Difference between revisions of "Tssasskkas"

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<font color="red">WARNING</font>
 
<font color="red">WARNING</font>
  
Trying to get to/kill this mob can result in a very messy CR.  You need someone in the group with [[Rogue Lore|rogue lore]] and either a [[:Category:Psionicists|psi]], a [[:Category:Mindbenders|mnd]], or a [[:Category:Black Circle Initiates|bci]] to open doors on the way to Tssasskkas.  Some of the [[Greater Water Elementals]] and the [[Jumara]]s have throwing weapons that hit everyone and return to their hand.  Kill these mobs quickly, and make sure your healer is prepared to heal the weaker members in the group.  Perhaps [[deception]], [[disarm]], or [[detonate]] can help. Don't get excited [[:Category:Fusiliers|fusiliers]], these nasty throwing weapons have [[Inventory Flag|inventory flags]].
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Trying to get to/kill this mob can result in a very messy CR.  You need someone in the group with [[Rogue Lore|rogue lore]] for the first quest door and and either a [[:Category:Psionicists|psi]] or a [[:Category:Mindbenders|mnd]] for the second quest door. A [[:Category:Black Circle Initiates|BCI]] will be able to open both doors on the way to Tssasskkas.  Some of the [[Greater Water Elementals]] and the [[Jumara]]s 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|Deception]], [[Disarm|disarm]] and [[Detonate|detonate]] can help. Don't get excited [[:Category:Fusiliers|fusiliers]], these nasty throwing weapons have [[Inventory Flag|inventory flags]] and thus cannot be looted.
  
 
Here's how you get to Tssasskkas:
 
Here's how you get to Tssasskkas:
  
Portal to Rockfist (beware there is a changeling wandering the area), make your way to aggie [[Spawner]] (unseen west exit off of n/s Passageway) and head down until you can go wsw. (Once you leave the u/d narrow chimney it is cursed water area and ddwsw to vortex.) When you see the [[Animated Corpse Of Tssasskkas]] on scan enter that room, kill the mob(s) or speedwalk have your group "enter vortex". (Once you're in the vortex, you might need to portal out - at least I couldn't find an exit.) Animated corpse of Pico and of Juliet (stabbers) plus others may be waiting for you on the other side - you can go east.<p>
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Portal to the Lich Tzan'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. Foating 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.
  
Once everyone is through find an up exit, go up and south.  Warn your group that when you enter a private room, everyone should go west.  Start heading east.  When you find a blind room ("You can't see anything!") that's the private room, head west and be prepared to area spell if necessary. (Heading east takes you back to the bi-level area where you came in from the vortex.)
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The exact directions are following (from the "The Tunnels" room):
  
Once everyone has regrouped and the room is clear, [[track]] Tssasskkas.  When tracking doesn't work, the exit options are pretty limited so it does not take long to find the right path if you are the bci/psi type. Eventually track will tell you to walk through a hidden, locked door.  Make sure you have [[Detect Magic|detect magic]] up and pull a lever.  You will probably need to pull it multiple times to let your whole group through. (I did not have to pull any levers. Eventually my bci encountered a room that had a 'stone' object in the room, push stone and continue along the path manipulating stones as they come up; then there was a shimmering wall and push wall opened it up.)
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e, n, w, 2n, 3e, pull/push stone (need to have [[Detect Magic]] to see it), e.
  
Continue tracking Tssasskkas.  You'll encounter a locked door that can only be opened by a character with [[Rogue Lore|rogue lore]] (pull stone). After that you'll find a door that only a psi, mnd, or bci can open.  Not sure on the keyword, but saccing any corpses and typing "pull 1." should work if the psi can't figure it out.
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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:
  
At this point you're close. Watch out for [[Jumara]]s. They show up on scan as "a demon stalking the halls" or something like that. They have those nasty throwing weapons which hit your entire group over and over for lots of damage.
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2e, pull/push stone (need to be rogue-type to see it), s.
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Check if all your groupies are present and then move:
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e, pull/push wall (need to be PSI-type or BCI to see it), e.
 +
 
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Again, recheck your group and move forward, either go:
 +
 
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s, 2e, n, u, or move n, 2e, s, u, and you will arrive to [[Eyeless Terror]]s, very dangerous scramblers and heavy hitters that will almost certainly aggie you. Watch out for [[Jumara]]s along this path, they use ranged weaponry too, and are dangerous.
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Defeat the [[Eyeless Terror]]s which have a [[Carburized Steel Plate Armor|carburized plate]] [[Jumara Scale Armor|equivalent piece]], and occupy the room directly before Tssasskkas. Once dead, move up to reach Tssasskkas itself.
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For more information consult the [[:Category:Tssasskkas's Lair|Tssasskkas's Lair]] general page as well as [[Tssasskkas's Lair Map]].
  
When you scan and see this above you:
 
A four-armed eyeless demon sneers and attacks.
 
A four-armed eyeless demon sneers and attacks.
 
You'll know you're close.  Those mobs are [[Eyeless Terror]]s.  They have a [[Carburized Steel Plate Armor|carb]] [[Jumara Scale Armor|equivalent piece]], and they occupy the room directly before Tssasskkas.  Once you kill both of these mobs go up and kill Tssasskkas.  If you've made it this far the final fight shouldn't be overly difficult.
 
 
[[Category: Mobs In Tssasskkas's Lair]]
 
[[Category: Mobs In Tssasskkas's Lair]]
[[Category: Incomplete]]
 

Revision as of 11:04, 25 December 2011

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 ?
Level: ?
Alignment: demonic.
Flags: steadfast (probably also a corpse animator, but not sure what else)
Affects: hide, 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

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 Tzan'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. Foating 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.