Wednesday, December 10, 2008

Unseelie Artificer

From the West Gate of Unseelie :4E, 1N, 4E, 2S, 2E, 2S, 1NW, 3W, 1NW, 1NE, 1E, Up, 1NE, 2N, 3NW, 1W, 2S, 1E
Scan this chamber or just wander around it to locate General Hesieno. Kill the General for a rusted key. Once you have the key leave the Conference Room chamber.

2N, 1E, 3SE, 2S, 1SW, 2S, 1SW, 3S, 1SE, 3E, Up, 1NE, 2SE, 1SW, 1NW, 1NE, 1SE, 1SW, 1NW, 1NE, 1SE
Unlock the door south, move south and prepare for CPK if you need/want to. Then move up and scan/explore the chamber to locate the Artificer. (The Artificer should be the only mob in the area so you shouldn't need to worry about any mobs attacking, the only risk will be from other players that may try to CPK you, but Unseelie isn't frequented all that often by players while they are alive.)

Vandyne High Priestess

From the Mighty Fountain of Life go one room east and two rooms south. Turn east five rooms and northwest one room. Go up and then one room southwest, and two more rooms east, then up again two rooms. You should be in an NPK room named "At The Peak". (You will need to be levitating to go further.) Search to reveal another exit up. Go up and then prepare yourself for CPK if you think anyone might try to PK you. Move northeast into the dizzy room and dispel it if you can either with dispel area, a negation orb, or something similar. Go one room west and after a few seconds you should be teleported to an NPK dizzy hallway. (This hallway can be tricky to navigate and very frustrating especially if someone is trying to chase you to PK.) Use the scan skill to determine how far you are from the eastern end of the hallway. Once you reach the east end of the hallway wait a few seconds and you should be teleported once again. You should find yourself in a room named "The Garden of Paradise". From here go two rooms southeast and you should find the High Priestess of Vandyne. (She is highly energy resistant and has the sanctuary spell affect so you will need to dispel her or you won't be able to get too many negative spells to land on her. Though it will be hard to dispel her it is possible. She's also immune to poison, but she can be weakened and cursed. Also note that because you won't be able to poison her she will regenerate fairly quickly outside of combat so it will be a little harder to solo her due to this.) She casts priest spells, tremor, blindness, plague, poison, etc. (*Note, that she can be webbed.) Once you are finished in the area you can recall or gohall from her room.

Maradas High Priest

From a Dark Entryway of the Maradas Temple you will need to locate a Priest of Dira that has a temple key. You can check all the other priests to make sure no more keys are around if you wish to have a bit more assurance that nobody will try to follow you into the temple PK areas. Once you have the key you will need to find the southwestern locked doors. Unlock one and enter. You can lock the door behind yourself if you want, the temple key has many uses so don't worry too much about whether or not it will break. Once inside you will need to go down. (Here is where it gets tricky because of no-magic dizzy rooms.) You may have a difficult time doing this, but you will need to go one room northeast, one room west, and one room northeast again. The sapphire key should repop on the floor in this room. Take the key and go back one room southwest, one room east, and one room southwest again. Move back up to the main level of the temple and then go south (*Note, unlock the door if it is locked. Don't bother to relock it unless you're feeling paranoid.) Move south one room and then southeast one room. Turn east three rooms and one more northeast. Unlock the north door with the sapphire key and move north. Relock the south and move one room down. (Again you may have some trouble following the path because of the no-magic dizzy rooms.) Go one room northwest, one room east, and one room northwest again. Use the temple key to unlock the invisible west door. (*Note, prepare yourself for CPK if you're worried about anyone trying to PK you.) Move west one room and then north one more room. (The northeast, northwest, southeast, and southwest corners of this chamber as well as the central room are all CPK. The north, south, east, and west rooms are all no-magic NPK dizzy rooms. You will need to go east (through the wall) to an NPK dizzy room that appears to have no exits. Head north and you should find yourself at a Holy Sanctuary of Maradas. (This is a safe room. Also note that if you can track it is easiest to find this room if you track a carrion crawler. Another thing to note is that once you have gotten to this room you will not be able to go back the way you came in.) From the Holy Sanctuary of Maradas go one room south, one room southeast, one more room south, and one room southwest. Then go one more room south, and one room east to find the Altar to Maradas where the High Priest of Maradas should be. (He's not very powerful but he does summon elementals.) Dispel him, and then spell him up. (Flash bombs make the elementals easier to deal with as the flash bomb can blind all the elementals at the same time rather than having to use your spell points to blind them individually.) When you are ready to leave the area you can recall from the Altar to Maradas or use gohall.

Ithrilis High Priest

From the Gates of the Ithrilis Temple go two rooms south and one room west. Go south into the Pool of Faith and locate a sea serpent. Kill the sea serpent to get the porcelain key and go back north out of the pool. From the Lobby of the Ithrilis Temple go three rooms east and prepare yourself for underwater CPK. (You will want to be levitating at least. Underwater breathing helps but isn't necessary if you move quickly.) Go one room northeast and then down. Move six rooms south, and six more west, then go two more rooms north. (*Note, you can change back into normal gear as there won't be any more CPK.) Go three rooms east and then one room south. Move one room east (through the wall) and you will find yourself in a dizzy NPK hallway. (Using scan will help you determine how far you are from the doors in this hallway. As it is underwater you will want to get through as quickly as you can.) Open the first door and keep going north to the second door which you will need to unlock with the porcelain key. Open that door and once you get through you won't be in PK anymore. You should find yourself on a Small Landing. From here you will need to go two rooms west and one room north to find the High Priest of Ithrilis. Once you are finished in the area go one room south, two rooms west, and down. You should then find yourself Before the Mighty Fountain of Life.

Gath High Priestess

From Before the Mighty Fountain of Life go one room north, three east, twelve north, one more east, and two rooms northeast. Kill the burly guard for an iron gate key. Unlock the east and move one room east, two south, one southeast, three east, two northeast, and one north. Search in this room and open the east that gets revealed. Go one room east, one down, two west and wait at the dizzy room to be teleported. You should be teleported to a Damnation area. This area has a series of dizzy rooms all named "Damnation". They are all silenced rooms and NPK. Generally the best strategy is to just try spamming a direction towards any of the corners of the area. NW, SW, NE, SE. They are all named "Above a Fiery Abyss". All the corners will teleport you further into an NPK room named "Hall of Gath". Kill all the "fire-breathing salamanders" in that room, and in the room to the north and east of it. Also kill the "robed followers of Gath" in the east room. The High Priestess of Gath should be one room west of the room named "Hall of Gath". (The reason that you need to kill all the salamanders and robed followers is so that they won't walk into the room east of the High Priestess of Gath which is a private room and would prevent you from fleeing from the Priestess of Gath. Also note that the "Sacred Chapel of Gath" which is the High Priestess of Gath's room is CPK and also private so only one person at a time will be able to attack her.) The High Priestess of Gath is not aggro so you can cast calm when you get low on hit points if you need to. You can dispel her with a weapon if you want. She's not too hard to kill. You can also use a toy soldier for extra damage if you choose. You can also spell her up quite easily with curse, weaken, plague, poison, web, and faerie fire. She deals bash damage and casts spells like plague, poison, tremor, harm, and blindness. Just spell her up and heal yourself and/or cure poison/plague during combat or you can cast calm cure poison/plague and heal. This way you won't end up without spell points in the middle or at the end of combat. (Enervation does not work on the High Priestess of Gath.) Pretty much every other type of damage does work though. If you can't walk out because of salamanders blocking the way out you will not be able to use Word of Recall, home recall, gohall, or a puzzle box to get out. You can however use a featureless white cube or a black moonstone to get out if you are trapped at the "Sacred Chapel of Gath". If you're not trapped in you can just walk east one room and then north one room and go up to use one of the portals to get out. Or you can go one room east and then one room south to a safe room where the Gath Temple trainer is located. It's a no-magic room but you can recall/gohall from the room. (This is the trainer for Augment Aura and Sanctify.)

Dira High Priest

Go to Xaventry and locate the Entrance of the Dira Temple. You should find a stone golem there. Kill the golem for the obsidian key. Next you will need to locate one of the Dira Priests that wander around the outer and inner parts of the temple. (They sometimes hang around safe rooms.) You will need to kill the priest for the ceramic key or steal it from them, your choice. After you have both keys go back to the Entrance of the Dira Temple where you killed the stone golem and move seven rooms south and one west to find a locked door north. Unlock the door with the obsidian key. Go north and up to the Top of the Stone Pillar. Move east one room and then three rooms north to find the second locked door. Unlock the north door with the ceramic key. (Prepare yourself for CPK at this point and remember that you will need to be levitating.) Move north and you should be teleported after a few moments into a dizzy CPK room. You will need to move around the rooms until you can locate the room named "Sorrow". Wait in this room and you should be teleported again after a few moments into an NPK room named Nirvana. Move one room west and you should find the Dira High Priest. (Most of this area is no-magic with the exception of a single CPK room.) From the Secluded Shrine of Dira where the Dira High Priest is located you will need to go one room east. Turn northwest one room and then southwest one room. Go one more room west and one room south to find the CPK room where you can cast magic. (This room is where you will need to go to heal yourself or cast any other spells if you need to, but remember that it is a CPK room so be careful if anyone else is in the area so as not to be CPK'd.) The Dira High Priest is not particularly hard to kill just attack normally and flee when you need to heal and run to the CPK room quickly, heal up, and return to beat on the High Priest some more until he's dead. Once the Dira High Priest is dead and/or you are finished in the area you can leave by going one room east from the Secluded Shrine of Dira. Turn northwest one room and southwest one room. Then move three rooms west to the Room of Air Flow. From this room go one room southeast and one room northeast. You should find yourself back in Xaventry. You can move seven rooms east to get outside to the wilds.

Sanctity Gear

From Before the Tower of Art

(Almost all of the Tower of Art will be NPK that you travel through in this guide.)

2N, 7Up
3W, 3S

Kill the Grand Master Paladin until he drops a house key. (This key is very low repop so it will likely take many times killing the Grand Master Paladin in order to obtain the house key. If you need to wait for the mob to repop you can go 3N, 3E, 6N and you should find yourself in a non-PK room at the Altar Room of the Shrine of the Apocalypse.) Once you have the house key from the Grand Master Paladin.

3N, 3E, 7Down, 2S

Exit the Tower of Art and travel to the city of Lowangen south and southwest of the Tower of Art.

