Danbala Wedo: Difference between revisions

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{{ stub }}
{{Mob
 
|area=La Chute D'eau De L'ancients
== General ==
|status=Aggressive
 
|align=Neutral
* Area: [[La Chute D'eau De L'ancients]]
|genericdir=
* Status: [[Aggressive mob|Aggressive]]
* Detects: Unknown
* Mob Alignment: [[Neutral alignment|Neutral]]
 
== Directions ==
 
* To Lachute : #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w
* To Lachute : #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w
* Chop section: se;sw;w;w;s;sw;w;nw;w;w;nw;ne
* Chop section: se;sw;w;w;s;sw;w;nw;w;w;nw;ne
Line 16: Line 10:
* Tunneled Section: n;nw;u;u;u;u;u;ne;u
* Tunneled Section: n;nw;u;u;u;u;u;ne;u
* Oufo Section: open doors;n;e;n;n;w;w;window
* Oufo Section: open doors;n;e;n;n;w;w;window
* Firemaze : x;x (trans to Watery Channel)
* [[The fire maze]] : x;x (trans to Watery Channel)
* To Dry Land : u,u,say place my feet on the ground again
* To Dry Land : u,u,say place my feet on the ground again
* Through Oyas: ne;e;open drain;e;u;e;ne;u;u;u;say I am ready now to face danbala
* Through Oyas: ne;e;open drain;e;u;e;ne;u;u;u;say I am ready now to face danbala
* To Prep area; n;u
* To Prep area; n;u
* To Danbala; n;get key;un e;op e;drop key;e;e;ne
* To Danbala; n;get key;un e;op e;drop key;e;e;ne
 
|description=
== Description ==
 
  The dark form of Danbala Wedo lies stretched out before you. His long
  The dark form of Danbala Wedo lies stretched out before you. His long
  body is coiled in the shadows so it is hard to tell how large he is. Rising
  body is coiled in the shadows so it is hard to tell how large he is. Rising
Line 32: Line 24:
  large fangs as he opens his mouth to hiss at you for intruding in his
  large fangs as he opens his mouth to hiss at you for intruding in his
  chamber.
  chamber.
 
|finger1=the ring of the ancient gods
== Equipment ==
|wielded1=the Snake's eye
 
|abody1=the essence of kundalini
* [[the ring of the ancient gods]]
|pop1=the skull of Danbala
* [[the Snake's eye]] ([[Pop item|pop]])
|pop2=the ancient sight of the snake
* [[the essence of kundalini]] ([[Pop item|pop]])
|chars=4 [[fighter|fighters]], preferably [[warrior|warriors]]
* [[the skull of Danbala]] (rare [[Pop item|pop]])
|weapons=Any
* [[the ancient sight of the snake]] (very rare [[Pop item|pop]])
|tunnel=4 + Mob
 
|ipcheck=One
== Run Instructions ==
|tankspells=[[Basic spells]], full [[tankset]], [[acidward]]
 
|otherspells=[[Basic spells]], full [[tankset]], [[acidward]]
* Characters: 4 [[fighter|fighters]], preferably [[warrior|warriors]]
|shields=[[Fireshield]], [[Iceshield]], [[Shockshield]]
* Weapons: Any
|notes=
* [[Tunnel]]: 4 + [[mobile|mob]]
* [[IP check]]: One
 
=== Protective Spells ===
 
* Spells for [[tank]]: [[Basic spells]], full [[tankset]], [[acidward]]
* Spells for others: [[Basic spells]], full [[tankset]], [[acidward]]
* [[Elemental shields]]: [[Fireshield]], [[Iceshield]], [[Shockshield]]
 
== Notes ==
 
Don't [[disarm]] or [[rescue]]! Danbala has several nasty progs for when you do this, so don't. Set your [[wimpy]], around 800. Make sure you [[create spring|create a spring]] as soon as you get into the room. You may wish to bring a fifth warrior, even though Danny's room is only [[tunnel|tunneled]] to five (minus the mob himself, of course, which means four players can get in), just to act as a backup and hopefully make the run a little easier. Be careful though, because the room outside his one is [[tunnel|tunneled]] to two, so if two people are idling there then the rest are trapped. Don't log off or disappear into the void, or you'll be sent right back to the entrance of the area. You also need about 1000 [[heal|heals]] to take on Danbala (assuming you're going to kill him a few times, of course).
Don't [[disarm]] or [[rescue]]! Danbala has several nasty progs for when you do this, so don't. Set your [[wimpy]], around 800. Make sure you [[create spring|create a spring]] as soon as you get into the room. You may wish to bring a fifth warrior, even though Danny's room is only [[tunnel|tunneled]] to five (minus the mob himself, of course, which means four players can get in), just to act as a backup and hopefully make the run a little easier. Be careful though, because the room outside his one is [[tunnel|tunneled]] to two, so if two people are idling there then the rest are trapped. Don't log off or disappear into the void, or you'll be sent right back to the entrance of the area. You also need about 1000 [[heal|heals]] to take on Danbala (assuming you're going to kill him a few times, of course).


