Metzetli Island Puzzle
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Special thanks to Gorvin, Azriel, Yor, Fundin & PAG, Jo'Maril and TKA, PTF, Kerrah and the PsychoFens, and all the people and groups that have helped on impromptu and organized exploration of the island.
Scroll last updated July 2008.
I (Org du Lac) have compiled here a list of the facts, mysteries, speculations, and strategies for solving the Metzetli Island tepui puzzle. For those of you not familiar with the puzzle, here's a brief summary:
In the deep southwest of Metzetli Island, there's a large temple that has an altar and several statues seen on other parts of the island. There are blocked doors in this temple that lead to unknown locations, and we are trying to open those doors. So far, we've successfully opened 2 of the 5 doors there. It is entirely unknown who or what created the machinery on Metzetli Island; it is only known that it was created a long time ago by someone or some-ones with tremendous magical power. Hopefully opening the other doors will lead to some answers.
Detailed Facts:
- Locations:
- There are eight known 'temples' that can be activated--three for fighters, three for healers along the river, and two for mystics.
- The healer temples are: Gloaming Tunnels, River Island, Deathroot Underground. Deathroot Underground can only be activated after the other two.
- The fighter temples are: Northeastern mountains lava pit, Southwest Rainforest through the spider pit drop point, and high atop the basalt mountain temple. The one atop the basalt mountain can only be activated after the other two.
- The mystic temples are: Southeastern rainforest ruins and northeastern basalt passes (both through illusions, both can be activated directly)
- There is a Mystic-only observation room located in the northwestern jungle. It is seemingly for observation only, as a mystic there can tell which temples have been activated, but cannot influence anything directly.
- Methods:
- Temples are activated by a fighter, healer, or mystic stepping on the glowing sparks in the fighter, healer, or mystic temples (respectively). Fighters cannot activate healer temples, mystics cannot activate fighter temples, and so forth. Activating a temple will damage the person activating it slightly, and a mystic will feel her mental energy drained as well. A single activation will hold for three hours from the time of the last 'shock.'
- Each temple is initially activated for three hours from the time of the last shock. The two "auxiliary" fighter temples (that is, not basalt temple top) can be further charged up by standing on the sparkle (which will no longer 'shock,' although it will do damage), but only after all three fighter temples, including the temple top, have been activated. Six glowing, non-shocking sparkles will show up both in the observation room and at the temple's site when the temple has been fully charged, and this charge will hold for a very long time--at least one zodiac (OOC 7 days). The basalt temple top, unfortunately, does not appear to be able to be charged, even after both auxiliary temples have been fully charged.
- The same as above holds true for the healer temples, of course replacing the fighter temples with the corresponding healer temples (deathroot is the seemingly-unchargable "main" temple).
- When all three healer temples are active, the outer door of the tepui temple will open. Once a single one of the three temples inactivates, the outer door is no longer passable until all temples are again active. There are no other known effects.
- When all three fighter temples are active, the west door inside the tepui temple will open. Once a single one of the three temples inactivates, the west door is no longer passable until all temples are again active. There are no other known effects, and the healer temples do not have to be active for this to take place (although you would need a subject already inside the temple).
- Tidbits:
- The order of activation between the "outer" two temples does not matter, although they must both be activated before the "inner" (deathroot for healer, basalt temple top for fighter) temple can be activated.
- Once a temple is activated, it appears as 'active' in the mystic observation room. Each temple corresponds uniquely to a spark in the observation room.
- The island was re-scanned for pathfinding spots and illusions around chaos storm 500 (summer 2007). See the 'speculation' section for more on this.
- What the mystic temples do is unknown. There is no sign of change anywhere that has been noticed on the island after the two mystic temples have been lit (excepting the observation room), including the west door in the southwest rainforest fighter temple and the broken pillars on the tepui.
- There is a door in the rainforest fighter temple leading to the west, but how this opens is unknown (activating all 3 fighter temples does not open it, nor does activating all 3 healer temples, nor activating both mystic temples, nor activating all 8 known temples simultaneously).
- The 'broken' trialyths on the tepui do not appear to have any function. This has been checked by mystics and Trillbane PFs with all 8 known-temples charged.
- Charging the auxiliary healer and fighter temples has no known effect other than lengthening the time of effect from 3 hours to many days.
Clicking on points of interest below will bring up higher resolution images. Full resolution images of every area available for some regions, but the 'highlights' and slightly-lower resolution images should show enough. A full schematic map of Metzetli Island by Gorvin is also mirrored here
Mysteries:
- There is a door in the west end of the fighter temple in the southwest rainforest. It leads to a room that is devoid of monsters, which is known through mystic scans, but the room has never been entered and it is unclear how it may be entered. It is not through a pathfinding path nor an illusion.