From the Main Gate of Lowangen

5N, 8W, 3N
Unlock the east door and prepare yourself for combat. When you're ready go east and attack the mob in the house. The door repop is a fairly short time so once you enter don't expect to be able to flee, you will have to either use calm or smoke bombs to stop combat if things start going badly. Once the mob has died you can loot the following possible items: a longsword named 'Sanctity', a blessed helm of sanctity, and the white shield of sanctity.

Novvar the Sartyr

This can only be done after a reboot because the key you need only repops after a reboot. Also note, that only levels 61-119 can complete this run.)

Kill the Silver Knights in Sigil castle to obtain as many delicate jewelry boxes as you can get. Drop and sac them until you find one or more that tell you to remove the items inside first. With these boxes in your inventory you will need to fight something that can either use breath attacks and/or cast spells that can frag items. (*Note, that when doing this it's not suggested to wear items that aren't insulated as any equipment you are using that isn't insulated may also be destroyed.) When the delicate jewelry box(es) are destroyed you should find a silver unicorn key in your inventory, one key per box. (This key is insulated so you need not worry about it being destroyed when you are fragging the delicate jewelry box(es).

Once you have the silver unicorn key you'll need to wait until 5:30 AM game time and then go to the Gallery in Sigil castle. From the northeast corner of the Gallery chamber go one room south and search to reveal a locked exit east. Unlock the east exit and enter. (This room is a private room so only one person at a time will be able to enter it.) The guard there should allow you to go down if you enter the room around 5:30 AM, at other times he blocks the way.

When you are at the bottom of the Concealed Stairway you will want to prepare yourself for a tough fight. When you are ready go west into a Dank Cellar where you should find Novrar the necromantic beastmaster. This mob is a Satyr that hits very hard for a second classer to handle solo. (Novrar can't be blinded with flash bombs.) He is extremely aggro and uses necromantic spells and his spear does added damage and increases his healing rate as well. (A Valkyrie/Druid combination appears to be one of the better class paths to use if you want to solo this mob. If you are druid you will want to make use of your ash invocation spell to reduce the damage taken from his necromantic spells. Also note that it hasn't been determined whether the bottom of the Concealed Stairway is a private or solitary room so it may be possible to bring more than one person down to fight Novrar if you enter one by one.) When Novrar dies you can loot the following possible items: a bonedriven shield, a spear of the hemic unicorn, and an equine femur.

Legendary Couatl

From the entrance of Rune Forest

1SW, 1NW, 1SW, 1NW, 1SW, 3W, 1NW, 2W, 1NW, 1W, 1SW, 5W, 2S, 2W, 1NW, 4W, 1N, 1NW, 1W, 1NW, 3N, 2NE, 1E, 1NE, 4NW, 2N, 1NW, 17N, 1E, Up

1E, 3N, 1W

Kill the organist for a shimmering key. After you have the shimmering key from the organist.

1E, 3S, 1W, Down

1W, 4N

Kill the high priest for a small silver key. Other possible loot includes: a gold-trimmed robe of the high priest and a sturdy white banded staff. After you have the small silver key from the high priest.

8S, 1W, Unlock the down and go down.

Kill the Captain Raymore for a worn iron key. Other possible loot items include the following: a polished white longsword and a suite of burnished silver platemail. Once you have a worn iron key from Captain Raymore.

Up, 1E, 8N

Search to reveal a down. Unlock the down and go down.
Unlock the north and go north. Kill the undead shade of Zakarius until he drops the stone key. Take the stone key. (Zakarius does not leave a corpse so you can't autoloot the items from him.) The following items can be dropped by Zakarius: a silver flail

1S, Up
12S, 3W, Unlock the north door
2N
Enter the sarcophagus (You will be teleported instantly to an area that is normally filled with aggro mobs that breathe poison gas and form against you.)

3W, 7S

Bash the east door or use passdoor to walk through it.

2E, 1S, 1SE, 1E, 1NE, 1E, 3SE, 1E

Dig to reveal another exit east. Go east into the Lair of the Legendary Couatl, and you should find three mobs including the Legendary Couatl. (None of these mobs are too hard to kill so they shouldn't pose too much trouble to kill.) Kill the Legendary Couatl for the following possible items: the rainbow colored wings of a couatl.

When you want to leave the tombs

2W, 3NW, 1W, 1SW, 1W, 1NW, 1N, 2W, 7N

Here you can get out by going either east or west. (*Note, that the way out west requires a mob to drop a black onyx key.)

6E, 2Up

This will take you back up to the graveyard itself.

1S, 3E, 2S

This will take you back to the Crossroads at a Fountain which is the recall room for the area.

If you choose to go west from the tomb intersection to get out.

4W

Search to reveal another exit west.

4W, 2N

Kill the smiling guardian angel until it drops a black onyx key. Other possible loot items include: a bracelet of aged ivory.

Once you have the black onyx key you can unlock the north door.

3N

Search to reveal another exit north if it's not already opened.

1N, 3W, 6N, 4W, 1N, 10W

This will take you back to the Crossroads at a Fountain which is the recall room for the area.

Vandyne Statue

From the Runic Temple recall in Rune:

1W, 2S

The easiest thing to do here is simply have an item that gives the passdoor spell. A druid's robe, or a mushroom from near Winterborn Mansion will do fine if you can't cast the spell in some form. Make sure that if you do use a mushroom that you have one for getting out also.

1E, 4Down

North in the NPK Entrance to the Crypts you should find the Vandyne Statue. (This statue uses Druid spells. She will web and blind you if she can see you.) The Druid smoke evocation or a flash bomb will be needed to blind the statue. Once she's blinded she's not too hard to kill even if you don't spell her up with any other negative spells. (If you use flash bombs to blind her that they won't be quite as effective as the smoke evocation spell.) Poison, plague, weaken, curse, faerie fire, and web her if you want to make the fight quicker. Once she dies you can loot the following possible items from her: a beautiful amulet made of white marble, a beautiful marble ring, a belt made of white marble, a bracelet made of marble, a bracer made of white marble, a mitre made of white marble, a pair of white marble gauntlets, a pair of white marble leg plates, a sheld made of white marble, a shimmering white cloak, a sword made of white marble, a white marble breastplate, an enchanted emerald scroll, and an orb of white marble.

Rune Portal to Void

From the Runic Temple recall

1E, 10S, 4W, 2S, 3Up
Unlock the east door with magic or other means.
Enter the room east and you should find yourself in an Oak-Screened Chamber. At midnight every night Alyrian time a curtain should appear in this room. If you enter the curtain you should find yourself standing at Mordred the Damned in the Ethereal Void. (*Note, that if you enter the void in this manner it will be fairly easy for others to follow you to try to CPK you. Also note that the portal is only one way so you will have to use another means of travel to leave the void again.)

King Kraken

From the Main Gate of Pirate's Cove

1E, 4N, 7E, 1N

Prepare yourself for underwater CPK on the Sandy Beach so that you won't need to later.

1N, 2Down

Dig to reveal an exit southwest.

1SW, 2SE, 2E, 1N, 3E, 1S, 2SW, 1W, 3S, 6E, 1NE, 3N, 2W, 2S, 3W

You should find yourself in the Kraken's Throne Room. (*Note, that the king kraken is guarded by two other mobs that you will probably want to deal with first to reduce the damage you have to deal with when fighting the king kraken himself. Also note that as the king kraken is extremely aggro you may have to calm and attack the guards repeatedly in order to kill them. Another trick you can use is a smoke bomb to darken the room so the guards are unable to form with the king kraken against you; however, this will also make it impossible for you to target spells on the king kraken or the guards so you will be reduced to area affect spells which will initiate combat with the first mob in the room regardless of which it might be. As a final note, be aware that the King Kraken will breathe poison repeatedly so if you are not immune to poison be prepared to have to constantly cure poison on yourself.) When the King Kraken is dead you can loot the following possible items: a gaudy granite scroll, a tentacle of Kraken, an antique copper scroll, an eye of a Kraken, an odd piece of coral, an amulet of champions, and the heart of a Kraken.

*Some items are not from the corpse of the Kraken but from the chests in his treasure rooms which you need the key to unlock.

Mark of Dignity - Old Armageddon Clanhall

In a room in the Armageddon Clanhall you should find a hidden pinch of sea salt. If you use the sea salt a demon should appear. You lead the demon all the way south in the clanhall and he should ask you to find someone capable of resurrecting a dead gnome on the floor. You will need to find the Padre of Dira in Sigil (You must nexus to the padre.) and bring him to the clanhall to resurrect the gnome. It's quicker if you nexus to Sigil to bring the Padre to the clanhall, but not required. It will take about four minutes for him to resurrect the gnome. After he does resurrect the gnome it will join your formation. Go north and west and use the gnome to scare the pirates from the LPK room. (*Note, that you must have the demon imp formed with you until after the gnome zombie spooks the pirates out of the room.) You may need to enter/exit the room multiple times for this to work. Once they are gone, all of your NPC formation member can be unformed. There's an invisible exit down which you can walk through. Down you will find a CPK room with an aggressive mob called the First Mate. (You will not be able to flee from the First Mate.) You will need a good tank for him. Once the First Mate dies, the person that gets the killing blow will receive the mark of Dignity.

Notes: The First Mate is immune to slash damage. Also note that immediately after the First Mate dies you will be attacked by a parrot. You will need form members healing the tank. Make sure that you have someone that can calm. (This mark currently appears to be on a cycle of two repops, it gives the mark the first two repops and then doesn't give the mark for two repops and then starts the cycle again.)

King Grizzly

Start to kill the Deranged Grizzly Bears throughout Ogre Village repeatedly as they repop and the King Grizzly should soon appear and attack you. If you are able to kill him you will be able to loot the following items: a bearskin rug.

Sorfirre

From the Soolay Forest wilds outside of Ogre Village

2S (This is the first of many invisible exits throughout Ogre Village.)
2SE, 3E, 1NE, 2SE, 1SW, 1S, 3SW, 1S (There is a small section of NPK with very aggro mobs next.)
1E, 2NE, 3SE, 1NE, 3E, 1S, 1NE (Again you are going through the wall, through an invisible exit.)
1N, 2NE, 1NW, 2N, 1NW, 1N, 3W

Prepare yourself for combat with three simultaneous dragons. When you are ready go north and you should find Firecress, Sorbrazze, and Sorfirre. (*Note, that it's suggested that you blind Sorfirre as quickly as you can by any means necessary as he can paralyze you. Also note that it's suggested that you kill Firecress and Sorbrazze first to reduce the overall damage you will have to deal with when fighting Sorfirre. As a final note the white dragon's claws are now on a very low repop so if you want them you may have to camp Sorfirre for a while.) When Sorfirre dies you can loot the following possible items: a pair of white dragons claws, a dragon tooth necklace. When Sorfirre dies you have a chance to access his treasure room.
1S, 1SW (Once again through a wall on an invisible exit.)
Go west and look for an exit Northeast. It will be visible if Sorfirre's Treasure Room is opened. (It doesn't open every time that Sorfirre dies so it may or may not be available to enter.)

