Post by Rainfox on Jul 16, 2022 18:57:06 GMT
E'urdin Zilartzen W-T (see below for Explore)
1. Getting there and Leaving
The nearest clantown to E'urdin is CT 7. To get to E'urdin, simply call a dragon
and type [fly E'urdin].
To leave E'urdin, look for mobs named a forked fungus forkling, steal the fungi
that loads on them, det inv. and eat fungus to be teleported out of E'urdin. These mobs
are generally found near recall. Note that nothing will happen if you cast teleport
or try to call a dragon while you are inside the zone.
2. Places of Interest
To start off, E'urdin has it's own recall point and a whole lot of other convenient
amenities. From recall [An Enclosed Circular Clearing], to get to:
A Cave with a slot (Post Office): 3e
An intricately Decorated Cave (Bank): 2e, 2n, 1w, 1n
A Deep Wood Cave (Lockers): 2e, 2n, 2e, s, e, s, 3e, n
Before a Paganish Shrine (Altar): 2n, 4w, s , 2e, u
(Room that loads a Bowl-shaped Silver Mat): 2n, 4w, s, e, all-s c word
3. How to understand the mobs
Visitors to E'urdin would no doubt have noticed that its inhabitants spout a whole
lot of unintelligible gibberish. To understand what they are saying, get [a cicada's
resonating chamber] from Uukkoa, the Cicada. As long as you have the chamber in your
inventory, you can hear what the mobs are saying and this is very important. The mobs
provide hints on component EQ and other aspects of the zone so heed their advice!
From the mat: n, 3u, e to get to Uukkoa. The rooms are hidden so just walk into the
walls to get there.
4. Interesting mobs you should kill
- Emakumetakko (Black Spider Lair): 2e, 2n, 2e, s, e, s, 4e, 2s, 1w from recall Loads:
Some sparkling white sand, (component nwar arms)
a knobby black thorax,
a curved chelicera,
a set of eight glowing spider eyes,
a dark ebony spinneret (component nwar arms)
a red hourglass
- Amulttssu (Before a web of shiny white rope) e, s, 2e, s, n from mat Loads:
spidersilk casings
yellow and black spinneret
delicate silk filaments of a spider's web
an insects's hollow exoskeleton
- Maitasunni (Wanders around, usually found near Amulttssu) Loads:
Triangular brown head of a mantis
Vice-like brown legs covered in sharp spines
A delicate mantis antenna
- Anitzzena (Wanders around, found in eastern part of zone) Loads:
A green caterpillar skin with a single yellow stripe
- Errimen (Wanders around, found in eastern part of zone) Loads:
A wrinkled green caterpillar skin with a white stripe
-- Batcave has Batman and Robin
Explore :
designed by Ikuska/Iskandar
55,000,000 Exploration designer: Solarina
1 - Let the wasps know they aren't funny
2 - Vanquish the evil spider queen
3 - Obtain a garment made from silk
4 - Find a shortcut
5 - Learn how to wake the walking tree
6 - Construct an umbrella of sorts
7 - Battle the ferocious Ant Lions
8 - Capture the horned giant
9 - Discover how the locals walk on water
10 - Become acquainted with the perils of trusting first impressions
------
E'urdin Zilartzen
To get to e'ur call, fly e'ur
The closest CT is 12, and its close enough to ec from.
E'ur has its own recall so when you go in zone c word
-.
You cant leave E'ur once you enter without eating fungi.
There are fungi all around that are charmable that load bits of fungi. Bits of fungi are also stealable.
so charm one order it to drop, or steal.
when you eat it, it teleports you 1room away from zone ent.
There are alot of mobs here that are charmable. most of them are worthless. Some are vital to run the zone.
Im going to break this down into 4 areas. And remember this is just for comps to make the 3/6 neut sleeves. Personally I havent found much of a need for anything else, but I will complete this wt eventually to cover everything. The 4 sections are going to be referred to as: Amu's section, Emak's section, the charm section, and Uukkoa's section.
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First, if your not familiar with e'ur I suggest you walk around and get familiar with the basic layout of the zone. You can avoid any CPK areas if you want, we will cover the ones related to the sleeves later. You'll notice from recall the exits are N, S, and E.
South will take you to a shortcut to amu's area/charmed area.
East goes to Emak's area. and North is the long way around to amu, and theres an altar and UUkkoa is over there too.
