Post by Rainfox on Jul 16, 2022 18:42:53 GMT
Explore Condemned Arena
In some websites this is callef Varkl Outpost
The Condemned Arena designed by Cryo
Possible experience for your level: 25,000,000 Exploration designer: Celylia
1 - Find Kyndor's plans
2 - Defeat the jailer and free his prisoners
3 - Free Kion
4 - Find a tool to help you break into the arena
5 - Prove your mettle in the arena
6 - Prove your mettle in the arena
7 - Prove your mettle in the arena
8 - Prove your mettle in the arena
9 - Separate the avaricious ticket seller from his prize
10 - Recover the sigil of the demon
11 - Destroy the demon's deputy
12 - Slay the demon that has taken possession of the arena
You have 719 minutes to explore the rest of the zone.
All-e n all-e 1n. Open 2.box, get ruby 2.box (1st gem).
IF someone grabbed ruby earlier and it somehow got burned, it may be in 1.box
Fol path s and e to ill. s
return n then west kil band, s (illus) kill hook
From hook go n e 2n 2e 2s. sr and kill pack
all-e n 2e s u, get all nest' Kill crow
NE side and find illus east. 2e n, pull branch. s all w 2s w s d 2w 2s,
open door w,w. buy hook (with rope/claws/10k gold
e 2n 2e u n e 2n' w w hold hook u Y s w s
wander find a down
f kill gladiators peek lure trap ice
kill Hyeno for twisted twigs (heal staves)
from se corner, illus up (with hook)
wanderer stands upper illus west goes out into dome
sewers to A Red Glowing Cave trap
find sandworms,kill for broken branches (heal staves)
===========
Important notes:
1. To make grappling hook, you need claws and rope. Each repop loads one claw and two ropes. Make sure to get both, otherwise a banker/cpker can grab your 2nd rope and only ice hook for claws to get in and cpk you (I've done this twice now)
2. Hook and Pack repop fairly often so check sense presence every few min if you expect bankers/cpkers
3. Don't corpse with gems, I'm pretty sure you'll selfbank if you do. Also don't shopsell them, they're keys.
4. Several of the keys make you !port so keep it in mind (carcass and grappling hook are definites)
5. You never have to unkey hook for other clans (except when you're done) as it's possible to make another.
Walkthrough:
1. All e n all e 1n. Open 2.box, get ruby 2.box (1st gem). IF someone grabbed ruby earlier and it somehow got burned, it may be in 1.box. That does not in any way mean it's staked btw, just usually ppl being dumb. You can feel free to grab it earlier but why leave keys someone else can take? Also grab rep root from 2.box just because.
2. S 2w and follow SE till you find the first illus south. 2s w,sr. south is hook. Basically high hp mob that always has a "wield" (claws, !disarm) and like to proc impale you for like 200 hps. dispel, and kill or stab dead. Loot scaly skin (base 25hp body). Get whoever got claws to drop them (slippery) and leader grab them.
3. From hook go n e 2n 2e 2s. sr and ice pack. Pack is basically a mob that at random times will split off a wolf or warg that likes to trip. drop throws/blind them, or just plain ignore them. Clearing 1n could be good. Regardless, when it dies make sure to get rope in room. Get safe room, and whoever got carcass get them to drop it and grab 2nd rope from carcass. Do not pick carcass back up, it's heavy and makes you !port. DO NOT drop 2nd rope (at least until you're fully done with cpk part)
4. From pack go all e n 2e s u, get all nest for 2nd gem and immediately stab or hit crow. It's an annoying mob that will follow you anywhere in zone (and maybe outside of zone too?). Not tough but a lot of hps.
5. Go around to NE side and find illus east. 2e n, pull branch. s all w 2s w s d 2w 2s, open door w,w. buy hook (with rope/claws/10k gold).
6. Get out of this area (e 2n 2e u n e 2n) and go either to middle of north path or middle of south path. farsight up to make sure there arent some dumb ppl hiding there. Hold hook, and get ppl to spell up. Once they are spelled up they must type yes when you go up otherwise they'll stay below and you'll have to unkey for them or port to go grab them. The area above is like a 3x3 square without NW and SW corners. Going up from north side puts you at middle north room, and going up from south side puts you at middle south room. People can be staking middle west and/or NE SE corners. Anyways, assuming no stake sr middle room and ice harpy, as well as dispel/ice harpy queen. Loot 3rd gem. If you intend on doing zone, please do ice it now otherwise it's really annoying to get back to it and out of that area again (only way in is from outside part, and only way out is through arena all the way around or porting).
