From the Soolay Forest wilds outside of Ogre Village
2S (This is the first of many invisible exits throughout Ogre Village.)
2SE, 3E, 1NE, 2SE, 1SW, 1S, 3SW, 1S (There is a small section of NPK with very aggro mobs next.)
1E, 2NE, 3SE, 1NE, 3E, 1S, 1NE (Again you are going through the wall, through an invisible exit.)
1N, 2NE, 1NW, 2N, 1NW, 1N, 3W
Prepare yourself for combat with three simultaneous dragons. When you are ready go north and you should find Firecress, Sorbrazze, and Sorfirre. (*Note, that it's suggested that you blind Sorfirre as quickly as you can by any means necessary as he can paralyze you. Also note that it's suggested that you kill Firecress and Sorbrazze first to reduce the overall damage you will have to deal with when fighting Sorfirre. As a final note the white dragon's claws are now on a very low repop so if you want them you may have to camp Sorfirre for a while.) When Sorfirre dies you can loot the following possible items: a pair of white dragons claws, a dragon tooth necklace. When Sorfirre dies you have a chance to access his treasure room.
1S, 1SW (Once again through a wall on an invisible exit.)
Go west and look for an exit Northeast. It will be visible if Sorfirre's Treasure Room is opened. (It doesn't open every time that Sorfirre dies so it may or may not be available to enter.)
You can only take one thing from Sorfirre's Treasure Room so if you happen to be using a trigger to pick up gold on the ground you will want to disable it.
When you enter Sorfirre's Treasure Room you should find three things: A pile of gold, a large red ruby, and a red dracon scale.
From this point you may want to find Havall. When you do find him give him the large ruby from Sorfirre's Treasure Room and he will trade you the skinning knife.
Wednesday, December 10, 2008
Jojo
If you've spent any amount of time in Ogre Village then you've most likely had the Halfling called Jojo do some prank on you like pulling down your pants or punching an Ogre and blaming it on you, or some other such prank. The main purpose for Jojo is to annoy the crap out of everyone. The secondary purpose for Jojo is to test heroes in one on one combat with little to no combat spells. Jojo has very high saves so not many spells will affect her. If you are above or below hero level you won't be able to do this run.
There are a few items you will need before going to Ogre village. First you will need a set of digging tools (pick-axe and spade). Second you will need a stick of dynamite from the Wizard of Focault (ONLY the dynamite from Focault will work for this run.) . The final thing you will need is the Tablet of Ogre History. Sir Tristan repops with this tablet (He doesn't have it every repop.).
(When preparing to fight Sir Tristan remember that he is a Wizard/Psionic. The best strategy is to keep him blind. He can NOT be blinded through normal magic so don't bother trying. The only way to blind him is with a flash bomb. Poison/Plague can also help make him a little easier to kill. He doesn't hit particularly hard, but he can have weapons that do frost damage. If Tristan loses the blindness affect during combat flee immediately or throw a flash bomb to reblind him. He has a one second cast for the web spell.)
Once you have all the items you need head to Ogre Village and go to Bentnose's Hut. After 8 PM game time give him the Tablet of Ogre History. If Bentnose then goes off to the mountain, you will be able to continue, if he doesn't react then someone has already done the run and you will have to try again another time. When you're ready to continue go to the NPK Stinkfish River and head southwest. Go to the northwestern of the rooms named "In the Shadow of Mount Spitfire" and go down through the invisible exit. Go southwest and then up again. From there you go two rooms southwest and you should find a large boulder blocking the exit to the south.
Dig and a crack should appear in the boulder. Place the dynamite from Focault in the crack and the boulder should explode opening the way south. Move south and you should find Jojo there. It is suggested that you have someone to heal you to make the fight easier, but they can NOT be above level 239 or formed with you. You can alternate heroes to tank her if you wish, but only one can be in the room with her at a time or she will flee into Ogre Village and you'll then have to chase her down to finish the run.
Jojo has a number of possible items; however, you will not be able to tell which item until after you loot Jojo's corpse. The following items are dropped by Jojo: a black belt, a ninja crossbow, black hand-wraps, nunchaku of destruction, or a whip of mental strangulation.
There are a few items you will need before going to Ogre village. First you will need a set of digging tools (pick-axe and spade). Second you will need a stick of dynamite from the Wizard of Focault (ONLY the dynamite from Focault will work for this run.) . The final thing you will need is the Tablet of Ogre History. Sir Tristan repops with this tablet (He doesn't have it every repop.).
