Wednesday, December 10, 2008
Mark of Dignity - Old Armageddon Clanhall
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.)
Mark of Valor - Simon Bloodbane
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
Friday, August 29, 2008
Mark of Contruction - Wandering Sidhe
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
Mark of Trespassing - Kobold Taskmaster
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
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
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.
Mark of Ingress - Eanoss Azelmar
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
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
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 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:
- 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.
- You'll need at least one healing spell, cure blindess and cure poison are stongly recommended.
- 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).
- Collect around 30 extra roots before you go down, if you die this will let you go straight back down through the levels.
- Alternating on the bigger mobs will also make it alot easier, and should one of you die, the other can still finish it off.
- 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.
- Make sure you have plenty of time if you want to attempt this!
- Restock on reagents, as many as you possibly can. Especially if you're not a Psionic/Druid.
- 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.
- All the main mobs and exits will be in rooms with only a north exit (south entrance).
- 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.
- 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!
Dracolich
From here, go all east until the first south, go 2 south and prepair in the safe room. Make sure no one is around, check who for people in the underground and try track them, if it's all clear continue southeast, southwest, west, all up. Unlock the door and attack the dracolich. He isn't really hard, but he paralyzes and you can get cpked very easily here. He casts alot of draining spells too. A team of 3-4 heros/archons are recommended for this run. He drops the scale of the dracolich, which is needed for the Mark of Famine
Sunday, August 24, 2008
Ettin Cannibal
Ettin cannibal’s stats, items and room flags
- It bites paralyses.
- It summons elementals and swarms.
- The room is archon only, no regen, no exit, no mount and CPK.
- The Ettin will randomly teleport you into Templeton castle CPK during combat.
- It drops a manual of chain lightning.
Preparation
The three people with highest personality should have around 15 calm mixes each, some high explosive is helpful for saving spell points for healing while still doing some extra damage. Check the usual stuff before killing any big mob… reagents, mems (make sure detect illusions is one of your memorized spells) the tank needs to set defense to dodge and be sure to place the tank in form reform
Once satisfied, spell up, including detect illusion. The Ettin is located 2 east of you (if you have followed the path stated earlier).
Ettin Encounter
First send the tank into the room to attack the Ettin, then have the form follow, as the Ettin starts to summon or swarm have the people with calm mixes eat them and someone quickly flash the form before the tank attacks again. The Ettin will paralyse the tank some times so be ready with a designated second tank who can take over if needed at calming. Faerie fire and weaken the Ettin, but other than that conserve SP purely for healing as you wont be regenerating any more, unless you get teleported out. Randomly people will be teleported into the Templeton castle dungeons, where Thantosis is, this is CPK. Have them quickly word of recall out to the town safe room and run back to the temple altar.
Once into the catacombs again a quick alias to get you back there fast is helpful.
(#ALIAS Ettin {e;e;e;e;e;e;e;e;e;e;e;e;e;e;e;d;n;n;n;n;n;n;n;n;n;e;e;e;e;e;e;n;n;n;n;d;s;s;s;s;w;w;w;s;s;s;s;e;e} if you use Zmud for example).
Should anyone in the form get killed the Ettin will restore a large portion of its HP, you can attempt to loot them if needed, or the Ettin will throw the corpse west out of his room after a while so you can loot, this room is CPK too though.
Once dead the Ettin will randomly drop a manual of chain lightning, the spell needs to be under 65% to use and your archon level must be 70 or higher, holding this manual will grant you the Mark of Vengeance.
Since the room is no exit you can wait for the room to teleport you out one by one, which is risky, or you can bury a gemstone and enter the portal to get out. The ettin repops roughly every 30 minutes.
Focault
After that go north, 2west, south, down, 6north, east, north, unlock the east door and enter it. Now if you want add extra protection against someone cpking you, close the west door and lock it. South and East from this room are death traps and the north exit is 1way, so once you exit into it you can't return. Back on course, from here go 4north, 2south and search until you reveal the east.
Enter this room and you'll be in the hall before focault, this hallway is composed of two private rooms, the first one nomagic and both filled with icestorms. To prevent anyone cpking you, you can put 2 people in the first room to block anyone getting in (make sure you leave the 2nd room open incase you need to flee). Focault's door is in the 2nd east and you'll need to use your key one last time. Focault can be silenced and flash bombs of high level work on him quite well, it's a good idea to get his familiars out of the way and sacrifice their corpses since he can raise them back and have them join his form.
Once you've defeated Focault you can exit his area by searching in his CPK room and unlocking the south gate, once inside enter the rent and you'll be back at the start.
Notes:
- Focault repops with the key for the HSA chest completely randomly, however just because he has a key doesn't mean there's an HSA in the chest still.
- Focault holds the Mark of Mystery for second, third and fourth classes, but make sure you go with higher levels or he will kill you.
- It's best to do this area at day time, with sense life so no one can RS you in. However he is easy enough to solo.
Manifestation of Evil, Hargraven
Part I: First, you have to walk to the bottom of hellbent and kill the dream eater for it's translucent key. The lesser dream - dream of better days may also have it, but it's a very low chance. Once you have the key, recall back to the top and say the phrase "By the flames of Gath, deliver me from this inferno" to get out.
