Showing posts with label priestess. Show all posts
Showing posts with label priestess. Show all posts
Wednesday, December 10, 2008
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.
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.)
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