Post by Rainfox on Jul 16, 2022 19:57:05 GMT
Before Zone/CPK
First, if you are a cautious individual, before you enter zone, cast sense presence wemic (or another mob unique to zone). If there is nothing in range then (as you should know) the zone is depopped; no one is inside, or has been inside since zone reset. When you enter zone you are going to pop it, and that's the safest way to run FGS.
When you pop zone, locate treant. If it loaded, run from ent u 4s e 3s 3w (through illus) n 5w n. charm treant, order treant remove all, order treant drop all, and get shield. AE 45mana base. Has popped above 80 (once). On average worth 20 eq pts (as you should know, amount of eq pts depends on tweak)
ok now for the rest of the zone, follow path back out until before the illusion (from ent dirs are u 4s e 3s). be invis as non-main mobs do not see invis.
DIRS TO MASTERS
- e y, 3e 2n. You are before a door. The most useful way to get past it is ethereal through. But if you think there might be a stake behind door, pick open and move away. Due to the fact that it's pickable, killing mob for key (2-headed meazel, wanders near door) is pointless. You are now inside the keep.
- 15n will get you to board (you won't see it unless it's open). 1n of you would be pic (which is what we call all n, even though when it's open there are rooms farther north). DO NOT SEARCH HERE like some people do. Instead open board down (and move away in case there is a stake below).
- Assuming it's safe, make sure weight is under 75 and go 4d 4e 2n 2e (can make normal weight) 2d 4e. You are above master mage.
- down, dispel mage and kill for some items including mana waist and key.
- once it's dead go up, all west (4w) all s (3s) unl open trapdoor and down. kill master warrior for key and earth crystal and other eq.
- similarly once you ice, go u all n, unl open trapdoor and down dispel kill master thief (he's likely to be hidden). loot dagger boots, fgs ring, and you'll get key for lich.
DIRS TO LICH
quick dirs from zone ent: u,4s,e,3s,e,y,e,e,e,n,n,c eth n, 16n, search,n,w,5n,3w,3n,3e,search,2e,3u.
dirs from thief: u,3s,2u (WEIGHT UNDER 75),2w,2s,4w,4u (normal weight),n,sea to open pic,n,w,5n,3w,3n,3e. search with key to open door, 2e,3u. dispel and ice. lich likes to room acid. the room d e from her is safe. also in drawer in this room you can get a quill that shopsells for 500k.
DIRS TO KING
By now you should know basic dirs from above, so dirs from the room past pic are 8e 2n, pick open door, 2e 3u. dispel and ice for 5/3 shield.
DIRS TO QUEEN
dirs from the room past pic: w 11n pick open door, n u. dispel ice for 4/3 bracelet.
DIRS TO WEAPONSMASTER
from zone ent:
quick: u,4s,e,3s,e,y,3e,2n,c eth n,8n,5w,2n,w. Ice for quiver (and bolt within in). Best bolt for nembow as far as i know
Notes
- The rooms 2n of pic are regen rooms (giantesses rooms)
- The path to lich is called walk of pain (or wop)
- The hallways east and west between fgs first door and pic are named 1.e, 1.w, 2.e, 2.w to correspond to where they are.
- It's useful to know what's in what hallway. For example, 2.e is library. 2.w is weaponmaster and another mob, etc. Also check what giantesses room names are called. That way if someone is xping, you'll know where they are.
First, if you are a cautious individual, before you enter zone, cast sense presence wemic (or another mob unique to zone). If there is nothing in range then (as you should know) the zone is depopped; no one is inside, or has been inside since zone reset. When you enter zone you are going to pop it, and that's the safest way to run FGS.
When you pop zone, locate treant. If it loaded, run from ent u 4s e 3s 3w (through illus) n 5w n. charm treant, order treant remove all, order treant drop all, and get shield. AE 45mana base. Has popped above 80 (once). On average worth 20 eq pts (as you should know, amount of eq pts depends on tweak)
ok now for the rest of the zone, follow path back out until before the illusion (from ent dirs are u 4s e 3s). be invis as non-main mobs do not see invis.
DIRS TO MASTERS
- e y, 3e 2n. You are before a door. The most useful way to get past it is ethereal through. But if you think there might be a stake behind door, pick open and move away. Due to the fact that it's pickable, killing mob for key (2-headed meazel, wanders near door) is pointless. You are now inside the keep.
- 15n will get you to board (you won't see it unless it's open). 1n of you would be pic (which is what we call all n, even though when it's open there are rooms farther north). DO NOT SEARCH HERE like some people do. Instead open board down (and move away in case there is a stake below).
- Assuming it's safe, make sure weight is under 75 and go 4d 4e 2n 2e (can make normal weight) 2d 4e. You are above master mage.
- down, dispel mage and kill for some items including mana waist and key.
- once it's dead go up, all west (4w) all s (3s) unl open trapdoor and down. kill master warrior for key and earth crystal and other eq.
- similarly once you ice, go u all n, unl open trapdoor and down dispel kill master thief (he's likely to be hidden). loot dagger boots, fgs ring, and you'll get key for lich.
DIRS TO LICH
quick dirs from zone ent: u,4s,e,3s,e,y,e,e,e,n,n,c eth n, 16n, search,n,w,5n,3w,3n,3e,search,2e,3u.
dirs from thief: u,3s,2u (WEIGHT UNDER 75),2w,2s,4w,4u (normal weight),n,sea to open pic,n,w,5n,3w,3n,3e. search with key to open door, 2e,3u. dispel and ice. lich likes to room acid. the room d e from her is safe. also in drawer in this room you can get a quill that shopsells for 500k.
DIRS TO KING
By now you should know basic dirs from above, so dirs from the room past pic are 8e 2n, pick open door, 2e 3u. dispel and ice for 5/3 shield.
DIRS TO QUEEN
dirs from the room past pic: w 11n pick open door, n u. dispel ice for 4/3 bracelet.
DIRS TO WEAPONSMASTER
from zone ent:
quick: u,4s,e,3s,e,y,3e,2n,c eth n,8n,5w,2n,w. Ice for quiver (and bolt within in). Best bolt for nembow as far as i know
Notes
- The rooms 2n of pic are regen rooms (giantesses rooms)
- The path to lich is called walk of pain (or wop)
- The hallways east and west between fgs first door and pic are named 1.e, 1.w, 2.e, 2.w to correspond to where they are.
- It's useful to know what's in what hallway. For example, 2.e is library. 2.w is weaponmaster and another mob, etc. Also check what giantesses room names are called. That way if someone is xping, you'll know where they are.