Avoid using empty head containers from the [[Northern Trade Route]]; Danbala has been found to heal himself significantly when someone quaffs heals from such container.
Avoid using empty head containers from the [[Northern Trade Route]]; Danbala has been found to heal himself significantly when someone quaffs heals from such container.
}}


== Zistrosk's Danbala Run Notes ==
== Zistrosk's Danbala Run Notes ==
(updated 31Aug2013)


Stuff to have to prepare:
Stuff to have to prepare:
# As many warriors as you can tote that have 1600+ hp and good resists (plate of ravager, etc)
# As many warriors as you can tote that have 1600+ hp and good resists (plate of ravager, etc)
# At least three tanksets per character brought along, and all the heals they can carry
# At least three tanksets per character brought along
# Plenty of Staff of Barad-Dur (fireshield), Jade Cameo (iceshield), and Sorcerer's Walking Stick (shockshield).
# Plenty of Staff of Barad-Dur (fireshield), Jade Cameo (iceshield), and Sorcerer's Walking Stick (shockshield).
# At least one extra cleric and mage for spelling up, brandishing, etc.
# At least one extra cleric and mage for spelling up, brandishing, etc.
# 5+ hours of time (1-2 hours to trans & get up there, 40 minutes per repop)
# 5+ hours of time (1-2 hours to trans & get up there, 40 minutes per repop)
# Any extra AV characters you can spare to carry extra heals, tanksets, staffs, etc.
# Any extra AV characters you have to carry spare heals, tanksets, staffs, etc.
#  If you have Zmud, see the bottom of these instructions for handy settings for the Danbala run
    --NOTE: Barbarians are good hitters as well, and should dual-wield justices.  Too much lag for rend.
            Warriors will need to style up to standard as Barbarians cannot style below that.


Walkthrough for the run:
Walkthrough for the run:


1. Go to LaChute
1. Go to LaChute
from dh square: #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w
from dh square: #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w


2. Chop Through The Briars (need 20 STR or more to proceed)
2. Chop Through The Briars (need 20 STR or more to proceed)
chop;se;chop;sw;chop;w;chop;w;chop;s;chop;sw;chop;w;chop;nw;chop;w;chop;w;chop;nw;ne
chop;se;chop;sw;chop;w;chop;w;chop;s;chop;sw;chop;w;chop;nw;chop;w;chop;w;chop;nw;ne
Dirs without chop commands: SE SW W W S SW W NW W W NW NE
Dirs without chop commands: SE SW W W S SW W NW W W NW NE
Last room is "Piercing Shafts of Light in the Darkness"
Last room is "Piercing Shafts of Light in the Darkness"


3. Get to the room before the fire demons
3. Get to the room before the fire demons
n,n,ne,u,e,ne,e,u,u,u, spell up in room "Clinging to the Side" to kill demons
n,n,ne,u,e,ne,e,u,u,u, spell up in room "Clinging to the Side" to kill demons


4. Kill some demons, and then enter the fire maze
4. Kill some demons, and then enter the fire maze
w,u,u,n,u,u, room "A Glimpse of the Peak" - glowing mirage healer mob, individually follow the tunneled path north (n;nw;u;u;u;u;u;ne;u) and regroup at "Before the Doord of the Oufo", then n,e,n,n,w,w,type window at "Before a Stained-Glass Window" and you're in the fire maze
w,u,u,n,u,u, room "A Glimpse of the Peak" - glowing mirage healer mob, individually follow the tunneled path north (n;nw;u;u;u;u;u;ne;u) and regroup at "Before the Doors of the Oufo", then n,e,n,n,w,w,type window at "Before a Stained-Glass Window" and you're in the fire maze
 
