Difference between revisions of "Pyro Imp Evolution Quest"

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(Added some info about the maze)
(some tips)
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1) Solo - enter the vortex, drop a coin and then discorporate. Now you can explore the maze without dealing with the mobs. This is useful since the mobs really hurt and leaving them alive makes the maze easier. Each room has every possible exit, but scan will show fewer exits (so will the exit command). The correct room will always be one of the rooms shown on scan/exit. Leaving the mobs alive helps because you can scan and see which directions take you to the same room based on the mobs in them at the time. Keep choosing unique rooms and proceed like the UD maze until you reach the end.
 
1) Solo - enter the vortex, drop a coin and then discorporate. Now you can explore the maze without dealing with the mobs. This is useful since the mobs really hurt and leaving them alive makes the maze easier. Each room has every possible exit, but scan will show fewer exits (so will the exit command). The correct room will always be one of the rooms shown on scan/exit. Leaving the mobs alive helps because you can scan and see which directions take you to the same room based on the mobs in them at the time. Keep choosing unique rooms and proceed like the UD maze until you reach the end.
  
2) Group - get a big group (the mobs area spell/gas so get brutes) and have them wait in sanctum. Go open the vortex as described above. Then leave Greigon's room and nexus to them so they can join you [NOTE: if you nexus/portal in Greigon's room you may screw up the vortex - but I haven't confirmed this]. Then take the group into the vortex, drop a coin, clear the mobs (about 15 of them) and proceed through the maze. You can send groupmates over a room before scanning to see which rooms are unique.
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2) Group - get a big group (the mobs area spell/gas so get brutes). Alternatively, get a big caster or two, since there aren't many mobs in the maze, so it's possible to surge/acid rain them. Have them wait in sanctum. Open the vortex as described above. Then leave Greigon's room and nexus to them so they can join you [NOTE: if you nexus/portal in Greigon's room you may screw up the vortex - but I haven't confirmed this]. Then take the group into the vortex, drop a coin, clear the mobs (about 15 of them) and proceed through the maze. You can send groupmates over a room before scanning to see which rooms are unique.
  
Note: the maze randomizes and resets on a timer. I don't recall how long it is, but at the most you have until the next repop. If you chose to solo it, keep in mind that you can discorporate as though it didn't have an exhaust when you're in the maze (this has been fixed). Also, the maze is unlike the UD maze in that all rooms do not loop back to the first room. So you may need to drop more coins to see the unique rooms in the maze.
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== Tips on the maze ==
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The maze randomizes and resets on a timer. I don't recall how long it is, but at the most you have until the next repop. If you chose to solo it, keep in mind that you can discorporate as though it didn't have an exhaust when you're in the maze (this has been fixed). Also, the maze is unlike the UD maze in that all rooms do not loop back to the first room. So you may need to drop more coins to see the unique rooms in the maze.
  
 
[[Category:Imp Evolution Quests]]
 
[[Category:Imp Evolution Quests]]

Revision as of 09:04, 17 December 2011

This is in battleground. Go to Greigon - at the far north of the area head up past the giants until you find his room. If you enter alone and no one else is in the area his mprog will open a vortex.

Entering the vortex will take you to a maze with a bunch of tough mobs. If you reach theend of the maze (saferoom) in time you will see a pedestal and the orb. There are a couple of ways to do this.

1) Solo - enter the vortex, drop a coin and then discorporate. Now you can explore the maze without dealing with the mobs. This is useful since the mobs really hurt and leaving them alive makes the maze easier. Each room has every possible exit, but scan will show fewer exits (so will the exit command). The correct room will always be one of the rooms shown on scan/exit. Leaving the mobs alive helps because you can scan and see which directions take you to the same room based on the mobs in them at the time. Keep choosing unique rooms and proceed like the UD maze until you reach the end.

2) Group - get a big group (the mobs area spell/gas so get brutes). Alternatively, get a big caster or two, since there aren't many mobs in the maze, so it's possible to surge/acid rain them. Have them wait in sanctum. Open the vortex as described above. Then leave Greigon's room and nexus to them so they can join you [NOTE: if you nexus/portal in Greigon's room you may screw up the vortex - but I haven't confirmed this]. Then take the group into the vortex, drop a coin, clear the mobs (about 15 of them) and proceed through the maze. You can send groupmates over a room before scanning to see which rooms are unique.

Tips on the maze

The maze randomizes and resets on a timer. I don't recall how long it is, but at the most you have until the next repop. If you chose to solo it, keep in mind that you can discorporate as though it didn't have an exhaust when you're in the maze (this has been fixed). Also, the maze is unlike the UD maze in that all rooms do not loop back to the first room. So you may need to drop more coins to see the unique rooms in the maze.