Post by Rainfox on Jul 16, 2022 19:33:04 GMT
Tomb of Oblivion W-T FOLLOWED BY EXPLORE
FLY Rhaia from there, fly e 7 n 5 , walk s, enter By the Petrified Palm Tree
TOMB OF OBLIVION DAY ONE
1. On first level go all north, north (hidden exit), kill Callard for key. (superhid)
2. Go south, all-W, unlock door, west, search, north, kill flesheater for star.
3. Go all e til 2nd south, all-S til down, down all-E till s, all-S, east,
south, search, down, kill priestess for key.
4. Go back to 2nd floor intersection, west till north, all-N, all-W, kill janitor
for key.
5. search, up, north, get a glittering potion from trunk.
6. go east, kill Calendra (loads an embroidered shroud).
7. find Gaul, kill him for key.
8. go back to 2nd floor intersection all-S, unlock door, all-E, kill guardian for key.
9. Search, east, kill prisoner (loads a ring of thorns).
10. Go north of where guardian was and kill Knorr (loads a massive battle plate).
11. Go back to where janitor was, north, unlock doubledoor, down, open gate, south,
find and trap and trap and kill Duergar for key.
12. Go back to 1st floor intersection, all-N, all-W until s, all-S, unlock gates,
all-S, all-E, all-S, west, all-N, search, down, all-E all-S, west, kill golem
(blocker), north, get purple object from bed.
13. Go back to 2nd intersection, search, go down (cramped, CPK), find and kill well
crawler with bloodstone key.
14. Go back to 1st floor intersection, all-N, west until s, south til 2nd east, east,
find sarcophagus, unlock and get a bloodstone ring from sarcophagus.
15. Go back to 2nd floor intersection, all-D, east until intersection, all-N, east,
find and trap and kill orc and kobold.
16. Go south, kill juggernaut boss for key.
17. Find and charm tomb cats one by one and take them to the shapeshifter.
(NW SW SE and then Middle NE are the 6 doors. CaTS IGNORE SR)
18. When shapeshifter is dead, go all-D, get stuff from chest, all-W (cramped, CPK),
up, east, kill Apsu. Horn from Apsu is key for day 2.
TOMB OF OBLIVION DAY TWO
You need the dragon horn from Apsu on day 1. When you pop the zone, scry 6.dark to
see what key loads. The key will be gold, silver or bronze.
Gold (level 50) - Gool and Gaul, the siamese twin kings; The King of Sand; Narcon,
the king of Necropolis; Wulf, the emperor of war; Bruthal, the world conqueror;
Pyron, the king of fire; Salamo, the king of wisdom, and Silve, the king of
rocks.
Silver (level 45) - Silvia, the silver queen; Ramata, the canine queen; Spindelia,
the spider queen; Aluna, the amber queen; Regna, the empress of sin; Tasnia,
the imprisoned queen of Oblivion; Alvhenas, the queen of poison, and Elande,
the empress of evil.
Bronze (level 39) - Sol, the knight of dawn; Eriel, the shining knight; Mon, the
knight of dusk; Hehl, the knight of chaos; Oel, the divine knight; a doom
knight; a white female knight, and (Level 41) Wretcherion, the knight of battle.
1. From entrance go down, all north, all east, north, all east, all south, walk
through wall (need ethearel), kill Garrison.
2. Unlock gate, kill wyvern.
3. Unlock barricade; kill pegasus.
4. Unlock barricade, kill griffon (gas room).
5. (Optional) Kill firebird - gas rooms and he is fireshielded.
6. Go all down by hidden exit in north east corner (by firebird) - cramped room as
well.
7. Find 2 tomb dwellers with stalactite and stalagmite fragments.
8. Unlock cages and kill Kurk and Pituk. When they are dead make sure that there are
no objects or mobs in their rooms.
9. Trap and kill seven headed hell hound.
10. Go into the darkeneer lairs, rooms. Two ways to get all the way through - first
look at map on ceiling in room descriptions. Second, use farsight and never walk
into a room called darkeener lair. Kill last darkeneer (hard mob).
11. Unlock hole, kill dark dragon.
12. Go back to where hellhound was and go in south east corner and search.
13. Open the door that your key works for!
14. Kill all mobs and get keys. Use ethereal to move through cramped.
15. Then open all doors and kill big mobs i.e. King, Queen, Knight…
from zone ent all d (yes) 1e 2d w y w u to join form
s s d n all west all north all east all down
some directions from Hala to Zod
w;s;s;e;s
s;w;s;e;e
e;s;e;s;w
w;n;w;w;s
yes into cpk then 4w 2s e s 2w 3n 2w 2s e 2s w s 3e s e s 2w n 2w s e
(through Absolute Darknessmaze)
EXPLORE:
Explore The Tomb of Oblivion
designed by Cryo
25,000,000 Exploration designer: Calrog
- Slay the caretaker of the tomb
- Put an end to a prisoner's misery
- Kill an aged battle cleric
- Vanquish the priestess of the church
- Eliminate the fungus-dwellers
- Slay the white wyrm of the northlands
- Slay an ancient guardian of the tomb
- Vanquish a hound from the pits of hell
- Venture into the darkness to find the monsters hidden there
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
entrance D all-n kill for key, al-W unlock n (this is not right 1d or 2?)
killed flesheater here and got star Key off him'.
return to entrance D
all-w e all-n altar W kil janitopr for key, search unl lock N/U open trunk
un,l doubledoor d Among Coffins and Caskets (huge sq.area)
Find Duergar in here (SE corner). clear rooms around and sr
Kill Duergar for key and leggings TOugh mob, dis and plaguable, fire and
lightining seems to work better than harm
[3/17/16 4:50:55 PM] destin the very SE door is mana/mana shield 101
destin 3 - 2 - Bronze Door H-o-o-F DSilver Door | |
A - Knight of Doom (armor) G o-o-o
B - Oel the divine knight | |
C - a white female knight E C-o
D - Soll the knight of Dawn |
E - Hehl the knight of horror o-o
F - Mon the knight of Dusk | |
G - Eriel the shining knight o B
H - Wretcherion the knight of battle |
S - Stairs o-o
| |
A o
|
3-S-2 1019
Map is attached AT THE BOTTOM OF THE FIRST POST
To get to tomb, fly inurb, fly 3 e s 4. Also phaseable from inurb/rhai/cantara/azure. Used to be mh phaseable from 21.