7. When ready go w, and have everyone go down (one way). You are now in arena, xp part and where people go to run bracers. All eq is worth eq pts but only non-wield eq is nice shopsell. Kill elven gladiators for bracers, human gladiators for tunics, dwarven for skirts, and some others if you want. Also there are four main gladiators here (sanced and named). Trap them, dispel, and ice. Each one loads a decanter. One of the four decanters loads a metal hook. This is key to grating which is the ixpah part. Once you get it, you do not have to ice any other gladiators but you of course can. They also loads twigs (heal staves), gladiator bracelet (22hp base) and other shopsell -sbr eq (Ikan Jackil Hyeno and Kaid)
Added (05 Dec 2012, 2:04 AM)
---------------------------------------------
8. From middle room go all e all s and tell form to go up. You are now out of cpk (temporarily). E and follow path south. When you reach a down go down, when you reach an up go up. You basically have to make a full circle around till you get to East blocking part. search and down. 2n w and ice ticket seller for signet ring (6/2) and ghostly plate (20ish hp/-2ss). Note this is gas room and mob is !melee (ghost, so eq drops) so it's quite annoying. Obviously when it dies go east.
9. 2s w u (!magic) e and hit kalladran. Dispel him. He'll run away when low. everyone sneak. Can grab key from drawer in room (to unlock the door 2e of where you bought hook, where you can kill kion for explore and net)
10. w d. You need to get back to the room where you went up from cpk. One way is to go back all around. The other is just to go south (one way). By the way, people sometimes watch from this room and rush when they think you're in cpk. So it's a good room to check if you're lowmaning (yes, you have to go around to get to it). Anyways south takes you above cpk. Sanc up, have everyone go down into cpk, and usually kalla will be n 4w or so (but he does wander). Ice him and loot. Loads 4th gem, mantle (6hr/30ish mana), jerkin (8hr about), blade (6hr/50+mana).
11. Back out of cpk (no more cpk!), run around till you get to north side. Instead of going east towards ticket seller, go all w s 2w. You are now in beginning part around NW corner. Go n all e all s w s 2w all s (you will just pass the room where you bought hook). Have everyone remove lights. unl/open grating with metal hook and take form all the way down.
12. Take form to north side till you hit lava. Trap. Here are the mobs you will encounter here:
- Sandworms - load branches (heal staves)
- Demons - load bombs (!rent 1 charge sr staves, we usually skip)
- Faeries - can load teleport scroll. Look through all (9 regular faeries in total, will be 10 on sense presence because of greater faerie past lava)
- Greater demon - loads demon eyes, 5hr/-2ss light
- Extra: go to the fire room on the west side, get all hand. you'll get a decent cpk scroll.
13. Once trapped, leader find a fire room and sr it, fear/lure mobs out. Have c fire prot on, and stand in room till a fire golem is formed and attacks you. Lure him to form. Do that 3 times. Note that once a golem is iced, you may not reuse that trap spot again. Not that it matters, just ice them with form. Each one will create a slab on the floor (150 or 200 weight item or something). Do not pick them up yet.
14. The trick to doing this the easiest way is to be at lava. The reason being is that you need to drop 3 slabs to make a bridge to go past lava. If you are NOT at lava, you need 3 ppl to pick them up and take them there with form. If they are all at lava, you can just have one person get/drop 3 times. Much easier. Anyways once dropped run past lava. It closes fairly fast but not like in 3 seconds so get past till you hit wall of square. Walk around the square till youre at north wall of it.
15. Get all the gems out and walk around the walls typing use gem till they're all used at correct walls. Once all 4 are used, walls will come down and ixpah will be in the middle. 1.Ixpah (yes, you'll have to kill him twice) is a cleric (dispels), hits very hard, and likes to punch ppl out of room into wall. Thus we will close E W and S walls (from outside, as you cannot close them from inside). I don't know why we leave N open vs others but i assume the others you get hit differently or something. Worth testing sometime. Obviously you don't wanna leave all open bc then he'll punch ppl in various directions (btw punch means damage and being thrown several rooms away in that direction).
