Post by Rainfox on Jul 16, 2022 19:07:01 GMT
Explore Kalata followed by w-t
Best done with a balanced form of 5-6 heroes
The Fort of Kalata designed by Narva
Experience: 25,000,000 Exploration designer: Celylia
1 - Defeat the guard Queto
2 - Defeat Grold the Jailer
3 - Triumph over Kaid, the master thief
4 - Outsmart Takir, the war mage
5 - Bring peace to the bloodied dragon
6 - Release Eman from his fate
7 - Destroy the abomination of evil
8 - Rescue Kalata
You have 90 minutes to explore
Fort of Kalata
Done By: Zandar
A NPK/CPK Zone reccommended for a form of atleast 4 heroes, 6 best. Try to have at
least 2 good spellcasters, and a couple great tanks. None of the main mobs after the
golems dispell! Bring lots of orbs.
Part 1 - Enter @ sign. There will be 2 blocking golems in the first room. Dispell
and kill them.
Part 2 - Go east for 2 rooms and go south 1. You will see a path to the east and a
closed door to the south. Push Diamond to unlock the south door for later, but do not
open it yet.
Part 3 - From this room, follow the path east for a few rooms and continue to follow
it when it curves to the south. Continue south until you reach the closed door.
Open the door and move 1 space south. Then go all east until you run into a closed
door east. Open the door and go 1 east and stop.
Part 4 - You are now in one of the towers, farsight up and you will see Queto at the
top of the tower. Get full and go up to Queto and kill him. Loads on Queto:
7d8 4hr/2dr !E 1H master's longsword
20+hp/2dr !E master's plate(body)
key
Part 5 - Go back to the place where you pushed the diamond and open the south door.
Go one south and close the door behind you. There will be locked cells to the west
and south. Unlock cell west, open cell west. Get full, go in and ice Grold the Jailer.
Loads on Grold:
Key
Part 6 - Once Grold is iced, go back one room east, open the door north, and move one
north to the room where you pushed the diamond. Close the door behind you to keep
mobs from wandering into the south room because you have to go back there later.
Now follow the path east then south like before, but continue to go south until you
can't go south anymore. Then go west until you see the locked door south. Unlock door
south, open door. Go south.
Now you are in another tower just like the one Queto was in.
Part 7 - From here you can farsight up and see Kaid at the top of the tower. He will
be hidden. Get full, go up to Kaid and ice him. Loads on Kaid:
-1hr/4dr !E wristband
6d6 1hr/5dr !E bser Dagger of Forged Light
key
Part 8 - Now, go back to the room where you pushed diamond and once again open door
south, move 1 south and close door. Unlock cell south, open cell south. In the south
cell is Takir. She is a 2 Part process because she ports when she is paling.
Procedures for Takir: Get full, strength up for plague and mana ppl get rdy to heal
tanks because Takir has perma fireshield. Go south, keep Takir tripped up and destroy
her with melee. When she is paling she will port out to the room just north and
regain full hps. Get full, move 1 north and ice Takir. Loads on Takir:
40+hp/1ss !E Takir's Helm
18+hps/18+mana !E Takir's wristband
key
Part 9 - Open door north and move 1 north, then follow the path east then south just
like the other times until you can't go south any more. Go all east then one south.
Unlock door east, open door east. Go 1 east and move all up to the top of this tower.
This is the portal room to the Bloodied Dragon. Procedures for dragon: Get full and
have all the form type enter portal and yes at the CPK prompt. So its not just half
the form fighting dragon, have them all enter portal at the same time:P Once inside,
just pound away at the dragon with spells because it can't be bashed, tripped or
kicked. After the dragon is dead have everyone enter portal again to get back to the
portal room. Loads on Dragon:
3hr/3dr (Neutral only) Bloodied Dragon Scale(light)
key
Part 10 - Go all down from portal room and 1 west, then go north 2 and west 1.
You are in the shack in the center of the courtyard and should see a locked down exit.
Unlock trapdoor, open trapdoor. Have the form spam yes when you go down because it
is CPK. Shield the room when you arrive in the first room of CPK and wait on the form
to arrive, killing any nuisance mobs that are already in there.
Part 11 - Follow the path south and continue following it as it curves west. Go all
west. You will finally arrive at a closed exit to the north and an open exit south.
