Post by Rainfox on Jul 16, 2022 20:10:58 GMT
First off, map is attached. Note that there are no more golem/lunatic/dragon, but i'm keeping them for reference anyways.
Walkthrough:
1. The first key is the most annoying part as it can load in 7 places and apparently you can fail search A LOT. Here are all the locations:
a. From ent all e 2s search ant
b. From ant all n 2e search ashes
c. From ashes 2n e search hole
d. From hole n u room search
e. From ent all e all s all e all s e d y e n search pottery
f. From pottery s all e all n, search till up opens, up, room search
g. From ent all e all s 2e all n all e n e n, search till w opens, west, room search
2. First mob is Marott. From ent go all e all s 2e all n e all n e, unl open gates, 2n,e. Warrior mob, !dis, loads nothing good really. Gaunts are 4/3 max. Loot for key.
- a set of spiked, chain-link gauntlets - Lev(24) Loc(hands) AM AC AG dr(3) hr(2) Cond(pristine - 185 Days)
3. From Marott go w all s w all s w all s e all s 1n 2e n. Preferably lure stuff out of this room first. Unl open door into cpk, and here's what you need to know about this area.
- 1n are two or three sanced/bashing mobs. Not a good idea to chill in that room.
- 1n also has a door to 1w (more bashing mobs), and from theres you can also go 1s (and more of them).
- 2n is Zeltran (key mob), vomitous mass, and orcish berserker.
- Zeltran is sanced/fs !dis and loads feral and dagger.
- flaming stiletto, burning with magical fire - Lev(24) Loc(wield) AM AC DAG BSER 6d6 AG AN fire dr(6) ss(-1)
- a heavy copper wristband bearing the Mark of the Feral Clan - Lev(24) Loc(wrist) AM AC AW AG fragile dr(4) hps(27)
- obviously those are max tweaks
- Vomitous mass is !keyword mob that doesn't hit hard at all, just annoying that no name, and can load grey ele stone
- Orcish berserker is bashing sanced (dispellable) mob, also very easy and loads nothing important.
- You can actually make Zeltran room !flee. The door south of him is called "flap", and you need search in order to open it.
- Zeltran does wimpy. If you have 5 people or less, I suggest NOT sring 1s until he is around "gaping" condition. If you sr at the beginning, chances are sr will fall before he's dead. And you really don't want to ice him in that room. He may be able to wimpy out of cpk, but that could be changed now with the sector changes. Just time your flee from Zel to sr correctly and come back without getting hit. [note: i don't think zeltran wimpies anymore]
4. With key from Zeltran, have leader get church. From zel all s, 2w, all n,w,all n,e,n,e,2n,all e,1w,n. Have everyone phase you. This is one of the two real pp's in zone (the other being ent). The only other LPK will be near Risen but it's !phase (summon only).
- Note that the guards are only aggro to blood. And note that they are VERY aggro to blood.
5. From church go s 2w n. Unl open doors, n,w,n,e,n,u, open door e. Go e and ice Dean Pyntami. You should disarm him and plague him otherwise he'll charge. Loads nothing useful really.
---------------------------------------------
Bonus: 2w there's Reginald who loads some eq. I don't remember what and I don't think it's very useful but worth checking if you got people (some dr neck maybe?)
6. Go back to church. From church go s e all n, 2w, unl open gates. N to that other commander mob (Hayden, loads some interestingish shield), open doors and follow to high priest. Sr his room, dispel ice him. Preferably keep him tripped.
7. When he is dead, push altar. You must have at least 3 people in form to do so (don't ask how we figured that out). Search and down will open. Go d,s,search,3e,2s,2e,s. Get stone, put stone vent. 2n, pull chain,s,u. When you go up, door will close behind you (can't go back down). However someone else can go pull chain and come to you. Anyways summon everyone in.
8. All e into cpk, kill Risen. He bashes, he's annoying, he blocks illus down. !dis also. You will need to ethereal last room in. Loot, search corpse to get risen head,tick.
Bonus: Around this area you can find a guard with right boot (c locate boot first of course). If it loaded, run around and find it. PLEASE DO NOT GO FROM PP e 2n 3e s. That's !exit room and you'll be very screwed unless you got a usable pp to phase asap. If boot is there, do not ice it there. It's like 6 mobs that hurt like hell. You can get it another time.
9. From Risen go down and reform there if needed (can't go back up, you MUST get a pp back to ent). The way I do it is literally ice all mobs (guards) around here. Half the rooms are cramped, the other half aren't. Ethereal anyways just in case. Key is usually s,2w,s. Anyways from the room below Risen you will need to end up all s,1w. Trap this room, preferably don't sr if you're planning to use any eles.
Bonus: Around the key mob (or maybe even on it) left boot loads. Ice for it.
10. How to do Ripithe:
- He's a mage, he has a drain mana proc, and he rooms acid.
- If anyone dies in his room, he conjures a golem "out of that person" that will fight for him. The golem is not hard but obviously more annoying with it than without. Ressing the person is of course doable but that doesn't poof golem.
- Search corpse when Ripithe dies. Of useful things, it loads a +hammer prof sphere, organ, and book of risen.
11. To make the boot (it used to actually be useful, 3dr/3dr/2dex max nobits, then got changed to 3dr/3dr/0dex max, then got changed to 3dr/3dr/-mana Gwar only. Kinda useless) you need a left boot, a right boot, and spider thread (from mf). Cost is either 5 or 10m. Of course it COULD be nice but the chances of that are very slim.
