Tssasskkas

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Black and white slime-covered scales cover the entire 15 foot length of Tssasskkas. A whale-like tail fans the water, while a tooth-filled maw fills the entire portion of what would be the head on a normal creature. No eyes are evident, but four whiplike tentacles provide ample sensory input. An aura of wisdom surrounds Tssasskkas, as does the subtle crackling of powerful magic.

Keywords: tssasskkas, creature
Level: 90
Alignment: demonic.
Flags: steadfast (probably also a corpse animator, but not sure what else)
Affects: sanctuary (not sure what else)

Gear

Tssasskkas is using:
<worn on head>     (Glowing) crown of the Ages
<worn about body>     (Glowing) (Humming) twinkling stars
Tssasskkas is carrying:
     tssasskkas scales

Comments

"(Black Aura) An immense, slime-covered creature opens its mouth and attacks."

As you might expect, Tssasskkas is aggie and sees through sneak/move.

Directions

Area: Tssasskkas's Lair (Map).
Room(s): Tssasskkas's Lair

WARNING

Trying to get to/kill this mob can result in a very messy CR. You need someone in the group with rogue lore for the first quest door and and either a psi or a mnd for the second quest door. A BCI will be able to open both doors on the way to Tssasskkas. Some of the Greater Water Elementals and the Jumaras have throwing weapons that hit everyone in the group and return to their hand (sometimes killing themselves, stealing the kill XP from you). Kill these mobs quickly, and make sure your healer is prepared to heal the weaker members in the group. Deception, disarm and detonate can help. Don't get excited fusiliers, these nasty throwing weapons have inventory flags and thus cannot be looted.

Here's how you get to Tssasskkas:

Portal to the Lich Tzzan's spirit (pp spirit tz) to get into the middle of the area, and you will arrive at a full-safe room. Go 2d and n to exit the submerged tower and enter the moat. Floating here are corpses of many lord players, most of which are nasty but non-aggie, although animated corpse of Pico and of Juliet will stab hard. Move e, 2s, u and you will be in front of a blind disorienting room. Move east to enter it and then west to proceed further (going east again will return you to the room before it). Be prepared for many aggressive mobs in this part of the area, all hard and some using the nasty ranged group-hitting weaponry.

The exact directions are following (from the "The Tunnels" room):

e, n, w, 2n, 3e, pull/push stone (need to have Detect Magic to see it), e.

If the door closes while your groups is half-through, push it again. Beware that you cannot operate levers while in combat, and you may be aggied on the other side. Once regrouped, proceed:

2e, pull/push stone (need to be rogue-type to see it), s.

Check if all your groupies are present and then move:

e, pull/push wall (need to be PSI-type or BCI to see it), e.

Again, recheck your group and move forward, either go:

s, 2e, n, u, or move n, 2e, s, u, and you will arrive to Eyeless Terrors, very dangerous scramblers and heavy hitters that will almost certainly aggie you. Watch out for Jumaras along this path, they use ranged weaponry too, and are dangerous.

Defeat the Eyeless Terrors which have a carburized plate equivalent piece, and occupy the room directly before Tssasskkas. Once dead, move up to reach Tssasskkas itself.

For more information consult the Tssasskkas's Lair general page as well as Tssasskkas's Lair Map.