-
To get to EMAK's section from recall go 2e, 2n, follow path E past lockers, etc. path turns south, go 2s and 1w, is EMAK's area.
There are 5 rooms of cpk here that are high -mv drain rooms. Before I go get charms, I always go to emak first, and make sure its all clear. Dont waste much time doing so and i suggest using farsight instead of walking to each room not only for the obvious fact that if its staked youll walk right into it, but also you dont want to get engaged to emak along the way. if you do, just c word. But EMAK is the only thing that should be up here. No hiddens or anything else.
Emak loads a red hourglass (locatable) and SOME SPARKLING WHITE SAND,(sleeve comp / always loads). and some other junk.
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So lets go see AMU.
From Recall go all South, and search. hidden south, then west.
from here go 2s and 1e.
itll open up to a grass area.
if you go 1s 1e 1n(CPK 1 room), is AMU.
Amu is dissable.
Amu loads: Spidersilk casings (hp/-ss feet), spidersilk filaments(hp/mana about), and most importantly for this wt, a YELLOW AND BLACK SPINNERET.
The yellow and black spinneret is a comp for sleeves.
you do not have to ice amu solo, so dont try.
you can get charmies to do it for you.
Im covering it now cause its on the way to the charms.
Emak and amu are the two main mobs that you have to fight that youre concerned with for sleeve comps
-
Now lets get started, and go get some charms.
From recall go all S,w,s,s,e,s to amu's area. there will be a path leading south in the se corner follow that path until you reach the sulphur area, on the map the sulphur area has red floors/green walls. There is a death trap here so lets cover that first so you know where NOT to go. from the beginning of the sulphur area, or as we will refer to it the 'charm area' its 1 s, and all E. stay out of that room. its a robin that bs's you dead.
The mobs youre looking for right off the bat roam around the top part of this 'charm area' theyre sulphurs and both start with err.
so walk around typing l err, find them, charm them.
also in this same part of the charm area are two other mobs you want. ai and ani. so look ai and look ani, find them charm them.
the next one you want is begikk.
From the beginning of the charm area find the first south path and go all south. begikk is a hidden mob here, find him charm him.
the next two you want are beside each other. jaiaa and ff.
ff is short for Ffaltsukk. But being hes the only ff in the zone, just look ff. From begikk go 2n and 3e. and theres a few rooms north here that jaiaa and ff load and roam around.
Your tanks in form will be FF Begikk and Jaiaa.
After you have charmies you have a choice. you can go do amu first or you can go do emak first. Most people do amu first cause its closer, and if you havent noticed by now the rooms that surround recall are cramped. 1 in each direction. So you cant bring all your charms to emak at once, you have to move them thru one at a time.
Personally I do Emak FIRST and go thru moving charms thru recall twice. The reason being is that you really should have all these charms for emak, hes really not easy. So I dont waste much time getting charms and getting them to EMAK icing emak, and hurrying back for amu.
If you do it right the ones that do not unform themselves by now will at least be begikk jaiaa and FF, and those are the 3 most important anyway.
Assuming you chose the way I do it, get your charms and get your ass to emak asap. Before you take charms into EMAK's area, order them to remove all, and drop all.
The sulphurs load other comps for sleeves that you will want to grab now.
they are: A WRINKLED GREEN CATERPILLAR SKIN WITH A WHITE STRIPE and A GREEN CATERPILLAR SKIN WITH A SINGLE YELLOW STRIPE.
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take charms to emak ice emak. emak is !dis but plaguable. loot it.
-
double time it back to amu, moving charms back thru recall one at a time.
if you lose some of the sulphurs during this its ok. amu isnt that tough, and is dissable.
again dirs to amu from recall are: all s,w,2s,e,s,e,n.
ice amu, loot.
If you still have all your charms for this, you can dis amu and flee and let them ice amu while you sit safely outside cpk.
-
The next thing you need to know about is the language they speak.
you wont understand anything the mobs have to say unless you have a cicada's resonating chamber. Which doesnt really matter until you have all your comps and you want to make the sleeves. you need the chamber to make the sleeves, not as a comp, but to talk to the tree that makes the sleeves for you. This loads on Uukkoa.
To get to Uukkoa, from zone recall, go all N, 4 W, S, E, 3 S, all UP, and E thru illusion. You can take charms with you to kill Uukkoa, and you only need the chamber once every 185 days
ice, loot chamber.