You can only take one thing from Sorfirre's Treasure Room so if you happen to be using a trigger to pick up gold on the ground you will want to disable it.
When you enter Sorfirre's Treasure Room you should find three things: A pile of gold, a large red ruby, and a red dracon scale.

From this point you may want to find Havall. When you do find him give him the large ruby from Sorfirre's Treasure Room and he will trade you the skinning knife.

Jojo

If you've spent any amount of time in Ogre Village then you've most likely had the Halfling called Jojo do some prank on you like pulling down your pants or punching an Ogre and blaming it on you, or some other such prank. The main purpose for Jojo is to annoy the crap out of everyone. The secondary purpose for Jojo is to test heroes in one on one combat with little to no combat spells. Jojo has very high saves so not many spells will affect her. If you are above or below hero level you won't be able to do this run.

There are a few items you will need before going to Ogre village. First you will need a set of digging tools (pick-axe and spade). Second you will need a stick of dynamite from the Wizard of Focault (ONLY the dynamite from Focault will work for this run.) . The final thing you will need is the Tablet of Ogre History. Sir Tristan repops with this tablet (He doesn't have it every repop.).

(When preparing to fight Sir Tristan remember that he is a Wizard/Psionic. The best strategy is to keep him blind. He can NOT be blinded through normal magic so don't bother trying. The only way to blind him is with a flash bomb. Poison/Plague can also help make him a little easier to kill. He doesn't hit particularly hard, but he can have weapons that do frost damage. If Tristan loses the blindness affect during combat flee immediately or throw a flash bomb to reblind him. He has a one second cast for the web spell.)

Once you have all the items you need head to Ogre Village and go to Bentnose's Hut. After 8 PM game time give him the Tablet of Ogre History. If Bentnose then goes off to the mountain, you will be able to continue, if he doesn't react then someone has already done the run and you will have to try again another time. When you're ready to continue go to the NPK Stinkfish River and head southwest. Go to the northwestern of the rooms named "In the Shadow of Mount Spitfire" and go down through the invisible exit. Go southwest and then up again. From there you go two rooms southwest and you should find a large boulder blocking the exit to the south.

Dig and a crack should appear in the boulder. Place the dynamite from Focault in the crack and the boulder should explode opening the way south. Move south and you should find Jojo there. It is suggested that you have someone to heal you to make the fight easier, but they can NOT be above level 239 or formed with you. You can alternate heroes to tank her if you wish, but only one can be in the room with her at a time or she will flee into Ogre Village and you'll then have to chase her down to finish the run.

Jojo has a number of possible items; however, you will not be able to tell which item until after you loot Jojo's corpse. The following items are dropped by Jojo: a black belt, a ninja crossbow, black hand-wraps, nunchaku of destruction, or a whip of mental strangulation.

Mulakanathos Burial Ritual

As you enter Mulakanathos from the north you should find yourself on the Northern Edge of the Boardwalk. Move one room southeast and search to reveal a down. Go down and you will be attacked by an armored oil dragonne. After you have killed it you will be able to loot the hunter's bones. (The bones are vis-death, so you will not be able to peek the dragonne to see if they are there or not, they appear to repop every time.) Once you have the bones dispel the dizzy room if you are able and go southwest. This should bring you to the southern-most of the Western Boardwalk rooms. Go two rooms west and one room southwest and you should find another down to a dark LPK room. Now that you have the hunter's bones you will be permitted to go down into the crypt. Once you are in the crypt open the casket, put the hunter's bones inside, and close the casket again. The casket will lock itself and a wave of serenity will radiate from the coffin as the passed hunter is laid to rest. You can then leave up and you should be rewarded by the keeper of the Vilrette for honouring the deceased hunter.

General Faren

As you step onto the shores of Irda Isle from the reef surrounding the island.

2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 15N, 3W, 6N, 1W

Search to reveal an exit north if it isn't already open and move north into a Cavernous Entrance which is the recall and safe room for the Irda Isle Caverns.

7N, 5W, 4N, 5E

Dispel General Faren if he has the sanctuary spell affect, and then poison, plague, curse, weaken, and faerie fire him if you are able. Blind and web him next if you can. (His sword, if he has it, can randomly poison you so be aware of whether it is you or Faren that is shivering from poison.) If you wish you can backstab and flee until Faren has about 60% health left. Then you can bash him and flee until he dies. If you aren't strong enough to do direct combat with him this is the suggested method to solo him. Though it will take longer to do General Faren can easily be soloed at level 180 if you use the attack and flee method described as well as the disabling spells. Once General Faren dies you can loot the following possible items from him: a sword named stormchyld and the shield of war.

Mama Dragon

As you step onto the shores of Irda Isle from the reef surrounding the island.

2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 1N, 7W

You should find yourself at the Sudden End of the Forest. Prepare yourself here by casting any buff spells you need to and/or healing, or changing gear if you are using anything that isn't insulated. (Mama Dragon's breath attacks are very hard on gear so it's suggested to bless your equipment before going in to the room with her.) Once you are fully prepared for no-magic combat.

4S

You should find the Mama Dragon in this Massive Cavern. (Beware of the stalactites that can fall in each of the three rooms prior to the Mama Dragon's room.) The Mama Dragon is aggro so you may or may not need to attack her directly to enter combat. Poison and flash bombs can make the battle a bit easier, but if you blind her she tends to breathe more often and therefore do more damage overall. (You will need to be sure that you flee combat before you get too low on hit points and expect to be hit by at least one stalactite as you move north to the room where you can cast spells to heal yourself. Also note that Druids are suggested to make use of the water invocation spell to reduce the damage from her fire breath attacks.) When the Mama Dragon finally dies you can loot no more than 2 items from her on each repop. The dragon's claw will not be visible until after she dies, but the other four possible loot items will be visible before she dies so if you peek at her inventory and find nothing there then you won't get more than the dragon's claw as loot at the very most. The following items are possible loot from the Mama Dragon: a dragons claw, a dragon bone ring, a dragon jaw helmet, a pair of green dragonscale sleeves, and the leggings of an elder dragon.

Mark of Valor - Simon Bloodbane

As you step onto the shores of Irda Isle from the reef surrounding the island.

2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 15N, 3E, 7N, Up
3W, 4S

You should find yourself Standing in the Massive Throne Room. Lord Bloodbane should be in this room unless he's been recently killed. (This room is an NPK room so be aware of who is in the area if you're concerned about being PK'd.)

Dispel him until his sanctuary spell is gone at least. Once he no longer has the sanctuary spell affect go ahead and poison, plague, curse, weaken, and faerie fire him if you can. You may need to use flash bombs to blind him, after he's blinded you will probably want to web him as well to prevent him from throwing bombs. Unless you also silence him he will almost immediately start summoning elementals that will form with him. If you are psionic or have one in formation they can spook the elementals out of the room until his form is full, or you can blind them with magic or a flash bomb. (*Note, that using a flash bomb on the elementals is quickest, but doing this will generally make it so that during combat all the elementals will lose the blindness affect at once and join combat at the same time.) You can try to use energy drain spell to drain away Lord Bloodbane's spell points, but it can take a while to accomplish this. When Lord Bloodbane is close to death he will almost always cast momentary darkness if he has the spell points to be able to so and isn't silenced. You will want to make sure he's definitely poisoned and plagued near the end of combat so that he doesn't regenerate too much while the room is darkened. (*Note, that having an item to dispel the darkness such as the negation orb can be very useful if/when Lord Bloodbane casts momentary darkness. Also note that due to the very high level of his momentary darkness spell it can be hard to dispel by means of casting the dispel area spell. As a final note, keep in mind that if Lord Bloodbane is able to see you then he can randomly cast high level spells such as energy orb, ice/firebolt, etc. If you aren't prepared for these spells to hit you they can kill you very quickly.) After Lord Bloodbane dies you can loot the following possible items: a bloodbane family ring, a bracer of destruction, a diamond gemstone, a set of overlord armor, a summoning pentagram, a waxed piceous scroll, the Bloodbane combat gloves, the mighty sword of Bloodbane, the Overlord's helm, the Overlords necklace of protection, and a skull of Riga.

To obtain the mark, you will need 18 courage

Bent

First you will need to obtain the black key from the iron-bound chest east of the enchanter Cymeneth. To unlock this chest you will need to get the iron key from Focault himself. (This chest is also the one that can repop with the heart-shaped amulet.) Once you have the black key from the iron-bound chest go back two rooms west to the Narrow Corridor.

1S, 2E
Search to reveal a north exit.
2N, 2E, Down, 1W, 2Up, 1S, 2E, 2N
Unlock the north door.

Prepare yourself for CPK combat if you choose/need to and move north into the Vault where you should find Bent. (*Note, that he's not particularly hard to kill.) You can unlock and open a chest in this room which has the flag hide-long-descr so you won't actually see it in the room. The magic lock scroll can repop inside this chest, and also on Bent himself. (If you decide to linger so that you can repeatedly kill Bent for magic lock scrolls, the Vault is no-quit, no-recall, and you can't dig in the room so a black moonstone and/or featureless white cube will not help you get out of the room. The only ways out are to either unlock the door south and leave that way or to void out and you will appear back at the recall room, a Shadowy Entrance Hall. As a final note, the black key that unlocks the Vault door and the chest in the vault has only about 6 uses so you may want to keep track of how many times you use the key if you do choose to spend time in the Vault and don't want to have to void out in order to leave.)