D0 Walkthrough:
1. Locate shroud, run if loaded. From unkey go d w, o door,w all n. Look at cendrelia for shroud. Can charm religious men/women around here. Men are warriors, women are thieves. So the latter trip which is perfect. Ice for shroud which is hp/mana about. Usually tweaks total crap but sometimes could be really nice.
2. Locate thorns / battleplate, run if either loaded. From unkey go d,w, o door, w. Find gaul the temple usher and kill him. Can use same charmies as before. 2e all s, unlock open door. All e is blocker guardian with key. I can't remember wth door east is called but it's pickable if you remember the name (update: door is called "hidden" i believe, so pick hidden east). If you do, pick it, and wait for prisoner to come out then lure him and ice for thorns ring (30hp/-1dex base i believe). If not, ice guardian and then kill prisoner after. Then from guardian open door north and get into the 2x2 area. lure knorr and dispel ice him. keep in mind he does wimpy if you don't lure him. Also keep in mind you can go from NE room to NW room and vice versa even though it doesnt look like it (rooms look like a U rather than an O, but it's an O, if you know what i mean). Note this is all LPK, only way you're getting banked is someone hitting mob before you or sring your charmies out (I do the latter all the time).
D1 Notes:
1. Top of zone is all LPK. In a way it's safe, in a way it's dangerous because a pp could be anywhere for banking/cpking clan.
2. Learn the zone, learn where cpk is, basic dirs, it's very helpful and it's an easy zone.
3. Ent to zone (palm tree thing) is !sneak so stop telling ppl to sneak there. Unkey room is 1d from ent.
4. Zone quakes very frequently (along with reclasta/condemned/some others). Therefore people complain about running it !quake. Stop bitching. Zone is easy, scales/key are worth running d1 for, and d2 days have nice eq (of course locate first). At times I will even run d1 !quake !scales just so I can get a key so if next time zone quakes d1 sucks but d2 is nice i'd have a key.
5. To check for quake, check cendrelia or garrison. Callard heals up very fast. At the same time that means if callard is lowish, zone is nicely quaked (even if he's at like 75%).
D1 Walkthrough:
1. From unkey, all n (through illus). Dispel/ice callard. Loot key.
2. S all w, unl open gate, w, search, n, ice flesheater for fragment (key for a bit later)
3. S 3e 2s (unkey room), d e, open door, e 2s, o door, e s, search, d, kill priestess for mana head item and key.
4. U n w 2n, 5w, all n (to Cendrelia), open door,w and kill janitor. loot key. For a small bonus, search, go u n and loot potions from trunk.
5. n, unl open doubledoor, d, open gate. Note the rest of this step is in NPK. Ask form to spam look duergar or spam something duergar so you notice it as you're walking through this area. He's a hidden mob. When you find him either trap and ice or sr in and ice. He does wimpy, dispel and kill. Loot key and kris and any other eq that's equally useless. Get back to LPK room in NW corner.
6. U s e all s 2e u 2n 2w all s. unl open gates, s e all s w, o gate, n and kill brimstone golem (annoying blocker). Sometimes he does not load which is great.
7. N, search with fragment from flesheater. Down into NPK, e 2s w, sr and ice 2nd brimstone (or you can get lucky and this one wont load. I've never seen both not load though).
8. Unl open gate, n, g all bed, drop corpse but keep the other purple object. Solo s e 2n w u all s e all n w 3n 2e 2s to unkey room. Summon form.
9. You're about to open cpk. Cpk is cramped and is basically all down. it has SEVEN (7) crawlers, and door keyword is seal (if you need to close it to prevent ppl rushing as fast or to pretend it isn't open yet. Figure out best way to run through it (formed or not). I usually go 1d from unkey and clear room first then search, but if theres no rush expected just solo go search it open then have people go all down. Get everyone together down there, ice any mobs in room. You can sr if needed any time.
10. E all n 2e s. If you have a small form, lure everything except Juggernaut Boss out. If large form or quaked, ice Orc Leader and/or Kobold too. Loot everyone, esp boss for 5dr hands and keyring. Make sure leader gets keyring.
11. 1e from all d (the one past cpk) is a shapeshifter. He's !melee, he blocks down, he has LOTS of hps, and he's in !magic room. The hard way to do him is mal wimpy. Note that all juggernauts around break traps. The easy way is that, according to legend, shapeshifters are afraid of cats. Coincidentally, this part of the zone has 4 cats. Charm them solo one by one (if you charm more than 1 and a mob hits you it'll be annoying to make them flee, and you do NOT want them dead) and walk them to shapeshifter room. Each will do about 30% damage to him (so all 4 will do over 100%, enough in case he ticks up hps a bit). Do 3 cats, then I would take 4th WITH form so you can immediately go down and through 2nd cpk. Cat locations (clockwise):
Cat 1: From shapeshifter 2n 2e, unl open door, s.
Cat 2: From shapeshifter 3e s, unl open door, s.
Cat 3: From shapeshifter 2s 4w, unl open door, n.
Cat 4: From shapeshifter 2n 2w n, unl open door, e.
Meanwhile tell people to breathe water.
NOTE: CATS CAN WALK THROUGH SR, WHICH IS WHY IT'S NOT A PROBLEM SRING.