You'll be at the cave mouth. From here, go nw, all north, all west, north. You need fire mark to go west. Follow west, northwest, northeast, and unlock the south door with a key. Go south, up, east, south, east, south, east, south, east, southeast, east, 2 northeast, 2 north, east, south to the cpk, and northeast. The Pirate King will be here with his parrot. If the parrot has a key on it's neck, you can give it a cracker and it will drop the key. This is done once a reboot. Otherwise just kill the pirate king for a fuzzy green key.
Once you have that key, go back sw, north, west, 2 north, 3 northwest, 4 southwest, south, 3 northeast, 2 east, southeast, and unlock the south door. Go 2 south, 2 southwest, 2 west and kill the zombie and get a tarnished gold key from him. Follow the path to the west and unlock the north door. Continue following north and when you hit all east, go south, west. Search for a south exit in this room. This room is nomob, so you can rest here and prepare. South of here is Manifestation.
Manifestation and the skeletal serpent both paralyze with bites. Manifestation can dispel and kill spell you, so be careful if you are paralyzed. Manifestation casts bolt spells, form attack spells and can counterspell anyone in the form. The best strategy is to kill them one at a time, preferably the serpent first since it has less hp than Mani. If Mani has a leopard skin scroll (antimagic sphere), you can choose to remove flaming. Once Manifestation dies, search for an exit up if you want to go ahead and kill Hargraven, otherwise search for a south and enter the portal. This room is private.
Part II: Now whoever is able to wield the scourge impetus should unform from the rest and go all up from Mani's room, and east. Everyone else should stay back. While going up, the room can drop you all the way down, so be careful. Hargraven's shadow will be here and attack the person with the scourge. Then have everyone follow up after and heal the person fighting while not formed, otherwise the shadow's script will cause it to heal. Once it dies, reform again and go all up and west. Again, while going up, the rooms can drop you all the way down. West is where Hargraven will be. Dispel it with weapons and let any wizards in the form cast enervation. It's much easier once it's out of spell points. Once it dies, you can loot a tourmaline belt, onyx dragonfly pendant, and an amethyst peridot bracelet. You can exit by walking back out and entering the portal or just casting word of recall.
NOTES:
- A form of well-equipped 5-6 archons and heroes is recommended for this run.
- Levitation is recommended in case there is an earthquake.
- Mani gives 120 archon points and will be split between all the archons in the form.
- Hargraven gives the Mark of Enlightenment to whoever gets the killing blow.
Hotel Hello
At entrance, you need to get a wooden key.
First, obviously, make sure you go there early. Check for keys on the hags and if none have one, kill them until one respawns. Keys may appear when killing them, and not be visible normally.
The ceremonies are at 12pm and 4pm, so try get there around 8 to check for keys. If you get straight in, you can use the extra time to do other parts.
PART I – The Titans
[Tribal Village]
{Normal} – Normally the village is not burnt, and you will need to walk into the centre of the village where the sacrifice area is. Once there, at 12 and 4 pm the chieftain will come out and start the ritual. Simply say “yes” to him, then spam stand (or say stand if you’re mounted) and he will send you down into the pit. From there, spam north until you reach the raft. It’s a good idea to try time this until just after a tick to prevent the random death trap killing anyone when you fall. The village also offers a reagent shop (all west from sacrifice area) and a televiewing mob (all East from sacrifice pit) when not burnt.
{Burnt} – When the village is burnt, which happens on specific moon phases, you can simply walk into the village at any time to get up into the clouds. When it’s burnt go all north, down and spam all north until on the raft. Normal random death occurs within the pit still.
[Volcano] [Key Items: Zapper Fang, Firecat Whisker]
{Clouds} Follow the path: sw, w, nw, nw, nw, d, ne, ne, d, se, se, s, d, n.
Kill any zappers along the way. If you reach the bottom and don't obtain a fang, work your way back up finding and killing zappers until you have one. When you enter the "n" on the end of the path, make sure your entire form isn't casting and is with you, as you will be instantly teleported. Often it’s a good idea to send your formation in first before the person with the fang walks into the room.
{Volcano}
Follow the path: s, ne
Kill fire cats in this area until you have a whisker (loads on the ground when they die), when you have the fang AND whisker in your inventory, and your entire form is ready, again send them into the room with the gate keeper and have the person with the whisker and fang walk in afterwards.
Follow the path: ne, e, d, ne, se, d, ne, e, d, nw, d, s.
When you enter the final s room, you need to walk in, not flee in. Bring your whole party in and answer the riddle using sayto when you know it. A couple of the riddles answers are:
- What's 4 and 5? Answer: "9"
- What smells good after death? Answer: "pig"
- What comes without being fetched? Answer: "stars"
- The more you take, the more you leave behind? Answer: "footsteps"
- Hope of everyone on this terrestrial ball? Answer: "tomorrow"
- Works while broken? Answer: “heart”
- Brings sadness, happiness? Answer: “memory”
- Never was, always to be, confidence of all? Answer: “tomorrow”
- Ripped from my mother's womb, I become a blood-thirsty slayer? Answer: “iron”
Once you answer correctly, you will be at the Catacombs of Mist.