Thursday, November 20, 2008

Alchemical Alembic

This item is dropped by Teshi

Recipe

1 = Earth Reagent
2 = Air Reagent/Fire Reagent
3 = Water Reagent
4 = Ethereal Reagent
5 = Gem Reagent
6 = Astral Reagent



WEAKEN MIXES
1-5
OR 1-2 of any one reag


CURE POISON MIXES
6-8


CURSE MIXES
8


CURE DISEASE MIXES
9-11


EXTINCTION
9


HEX
14


CURE BLINDNESS MIXES
12-14


HEAL MIXES
15-16


REFRESH
17-18


ENERVATION
17-18


IMPEDE MOVEMENT
19-20


HASTE
21
22(5 reag)
23(5 reag)


Fatigue
22(6 reag) 5 4 5 4 3 1
23(6 reag) 5 4 5 4 3 2
24(6 reag) 5 4 5 4 2 4


AUGMENT AURA - A Layered Rainbow Potion
22(7 reag) = 5 4 2 4 2 4 1
5 2 4 2 4 1 4


Malignancy - A bubbling green potion
24(5 reag) = 5 4 5 6 4
25(6 reag) = 5 4 5 4 5 2
23(7 reag) = 5 3 5 4 3 2 1
24(7 reag) = 5 4 5 4 3 2 1


DISPEL MAGIC - A lifeless grey potion
25(5 reag) = 5 4 5 6 5
26(6 reag) = 5 4 5 4 5 3
27(7 reag) = 5 4 5 4 3 2 4


END INCARNATION - An Innocous Indigo Potion
27(6 reag) = 5 4 5 4 5 4
25(7 reag) = 5 4 5 4 2 3 2
26(7 reag) = 5 4 5 4 3 2 3


DISPEL AREA - A Vibrant Purple Potion
28(7 reag) = 5 4 5 4 5 4 1
29(7 reag) = 5 4 5 4 5 4 2
30(7 reag) = 5 4 5 4 5 4 3
31(7 reag) = 4 5 4 5 4 5 4
32(7 reag) = 5 4 5 4 5 4 5
33(7 reag) = 5 4 5 4 5 4 6
34(7 reag) = 5 4 5 4 5 6 5(astral)
35(7 reag) = 5 4 5 4 6 5 6
36(7 reag) = 5 4 5 6 5 6 5

Friday, August 29, 2008

Mark of Contruction - Wandering Sidhe

The Mark of Construction is given when you have purchased 10m worth of Neverwhen equipment. You can purchase Neverwhen equipment by giving gold to an employee of Kalan in a hidden CPK room. This room is found on the top floor of the Wandering Sidhe, go northeast from the southwest most room where the Reaper is. You can give between 50k to 2m gold to the mob - the more gold, the better the equipment.

Timings for the Wandering Sidhe

midnight - Baron Bloodbane's Castle
4 am - Rahdiyr
8 am - Kulah
noon - Lowangen
4 pm - Rune
8 pm - Sigil

Monday, August 25, 2008

Tellanet

First off you need to find a random scatter item, a grinning skull (A small black skull is here, grinning at you.) they are vanish-death and decay in a few hours, so using them soon is always advised. This guide is more for soloing Tellanet since finding multiple skulls is hard to find, should you have more than one skull, the same tactics will work, she will just die a lot quicker.

Tellanet's stats, items and room flags
  • Tellanet does bite paralysing attacks.
  • She can cast bolt type spells doing up to 2000hp damage depending on hit locations.
  • She only seems to have around 1500sp.
  • She carries a shortsword named 'ardor', hex scroll, titanskull shield.
  • The ardor shortsword does mental-lash type damage, ogres beware.
  • She loads with a black flag that has random immunities and resistances each repop.
  • The room itself is no regen.
  • Her mount also paralyses.

Preparation

First off you need to sort out your equipment, minimal armour is advised (since finding a second skull to loot should things go wrong is hard), so long as you achieve all 75's across you will be ok. Familiars from the orb of power (balance mark) and Agrippa rings are an advantage if you have them.

A dispelling weapon ready for the fight will help a lot, octarine quivers are the best since they dispel much faster, but for non rangers a heaven's wrath (expiring anyways so it's ok to lose) or a pike of retribution (cpk proof, but means no shield) will be ok. Be warned though she can be immune to any of these weapons.

A enervating weapon ready on hand for draining her spell points, spikebit, demented blade or wand of dark are good choices. As with the dispelling weapons she can be immune to these weapons too.

Obviously this depends on your classes but finding a monk or ranger to mix for you is advised. Have someone mix you around 20 fatigue mixes and around 60 HE mixes (she's yet to be fire immune when I have killed her, but you never know when that could change).

Check your memorized spells, redo them if they are close to fading, stock up on reagents if you are low, set your combat defense to dodge, take out your bronze bell if you have one or a staff of summoning (obtainable from necromancers in Templeton catacombs) and grab a mount if you have riding, an Ithrix ward is recommended.

Once ready and fully spelled up, regenerate to max stats then hold and use the skull.

Tellanet Encounter

You will find your self in a non pk room, its no regen so don't be wasting sp here. Use your summoning item if you have one and make four air type elementals, if you summon any other type order it to go north and unform it, as they will frag the hex scroll with breath attacks should Tellanet have one. Set formation structure to shield and haste the elementals. Once ready Tellanet is located down, going up will take you out of the Tellanet area and into the normal ethereal void area and unable to get back to her. Once you are in Tellanet's room fleeing up will have the same effect of you not been able to get back to her, fleeing south, east and west from her room all seem to have a increased chance of teleporting you into the normal void, fleeing north from her is the best option and least likely to teleport you out in my experience.

Once down, proceed to try dispelling her haste, if you get paralysed change your defense to auto or shield block in case she bolts. String for her bolting is Tellanet begins muttering an incantation... if your are not paralysed and you see that spell string flee north, wait at least 3 seconds for the spell to finish casting before going back in the room.

When she is dispelled immediately change to your enervating weapon, throw a fatigue mix and cast curse, faerie fire, weaken, plague and poison on her (she can be immune to plague and poison or very resistant to them, you need to land at least one of them, so spam till you land). Once spelled up proceed to use all your HE up, and try to stay above 1200hp. Try not to bash since the room is no regen and using all your sp and st up will leave you dead. When your sp is depleted flee north a second or two before the next tic and recover (any healing items or cabochon are a help as the longer you spend out of her room the more chance there is of been teleported away from her area).

From here on its just a matter of casting cure light every so often and throwing a new fatigue mix roughly every 4.5 to 5 minutes. Eventually she will drop to screams in agony and try to flee. Letting her flee is a good idea, as the rooms around her are not no regen and will make the final phase a lot easier in my experience. Having said that if she flees up you will be in the normal void, this is a real pain some times as she can be immune to web and chasing a paralysing mob around in the ethereal void is not fun! Should she flee any other direction but up, room shield if you can, then follow her, try your best to web her, but as previously stated she can some times be immune.

Once you get her down to barely clinging to life, its time to be very careful again. Order the elementals to flee so you can monitor damage more effectively, as she gets to her last few hp you need to over cast heal onto yourself if you are approaching a tic. Should you kill her a few seconds before a tic you risk been attacked by the mount, this is very bad as the mount is extremely buff and paralysing. It will disappear after a few tics, but that's more than enough time for it to kill you. So time your tic correctly and try to kill her immediately after one, any items she carries will drop to the ground so grab everything and get out of the room quickly. One final warning the ardor shortsword is trapped, if you have very low hp when she dies it will kill you when you pick it up.

Now find your way back to the no regen room with the up, go up and scan for Mordred, go to him grab a vial if there is one, drink it and you are home free!

Mark of Trespassing - Kobold Taskmaster

From the entrance to the Temple of Sumter, go all north, all down, all west, and south. You will see a bunch of kobolds sitting here. Sayto the taskmaster 'disease' and he will ask you to help him, say yes. Walk around the area and when you find the kobold adventurer, he will ask you for help. Agree to help him by finding him the evil morkoth's golden crown. Go kill the morkoth and bring the crown to the adventurer, he will give you a cure disease scroll. Go back to the taskmaster and give this scroll to him. He will be cured and he will give you a password.

Note: if he doesn't offer you the correct password for 15,000 gold then you need to kill him and wait for repop, because you will need the correct password to enter another area and once someone gives a scroll to the taskmaster, he is cured for the repop until someone kills him.

Once you have the correct password, go to the room where the fire and lightning golems are (be sure not to kill them) and say it there. You will be transported to the room down. This room has a chest with a small amount of gold coins in it. Search for a northwest exit and follow the path until the end, then walk through the southeast exit, to CPK. Follow until the end and you should see a chest with some vials and maybe a righteous flail. If you don't have Tresspassing mark, getting a vial out of the chest will grant it to you.

Reztreal

Area: Xaventry - Shadow Castle

To release Reztreal, you must first release, and kill the Archbishops of the various religions in Xaventry. This is done by activating 7 stone markers in the no magic dizzy rooms. Dispel area the first room (all the others are no magic) and spam a direction until you reach a marker, open it, and put its corresponding reagent in (it tells you what the right one is, if you try and put the wrong one in). The marker will close, and hum.

The directions to the markers are as follows (note: all directions begin from the recall fountain in Xaventry town square).

Air: east, 7 south, 13 east, 6 north, east north
Water: east 7, south, 2 east, north
Fire: north, 3 east, 9 north, east
Earth: north, 3 east, 10 north, 6 west, 3 north, 2 west, south
Gem: 1 east, 16 south, 2 west, south
Ethereal: north, 12 west, 5 south, east
Astral: north, 12 west, north, west
Once you've activated each marker you will get the string 'An enormous CRREEEAaAKKK echoes through town, the sound of a magical prison weakening.' and the archbishops appear at recall, complain for a while, then make a portal and leave. You can either follow them through this portal, or walk to 'Ascending into the Light' room in the Vandyne temple.

Archbishops: a form of 5-7.

It's suggested, but not required, that you have a psionic disarm them (though this can take a long time), as they seem to do more damage with their weapons. The main requirement for killing them is having 2 or more druids to take some of the focus off the tank. The Gath archbishop firebolts, and the Ithrillis ice bolts, so having them on 2 different tanks helps a lot. Dispel curse and faerie fire Maradas, Ithrillis, Gath and Dira (Vandyne is protected until you kill the other four), and have the tank attack Dira, and the druids immediately ooze evoke off Gath and Ithrillis. Once one of them dies, which shouldn't take long, as they don't have a lot of hp, it becomes dramatically easier, and when you have killed all 4, Vandyne will attack you. Dispel him, then spell him up, and hes pretty easy compared to four of them. Once he is dead you'll hear Reztreal 'A weak, throaty voice yells 'I'm free, and when I regain my strength, you shall be destroyed!', pick up Archbishop's zucchetto, and spine of the condemned, and off you go to shadow castle.

Reztreal: A form of 7-9 archons is suggested.

Reztreal spawns in an area below the mob with the ring of fortitude (from recall all north, all west, north search for a hidden door then all east search for a hidden down) and you need the Brick from the master assassin to unlock the hidden east door. Reztreal will occasionally cast antimagic sphere, which needs to be dispelled, as he is a no flee mob, and can also cast through it. His room, and the room northwest of him is Low-regen, so if you need to rest, do so at the top of those stairs.
(Note: make sure to trunk the bricks, as Reztreal will frag them)

Reztreal, the elemental spectre is resistant to: magic weapon pierce slash fire cold energy
Reztreal, the elemental spectre is immune to: summon charm bash poison disease necromantic petrification
Reztreal, the elemental spectre is vulnerable to: fire cold holy earth
* 'Sanctuary', cast at level 350.
* 'Haste', cast at level 350.

