Wednesday, December 10, 2008
Jojo
There are a few items you will need before going to Ogre village. First you will need a set of digging tools (pick-axe and spade). Second you will need a stick of dynamite from the Wizard of Focault (ONLY the dynamite from Focault will work for this run.) . The final thing you will need is the Tablet of Ogre History. Sir Tristan repops with this tablet (He doesn't have it every repop.).
(When preparing to fight Sir Tristan remember that he is a Wizard/Psionic. The best strategy is to keep him blind. He can NOT be blinded through normal magic so don't bother trying. The only way to blind him is with a flash bomb. Poison/Plague can also help make him a little easier to kill. He doesn't hit particularly hard, but he can have weapons that do frost damage. If Tristan loses the blindness affect during combat flee immediately or throw a flash bomb to reblind him. He has a one second cast for the web spell.)
Once you have all the items you need head to Ogre Village and go to Bentnose's Hut. After 8 PM game time give him the Tablet of Ogre History. If Bentnose then goes off to the mountain, you will be able to continue, if he doesn't react then someone has already done the run and you will have to try again another time. When you're ready to continue go to the NPK Stinkfish River and head southwest. Go to the northwestern of the rooms named "In the Shadow of Mount Spitfire" and go down through the invisible exit. Go southwest and then up again. From there you go two rooms southwest and you should find a large boulder blocking the exit to the south.
Dig and a crack should appear in the boulder. Place the dynamite from Focault in the crack and the boulder should explode opening the way south. Move south and you should find Jojo there. It is suggested that you have someone to heal you to make the fight easier, but they can NOT be above level 239 or formed with you. You can alternate heroes to tank her if you wish, but only one can be in the room with her at a time or she will flee into Ogre Village and you'll then have to chase her down to finish the run.
Jojo has a number of possible items; however, you will not be able to tell which item until after you loot Jojo's corpse. The following items are dropped by Jojo: a black belt, a ninja crossbow, black hand-wraps, nunchaku of destruction, or a whip of mental strangulation.
Bent
1S, 2E
Search to reveal a north exit.
2N, 2E, Down, 1W, 2Up, 1S, 2E, 2N
Unlock the north door.
Prepare yourself for CPK combat if you choose/need to and move north into the Vault where you should find Bent. (*Note, that he's not particularly hard to kill.) You can unlock and open a chest in this room which has the flag hide-long-descr so you won't actually see it in the room. The magic lock scroll can repop inside this chest, and also on Bent himself. (If you decide to linger so that you can repeatedly kill Bent for magic lock scrolls, the Vault is no-quit, no-recall, and you can't dig in the room so a black moonstone and/or featureless white cube will not help you get out of the room. The only ways out are to either unlock the door south and leave that way or to void out and you will appear back at the recall room, a Shadowy Entrance Hall. As a final note, the black key that unlocks the Vault door and the chest in the vault has only about 6 uses so you may want to keep track of how many times you use the key if you do choose to spend time in the Vault and don't want to have to void out in order to leave.)
Monday, August 25, 2008
Tellanet
Tellanet's stats, items and room flags
- Tellanet does bite paralysing attacks.
- She can cast bolt type spells doing up to 2000hp damage depending on hit locations.
- She only seems to have around 1500sp.
- She carries a shortsword named 'ardor', hex scroll, titanskull shield.
- The ardor shortsword does mental-lash type damage, ogres beware.
- She loads with a black flag that has random immunities and resistances each repop.
- The room itself is no regen.
- Her mount also paralyses.
Preparation
First off you need to sort out your equipment, minimal armour is advised (since finding a second skull to loot should things go wrong is hard), so long as you achieve all 75's across you will be ok. Familiars from the orb of power (balance mark) and Agrippa rings are an advantage if you have them.
A dispelling weapon ready for the fight will help a lot, octarine quivers are the best since they dispel much faster, but for non rangers a heaven's wrath (expiring anyways so it's ok to lose) or a pike of retribution (cpk proof, but means no shield) will be ok. Be warned though she can be immune to any of these weapons.
A enervating weapon ready on hand for draining her spell points, spikebit, demented blade or wand of dark are good choices. As with the dispelling weapons she can be immune to these weapons too.
Obviously this depends on your classes but finding a monk or ranger to mix for you is advised. Have someone mix you around 20 fatigue mixes and around 60 HE mixes (she's yet to be fire immune when I have killed her, but you never know when that could change).