This is the beginning of the cramped rooms. Follow the path 1 south and all east
and give form directions. Refresh yourself as you move in this cramped part because
you can lose movement fast. Once the form is together at the last east room,
continue following the path as it goes north then curves west and finally all south. When you get to the last south room, there will be an exit to the west. Eman is in this west room.
Part 12 - Shield the room to the east of Eman in case you need to flee out, get full
and ice him. He is a cleric with full dispells and like the dragon can't be bashed or
tripped. Keep orbing if 1 or more ppl are dispelled during battle. Loads on Eman:
35+hp/0sbr !E Boots of the Sage
40mana/3dr !E Arm plates of the Sage
key
Part 13 - Once Eman is dead, search in this room until you find the secret exit north,
go north and down into the NPK practice grounds. In this square shaped area there
are many trainees and many gladiators, and 2 of them have keys. One mob has the light
key and one mob has the dark key. Just start in a corner and make your way through
the square, farsighting and looking at trainees and gladiators systematically until
you find both keys. These mobs are very easy, no need to sanc or spell up, when you
find one, just shield room and kill it.
Part 14 - Once you have both the light and dark key, to avoid having to venture back
through all of the cpk and cramped rooms, the leader should turn solo on and teleport
out of the zone. Then the leader should go to 1 space west of the @ sign and call
for a single person in the form to phase him. After this person has phases, the leader
should move east into the zone and shield a clear room to prevent a possible zone
repop. The leader should then call for the entire form to phase to the person that
originally phased the leader. The leader should farsight west to check that the whole
has arrived then ask everyone in the form to move east into the zone until they
arrive at the leader. Once the entire form is with you, turn off solo and go all
east, 1 south, all east, all south until you reach the shack with the down exit to
cpk. Bring the form down into CPK, all south and all west. Unlock stone north,
open stone north. Move 1 north and down into NPK.
Part 15 - Once in the first npk room, go all south, unlock bars and open bars.
Continue all south, go 1 space east and from this room the path should continue north
and east.
Part 16 - To the north is a small block of approximately 6 - 8 rooms that contain
many mobs. One type of mob in this small area is called garbage. In every room look
at all the garbage mobs until you find the one that is carrying the garbage covered
key. Once you find the key mob, shield room and kill it. Don't worry if other mobs
are in the room, all of these mobs are easy, no need to sanc.
Part 17 - Once you have the garbage key, go out of this small block of rooms back to
the room where you ended Part 15. Now move all east along the path, unlock bars and
open bars, continue all east. This is the bloody cleric of Rashkal. If he is with
alot of other mobs it is probably better to trap him before attacking, but if there
are only 1 or 2 with him, you should be fine. Basically orb the form, go to his room
and shield room. Dispell his sanc, keep him tripped, and ice him. Get the key from
corpse.
Part 18 - Once bloody is dead and you have key, move all north and search until
secret down exit opens, go down and search again until north exit opens. Go north
and all west and search for secret west exit. Move west into secret room and get key
corpse. Move form all east and search for the hidden up exit. Move form up and start
looking at the sentinels which are hidden mobs along this hallway. Once you find the
sentinel with key, shield room, dis and ice sentinel with spells(easy, no need to
sanc) (!melee mob). Get key(because there is no corpse).
Part 19 - Move all west then all south and search for secret west exit. Go west,
shield room and have form tick. Orb and go north, dispell and kill bodyguards(easy)
Then move the form immediately all south and dis and kill the second set of bodyguards.
Once this set is dead, tell everyone in the form to continually spam "push handle".
Leader turn solo on and go all north and type push pedal until it says something
about the door opening. Btw, the reason for this procedure is that the pedal and handle
must be pushed simultaneously for the door to Rashkal to open. Go all south to form,
turn off solo and move form 1 north.
Part 20 - You can look west 1 room and should see Rashkal. Basically have form tick
full, orb and go west and ice him. Warrior mob and he hits fairly hard. Similiar to
Queto but more difficult. After he is dead, open desk, get key desk. Loads on Rashkal:
35+hp/25+mana !G !cleric Shield of Midnight
4hr/40+hps !G Shard of Ultimate Blackness(hold)
5hr/4dr Arms of Midnight
Talon(key).
Part 21 - To prevent having to go all the way back through the entire zone including
the cpk to get back to the beginning of the zone, use the teleport phase technique
explained earlier in Part 14.
Part 22 - Once form is with you in one of the rooms just east of the @ sign, go
all east, 1 south, all east and shield room, fearing or icing any nuisance mobs.