The list of comps you need for sleeves are:
2x Some sparkling white sand (EMAK)
1x Yellow and black spinneret (Amu)
1x A wrinkled green caterpillar skin with a white stripe (SULPHUR)
1x A green caterpillar skin with a single yellow stripe. (SULPHUR)
To make the sleeves, you need to find the tree. have a chamber in inventory
Tree can load anywhere in the zone randomly. he stands out too cause its grey text on the screen when hes in that room.
It takes 1 sand to wake the tree, so if you wake him with 2x sand youre going to lose one and not have a comp for the sleeves.
so at least have 3x white sand when you do this, and I suggest getting a bunch of comps first and make several sets of sleeves at once to increase your chances of making max. So have the above comps in your inventory.
To wake the tree do this exactly:
say hutts diien burr
say iluunak iluun diistra
say beggi sorr iitsuozz
say erre jabettzzen denezz
toss sand
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then simply, say make sleeves. you only need to wake him once, can make multiple sets while he is awake, this way you dont waste the sand it takes to wake him!
-
Sjif
===========
Needs Updated!
- Larger mobs seem to be noncharmable
- Fungi is not stealable.
1. Getting there and Leaving
The nearest clantown to E'urdin is CT 17. To get to E'urdin, simply call a dragon and type [fly E'urdin].
To leave E'urdin, look for mobs named , steal the fungi that loads on them and eat the fungi to be teleported out of E'urdin. These mobs are generally found near recall. Note that nothing will happen if you cast teleport or try to call a dragon while you are inside the zone.
2. Places of Interest
To start off, E'urdin has it's own recall point and a whole lot of other convenient amenities.
From recall, to get to:
A Cave with a slot (Post Office): 3e
An intricately Decorated Cave (Bank): 2e, 2n, 1w, 1n
A Deep Wood Cave (Lockers): 2e, 2n, 2e, s, e, s, 3e, n
Before a Paganish Shrine (Altar): 2n, 4w, s , 2e, u
(Room that loads a Bowl-shaped Silver Mat): 2n, 4w, s, e, all s
3. How to understand the mobs
Visitors to E'urdin would no doubt have noticed that its inhabitants spout a whole lot of unintelligible gibberish.
To understand what they are saying, get from Uukkoa, the Cicada.
As long as you have the chamber in your inventory, you can hear what the mobs are saying and this is very important.
The mobs provide hints on component EQ and other aspects of the zone so heed their advice!
From the mat: n, 3u, e to get to Uukkoa. The rooms are hidden so just walk into the walls to get there.
4. Interesting mobs you should kill
Emakumetakko (Black Spider Lair): 2e, 2n, 2e, s, e, s, 4e, 2s, 1w from recall Loads:
Some sparkling white sand,
a knobby black thorax,
a curved chelicera,
a set of eight glowing spider eyes,
a dark ebony spinneret
a red hourglass
Amulttssu (Before a web of shiny white rope) e, s, 2e, s, n from mat
Loads:
spidersilk casings
yellow and black spinneret
delicate silk filaments of a spider's web
an insects's hollow exoskeleton
Maitasunni (Wanders around, usually found near Amulttssu) Loads:
Triangular brown head of a mantis
Vice-like brown legs covered in sharp spines
A delicate mantis antenna
Anitzzena (Wanders around, found in eastern part of zone) Loads:
A green caterpillar skin with a single yellow stripe
Errimen (Wanders around, found in eastern part of zone) Loads:
A wrinkled green caterpillar skin with a white stripe
5. How to make component EQ
Many of you would have noticed by now that most of the EQ in E'urdin is crap! However, do not be deceived by mere appearances as many of the "useless" EQ that you get may actually be components for great EQ. To make component EQ, go to the altar in the zone and type [ask bakkoitzza magic] with the cicada in your inventory. The priestess will give detailed instructions to wake the tree, which will make the component EQ for you. The tree can pop in any part of the zone and is described as such: "An ancient tree grows here." After saying the magic words to wake it, simply type [toss sand] and [say make {object}] to create your very own component EQ!