Check your memorized spells, redo them if they are close to fading, stock up on reagents if you are low, set your combat defense to dodge, take out your bronze bell if you have one or a staff of summoning (obtainable from necromancers in Templeton catacombs) and grab a mount if you have riding, an Ithrix ward is recommended.
Once ready and fully spelled up, regenerate to max stats then hold and use the skull.
Tellanet Encounter
You will find your self in a non pk room, its no regen so don't be wasting sp here. Use your summoning item if you have one and make four air type elementals, if you summon any other type order it to go north and unform it, as they will frag the hex scroll with breath attacks should Tellanet have one. Set formation structure to shield and haste the elementals. Once ready Tellanet is located down, going up will take you out of the Tellanet area and into the normal ethereal void area and unable to get back to her. Once you are in Tellanet's room fleeing up will have the same effect of you not been able to get back to her, fleeing south, east and west from her room all seem to have a increased chance of teleporting you into the normal void, fleeing north from her is the best option and least likely to teleport you out in my experience.
Once down, proceed to try dispelling her haste, if you get paralysed change your defense to auto or shield block in case she bolts. String for her bolting is Tellanet begins muttering an incantation... if your are not paralysed and you see that spell string flee north, wait at least 3 seconds for the spell to finish casting before going back in the room.
When she is dispelled immediately change to your enervating weapon, throw a fatigue mix and cast curse, faerie fire, weaken, plague and poison on her (she can be immune to plague and poison or very resistant to them, you need to land at least one of them, so spam till you land). Once spelled up proceed to use all your HE up, and try to stay above 1200hp. Try not to bash since the room is no regen and using all your sp and st up will leave you dead. When your sp is depleted flee north a second or two before the next tic and recover (any healing items or cabochon are a help as the longer you spend out of her room the more chance there is of been teleported away from her area).
From here on its just a matter of casting cure light every so often and throwing a new fatigue mix roughly every 4.5 to 5 minutes. Eventually she will drop to screams in agony and try to flee. Letting her flee is a good idea, as the rooms around her are not no regen and will make the final phase a lot easier in my experience. Having said that if she flees up you will be in the normal void, this is a real pain some times as she can be immune to web and chasing a paralysing mob around in the ethereal void is not fun! Should she flee any other direction but up, room shield if you can, then follow her, try your best to web her, but as previously stated she can some times be immune.
Once you get her down to barely clinging to life, its time to be very careful again. Order the elementals to flee so you can monitor damage more effectively, as she gets to her last few hp you need to over cast heal onto yourself if you are approaching a tic. Should you kill her a few seconds before a tic you risk been attacked by the mount, this is very bad as the mount is extremely buff and paralysing. It will disappear after a few tics, but that's more than enough time for it to kill you. So time your tic correctly and try to kill her immediately after one, any items she carries will drop to the ground so grab everything and get out of the room quickly. One final warning the ardor shortsword is trapped, if you have very low hp when she dies it will kill you when you pick it up.
Now find your way back to the no regen room with the up, go up and scan for Mordred, go to him grab a vial if there is one, drink it and you are home free!
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.
Kell Commander
It should be noted that there is a secondary way to get into the area required for this miniquest, although it's incredibly costly. Go to the southwest corner of the town, 3 east, and down to a hidden shop. Buy an apple, it shouldn't matter which. Now, go to the west side of town, and wait and/or move until a worker mentions he's hungry. Give him the apple, and he'll drop his spade. If you wait, this worker will say that he needs a new spade. At last attempt, the only spade which works is the quest spade, which one would almost never want to use. If you give him the spade, he'll dig a way down on the west side of town to the kell area. At this time, we know of no way to get the spade back. After releasing the kells, go to Lowangen. Go to the hidden shop mentioned above shop and buy the device. Now go outside, drop the device and push it. Each push, it takes 20k gold from your inventory so be prepared for an expensive venture. Keep using the device until you find the tangled tree. Kill the tree to get a tanglevine seed.
Now go to Diocletian, give the seed to Admiral Yotln (the retired military man) while being visible. He will give you a medal. You will receive a mail within minutes saying the shop owner wants to obtain the artifact you have just come across. Now head back to Lowangen, go back to the walk-through shop and give him the medal. He will give you a Kell's carapace. Walk outside and remove levitation if you have it on, find the V's (crevasse) and you will fall in. Walk to a room with a vine in it and start digging for a down. Go down and the guard will attack you and remove your carapace from you. Kill him and go down again to the CPK.