16. Trap room 1n of ixpah. Hit ixpah, keep him down/muffle. if he punches ppl out, go back all s. On grimaces he will "split" and unform everyone, dropping some eq (what actually "happens" is Ixpah was stuck in a crack in the group thereby making 1.ixpah !move, but at grimaces he breaks off off the ground and follows you. That allows you to go grab all eq that he was wearing below waist from the ground). Warn people to st,north when he does. Usually someone will afk so lure him 1n to you and go res. Grab eq. Claws, leggings, relic, shackles. Note that shackles weigh 200 or 220 stones so tough to get them. If it's not above base or max dr (base is 6/6) i'd just sac them after looting.
- NOTE: 2.ixpah no longer traps. get people to quickly refol and hit blind on him when he comes out. or get someone to die in that room so ixpah loses his "track".
17. 2.ixpah is still cleric, but he doesn't punch people. Instead he teleports out of room, conjuring a fire demon. Fire demons are weak and don't see invis, but are quite annoying as they are fs. Also easy to fear. Careful fearing them though bc ixpah always ports one room away and walks back in fairly quickly. If he's blind, it's easiest. Also once he ports out of room, that trap is unusable so having him blind is best. Anyways, ice him and loot for hide, skull, ribcage, claws.
18. Bonus - around this area is greater faerie. Lure it and sr it in (it stabs and breaks traps and wimpies). Ice for low level cool dagger with faerie fire proc and some useless faerie fire wand.
19. 2.Bonus - near the place where you buy hook there's a gaoler golem - lots of hps, dispellable. Can kill for trident (long wield) and explore
20. To finish explore, go past the place where you pulled branch and kill mob in last room / loot map.
-------------
Done By: Ayindall
First thing to do is get the grappling hook to allow you to get on top of the dome. (without it held as eq you cant go up at either C into cpk) To make a hook you need to kill the hook beast and loot its claws and the pack of wolves looting the coil from the carcass that falls to the ground when the pack dies and splits up.
Now go and open the area beneath the dome by pulling the branch at point a go inside to point b and buy hook, the gladiator there will make one with the coil/claws and 99k gold.
Now go to point 1 and open 2.box ; get ruby 2.box then go to point 2 and get sapphire nest.. (this makes a crow which is a pretty tuff mob whos miffed you stole his sapphire and follows you around attacking you till you kill it.)
Next get on top of the dome using the hook and kill the harpy queen at point 3 for an opal.
Now go through the arena and stands to point J and killing the ticket seller if he loaded eq (ghostly plate/signet ring of the arena… note he is !melee; perma fs; and loads in a gas room so be carefull) then go e s s w u e to kalladran dis him and pound - he will teleport at a certain point in health. Loot the key from his desk then return to the arena where kalladran has reloaded in the centre and wanders… lure/trap/kill it and loot diamond (eq rune covered jerkin, dark mantle, ivory blade).
Now you have all the gems for ixpah find the four named gladiators in the arena one by one Gam , Jackil , Heyno , Ikan all of which load clay decanters one of which (is random) contains a metal hook the key to the sewers. (also eq brac of gladiators, twisted twig dragonscale shield,necklace,belt)
Now head back to where you made the hook killing wimpy glads with eq if you like (eq elfs-enchanted bracers, dwarfs-steel plated skirts, humans-rusty ringmail tunic, orcs-orcish warhelms) From the room that you made the hook in unlock the cage directly east and kill the champion gladiator there if he loaded eq (steel wire net).
Now go south to the grating unlock it with the metal hook remove all lights and go down throught the sewers till youre in the cave then rehold lights. (are !sneak and mobs there are aggro junk)
Now your in the cave kill any sandworms with branches and if the greater firedemon loaded (eq glowing eyes of the demon) lure trap kill… perma fs cleric mob.
All this taken care of leave the form in a trapped non-fire room and go stand in the room 'A Fountain of Flames' until a lava golem emerges at which point lure to form and kill it. The dead golem will become a slab which you should take… repeat this process till you have 3 slabs then go to the room marked M where if you farsight north you can see a wall in the northernmost room and when you try to go north the lava burns you.