At this point you must explain what the form needs to do for Kalata. Tell them at
least this much: Wimpy 0 and When you say go, for them to type yes at the prompt,
then go north quickly once they enter cpk, this takes them into the npk room with
Kalata. Tell them NOT to attack Kalata. and explain to them that they will need to
use staves liberally when he procs and that good align ppl need to strength up before
battle and evil ppl will need to flee which will take them down, cure blind then
come up after the proc.
Part 23 - Mass invis the form to prevent an attack by Kalata. Form good align ppl as
tanks if possible even if you only use 2 tanks or if you must use a high hp
spellcaster as a tank. Under no circumstances should you form an evil person on the
front line, because they will most likely die following a proc regardless of heal
staves. Strength up good align ppl. Put Talon Griffon then search for the east exit
into CPK, go 1 east and 1 north into the NPK room that contains Kalata. Once you
arrive in the room, search until you find the down exit. This is the flee room.
Once this is found, get heal staves rdy and start pounding on Kalata. He is fairly
easy, about like Rashkal except for his proc which starts at about wincing condition
and continues to occur every 5-10 rounds until he is dead. When he procs, it auto
weakens good align ppl and auto blinds evil ppl. It also inflicts a massive amount
of damage, approximately 50% to good and 80% to evil of total hps. After a proc use
heal staves until the form is up to 75% at least. Also, because evil ppl are blinded,
they will need to flee into the down room and cure blind, then come back up and join
the battle after every proc. Loads on Kalata:
4dr/5+hps !E Magical Cape(neck or about)
4dr/20+hps !E Book of Honor(hold)
7hr/1dr (Good warrior only) Shroud of Honor(about)
3hr/5dr (Good warrior only) Shield of Honor
4dr/10+hps !E Ring of Honor
35+hps/20+mana !E Bloodied Figurine(light)
Notes by Damae:
in A Waiting Hall (NPK)
theres a "pedal" 1n and a "handle" 1s'. (can see inroom descrip)
pressing them AT THE SAME TIME (or around the same tick) will open the door 1w'.
but the guys 1n and 1s are blockers'. so the simplest way is to ice both'
i just stack but the conventional way is have one person 1n and one 1s after those
guys are dead until door opens
(A loud scream erupts from the walls as a door is opened nearby.)
if you stack with semicolon, it opens
ok heres the deal with this guy' (Rashkal i htink)
'he charges UNLESS he's disarmed'. Disarm FIRST, then blind and plague
--------------------
'this guy room procs like 30% damage'. IN Holding Cell of Kalata
==============
To run zone: Locate figurine. That's the most important item. Even if it's full -fig, I would think twice before running (unless quaked of course)
Other items to check for - honor (4x - shield, shroud, ring, book), midnight (arms, shield), shard, scale, takir (wrist, helm is useless), cape.
1. Sr the first room. Very important otherwise annoying mobs walk in and usually don't walk out. Both golems are blockers. If you have a few people, hit them, dispel and ice. If not, blind one and ice one at a time. Once killed go e, PUSH SWITCH to open regen room, 1e and tick.
Note: I'm not gonna say to stop by regen every time, but if at any point your form needs ticks, go there. Also, it goes without saying to loot fully each mob.
Note2: It has come to my attention that there is a hidden room e s 2e s of ent. It could be a nice room to setup hidden ppl to rush Kalata if you think you werent noticed (or a prompt cpk - when leader goes in cpk, go in and hit hands then pound target). Keep in mind you can only put 2 ppl there, but luckily kalata is very close to ent so you should be able to get people in fast. However cpk is 1 room and it's gas so need to be hella careful and keep wimpy on.
Note3: To EC to kalata, use 76 and make a midway EC to the LPK south of hives.
2. Go s e 2s,open door, s, e, open door, e, 3u and ice Queto. Loads master plate which is an ok melee body (2dr/20+hp).
3. All d, 2w all n all w, push diamond, open door, s, unl cell w, o cell w, w, ice grold.
4. E, n, all e, all s, w, unl door, open door, s, all up, ice Kaid.
5. All d,n,e,all n,all w,s,sr if it's not,unl cell s, o cell s,s,ice 1.takir. When he's low he'll port 1n. Go 1n and kill. Regen room would be good now because next mob is in cpk.
6. From regen go s, all e, all s,e,s,unl door,o door,e,all up. Ice any mobs here. Sanc, enter portal (you can just "enter"), y for cpk. Ice dragon. This is a great spot to rush at since it's one room !flee cpk.