While fighting Reztreal, there will be two tanks, the person tanking his physical attacks, and the person who he targets for bolts. The designated bolt tanker needs to sit while everyone goes in, so that they enter the room LAST and are targeted by the bolts. Reztreal does energy physical damage, so it also helps if the person tanking his attacks has a bascinet.

Reztreal is dispellable by dispelling weapons (wraths, div axes), and if you, can dispel his sanctuary without dispelling his haste, as his regen is extremely high. If you do dispel his haste, make sure someone keeps him hasted throughout the whole fight in order to lower his regen. Reztreal has a lot of hp, so you'll probably need to fight him for about 20-30 minutes, making sure to keep him cursed, faerie fired and hasted the whole time.

When his hp gets low (vomiting-paling) he will randomly teleport to somewhere in Shadow Castle, you need to find him quickly, or he will regen. Once you find him, fight him the same as last time (bolt tank entering last), and when he gets to clinging, he will teleport randomly again (often to the maze). This is his last disappearing trick, and when you find him, he's almost dead. When he is slain, he vanishes. He very often has the shield 'a fuliginous scutum' and occasionally has an elemental sphere which gives the Mark of Tenacity.

Lasler

Beginner's Section

When you first log in, you will be greeted by a black cat. It will look something like: 'Welcome to Materia Magica Isyndil.' the black cat says to you. 'If you are new to the game I can give you an introduction tour to the game and some of the basic commands. Would you like a tour? (sayto cat yes, if you want to take his tour)'

Then:
Hint: Type sayto cat yes if you wish to take his tour.

This cat will give you a guide to the basic functions of Materia Magica and teach you how to play. Before doing this, I recommend you type "set novice off" then "set autoloot on" and finally "set autosac on"; these are a couple of the basic settings in the game that will make it much easier to play. You can now sayto cat yes, while going through is tour of the game, you can leave by typing "sayto cat quit". Once you've completed his introduction to Materia Magica, you should be back where you started in the first classroom. You can walk through the classrooms and learn a little more about the game, or simply type "recall" to get to the center of towne. The "recall" command can be used at any time to transport yourself to the recall room of the towne you're currently in (Lasler at the moment) until you're level 61, then you need a house to use it (type help homes for more informaiton).

From the recall room, where brother Rufus is, you can open west, go west, north, north, open north and go north. This is the training area. Type "practice" to see what you can practice and "train" to see what stats you can train. It takes 80 practices to train a normal stat and 60 to train your main, this kind of information is a little complex for this guide. See help train in the game for more information. The room on the east will allow you to train skills, the room to the west will allow you to train spells. Once you're complete, you can go south (from the skills room), west, west, west, west and north and you'll be in the weapons shop. Check your equipment by typing "eq" if novice is off or "equipment" if it's on, and the weapon you're using is your primary weapon, so try buy a better version of it. You can wear any equipment that is 5 levels above your current level, or below.

Now you hopefully have a better weapon that you've practiced, go south, east, east, east, east, east, east and north. You'll now be in the armor shop, you may not enough enough gold to purchase any armor after buying your weapon, so you'll need to kill enemies to get more gold. You can also "sacrifice" items to get gold from items you get from monsters and don't need. The best thing to do now is just walk around killing stuff and getting experience to level. Remember you can type "flee " being the direction you want to flee to escape from combat.

If you are a fighter, you should try and raise your vitality (for more hit-points and stamina), wisdom (for more practices) and your primary stat (for more betters). If you are a spell-caster you should try and raise your knowledge (for more spell-power), wisdom (for more practices and your primary stat (for more betters).

Advanced Lasler Section

These are the two trials in lasler, both of which reward a mark and one will reward a manual and the other practices. These trials are not for newbies as they generally require knowledge and skill to complete them.

Mark of Youth

First make sure you're at least level 6 (I recommend at least level 8) you have a good trained weapon and if possible, buy some cure light potions from the shop all west on the main street.

Starting from recall, go w, n, w, w, w, w, w, w, n, n, n, n, n, n, ne, n, n, n, n, e, e, e, n, n and kill the prospector. If he's not in this room, he'll either be close by or dead. So wait for repop if he's not around. You need to get a spade from him. Once you have the spade, head w, w, n, n, n, n, n, n, n, n, n, e, e, e, n, n, e, e, n, n, w, w, n, n, d, e, e, e, e, s, s, s, s, s, e, e, e, e, n, n, e, e, e, e, e, n, n, n and light your latern. If you don't have a latern because you've already used it up, you can buy torches from the shop south. Once you have a light, go d, s, s, w, w, s, s, s, s, e, e, n, e, e, n and kill the dryad. If the dryad is dead, wait for repop. You'll obtain a red leaf from her if you kill her.

Recall and wait to regen some stamina, then go w, n, w, w, w, w, w, w, n, n, w and dig. You should reveal a down, go down and kill the zombie who has already killed the dryad. If he's dead wait for repop and kill him. Once you have the second leaf, recall again.

Regen your stamina and go w, n, e, e, e, e, e, e, e, s, s, s, s, sw, se and wait for the dryad to open the tree then, s, w, se, s and again wait for the dryad to open the tree then e, s, w, w, n, n, w, sw, n, nw, e, ne, n, sw, w, n, w and this is where it gets tricky. To the west a dragon moves around, if the dragon attacks you it can kill you in one round and burn your equipment. So use look west to make sure the dragon isn't there, if he isn't go west but keep alert incase he walks in. West from this room is where the last leaf, which is gold, repops. It is dropped by the dragon, so you need to check every couple of minutes to see if it's in there. Dropping a torch or light on the ground is a good way to keep it lit up. Usually there's a fight for this leaf, so you'll need to be quick. Also remember, drop a lit torch in the room so you can look into the room to check when the dragon drops the leaf. The dragon must be in the room and awake for the leaf to be dropped, so if he sleeps wake him up. Once you have the leaf, go e, e, e and recall again.

Regen your stamina and go w, n, e, e, e, e, e, e, e, s, s, s, s, sw, se and wait for the dryad to open the tree then, s, w, se, s and again wait for the dryad to open the tree then e, n, ne, and wait for the dryad to open the tree again, then ne, s, e. You need to dismount here, and the final dryad will ask you "What can you keep but give away?" There are two answers, wisdom or knowledge. Say one of them and a passage will open to the south, go through the passage and wear the gold leaf. Use it a couple of times until you're hasted, then follow the path until you're transferred into the trial. The northwest mob is the hardest, has two attacks and rather strong it's the fighter trial, the figher trial can reward either a vitality, strength, courage or stamina manual. The north path leads to the thief trial, it's much easier and I recommend it to most people, the thief trial will reward either a hit-points, luck, personality or agility manual. The northeast is the mage trial, this mob is immuned to all weapons so it should only be attempted by mages or people with lots of magic dart scrolls. It's fairly weak and doesn't hit hard. The mage trial can reward either spell-power, knowledge, wisdom or sanity manual.

Once you beat the mob, go north and get the mark + manual for your trial, wear the manual and use it to raise whatever you get (is totally random). Once done, recall.

Mark of Wisom

This trial is much much shorter, you can start by talking to the druid in the forest and leading your way through all the mobs and finding out about the story. Or just sayto Rufus at recall "ghost" and go west and wait. After a couple of minutes you will be transferred to an area away from the main towne. To the north there will be 5 obelisk. This is the tricky part, you need to make it so each of the obelisk shine the correct order. You change their colours by walking in and out of the rooms. The center obelisk will glow a certain amount of runes depending on how many you've got correct. Once all 4 light up, a north will open, go north and you'll get the mark of wisdom and 50 practices.

NOTE: The pattern seems to change each time all 4 runes glow.

Mark of Orienteering

Complete a miniquest in the Valley of Lasler. Find the preacher of Gath along the road between the village and the school. You may need to walk in and out of the room to get him to talk to you. When asked, tell him your name (sayto preacher ).

He will give you a fan to take to the preacher of Maradas, who will in turn give you a watering can to take to the preacher of Ithrilis, who will give you a kite to deliver to the preacher of Dira, who will give you a tinder box to take to the (empty) Tower of Gath. The instructions given by each of these people are pretty straight-forward.

Labyrinth of Acron

From the Mighty Goblin, so 1 south, all west, and all south until you see:
*Gwyllem, the Enlightened One is here, poking you in the ribs.
Try going south of him, he'll ask you this riddle:
'I am sometimes raging as a bull and sometimes calm as a baby sleeping.' Gwyllem, the enlightened one says. 'I have two banks but never any money. Who am I?'
Sayto him or say River.

You will be sent South from Gwyllem. Be careful not to return this way unless you need to, or you will have to do the riddle again. Then go all South, 1 East, North, East, South, and pick up the Black Mushroom on the ground. Then.. north, East, 2 South, West, South, East. You will see Leoric.

Leoric the sidhe druid is here.
Try going east and he'll ask for a mushroom. Give him the mushroom and you will be sent east of him.

From there, you go 4 e, n, e, n, 2w, n, w. You will see:
**Salem the necromancer is here, shrouded in an aura of darkness.
Search in his room and try to go north. He'll say:
Salem says, 'Ye must find me a diamond before ye can speak with Acron; follow the sphere and you will find a diamond.'
Salem utters the word 'gnyah!'
The air shimmers and a green sphere appears.

It is VERY IMPORTANT that you watch what direction the orb moves and follow one step behind it very carefully. The orb will float on through a number of rooms and end up floating through a South wall. Search, enter, and pick up the diamond in there. Bring this back to Salem.

Give the diamond to Salem and he will transport you to the room north. West of here is Acron! He is in a safe room, and there is a down room that sometimes holds goods such as a meteorite slab. Acron usually rewards low level visitors with small amounts of practices.