[Catacombs of Mist] [Key Items: Bloody Wind Pipe, Eye of Death] Follow the path: 5e, 5s, sw, nw, sw, nw, sw, 3 nw, 3 n
Along this path, after the 5e, you will encounter 3 dizzy rooms in a row. You’ll need to dispel or flee a lot to get through them. Dispel is recommended, bring an orb if you can. After the jagged sw, nw, etc path, the second nw will be through a wall, into 2 rooms full of mobs. Normally it’s best to attack mobs in the first room and flee north, so you can walk through the wall in the north room.
You will then be face to face with Leandra.
Leandra Encounter: Leandra is relatively easy. Spell her up as much as possible before attacking her. Have a Psionic plague her, then have someone flee and antimagic the room. Cycle tanks as needed, reapply antimagic and plague as needed. Each time antimagic runs out, have the entire formation recast spells on her while the antimagic person attempts to recast it. When she dies pick up the eye from the ground.
Follow the path: (3s, 3se, ne, se, ne, se, 5n, 5w) to go back.
Now back at the safe, have everyone respell up, regen to full and have everyone removing flaming gear.
Follow the path: 3n,w,n. When ready, unlock north and have your main tank walk in first and begin attacking her. Everyone else should follow afterwards.
Laerethanel Encounter: Once you begin fighting him, don’t plan to flee. The door will randomly close and lock you in, so if you aren’t strong enough to take him without fleeing, you’d best get more people. Otherwise, pretty simple. Just keep healing the tank. Laerethanel is immuned to all forms of anti-regeneration, so you need to rely on preservation of mana. The room is also low regen. Use cure light where possible, and if you get low on mana, remove your haste. Once Laerethanel is dead, Leandra’s ghost will appear and speak a little. Remember to wait until the windpipe drops and pick it up, then enter portal.
Part II – Maze
[Water Beast] [Key Item: a silver goblet]
From water garden, all north, east, SE, down (wait for teleport)
Follow the path: NW, N, N, D, NE, SE, S, SE, SE, S, S, (dig)
[Pixie will ask you if you want to kill the beast;say yes;it will open the SE exit]
Be invis, defense dodge, get equipment ready. Beast can be spelled up fully. He scream paralyzes. Loot a silver goblet from him. Once he is dead, go up (wait for teleport)
Follow path: w, s, s, w, w
Now you will be back at entrance to hotel (where the latch is; columned portico.)
[Hedge Maze] [Key Items: Cog, Gem Encrusted Key, Ice Covered Key, Hedge Key, a petrified twig]
Hidden at the shed, all west, all north, all east (search) from the entrance.
Once inside, spam north to go through all the hedges and to get past the vines. Once at a dead end, head 5 east, 3 north, east, 2 north, northwest, 2 west, south, east, south, 2 west, 2 north, 3 west, north, west, south, west, south, 4 east, up, and north. This will bring you to the troll.
Troll Encounter: Troll is hidden, is a psionic and will regularly break forms. He's easy, attack, dispel and hit him with bash or energy weapons and spells. Repeat until you obtain a twig from him (key item).
Continue, north, down, north, east, south. Search to reveal a northeast, unlock with the twig and go in.
Then head 2 east, 2 north, northeast, east, 3 south, east, south, east, 4 south, east, 3 north, east, 6 north, east, 5 south, southeast through the wall. This room is a safe room in the fact it's no-mob, so heal up and armor up in here in preperation for the next battle. Then head south, west, 2 south, and east into CPK.
Unruh Encounter: Unruh is in a CPK room, so be careful not to die. He'll continually summon hell hounds if you spook them out of the room until he has no more room in his formation. There are 4 methods to killing this guy. First, use a psionic to continually spook out the hellhounds until his formation is full. Second, blind the hell hound he summons, calm and attack continually until he dies. Third, use a flash bomb on him, blind him and the hellhound (easy). Once he's dead, the tank will more than likely be webbed, so ward up. Make sure you loot a misshaped cog from him (key item). The room is vanish-drop so don’t drop anything important here.
Once you have the cog, head west, 2 north, east, north and heal up again. When ready, go northwest back through the wall, then 9 north [be careful and make sure this is EXACT, 1 too many and you can't get back], east, south, 6 east, south, 3 east, south, east, 3 north, west, south. Around here (northwards back around the path) is a mob that is hidden and requires sense life, he has an icy key, which is needed to leave the hedge maze. You can steal this or kill him for it. Once you obtain the key, return to the place you left and unlock the door down.
Unlock the door; go down, north and west. In this room or the room west is a guard, he has an icy guard key, another required item to leave. Steal or kill for this key too, then head west, south, west through the door. Search to obtain the fountain key, last key needed to leave. Go east, unlock south, go south, search, unlock up and up. Get everyone to drink from this fountain until they get teleported away. Note: If you have someone who can't drink water in the form, tell them to go west until they see a skeleton and enter it. Go 4 south and you're out of the hedge maze. Follow the path all west, all south and 3 east to the start.
** Everything from the hedge maze has now been obtained. **
PART III - Hotel
From Columned Portico, follow the path: 5n, e, 2n, 5e, s, (search) e, [unlock down – need gem encrusted key][open down], d, sw, e, e, se, w, w, nw. ne. [search], down.