5.  Map the Fire Maze: "Floating in Fire"
When you enter the maze have everyone sit except the one that's mapping the maze.  There are four exits from that room, N, S, E and W.  Three of these rooms are magic, and one is not.  Pick a character that can track, and make springs/fires to map it.  Have them pick a direction, and try to make a spring or fire there.  Track back to sitters.  Repeat until you find which of the four exits is the nonmagic room.  Move one (or all) sitting character(s) into the nonmagic room.  From the nonmagic room, there are 2 magic and 2 nonmagic rooms, so repeat the spring creation and tracking back until you've marked both magic rooms, only mark them differently (like two springs in one and two fires in another or whatever).  One of these two magic rooms is the trans room out of the maze.  There are several ways to figure out which room it is.  You can place characters in them, and wait to see which one transes.  You can SCAN ALL, and one room will repeatedly show over and over in one direction, and another will be a bunch of empty rooms and maybe a repeat of your markings after a couple rooms - it is this second room that is the trans room (the inconsistent one).  The third way is to log off a character in each room, and the room that transes you back to the beginning of the area on log out is the trans room - and since you have sitting characters still near there it's easy enough to get back to where you were.  So to sum it up:


5. Map the Fire Maze: "Floating in Fire"
5a. Find nonmag room, go there.  (This an excellent time to check your aquabreath on all characters!!)


When you enter the maze have everyone sit except the one that's mapping the maze. There are four exits from that room, N, S, E and W. Three of these rooms are magic, and one is not. Pick a character that can track, and make springs/fires to map it. Have them pick a direction, and try to make a spring or fire there. Track back to sitters. Repeat until you find which of the four exits is the nonmagic room. Move one (or all) sitting character(s) into the nonmagic room. From the nonmagic room, there are 2 magic and 2 nonmagic rooms, so repeat the spring creation and tracking back until you've marked both magic rooms, only mark them differently (like two springs in one and two fires in another or whatever). One of these two magic rooms is the trans room out of the maze. There are several ways to figure out which room it is. You can place characters in them, and wait to see which one transes. You can SCAN ALL, and one room will repeatedly show over and over in one direction, and another will be a bunch of empty rooms and maybe a repat of your markings after a couple rooms - it is this second room that is the trans room (the inconsistent one). The third way is to log off a character in each room, and the room that transes you back to the beginning of the area on log out is the trans room - and since you have sitting characters still near there it's easy enough to get back to where you were. So to sum it up:
5b. Find magic rooms, figure out which of the two of them is the trans room.


5a. Find nonmag room, go there. (This an excellent time to check your aquabreath on all characters!!)<br />
5c. Spend the next 20-45 minutes transing through.
5b. Find magic rooms, figure out which of the two of them is the trans room.<br />
5c. Spend the next 20-45 minutes transing through.<br />


6. Transing through the maze.
6. Transing through the maze.
You will see various trans messages while you're waiting to complete your trans through the fire maze, Tunnels of Darkness, and Escape From the Tunnels. Here are the messages you will see:
A blinding flame surrounds you, scorching your armor and pulling you into a black void...
You are momentarily encased in a column of blinding light.
A cloud of energy waves surrounds you suddenly, drawing you deeper into the moutain...
--When you see this last trans message, you'll be in "A Watery Channel" and will have trans'd out of the maze and tunnels. I recommend using a trigger, if you have
zMud
, to automatically keep from drowning:
--for
Zmud
, use #trigger {^A cloud of energy waves surrounds you suddenly} {up;up;say place my feet on the ground again;gt transed through!} "lachute"


6a. Once you've transed through to "A Watery Channel" make sure you enter the following commands:
6a. If you are using the zmud settings below and cannot cast aqua breath on yourself, put a a tablet of effervescence in your inventory just in case
u,u,say place my feet on the ground again


7. On to "A Final Ascent"
6b. You will see various trans messages while you're waiting to complete your trans through the fire maze, Tunnels of Darkness, and Escape From the Tunnels.  Here are the messages you will see:
    A blinding flame surrounds you, scorching your armor and pulling you into a black void...
    You are momentarily encased in a column of blinding light.
    A cloud of energy waves surrounds you suddenly, drawing you deeper into the mountain...
    --When you see this last trans message, you'll be in "A Watery Channel" and will have trans'd out of the maze and tunnels.  I recommend using a trigger, if you have
    zMud, to automatically keep from drowning
 
6c. Once you've transed through to "A Watery Channel" make sure you enter the following commands:
    u,u,say place my feet on the ground again
 
7. On to "A Final Ascent"
ne,e, open drain at "A Dripping Fissure",e,spell up for some more killing!
ne,e, open drain at "A Dripping Fissure",e,spell up for some more killing!