- There is a door in the north side of the small 'L' shaped room that is blocked off inside the tepui temple, in the area that the activation of the three fighter temples goes to. It has been checked with all 8 fighter, healer and mystic temples active and fully charged, illusion scanned, and Trillbane PF scanned. It leads to a different part of the same sn'ell, also devoid of monsters (known through mystic scans, again).
- There are three doors in the east side of the main chamber of the tepui temple, leading to a room with strong and mostly-unknown monsters (Dark Recluses, Black Locusts, Black Mambas, and several monsters that have never been directly seen by the eyes of exiles). Again, this is known through mystic scans. It is unknown if all three doors lead to the same room, or to different rooms with nearly identical complements of monsters. How this room is opened is unknown, and it has been checked with all 8 known fighter, healer and mystic temples active, and pathfinding and illusion scanned.
- The spider 'drop' pit that leads to get to the southwest fighter temple sometimes isn't there, and the group jumping will fall straight down to the rainforest floor. This is unusual, and groups nearly always fall to the spider pit.
Speculation:
- The entire island was rescanned in the summer of 2007, but a key mystic temple was not seen. This speculation is based off the fact that fighters and healers both have three temples, with the main temple marked by trialyths. However, it is worth noting that there is a broken set of trialyths near the tepui temple, whereas fighters and healers both have sets of three non-broken pillars. Similarly, in the mystic observation room, there is a set of 6 permanent sparkles for fighters and healers, but no set of 6 permanent sparkles for mystics. See here.
The three pillars in the tepui may be important after all of the other temples have been activated. (This seems unlikely to me, however, as they are very clearly and heavily damaged.) It has been checked after all three healer temples have been activated, as well as after both known mystic temples have been activated, and there was no sign of anything unusual in either case. This speculation has been tested and proven false.
- The basement of the basalt temple is merely a power supply for the island; it has no active use for us. There are sparkles that 'zap' in the basement, but they look different from all the others, and they provide a different 'sensation' (ooc no sidebar message) for the person being shocked. The basement has been checked after the 3 fighter temples were active, and appeared to be no different.
- We speculate that something is 'missing,' and that the solution to the puzzle cannot be found with currently-known nformation.
Strategies
- For opening the main "healer" door only:
- Enter Metzetli Island east entrance. One fighter and one healer, both with at least two underwater breathing potions, head underwater and run upstream towards the river temple.
- The rest of the group should continue on to the gloaming caves, activating the sparkles there along the way. The group will then continue on to the rainforest, entering deathroots from the rainforest side, heading towards the temple there. If the healer temple in the river has been activated, the temple in deathroots can then be triggered. This will open the main entrance of the tepui temple, but not either of the doors on the side.
- For opening the west "fighter" door only:
- A group heads towards the rainforest to the southwest fighter temple first.
- Once that temple is active, they EPS out and head towards the lava temple in the northeast basalt mountains.
- Then they continue on to the basalt mountain top and activate that temple.
- For activating every temple (strategy performed Autumn 571):
- Day 1: Pre-hunt: Drop off a healer in the "River Island" temple by running upstream in the underwater section on the first sn'ell of the Jungle. A fighter should assist. This will probably require three underwater breathing potions.
- Day 1: Hunt: Go through jungle and gloamings, dropping a healer off at the gloaming river temple. Continue to the back entrance to deathroots (aka "river exit from rainforest"). Go through deathroots snell 2 to the 'main' temple. Activate the main temple, then have the two healers at the gloaming and river temples 'charge' their temples by standing on the sparkles until a triangle of 6 'sparkles' appears (this will do quite a bit of damage).
- Day 2: Hunt: Drop a Mystic (illusion-breaking required, but JM or AM will work fine once inside) off in the twilight plateau temple. Continue on and drop a fighter off at the basalt penthouse "main temple." Leave both there until the end of Day 3.
- Day 3: Pre-hunt: Activate the "twilight lava" temple. You have 3 hours from this point. The mystic in the twilight plateau temple can then either leave the island (safe), or go to the observation room (will result in a depart or rescue).
- Day 3: Hunt: Go through front entrance of deathroots, activate the healer temple there (its 3 hours timer will have expired from Day 1, but the auxiliary temples will still be active). Continue on to the rainforest mystic temple, activating that temple. Continue on to the rainforest fighter temple, activating and charging that temple, while the fighter dropped off on Day 2 activates the 'main' temple. Continue on to the main tepui temple.
- Day 3: Post-hunt, optional: Return to "twilight lava" temple and fully charge it. Rescue Mystic in observation room.