Put the artifacts in the altar when it appears (fang, windpipe, whisker, goblet, cog). Grab the small key off the ground.
Follow the path: e, n, e, nw, sw, u, w, n, 5w, 2s, w
This brings you to the clock. If your group did not follow you down into the Gargoyle Maze, bring them all north from the Columned Portico.
[Hotel Roof] [Key Items: Rooftop Key]
Wear cog, use cog, and have everyone enter grand. Spell up and take break if needed. Veldra is next, so be ready with shields and dispelling weapons.
Unlock south, s, 6e, se, sw, se, sw, se, sw, nw. - Look for Veldra.
Veldra Encounter: She scream paralyzes, casts bolt to random people in the formation. Dispel her with dispelling weapons, weaken her and plague her (again, Psionic plague works best). It’s also recommended that you either have a shield on, with defense to auto or shield block, or have up telekinetic shield. Anyone with under 2500 HP should not participate in this encounter. Occasionally, she will calm to cast swarm and then ice wind. So as soon as she calms, re-attack her. She also randomly hurts critically anyone in the form. Heal anyone who is low. She will drop a key to the floor. Grab the key and…
Follow the path: 2w, nw, sw, 3w, n, unlock east.
Veldra Encounter 2: She will appear as Suzarra. Here you can look at Suzarra to see what possible loot you can get from her. Attack Suzarra and she will turn back into Veldra. Keep loot on. Veldra gives the Mark of Success, but now it seems to be on a random. Loot the keys from her corpse.
Follow the path: s, 3e, ne, se, 2e, se, ne, nw, ne, nw, ne, nw, 6w, n
Back to the antechamber. Wait here while an earthquake happens and once over, stand up and rebuff and rewear your armor.
[Hotel Rooftop] [Key Items: a small bone key]
From the antechamber, unlock up and…
Follow the path: 2 up, s, 5e, se, sw, se, sw, se, sw, se, sw, 4w, n, ne, e
You will now be at the Warmaster.
Warmaster Encounter: He is a psionic, he calms, and memory drains to attack. Dispel with dispelling weapons first up, use normal casting tactics. If he calms, have the main tank attack again, so he memory drains them instead of other people. Make sure at least one person always has cure blindness memorized. Cure plagues if you desire by fleeing west and coming back in. Psionic plague works wonders here. Have auto loot on, as his corpse explodes. Warmaster gives the Mark of Sanity, but this mark also seems to be on a random.
Follow the path: w, sw, 4w, s, 3w, n, nw, ne, (Search for northeast) 2ne, se, 2n, 2e, 2s (walkthrough), u
Kill Guardians, they are ethereal. Area attack spells work to hurt them. Get the small bone key. Tell all the formation to go down, and the person with the key stays up, unlocks south and goes south. Suzarra will reward them and they will be teleported back at the entrance gates. The rest of the formation can go back up, south and say exit to leave.
Rewards
From Leandra: kiss of death stiletto, death-head bracelet, web of lies
From Laerethanel: ice wind scroll (opalescent blue), ironheart axe, seven faces of death
From Veldra: onyx mortar and pestle, reanimate scroll (glowing crystalline), swarm scroll (musty black), Veldra’s silk gloves, Uzbaki Staff
From Warmaster: Bascinet, dark corseque (polearm), ironheart axe, Uzbaki Cloak
From Suzarra: 3 types of favors [sidhe/fey only 1 charge of abjure per day, 5 charges of forget per day], Suzarra’s breastplate, Lock of Suzarra’s Hair
Queens
Sayto the arena master "yes" or nod and he should say something about the bull being ready for you. Continue south into the LPK and find the bull. Kill it, it doesn't cast but has fairly heavy attacks, and obtain the bullhorn from it. Return to the arena master and give the horn to him. He'll give you a compass, hold onto this. Continue back north through the path until you get back to the entrance of it. Go a couple east until you see a southeast and follow this path to the very end, skipping past all the doors. Once you're at the end, go south, open east, east and search for a hidden room. A room should appear east, go inside the room and wait to be teleported again. Keep waiting once you're teleported and you'll be teleported to the compass of eternity (or something like that).
Now, make sure you have compass in the leader's inventory, head northwest and wait at the pedestal. It will glow then transfer you to a small area. Go s,s,w,w,s,s,w,w,w,s,s,sw,s,se,e,e,ne,n,ne,e,e,e,e,n,n,n,e,e,e and you will now be at the queen of fire. She's rather easy, just attack and heal. Once she's dead, loot the red orb from her corpse, go east and enter the portal.
Go to the southeast corner with the red orb in the leader's inventory. You'll be transfered to some rapids. Make sure everyone in the formation is invisible and levitated to prevent the fish attacking and the form being broken up by the water. Head directly south along the path until you find the water queen. Attack her, she hurts with water damage, but isn't too hard. Once she's dead, loot the blue orb from her corpse and go 2north, through the wall then east. Enter the portal.
Once everyone is back on the compass, put the blue orb in the leader's inventory, and head to the northeast point. Once the pedestal begins glowing, you'll be transferred to a field. Scan for the queen, kill her and take the brown orb from her. She's a druid, so she'll just cast basic druid spells on you (which includes evoke smoke/blind). Scan for the portal and leave, to get back on the compass.