8. Switch to Magic Weapons, Kill Oya, Oshun, Obatala, Eleggua, get key from Eleggua, say I am ready now to face danbala
8. Switch to Magic Weapons, Kill Oya, Oshun, Obatala, Eleggua, get key from Eleggua, say I am ready now to face danbala
First Switch to Magic Weapons, they are necessary to hit Oshun. Nonmag will hit Oya, Obatala, and Eleggua fine.
First Switch to Magic Weapons, they are necessary to hit Oshun. Nonmag will hit Oya, Obatala, and Eleggua fine.
u,kill Oya (Aggro, easy kill - 3 rounds or less with full group)
u,kill Oya (Aggro, easy kill - 3 rounds or less with full group)
e,kill Oshun (Aggro, little harder, gasses, 4-5 rounds with full group, suscept to Virtue)
e,kill Oshun (Aggro, little harder, gasses, 4-5 rounds with full group, suscept to Virtue)
Line 121: Line 108:
to move on, say I am ready now to face danbala
to move on, say I am ready now to face danbala


8a. Note - If you are returning, and don't have a large group to kill the four, you can flee past them. When you get past Obatala, you can rest and heal before going up to Eleggua. Once in Eleggua's room, there is no need to kill her as long as someone has already gotten the key, just "say I am ready now to face danbala" and you'll be transed to the next room in midfight. Fleeing past might take a few tries, since there are other rooms to flee into, but is effective as long as you're spelled up. It might be just as easy to go ahead and forgo this fight, and if you have
8a. Note - If you are returning, and don't have a large group to kill the four, you can flee past them. When you get past Obatala, you can rest and heal before going up to Eleggua. Once in Eleggua's room, there is no need to kill her as long as someone has already gotten the key, just "say I am ready now to face danbala" and you'll be transed to the next room in midfight. Fleeing past might take a few tries, since there are other rooms to flee into, but is effective as long as you're spelled up. It might be just as easy to go ahead and forgo this fight, and if you have zMud, trigger all of your characters with :
zMud
<nowiki>#trigger {An Eerie Blue Glow} {say I am ready now to face danbala} "lachute"</nowiki>
, trigger all of your characters with :
. #trigger {An Eerie Blue Glow} {say I am ready now to face danbala} "lachute"
(to disable this class, type #t- lachute, and to enable it type #t+ lachute)


9. Set up camp in room named "Still on the Pathway"
<nowiki>(to disable this class, type #t- lachute, and to enable it type #t+ lachute)</nowiki>
 
9. Set up camp in room named "Still on the Pathway"
n,u,rest
n,u,rest


9a. Fly is not required to remain in this room, though the room descrip leads one to believe that it is
9a. Fly is not required to remain in this room, though the room descrip leads one to believe that it is
 
9b.  Alts should rest to wait shields out here
 
9c.  Do not log out here, just go linkdead with alts, or else you will be trans'd back to the start of the area
 
9d.  Do not void (be linkdead for 10 minutes or more) because when you come out of the void you'll be back at the beginning of the area
 
10.  Spell up for the kill


9b. Alts should rest to wait shields out here
10a. Everyone follow an alt that is going to be linkdead for the kill.  Do not follow a char that will participate in the kill, so that there are no accidental movements by any tank character.


9c. Do not log out here, just go linkdead with alts, or else you will be trans'd back to the start of the area
10b. All eligible tank characters that MIGHT be used for the kill should spell up.  If one of your tank chars dies, log them out, and then reconnect on another and join the fight -- with spells already on you, you can just run in and beat on him and not endanger the other tanks by taking a long time to quaff tanksets.


