Unveiling the Mystical World of Witch House Names

By admin

When it comes to choosing a name for your house, there are endless possibilities to consider. If you're someone who loves all things spooky and mysterious, why not consider a witchy house name? This can add a touch of intrigue and magic to your home and make it stand out from the rest. Some popular witchy house names include: 1. Spellbound Cottage - This name evokes images of a small, enchanting cottage tucked away in the woods, where spells and magic are a part of everyday life. 2. Cauldron Manor - With this name, you can imagine a grand, Victorian-style mansion where witches gather to brew potions and cast spells.


Post by Rob Rand » Sat Jan 23, 2021 5:30 pm

The brass spring mechanism inside is highly elaborate due to a consequence of the manufacturing processes and the system can hold up to 6 predictions. Once you do, Ancient Sorcerer Mummy at the west center portion of the map will be released from his protective mist and you can take him down, stopping the respawns in the process.

Magical enigma trunk

Cauldron Manor - With this name, you can imagine a grand, Victorian-style mansion where witches gather to brew potions and cast spells. 3. Moonstone Hollow - This name suggests a hidden, mystical realm where the moon's power is strongest, and witches go to connect with their inner magic.

The Enigma walkthrough - Pathfinder: Wrath of the Righteous

Move ahead, ignoring the Dried-Up Magic Spring for now. Kill the Mithral Golem of Slaughter in the circular area up ahead and take Blue Binding Source from its body. Place the source in the spring, then hit the switch its attached to in order to open the door. Head on through.

Going forward, after you've solved a puzzle or activated a corresponding switch, take Blue Binding Source(s) back into your inventory. Do not do this for cases where doing so closes a door (like this one).

Looting anything but Sources or enemies in The Enigma may debuff you, so with the exception of the loot highlighted on this page, it's easiest to avoid it entirely. Even just opening the loot window may debuff you. Once the quest is complete, you may loot freely.

Now in the pyramid, ignore the four springs and the strangers and head north, past the green and red puzzle room into the room with four statues. Interact with the northeastern statue to prompt a riddle. Say anything but "I am nothing" to receive the Enigma Rejection debuff; say "I am nothing" to avoid it. Either way, a door will open.

Go through the next few rooms, until you find yourself in the match puzzle room (marked by the "To the pyramid's depths" exit on your map). The goal here is to match two pieces (then another two, and on and on), which is easily achieved if you use the screenshot here. (Note: neither this puzzle nor any other requires you to solve it in any particular order.) Solving it will open two nearby doors which will grant you access to the west side of the map. Head there now.

In the southwest room, wipe out the cultists, then take Blue Binding Source from between the braziers.

Take the southeast exit to the pyramid depths. Ignore the mummies for the most part as they'll just keep respawning until you round up the three Blue Binding Sources from the area. Once you do, Ancient Sorcerer Mummy at the west center portion of the map will be released from his protective mist and you can take him down, stopping the respawns in the process.

Take the southwest exit out to main halls to find yourself in a new area on the level above (the new area will be in the southeast portion of the map). Work your way south to find another Blue Binding Source among the water and mummies.

In the southernmost hall, you can use Dimension Door - Mass to cross the wall of statues blocking the way to the open door. Alternately, use Blue Binding Sources in this area to fight the constructs, which will clear the way. Take another Blue Binding Source from the downstairs room.

Return to the "4x wells" room (west of the portal to Golarion) and insert 4x Blue Binding Source . Activate the device in the middle three times to unlock the nearby door. Before you head through, activate the device one more time to send a blue line through the northern door, then go north and insert a Blue Binding Source into the well in the next room. Head to the room north of that, and insert a Blue Binding Source into the well there, which will activate both the puzzle and several constructs. After defeating them, solve the puzzle as seen in the screenshot above. Hit the switch that lights up afterward to unlock the west room and head through.