Kell Commander

You need to find the dormant quartz golem anywhere in Alyria. Give it 5 crystal gems (obtained from Sumpter), and start giving it gold coins (in good amount) until it activates and attacks you. Kill it and obtain the large quartz astral. Remember to locker it incase you use it up. Now use the astral and get more quartz crystal from Sumpter mountains and release the kells. This will give you Irresponsibility mark and (-100 align) if you don't have it already. (Refer to sumter guide on our website)

It should be noted that there is a secondary way to get into the area required for this miniquest, although it's incredibly costly. Go to the southwest corner of the town, 3 east, and down to a hidden shop. Buy an apple, it shouldn't matter which. Now, go to the west side of town, and wait and/or move until a worker mentions he's hungry. Give him the apple, and he'll drop his spade. If you wait, this worker will say that he needs a new spade. At last attempt, the only spade which works is the quest spade, which one would almost never want to use. If you give him the spade, he'll dig a way down on the west side of town to the kell area. At this time, we know of no way to get the spade back. After releasing the kells, go to Lowangen. Go to the hidden shop mentioned above shop and buy the device. Now go outside, drop the device and push it. Each push, it takes 20k gold from your inventory so be prepared for an expensive venture. Keep using the device until you find the tangled tree. Kill the tree to get a tanglevine seed.

Now go to Diocletian, give the seed to Admiral Yotln (the retired military man) while being visible. He will give you a medal. You will receive a mail within minutes saying the shop owner wants to obtain the artifact you have just come across. Now head back to Lowangen, go back to the walk-through shop and give him the medal. He will give you a Kell's carapace. Walk outside and remove levitation if you have it on, find the V's (crevasse) and you will fall in. Walk to a room with a vine in it and start digging for a down. Go down and the guard will attack you and remove your carapace from you. Kill him and go down again to the CPK.

This CPK is high regen. The room to the southwest is LPK and no regen. Finally, down from there is non-pk and normal regen, which is where the Kell Commander is. Keep him spelled up, diseased cloud and poison gas the room if you can. And watch out for his high-damage emotes, such as using his scythe to slice you open, hitting extra hard, critically, etc. He will also regenerate chunks of HP if he "regains his strength". Do not wait until you are too low on hp (above 1.5k suggested) or one round from a scythe emote can kill you. Once you kill him, you can get a kell transmitter, quartz sliver, crystalline belt or a crystal neckguard.

Tavern of the Boars

There are two things you can do here: Kill the foreman of the damned, or complete Johnny the Arena Master's challenge.

First, the foreman of the damned:

Go to Bartender Ramgleg, and sayto him history. After telling you a brief story, he will ask you to consult Thigo, the Tavern Bouncer for caverns. Go sayto Thigo caverns and he will ask you to prove your worth by finding him a weapon made of ethereal energy. There is a hidden NPK room north of the bartender, where the skeletal warrior is. Kill him for his sabre and give it to Thigo. He will then ask you to talk to Delphina the master chef about gaining access to the caverns. Go talk to her, (she is in the far north room inside) and she will transfer you in. Go west, south and this is where the foreman of the damned is. He isn't too hard to kill, you can receive a mangled hardhat and some other equipment once you defeat him.

Second, the challenge of Johnny the arena master:

He is in the northwest side of the tavern, visit him and sayto him challenge. He will transfer you down. Prepare here and then go north into the LPK. Now depending on your class levels, you will encounter different mobs - five in total. If you manage to defeat them all, you will be rewarded with an orb and a small amount of practices. If you have all the 5 orbs from first, second, third, fourth and archon class, you may receive a valuable equipment.

Lonely Dragon Inn

Go to the north corner of the Inn, and walk inside the farm. Visit the coop on the west side where you will see some chickens and an aggressive rooster. If there is an egg on the ground, pick it up and go to the kitchen. Give the egg to the chef, and he will drop a key to the floor.

Pick up the key, and walk along the north side of the inn again (before the farm). Find a locked south, unlock it and go in. You will be in a nomagic fire damage room and every tic you will get hurt with fire so this will hurt minotaurs a lot. Usually it kills low levels or even high levels, but if you survive the trip, it will drop you at the Town Square of Vospire.

Twin Moons Inn

Start by entering the Twin Moons Inn and finding the Travelling Merchant. "A travelling merchant dressed in fine clothing is here enjoying his meal." He will ask you to get him some wine from the Inn.

A travelling merchant exclaims, 'Wait!'

A travelling merchant says, 'I hear tell of a fine wine that is made in this area, If you can find me this prized wine to compliment my dinner I will provide you with a token of my appreciation.'

In the same Inn, find Cailin O'Tera. Her inventory should look like this for the miniquest to work.
a crystal wine carafe (new)

She is extremely easy to kill as an archon, and probably a Hero and Fourth. Give the wine to the merchant and you will receive a strange looking tropical fruit. Now go down to the Lonely Dragon Inn located northwest of Rune and pay the bouncer 500 gold outside of the room. He will let you in. Give the fruit to the hungry halfling and you will be rewarded with 25,000 gold and 5 QP if you are a hero or archon, otherwise he will give you just the gold and 50,000 experience points.

Fey Pharmacist

Journey to Mandrake Woods, which you will find at the sextant reading 654,365 (or just northeast of the town of Xaventry). This is where you will begin the run, from the entrance of Mandrake Woods go 2l2sl2sl2s4d2s6ksk2s2w; this will bring you to the entrance of the trollish caverns. From here proceed 3w and 2s leaving you on the outside looking in at a small private room to your south. All members of the form intending to fight the Fey Pharmacist should precede 3s and kill Glamdrung for an iron key then unlock the down. People tanking the fey pharmacist should be careful upon entering the room, because mobs are allowed to attack with "special attacks" now, so the fey can initiate combat with a bite attack which means being paralyzed. The room is also nomagic, so your other members will be unable to heal you. A good idea is to have everyone set their defense to dodge, hoping to block a possible paralytic attack. Also, give your form members some calm mixtures so even if you do get paralyzed, they can calm the fight. Meanwhile, 2 members (level not important) should remain in the private room 1S to prevent interference from outside players and lower the risk of being CPKed. Once you have finished, your 2 "blockers" may move north and allow the rest of the form to come through then you will need to head back to your north and 3 east till you have reached the cavern exit. Use the path 2e2njn6j2n4u2nh2nh2n2hw to return to the entrance of Mandrake Wood or simply go east twice and scale the west wall of the forest until you have reached a north exit, then follow the path north back to the Shadow Road.

Now you and your form must travel to the Faerie Plane to complete your run. There are many possibilities for traveling to this destination but we suggest the 'Plane Travel' spell or burying a Jasper Gemstone for the quickest and least obstructed results. Once you have reached the Faerie Plane, locate Unseelie Castle (a black, towering castle on survey) located at the co-ordinates 438,299 (Southeast end of the Faerie Plane).

Once arriving at the castle, go to the southern entrance of the castle, open the north door and go 3n 3e n nw w. Here you will find fey pharmacist, which you were previously fighting but now fully healed. He will cast psionic spells and kill spell, but isn't too hard now that you can heal and cure. When you have defeated him, you will receive the fetish of a Fey. There is no limit to this item, and it always repops on the fey, but you can repeat this run only when the mandrake fey is alive again.

NOTES:
  • A form of 3 well-equipped 240+ characters, and 1 other for blocking is suggested for this run.
  • The first pharmacist is in no-magic CPK, following precautions listed above is your best hope of avoiding a player-induced death.
  • Be prepared with some form of transportation to make the crossover to the Faerie Plane to increase speed.

Mark of Ingress - Eanoss Azelmar

Starting at Eanoss, go to the northwest corner of the ground floor, and buy a small crystalline key from Sonatari. She will give you a bottled imp in addition to the key.

The main thrust of this mini is to get 5 sets of 2 numbers each, so I've divided up where they are:

On the third floor, enter the northernmost room. There is a hidden-long-desc container here, a wall safe. Look in safe, and if there is anything there, take it. If not, you'll probably have to wait for reboot.

On the top floor, enter the southeast room. There is a hidden-long-desc item here, a platinum ushabiti. Pull it, and go up. Look in desk, take a scribbled note if it there.

Kill one of the bellboys scattered throughout Eanoss, and wear both their hat and uniform. Go to "Around the Fifth Floor" and knock southeast. When she asks who it is, say "Bellboy" and she'll let you in. Kill Pynai, she drops 2 of the numbers on a low random, so it may take awhile. This was actually broken for a long time as well, so who knows.

Go to the second floor, and look at the shaman in the southeast corner. He may or may not have an official missive from General Hesieno. Drop the bottled imp Sonatari gave you here. I've found that killing the shaman if he has the missive is generally faster, but he eats it eventually. Now go back to Sonatari. You'll probably have to wait here awhile, but eventually you will hear two more numbers over the imp in her room.

Go to the room in the ground floor with the service cart, and take the blowfish out of it. Now go to the southeast corner of the ground floor, one north, and drop the blowfish. Wait here until an ethereal mob, the fey commander, takes the blowfish and eats it. This may be a few minutes. Get the numbers from her corpse, if they're there.

Once you have all ten numbers, go to the safe in Sonatari's room. Once you're inside, you have to kill a phoenix, which is a difficult fight. There is a way to get the correct combination, but this mini was just recently fixed, and we're working on a verification at the moment. It should be noted that simply opening the door gives the Mark of Ingress, and the Phoenix is only required if you want the equipment, a light blue sword, and a protective neckplate.

Mark of Dragon - Tower of Aroxa

Before doing this tower, you will need someone who has either the sword or the whip skill to complete it, (Whips for mage classes and swords for warrior classes). Also, once you have completed it you can never re-enter the area.

Find the ranger, who's in love with the princess. He wanders around the first parts of the area so just wander around until you find him. Sayto him "princess" and he'll give you a key and say something about needing it to rescue the princess. Go to the northeast side of the forest area, from the entrance into the caves with the bats. At the far end of the caves is a different type of bat, his long description will be different so you can tell him apart. Kill the bat and obtain the cord item from it. From there, go all south, all west, all north, all east, northeast, north and put the cord object into the obelisk. The castle will now open up and allow you to go inside.

Go all west, and turn the sconce. This will open another passage. Go west, all north and you should be in the throne room. Push button and it will open a room to the east. Go in and grab the book, wait in there until it repops if it's not already there. Once you have the book, go west, all south, east until you see an up then continue up the stairs. On the first floor landing, go all south. Unlock the south with the key you got from the ranger and go inside. Turn the jack in the box, which will sometimes take awhile to reset and it will spring open and mention something dropping to the floor. Search and pick up the silver tuning fork.

Head north back out of the room and down the stairs, go west until you see the sword and wear then use the tuning fork in the same room as it. A couple of room echoes will happen. Pick up the sword and go east back towards the stairs. Go up until you hit the second level of the tower, then all south and east. Open the box in here, grab the key out of it then close the box to prevent spiders coming out of it. Go west, unlock the west door and go inside. Drop the book and a wizard will appear and mention something about being trapped in it. Once he disappears, go east quickly and pick up two blue potions which have now appeared on the floor.