12. When shapeshifter dies immediately get all (he doesn't leave a corpse, and he stops blocking illus down; also juggernauts really like spamlooting chamskin once in a while) for chamskin (30hp/-10ac 10x regen invis body, a MUST for stakes), and key to chest. 2d unl open chest (or if ppl are coming to bank just unl later). Search to open exit w. w y w u. Note that this is 2 room cpk so if you are fighting or aren't fighting, based on diff circumstances you may want / may not want wimpy there.
13. I usually tank apsu with one iceshielded tank (apsu likes to dispel). The rest engage, heal and pound. Use shockwave because underwater. Careful fleeing because people banking will have a fairly easy time picking you off. Loot silver scales, 10+hp/4dr apsu claws (hands), 3hr/35mana tail (legs), dragon's horn (d2 key), relic (a really nice cleric bow).
14. If safe, solo back into first cpk (well of hell). One of the crawlers has a key. Lure, ice, loot. Go back to unkey room, 3n 2w s o gate e, e n unl sarcophagus, loot corpse from it, g all corpse and drop corpse. The bloodstone ring you get is hp/mana, could tweak decent.
D2 Notes:
1. Entire thing is GNPK. There is no CPK and there is no LPK.
2. Entire first half of d2 is stuff that can be run without d2 key. If you're running and you notice you're prolly getting banked, you can abandon and you usually will not have used key.
3. Keys here are not slippery (unlike juggernaut key) so if you die somewhere and you need keys, have someone get to unkey and unkey keys for them.
4. Bronze loads all keys always. Silver loads 2-7 roughly. Gold loads 2-5 (of course silver/gold can vary even more probably, but unlikely). So you need to locate eq and pick correct doors. They'll all be listed after wt.
D2 Walkthrough:
1. From unkey room go 2n all e n 2e s. Summon form here and form up. When ready go S and ice garrison. Loot useless sword and key.
2. Unlock gate, go s d. You are now located in the SE corner of a 4x4 square, which is divided into four 2x2 squares. You will go through each one. In first square (SE 2x2), lure wyvern, dispel and ice. Don't really have to lure any of these if you're running quaked, otherwise may as well to not be bothered by the annoying rock mimics running around here. Unlock barricade NW. (so from down go w n, unl barricade)
3. SW 2x2, lure and trap pegasus. dispel/ice/loot. Don't sr NW room.
4. NW 2x2 - gas rooms . lure griffon back out to where you had pegasus, ice (door is called hole i think). If it's quaked, we don't bother luring.
5. go to NE room of NW square (from down dirs would be n all w 2n e. I will have map at the bottom of this email to have this make more sense). Unl barricade, all e. In NE 2x2 square, they're fire rooms, esp the room NE that hurts even more. Firebird loads here with a sphere (4dr/-4spet or something, but it's mainly comp for fireball gloves). If quaked, ice there. If not quaked, lure back to where you iced pegagus and kill. Sphere is only usable if base+ (so 3/-3 or better).
6. Take form to NE corner of NE square, mass invis and have them go all down. Dwellers don't see invis. Notice door 1w, thats where you would use d2 key BUT DONT USE IT YET.
7. Key dwellers don't move so dirs are exact (all others run around). From all d go s, open door, w, room and ice. loot stalactite fragment from one of them. Then go w, open door, s e and again room/ice, loot 2nd fragment.
8. East, unl open cage s, go south, sr room, dispel ice kurk. Sac corpse and everything else. You don't want anything in this room at all. do not trap it.
9. N, close cage behind you, 2w, unl open cage, s and ice pituk, same rules as kurk.
Note: you do not trap because it's illegal in these two rooms. The reason is that anything/anyone remaining in this room prevents people from going to/from 7headed and d2 area. You can feel free to sit there to try and bank but you cannot trap there as traps are not removable. Also if you leave corpses/throws there, you wont be able to move down/up until they're sacced.
-- You now have a choice. If you're confident there's no bank, go use d2 key. I would now rather run 7-headed which would make everything I can do without using d2 key, and only at the end use it. So i'm gonna write wt this way.
10. From pituk room assuming it's clear go n, close door behind you (so stuff doesnt walk in), e s. You will only be able to go down (and later back up) if theres nothing in the rooms we srd of last 2 mobs. Go down (you're in N room of 3x3 area). Your room is !mob. Lure 7-headed solo, preferably not in middle because it's gas room. Keyword is hellhound as for all other mobs here so make sure you're luring the right one. Keep heals because he likes to proc use his chain which hurts a lot. Loot item from him (key). Do not use this key yet. Go back to !mob.
11. Have people spam heal you, rouse all and go up. Don't leave people behind. There's a room proc here that you fail climb (and hurts yourself like 200 hps per try to go up) which is why people heal. If people stay behind they'll have to climb and selfheal (or they could get lucky and get it in one shot). Anyways from here n w 2n 2e n and tick full.
12. Rouse all, mass quick, mass invis, tell people not to rest because you're about to go into a 35 room maze. One way to figure it out is to look at the ceiling in rooms and it helps you see dirs. Another is to farsight and never walk into darkeneer lair rooms (then there's only one way to go if you do it correctly). Dirs are: 4w 2s e s 2w 3n 2w 2s e 2s w s 3e s e s 2w n 2w s e. These dirs are from the room where you unlocked and till the room where you will hit a key mob. So you may wanna have people sanc up as you go, especially since that room is !flee. KIll gigantic darkeneer for key and for rope (hp/-ss waist).
13. Preferably immediately after it's dead, loot, go west, unl open hole and go up to hit dragon. This is most important mob because it has the unlock and lock keys for d2 eq part. Room is !flee but careful since you can bash yourself out of room. Ice and loot.
14. Have everyone sneak. Two ways to get back, the short way and the long way. The long way is reversing the dirs you had (d n 2e s 2e n w n 3w n e 2n w 2n 2e 3s 2e n w 2n 4e). The short way is based on the fact that darkeneer lairs actually move you some rooms back, so if everyone is sneaking and high enough level to not hit mobs nonstop do that : d n 3e s 2e 2n w n 4e. You can also obviously phase pp for ent and go that way.