This CPK is high regen. The room to the southwest is LPK and no regen. Finally, down from there is non-pk and normal regen, which is where the Kell Commander is. Keep him spelled up, diseased cloud and poison gas the room if you can. And watch out for his high-damage emotes, such as using his scythe to slice you open, hitting extra hard, critically, etc. He will also regenerate chunks of HP if he "regains his strength". Do not wait until you are too low on hp (above 1.5k suggested) or one round from a scythe emote can kill you. Once you kill him, you can get a kell transmitter, quartz sliver, crystalline belt or a crystal neckguard.
Fey Pharmacist
Now you and your form must travel to the Faerie Plane to complete your run. There are many possibilities for traveling to this destination but we suggest the 'Plane Travel' spell or burying a Jasper Gemstone for the quickest and least obstructed results. Once you have reached the Faerie Plane, locate Unseelie Castle (a black, towering castle on survey) located at the co-ordinates 438,299 (Southeast end of the Faerie Plane).
Once arriving at the castle, go to the southern entrance of the castle, open the north door and go 3n 3e n nw w. Here you will find fey pharmacist, which you were previously fighting but now fully healed. He will cast psionic spells and kill spell, but isn't too hard now that you can heal and cure. When you have defeated him, you will receive the fetish of a Fey. There is no limit to this item, and it always repops on the fey, but you can repeat this run only when the mandrake fey is alive again.
NOTES:
- A form of 3 well-equipped 240+ characters, and 1 other for blocking is suggested for this run.
- The first pharmacist is in no-magic CPK, following precautions listed above is your best hope of avoiding a player-induced death.
- Be prepared with some form of transportation to make the crossover to the Faerie Plane to increase speed.
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!
Beyonder
s;e;se;ne;e;ne;n;w;w;w;nw;w;s;d;n;ne;ne;ne;n;e;e;e to a locked door. Cast magic unlock on it if you have it available. Once you unlock the door, go all east and attack Vextrinas, the priestess of Fire.
She is harder than Beyonder himself. Spell her up and she will dispel herself soon and get rid of her beneficial spells. She is immune to bash, hurts with energy and breathes fire. This can hurt on top of the wide variety of spells she will cast, including enervation, ice and fire bolt, form attack spells, and psionic spells. She will also web you. When she nears death, it's best to antimagic sphere the room because she will cast momentary darkness. Once she dies, loot a fire key from her. This key is vanish death, so don't die with or you will lose it. Remove curse this key and search for an east at the altar.
Set your defense to dodge and wear an improved invis item to prevent getting paralyzed. From the altar, go: east, d, 2s, 2se, s, 2sw, nw. Search for another nw. Go nw, w, nw (private room), 2sw. This is where a chained guardian will be. Dispel it and fully spell it up. It's a psionic mob, and not too hard. You need to get a palladium pick from him. Unlock west, and go west to the CPK. If you feel like preventing others from following you, you can choose to lock the door back. Enter the gate once you are ready.
Go south from here and you will be at "The Source". This is where Beyonder is, and he isn't aggressive. The room is also vanish-drop so don't bother dropping anything of importance to you. Peek him, if he has a frosted translucent (ice whip) scroll, you may want to remove flaming weapons or equipment. Beyonder can be hurt with flames, slash, bash or pierce. Other forms of damage won't work on him, and he is also immune to necromancy. Use dispelling weapons to get rid of his beneficial spells. Once those are gone, web him to prevent throwing bombs, and you can also poison him. Keep the tank healed and Beyonder should be fairly easy. He now casts bolt spells, so watch out. He also does form attack spells, energy orb and extinction. Nevertheless, he is much easier than Vexatrinas, as you can easily calm incase of an emergency and he won't reattack you. Once you defeat him, go south of him and enter the portal to leave the place. You will be at the Town Square of Vir.
NOTES:
- A form of well-equipped 3-5 archons and heroes is recommended for this run.
- Beyonder's normal loot is a frosted translucent scroll (Ice whip), shroud of stars, shiny twinkle, wand of nothingness, and polearm called 'Cosmos'
- 220 AP can be split between all the archons in the form.
Vortex
Vortex will randomly throw teeth at the ground, whenever you see her do this pick up the teeth and put them in a container to prevent them hatching. Vortex will silence, web and cast an large assortment of high wizard & witch spells. So silencing her won't do any good. Use enervation if you can to totally drain her spell-points. If you get extinct and low on hit-points, you can flee e and go s, e, s, s, w. You should be in safe, and you can wait it out and heal back up.