Now to get you the item you'll need to get the special objects in the dragon's room. If you don't want these items, which aren't too great after level 100 don't bother doing this paragraph. Go north until you're at the staircase, then all down, all west, all north, west and push the stone. A passge will open down, go down and dig to reveal an exit to the west. Go into the passage and you'll meet the king. A key repops in here rarely, wait in here until you get the key and dig to get back out if you need to. Go east, turn scounce to open up and go up. East, south, east, north, and push button. This will open a room to the east, go in, then up, and turn sconce. The door above will open, go in here and wait for the jar to repop. Once you have the jar, push stone if you need to to go back down, then down again and turn sconce and back out into the throne room. Then go all south, all east and unlock the east door. Go into the room with the pond, wear the jar and use it. Now head back to the stairs.

Go north until you're at the staircase, if you're not already on it and go up until you see a wall of fire rages in the room; which will hurt you with fire damage everytime you try to go past it. The dragon is directly up from here. Drink one of the blue potions and it will hurt you and take the fire down, until repop. Wear the sword and go up. Attack him and kill him. He is rather tough, but if you're using the dragonslayer sword, it will do massive lots of damage to him. Try auto defense if you have shield block so you don't die. If you die, resurrect quickly and try again.

Once you slay him, get the key from his corpse, unlock up and go up. The princess will be grumpy and say some rather rude things to you, you'll gain the Mark of Dragon and she'll drop her tissue. If you got the jar with the koi in it, wear it and use it. A chest will appear, open the chest and get all from it. Grab the tissue and go back down to the ranger, making sure you stay away from the stone trolls in the castle as they instantly slay you. Give the tissue to the ranger and he'll give you a stone bow.

You've now completed the area, and may never return, once you die or leave.

Mark of Mediums - Lighthouse

This is the guide for the lighthouse mini located South of Rune. (717, 848).
When performing this mini be sure not to have any type of invisibility affects on.

It is also recommended that you gather the following items before starting this mini, to make this a one shot deal so you don't have to leave the lighthouse after you start it.

(3) Vials of lamp oil. (Can be purchased at any general store)
(1) Fire reagent
(1) Memorial Cross ***guide below***

How to get a Memorial Cross:

Go to Rune Forest (701,680). Once you are there, head for the Graveyard.
For those of you that have track, (track hawker). For those of you who don't have track, you are looking for the following mob: "The posthumous memorial hawker". His long description is "A clean, collared, black-haired salesman is here, giving a pitch."
It appears he has the following trigger speech:
'I sure do love helping people grieve their dead, but alas, the business isn't cost free.' the posthumous memorial hawker says. 'Ten thousand gold coins can get you a shiny memorial cross to honour those passed.'

Give the hawker 10,000 gp and he will give you a Memorial Cross.



When you get to the lighthouse, the first place you want to go is to the room called "The Beacon." To get to this room from the entrance follow these directions: 4u,ne,e,4u,w,n. Upon entering the room if you see "A blazing memorial is here, illuminating the lighthouse beacon." The mini has already been completed and you must wait for the mini to reset (every 6 real life hours.) When the mini is restarted you must wait till you see "A brass key has been discarded here." Pick up the key and The ghost of jack will begin his triggered speech.

The ghost of Jack exclaims, 'I beg of you, protect the decency of my wife and let me eternally hold this key!'
The ghost of Jack wraps his etheric fingers around a tarnished brass key and pulls it into himself.
'I cannot go on not living while you carry on trying to expose her secrets!' the ghost of Jack exclaims. 'I shall defend her to the death...again!'

Once his speech is over kill him (very low HP and slash immune) and pick the key back up again. Go back down to the safe room. Directions: s,e,4d,w,sw,4,d. Upon entering the safe you should automatically drop the key and get the following triggered text:

A tarnished brass key explodes into pieces as the vestiges of Jack's soul escape it.
Freed from that blasted key at last!' the ghost of Jack exclaims. 'I thought we'd never arrive! oh, and that little spatter we had...a necessary arrangement.' the ghost of Jack says. 'I couldn't completely envelop the key unless I was defeated, and without that, my soul would've been forever trapped in the beacon.' 'If you insist on going down there, I can no longer stop you.' the ghost of Jack says. 'However, I am going to speak with my wife. You may catch up with me if you wish.'
There is a *click* from the trapdoor downwards.
The trapdoor downwards slowly creaks open.
The ghost of Jack leaves down.

Catch up with jack. You will know you are in the right room when you see:
A slight wisp of a woman stands here sobbing.
The ghost of Jack stands here staring off across the sea.

More triggered speech occurs here.

Challaine asks, 'Goodness, Jack is that really you?'
'...' the ghost of Jack says. '...then you didn't know?' the ghost of Jack asks.
'Know what, Jack?' Challaine asks. 'All this time, she told me you'd run off...' 'Jack, I'm so sorry...what happened?' Challaine asks. 'You're so pale...'
That's because I'm dead.' the ghost of Jack says. 'My soul has been the radiance of this lighthouse for the past five years.'
..then you know..' Challaine says.
'Yes.' the ghost of Jack says. 'For five years I've lit this house and for five years I've listened to two women giggle beneath my feet.'
Challaine says, 'You can't possibly know...five years without a warm body...thinking you'd run off...'
The ghost of Jack says, 'Oh, I know...I spent five years without my own body, let alone the comfort of another.
Challaine shifts her weight back and forth uncomfortably, looking at the floor.
The ghost of Jack says, '...and you have to realize I will never rest until the person who killed me is-

A burst of light erupts into the room as Falyia appears from nowhere.
Falyia, leader of the rogues asks, 'Dead?'
Falyia, leader of the rogues finds herself laughing at the world.
Challaine gasps in astonishment.
'Take your best shot, ghost boy.' Falyia, leader of the rogues says. 'I'll just slay you a second time.'
The ghost of Jack points a ghastly hand in your direction.
'You!' the ghost of Jack exclaims. 'Please, help me end this!'
'Hah.' Falyia, leader of the rogues says. 'Don't be fooled. Ally yourself with who you please.'
Challaine says, 'Not one of us is innocent...'
Falyia, leader of the rogues says, '..and nobody is guilty.'
So it is up to you, adventurer...be the judge.' Challaine says. 'Slay whoever is responsible for this mess.'



Now at this point you have 2 choices Kill Challaine or Falyia (It's best to kill Challaine, so you don't have to leave this room.) Upon her death you receive more triggered text.

Falyia, leader of the rogues screams loudly!
The ghost of Jack gasps in astonishment.
'Jack, how could you!' Falyia, leader of the rogues exclaims'
'I..but...I didn't make the choice!' the ghost of Jack exclaims.
Falyia, leader of the rogues snarls at the ghost of Jack.
'You will pay for this!@' Falyia, leader of the rogues exclaims.
Falyia, leader of the rogues draws her sword and prepares to strike.
'You will not prevail this time!' the ghost of Jack exclaims.
Falyia, leader of the rogues swings her sword through Jack with all of her might.
A cloud of utter darkness explodes from nowhere, filling the area.
Everything goes dark!

Your blood freezes as you hear something's death cry.
The darkness cloaking the room lifts...

Falyia, leader of the rogues laughs diabolically. MOoOAHhaHAhahHA!@!
'It's me...it's Jack.' Falyia, leader of the rogues says. 'I channeled my spirit through her weapon and took control of her body.

'Falyia, leader of the rogues says, 'That scream...was the sound of me forcing her essence through her mouth and into the ether of the netherworld.'

Falyia, leader of the rogues says, 'Now...we have another matter at hand. I wish I could just leave this body to rest and move on to the afterlife, but I don't think it's that simple.' Falyia, leader of the rogues says

Falyia, leader of the rogues says, 'I'm suffering a guilt, a need to give the wandering soul of Falyia some peace, and in the same way, allow myself to move on as well.'

As my final act in the corporeal world, I wish to once again light this house.' Falyia, leader of the rogues says. 'However, I want to make sure this time it stays lit for eternity, a constant reminder of the travesties that occurred here.

Falyia, leader of the rogues says, 'I'm going to need a lot of oil, a magical representation of fire, perhaps some sort of reagent, and a grave marker of some kind.'

'I've heard there's someone selling those near a graveyard someplace, but I wasn't ever able to confirm that.' Falyia, leader of the rogues says. 'Perhaps you will have more luck.'

'I will await your return, but make haste.' Falyia, leader of the rogues says. 'This body will not last.'

Give Falyia the (3) vials of oil, (1) fire reagent, and the Memorial cross. Once Falyia has all the items, she'll trigger this:

'This body will die with my spirit, and decay as it would have had it been laid to proper rest.' Falyia, leader of the rogues says. 'You will not see me again,'

Falyia, leader of the rogues disappears to the beacon of the house.

There's a rushing sound of a fire lighting, and the tremor of peace radiates from its location, slowly settling over the area.

For stepping into conflict and establishing peace, the Powers have granted thee a Mark!
You have been granted the Mark of Mediums!

After a few moments you should receive mail from the accountant. It will be a Read Aura Scroll

Domain of Arbaces

The Domain of Arbaces is a place where only 240s may go, it is composed of several levels, each different in strategy and difficulty. Of course, the way this goes wsill completely depend on your classes and the skills you've practiced, but I'll give you a bases and idea of what you're going to need to do this area.

The Domain of Arbaces is randomly placed at the bottom of the Proving Grounds each reboot. The entrances to each level (except the first one) are also randomly placed each reboot, as are all the rooms in the area. Boss rooms are also random.

Several helpful tips before you start:
  1. The Domain of Arbaces contains many dizzy rooms. There's two choices when you come to these, you can either carry orbs of negatation or just flee without a direction if you get attacked in them. An added issue is the fact a decent amount of them are no-magic. For this reason, rooms that are nomagic with mobs which can para should almost always be avoided.
  2. You'll need at least one healing spell, cure blindess and cure poison are stongly recommended.
  3. If possible, try take a paladin with you as sanctify can really help on the bigger mobs since the whole Domain is slow-regen. A bard is also a good idea to bring (if possible a paladin/bard).
  4. Collect around 30 extra roots before you go down, if you die this will let you go straight back down through the levels.
  5. Alternating on the bigger mobs will also make it alot easier, and should one of you die, the other can still finish it off.
  6. Saving up a couple of keys before you go down will help alot, and storing a few of them on the isle when you go down will allow you to get back down quickly.
  7. Make sure you have plenty of time if you want to attempt this!
  8. Restock on reagents, as many as you possibly can. Especially if you're not a Psionic/Druid.
  9. Bring a nodecay weapon. This isn't really required, but if you don't, make sure you have alot of whatever weapon you are using. A spear and sword are what I recommend. Cavaliers should note that Arbaces is no-mount, even if you bring a mount into PG.
  10. All the main mobs and exits will be in rooms with only a north exit (south entrance).
  11. Roots can no longer be eaten to drop levels, and will instead kill you. This means that often the most time-consuming aspect of DoA is finding the downs. If you do find a down while performing the task, try to remember or mark where it is, as this will save you time. If you absolutely cannot find the down, you can die and come back down and you'll be transported to the next level.
  12. Doing DoA will be much easier if you have moons which won't hinder your regeneration any more than the area and mobs already do. Avoid new moons if possible.