Drop the slabs quickly in this room one at a time then run all north as soon as they are all down. Now use a specific gem in each of the four wall rooms to open up Ixpah kill and loot. (eq- hairy demon hide leggings, demon hide, demon ribcage, ethereal shackles, demon claws one horned skull, demon hooves)
In some websites this is callef Varkl Outpost
The Condemned Arena designed by Cryo
Possible experience for your level: 25,000,000 Exploration designer: Celylia
1 - Find Kyndor's plans
2 - Defeat the jailer and free his prisoners
3 - Free Kion
4 - Find a tool to help you break into the arena
5 - Prove your mettle in the arena
6 - Prove your mettle in the arena
7 - Prove your mettle in the arena
8 - Prove your mettle in the arena
9 - Separate the avaricious ticket seller from his prize
10 - Recover the sigil of the demon
11 - Destroy the demon's deputy
12 - Slay the demon that has taken possession of the arena
You have 719 minutes to explore the rest of the zone.
All-e n all-e 1n. Open 2.box, get ruby 2.box (1st gem).
IF someone grabbed ruby earlier and it somehow got burned, it may be in 1.box
Fol path s and e to ill. s
return n then west kil band, s (illus) kill hook
From hook go n e 2n 2e 2s. sr and kill pack
all-e n 2e s u, get all nest' Kill crow
NE side and find illus east. 2e n, pull branch. s all w 2s w s d 2w 2s,
open door w,w. buy hook (with rope/claws/10k gold
e 2n 2e u n e 2n' w w hold hook u Y s w s
wander find a down
f kill gladiators peek lure trap ice
kill Hyeno for twisted twigs (heal staves)
from se corner, illus up (with hook)
wanderer stands upper illus west goes out into dome
sewers to A Red Glowing Cave trap
find sandworms,kill for broken branches (heal staves)
===========
Important notes:
1. To make grappling hook, you need claws and rope. Each repop loads one claw and two ropes. Make sure to get both, otherwise a banker/cpker can grab your 2nd rope and only ice hook for claws to get in and cpk you (I've done this twice now)
2. Hook and Pack repop fairly often so check sense presence every few min if you expect bankers/cpkers
3. Don't corpse with gems, I'm pretty sure you'll selfbank if you do. Also don't shopsell them, they're keys.
4. Several of the keys make you !port so keep it in mind (carcass and grappling hook are definites)
5. You never have to unkey hook for other clans (except when you're done) as it's possible to make another.
Walkthrough:
1. All e n all e 1n. Open 2.box, get ruby 2.box (1st gem). IF someone grabbed ruby earlier and it somehow got burned, it may be in 1.box. That does not in any way mean it's staked btw, just usually ppl being dumb. You can feel free to grab it earlier but why leave keys someone else can take? Also grab rep root from 2.box just because.
2. S 2w and follow SE till you find the first illus south. 2s w,sr. south is hook. Basically high hp mob that always has a "wield" (claws, !disarm) and like to proc impale you for like 200 hps. dispel, and kill or stab dead. Loot scaly skin (base 25hp body). Get whoever got claws to drop them (slippery) and leader grab them.
3. From hook go n e 2n 2e 2s. sr and ice pack. Pack is basically a mob that at random times will split off a wolf or warg that likes to trip. drop throws/blind them, or just plain ignore them. Clearing 1n could be good. Regardless, when it dies make sure to get rope in room. Get safe room, and whoever got carcass get them to drop it and grab 2nd rope from carcass. Do not pick carcass back up, it's heavy and makes you !port. DO NOT drop 2nd rope (at least until you're fully done with cpk part)
4. From pack go all e n 2e s u, get all nest for 2nd gem and immediately stab or hit crow. It's an annoying mob that will follow you anywhere in zone (and maybe outside of zone too?). Not tough but a lot of hps.
5. Go around to NE side and find illus east. 2e n, pull branch. s all w 2s w s d 2w 2s, open door w,w. buy hook (with rope/claws/10k gold).
6. Get out of this area (e 2n 2e u n e 2n) and go either to middle of north path or middle of south path. farsight up to make sure there arent some dumb ppl hiding there. Hold hook, and get ppl to spell up. Once they are spelled up they must type yes when you go up otherwise they'll stay below and you'll have to unkey for them or port to go grab them. The area above is like a 3x3 square without NW and SW corners. Going up from north side puts you at middle north room, and going up from south side puts you at middle south room. People can be staking middle west and/or NE SE corners. Anyways, assuming no stake sr middle room and ice harpy, as well as dispel/ice harpy queen. Loot 3rd gem. If you intend on doing zone, please do ice it now otherwise it's really annoying to get back to it and out of that area again (only way in is from outside part, and only way out is through arena all the way around or porting).