Striped green sleeves made from caterpillar skin 6dr/3hr AE AG 2 sparkling white sand 1 yellow and black spinneret 1 green caterpillar skin with a single yellow stripe 1 wrinkled green caterpillar skin with a white stripe
Ring of Spider Chelicerae Mana/Ac AE 2 sparkling white sand 1 curved chelicera
Parasol 1 sparkling white sand 1 silver mat 1 boll weevil snout
Belt Same components as sleeves A tiny wyvern scale (from bloodstone)
6. Miscellaneous Hints
To earn dragon fare, you can pick the shutter to get to the room above the bank to collect the pearls that load in the room. A full load will increase your wealth by 300k.
All mobs in E'urdin can be killed in one pass if you have a sufficient quantity and quality of charmed mobs in your formation. Apart from Ioios and mobs above level 31, nearly all mobs in E'urdin can be charmed, especially if they have a blue aura. However, the preferred ones are "Jaiaa, the Lacewing", "Ffaltsukk, the Living Lantern", "Begikk the Syrphid" and the "Honey Bees". These mobs all come with a permanent sanctuary and can be found in the eastern part of the zone.
There is a shortcut from recall to Amulttssu. Go 2s from recall and search. Follow the path south and you will emerge near the spider's lair.
To get your charmed mobs through the narrow passageway near recall so as to utilize them to kill Emakumetakko, simply bring one through to the room beside the "Cave with a Slot", solo, walk back to the rest of your mobs, unsolo, and repeat ad nauseum. Naturally, you should kill/charm any itinerant mobs inside the passageway to facilitate the transmigration.
Do NOT go near rooms called . That's where the cute, friendly robin lives and it can kill a sanced player with 1300hp in one melee! Razz
The purpose of the parasol is to enable you to leap off the cliff and float down to another part of the zone ala the Penguin in Batman. To get to the hidden part of the zone, simply go s, e, 2s, e, 2s, 2e, s, e, 3s, w, s, w, 2s, w, s from Amulttssu, grab parasol and type [leap]! I've yet to discover anything important about that part of the zone, so tell me if you do! =)
Alternate Walkthrough
From Recall: all north, all west, east, south, east, all south, east, south, all east, all south, all east, all south, east, south, east, east
Charm the Honeymaker, and Galtzzekko
From this area go: east, all south, find Begikk. He is a hidden mob. then north, west, and charm Honeymaker #2. in the north east area of begikk, find lacewing
From Bek: all north, west, south, all west, 2 north, all west, all north, all west, north, west, all north, west, north, all east, 2 south
up, east, east, north, north, all east, all south, all east, west, south, south
to make the sleeves:
2 sand, yellow caterpillar skin, green caterpillar skin, yellow spinneret, black spinneret To make you must wake the Tree in SW corner, to do so (Note: Apparently the Tree loads in a random location!): say hutts diien burr say iluunak iluun diistra say beggi sorr iitsuozz say erre jabettzzen denezz toss sand
Component Materials
yellow spinneret
black spinneret
sparkling white sand
yellow and black spinneret
green caterpillar skin with a single yellow stripe
wrinkled green caterpillar skin with a white stripe
curved chelicera
silver mat
boll weevil snout
A tiny wyvern scale (from bloodstone)
Mobs
A Boll Weevil the brown and cream speckled snout of a weevil - Lev(11) Loc(wield) AC AT AW 3d4 NoBits int(0) mana(18) Cond(pristine - 185 Days)
a forked fungus darkling a knobby beetle leg - Lev(14) Loc(wield) AM LNG 5d3 NoBits hr(4) dr(3) Cond(pristine - 185 Days)'. bits of fungi - Lev(0) Loc(head) special Cond(pristine - 185 Days)
an eyed clicker a hard-shelled beetle thorax with eyed markings - Lev(17) Loc(body) AM AC AC-ap(9) NoBits h ps(18) armor(-14) Cond(pristine - 185 Days)
a Pegebbet a chunk of rotting wood - Lev(0) Loc(hold) Eat(Weaken) NoBits Cond(pristine - 185 Days) luminous black wing covers made of a hard shell material - Lev(15) Loc(body) AC-ap(10) NoBits hr(4) sbr(-3) Cond(pristine - 185 Days)
A large, spiny Ioio larva 'a set of powdery wings with large black eyespots - Lev(15) Loc(body) AC-ap(7) NoBits str(2) hps(23) Cond(pristine - 185 Days)' a spine covered in irritating bristles - Lev(10) Loc(throw) 3d3 NoBits Cond(pristine - 185 Days)
1. Getting there and Leaving
The nearest clantown to E'urdin is CT 7. To get to E'urdin, simply call a dragon
and type [fly E'urdin].