(When preparing to fight Sir Tristan remember that he is a Wizard/Psionic. The best strategy is to keep him blind. He can NOT be blinded through normal magic so don't bother trying. The only way to blind him is with a flash bomb. Poison/Plague can also help make him a little easier to kill. He doesn't hit particularly hard, but he can have weapons that do frost damage. If Tristan loses the blindness affect during combat flee immediately or throw a flash bomb to reblind him. He has a one second cast for the web spell.)
Once you have all the items you need head to Ogre Village and go to Bentnose's Hut. After 8 PM game time give him the Tablet of Ogre History. If Bentnose then goes off to the mountain, you will be able to continue, if he doesn't react then someone has already done the run and you will have to try again another time. When you're ready to continue go to the NPK Stinkfish River and head southwest. Go to the northwestern of the rooms named "In the Shadow of Mount Spitfire" and go down through the invisible exit. Go southwest and then up again. From there you go two rooms southwest and you should find a large boulder blocking the exit to the south.
Dig and a crack should appear in the boulder. Place the dynamite from Focault in the crack and the boulder should explode opening the way south. Move south and you should find Jojo there. It is suggested that you have someone to heal you to make the fight easier, but they can NOT be above level 239 or formed with you. You can alternate heroes to tank her if you wish, but only one can be in the room with her at a time or she will flee into Ogre Village and you'll then have to chase her down to finish the run.
Jojo has a number of possible items; however, you will not be able to tell which item until after you loot Jojo's corpse. The following items are dropped by Jojo: a black belt, a ninja crossbow, black hand-wraps, nunchaku of destruction, or a whip of mental strangulation.
Mulakanathos Burial Ritual
As you enter Mulakanathos from the north you should find yourself on the Northern Edge of the Boardwalk. Move one room southeast and search to reveal a down. Go down and you will be attacked by an armored oil dragonne. After you have killed it you will be able to loot the hunter's bones. (The bones are vis-death, so you will not be able to peek the dragonne to see if they are there or not, they appear to repop every time.) Once you have the bones dispel the dizzy room if you are able and go southwest. This should bring you to the southern-most of the Western Boardwalk rooms. Go two rooms west and one room southwest and you should find another down to a dark LPK room. Now that you have the hunter's bones you will be permitted to go down into the crypt. Once you are in the crypt open the casket, put the hunter's bones inside, and close the casket again. The casket will lock itself and a wave of serenity will radiate from the coffin as the passed hunter is laid to rest. You can then leave up and you should be rewarded by the keeper of the Vilrette for honouring the deceased hunter.
General Faren
As you step onto the shores of Irda Isle from the reef surrounding the island.
2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 15N, 3W, 6N, 1W
Search to reveal an exit north if it isn't already open and move north into a Cavernous Entrance which is the recall and safe room for the Irda Isle Caverns.
7N, 5W, 4N, 5E
Dispel General Faren if he has the sanctuary spell affect, and then poison, plague, curse, weaken, and faerie fire him if you are able. Blind and web him next if you can. (His sword, if he has it, can randomly poison you so be aware of whether it is you or Faren that is shivering from poison.) If you wish you can backstab and flee until Faren has about 60% health left. Then you can bash him and flee until he dies. If you aren't strong enough to do direct combat with him this is the suggested method to solo him. Though it will take longer to do General Faren can easily be soloed at level 180 if you use the attack and flee method described as well as the disabling spells. Once General Faren dies you can loot the following possible items from him: a sword named stormchyld and the shield of war.
2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 15N, 3W, 6N, 1W
Search to reveal an exit north if it isn't already open and move north into a Cavernous Entrance which is the recall and safe room for the Irda Isle Caverns.
7N, 5W, 4N, 5E
Dispel General Faren if he has the sanctuary spell affect, and then poison, plague, curse, weaken, and faerie fire him if you are able. Blind and web him next if you can. (His sword, if he has it, can randomly poison you so be aware of whether it is you or Faren that is shivering from poison.) If you wish you can backstab and flee until Faren has about 60% health left. Then you can bash him and flee until he dies. If you aren't strong enough to do direct combat with him this is the suggested method to solo him. Though it will take longer to do General Faren can easily be soloed at level 180 if you use the attack and flee method described as well as the disabling spells. Once General Faren dies you can loot the following possible items from him: a sword named stormchyld and the shield of war.