7. When ready go w, and have everyone go down (one way). You are now in arena, xp part and where people go to run bracers. All eq is worth eq pts but only non-wield eq is nice shopsell. Kill elven gladiators for bracers, human gladiators for tunics, dwarven for skirts, and some others if you want. Also there are four main gladiators here (sanced and named). Trap them, dispel, and ice. Each one loads a decanter. One of the four decanters loads a metal hook. This is key to grating which is the ixpah part. Once you get it, you do not have to ice any other gladiators but you of course can. They also loads twigs (heal staves), gladiator bracelet (22hp base) and other shopsell -sbr eq (Ikan Jackil Hyeno and Kaid)
Added (05 Dec 2012, 2:04 AM)
---------------------------------------------
8. From middle room go all e all s and tell form to go up. You are now out of cpk (temporarily). E and follow path south. When you reach a down go down, when you reach an up go up. You basically have to make a full circle around till you get to East blocking part. search and down. 2n w and ice ticket seller for signet ring (6/2) and ghostly plate (20ish hp/-2ss). Note this is gas room and mob is !melee (ghost, so eq drops) so it's quite annoying. Obviously when it dies go east.
9. 2s w u (!magic) e and hit kalladran. Dispel him. He'll run away when low. everyone sneak. Can grab key from drawer in room (to unlock the door 2e of where you bought hook, where you can kill kion for explore and net)
10. w d. You need to get back to the room where you went up from cpk. One way is to go back all around. The other is just to go south (one way). By the way, people sometimes watch from this room and rush when they think you're in cpk. So it's a good room to check if you're lowmaning (yes, you have to go around to get to it). Anyways south takes you above cpk. Sanc up, have everyone go down into cpk, and usually kalla will be n 4w or so (but he does wander). Ice him and loot. Loads 4th gem, mantle (6hr/30ish mana), jerkin (8hr about), blade (6hr/50+mana).
11. Back out of cpk (no more cpk!), run around till you get to north side. Instead of going east towards ticket seller, go all w s 2w. You are now in beginning part around NW corner. Go n all e all s w s 2w all s (you will just pass the room where you bought hook). Have everyone remove lights. unl/open grating with metal hook and take form all the way down.
12. Take form to north side till you hit lava. Trap. Here are the mobs you will encounter here:
- Sandworms - load branches (heal staves)
- Demons - load bombs (!rent 1 charge sr staves, we usually skip)
- Faeries - can load teleport scroll. Look through all (9 regular faeries in total, will be 10 on sense presence because of greater faerie past lava)
- Greater demon - loads demon eyes, 5hr/-2ss light
- Extra: go to the fire room on the west side, get all hand. you'll get a decent cpk scroll.
13. Once trapped, leader find a fire room and sr it, fear/lure mobs out. Have c fire prot on, and stand in room till a fire golem is formed and attacks you. Lure him to form. Do that 3 times. Note that once a golem is iced, you may not reuse that trap spot again. Not that it matters, just ice them with form. Each one will create a slab on the floor (150 or 200 weight item or something). Do not pick them up yet.
14. The trick to doing this the easiest way is to be at lava. The reason being is that you need to drop 3 slabs to make a bridge to go past lava. If you are NOT at lava, you need 3 ppl to pick them up and take them there with form. If they are all at lava, you can just have one person get/drop 3 times. Much easier. Anyways once dropped run past lava. It closes fairly fast but not like in 3 seconds so get past till you hit wall of square. Walk around the square till youre at north wall of it.
15. Get all the gems out and walk around the walls typing use gem till they're all used at correct walls. Once all 4 are used, walls will come down and ixpah will be in the middle. 1.Ixpah (yes, you'll have to kill him twice) is a cleric (dispels), hits very hard, and likes to punch ppl out of room into wall. Thus we will close E W and S walls (from outside, as you cannot close them from inside). I don't know why we leave N open vs others but i assume the others you get hit differently or something. Worth testing sometime. Obviously you don't wanna leave all open bc then he'll punch ppl in various directions (btw punch means damage and being thrown several rooms away in that direction).