10. Spell up for the kill
10c. Someone make a mystical spring, everyone drink at least once


10a. Everyone follow an alt that is going to be linkdead for the kill. Do not follow a char that will participate in the kill, so that there are no accidental movements by any tank character.
10d. Everyone that is spelling up should quaff a dispel magic - all spells should be fresh


10b. All eligible tank characters that MIGHT be used for the kill should spell up. If one of your tank chars dies, log them out, and then reconnect on another and join the fight -- with spells already on you, you can just run in and beat on him and not endanger the other tanks by taking a long time to quaff tanksets.
10e. Each tank character quaffs a tankset. If you have zmud, here's a handy alias you can use which allows you to quaff a full tankset from whichever container you have.  The command is qtank, and to use it just follow it with the name of the container that has the potions in it.  For example, if you have a tankset in a rune covered bag, type : qtank rune


10c. Someone make a mystical spring, everyone drink at least once
10f. Have a cleric cast acid ward, holy sanctity, minor invocation, brandish a staff of barad-dur (fireshield), brandish a jade cameo (iceshield), brandish a sorceror's walking stick (shockshield)


10d. Everyone that is spelling up should quaff a dispel magic - all spells should be fresh
10g. Have a mage cast prismatic shield on each tank.


10e. Each tank character quaffs a tankset. If you have
10h. Right before linkdeading alts, have a cleric cast indignation (fury of the high gods)
zmud
      --NOTE: if using the zmud settings below, type "ltimer" to start the linkdead timer as you linkdead the alts.
, here's a handy alias you can use which allows you to quaff a full tankset from whichever container you have. The command is qtank, and to use it just follow it with the name of the container that has the potions in it. For example, if you have a tankset in a rune covered bag, type : qtank rune<br />
      You can also use "ctimer" to cancel the linkdead timer if necessary (the next timer will fire, but none after).
<code><nowiki>#ALIAS qtank {#show quaff tank spells;c 'create spring';quaff 'stone skin' %1;quaff blazeward %1;quaff valiance %1;quaff protection %1;quaff eldritch %1;quaff shockshield %1;quaff antimagic %1;quaff demonskin %1;drink mystical;quaff 'inner warmth' %1;quaff ethereal %1;quaff shadowform %1;quaff dragonskin %1;drink mystical;get true %1;#show DON'T FORGET TO QUAFF TRUESIGHT!!! : quaff true %1} "tankset"</nowiki></code><br />
10i.  Everyone linkdead but the 3 or 4 tanks to make the kill.
10f. Have a cleric cast acid ward, holy sanctity, minor invocation, brandish a staff of barad-dur (fireshield), brandish a jade cameo (iceshield), brandish a sorceror's walking stick (shockshield)


10g. Have a mage cast prismatic shield on each tank.
11. Kick Danbala's medieval arse


10h. Right before linkdeading alts, have a cleric cast holy indignation (fury of the high gods)
11a. Go north from where all the alts are linkdead.  MAKE SURE YOU ARE IP1!


10i. Everyone linkdead but the 3 or 4 tanks to make the kill.
11b. Check Fly!  Don't fall into the DT, have FLY ON!!


11. Kick Danbala's medieval arse
11c. Whomever has the blue key, unlock gate, open gate, drop key


11a. Go north from where all the alts are linkdead. MAKE SURE YOU ARE IP1!
11d. Style Evasive (all Standard if barbarians are present)


11b. Check Fly! Don't fall into the DT, have FLY ON!!
11e. Wimpy 800


11c. Whomever has the blue key, unlock gate, open gate, drop key
11f. config -autosac


11d. Style Evasive
11g. config -autoloot


11e. Wimpy 800
11h. First to go in gets two spring potions, goes 2 east, quaff spring


11f. config -autosac
11i. Everone verify over grouptalk that they're ready!


11g. config -autoloot
11j. First one in grouptalks GO! and then goes NE and quaff spring, starts fight


11h. First to go in gets two spring potions, goes 2 east, quaff spring
11k. Everyone else rushes in, 2e, ne, joins fight


11i. Everone verify over grouptalk that they're ready!
12.  As the fight progresses...


11j. First one in grouptalks GO! and then goes NE and quaff spring, starts fight
12a. Quaff 8 heals, drink spring, repeat, as fast as you can.


11k. Everyone else rushes in, 2e, ne, joins fight
12b. If you autoflee out, quaff up to full as fast as you can, reenter battle.  DO NOT HOG this room or others cannot flee, and they will die because of you!!


12. As the fight progresses...
12c. At "Nasty Wounds" you can style up to Standard


12a. Quaff 8 heals, drink spring, repeat, as fast as you can.
12d. At "DYING" you can style up again


12b. If you autoflee out, quaff up to full as fast as you can, reenter battle. DO NOT HOG this room or others cannot flee, and they will die because of you!!
12e. You'll typically use between 120 and 180 heals per kill.


12c. At "Nasty Wounds" you can style up to Standard
13.  After the fight is over...