Mama Dragon
As you step onto the shores of Irda Isle from the reef surrounding the island.
2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 1N, 7W
You should find yourself at the Sudden End of the Forest. Prepare yourself here by casting any buff spells you need to and/or healing, or changing gear if you are using anything that isn't insulated. (Mama Dragon's breath attacks are very hard on gear so it's suggested to bless your equipment before going in to the room with her.) Once you are fully prepared for no-magic combat.
4S
You should find the Mama Dragon in this Massive Cavern. (Beware of the stalactites that can fall in each of the three rooms prior to the Mama Dragon's room.) The Mama Dragon is aggro so you may or may not need to attack her directly to enter combat. Poison and flash bombs can make the battle a bit easier, but if you blind her she tends to breathe more often and therefore do more damage overall. (You will need to be sure that you flee combat before you get too low on hit points and expect to be hit by at least one stalactite as you move north to the room where you can cast spells to heal yourself. Also note that Druids are suggested to make use of the water invocation spell to reduce the damage from her fire breath attacks.) When the Mama Dragon finally dies you can loot no more than 2 items from her on each repop. The dragon's claw will not be visible until after she dies, but the other four possible loot items will be visible before she dies so if you peek at her inventory and find nothing there then you won't get more than the dragon's claw as loot at the very most. The following items are possible loot from the Mama Dragon: a dragons claw, a dragon bone ring, a dragon jaw helmet, a pair of green dragonscale sleeves, and the leggings of an elder dragon.
2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 1N, 7W
You should find yourself at the Sudden End of the Forest. Prepare yourself here by casting any buff spells you need to and/or healing, or changing gear if you are using anything that isn't insulated. (Mama Dragon's breath attacks are very hard on gear so it's suggested to bless your equipment before going in to the room with her.) Once you are fully prepared for no-magic combat.
4S
You should find the Mama Dragon in this Massive Cavern. (Beware of the stalactites that can fall in each of the three rooms prior to the Mama Dragon's room.) The Mama Dragon is aggro so you may or may not need to attack her directly to enter combat. Poison and flash bombs can make the battle a bit easier, but if you blind her she tends to breathe more often and therefore do more damage overall. (You will need to be sure that you flee combat before you get too low on hit points and expect to be hit by at least one stalactite as you move north to the room where you can cast spells to heal yourself. Also note that Druids are suggested to make use of the water invocation spell to reduce the damage from her fire breath attacks.) When the Mama Dragon finally dies you can loot no more than 2 items from her on each repop. The dragon's claw will not be visible until after she dies, but the other four possible loot items will be visible before she dies so if you peek at her inventory and find nothing there then you won't get more than the dragon's claw as loot at the very most. The following items are possible loot from the Mama Dragon: a dragons claw, a dragon bone ring, a dragon jaw helmet, a pair of green dragonscale sleeves, and the leggings of an elder dragon.
Mark of Valor - Simon Bloodbane
As you step onto the shores of Irda Isle from the reef surrounding the island.
2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 15N, 3E, 7N, Up
3W, 4S
You should find yourself Standing in the Massive Throne Room. Lord Bloodbane should be in this room unless he's been recently killed. (This room is an NPK room so be aware of who is in the area if you're concerned about being PK'd.)
Dispel him until his sanctuary spell is gone at least. Once he no longer has the sanctuary spell affect go ahead and poison, plague, curse, weaken, and faerie fire him if you can. You may need to use flash bombs to blind him, after he's blinded you will probably want to web him as well to prevent him from throwing bombs. Unless you also silence him he will almost immediately start summoning elementals that will form with him. If you are psionic or have one in formation they can spook the elementals out of the room until his form is full, or you can blind them with magic or a flash bomb. (*Note, that using a flash bomb on the elementals is quickest, but doing this will generally make it so that during combat all the elementals will lose the blindness affect at once and join combat at the same time.) You can try to use energy drain spell to drain away Lord Bloodbane's spell points, but it can take a while to accomplish this. When Lord Bloodbane is close to death he will almost always cast momentary darkness if he has the spell points to be able to so and isn't silenced. You will want to make sure he's definitely poisoned and plagued near the end of combat so that he doesn't regenerate too much while the room is darkened. (*Note, that having an item to dispel the darkness such as the negation orb can be very useful if/when Lord Bloodbane casts momentary darkness. Also note that due to the very high level of his momentary darkness spell it can be hard to dispel by means of casting the dispel area spell. As a final note, keep in mind that if Lord Bloodbane is able to see you then he can randomly cast high level spells such as energy orb, ice/firebolt, etc. If you aren't prepared for these spells to hit you they can kill you very quickly.) After Lord Bloodbane dies you can loot the following possible items: a bloodbane family ring, a bracer of destruction, a diamond gemstone, a set of overlord armor, a summoning pentagram, a waxed piceous scroll, the Bloodbane combat gloves, the mighty sword of Bloodbane, the Overlord's helm, the Overlords necklace of protection, and a skull of Riga.