15. From there take form s 2w s e s d (into 7headed area) e 2s. search with brimstone from 7headed. Make sure to know which day you have (bronze is E, Silver is W, Gold is N) Go s 2w f and then to your respective day. unlock open get in lock. If no bank, dont have to lock, if theres a bank, figure out best way to do it, etc.
16. The next part is fairly straightforward. Kill all mobs with keys, don't unlock any doors till you do so you know how many keys you have and which doors you want, then unlock appropriate doors, ice mobs and loot. I'm posting maps and mob names with eq below. Any special procedures I will explain in there.
Bronze D2 - 8 knights, 8 keys. All keys always load. All mobs except Wretcherion are dispellable. Knighthood boots are the only important item, although ankh and shield are nice too. When going to wretcherion (last door), once you unl have people go solo west and say wretcherion to get through otherwise they'll get attacked by annoying mob and get procced on. saying the name will get them out of battle too. Order of doors from Bronze door ent is: Doom, Oel, female, Soll, Hehl, Mon, Eriel, Wretcherion.
Silver D2 - 8 queens, 2-7 keys. Important eq is on Aluna (Hair/5.malcomp, flowstone hands) and Spindelia (chitinous arms, moonstone wrist). Others you can figure out. I usually also do Ramata for kahn, Elande for dragonbone ring and sooty wrists, Silvia for bracers, Tasnia for zeal, and then figure out what else i wanna do. Regna has shoes, alvhenas has gloves and is medal mob. List of mobs below in order from ent, map attached.
A. Elande - nickname is queen bitch because she procs hard. Loads dragon femur (useless), dragonbone ring (scry for it because it can load on one of two mobs, one in silver and one in gold so if you're running for it check first), sooty gloves (30ish hp/+1infcler/-1ss max gloves)
B. Regna - Makes people attack their own form so best to do unformed with a tank. And likes to dispel ppl. Loads 5dr/something wrist, 40ish mana/-1srod nmage only shoes. The srod is nice but 10stam from reef fins is much more important in getting places fast, and the base on fins is better. Still worth getting, i've seen high 50s for this.
C. Aluna - i always do 1st or 2nd. used to be called spam queen due to always maintaining manashield which spam an extra line of "deflected on manashield) but now actually drops it. still annoying as hell. Ice for 5.malcomp, 45+mana/+1infmage hands, and 25+mana/4dr ring.
D. Alvhenas - Poisons you almost immediate, procs retardedly, annoying as hell and fs. Ice for medal, for hp/+poisonprof gloves, 5dr/-3spoi/regen remove poison about. An ok substitute for demon hide.
E. Ramata - Summons dogs of war to kill you. They're quite easy but like to trip. Loads collar (hp/mana neck) and kahn.
F. Silvia - dispels ppl, double heals when low (one is a heal, one is a proc so i'd keep her down so she only heals once. Or maybe she wont heal at all when down or out of mana, dont remember). ice for some 6hr/2stam or something legs, and for hp/-ac arms (i've seen 50+ a few times)
G. Tasnia - dispel ppl, loads zeal (some war hp body) and bouquet (some hp/-ss head).
H. Spindelia - has firedrake in room which is annoying/fs but isnt hard. She also webs the floor and thus stops some one person from fleeing. She's also perma poisoned and therefore after a quake she will always be very low even if you do her last. Loads moonstone (40mana/1int base wrist, best mana base in game i believe) and chitinous arms (3/5 AG, a very good choice for E if not using one of the many 5/4 arms)
Random note: 5/4 arms = vambraces from thanos, guardian arms from dlujik, midnight arms from kalata. vambraces > guardian > midnight due to the -ac.
Gold D2 - 8 Kings, 2-5 keys. Most important are bruthal, wulf, sivle, gool/gaal. in order from ent:
A. Sivle - Extremely annoying, not because he's tough, but because he loads with two sanced elite guards that bash and hit hard. guards are dispellable. Loads 5/3 wrist, sphere (rentable sanc item - 10 charges, 90 days, weight 1), basalt boots (10/35 ecler), femur (enchantable 5d5 wield i think)
B. Narcon - Sleeps people (and unforms them on sleep). To wake them up, need to attack them (or wait 3 min for wake). I usually do unformed so entire form doesn't engage a sleeping person. Loads death mask (dr head) and can load dragonbone ring (scry him for it). Also loads ec (also scry).
C. Wulf - As soon as you unlock this door (before you open) he will charge out. So sr w,s of him, and sr north when he gets out. Otherwise he'll wimpy. Loads some random shield and 5/3 quicksilver ring.
D. Salomo - one room !flee. loads 6dr/-5hp (roughly) Good-only gloves and tome of twilight (level 40 colour spray/poison/fear).
E. Pyron - Medal mob, in fire room, with lots of annoying fire/fs mobs. Hit him, keep heals up (let melee do the dmg), move out on kill. As opposed to most mobs here, his area is just one room (most mobs are in 3x3 area) so fleeing from him is always back south which is nice. Loads mantle (hp/mana), flames (20/20 fd-like ring that's also a comp for some stuff), and red ele stone. Other flames in room can also load ele stones.
F. Bruthal - One of the main reasons for running gold day, since he loads defense plate (20+hp/-3ss max body). Also loads 3/5 hold item (flies). He likes to charge ppl down (not a regular charge but just knocks ppl down with no lag), so leader rouse.
G. King of Sand - Sands people out of room, no real good eq. Loads sand (comp for +sandstorm item), flowstone boots (don't remember stats), scimitar (some long name, decent 6d6 G stabber but nothing too special).