To leave E'urdin, look for mobs named a forked fungus forkling, steal the fungi
that loads on them, det inv. and eat fungus to be teleported out of E'urdin. These mobs
are generally found near recall. Note that nothing will happen if you cast teleport
or try to call a dragon while you are inside the zone.
2. Places of Interest
To start off, E'urdin has it's own recall point and a whole lot of other convenient
amenities. From recall [An Enclosed Circular Clearing], to get to:
A Cave with a slot (Post Office): 3e
An intricately Decorated Cave (Bank): 2e, 2n, 1w, 1n
A Deep Wood Cave (Lockers): 2e, 2n, 2e, s, e, s, 3e, n
Before a Paganish Shrine (Altar): 2n, 4w, s , 2e, u
(Room that loads a Bowl-shaped Silver Mat): 2n, 4w, s, e, all-s c word
3. How to understand the mobs
Visitors to E'urdin would no doubt have noticed that its inhabitants spout a whole
lot of unintelligible gibberish. To understand what they are saying, get [a cicada's
resonating chamber] from Uukkoa, the Cicada. As long as you have the chamber in your
inventory, you can hear what the mobs are saying and this is very important. The mobs
provide hints on component EQ and other aspects of the zone so heed their advice!
From the mat: n, 3u, e to get to Uukkoa. The rooms are hidden so just walk into the
walls to get there.
4. Interesting mobs you should kill
- Emakumetakko (Black Spider Lair): 2e, 2n, 2e, s, e, s, 4e, 2s, 1w from recall Loads:
Some sparkling white sand, (component nwar arms)
a knobby black thorax,
a curved chelicera,
a set of eight glowing spider eyes,
a dark ebony spinneret (component nwar arms)
a red hourglass
- Amulttssu (Before a web of shiny white rope) e, s, 2e, s, n from mat Loads:
spidersilk casings
yellow and black spinneret
delicate silk filaments of a spider's web
an insects's hollow exoskeleton
- Maitasunni (Wanders around, usually found near Amulttssu) Loads:
Triangular brown head of a mantis
Vice-like brown legs covered in sharp spines
A delicate mantis antenna
- Anitzzena (Wanders around, found in eastern part of zone) Loads:
A green caterpillar skin with a single yellow stripe
- Errimen (Wanders around, found in eastern part of zone) Loads:
A wrinkled green caterpillar skin with a white stripe
-- Batcave has Batman and Robin
Explore :
designed by Ikuska/Iskandar
55,000,000 Exploration designer: Solarina
1 - Let the wasps know they aren't funny
2 - Vanquish the evil spider queen
3 - Obtain a garment made from silk
4 - Find a shortcut
5 - Learn how to wake the walking tree
6 - Construct an umbrella of sorts
7 - Battle the ferocious Ant Lions
8 - Capture the horned giant
9 - Discover how the locals walk on water
10 - Become acquainted with the perils of trusting first impressions
------
E'urdin Zilartzen
To get to e'ur call, fly e'ur
The closest CT is 12, and its close enough to ec from.
E'ur has its own recall so when you go in zone c word
-.
You cant leave E'ur once you enter without eating fungi.
There are fungi all around that are charmable that load bits of fungi. Bits of fungi are also stealable.
so charm one order it to drop, or steal.
when you eat it, it teleports you 1room away from zone ent.
There are alot of mobs here that are charmable. most of them are worthless. Some are vital to run the zone.
Im going to break this down into 4 areas. And remember this is just for comps to make the 3/6 neut sleeves. Personally I havent found much of a need for anything else, but I will complete this wt eventually to cover everything. The 4 sections are going to be referred to as: Amu's section, Emak's section, the charm section, and Uukkoa's section.
-
First, if your not familiar with e'ur I suggest you walk around and get familiar with the basic layout of the zone. You can avoid any CPK areas if you want, we will cover the ones related to the sleeves later. You'll notice from recall the exits are N, S, and E.
South will take you to a shortcut to amu's area/charmed area.
East goes to Emak's area. and North is the long way around to amu, and theres an altar and UUkkoa is over there too.