To obtain the mark, you will need 18 courage
2E, 1NE, 1E, 2NE, 3N, 3E, 1N, 4E, 2N, 2W, 1N, 8W, 15N, 3E, 7N, Up
3W, 4S
You should find yourself Standing in the Massive Throne Room. Lord Bloodbane should be in this room unless he's been recently killed. (This room is an NPK room so be aware of who is in the area if you're concerned about being PK'd.)
Dispel him until his sanctuary spell is gone at least. Once he no longer has the sanctuary spell affect go ahead and poison, plague, curse, weaken, and faerie fire him if you can. You may need to use flash bombs to blind him, after he's blinded you will probably want to web him as well to prevent him from throwing bombs. Unless you also silence him he will almost immediately start summoning elementals that will form with him. If you are psionic or have one in formation they can spook the elementals out of the room until his form is full, or you can blind them with magic or a flash bomb. (*Note, that using a flash bomb on the elementals is quickest, but doing this will generally make it so that during combat all the elementals will lose the blindness affect at once and join combat at the same time.) You can try to use energy drain spell to drain away Lord Bloodbane's spell points, but it can take a while to accomplish this. When Lord Bloodbane is close to death he will almost always cast momentary darkness if he has the spell points to be able to so and isn't silenced. You will want to make sure he's definitely poisoned and plagued near the end of combat so that he doesn't regenerate too much while the room is darkened. (*Note, that having an item to dispel the darkness such as the negation orb can be very useful if/when Lord Bloodbane casts momentary darkness. Also note that due to the very high level of his momentary darkness spell it can be hard to dispel by means of casting the dispel area spell. As a final note, keep in mind that if Lord Bloodbane is able to see you then he can randomly cast high level spells such as energy orb, ice/firebolt, etc. If you aren't prepared for these spells to hit you they can kill you very quickly.) After Lord Bloodbane dies you can loot the following possible items: a bloodbane family ring, a bracer of destruction, a diamond gemstone, a set of overlord armor, a summoning pentagram, a waxed piceous scroll, the Bloodbane combat gloves, the mighty sword of Bloodbane, the Overlord's helm, the Overlords necklace of protection, and a skull of Riga.
To obtain the mark, you will need 18 courage
Bent
First you will need to obtain the black key from the iron-bound chest east of the enchanter Cymeneth. To unlock this chest you will need to get the iron key from Focault himself. (This chest is also the one that can repop with the heart-shaped amulet.) Once you have the black key from the iron-bound chest go back two rooms west to the Narrow Corridor.
1S, 2E
Search to reveal a north exit.
2N, 2E, Down, 1W, 2Up, 1S, 2E, 2N
Unlock the north door.
Prepare yourself for CPK combat if you choose/need to and move north into the Vault where you should find Bent. (*Note, that he's not particularly hard to kill.) You can unlock and open a chest in this room which has the flag hide-long-descr so you won't actually see it in the room. The magic lock scroll can repop inside this chest, and also on Bent himself. (If you decide to linger so that you can repeatedly kill Bent for magic lock scrolls, the Vault is no-quit, no-recall, and you can't dig in the room so a black moonstone and/or featureless white cube will not help you get out of the room. The only ways out are to either unlock the door south and leave that way or to void out and you will appear back at the recall room, a Shadowy Entrance Hall. As a final note, the black key that unlocks the Vault door and the chest in the vault has only about 6 uses so you may want to keep track of how many times you use the key if you do choose to spend time in the Vault and don't want to have to void out in order to leave.)
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.)
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