Abattoir: Difference between revisions
mNo edit summary |
mNo edit summary |
||
| Line 11: | Line 11: | ||
From the entrance, head <code>3e</code> to GlassWalker, who has the key you need to proceed ([[steal]] it). [[Unlock]]/[[Open|open]] n. Best to leave the key here. Go <code>n, 2ne</code> and you'll be in the bush maze. Head <code>n, e, all n, open grate</code>. | From the entrance, head <code>3e</code> to GlassWalker, who has the key you need to proceed ([[steal]] it). [[Unlock]]/[[Open|open]] n. Best to leave the key here. Go <code>n, 2ne</code> and you'll be in the bush maze. Head <code>n, e, all n, open grate</code>. | ||
Now you'll need to get the Branwen Dagger. To do so, you'll first need to get the shovel from the Occupant. Be cautious (hide/invis/sneak and scry) and head <code>all n, e, s, 3e</code> and get the shovel. Then head to the Gravedigger, (from the room with the shovel) <code>3w, n, e, ne, s</code>. Trade him the shovel for | Now you'll need to get [[an ancient Dagger|the Branwen Dagger]]. To do so, you'll first need to get the shovel from the Occupant. Be cautious (hide/invis/sneak and scry) and head <code>all n, e, s, 3e</code> and get the shovel. Then head to [[the Gravedigger]], (from the room with the shovel) <code>3w, n, e, ne, s</code>. Trade him the shovel for [[an ancient Dagger]]. Then find [[Branwen]] by sending a lone [[thief]] to [[track]] there and back. | ||
Go to the entrance to the Garden and then <code>n, all w, all n</code> and a few east until you can go south. Give the dagger to the grumpy man and go all up quickly. The last up is a secret exit (can't [[scry]]/[[scan]] it), so if you can't go north then you're not all up. Go <code>all n, all e, s</code>. Make sure everyone's there, then <code>push glass</code> and go down quickly. The only exit is now south. Spell up to a degree (cast [[sanctuary|sanc]], [[invis]], all [[elemental shields]]) and [[scry]] your way through. There's a few of each of the three different mobs - spirits, priests and lunatics. The lunatics do [[EQ damage]] and the spirits can't [[detect invis]]. The directions through the asylum are <code>all s, all e, all s, all w, all n, all e</code>. Keep going like this until you can only go west (it's two laps, I think). Once you're in that room, <code>open fissure, east</code>. | Go to the entrance to the Garden and then <code>n, all w, all n</code> and a few east until you can go south. Give the dagger to the grumpy man and go all up quickly. The last up is a secret exit (can't [[scry]]/[[scan]] it), so if you can't go north then you're not all up. Go <code>all n, all e, s</code>. Make sure everyone's there, then <code>push glass</code> and go down quickly. The only exit is now south. Spell up to a degree (cast [[sanctuary|sanc]], [[invis]], all [[elemental shields]]) and [[scry]] your way through. There's a few of each of the three different mobs - spirits, priests and lunatics. The lunatics do [[EQ damage]] and the spirits can't [[detect invis]]. The directions through the asylum are <code>all s, all e, all s, all w, all n, all e</code>. Keep going like this until you can only go west (it's two laps, I think). Once you're in that room, <code>open fissure, east</code>. | ||
[[Trance]] and [[heal]] up, all you'll need now is [[sanctuary|sanc]]. When you're ready, go east into the [[trans room]]. You'll have to wait for everyone to be [[transfer|transed]], but it's quite fast when compared to most trans rooms in the realms. You're in a maze, directions from here are <code>s, n, nw, s, w</code>. You should be in a room with 3 exits (east west northeast). When you find it, go east and west with every char until they get transed out. You'll be in the hallway - to the east of you there is a room tunneled to 2, a room tunneled to 1, then Abattoir himself. Send everyone into the room tunneled to 1 and then log till everyone's in. Spell up there. | [[Trance]] and [[heal]] up, all you'll need now is [[sanctuary|sanc]]. When you're ready, go east into the [[trans room]]. You'll have to wait for everyone to be [[transfer|transed]], but it's quite fast when compared to most trans rooms in the realms. You're in a maze, directions from here are <code>s, n, nw, s, w</code>. You should be in a room with 3 exits (east west northeast). When you find it, go east and west with every char until they get transed out. You'll be in the hallway - to the east of you there is a room [[tunnel|tunneled]] to 2, a room tunneled to 1, then Abattoir himself. Send everyone into the room tunneled to 1 and then log till everyone's in. Spell up there. | ||
== Description == | == Description == | ||
Revision as of 15:28, 10 August 2011
General
- Area: Abattoir Asylum
- Status: Aggressive
- Mob Alignment: Neutral
Directions
You have to traverse a bit of a maze in Azure Sea to get to Abattoir Asylum. Ideally, leave a portal char just before the area.