Entrance Floor

Once you enter the first part of the domain, you'll be on a level with adventurer shades. These sometimes pick up manuals, so if you have a bit of time and peek practiced, it's a good idea to walk around and check them all before proceeding into the levels. There are also 7 tablets in this area that give you clues on the weaknesses of each mob. These aren't really that great and I never used them, but if you want to read them all go ahead. Once you're done on this level head to the far north part of the level and you'll meet a mob that greets you. If you've already done a level he will transfer you straight down, if not you can go down and begin your descent into the domain.

LEVEL 1

The mobs on this level are quite easy, but finding the Queen of Tides to return the items to can become rather annoying at times. First you need to find a fish with a fin, kill it and hide it somewhere you can easily get back to, such as the far southwest corner or one of the other corners. Then find a leopard, you need a obsidan claw from him, repeat same process as fish. Finally find a snake with a fang and hide it as well. Once you find the Queen of Tides, remember the way to her and retrieve the items you hid. Then return them to the Queen. Now that you have a seashell bracelet, you can return to the domain without a key, as long as no one else has within 45mins of when you get there. After you leave her room, find the down and proceed.

LEVEL 2

This level gets a lot more difficult, and I personally found it the hardest of all the levels. There are leeches that paralyze you through bites, so set your defense to dodge if you have it up high, else just hope you can flee fast. Before you move into a room I recommend you use "look " to make sure it's not dizzy and filled with leeches as you will die. Your objective is to find the giant slug. As said in the hints, he will be through a south exit. You can try scan for him if you cast sense life. Once you find him make sure you remember where he is incase you die. Fighting the slug, he's apparently vulnerable to pierce, so use a spear if you have one handy. Cast as many affecting spells on him and sanctify north of his room if you can. If there are doors near the entrance to the slug, I suggest keeping the magic locked if possible. Psionic plague is also a great thing to have here, if not, try poison him. Ice and slow also cause regeneration to greatly slow down. The slug casts web on you after he slings mud at you, so after the first time you see him do it, making a trigger to flee north when he does it is a great idea. The slug has also been improved to occasionally instaweb with an emote, which means that extra caution should be used here. If you do get webbed, calming and healing over and over could allow you last the duration of it. Or you could calm, dispel yourself if you're not a psionic. Just attack/flee/heal over and over and he will eventually die. Once he does die, loot the antenna from his corpse and the key.

LEVEL 3

Easiest level in the domain, by far. However, the trees now perform the dust kick special attack, which blinds and can be irritating, so be wary. First just run around and find the tree spirit. Once you find it, remember where it is, walk around the rooms near it and search. Pick up 3 truffles and return them to the tree spirit. It will give you the heart of the forest and the next key.

LEVEL 4

Back to the hard stuff, this level is filled with fire mobs. If you're a druid, invoke water and keep that on you the entire time. If not, probably best to set your defenses to auto or shield block to prevent breathes hitting you. You need to find the fire wyrm, same deal as the slug. Once you find him, prepare the room north just like the slug and cast up on him. Once you're ready just attack him. If you're a mino, he will hurt you -a lot- so you'll need to flee more, otherwise, he's not really much trouble. Just take it slow and steady. He has a regen script as you damage him, but he will die eventually. Once you beat him, you'll get a ring of fire from his corpse. Find the down and continue onwards! level.

LEVEL 5

Much like the first level, you need to kill 3 mobs and collect gems from them this time. This level is also filled with crystals that randomly blind you when you walk into the rooms. These can be disarmed with disarm trap, but it rarely works and mostly just blinds you. This level will obviously be more tedious for faeries. Be sure to have lots of cure blindness reagents or potions. Each of the three different mobs will randomly drop different colors gems when you kill them. This will usually need to be done multiple times. Fireflies drop orange gems, warriors drop white gems and blue salamanders drop blue gems. Each time you get a gem, make sure you hide it incase you die. Repeat the process of finding the queen, only for the crystal dragon this time. Give it the three gems and you'll receive a prismatic gem. Leave his room and look for the down.

LEVEL 6

Now you're on a level filled with jetstreams and mobs like that, this level isn't really much of a threat. Just find the mist and beat into it. It has now has alot of hp, and does alot of damage, it also breathes out alot of frost and poison. On top of that it appears it has a script to rapidly regen it, much like the fire wyrm, so this could take quite a while. So if you're a dracon, equip shield block and flee lots. It also frags alot of eq, so try stick to stuff insulated. Flee, heal, attack, rinse and repeat. Remember to cure the poison when ever it lands on you. It will die slowly, but surely. Take the shroud of mist from its corpse, leave the room and begin searching for the down.

LEVEL 7

Probably the hardest level in the dungeon, at least for most people. This level is filled with owls which can scream paralyze you. Lots of traps that will put you to sleep and many dizzies. Use look before you move to make sure you aren't heading into an owl, find the cyclone and do the normal around and to it. It will breathe lightning (which stuns you) and poison at you and it also disarms to make it extra annoying. Dwarves should beware the breaths, obviously. The cyclone has also been upgraded so it now casts high-explosive, web and enervation. So flee if you see it casting! If you have a pheonix feather, use it to prevent disarming. It has alot of hp, so it will take alot of hitting. Once you finally beat it, you'll get a vacuum helm from it. Leave the room and find the down, and you'll be on the 3rd last level!

LEVEL 8

This is the last level you'll need to collect an artifact from. You'll need to collect three tablets on this level, much like the other "collect" levels, however the tablets repop completely randomly on the three different types of mobs down here. They're also peekable, so don't kill empty mobs unless things become desperate, and you want to wait for repop. The vampires paralyze, so try stay away from them. The dust clouds have -alot- of hp, but aren't too hard. I recommend going for the dirt devils, just web and blind them and they're easy. Hide the tablets in an easy to access place and once you have one of each (bronze, silver, gold), you need to look for the old man. Once you find him, grab your three tablets and goto him. You need to give them to him in the order of silver, bronze then gold. He'll give you the dusty jacket, and the final art. This will take you to the second last level of the domain.

LEVEL 9

The newest level of the Dungeon of Arbaces, it is much easier than you would expect... And this guide will make it even easier! You may not eat roots to get off this level. Okay, that out of the way, once you enter the level you'll be met by a mob that talks about an apprentice and a curse etc on the doll. Your goal is to get it to the other side. First off find the apprentice first. Once it's found, make sure you know the way back to the starting point. Assuming you didn't already make it start moving, go back to the room and say go. If it is already moving, you'll need to find where it's wandered to. To control the doll you need to get plates of food from the halfing chefs. Kill them 1 at a time and loot the food from their corpse. You must avoid zombies at all costs once you have food in your inventory, if they attack they'll remove it from you. Zombies do not eat food on the ground.
Once you've found the doll again, place the food in a location to block his path, then one to make him change direction. You just need to keep repeating this process until it gets to the end. Fairly simple. From how it seems, food will make him turn left from his current path, and he'll normally turn right.

LEVEL 10

Just spam down until you hit a hallway, and go all north. Here is where you will decide which "type" of archon you become. Northeast will make you W colored archon on who, northwest will make you a D colored archon on who. These will also decide the mark you get from becoming an archon. Northwest is shadow, northeast is light. Completely upto you. Just go all the way to the end of whichever passage you pick and you'll get a vial. Enter the rift and you'll be back at the top of the domain. Now just make your way to a quest master type "class newclass archon" and you'll join the elite ranks (not so elite now) of Archons!

Beyonder

From recall of Vir (Healer's Room), go:
s;e;se;ne;e;ne;n;w;w;w;nw;w;s;d;n;ne;ne;ne;n;e;e;e to a locked door. Cast magic unlock on it if you have it available. Once you unlock the door, go all east and attack Vextrinas, the priestess of Fire.

She is harder than Beyonder himself. Spell her up and she will dispel herself soon and get rid of her beneficial spells. She is immune to bash, hurts with energy and breathes fire. This can hurt on top of the wide variety of spells she will cast, including enervation, ice and fire bolt, form attack spells, and psionic spells. She will also web you. When she nears death, it's best to antimagic sphere the room because she will cast momentary darkness. Once she dies, loot a fire key from her. This key is vanish death, so don't die with or you will lose it. Remove curse this key and search for an east at the altar.

Set your defense to dodge and wear an improved invis item to prevent getting paralyzed. From the altar, go: east, d, 2s, 2se, s, 2sw, nw. Search for another nw. Go nw, w, nw (private room), 2sw. This is where a chained guardian will be. Dispel it and fully spell it up. It's a psionic mob, and not too hard. You need to get a palladium pick from him. Unlock west, and go west to the CPK. If you feel like preventing others from following you, you can choose to lock the door back. Enter the gate once you are ready.

Go south from here and you will be at "The Source". This is where Beyonder is, and he isn't aggressive. The room is also vanish-drop so don't bother dropping anything of importance to you. Peek him, if he has a frosted translucent (ice whip) scroll, you may want to remove flaming weapons or equipment. Beyonder can be hurt with flames, slash, bash or pierce. Other forms of damage won't work on him, and he is also immune to necromancy. Use dispelling weapons to get rid of his beneficial spells. Once those are gone, web him to prevent throwing bombs, and you can also poison him. Keep the tank healed and Beyonder should be fairly easy. He now casts bolt spells, so watch out. He also does form attack spells, energy orb and extinction. Nevertheless, he is much easier than Vexatrinas, as you can easily calm incase of an emergency and he won't reattack you. Once you defeat him, go south of him and enter the portal to leave the place. You will be at the Town Square of Vir.

NOTES:
  • A form of well-equipped 3-5 archons and heroes is recommended for this run.
  • Beyonder's normal loot is a frosted translucent scroll (Ice whip), shroud of stars, shiny twinkle, wand of nothingness, and polearm called 'Cosmos'
  • 220 AP can be split between all the archons in the form.