Repeat normal process, put the brown orb in the leader's inventory and head to the southwest point of the compass. When the pedestal glows, it will transport your form to Infinity. Make sure everyone is levitated then scan for the queen, you may need to go up and down and scan as there are multiple levels to this area. She hurts with sunlight damage but nothing major. Loot the clear orb from the corpse and begin scanning for the portal. Enter the portal and get back on the compass.
With the clear orb in inventory, head to the north point of the compass. Wait for the pedestal to glow. You'll be transported to a small forest trail. From here go s, s, s, s, w, w, sw, s, w, w, nw. Pick up a mushroom and eat it. (Note: you must be unshifted for this to work). If it doesn't transport you immediately to the Lake, then move to another room and eat another mushroom. Once you teleport, go se, e, se and you'll be at the queen. She's a little tougher than the previous, she paralyzes with bites and casts druid spells. So set the tank's defense to dodge and attack like normal. Remove flaming if she has a resurrect scroll and you want to keep it. She'll go down fairly easily. Once dead, loot the rainbow orb from her. Then go ne, e(through the wall), sw, s and enter the portal to get back to the compass.
With the rainbow orb in the inventory, (doesn't matter whose) head to the south point of the compass and wait once the pedestal begins to glow. You'll be transported to Before a Cemetary. This is the first part of the run where you'll encounter CPK so if you wish to change EQ, do it now. From here, go e, e, open east, e, s, e, e and begin digging. You'll open a down, go down and follow the path. A cpk chamber will be at the end with the next queen sitting directly in the center of it. She's not too hard, and doesn't have a lot of HP but she does hit with drowning damage. Kill her and take her black orb. Go north and enter the portal to leave CPK and get back on the compass.
Before you begin this next part, be advised it's all no-magic. So if you need to cast up armor and heal spells, and get back into normal equipment, do it now. Once ready, go to the west point of the compass with the black orb in the leader's inventory and drop it soon as the pedestal begins glowing. You'll be transported to a marble path. Go all east to get to the queen. She's much more difficult due to the fact it's no magic. She hits with lightning, which can hurt dwarves a lot. So take turns tanking and flee/rejoin when needs be to make sure no one dies. Guards around her carry lances of law, if you want to kill them. Once the entire formation is low on HP, flee and sleep for a while to heal. To keep the queen from regenerating, it's wise to throw poison bombs at her or use archery with poison arrows. Once everyone is healed up then go back to the queen and repeat the process. Keep doing this until the queen is dead, then loot the white orb from her corpse. Go west, west, north, east, east and enter the portal.
This next area is also going to be no-magic, dizzy rooms with attacking mobs in it, so if you have any weak members in the formation it's recommended they stay back. Spell up and heal up, then head to the east point of the compass with the orb in the leader's inventory. When the pedestal begins to glow, you'll be transported to Desolation. This area is tricky, it's all dizzy and there's lots of attacking mobs. My usual stratergy is to spam east (as that's the direction you want to head) and when you can scan a door, spam down. Spamming any other direction except down and up will cause you to run off the platform when you get out of the dizzy area. If you get attacked, just flee with no directions and you should get away easily. Once you make it to the platform heal up and get back into CPK equipment, if you use it. Once your whole form gets to the platform and is ready, open the door south and go two south. Attack the queen, she's much more difficult than the other queens so far, casting a wide variety of spells including enervation enough to drain you. However, she usually has a weapon (chaos boomerang) to make her much easier and her HP isn't massive. Loot the phased orb from her once you've beaten her.
As another tip, the Blood Knights around here carry butchers axes, they're quite easy so you should kill them if you want a couple of the axes to sell/use.
Once finished, go south from the queen and enter the portal to get out of the area.
For one room of this next area, you will need detect illusion. So make sure everyone casts that or is affected by it in some way. With the final orb in inventory, and everyone prepaired as this will all be in CPK, go north and wait. You'll be transported to a maze of CPK. Get your spade and pick-axe out and go, all west, all northwest, north, north, west, west and dig. You'll reveal a passage down, go down, all east, and 3 northeast. Go down through the illusionary room. Go down, east, east, northeast and dig to reveal a third down. Go down and you'll be a massive cavern. This is a looping maze, go north and spam east and after around 10 easts you'll hit a passage filled with mobs. Seriende will be at the far east of the passage and won't attack as long as you're invis. Stay invis and attack her, she summons elementals, casts swarm, psionic spells and kill. She also paralyzes with screams, but all in all she's not hard as long as you have a couple of good players with you. If she has an enervation scroll, you may want to remove flaming. Once she's dead, you can loot boots of shame, headband of tame, and a wand of dark.
At this point, you can search for a hidden room north of Seriende. Go north, and keep attacking the mimnosuffogator. After some time, you will get the Mark of Epiphany
When you're ready to leave the area. Search, go up and enter the portal. You'll be back at the entrance and you've now completed the catacombs of shame!
Seahag
We'll start off at the recall to seahag, from here dispel the area if you can and go north all west, south, west, kill all the sailors in this area and grab an iron coin. (Note: these can be stolen from the sailors if one already has one and you can peek it.)