12d. At "DYING" you can style up again
13a. Someone has to loot, and then everyone should get out of Danbala's lair right away.  Danbala will pop some, or all, of the following items: "ring of the ancient gods", "essence of kundalini", "Snake's eye", and/or an extremely rare pop called "the ancient sight of the snake".


12e. You'll typically use between 120 and 200 heals per kill.
13b. Reconnect alts


13. After the fight is over...
13c. Clerics fortify or heal to save heal potions and bring tanks back up to full.


13a. Someone has to loot (Detect Invis Required!), and then everyone should get out of Danbala's lair right away. Danbala will pop some, or all, of the following items: ring of the ancient gods, essence of kundalini, and/or Snake's eye.  Rarely, he'll pop a Danbala Skull or The Ancient Sight Of The Snake (mega-rare).
13d. Sit and wait for spells to run out for next fight, or quaff dispels / use amulets of dispersal


13b. Reconnect alts
13e.  Repair at least every 3 or 4 kills to keep from scrapping eq.


13c. Clerics fortify or heal to save heal potions and bring tanks back up to full.
14. Repairs, if available are:


13d. Sit and wait for spells to run out for next fight.
14a. At room "A Mysterious Gate" (n of prep room) go:
      open skulls;n;d;se;e;remove all;repair all;wear all;say back to danbala
14b. When you say "back to danbala" it returns you to "A Mysterious Gate"


13e. Repair every 3 or 4 kills to keep from scrapping eq.
15. Recall afterwards


15a. Log out and reconnect and you'll be in the hedge maze


[[Category:Mobs]] [[Category:La Chute D'eau De L'ancients]]
15b. Go sw from that room and you can recall.


{{stub}}
16. Some handy zmud settings for Danbala can be found [[Danbala Wedo Run (script)|here]]

Revision as of 02:12, 15 July 2016

Information

Description

The dark form of Danbala Wedo lies stretched out before you. His long
body is coiled in the shadows so it is hard to tell how large he is. Rising
from the pile of dark scales is a large head, hooded and slowly weaving
back and forth in the silence. Lighter colored scales form strange patterns
up the underside of Danbala's neck, then slowly turn darker again. His
eyes glitter with ancient knowledge of the gods. Venom drips off two
large fangs as he opens his mouth to hiss at you for intruding in his
chamber.

Directions

  • To Lachute : #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w
  • Chop section: se;sw;w;w;s;sw;w;nw;w;w;nw;ne
  • To Demon Prep : n;n;ne;u;e;ne;e;u;u;u
  • To Mirage: w;u;u;n;u;u
  • Tunneled Section: n;nw;u;u;u;u;u;ne;u
  • Oufo Section: open doors;n;e;n;n;w;w;window
  • The fire maze : x;x (trans to Watery Channel)
  • To Dry Land : u,u,say place my feet on the ground again
  • Through Oyas: ne;e;open drain;e;u;e;ne;u;u;u;say I am ready now to face danbala
  • To Prep area; n;u
  • To Danbala; n;get key;un e;op e;drop key;e;e;ne

Items

Equipment

LocationItem
Worn on fingerthe ring of the ancient gods
Worn about bodythe essence of kundalini
Wieldedthe Snake's eye

Inventory

Unknown coins 

Pops

Strategy

Notes

Don't disarm or rescue! Danbala has several nasty progs for when you do this, so don't. Set your wimpy, around 800. Make sure you create a spring as soon as you get into the room. You may wish to bring a fifth warrior, even though Danny's room is only tunneled to five (minus the mob himself, of course, which means four players can get in), just to act as a backup and hopefully make the run a little easier. Be careful though, because the room outside his one is tunneled to two, so if two people are idling there then the rest are trapped. Don't log off or disappear into the void, or you'll be sent right back to the entrance of the area. You also need about 1000 heals to take on Danbala (assuming you're going to kill him a few times, of course).

Avoid using empty head containers from the Northern Trade Route; Danbala has been found to heal himself significantly when someone quaffs heals from such container.