-
To get to EMAK's section from recall go 2e, 2n, follow path E past lockers, etc. path turns south, go 2s and 1w, is EMAK's area.
There are 5 rooms of cpk here that are high -mv drain rooms. Before I go get charms, I always go to emak first, and make sure its all clear. Dont waste much time doing so and i suggest using farsight instead of walking to each room not only for the obvious fact that if its staked youll walk right into it, but also you dont want to get engaged to emak along the way. if you do, just c word. But EMAK is the only thing that should be up here. No hiddens or anything else.
Emak loads a red hourglass (locatable) and SOME SPARKLING WHITE SAND,(sleeve comp / always loads). and some other junk.
-
So lets go see AMU.
From Recall go all South, and search. hidden south, then west.
from here go 2s and 1e.
itll open up to a grass area.
if you go 1s 1e 1n(CPK 1 room), is AMU.
Amu is dissable.
Amu loads: Spidersilk casings (hp/-ss feet), spidersilk filaments(hp/mana about), and most importantly for this wt, a YELLOW AND BLACK SPINNERET.
The yellow and black spinneret is a comp for sleeves.
you do not have to ice amu solo, so dont try.
you can get charmies to do it for you.
Im covering it now cause its on the way to the charms.
Emak and amu are the two main mobs that you have to fight that youre concerned with for sleeve comps
-
Now lets get started, and go get some charms.
From recall go all S,w,s,s,e,s to amu's area. there will be a path leading south in the se corner follow that path until you reach the sulphur area, on the map the sulphur area has red floors/green walls. There is a death trap here so lets cover that first so you know where NOT to go. from the beginning of the sulphur area, or as we will refer to it the 'charm area' its 1 s, and all E. stay out of that room. its a robin that bs's you dead.
The mobs youre looking for right off the bat roam around the top part of this 'charm area' theyre sulphurs and both start with err.
so walk around typing l err, find them, charm them.
also in this same part of the charm area are two other mobs you want. ai and ani. so look ai and look ani, find them charm them.
the next one you want is begikk.
From the beginning of the charm area find the first south path and go all south. begikk is a hidden mob here, find him charm him.
the next two you want are beside each other. jaiaa and ff.
ff is short for Ffaltsukk. But being hes the only ff in the zone, just look ff. From begikk go 2n and 3e. and theres a few rooms north here that jaiaa and ff load and roam around.
Your tanks in form will be FF Begikk and Jaiaa.
After you have charmies you have a choice. you can go do amu first or you can go do emak first. Most people do amu first cause its closer, and if you havent noticed by now the rooms that surround recall are cramped. 1 in each direction. So you cant bring all your charms to emak at once, you have to move them thru one at a time.
Personally I do Emak FIRST and go thru moving charms thru recall twice. The reason being is that you really should have all these charms for emak, hes really not easy. So I dont waste much time getting charms and getting them to EMAK icing emak, and hurrying back for amu.
If you do it right the ones that do not unform themselves by now will at least be begikk jaiaa and FF, and those are the 3 most important anyway.
Assuming you chose the way I do it, get your charms and get your ass to emak asap. Before you take charms into EMAK's area, order them to remove all, and drop all.
The sulphurs load other comps for sleeves that you will want to grab now.
they are: A WRINKLED GREEN CATERPILLAR SKIN WITH A WHITE STRIPE and A GREEN CATERPILLAR SKIN WITH A SINGLE YELLOW STRIPE.
-
take charms to emak ice emak. emak is !dis but plaguable. loot it.
-
double time it back to amu, moving charms back thru recall one at a time.
if you lose some of the sulphurs during this its ok. amu isnt that tough, and is dissable.
again dirs to amu from recall are: all s,w,2s,e,s,e,n.
ice amu, loot.
If you still have all your charms for this, you can dis amu and flee and let them ice amu while you sit safely outside cpk.
-
The next thing you need to know about is the language they speak.
you wont understand anything the mobs have to say unless you have a cicada's resonating chamber. Which doesnt really matter until you have all your comps and you want to make the sleeves. you need the chamber to make the sleeves, not as a comp, but to talk to the tree that makes the sleeves for you. This loads on Uukkoa.
To get to Uukkoa, from zone recall, go all N, 4 W, S, E, 3 S, all UP, and E thru illusion. You can take charms with you to kill Uukkoa, and you only need the chamber once every 185 days
ice, loot chamber.