Now that you have a coin return to recall and go 2north west all north until east, 2east, north, east, open the east door and go into the green house. Remove all flaming and frosting weapons and any other items that cast these spells. Be invisible to prevent them poisoning you and kill the plants. Once you get a pollen from them, hide the coin somewhere so it doesn't get removed from you if you die. Exit the NPK garden area and you should be back on the path. Go north and pick the doors to gain access to the tower. Once the door is picked, open it, go 2 north open west, west, open west and west. Search for the key and pick it up. If there's no key wait for repop and search and get it then.
Once you obtain a key go 2east, south, 2east and unlock the northwest door. Go northwest, you'll have to dismount here if you're mounted or anyone in your form is, down, south, 2 east, and dig. This will reveal a passage down, this leads into cpk so make sure no one is around. Go all down, you'll also need to do this in lots of 2 to get through the private rooms, and regroup at the bottom of the stairs. Follow the passage, east, north, east, (South is a death trap) southeast, and south until you get out of cpk. Heal up here as the fight part of the main fighting begins. Go onto the chess board and scan for the black queen, once you find her there's two good ways to kill her. First of all make sure you cast as many affecting spells on her as possible, such as faerie fire, weaken, curse and slow if possible. This will make her dispel herself including haste and sanctuary and make the fight alot easier from there, a psionic would be very handy to plague her. Once you've dispelled her you have two choices on the best ways to beat her, once is to get wizards to enervate her the whole time. This will stop her casting all spells including annihilation and momentary darkness when she gets low or you can antimagic the room. This still allows annihilation but prevents everything else. You should flee, cast calm or smoke bomb the room if you see the queen begin to glow as she's about to cast annihilation and anyone fighting her will be killed instantly.
Once you defeat the queen, you'll get an iron key from her, make sure you hold onto this. Now you need to look for the white king, this is a pretty easy match, just weaken, faerie fire, psi plague, and slow if possible to weaken his attacks. All you really need to do is heal everytime you begin getting low. He has alot of hp but casts nothing, his attacks are hard if he doesn't have a weapon. You'll obtain a second iron key from him once you kill him.
Now comes a moderately tricky part, this involves cpk, nomagic and an ethereal mob. Equip your strongest form member with full armor and potions, try to give him/her a smoke bomb too if you have one. Go to the far east of the board and in the middle on the black square search. This will reveal a door to the east, unlock it with one of the keys and send the person going to fight the etheral mob in first, 2 east. Once they're in have 2 people go 1 east and block the entrance to prevent anyone cpking the person. Then have the person going to fight unlock the next gate and go in and fight. Keep killing the guardian until you obtain a blue seashell from it.
(Note: The ethereal mobs gives around 33 AP so it's a pretty good leveling mob for Archons.)
You can leave the chess board once you have the shell, make sure you're careful no one cpks you while you're getting out of this area. Recall to the top from the board (or walk if you have no way to recall). Goto where you hid the iron coin and pick it up, 2east from north of recall and magic unlock the door to the professor's place. Give him the coin and pollen and he'll give you an iron ward. Give the ward to a non-faerie that can summon or nexus and send them up the tower. When they're at the base of the stairs, they need to wear the ward and go up until the see an east. Open the door and go in. Everyone else in your formation needs to go outside of seahag to the docks on the western side. Have them nexus or summon everyone up from there. Make sure you close the nexus behind you to prevent unwelcomed visitors.
Once your form is up and ready, go west and south until you see baby chimeras, find one with a silver pick in it's inventory and kill it. These can be blinded and aren't really much of a fight. If the chimera has an egg in it's inventory, set autoloot off and manually take the pick out. The mother chimera, which is all south, is where the baby chimeras come from. She lays eggs and they hatch from them. If you want to kill the mother chimera she gives a small amount of AP but paraylzes and is a little hard. With tormus I found her alot easier.
Go all north after you get a pick and east. Press to lever until it's OPENED and go west then up the stairs until you see another south. In here is where most of the run takes place. First go 2 south, open east and go in. Give the cello the silver pick and it will drop another shell. Pick the shell up and go west, open west, west, then south. A mirror is in this room that will begin talking to you, it will give you 4 riddles one after another. The answers are: 1. E, 2. Shoe, 3. R and 4. Shadow. This will give you the final shell needed to get to Revella. Uncurse all the shells in your inventory and find the altar colors that corrispond with the shells. Place the shells in the bowls. Once this is done you can head further up the tower towards Revella. Kill the hands before her door and get the key from them, this can sometimes take a few repops before you get one and is a pain in the ass. The room with the hands is a no-mob room so it's great for waiting for repops if you're comfortable sitting in cpk and don't want hunters.
Tell your formation to go done once you get a key from a hand and have the fastest member unlock the door to Ravella's tower. Have them look up, and be careful, if she's not up continue up and find what room she's in by using look . Once you find her, parse ; flee and get out of the tower. This must be done within like 4 seconds or she will annihilate you. If this happens just have someone summon you back up and loot yourself once she moves. This timer resets every 30minutes, so you have that long to kill her before you have to stop fleeing. Once you kill Ravella she'll die leaving a corpse that explodes. So loot everything you can cast, if she has a pearl ring, turn autoloot off as these things are annoying and hard to get rid of. If you obtain a bronze key from hey you can go fight Damryn, the mob with the real seashell equipment.