H. Gool/Gaul, the siamese twins kings - They load in one room with a firedrake. I'd ignore firedrake or blind it. Don't sr south of them, hit them and when you get them low they'll split into 2 mobs. Lure them south and ice. One will have a skirt (hp/mana/-srod, could be realllly nice), and one will have a 4d9 stabber lance. Once they split, the sanced one is dispellable
FLY Rhaia from there, fly e 7 n 5 , walk s, enter By the Petrified Palm Tree
TOMB OF OBLIVION DAY ONE
1. On first level go all north, north (hidden exit), kill Callard for key. (superhid)
2. Go south, all-W, unlock door, west, search, north, kill flesheater for star.
3. Go all e til 2nd south, all-S til down, down all-E till s, all-S, east,
south, search, down, kill priestess for key.
4. Go back to 2nd floor intersection, west till north, all-N, all-W, kill janitor
for key.
5. search, up, north, get a glittering potion from trunk.
6. go east, kill Calendra (loads an embroidered shroud).
7. find Gaul, kill him for key.
8. go back to 2nd floor intersection all-S, unlock door, all-E, kill guardian for key.
9. Search, east, kill prisoner (loads a ring of thorns).
10. Go north of where guardian was and kill Knorr (loads a massive battle plate).
11. Go back to where janitor was, north, unlock doubledoor, down, open gate, south,
find and trap and trap and kill Duergar for key.
12. Go back to 1st floor intersection, all-N, all-W until s, all-S, unlock gates,
all-S, all-E, all-S, west, all-N, search, down, all-E all-S, west, kill golem
(blocker), north, get purple object from bed.
13. Go back to 2nd intersection, search, go down (cramped, CPK), find and kill well
crawler with bloodstone key.
14. Go back to 1st floor intersection, all-N, west until s, south til 2nd east, east,
find sarcophagus, unlock and get a bloodstone ring from sarcophagus.
15. Go back to 2nd floor intersection, all-D, east until intersection, all-N, east,
find and trap and kill orc and kobold.
16. Go south, kill juggernaut boss for key.
17. Find and charm tomb cats one by one and take them to the shapeshifter.
(NW SW SE and then Middle NE are the 6 doors. CaTS IGNORE SR)
18. When shapeshifter is dead, go all-D, get stuff from chest, all-W (cramped, CPK),
up, east, kill Apsu. Horn from Apsu is key for day 2.
TOMB OF OBLIVION DAY TWO
You need the dragon horn from Apsu on day 1. When you pop the zone, scry 6.dark to
see what key loads. The key will be gold, silver or bronze.
Gold (level 50) - Gool and Gaul, the siamese twin kings; The King of Sand; Narcon,
the king of Necropolis; Wulf, the emperor of war; Bruthal, the world conqueror;
Pyron, the king of fire; Salamo, the king of wisdom, and Silve, the king of
rocks.
Silver (level 45) - Silvia, the silver queen; Ramata, the canine queen; Spindelia,
the spider queen; Aluna, the amber queen; Regna, the empress of sin; Tasnia,
the imprisoned queen of Oblivion; Alvhenas, the queen of poison, and Elande,
the empress of evil.
Bronze (level 39) - Sol, the knight of dawn; Eriel, the shining knight; Mon, the
knight of dusk; Hehl, the knight of chaos; Oel, the divine knight; a doom
knight; a white female knight, and (Level 41) Wretcherion, the knight of battle.
1. From entrance go down, all north, all east, north, all east, all south, walk
through wall (need ethearel), kill Garrison.
2. Unlock gate, kill wyvern.
3. Unlock barricade; kill pegasus.
4. Unlock barricade, kill griffon (gas room).
5. (Optional) Kill firebird - gas rooms and he is fireshielded.
6. Go all down by hidden exit in north east corner (by firebird) - cramped room as
well.
7. Find 2 tomb dwellers with stalactite and stalagmite fragments.
8. Unlock cages and kill Kurk and Pituk. When they are dead make sure that there are
no objects or mobs in their rooms.
9. Trap and kill seven headed hell hound.
10. Go into the darkeneer lairs, rooms. Two ways to get all the way through - first
look at map on ceiling in room descriptions. Second, use farsight and never walk
into a room called darkeener lair. Kill last darkeneer (hard mob).
11. Unlock hole, kill dark dragon.
12. Go back to where hellhound was and go in south east corner and search.
13. Open the door that your key works for!
14. Kill all mobs and get keys. Use ethereal to move through cramped.
15. Then open all doors and kill big mobs i.e. King, Queen, Knight…
from zone ent all d (yes) 1e 2d w y w u to join form
s s d n all west all north all east all down
some directions from Hala to Zod
w;s;s;e;s
s;w;s;e;e
e;s;e;s;w
w;n;w;w;s
yes into cpk then 4w 2s e s 2w 3n 2w 2s e 2s w s 3e s e s 2w n 2w s e
(through Absolute Darknessmaze)
EXPLORE:
Explore The Tomb of Oblivion
designed by Cryo
25,000,000 Exploration designer: Calrog
- Slay the caretaker of the tomb
- Put an end to a prisoner's misery
- Kill an aged battle cleric
- Vanquish the priestess of the church
- Eliminate the fungus-dwellers
- Slay the white wyrm of the northlands
- Slay an ancient guardian of the tomb
- Vanquish a hound from the pits of hell
- Venture into the darkness to find the monsters hidden there
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
- Raid a knight's crypt
entrance D all-n kill for key, al-W unlock n (this is not right 1d or 2?)
killed flesheater here and got star Key off him'.
return to entrance D
all-w e all-n altar W kil janitopr for key, search unl lock N/U open trunk
un,l doubledoor d Among Coffins and Caskets (huge sq.area)
Find Duergar in here (SE corner). clear rooms around and sr
Kill Duergar for key and leggings TOugh mob, dis and plaguable, fire and
lightining seems to work better than harm
[3/17/16 4:50:55 PM] destin the very SE door is mana/mana shield 101
destin 3 - 2 - Bronze Door H-o-o-F DSilver Door | |
A - Knight of Doom (armor) G o-o-o
B - Oel the divine knight | |
C - a white female knight E C-o
D - Soll the knight of Dawn |
E - Hehl the knight of horror o-o
F - Mon the knight of Dusk | |
G - Eriel the shining knight o B
H - Wretcherion the knight of battle |
S - Stairs o-o
| |
A o
|
3-S-2 1019
Map is attached AT THE BOTTOM OF THE FIRST POST
To get to tomb, fly inurb, fly 3 e s 4. Also phaseable from inurb/rhai/cantara/azure. Used to be mh phaseable from 21.