--Strategies if think you're getting rushed: (1) Ice it quick, (2) make 2 forms and only hit with one, (3) make one person tank it, (4) make one person tank it till it's blind, then have that person port and get back while form stands there unengaged.
7. Loot (scale/60k gold), and enter to get out of cpk. All d,w,n,w,n. Unl/open trapdoor, unform and instruct people to follow down to you and refol. Dirs are d,y,s,all w,s,all e,all n,w,2s (only one way to go right now, can't get lost). Don't sr yet. Make sure that in your room and 1w of you there are no mobs except for the one main one. If that's good, sr. Get form together, and have one person tank eman with iceshield while everyone else keeps him alive.
- This is another good place to rush. Keep an eye on where. Also, there are NEVER any hidden in here so hidden = player.
- UPDATE: Eman is weak to ACID, so use acid blast against him.
8. When dead, loot, search, n, d to get out of cpk. In this 5x5 area find two gladiators with keys and ice them. Have someone get ent and everyone phase them, all e to regen.
- If you get all people out of zone at once, it could repop and you'll be screwed so careful
- You could do it the more fun way and make people walk back through cpk. The dirs from center to stone are u y s e all n e all s all w n.
9. From regen, s all e 4s to trapdoor. Tell form to type yy and get them all 1d. Then go s all w with form to stone. unl open stone, n, open trapdoor,d, all s, unl bars,
Added (05 Dec 2012, 2:02 AM)
---------------------------------------------
all s,e. From here go north and look for a mob called garbage with a key. Ice it.
10. Go back all s, all e unl open bars with the 2nd gladiator key. Find cleric with key and lure him, dispel/ice. Don't really have to lure but it's always easier of course.
11. All n, search till down opens. Down, search till n opens. N all w, search, w, get all corpse, all e,search till up opens, u, all w, all s. Technically in this part there's a sentinel who loads key but the zone builder (Kyndig) forgot to make it !pick. So pick crack, open crack, 1w.
12. North, dispel/ice bodyguards. 2s, dispel ice bodyguards. technically if you have two people that are ok with porting, you can skip icing them. In the north room there is a pedal, in the south room there is a handle. If you push them at the same time, the door you need will open. Problem is that bodyguards are blockers so your call on how to do it.
- Usually people have form spam push one of these in one room and leader go in the other room to push the other, but you can do it solo if you stack. push pedal,s,s,push handle, etc. Go back to center room.
13. Instruct people to disarm rashkal. W and disarm him. He will not charge if disarmed even if it seems like he's still wielding. Ice and loot. Talon is next key. Open desk and get all desk for flee room for next mob (not required and not always good, but usually helpful).
- UPDATE: Rashkal is weak to HOLY, so use Hammer of Faith against him (if you are good/neutral).
14. Get people back to regen by porting/phasing pp like we did after gladiators. Pick one person who's G (or N if you need to but never E) to tank Kalata. If you have a lot of people, you don't need eles but mostly people do it with eles. From regen, solo s all e, sr room and lure all mobs out. Bring form. Mass invis (MUST). Put talon griffon, search for exit e, e,y,n to kalata. Notes about kalata below:
a. The one room cpk is almost pointless. It's gas room so can't really sit in there unless you're spamming staff. But people have gotten cpkd there so just saying if someone's rushing you get out of there fast and hit kalata.
b. Kalata does not see invis. Unless you're dumb enough to staff something that would make him see invis.
c. Kalata blocks way back into cpk, but it's not like porting/ecing takes a while; less than 10 rooms from ent to Kalata himself.
d. When kalata gets below minor condition, he starts to proc. Proc will hit G/N for 50% of their hps and hit E for 70% of their hps as well as blind them (this is why you don't tank with E). The reason you use a tank is because the other people in room, if engaged, will never die (since it's a percentage) as long as tank is alive. The reason you tank with G is because they also get prot.
e. Search in kalata room to open a flee room down. If you need it. Usually if you have people trying to bank it's a double-edged sword. On one hand, your ealign people want to flee to cure blind, but on the other hand bankers will usually sit there.
f. Have one person tank with one or two eles which are sanced. He'll tell the form who to heal (himself, 1.ele, 2.ele) and that's it. If you sr'd the room before cpk, you should not worry about any mobs walking in here but careful with bankers conjuring mobs to hit you if you room (because you're blind).