Loot a Blue Binding Source from this room then dissipate the illusory northern wall. Head downstairs to find another matching puzzle (this time with red and green symbols). Solve it according to the screenshot above, then loot the chest for Robe of Water .

Back in the 4x wells room, head west into the "9x wells" room and continue west until you reach another wall of statues. Use Dimension Door - Mass again to get past them and find a Blue Binding Source .

From the 9x wells room, head south down the stairs to begin being questioned by a mysterious voice.

Achievement Unlocked

Don't answer any of the questions to unlock the Grain of Sand achievement shortly. Having picked the Legend mythic path will also work.

After answering or not answering the questions (it doesn't matter what you say apart from the achievement outcome), head further south to the Ruined Passages exit. (You may have trouble convincing your party to get through. If this happens, send them all back minus one, then just send the one forward and wait.)

In the northeast room, kill the Retriever Champion and loot the Blue Binding Source . In the center room, loot Green Binding Source from the crab claw, after which Areshkagal's Ancient Retriever will make an appearance.

Turn-based mode and select Mind-Affecting (e.g. Phantasmal Web; Phantasmal Putrefaction) as well as Protection from Electricity (Communal), Hellfire Ray, tand Trip are the way to go here.

After the battle, pass the Strength check on the stinger to pick up Scorpion Sting . Pass the Athletics check on the west center portion of the map to make your way to the balcony. Cleanse the area of corruption and loot Singing Steel Breastplate +5 from the locked chest and Stupid Diary from the skeleton.

Go all the way back to Arrow Puzzle and insert 2x Blue Binding Source into the wells connected to it, then in the 4x wells room (slightly west of the Golarion exit), click the middle switch to direct one of the blue lines toward the puzzle. Solve the now activated puzzle as seen in the screenshot above.

In the south room (which the newly powered up line leads to), insert another Blue Binding Source into another well and hit the switch. Doing so will yield a chest across the way with some minor loot.

Back in the 9x well room, head north to Forbidden Chamber.

  • Southwest: cleanse the area of Corruption and loot the small chest for Robe of Air .
  • Northeast: hit the switch to partially unlock the door in the center of the map
  • Southwest: take Blue Binding Source .
  • Northwest: hit the switch to fully unlock the door in the center of the map

With the door (north center) unlocked, head on through and take down Areshkagal's Master of Undead (beware Icy Prison, Mass). Loot the area for Green Binding Source and Quicken Metamagic Rod .

Back on the main floor, head for the 4x wells room on the west side and insert 4x Blue Binding Source (if you've been moving them back into your inventory after solving a puzzle or activating a switch, but not when they close a door, you'll have enough.) Doing so will open two doors, each with blue light emanating from the doorways now. Hit the switch in the center three times to summon Gold Golems and defeat them. Hit the switch again until the north side door has its line juiced up and head through.

Talk to the strangers who will recite their prayer. Continue forward and recite the prayer as seen in the screenshot above (starting with "I reject"). If you say anything else or say it in the wrong order, the voice will tell you you've chosen to stay in the dark, though the door behind it will still open. Get it right and you can pass either a Will 28 or Religion 30 check for a tiny bit of XP (Religion gives a little more). Refuse to believe or step away and you'll get the "stay in the dark" message.

Take the rear exit out (behind the statue) to find yourself in the northwest section of the main floor now. Place a Blue Binding Source in the first Dried-Up Well you see (near the illusory treasure). Fight the enemies in the small room to the east to find a Blue Binding Source . Do not loot any Handfuls of Sand or you'll be debuffed. Loot Spiteful Mockery in this part of the map as well (wait until you've completed the quest if you don't want the curse).

Make your way to the northeast room (in the northwest section you're currently in) to find a second arrow puzzle. Place two Blue Binding Sources nearby and solve it as seen in the screenshot above, after which more golems will appear and attack.

Take all Blue Binding Sources from this area, then hit the switch next to the puzzle and proceed into the northeast room for another Blue Binding Source .