D0 Walkthrough:
1. Locate shroud, run if loaded. From unkey go d w, o door,w all n. Look at cendrelia for shroud. Can charm religious men/women around here. Men are warriors, women are thieves. So the latter trip which is perfect. Ice for shroud which is hp/mana about. Usually tweaks total crap but sometimes could be really nice.
2. Locate thorns / battleplate, run if either loaded. From unkey go d,w, o door, w. Find gaul the temple usher and kill him. Can use same charmies as before. 2e all s, unlock open door. All e is blocker guardian with key. I can't remember wth door east is called but it's pickable if you remember the name (update: door is called "hidden" i believe, so pick hidden east). If you do, pick it, and wait for prisoner to come out then lure him and ice for thorns ring (30hp/-1dex base i believe). If not, ice guardian and then kill prisoner after. Then from guardian open door north and get into the 2x2 area. lure knorr and dispel ice him. keep in mind he does wimpy if you don't lure him. Also keep in mind you can go from NE room to NW room and vice versa even though it doesnt look like it (rooms look like a U rather than an O, but it's an O, if you know what i mean). Note this is all LPK, only way you're getting banked is someone hitting mob before you or sring your charmies out (I do the latter all the time).
D1 Notes:
1. Top of zone is all LPK. In a way it's safe, in a way it's dangerous because a pp could be anywhere for banking/cpking clan.
2. Learn the zone, learn where cpk is, basic dirs, it's very helpful and it's an easy zone.
3. Ent to zone (palm tree thing) is !sneak so stop telling ppl to sneak there. Unkey room is 1d from ent.
4. Zone quakes very frequently (along with reclasta/condemned/some others). Therefore people complain about running it !quake. Stop bitching. Zone is easy, scales/key are worth running d1 for, and d2 days have nice eq (of course locate first). At times I will even run d1 !quake !scales just so I can get a key so if next time zone quakes d1 sucks but d2 is nice i'd have a key.
5. To check for quake, check cendrelia or garrison. Callard heals up very fast. At the same time that means if callard is lowish, zone is nicely quaked (even if he's at like 75%).
D1 Walkthrough:
1. From unkey, all n (through illus). Dispel/ice callard. Loot key.
2. S all w, unl open gate, w, search, n, ice flesheater for fragment (key for a bit later)
3. S 3e 2s (unkey room), d e, open door, e 2s, o door, e s, search, d, kill priestess for mana head item and key.
4. U n w 2n, 5w, all n (to Cendrelia), open door,w and kill janitor. loot key. For a small bonus, search, go u n and loot potions from trunk.
5. n, unl open doubledoor, d, open gate. Note the rest of this step is in NPK. Ask form to spam look duergar or spam something duergar so you notice it as you're walking through this area. He's a hidden mob. When you find him either trap and ice or sr in and ice. He does wimpy, dispel and kill. Loot key and kris and any other eq that's equally useless. Get back to LPK room in NW corner.
6. U s e all s 2e u 2n 2w all s. unl open gates, s e all s w, o gate, n and kill brimstone golem (annoying blocker). Sometimes he does not load which is great.
7. N, search with fragment from flesheater. Down into NPK, e 2s w, sr and ice 2nd brimstone (or you can get lucky and this one wont load. I've never seen both not load though).
8. Unl open gate, n, g all bed, drop corpse but keep the other purple object. Solo s e 2n w u all s e all n w 3n 2e 2s to unkey room. Summon form.
9. You're about to open cpk. Cpk is cramped and is basically all down. it has SEVEN (7) crawlers, and door keyword is seal (if you need to close it to prevent ppl rushing as fast or to pretend it isn't open yet. Figure out best way to run through it (formed or not). I usually go 1d from unkey and clear room first then search, but if theres no rush expected just solo go search it open then have people go all down. Get everyone together down there, ice any mobs in room. You can sr if needed any time.
10. E all n 2e s. If you have a small form, lure everything except Juggernaut Boss out. If large form or quaked, ice Orc Leader and/or Kobold too. Loot everyone, esp boss for 5dr hands and keyring. Make sure leader gets keyring.
11. 1e from all d (the one past cpk) is a shapeshifter. He's !melee, he blocks down, he has LOTS of hps, and he's in !magic room. The hard way to do him is mal wimpy. Note that all juggernauts around break traps. The easy way is that, according to legend, shapeshifters are afraid of cats. Coincidentally, this part of the zone has 4 cats. Charm them solo one by one (if you charm more than 1 and a mob hits you it'll be annoying to make them flee, and you do NOT want them dead) and walk them to shapeshifter room. Each will do about 30% damage to him (so all 4 will do over 100%, enough in case he ticks up hps a bit). Do 3 cats, then I would take 4th WITH form so you can immediately go down and through 2nd cpk. Cat locations (clockwise):
Cat 1: From shapeshifter 2n 2e, unl open door, s.
Cat 2: From shapeshifter 3e s, unl open door, s.
Cat 3: From shapeshifter 2s 4w, unl open door, n.
Cat 4: From shapeshifter 2n 2w n, unl open door, e.
Meanwhile tell people to breathe water.
NOTE: CATS CAN WALK THROUGH SR, WHICH IS WHY IT'S NOT A PROBLEM SRING.
12. When shapeshifter dies immediately get all (he doesn't leave a corpse, and he stops blocking illus down; also juggernauts really like spamlooting chamskin once in a while) for chamskin (30hp/-10ac 10x regen invis body, a MUST for stakes), and key to chest. 2d unl open chest (or if ppl are coming to bank just unl later). Search to open exit w. w y w u. Note that this is 2 room cpk so if you are fighting or aren't fighting, based on diff circumstances you may want / may not want wimpy there.