16. Trap room 1n of ixpah. Hit ixpah, keep him down/muffle. if he punches ppl out, go back all s. On grimaces he will "split" and unform everyone, dropping some eq (what actually "happens" is Ixpah was stuck in a crack in the group thereby making 1.ixpah !move, but at grimaces he breaks off off the ground and follows you. That allows you to go grab all eq that he was wearing below waist from the ground). Warn people to st,north when he does. Usually someone will afk so lure him 1n to you and go res. Grab eq. Claws, leggings, relic, shackles. Note that shackles weigh 200 or 220 stones so tough to get them. If it's not above base or max dr (base is 6/6) i'd just sac them after looting.
- NOTE: 2.ixpah no longer traps. get people to quickly refol and hit blind on him when he comes out. or get someone to die in that room so ixpah loses his "track".
17. 2.ixpah is still cleric, but he doesn't punch people. Instead he teleports out of room, conjuring a fire demon. Fire demons are weak and don't see invis, but are quite annoying as they are fs. Also easy to fear. Careful fearing them though bc ixpah always ports one room away and walks back in fairly quickly. If he's blind, it's easiest. Also once he ports out of room, that trap is unusable so having him blind is best. Anyways, ice him and loot for hide, skull, ribcage, claws.
18. Bonus - around this area is greater faerie. Lure it and sr it in (it stabs and breaks traps and wimpies). Ice for low level cool dagger with faerie fire proc and some useless faerie fire wand.
19. 2.Bonus - near the place where you buy hook there's a gaoler golem - lots of hps, dispellable. Can kill for trident (long wield) and explore
20. To finish explore, go past the place where you pulled branch and kill mob in last room / loot map.
-------------
Done By: Ayindall
First thing to do is get the grappling hook to allow you to get on top of the dome. (without it held as eq you cant go up at either C into cpk) To make a hook you need to kill the hook beast and loot its claws and the pack of wolves looting the coil from the carcass that falls to the ground when the pack dies and splits up.
Now go and open the area beneath the dome by pulling the branch at point a go inside to point b and buy hook, the gladiator there will make one with the coil/claws and 99k gold.
Now go to point 1 and open 2.box ; get ruby 2.box then go to point 2 and get sapphire nest.. (this makes a crow which is a pretty tuff mob whos miffed you stole his sapphire and follows you around attacking you till you kill it.)
Next get on top of the dome using the hook and kill the harpy queen at point 3 for an opal.
Now go through the arena and stands to point J and killing the ticket seller if he loaded eq (ghostly plate/signet ring of the arena… note he is !melee; perma fs; and loads in a gas room so be carefull) then go e s s w u e to kalladran dis him and pound - he will teleport at a certain point in health. Loot the key from his desk then return to the arena where kalladran has reloaded in the centre and wanders… lure/trap/kill it and loot diamond (eq rune covered jerkin, dark mantle, ivory blade).
Now you have all the gems for ixpah find the four named gladiators in the arena one by one Gam , Jackil , Heyno , Ikan all of which load clay decanters one of which (is random) contains a metal hook the key to the sewers. (also eq brac of gladiators, twisted twig dragonscale shield,necklace,belt)
Now head back to where you made the hook killing wimpy glads with eq if you like (eq elfs-enchanted bracers, dwarfs-steel plated skirts, humans-rusty ringmail tunic, orcs-orcish warhelms) From the room that you made the hook in unlock the cage directly east and kill the champion gladiator there if he loaded eq (steel wire net).
Now go south to the grating unlock it with the metal hook remove all lights and go down throught the sewers till youre in the cave then rehold lights. (are !sneak and mobs there are aggro junk)
Now your in the cave kill any sandworms with branches and if the greater firedemon loaded (eq glowing eyes of the demon) lure trap kill… perma fs cleric mob.
All this taken care of leave the form in a trapped non-fire room and go stand in the room 'A Fountain of Flames' until a lava golem emerges at which point lure to form and kill it. The dead golem will become a slab which you should take… repeat this process till you have 3 slabs then go to the room marked M where if you farsight north you can see a wall in the northernmost room and when you try to go north the lava burns you.
Drop the slabs quickly in this room one at a time then run all north as soon as they are all down. Now use a specific gem in each of the four wall rooms to open up Ixpah kill and loot. (eq- hairy demon hide leggings, demon hide, demon ribcage, ethereal shackles, demon claws one horned skull, demon hooves)