Head into the farthest northwest room to find another match puzzle. Solve it as seen above to open a nearby door. Loot the Blue Binding Source in this area as well (on the south side of the room near the torch).

Enter the north center room (in the northwest wing you're currently in) to fight Undead Marilith, Champion of Areshkagal. This can be a tough fight, so make sure you're fully buffed, and consider using turn-based mode to be on the safe side. Note she's immune to Evil Eye and Shaken so avoid those effects. Post-fight, loot Amulet of Hidden Horrors from the bodies and pick up the Green Binding Source .

Before you leave this section of the map, be sure to grab Blue Binding Source from the northeastern-most room (in the northwest wing). It will have a chest on either side and four pillars in the room.

Go south now to the 4x wells room hit the switch until the line leading south is juiced up, then continue further south into the previously unexplored hall. Place Blue Binding Sources as you go, eventually connecting them all to the large blue green puzzle.

In the large south center room, look for the match puzzle and solve it as seen here. Doing so will unlock a room to the northeast slightly containing a Dried-Up Well. Leave it for now and enter the far southwest area containing a Blue Binding Source , Green Binding Source , and a switch. Next to the Blue Binding Source is a shelf containing Elven Notes .

Return to the aforementioned Dried-Up Well and insert your final Blue Binding Source to activate the blue green puzzle. Solve it as pictured to add some juice to the line heading west. Directly across from this line is a hidden room (look around the corner). Disable the illusory wall there to find a Blue Binding Source .

Place the remaining Blue Sources leading to the locked door in the southeast. Click the switch in front of the door to unlock it, granting access to the southeastern-most room and some minor loot.

Now it's time for the final puzzle. Grab up all seven Blue Binding Sources in this wing and head for the large central puzzle (in between all the wings). There are two solutions to this puzzle, and you can input both. Assuming you want some extra loot, input the first solution followed by the second.

Before you start, make sure the two 4x wells are connected to the larger puzzle (click their switches until they are).

Final puzzle

The basic idea for the first solution is to place 4x Blue Binding Sources in the very outer ring of the large puzzle before filling in the remaining wells with Green Binding Sources . Once that's done, look for the lines that are grey (don't have any juice) and have a party member step on the outer ring red symbol to the right of the line (see here for an example). Do that four times total, then hit the switch in the center to make "Mysterious Portal" appear (it's blue) in the southwest corner of the puzzle. Head through the portal and straight ahead you'll find Goggles of Mind Control .

Back at the center puzzle, reverse the Blue and Green Sources (so the Green are in the very outer ring and the Blue in the remaining wells), then follow the lines that aren't juiced up and touch the red symbols they point to to the left of them (see here for an example). (Buff the party now.) Do that four times total, then hit the switch in the center to make "Areshkagal" appear.

Areshkagal

When "Areshkagal" attacks you, assuming the pain illusory will prove correct. Either way, you'll have to fight. Slow will prove effective against its multiple attacks, as will Enervate, Weird, and basically everything. For your efforts you'll earn 10368XP.

Buff as much as possible, then take the northeast portal to the pyramid's summit to find the real Areshkagal. She'll offer you to become a conduit for her will; if you accept, you'll take on a new form and have a new goal: kill Areelu . You'll receive Mask of Nothing now. (The "kill Areelu" bit occurs during an ending slide. If you choose "have the mask" there, it's implied you become something questionable. If you choose "wear the mask", you vanish for days at a time, only to reappear with no memory of where you went. It's implied she's been controlling you through the mask because you refuse to get rid of it .) Talk to Nenio who will be in a nihilistic mood. Talk her out of it if you like (the normal conversation options will yield more XP versus the checks).