13. I usually tank apsu with one iceshielded tank (apsu likes to dispel). The rest engage, heal and pound. Use shockwave because underwater. Careful fleeing because people banking will have a fairly easy time picking you off. Loot silver scales, 10+hp/4dr apsu claws (hands), 3hr/35mana tail (legs), dragon's horn (d2 key), relic (a really nice cleric bow).
14. If safe, solo back into first cpk (well of hell). One of the crawlers has a key. Lure, ice, loot. Go back to unkey room, 3n 2w s o gate e, e n unl sarcophagus, loot corpse from it, g all corpse and drop corpse. The bloodstone ring you get is hp/mana, could tweak decent.
D2 Notes:
1. Entire thing is GNPK. There is no CPK and there is no LPK.
2. Entire first half of d2 is stuff that can be run without d2 key. If you're running and you notice you're prolly getting banked, you can abandon and you usually will not have used key.
3. Keys here are not slippery (unlike juggernaut key) so if you die somewhere and you need keys, have someone get to unkey and unkey keys for them.
4. Bronze loads all keys always. Silver loads 2-7 roughly. Gold loads 2-5 (of course silver/gold can vary even more probably, but unlikely). So you need to locate eq and pick correct doors. They'll all be listed after wt.
D2 Walkthrough:
1. From unkey room go 2n all e n 2e s. Summon form here and form up. When ready go S and ice garrison. Loot useless sword and key.
2. Unlock gate, go s d. You are now located in the SE corner of a 4x4 square, which is divided into four 2x2 squares. You will go through each one. In first square (SE 2x2), lure wyvern, dispel and ice. Don't really have to lure any of these if you're running quaked, otherwise may as well to not be bothered by the annoying rock mimics running around here. Unlock barricade NW. (so from down go w n, unl barricade)
3. SW 2x2, lure and trap pegasus. dispel/ice/loot. Don't sr NW room.
4. NW 2x2 - gas rooms . lure griffon back out to where you had pegasus, ice (door is called hole i think). If it's quaked, we don't bother luring.
5. go to NE room of NW square (from down dirs would be n all w 2n e. I will have map at the bottom of this email to have this make more sense). Unl barricade, all e. In NE 2x2 square, they're fire rooms, esp the room NE that hurts even more. Firebird loads here with a sphere (4dr/-4spet or something, but it's mainly comp for fireball gloves). If quaked, ice there. If not quaked, lure back to where you iced pegagus and kill. Sphere is only usable if base+ (so 3/-3 or better).
6. Take form to NE corner of NE square, mass invis and have them go all down. Dwellers don't see invis. Notice door 1w, thats where you would use d2 key BUT DONT USE IT YET.
7. Key dwellers don't move so dirs are exact (all others run around). From all d go s, open door, w, room and ice. loot stalactite fragment from one of them. Then go w, open door, s e and again room/ice, loot 2nd fragment.
8. East, unl open cage s, go south, sr room, dispel ice kurk. Sac corpse and everything else. You don't want anything in this room at all. do not trap it.
9. N, close cage behind you, 2w, unl open cage, s and ice pituk, same rules as kurk.
Note: you do not trap because it's illegal in these two rooms. The reason is that anything/anyone remaining in this room prevents people from going to/from 7headed and d2 area. You can feel free to sit there to try and bank but you cannot trap there as traps are not removable. Also if you leave corpses/throws there, you wont be able to move down/up until they're sacced.
-- You now have a choice. If you're confident there's no bank, go use d2 key. I would now rather run 7-headed which would make everything I can do without using d2 key, and only at the end use it. So i'm gonna write wt this way.
10. From pituk room assuming it's clear go n, close door behind you (so stuff doesnt walk in), e s. You will only be able to go down (and later back up) if theres nothing in the rooms we srd of last 2 mobs. Go down (you're in N room of 3x3 area). Your room is !mob. Lure 7-headed solo, preferably not in middle because it's gas room. Keyword is hellhound as for all other mobs here so make sure you're luring the right one. Keep heals because he likes to proc use his chain which hurts a lot. Loot item from him (key). Do not use this key yet. Go back to !mob.
11. Have people spam heal you, rouse all and go up. Don't leave people behind. There's a room proc here that you fail climb (and hurts yourself like 200 hps per try to go up) which is why people heal. If people stay behind they'll have to climb and selfheal (or they could get lucky and get it in one shot). Anyways from here n w 2n 2e n and tick full.
12. Rouse all, mass quick, mass invis, tell people not to rest because you're about to go into a 35 room maze. One way to figure it out is to look at the ceiling in rooms and it helps you see dirs. Another is to farsight and never walk into darkeneer lair rooms (then there's only one way to go if you do it correctly). Dirs are: 4w 2s e s 2w 3n 2w 2s e 2s w s 3e s e s 2w n 2w s e. These dirs are from the room where you unlocked and till the room where you will hit a key mob. So you may wanna have people sanc up as you go, especially since that room is !flee. KIll gigantic darkeneer for key and for rope (hp/-ss waist).
13. Preferably immediately after it's dead, loot, go west, unl open hole and go up to hit dragon. This is most important mob because it has the unlock and lock keys for d2 eq part. Room is !flee but careful since you can bash yourself out of room. Ice and loot.
14. Have everyone sneak. Two ways to get back, the short way and the long way. The long way is reversing the dirs you had (d n 2e s 2e n w n 3w n e 2n w 2n 2e 3s 2e n w 2n 4e). The short way is based on the fact that darkeneer lairs actually move you some rooms back, so if everyone is sneaking and high enough level to not hit mobs nonstop do that : d n 3e s 2e 2n w n 4e. You can also obviously phase pp for ent and go that way.