Loot and you're done.
Best done with a balanced form of 5-6 heroes
The Fort of Kalata designed by Narva
Experience: 25,000,000 Exploration designer: Celylia
1 - Defeat the guard Queto
2 - Defeat Grold the Jailer
3 - Triumph over Kaid, the master thief
4 - Outsmart Takir, the war mage
5 - Bring peace to the bloodied dragon
6 - Release Eman from his fate
7 - Destroy the abomination of evil
8 - Rescue Kalata
You have 90 minutes to explore
Fort of Kalata
Done By: Zandar
A NPK/CPK Zone reccommended for a form of atleast 4 heroes, 6 best. Try to have at
least 2 good spellcasters, and a couple great tanks. None of the main mobs after the
golems dispell! Bring lots of orbs.
Part 1 - Enter @ sign. There will be 2 blocking golems in the first room. Dispell
and kill them.
Part 2 - Go east for 2 rooms and go south 1. You will see a path to the east and a
closed door to the south. Push Diamond to unlock the south door for later, but do not
open it yet.
Part 3 - From this room, follow the path east for a few rooms and continue to follow
it when it curves to the south. Continue south until you reach the closed door.
Open the door and move 1 space south. Then go all east until you run into a closed
door east. Open the door and go 1 east and stop.
Part 4 - You are now in one of the towers, farsight up and you will see Queto at the
top of the tower. Get full and go up to Queto and kill him. Loads on Queto:
7d8 4hr/2dr !E 1H master's longsword
20+hp/2dr !E master's plate(body)
key
Part 5 - Go back to the place where you pushed the diamond and open the south door.
Go one south and close the door behind you. There will be locked cells to the west
and south. Unlock cell west, open cell west. Get full, go in and ice Grold the Jailer.
Loads on Grold:
Key
Part 6 - Once Grold is iced, go back one room east, open the door north, and move one
north to the room where you pushed the diamond. Close the door behind you to keep
mobs from wandering into the south room because you have to go back there later.
Now follow the path east then south like before, but continue to go south until you
can't go south anymore. Then go west until you see the locked door south. Unlock door
south, open door. Go south.
Now you are in another tower just like the one Queto was in.
Part 7 - From here you can farsight up and see Kaid at the top of the tower. He will
be hidden. Get full, go up to Kaid and ice him. Loads on Kaid:
-1hr/4dr !E wristband
6d6 1hr/5dr !E bser Dagger of Forged Light
key
Part 8 - Now, go back to the room where you pushed diamond and once again open door
south, move 1 south and close door. Unlock cell south, open cell south. In the south
cell is Takir. She is a 2 Part process because she ports when she is paling.
Procedures for Takir: Get full, strength up for plague and mana ppl get rdy to heal
tanks because Takir has perma fireshield. Go south, keep Takir tripped up and destroy
her with melee. When she is paling she will port out to the room just north and
regain full hps. Get full, move 1 north and ice Takir. Loads on Takir:
40+hp/1ss !E Takir's Helm
18+hps/18+mana !E Takir's wristband
key
Part 9 - Open door north and move 1 north, then follow the path east then south just
like the other times until you can't go south any more. Go all east then one south.
Unlock door east, open door east. Go 1 east and move all up to the top of this tower.
This is the portal room to the Bloodied Dragon. Procedures for dragon: Get full and
have all the form type enter portal and yes at the CPK prompt. So its not just half
the form fighting dragon, have them all enter portal at the same time:P Once inside,
just pound away at the dragon with spells because it can't be bashed, tripped or
kicked. After the dragon is dead have everyone enter portal again to get back to the
portal room. Loads on Dragon:
3hr/3dr (Neutral only) Bloodied Dragon Scale(light)
key
Part 10 - Go all down from portal room and 1 west, then go north 2 and west 1.
You are in the shack in the center of the courtyard and should see a locked down exit.
Unlock trapdoor, open trapdoor. Have the form spam yes when you go down because it
is CPK. Shield the room when you arrive in the first room of CPK and wait on the form
to arrive, killing any nuisance mobs that are already in there.
Part 11 - Follow the path south and continue following it as it curves west. Go all
west. You will finally arrive at a closed exit to the north and an open exit south.
This is the beginning of the cramped rooms. Follow the path 1 south and all east
and give form directions. Refresh yourself as you move in this cramped part because
you can lose movement fast. Once the form is together at the last east room,
continue following the path as it goes north then curves west and finally all south. When you get to the last south room, there will be an exit to the west. Eman is in this west room.