To get to Damryn from Ravella's tower, go down until the first south, south, east and then he's through the locked door south. Also, it's strongly recommended that you go west insted of east, then south by magic unlocking the door. Torums is in this room, he sometimes has the no requirement seashell axe and will join your formation to help you. Then go north all east and into Damryn's room. Damryn is in no-magic and hits very hard. It's easy for people to get CPKed here unless you're careful. You can lock the north door and just keep fleeing south from him. This will stop people cpking you, but without wards to stop hunters, they can attack while you flee to heal. The way I killed Damryn was with 2 people alternating the tanking by fleeing and healing after each other with Tormus doing damage and throwing bombs. Other people let Tormus tank Damryn, then flee and bring him out, and heal him repeating this. Using 2 people to alternate tanking is faster and easier, but more risky if you don't have good tanks. Damryn also rewards the Mark of Perserverence to anyone hero level or above that get the final blow.
There are two portals to help you out of the lockable areas on Seahag, one is in Ravella's tower and the other is south of Damryn. While it's safer to lock yourself in these areas to prevent other people cpking you, it's much more risky against the mobs this way. Both of these portals lead to the recall of the area.
Mark of Irresponsibility - Releasing Kells
Starting at the recall point of the temple of Sumter, which is on rune mountain, head all north and kill the priest. Search the room and head down the stairs, then go all west. Make sure you're levitating and head north until you see the second northeast, go northeast and down (through the floor), then sw, se, down, north, northwest, down, northeast, down, north, all west, all north, northeast and finally southeast. Here you'll need a spade and pickaxe, go down one and dig up the quartz crystals, if there are none wait until repop. The next two downs also allow you to dig up quartz crystals. You will need 6 of these to give to the aforementioned golem and another 6 of these to put in the altars.
Once you have all the quartz crystals required, go all down, north and say "Akron Kalik Skevar". Prepare yourself to go into cpk and head all north. You'll come to a statue, say "wisdom cannot be given" and he will open a passage north. This is also where the golden cavaliers armor comes from and the faebane lance. Go north and check the corpse if you like, then continue all north take out the golems and enter the columns. You must be levitated once you go in here, head all north and enter the next columns. From here just follow the path around, you'll get attacked by a whole heap of kell defenders, these are easy for anyone over third class.
You'll finally reach the solar chamber, around this area are 7 altars in total. Place a quartz crystal (gem type) in each of the ones around the outside of the area, one in the 2up from the center and the one 2 down from the center, once all the altars have shifted into black altars you can place the astral quartz crystal in the center altar. This will echo something about a loud crack echoing through the place as a plate cracks or something to that effect. The kells are now released in the entire area and in Lowangen.
Side Note: If you want to continue and kill the Kell's Commander, read our Kell Commander guide.
Vyst
From An Ashy Intersection, follow the path leading in the southwest direction until you reach a closed door, you must go south and as quickly as possible enter altar. You may need to repeat this path if you find yourself teleported back to your original location. Defeat Zizziks to obtain a flat basalt key, then go north. Now you should be back at An Ashy Intersection.
Next, (from An Ashy Intersection) follow the path to the northwest until you have reached A Sweltering Intersection, then veer on to the path leading south. As you follow this path you will encounter A Fork in the Path, continue to the northwest until you have reached The Mad Gnome's Cave. Give the Gnome 10000 gold and your ride will begin immediately to the Mantle of Mount Vesuvius. When you have finished your ride on the Mad Mole, follow the parth north till you hit the intersection, then go all east and search. This will open up a hidden exit east, follow the passage through the first intersection. Go NE from the intersection until you get to the down, go down and search again. (Note: This room is NPK, and easy to die in.) Continue through the hidden down door where you will find Wiggles Tenderfoot, after defeating Wiggles Tenderfoot hang on to the guard's ring. Go follow the path back and all west, follow the path northwest until you hit the intersection, then continue along the southwest path where you will find Syrazic. Defeat Syrazic(Note: he breaths frost and throws bombs so webbing him first is a good idea) to recover a brilliant white key.
After defeating Syrazic, continue back along the path you came from. Going east at the first intersection then ne at the next, follow the path all ne, then north till the first east. Now that you're inside the church go east and enter the room north. Defeat the goodly priest for a shriveled fruit (Note: This is an important item on this run, so hold onto it). Proceed to walk back out of the room and west to the main hallway, continue all north (careful of the cpk at the end of the hall) then all down and follow the path till you meet the splitroads, go nw nw ne e se e ne e nw and follow the path up to Pythax's Lair, where the mob with the next key is. Kill Pythax to obtain a glowing red key and you will then backtrack along the path, going se w sw w nw, which will leave you back on A Misery Bound Pathway. To your north will be a CPK room which contains 'A fiery, blazing rift opens here, defying the laws of nature...', go north and enter the riftat which time you will find yourself on the path to the underground city of Volcanus. Follow this path with the aforementioned guard's ring in your inventory and you will awarded a Volcanus militia badge (also a mark for anyone over level 150), allowing you to enter the city of Volcanus.