If instead you choose the violent route, you'll battle it out. Before the actual battle begins (but with Areshkagal highlighted in red), you'll be given the chance to buff and spam summons. Do that now (including Resist Fire/Electricity/Acid/Cold, Communal and Protection from Fire/Electricity/Acid/Cold, Communal - which will work on at least Core difficulty; higher difficulties may require Dimension Door). Next, using turn-based mode for this fight, apply Evil Eye - AC and use Ray of Halberds, and spam summons and Hellfire Ray. Once she drops, a gaggle of enemies will appear. Wipe 'em out (ignoring the surfaces thanks to Resist/Protection) and then fight four Areshkagal. The trick here is to spam Sirocco and Hellfire Ray and to replenish your summons as necessary. (This will work all the way up to Unfair.) If you want the secret ending, be sure to hit her with a Midnight Bolt . (Pick up the crystal post-combat.)

It's possible for Areshkagal to bug into the lower level where she can attack you but you can't attack her (or see her). If this happens, toggle the "highlight" key to see her then use AoEs on her.

For defeating Areshkagal you'll receive Mask of Nothing and Impending Eclipse . Talk to Nenio who will be in a nihilistic mood. As with the other route, talk her out of it if you like.

Either route you take, the quest will complete now and you'll earn 5760XP. Back in the main halls, loot anything you want, then take the east portal out to Golarion.

Going forward, after you've solved a puzzle or activated a corresponding switch, take Blue Binding Source(s) back into your inventory. Do not do this for cases where doing so closes a door (like this one).
Wltchy house names

4. Mystic Woods - Conjuring up imagery of a dense forest filled with ancient wisdom and hidden treasures, this name is perfect for those who love the allure of the unknown. 5. Enchanted Haven - This name paints a picture of a peaceful, enchanted place where witches can retreat and find solace amidst nature's magic. When choosing a witchy house name, consider the atmosphere and ambiance you want to create. You could also take inspiration from famous witches in literature, movies, or mythology, such as Hecate, Morgana, or Baba Yaga. Once you've chosen a witchy house name, consider adding elements to your home's exterior that reflect the magical theme. You could incorporate mystical symbols like pentacles or crescent moons, or display witchy décor like cauldrons or broomsticks. In conclusion, choosing a witchy house name can add a touch of mystery and enchantment to your home. Whether you opt for a cozy cottage or a grand manor, embrace the magic and create a space that feels truly bewitching..

Reviews for "Creating a Magical Haven: House Name Ideas for Witches and Warlocks"

- John - 2/5 stars - I was really disappointed with "Witchy House Names". The names were so generic and uninspired. I was expecting more unique and creative ideas, but instead, it felt like the author just compiled a list of cliché witchy words and put them together. It's such a shame because I was looking for some fresh and interesting names for my fictional witch characters, but this book didn't deliver.
- Sarah - 2/5 stars - "Witchy House Names" was a letdown for me. I found the names to be quite predictable and lacking in depth. It almost felt like the author did a quick Google search for witch-related words and threw them together without any real thought or creativity. I was hoping for more imaginative and unusual suggestions, but unfortunately, this book fell short. I wouldn't recommend it to anyone looking for truly unique and captivating witch house names.
- Emily - 1/5 stars - I have to say, "Witchy House Names" was a waste of my time and money. The names provided were so basic and uninspiring that I could have easily come up with them myself. I was hoping for something more intricate and magical, but I was sorely disappointed. It's safe to say that this book did not live up to my expectations, and I would advise others to look elsewhere for their witch house naming needs.
- Michael - 2/5 stars - I was really disappointed with "Witchy House Names". The suggestions in this book were so cliché and overdone that they lacked any originality. I was hoping for some fresh and innovative ideas, but I found myself rolling my eyes at the names provided. It felt like the author took the easy route by simply combining witch-related words in a typical manner. If you're looking for truly unique and captivating witchy house names, I suggest you skip this book.

Unlock the Secrets of Witch House Names and Create a Spellbinding Aura

Find Your Witchy Identity: Choosing a House Name That Reflects Your Magical Nature

We recommend