Part 12 - Shield the room to the east of Eman in case you need to flee out, get full
and ice him. He is a cleric with full dispells and like the dragon can't be bashed or
tripped. Keep orbing if 1 or more ppl are dispelled during battle. Loads on Eman:
35+hp/0sbr !E Boots of the Sage
40mana/3dr !E Arm plates of the Sage
key
Part 13 - Once Eman is dead, search in this room until you find the secret exit north,
go north and down into the NPK practice grounds. In this square shaped area there
are many trainees and many gladiators, and 2 of them have keys. One mob has the light
key and one mob has the dark key. Just start in a corner and make your way through
the square, farsighting and looking at trainees and gladiators systematically until
you find both keys. These mobs are very easy, no need to sanc or spell up, when you
find one, just shield room and kill it.
Part 14 - Once you have both the light and dark key, to avoid having to venture back
through all of the cpk and cramped rooms, the leader should turn solo on and teleport
out of the zone. Then the leader should go to 1 space west of the @ sign and call
for a single person in the form to phase him. After this person has phases, the leader
should move east into the zone and shield a clear room to prevent a possible zone
repop. The leader should then call for the entire form to phase to the person that
originally phased the leader. The leader should farsight west to check that the whole
has arrived then ask everyone in the form to move east into the zone until they
arrive at the leader. Once the entire form is with you, turn off solo and go all
east, 1 south, all east, all south until you reach the shack with the down exit to
cpk. Bring the form down into CPK, all south and all west. Unlock stone north,
open stone north. Move 1 north and down into NPK.
Part 15 - Once in the first npk room, go all south, unlock bars and open bars.
Continue all south, go 1 space east and from this room the path should continue north
and east.
Part 16 - To the north is a small block of approximately 6 - 8 rooms that contain
many mobs. One type of mob in this small area is called garbage. In every room look
at all the garbage mobs until you find the one that is carrying the garbage covered
key. Once you find the key mob, shield room and kill it. Don't worry if other mobs
are in the room, all of these mobs are easy, no need to sanc.
Part 17 - Once you have the garbage key, go out of this small block of rooms back to
the room where you ended Part 15. Now move all east along the path, unlock bars and
open bars, continue all east. This is the bloody cleric of Rashkal. If he is with
alot of other mobs it is probably better to trap him before attacking, but if there
are only 1 or 2 with him, you should be fine. Basically orb the form, go to his room
and shield room. Dispell his sanc, keep him tripped, and ice him. Get the key from
corpse.
Part 18 - Once bloody is dead and you have key, move all north and search until
secret down exit opens, go down and search again until north exit opens. Go north
and all west and search for secret west exit. Move west into secret room and get key
corpse. Move form all east and search for the hidden up exit. Move form up and start
looking at the sentinels which are hidden mobs along this hallway. Once you find the
sentinel with key, shield room, dis and ice sentinel with spells(easy, no need to
sanc) (!melee mob). Get key(because there is no corpse).
Part 19 - Move all west then all south and search for secret west exit. Go west,
shield room and have form tick. Orb and go north, dispell and kill bodyguards(easy)
Then move the form immediately all south and dis and kill the second set of bodyguards.
Once this set is dead, tell everyone in the form to continually spam "push handle".
Leader turn solo on and go all north and type push pedal until it says something
about the door opening. Btw, the reason for this procedure is that the pedal and handle
must be pushed simultaneously for the door to Rashkal to open. Go all south to form,
turn off solo and move form 1 north.
Part 20 - You can look west 1 room and should see Rashkal. Basically have form tick
full, orb and go west and ice him. Warrior mob and he hits fairly hard. Similiar to
Queto but more difficult. After he is dead, open desk, get key desk. Loads on Rashkal:
35+hp/25+mana !G !cleric Shield of Midnight
4hr/40+hps !G Shard of Ultimate Blackness(hold)
5hr/4dr Arms of Midnight
Talon(key).
Part 21 - To prevent having to go all the way back through the entire zone including
the cpk to get back to the beginning of the zone, use the teleport phase technique
explained earlier in Part 14.
Part 22 - Once form is with you in one of the rooms just east of the @ sign, go
all east, 1 south, all east and shield room, fearing or icing any nuisance mobs.