Once you have entered the city, n w s will bring you to The Cave of the Ancient where you must hand the shriveled fruit you obtained earlier to Mordimus, who will plant it in the ground for you. After a few moments of waiting, you will notice that a glowing red fruit has fallen from the plant of purity, take this fruit and eat it to be transported The Skyline Gardens where you will find and locate the next mob. Journey along the path to the east and defeat Stepha, the angel of purity, for a shining yellow key and the final seal of Vyst. You must then backtrack along the path, going south at the first intersection then west at the next, here you should find a garden gate. Enter the garden gate and you should once again be standing at An Ashy Intersection, for the final time.
Here again you must follow the path to your NW, then the south path at A Sweltering Intersection and finally NW at the fork in the path. Give the Mad Gnome 10000 gold once more and await for the ride to complete then go all north along the path, all west from the first intersection then all northeast, all north and follow the path. Go nw nw ne e and you will arrive once again at the fiery rift, head north and enter rift then proceed as before through the city gates. Once you have entered the city, you may seek out the final key. North, all west, north till you see west then w, will bring you to the home of Wyglif the Wise, defeat him for a small key made of marble (this key is permanently cursed so autoloot off is suggested for all but the run coordinator). Then go e n east till north and n, this will bring you to the entrance of the temple. Unlock the north door then proceed 3N and you will occur a series of locked doors, each door featured after the key which pertains to it, when you have unlocked the final door, you will be asked to provide the final seal of Vyst as a final rite of passage. You are then teleported to an exit less CPK room where you are given the opportunity to spell up and heal yourself from previous embattlement. When you are fully prepared, each member (beginning with the tanking member of course) may enter the rift and you may try your luck at the Vyst. This room IS CPK and you WILL NOT be able to flee. When he has been slain, recall out. Keep in mind that his corpse explodes so ask everyone to keep autoloot ON near the end.
NOTES:
- A form of 4-6 well-equipped level 240+ characters is suggested for this run.
- 50 Archon Points will be divided up among the 241s in your form each kill.
- Utilizing silence near end of fight will prevent Vyst from casting Momentary Darkness.
- All mobs in accordance with the keys to Vyst are susceptible to a Druid's Smoke Evocation (Druid's form of blindness).
- This run will require a total amount of 20000 gold pieces to complete it.
- Invisibility and Levitation are recommended but not particularly necessary. It helps in case you are in combat during an earthquake.
- Vyst drops the Gem of Life for the Mark of Balance
Yourban
This run begins with a descent into the dungeon consisting of a series of winding hallways and teleport rooms.
From the Entrance to the Chamber of Elements:
s2e2je3l3s9wd3whkhkhkhkhk2w5n5e2ks3ejd4wkh5whk3w4slw (pause for teleport)sdslejnh2wkslsk2wh4nj2en3w2ks4wk2sele (teleport) s se e (teleport) 3s (teleport) 2e
(teleport) 4n d
After you have successfully navigated this portion of the area you should find yourself in Central Chamber of Elements. Here you will find exits in all possible directions. Two rooms to the east, west, north, and south directions you will find elemental pathways. The order in which these artifacts are obtained is of no great importance as long as all 4 are in your possession to reach Yourban's chambers.
Snow Pathway: 4e5n4e9sw2n3w (teleport) 8nwneuswnueswu2n2w2sen Then say 'time is everlasting but evil is not, the evil that grows here must be defeated' which will grant you entrance to the Chamber of Time. Proceed up once, then east and take the glacier, which will be located on the floor. It is not necessary to continue combat with Father Time at this point so you have the option of fleeing east, where you will be teleported back to the Central Chamber of Elements.
Earth Pathway: 4n5w4n9es2w3s (teleport) 19w and you will encounter Mother Earth. You must first defeat Mother Earth (with caution, she is capable of paralyzing you) then once again go 2west and remove the leaf from the tree of life; west once more will return you to the Chamber of Elements.
Fire Pathway: 4w4s4w9ne2s3edwk4s3k5wh3w2k4sl3s6eje will bring you to the next artifact on your journey to Yourban. After defeating the fire dragon, you will need to keep the volcanic stone for future use. One movement in the up direction will then bring you to the Central Chamber of Elements.
Water Pathway: 4s5e4s9wn2e3n (teleport) You must now go north into the sparkling lake to find the water dragon. Once he is defeated and you have obtained a piece of coral, the final artifact, find the path on the north side of the lake and proceed till you can no longer go north. You will be teleported to the Central Chamber of Elements.
Fighting Yourban:
Now that you have obtained all the artifacts you have earned the right to face Yourban. Go down and give each statue the proper artifact, which can be found by reading each individual room description. When you appear in the next room, you must go SW SE SW SE SW SE W and wait for a teleport then SW SE repeatedly until you no longer can move in either direction then continue nw n w and follow the corridor (carefully, so as to not wander into CPK) to Yourban's altar room.
NOTES:
- A form of 3-4 well equipped level 240+ characters is suggested for this run.
- Characters level 180 OR BELOW may receive the mark of Courage by defeating Yourban.
- Cancel Illusion or Silence near the end to prevent Yourban from casting momentary darkness.
- Yourban drops the Gem of Dira for the Mark of Balance