Difference between revisions of "Category:Gear In Soulgorger's Lair"
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To get here, wander through Nowhere for awhile until you see a "Too dark too tell" when you type exit. Set anchor at this point, it'll be useful if you get trapped later, or if death is too soon. | To get here, wander through Nowhere for awhile until you see a "Too dark too tell" when you type exit. Set anchor at this point, it'll be useful if you get trapped later, or if death is too soon. | ||
− | Anyways, go to the "too dark to tell" room and kill the mob there, and have a tank enter the tendril. The mobs in the next area aren't huge. (need directions here) wander killing mobs and skinning their corpse for [[Femur Of A Giant|a key]] around until you get to [[Trafsla The Karnathian Shaman|a man you can look at]], and some spheres scattered around. The spheres each go to a different area, gith, kzin, and arcadia. Arcadia is a hedge maze with a nasty assassin mob at the end, kzin you have to clear all mobs then push tongue in the NE with a bigger room at the end, and gith has some big mobs and some doors with keys. In all of these areas you'll acquire a ticket to spell the previously mentioned man. | + | Anyways, go to the "too dark to tell" room and kill the mob((White Aura) A nihilistic cultist struggles weakly from within a tangle of black tendrils.) there, and have a tank enter the tendril. The mobs in the next area aren't huge. (need directions here) wander killing mobs and skinning their corpse for [[Femur Of A Giant|a key]] around until you get to [[Trafsla The Karnathian Shaman|a man you can look at]], and some spheres scattered around. The spheres each go to a different area, gith, kzin, and arcadia. Arcadia is a hedge maze with a nasty assassin mob at the end, kzin you have to clear all mobs then push tongue in the NE with a bigger room at the end, and gith has some big mobs and some doors with keys. In all of these areas you'll acquire a ticket to spell the previously mentioned man. |
NOTE: there is a room with some mobs that hold a key that only evil aligned characters can enter, so bring dsd's, shf's, sor's, hob's. | NOTE: there is a room with some mobs that hold a key that only evil aligned characters can enter, so bring dsd's, shf's, sor's, hob's. |
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To get here, wander through Nowhere for awhile until you see a "Too dark too tell" when you type exit. Set anchor at this point, it'll be useful if you get trapped later, or if death is too soon.
Anyways, go to the "too dark to tell" room and kill the mob((White Aura) A nihilistic cultist struggles weakly from within a tangle of black tendrils.) there, and have a tank enter the tendril. The mobs in the next area aren't huge. (need directions here) wander killing mobs and skinning their corpse for a key around until you get to a man you can look at, and some spheres scattered around. The spheres each go to a different area, gith, kzin, and arcadia. Arcadia is a hedge maze with a nasty assassin mob at the end, kzin you have to clear all mobs then push tongue in the NE with a bigger room at the end, and gith has some big mobs and some doors with keys. In all of these areas you'll acquire a ticket to spell the previously mentioned man.
NOTE: there is a room with some mobs that hold a key that only evil aligned characters can enter, so bring dsd's, shf's, sor's, hob's.
Give them to him and you get a key, then enter tendril.
You'll now be into a mazy area with trapped rooms. This is why you'll like your anchor if you go into one. Have a psi/mnd using insight to avoid these rooms, or alternatively use the Exit command and move to the odd one out (Dont know if this is reliant on it being daytime on mudtime or not) insight threw up a wrong direction on the run I was on where Exit didn't. I also heard Waite put some clues on how to get through the maze in this area somewhere, but I guess we haven't found them yet. Eventually you'll come to a door that you need the key from the man. Regen if you need it, a couple mobs drift around here, but it's not that bad.
Unlock the door and be prepared to die to the soulgorger... This is a wacky spawn fest in here that will hurt a lot. At some point in the fight, there is an invisible mob that can't be seen during combat with detects up.
BTW, the man is a safe for regen, so regen before all stages of the journey.
The big item, that requires a rough adventure, is a about waist piece with -65 ac, -15 ac better than it's closest piece. There is also a hat with +13 dr, which is +3 dr more than current closest (non-psi) piece. There is also an archer cape here.
Pages in category "Gear In Soulgorger's Lair"
The following 4 pages are in this category, out of 4 total.