Zistrosk's Danbala Run Notes

(updated 31Aug2013)

Stuff to have to prepare:

  1. As many warriors as you can tote that have 1600+ hp and good resists (plate of ravager, etc)
  2. At least three tanksets per character brought along
  3. Plenty of Staff of Barad-Dur (fireshield), Jade Cameo (iceshield), and Sorcerer's Walking Stick (shockshield).
  4. At least one extra cleric and mage for spelling up, brandishing, etc.
  5. 5+ hours of time (1-2 hours to trans & get up there, 40 minutes per repop)
  6. Any extra AV characters you have to carry spare heals, tanksets, staffs, etc.
  7. If you have Zmud, see the bottom of these instructions for handy settings for the Danbala run
   --NOTE: Barbarians are good hitters as well, and should dual-wield justices.  Too much lag for rend.
           Warriors will need to style up to standard as Barbarians cannot style below that.

Walkthrough for the run:

1. Go to LaChute from dh square: #6 n;#6 e;se;e;ne;ne;e;nw;n;n;ne;ne;w;nw;nw;e;n;n;ne;n;ne;w;w

2. Chop Through The Briars (need 20 STR or more to proceed) chop;se;chop;sw;chop;w;chop;w;chop;s;chop;sw;chop;w;chop;nw;chop;w;chop;w;chop;nw;ne Dirs without chop commands: SE SW W W S SW W NW W W NW NE Last room is "Piercing Shafts of Light in the Darkness"

3. Get to the room before the fire demons n,n,ne,u,e,ne,e,u,u,u, spell up in room "Clinging to the Side" to kill demons

4. Kill some demons, and then enter the fire maze w,u,u,n,u,u, room "A Glimpse of the Peak" - glowing mirage healer mob, individually follow the tunneled path north (n;nw;u;u;u;u;u;ne;u) and regroup at "Before the Doors of the Oufo", then n,e,n,n,w,w,type window at "Before a Stained-Glass Window" and you're in the fire maze

5. Map the Fire Maze: "Floating in Fire" When you enter the maze have everyone sit except the one that's mapping the maze. There are four exits from that room, N, S, E and W. Three of these rooms are magic, and one is not. Pick a character that can track, and make springs/fires to map it. Have them pick a direction, and try to make a spring or fire there. Track back to sitters. Repeat until you find which of the four exits is the nonmagic room. Move one (or all) sitting character(s) into the nonmagic room. From the nonmagic room, there are 2 magic and 2 nonmagic rooms, so repeat the spring creation and tracking back until you've marked both magic rooms, only mark them differently (like two springs in one and two fires in another or whatever). One of these two magic rooms is the trans room out of the maze. There are several ways to figure out which room it is. You can place characters in them, and wait to see which one transes. You can SCAN ALL, and one room will repeatedly show over and over in one direction, and another will be a bunch of empty rooms and maybe a repeat of your markings after a couple rooms - it is this second room that is the trans room (the inconsistent one). The third way is to log off a character in each room, and the room that transes you back to the beginning of the area on log out is the trans room - and since you have sitting characters still near there it's easy enough to get back to where you were. So to sum it up:

5a. Find nonmag room, go there. (This an excellent time to check your aquabreath on all characters!!)

5b. Find magic rooms, figure out which of the two of them is the trans room.

5c. Spend the next 20-45 minutes transing through.

6. Transing through the maze.

6a. If you are using the zmud settings below and cannot cast aqua breath on yourself, put a a tablet of effervescence in your inventory just in case

6b. You will see various trans messages while you're waiting to complete your trans through the fire maze, Tunnels of Darkness, and Escape From the Tunnels. Here are the messages you will see:

   A blinding flame surrounds you, scorching your armor and pulling you into a black void...
   You are momentarily encased in a column of blinding light.
   A cloud of energy waves surrounds you suddenly, drawing you deeper into the mountain...
   --When you see this last trans message, you'll be in "A Watery Channel" and will have trans'd out of the maze and tunnels.  I recommend using a trigger, if you have 
   zMud, to automatically keep from drowning

6c. Once you've transed through to "A Watery Channel" make sure you enter the following commands:

   u,u,say place my feet on the ground again

7. On to "A Final Ascent" ne,e, open drain at "A Dripping Fissure",e,spell up for some more killing!

8. Switch to Magic Weapons, Kill Oya, Oshun, Obatala, Eleggua, get key from Eleggua, say I am ready now to face danbala First Switch to Magic Weapons, they are necessary to hit Oshun. Nonmag will hit Oya, Obatala, and Eleggua fine. u,kill Oya (Aggro, easy kill - 3 rounds or less with full group) e,kill Oshun (Aggro, little harder, gasses, 4-5 rounds with full group, suscept to Virtue) ne,kill Obatala (Aggro, little harder, gasses, spells self up with shockshield, 5-6 rounds with full group, Virtue hits) U,u,u,kill Eleggua (Aggro, hardest of the four, 6-7 rounds with full group) MAKE SURE YOU GET THE BLUE CRYSTAL KEY FROM ELEGGUA!! -- you'll need this later. to move on, say I am ready now to face danbala