The list of comps you need for sleeves are:
2x Some sparkling white sand (EMAK)
1x Yellow and black spinneret (Amu)
1x A wrinkled green caterpillar skin with a white stripe (SULPHUR)
1x A green caterpillar skin with a single yellow stripe. (SULPHUR)
To make the sleeves, you need to find the tree. have a chamber in inventory
Tree can load anywhere in the zone randomly. he stands out too cause its grey text on the screen when hes in that room.
It takes 1 sand to wake the tree, so if you wake him with 2x sand youre going to lose one and not have a comp for the sleeves.
so at least have 3x white sand when you do this, and I suggest getting a bunch of comps first and make several sets of sleeves at once to increase your chances of making max. So have the above comps in your inventory.
To wake the tree do this exactly:
say hutts diien burr
say iluunak iluun diistra
say beggi sorr iitsuozz
say erre jabettzzen denezz
toss sand
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then simply, say make sleeves. you only need to wake him once, can make multiple sets while he is awake, this way you dont waste the sand it takes to wake him!
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Sjif
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Needs Updated!
- Larger mobs seem to be noncharmable
- Fungi is not stealable.
1. Getting there and Leaving
The nearest clantown to E'urdin is CT 17. To get to E'urdin, simply call a dragon and type [fly E'urdin].
To leave E'urdin, look for mobs named , steal the fungi that loads on them and eat the fungi to be teleported out of E'urdin. These mobs are generally found near recall. Note that nothing will happen if you cast teleport or try to call a dragon while you are inside the zone.
2. Places of Interest
To start off, E'urdin has it's own recall point and a whole lot of other convenient amenities.
From recall, to get to:
A Cave with a slot (Post Office): 3e
An intricately Decorated Cave (Bank): 2e, 2n, 1w, 1n
A Deep Wood Cave (Lockers): 2e, 2n, 2e, s, e, s, 3e, n
Before a Paganish Shrine (Altar): 2n, 4w, s , 2e, u
(Room that loads a Bowl-shaped Silver Mat): 2n, 4w, s, e, all s
3. How to understand the mobs
Visitors to E'urdin would no doubt have noticed that its inhabitants spout a whole lot of unintelligible gibberish.
To understand what they are saying, get from Uukkoa, the Cicada.
As long as you have the chamber in your inventory, you can hear what the mobs are saying and this is very important.
The mobs provide hints on component EQ and other aspects of the zone so heed their advice!
From the mat: n, 3u, e to get to Uukkoa. The rooms are hidden so just walk into the walls to get there.
4. Interesting mobs you should kill
Emakumetakko (Black Spider Lair): 2e, 2n, 2e, s, e, s, 4e, 2s, 1w from recall Loads:
Some sparkling white sand,
a knobby black thorax,
a curved chelicera,
a set of eight glowing spider eyes,
a dark ebony spinneret
a red hourglass
Amulttssu (Before a web of shiny white rope) e, s, 2e, s, n from mat
Loads:
spidersilk casings
yellow and black spinneret
delicate silk filaments of a spider's web
an insects's hollow exoskeleton
Maitasunni (Wanders around, usually found near Amulttssu) Loads:
Triangular brown head of a mantis
Vice-like brown legs covered in sharp spines
A delicate mantis antenna
Anitzzena (Wanders around, found in eastern part of zone) Loads:
A green caterpillar skin with a single yellow stripe
Errimen (Wanders around, found in eastern part of zone) Loads:
A wrinkled green caterpillar skin with a white stripe
5. How to make component EQ
Many of you would have noticed by now that most of the EQ in E'urdin is crap! However, do not be deceived by mere appearances as many of the "useless" EQ that you get may actually be components for great EQ. To make component EQ, go to the altar in the zone and type [ask bakkoitzza magic] with the cicada in your inventory. The priestess will give detailed instructions to wake the tree, which will make the component EQ for you. The tree can pop in any part of the zone and is described as such: "An ancient tree grows here." After saying the magic words to wake it, simply type [toss sand] and [say make {object}] to create your very own component EQ!