Walkthrough:
1. The first key is the most annoying part as it can load in 7 places and apparently you can fail search A LOT. Here are all the locations:
a. From ent all e 2s search ant
b. From ant all n 2e search ashes
c. From ashes 2n e search hole
d. From hole n u room search
e. From ent all e all s all e all s e d y e n search pottery
f. From pottery s all e all n, search till up opens, up, room search
g. From ent all e all s 2e all n all e n e n, search till w opens, west, room search
2. First mob is Marott. From ent go all e all s 2e all n e all n e, unl open gates, 2n,e. Warrior mob, !dis, loads nothing good really. Gaunts are 4/3 max. Loot for key.
- a set of spiked, chain-link gauntlets - Lev(24) Loc(hands) AM AC AG dr(3) hr(2) Cond(pristine - 185 Days)
3. From Marott go w all s w all s w all s e all s 1n 2e n. Preferably lure stuff out of this room first. Unl open door into cpk, and here's what you need to know about this area.
- 1n are two or three sanced/bashing mobs. Not a good idea to chill in that room.
- 1n also has a door to 1w (more bashing mobs), and from theres you can also go 1s (and more of them).
- 2n is Zeltran (key mob), vomitous mass, and orcish berserker.
- Zeltran is sanced/fs !dis and loads feral and dagger.
- flaming stiletto, burning with magical fire - Lev(24) Loc(wield) AM AC DAG BSER 6d6 AG AN fire dr(6) ss(-1)
- a heavy copper wristband bearing the Mark of the Feral Clan - Lev(24) Loc(wrist) AM AC AW AG fragile dr(4) hps(27)
- obviously those are max tweaks
- Vomitous mass is !keyword mob that doesn't hit hard at all, just annoying that no name, and can load grey ele stone
- Orcish berserker is bashing sanced (dispellable) mob, also very easy and loads nothing important.
- You can actually make Zeltran room !flee. The door south of him is called "flap", and you need search in order to open it.
- Zeltran does wimpy. If you have 5 people or less, I suggest NOT sring 1s until he is around "gaping" condition. If you sr at the beginning, chances are sr will fall before he's dead. And you really don't want to ice him in that room. He may be able to wimpy out of cpk, but that could be changed now with the sector changes. Just time your flee from Zel to sr correctly and come back without getting hit. [note: i don't think zeltran wimpies anymore]
4. With key from Zeltran, have leader get church. From zel all s, 2w, all n,w,all n,e,n,e,2n,all e,1w,n. Have everyone phase you. This is one of the two real pp's in zone (the other being ent). The only other LPK will be near Risen but it's !phase (summon only).
- Note that the guards are only aggro to blood. And note that they are VERY aggro to blood.
5. From church go s 2w n. Unl open doors, n,w,n,e,n,u, open door e. Go e and ice Dean Pyntami. You should disarm him and plague him otherwise he'll charge. Loads nothing useful really.
---------------------------------------------
Bonus: 2w there's Reginald who loads some eq. I don't remember what and I don't think it's very useful but worth checking if you got people (some dr neck maybe?)
6. Go back to church. From church go s e all n, 2w, unl open gates. N to that other commander mob (Hayden, loads some interestingish shield), open doors and follow to high priest. Sr his room, dispel ice him. Preferably keep him tripped.
7. When he is dead, push altar. You must have at least 3 people in form to do so (don't ask how we figured that out). Search and down will open. Go d,s,search,3e,2s,2e,s. Get stone, put stone vent. 2n, pull chain,s,u. When you go up, door will close behind you (can't go back down). However someone else can go pull chain and come to you. Anyways summon everyone in.
8. All e into cpk, kill Risen. He bashes, he's annoying, he blocks illus down. !dis also. You will need to ethereal last room in. Loot, search corpse to get risen head,tick.
Bonus: Around this area you can find a guard with right boot (c locate boot first of course). If it loaded, run around and find it. PLEASE DO NOT GO FROM PP e 2n 3e s. That's !exit room and you'll be very screwed unless you got a usable pp to phase asap. If boot is there, do not ice it there. It's like 6 mobs that hurt like hell. You can get it another time.
9. From Risen go down and reform there if needed (can't go back up, you MUST get a pp back to ent). The way I do it is literally ice all mobs (guards) around here. Half the rooms are cramped, the other half aren't. Ethereal anyways just in case. Key is usually s,2w,s. Anyways from the room below Risen you will need to end up all s,1w. Trap this room, preferably don't sr if you're planning to use any eles.
Bonus: Around the key mob (or maybe even on it) left boot loads. Ice for it.
10. How to do Ripithe:
- He's a mage, he has a drain mana proc, and he rooms acid.
- If anyone dies in his room, he conjures a golem "out of that person" that will fight for him. The golem is not hard but obviously more annoying with it than without. Ressing the person is of course doable but that doesn't poof golem.
- Search corpse when Ripithe dies. Of useful things, it loads a +hammer prof sphere, organ, and book of risen.
11. To make the boot (it used to actually be useful, 3dr/3dr/2dex max nobits, then got changed to 3dr/3dr/0dex max, then got changed to 3dr/3dr/-mana Gwar only. Kinda useless) you need a left boot, a right boot, and spider thread (from mf). Cost is either 5 or 10m. Of course it COULD be nice but the chances of that are very slim.