You can loot a slug thrower, a platinum colored scroll, which contains the spell warp and a heavy lead wand that has charges of level 180 fatigue.
Lady Bane
Either dispel her with dispel magic, or cast as many affecting spells on her as you can to make her dispel herself. Then poison and plague her, to stop her regening. Begin enervating her, if you can and if not, just heal yourself until she casts antimagic sphere. If she webs you, make sure you calm to help you outlast it and if you can attack one of the weaker mobs in the room. She'll die rather easily, especially if you're in a form.
You can loot a mirror amulet from her, which summons hunters and a leopard skin scroll which contains the spell antimagic.
Baba Yaga
Once she finally comes out, it's time to fight her. When you first attack she'll automatically try silence you. To avoid this, just use a psionic to do the first attack, and if needs be have them flee once the tanker is in combat.
She'll die slowly, keep her plagued and poisoned.
You can loot a small wicker man, a broom of Baba Yaga and the rattleskin scroll from her which contains the spell reflective fireball.
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
Elemental Hydra
From towne square, go east south until east and east into the Temple of Vandyne. Go east until southeast and head up, then southwest north and up. You'll need to levitate here. Search and go up through the door. From here go northeast, dispel the room and go west. Just wait to be teleported. This is probably the most frustrating part of the run. You need to make it to the far east side, but there's no way to mark the rooms or dispel them and they're all dizzy. The rooms are vanish-items so don't bother trying to drop anything. Just spam alot and scan every time you move rooms to see if you're at the end. When you are at the end you'll only be able to see nothing in the west direction. Just wait here a couple of seconds and you'll be teleported upto the Vandyne Priestess. She's 2 southeast and in a magic room, all the rooms around her are nomagic except for northwest, northeast, north. She's not really hard and just casts priest spells. It's hard but possible to dispel her then curse and weaken her. Just attack and healing is the easiest way to go, you need to get a rusted iron key from her, once you have this, just recall out of the room.
Now that you have the first key, only 1 left to go and it's right near the Hydra's entrance. Head east, north, all east, west(if you go into the shop), all north, 2south(if you go into the shaman's area) and then east and northeast. You should be with a gateguard now, kill him and get the key from him to the temple. Unlock the door and go in, head south and just follow the path around until you're on the far east side. Search in the center and you'll find a hidden door. Go into the door and follow the path east, down, 2 west. This room will teleport you after a couple of seconds and send you into a maze filled with fire elementals. The easiest way out of here is just to spam east and reach the southeast corner. From this corner, spam down and it will take you up to an abyss. Go to the northeast corner and wait to be teleported. Now you'll be up near the priestess, this whole area is no magic but the priestess' area. South is a safe room and the priestess is in a private/CPK room so only 1 person can fight it at a time. She's pretty easy, you can't dispel her anymore but poison/plague/weaken her and she'll go down moderately quickly. A soldier always helps here.
You need to get a brass key from her, then go east search and unlock the down. I recommend locking it behind you. Have your party prepare for the upcoming fight and make sure they all have levitation on them. If you have a psionic tanking, have them cast telekinetic shield to block the breathes. Three mutani herbs would help here, but aren't required since forms follow you through dizzy rooms now. Once you're all ready go east and keep spamming it in lots slowly until you're all east, unlock and open the east door and spam east until you finally get in the room.
(Make sure you do this quick as repop time is 15mins and it can lock on you.)
Once you're in, have the bard slow the hydra and a psi plague it. It has little HP so it will die fast, and as long as everyone heals you, you'll have no problem. Elemental bracelets repop around 20% of the time. The portal in here will take you to the maradas temple when you want to leave and the room is no-quit so if you void out, you'll go back to recall.
Lord Alymar
There are two ways to kill Lord Alymar, with 241 flash bombs and without. Killing him with them is much easier, so if you can get them, do it.
Here are some places they pop:
- Wallin, the bell repairer in the Church of Acceptance in New Kolvir
- Alchemists in Templeton Castle
- Fey Monks in Templeton Catacombs
- Lakaros, who is right before Lord Alymar
- Automatons in Vesuvius drop 230 flash bombs, which work nearly as well.
If you want to kill him without much trouble, you should have at least 3 bombs, preferably more. Just to note, he IS killable without flashes, it's just more tedious.