Striped green sleeves made from caterpillar skin 6dr/3hr AE AG 2 sparkling white sand 1 yellow and black spinneret 1 green caterpillar skin with a single yellow stripe 1 wrinkled green caterpillar skin with a white stripe
Ring of Spider Chelicerae Mana/Ac AE 2 sparkling white sand 1 curved chelicera
Parasol 1 sparkling white sand 1 silver mat 1 boll weevil snout
Belt Same components as sleeves A tiny wyvern scale (from bloodstone)
6. Miscellaneous Hints
To earn dragon fare, you can pick the shutter to get to the room above the bank to collect the pearls that load in the room. A full load will increase your wealth by 300k.
All mobs in E'urdin can be killed in one pass if you have a sufficient quantity and quality of charmed mobs in your formation. Apart from Ioios and mobs above level 31, nearly all mobs in E'urdin can be charmed, especially if they have a blue aura. However, the preferred ones are "Jaiaa, the Lacewing", "Ffaltsukk, the Living Lantern", "Begikk the Syrphid" and the "Honey Bees". These mobs all come with a permanent sanctuary and can be found in the eastern part of the zone.
There is a shortcut from recall to Amulttssu. Go 2s from recall and search. Follow the path south and you will emerge near the spider's lair.
To get your charmed mobs through the narrow passageway near recall so as to utilize them to kill Emakumetakko, simply bring one through to the room beside the "Cave with a Slot", solo, walk back to the rest of your mobs, unsolo, and repeat ad nauseum. Naturally, you should kill/charm any itinerant mobs inside the passageway to facilitate the transmigration.
Do NOT go near rooms called . That's where the cute, friendly robin lives and it can kill a sanced player with 1300hp in one melee! Razz
The purpose of the parasol is to enable you to leap off the cliff and float down to another part of the zone ala the Penguin in Batman. To get to the hidden part of the zone, simply go s, e, 2s, e, 2s, 2e, s, e, 3s, w, s, w, 2s, w, s from Amulttssu, grab parasol and type [leap]! I've yet to discover anything important about that part of the zone, so tell me if you do! =)
Alternate Walkthrough
From Recall: all north, all west, east, south, east, all south, east, south, all east, all south, all east, all south, east, south, east, east
Charm the Honeymaker, and Galtzzekko
From this area go: east, all south, find Begikk. He is a hidden mob. then north, west, and charm Honeymaker #2. in the north east area of begikk, find lacewing
From Bek: all north, west, south, all west, 2 north, all west, all north, all west, north, west, all north, west, north, all east, 2 south
up, east, east, north, north, all east, all south, all east, west, south, south
to make the sleeves:
2 sand, yellow caterpillar skin, green caterpillar skin, yellow spinneret, black spinneret To make you must wake the Tree in SW corner, to do so (Note: Apparently the Tree loads in a random location!): say hutts diien burr say iluunak iluun diistra say beggi sorr iitsuozz say erre jabettzzen denezz toss sand
Component Materials
yellow spinneret
black spinneret
sparkling white sand
yellow and black spinneret
green caterpillar skin with a single yellow stripe
wrinkled green caterpillar skin with a white stripe
curved chelicera
silver mat
boll weevil snout
A tiny wyvern scale (from bloodstone)
Mobs
A Boll Weevil the brown and cream speckled snout of a weevil - Lev(11) Loc(wield) AC AT AW 3d4 NoBits int(0) mana(18) Cond(pristine - 185 Days)
a forked fungus darkling a knobby beetle leg - Lev(14) Loc(wield) AM LNG 5d3 NoBits hr(4) dr(3) Cond(pristine - 185 Days)'. bits of fungi - Lev(0) Loc(head) special Cond(pristine - 185 Days)
an eyed clicker a hard-shelled beetle thorax with eyed markings - Lev(17) Loc(body) AM AC AC-ap(9) NoBits h ps(18) armor(-14) Cond(pristine - 185 Days)
a Pegebbet a chunk of rotting wood - Lev(0) Loc(hold) Eat(Weaken) NoBits Cond(pristine - 185 Days) luminous black wing covers made of a hard shell material - Lev(15) Loc(body) AC-ap(10) NoBits hr(4) sbr(-3) Cond(pristine - 185 Days)
A large, spiny Ioio larva 'a set of powdery wings with large black eyespots - Lev(15) Loc(body) AC-ap(7) NoBits str(2) hps(23) Cond(pristine - 185 Days)' a spine covered in irritating bristles - Lev(10) Loc(throw) 3d3 NoBits Cond(pristine - 185 Days)