From the entrance, head 3e to GlassWalker, who has the key you need to proceed (steal it). Unlock/open n. Best to leave the key here. Go n, 2ne and you'll be in the bush maze. Head n, e, all n, open grate.
Now you'll need to get the Branwen Dagger. To do so, you'll first need to get the shovel from the Occupant. Be cautious (hide/invis/sneak and scry) and head all n, e, s, 3e and get the shovel. Then head to the Gravedigger, (from the room with the shovel) 3w, n, e, ne, s. Trade him the shovel for an ancient Dagger. Then find Branwen by sending a lone thief to track there and back.
Go to the entrance to the Garden and then n, all w, all n and a few east until you can go south. Give the dagger to the grumpy man and go all up quickly. The last up is a secret exit (can't scry/scan it), so if you can't go north then you're not all up. Go all n, all e, s. Make sure everyone's there, then push glass and go down quickly. The only exit is now south. Spell up to a degree (cast sanc, invis, all elemental shields) and scry your way through. There's a few of each of the three different mobs - spirits, priests and lunatics. The lunatics do EQ damage and the spirits can't detect invis. The directions through the asylum are all s, all e, all s, all w, all n, all e. Keep going like this until you can only go west (it's two laps, I think). Once you're in that room, open fissure, east.
Trance and heal up, all you'll need now is sanc. When you're ready, go east into the trans room. You'll have to wait for everyone to be transed, but it's quite fast when compared to most trans rooms in the realms. You're in a maze, directions from here are s, n, nw, s, w. You should be in a room with 3 exits (east west northeast). When you find it, go east and west with every char until they get transed out. You'll be in the hallway - to the east of you there is a room tunneled to 2, a room tunneled to 1, then Abattoir himself. Send everyone into the room tunneled to 1 and then log till everyone's in. Spell up there.
Description
A simple looking man stands before you; average in every way except for the air of malignancy and the powerful psionic aura emanating from him. As you watch, flickers of dark power rise from him, like the flickering flames of a torch. As you watch, he levitates himself off the floor, and grins maniacally.
Equipment
- a dark, ever shifting belt
- an earring of GlassWalker bone
- blade of the Abattoir
- hellfire leggings (pop)
Run Instructions
- Characters: 1 tank, 5 thieves, 3+ clerics
- Weapons: Magic weapons
- Tunnel: None
- IP check: 5 (does not pop with more)
Protective Spells
- Spells for tank: Basic spells, Eldritch Sphere, Shadowform, Demonskin, Blazeward, Acidward, Protection, Fly, True sight
- Spells for others: Basic spells, Fly
- Elemental shields: Fireshield, Iceshield, Shockshield
Notes
Send the tank in first, in evasive style as Abattoir does not style switch, and start disarming, then everyone else follows. Abby casts earthquake, so make sure everyone has fly on. The clerics should heal the tank and fortify a bit too, although the tank should carry some heals just to be safe. He does quite a lot of EQ damage, you may need to start stripping. The anti-elemental spells are just precautions, really - you should be okay if you don't have them, they'll just take a bit of the damage off.