At this point you must explain what the form needs to do for Kalata. Tell them at
least this much: Wimpy 0 and When you say go, for them to type yes at the prompt,
then go north quickly once they enter cpk, this takes them into the npk room with
Kalata. Tell them NOT to attack Kalata. and explain to them that they will need to
use staves liberally when he procs and that good align ppl need to strength up before
battle and evil ppl will need to flee which will take them down, cure blind then
come up after the proc.
Part 23 - Mass invis the form to prevent an attack by Kalata. Form good align ppl as
tanks if possible even if you only use 2 tanks or if you must use a high hp
spellcaster as a tank. Under no circumstances should you form an evil person on the
front line, because they will most likely die following a proc regardless of heal
staves. Strength up good align ppl. Put Talon Griffon then search for the east exit
into CPK, go 1 east and 1 north into the NPK room that contains Kalata. Once you
arrive in the room, search until you find the down exit. This is the flee room.
Once this is found, get heal staves rdy and start pounding on Kalata. He is fairly
easy, about like Rashkal except for his proc which starts at about wincing condition
and continues to occur every 5-10 rounds until he is dead. When he procs, it auto
weakens good align ppl and auto blinds evil ppl. It also inflicts a massive amount
of damage, approximately 50% to good and 80% to evil of total hps. After a proc use
heal staves until the form is up to 75% at least. Also, because evil ppl are blinded,
they will need to flee into the down room and cure blind, then come back up and join
the battle after every proc. Loads on Kalata:
4dr/5+hps !E Magical Cape(neck or about)
4dr/20+hps !E Book of Honor(hold)
7hr/1dr (Good warrior only) Shroud of Honor(about)
3hr/5dr (Good warrior only) Shield of Honor
4dr/10+hps !E Ring of Honor
35+hps/20+mana !E Bloodied Figurine(light)
Notes by Damae:
in A Waiting Hall (NPK)
theres a "pedal" 1n and a "handle" 1s'. (can see inroom descrip)
pressing them AT THE SAME TIME (or around the same tick) will open the door 1w'.
but the guys 1n and 1s are blockers'. so the simplest way is to ice both'
i just stack but the conventional way is have one person 1n and one 1s after those
guys are dead until door opens
(A loud scream erupts from the walls as a door is opened nearby.)
if you stack with semicolon, it opens
ok heres the deal with this guy' (Rashkal i htink)
'he charges UNLESS he's disarmed'. Disarm FIRST, then blind and plague
--------------------
'this guy room procs like 30% damage'. IN Holding Cell of Kalata
==============
To run zone: Locate figurine. That's the most important item. Even if it's full -fig, I would think twice before running (unless quaked of course)
Other items to check for - honor (4x - shield, shroud, ring, book), midnight (arms, shield), shard, scale, takir (wrist, helm is useless), cape.
1. Sr the first room. Very important otherwise annoying mobs walk in and usually don't walk out. Both golems are blockers. If you have a few people, hit them, dispel and ice. If not, blind one and ice one at a time. Once killed go e, PUSH SWITCH to open regen room, 1e and tick.
Note: I'm not gonna say to stop by regen every time, but if at any point your form needs ticks, go there. Also, it goes without saying to loot fully each mob.
Note2: It has come to my attention that there is a hidden room e s 2e s of ent. It could be a nice room to setup hidden ppl to rush Kalata if you think you werent noticed (or a prompt cpk - when leader goes in cpk, go in and hit hands then pound target). Keep in mind you can only put 2 ppl there, but luckily kalata is very close to ent so you should be able to get people in fast. However cpk is 1 room and it's gas so need to be hella careful and keep wimpy on.
Note3: To EC to kalata, use 76 and make a midway EC to the LPK south of hives.
2. Go s e 2s,open door, s, e, open door, e, 3u and ice Queto. Loads master plate which is an ok melee body (2dr/20+hp).
3. All d, 2w all n all w, push diamond, open door, s, unl cell w, o cell w, w, ice grold.
4. E, n, all e, all s, w, unl door, open door, s, all up, ice Kaid.
5. All d,n,e,all n,all w,s,sr if it's not,unl cell s, o cell s,s,ice 1.takir. When he's low he'll port 1n. Go 1n and kill. Regen room would be good now because next mob is in cpk.
6. From regen go s, all e, all s,e,s,unl door,o door,e,all up. Ice any mobs here. Sanc, enter portal (you can just "enter"), y for cpk. Ice dragon. This is a great spot to rush at since it's one room !flee cpk.