8a. Note - If you are returning, and don't have a large group to kill the four, you can flee past them. When you get past Obatala, you can rest and heal before going up to Eleggua. Once in Eleggua's room, there is no need to kill her as long as someone has already gotten the key, just "say I am ready now to face danbala" and you'll be transed to the next room in midfight. Fleeing past might take a few tries, since there are other rooms to flee into, but is effective as long as you're spelled up. It might be just as easy to go ahead and forgo this fight, and if you have zMud, trigger all of your characters with : #trigger {An Eerie Blue Glow} {say I am ready now to face danbala} "lachute"

(to disable this class, type #t- lachute, and to enable it type #t+ lachute)

9. Set up camp in room named "Still on the Pathway" n,u,rest

9a. Fly is not required to remain in this room, though the room descrip leads one to believe that it is

9b. Alts should rest to wait shields out here

9c. Do not log out here, just go linkdead with alts, or else you will be trans'd back to the start of the area

9d. Do not void (be linkdead for 10 minutes or more) because when you come out of the void you'll be back at the beginning of the area

10. Spell up for the kill

10a. Everyone follow an alt that is going to be linkdead for the kill. Do not follow a char that will participate in the kill, so that there are no accidental movements by any tank character.

10b. All eligible tank characters that MIGHT be used for the kill should spell up. If one of your tank chars dies, log them out, and then reconnect on another and join the fight -- with spells already on you, you can just run in and beat on him and not endanger the other tanks by taking a long time to quaff tanksets.

10c. Someone make a mystical spring, everyone drink at least once

10d. Everyone that is spelling up should quaff a dispel magic - all spells should be fresh

10e. Each tank character quaffs a tankset. If you have zmud, here's a handy alias you can use which allows you to quaff a full tankset from whichever container you have. The command is qtank, and to use it just follow it with the name of the container that has the potions in it. For example, if you have a tankset in a rune covered bag, type : qtank rune

10f. Have a cleric cast acid ward, holy sanctity, minor invocation, brandish a staff of barad-dur (fireshield), brandish a jade cameo (iceshield), brandish a sorceror's walking stick (shockshield)

10g. Have a mage cast prismatic shield on each tank.

10h. Right before linkdeading alts, have a cleric cast indignation (fury of the high gods)

     --NOTE: if using the zmud settings below, type "ltimer" to start the linkdead timer as you linkdead the alts.
     You can also use "ctimer" to cancel the linkdead timer if necessary (the next timer will fire, but none after).

10i. Everyone linkdead but the 3 or 4 tanks to make the kill.

11. Kick Danbala's medieval arse

11a. Go north from where all the alts are linkdead. MAKE SURE YOU ARE IP1!

11b. Check Fly! Don't fall into the DT, have FLY ON!!

11c. Whomever has the blue key, unlock gate, open gate, drop key

11d. Style Evasive (all Standard if barbarians are present)

11e. Wimpy 800

11f. config -autosac

11g. config -autoloot

11h. First to go in gets two spring potions, goes 2 east, quaff spring

11i. Everone verify over grouptalk that they're ready!

11j. First one in grouptalks GO! and then goes NE and quaff spring, starts fight

11k. Everyone else rushes in, 2e, ne, joins fight

12. As the fight progresses...

12a. Quaff 8 heals, drink spring, repeat, as fast as you can.

12b. If you autoflee out, quaff up to full as fast as you can, reenter battle. DO NOT HOG this room or others cannot flee, and they will die because of you!!

12c. At "Nasty Wounds" you can style up to Standard

12d. At "DYING" you can style up again

12e. You'll typically use between 120 and 180 heals per kill.

13. After the fight is over...

13a. Someone has to loot, and then everyone should get out of Danbala's lair right away. Danbala will pop some, or all, of the following items: "ring of the ancient gods", "essence of kundalini", "Snake's eye", and/or an extremely rare pop called "the ancient sight of the snake".

13b. Reconnect alts

13c. Clerics fortify or heal to save heal potions and bring tanks back up to full.

13d. Sit and wait for spells to run out for next fight, or quaff dispels / use amulets of dispersal

13e. