, all can cast a Shockwave-esque skill, Magic Meltdown, and Guard Break. Not to worry; your only job is to
walk through them. No object hunting, no picking the painfully obvious correct target. Just walk through the portal at the other end of the room. For this, all you need is decent HV and LK gear, which you should have had to begin with.
*Bonus-- for the business-savvy, you can use this room, particularly AoE Mages, to farm 125 Stones if you have no interest in Blood at the moment.
Trial 2: Maid Lydia
After walking through what should have been a minor nuisance to your HP, you'll encounter Maid Lydia in the next room. She will ask that you hunt 30 Vampire Bats in 10 minutes. I'm letting you know now; unless you have skills (particularly AoE or fast-casting skills) that let you attack with extreme prejudice, you will not have fun in here. The room is filled with
Bats, with a Vampire Bat sprinkled here and there. All can cast some sort of physical skill, all have Sticky Foot, and all have Berserk. Protection is a must for this room. If you're lacking skills that contribute to this, I recommend having at least 10k HP for this place, in the event that an unfriendly Berserk'd physical skill finds you. Picking through this mess is not fun for a single-target character, and it takes at least 3 minutes for my averagely equipped AoE Sheep to find all 30 Vamp Bats, so I'm just giving you fair warning. When you have finished, exit through the portal you came in, talk to Maid Lydia, and she'll take you one step further.
Trial 3: Mr. Freaks
This is the Room of Wisdom. It's strange that the best way to test your smarts is through two rounds of Sudoku, but I guess only the people who are best at numbers have a chance of tackling Blood *rolls eyes*. Anyway, you'll have two puzzles--an easy one and a hard one. You must get
both correct, or else you must start from the beginning of the entire trial. If you want a detailed explanation of just what kind of game you're getting yourself into, go google Sudoku and learn to play. Otherwise, this guide will continue on to explain how to make this room a lot less taxing on your time, because the next room can easily be the most rewarding or most frustrating on your time. Here are some of your alternatives.
1) Be good at Sudoku. It'll save you time if you can look at this jumble of numbers without a pen and paper and reason quickly in your head. For the rest of you, use the easy puzzle to get an idea of how this game works.
2) Keep in mind that most of the work is done for you. You only have to confirm what number the question mark is. So, if you have a reasonable amount of ability at this puzzle game, you only have to find out what the numbers
could be, rather than working out the entire puzzle. If you get stumped, try and answer. Sometimes, only one of the possibilities will be presented in the actual answer list. Other times, most if not all will be, so some of the harder ones have a higher difficulty than others.
3) Memorize.* If you've had more than a few shots at this room, it should be apparent to you that (thankfully) there aren't too many different puzzles. My advice to you would be to screen shot any puzzle you solve correctly, and then title it with the answer. So, now, when you enter, anything you've previously had to solve should be right in front of you for quick access. Saves you time and brain work. It's fine to spread the info to your friends, but you do yourself a disservice if you make it common knowledge to just about anyone, since that makes it easier for the room to get crowded, thus reducing your chances of getting those Sacrifice equips. Take the time to get all the possible puzzles, then breeze through this room. The easy puzzles don't really need this approach, as they can be reasoned through fairly quickly, but saving them couldn't hurt. If there are any that are giving you too much trouble, save them and work on the puzzles at your own leisure, then put in their answers.
*Jinchuuriki has provided a deliciously hax Sudoku solver to help expediate this process:
Quote:
Originally Posted by Jinchuuriki
Here's a nice site to assist us in solving the Sudoku puzzles: Su Doku Solver
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If you're missing the necessary plug-ins, you can use Jpen's Sudoku solver instead:
Quote:
Originally Posted by Jpen
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Trial 4: Lycan
This is the Room of Choice--in other words, it's going to try your real life luck. As far as I have seen, there is no way for you to make this room easier for yourself. It has a 50-50 chance no matter what. If there is a trick to it, maybe the time of day or exact ingame time may contribute to which choice is correct. The test is simple: if you think the red carpet path will get you to Blood, talk to Lydia; if you think it's the blue carpet path, talk to Mr. Freaks. Whoever you talk to will take you to the specified path, and you cannot turn back at this point. If you are correct, then congratulations! You now have access to camping Blood's room. If you are wrong, then sorry; you have to start from the beginning of the entire trial. Making it through means you can safely say that this room will weed out some of your competition. Failing means you've just made someone else's work easier. My advice is to commit to your favorite color, and just walk along that path every time. Second guessing yourself in an already pre-determined room can be helpful, but it's no more effective than just sticking with one path; the law of probabilities is absolute-- no matter what you do, the chance for your path will always be 50%. There is no mathematical mandate for the next path to be red because it was previously blue.
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The important thing here to note is that sometimes, you
will have to start over, and because of this, you have a limited number of attempts per night. But, if this guide has any use at all, it is to help you maximize your time and chances at attempts so that you can camp just as well as all the other people who "got lucky."
As for what to do when you get to Blood's room, if you've dealt with Tut, then this is self-explanatory. Good luck, and don't get in the way of my hunting.
Special Note: If you do the quests for the accessory, you are given brooms that teleport you to Blood's room instantly. As far as I know, these are in limited supply.
Special Note 2: I've developed a new theory. For a good while, it seemed that no matter how much I picked the blue path, I kept ending up back at Vamp 4. I must've had to restart a good 5 times (seeing how most people will only get 2-3 shots per night, without breaks in between, this is vexing). So, I submit the idea that one path will be open as the correct one for a lengthy amount of time. Maybe not a full day, but maybe 4 or 5 hours; then it shifts to the other path. I do need to test this out more though, just to confirm whether or not it's just my dumb luck.