--Strategies if think you're getting rushed: (1) Ice it quick, (2) make 2 forms and only hit with one, (3) make one person tank it, (4) make one person tank it till it's blind, then have that person port and get back while form stands there unengaged.
7. Loot (scale/60k gold), and enter to get out of cpk. All d,w,n,w,n. Unl/open trapdoor, unform and instruct people to follow down to you and refol. Dirs are d,y,s,all w,s,all e,all n,w,2s (only one way to go right now, can't get lost). Don't sr yet. Make sure that in your room and 1w of you there are no mobs except for the one main one. If that's good, sr. Get form together, and have one person tank eman with iceshield while everyone else keeps him alive.
- This is another good place to rush. Keep an eye on where. Also, there are NEVER any hidden in here so hidden = player.
- UPDATE: Eman is weak to ACID, so use acid blast against him.
8. When dead, loot, search, n, d to get out of cpk. In this 5x5 area find two gladiators with keys and ice them. Have someone get ent and everyone phase them, all e to regen.
- If you get all people out of zone at once, it could repop and you'll be screwed so careful
- You could do it the more fun way and make people walk back through cpk. The dirs from center to stone are u y s e all n e all s all w n.
9. From regen, s all e 4s to trapdoor. Tell form to type yy and get them all 1d. Then go s all w with form to stone. unl open stone, n, open trapdoor,d, all s, unl bars,
Added (05 Dec 2012, 2:02 AM)
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all s,e. From here go north and look for a mob called garbage with a key. Ice it.
10. Go back all s, all e unl open bars with the 2nd gladiator key. Find cleric with key and lure him, dispel/ice. Don't really have to lure but it's always easier of course.
11. All n, search till down opens. Down, search till n opens. N all w, search, w, get all corpse, all e,search till up opens, u, all w, all s. Technically in this part there's a sentinel who loads key but the zone builder (Kyndig) forgot to make it !pick. So pick crack, open crack, 1w.
12. North, dispel/ice bodyguards. 2s, dispel ice bodyguards. technically if you have two people that are ok with porting, you can skip icing them. In the north room there is a pedal, in the south room there is a handle. If you push them at the same time, the door you need will open. Problem is that bodyguards are blockers so your call on how to do it.
- Usually people have form spam push one of these in one room and leader go in the other room to push the other, but you can do it solo if you stack. push pedal,s,s,push handle, etc. Go back to center room.
13. Instruct people to disarm rashkal. W and disarm him. He will not charge if disarmed even if it seems like he's still wielding. Ice and loot. Talon is next key. Open desk and get all desk for flee room for next mob (not required and not always good, but usually helpful).
- UPDATE: Rashkal is weak to HOLY, so use Hammer of Faith against him (if you are good/neutral).
14. Get people back to regen by porting/phasing pp like we did after gladiators. Pick one person who's G (or N if you need to but never E) to tank Kalata. If you have a lot of people, you don't need eles but mostly people do it with eles. From regen, solo s all e, sr room and lure all mobs out. Bring form. Mass invis (MUST). Put talon griffon, search for exit e, e,y,n to kalata. Notes about kalata below:
a. The one room cpk is almost pointless. It's gas room so can't really sit in there unless you're spamming staff. But people have gotten cpkd there so just saying if someone's rushing you get out of there fast and hit kalata.
b. Kalata does not see invis. Unless you're dumb enough to staff something that would make him see invis.
c. Kalata blocks way back into cpk, but it's not like porting/ecing takes a while; less than 10 rooms from ent to Kalata himself.
d. When kalata gets below minor condition, he starts to proc. Proc will hit G/N for 50% of their hps and hit E for 70% of their hps as well as blind them (this is why you don't tank with E). The reason you use a tank is because the other people in room, if engaged, will never die (since it's a percentage) as long as tank is alive. The reason you tank with G is because they also get prot.
e. Search in kalata room to open a flee room down. If you need it. Usually if you have people trying to bank it's a double-edged sword. On one hand, your ealign people want to flee to cure blind, but on the other hand bankers will usually sit there.
f. Have one person tank with one or two eles which are sanced. He'll tell the form who to heal (himself, 1.ele, 2.ele) and that's it. If you sr'd the room before cpk, you should not worry about any mobs walking in here but careful with bankers conjuring mobs to hit you if you room (because you're blind).
Loot and you're done.