Directions:
From the entrance to New Kolvir, with pass door on, go all east, all north, up, and south. From here, you'll see a three-way fork, southwest, south, and southeast. The southeast path is by far the easiest, with no dizzies and only one silent room. The others feature nomagic and dizzy rooms. However, scan before you move. If there are two or more mobs southeast, you're going to want to get a calm mix or go a different direction. After the first room southeast, however, you can just calm your way through. Remember you can cure light in a silent room.
After going southeast, all south, southwest, move south into Lakaros' room. He carries a wooden pestle, the key for Alymar's room, and spawns 241 bombs. Dispel him fully, web him first, then kill him.
Note: Once you kill Lakaros, the exit north will close until repop, barring anyone from entering and providing some security.
Go southeast, southwest, then unlock north. You'll see Lord Alymar and General Kahlir waiting. They both cast highly offensive magic, including web, silence, and both bolts. Go north and dispel and spell up both of them, be sure to curse if you have it.
A few notes before the actual combat:
- General Kahlir will sometimes agro you, and sometimes he won't. Keep this in mind throughout the whole battle.
- General Kahlir also has a strange script, where you see the flee string, but he will ALWAYS end up back in the the throne room, so don't bother trying to keep him out.
- Remember to keep an eye on where if it isn't shift time.
- Alymar is resistant to weapon, bash, fire, holy, silver, and paralysis, so choose your weapon wisely.
Now, there's two possibilities.
A. With flash bombs:
Once they're both dispelled and cursed, throw a flash bomb and hope. If it gets blinds both of them, attack Alymar quickly and do as much damage as possible. If it doesn't throw your remaining bombs until they are both blind. Once they unblind, flee south, return, and repeat. Hopefully they'll die before you run out of bombs, if you do run out of bombs, move onto option B.
B. Without flash bombs:
Once they're spelled up, you're pretty much going to just damage/flee Alymar. Timing is everything in this, because if you flee and come back too quickly, you could catch them finishing off web, and be in trouble. You want to go in and either just bash/cast and then flee. Repeat this until Alymar dies, making sure he stays spelled up. Once you're done, go two south from the throne room through a hidden wall, you can recall/gohall from here.
Lord Alymar drops:
Heaven's Wrath, 240 flail which is dispelling and does holy wrath damage.
The royal robe of Lord Alymar, 240 cpk proof armor worn about the body with pass door and +~50 hp.
The crown of Lord Alymar, a 240 head armor with sense life and +wisdom, personality, and courage, along with -2 armor.
A dragon tear necklace, a 240 necklace with 7-9 damage, resistance to silver, and sanctuary.
General Kahlir drops:
The axe of guardianship, a 238 one-handed flaming axe, with -2 sanity, wisdom, vitality, and knowledge, it also casts blindness on the wearer.
All of these items expire in a month.
Whompfish
Recall to Bentnose: s;se;s;s;sw;s;sw;sw;s;e;ne;ne;9se;4sw;s;sw;w;sw;s;sw;s;se;s;se;s;s;se (Watch out for the tentacle, while crossing the bridge)
Recall to Jojo's Hut: se;se;s;sw;sw;s;sw;sw;sw;e;s;sw;w;d;sw;u;sw;sw
Whompfish
Before you go to Ogre Village, you're going to need the following equipment for this run.
A length of rope (General Store in southern Xaventry)
a man-sized fish hook (Fisherman Joe in Irda Isle)
An ogre, preferably hero or archon
On the bridge on the way to Bentnose, kill the tentacle using either bash or magic damage. He can paralyze you, so be careful. Go into the deeper part of Ogre Village, and kill Bentnose (be sure not to blind him, as he'll prevent fleeing). Now, with an ogre as the formation leader, go to Crashtree and enter the forest. All form members are going to want underwater breathing. The ogre leading the formation can only take one member at a time, so be patient. Follow this path until you're in a CPK room. Drop the rope, then the fish hook, and wait. The Whompfish will come, and you'll have to kill him. He has a variety of form-damaging attacks, and can silence anyone in the form. The emphasis should be on keeping the tank, and everyone, healed. The Whompfish drops Lasha's bracelet, an axe made of ogre bone, a magnetic fishbone (sextant), and an astral.
Notes:
- This run is restricted to levels 181-240, and Ogres of any level.
- The tank should always be around 80%, or higher, especially if using a hero tank.
- The battle room is underwater, so feys need to be careful.
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!