15. From there take form s 2w s e s d (into 7headed area) e 2s. search with brimstone from 7headed. Make sure to know which day you have (bronze is E, Silver is W, Gold is N) Go s 2w f and then to your respective day. unlock open get in lock. If no bank, dont have to lock, if theres a bank, figure out best way to do it, etc.
16. The next part is fairly straightforward. Kill all mobs with keys, don't unlock any doors till you do so you know how many keys you have and which doors you want, then unlock appropriate doors, ice mobs and loot. I'm posting maps and mob names with eq below. Any special procedures I will explain in there.
Bronze D2 - 8 knights, 8 keys. All keys always load. All mobs except Wretcherion are dispellable. Knighthood boots are the only important item, although ankh and shield are nice too. When going to wretcherion (last door), once you unl have people go solo west and say wretcherion to get through otherwise they'll get attacked by annoying mob and get procced on. saying the name will get them out of battle too. Order of doors from Bronze door ent is: Doom, Oel, female, Soll, Hehl, Mon, Eriel, Wretcherion.
Silver D2 - 8 queens, 2-7 keys. Important eq is on Aluna (Hair/5.malcomp, flowstone hands) and Spindelia (chitinous arms, moonstone wrist). Others you can figure out. I usually also do Ramata for kahn, Elande for dragonbone ring and sooty wrists, Silvia for bracers, Tasnia for zeal, and then figure out what else i wanna do. Regna has shoes, alvhenas has gloves and is medal mob. List of mobs below in order from ent, map attached.
A. Elande - nickname is queen bitch because she procs hard. Loads dragon femur (useless), dragonbone ring (scry for it because it can load on one of two mobs, one in silver and one in gold so if you're running for it check first), sooty gloves (30ish hp/+1infcler/-1ss max gloves)
B. Regna - Makes people attack their own form so best to do unformed with a tank. And likes to dispel ppl. Loads 5dr/something wrist, 40ish mana/-1srod nmage only shoes. The srod is nice but 10stam from reef fins is much more important in getting places fast, and the base on fins is better. Still worth getting, i've seen high 50s for this.
C. Aluna - i always do 1st or 2nd. used to be called spam queen due to always maintaining manashield which spam an extra line of "deflected on manashield) but now actually drops it. still annoying as hell. Ice for 5.malcomp, 45+mana/+1infmage hands, and 25+mana/4dr ring.
D. Alvhenas - Poisons you almost immediate, procs retardedly, annoying as hell and fs. Ice for medal, for hp/+poisonprof gloves, 5dr/-3spoi/regen remove poison about. An ok substitute for demon hide.
E. Ramata - Summons dogs of war to kill you. They're quite easy but like to trip. Loads collar (hp/mana neck) and kahn.
F. Silvia - dispels ppl, double heals when low (one is a heal, one is a proc so i'd keep her down so she only heals once. Or maybe she wont heal at all when down or out of mana, dont remember). ice for some 6hr/2stam or something legs, and for hp/-ac arms (i've seen 50+ a few times)
G. Tasnia - dispel ppl, loads zeal (some war hp body) and bouquet (some hp/-ss head).
H. Spindelia - has firedrake in room which is annoying/fs but isnt hard. She also webs the floor and thus stops some one person from fleeing. She's also perma poisoned and therefore after a quake she will always be very low even if you do her last. Loads moonstone (40mana/1int base wrist, best mana base in game i believe) and chitinous arms (3/5 AG, a very good choice for E if not using one of the many 5/4 arms)
Random note: 5/4 arms = vambraces from thanos, guardian arms from dlujik, midnight arms from kalata. vambraces > guardian > midnight due to the -ac.
Gold D2 - 8 Kings, 2-5 keys. Most important are bruthal, wulf, sivle, gool/gaal. in order from ent:
A. Sivle - Extremely annoying, not because he's tough, but because he loads with two sanced elite guards that bash and hit hard. guards are dispellable. Loads 5/3 wrist, sphere (rentable sanc item - 10 charges, 90 days, weight 1), basalt boots (10/35 ecler), femur (enchantable 5d5 wield i think)
B. Narcon - Sleeps people (and unforms them on sleep). To wake them up, need to attack them (or wait 3 min for wake). I usually do unformed so entire form doesn't engage a sleeping person. Loads death mask (dr head) and can load dragonbone ring (scry him for it). Also loads ec (also scry).
C. Wulf - As soon as you unlock this door (before you open) he will charge out. So sr w,s of him, and sr north when he gets out. Otherwise he'll wimpy. Loads some random shield and 5/3 quicksilver ring.
D. Salomo - one room !flee. loads 6dr/-5hp (roughly) Good-only gloves and tome of twilight (level 40 colour spray/poison/fear).
E. Pyron - Medal mob, in fire room, with lots of annoying fire/fs mobs. Hit him, keep heals up (let melee do the dmg), move out on kill. As opposed to most mobs here, his area is just one room (most mobs are in 3x3 area) so fleeing from him is always back south which is nice. Loads mantle (hp/mana), flames (20/20 fd-like ring that's also a comp for some stuff), and red ele stone. Other flames in room can also load ele stones.
F. Bruthal - One of the main reasons for running gold day, since he loads defense plate (20+hp/-3ss max body). Also loads 3/5 hold item (flies). He likes to charge ppl down (not a regular charge but just knocks ppl down with no lag), so leader rouse.
G. King of Sand - Sands people out of room, no real good eq. Loads sand (comp for +sandstorm item), flowstone boots (don't remember stats), scimitar (some long name, decent 6d6 G stabber but nothing too special).
H. Gool/Gaul, the siamese twins kings - They load in one room with a firedrake. I'd ignore firedrake or blind it. Don't sr south of them, hit them and when you get them low they'll split into 2 mobs. Lure them south and ice. One will have a skirt (hp/mana/-srod, could be realllly nice), and one will have a 4d9 stabber lance. Once they split, the sanced one is dispellable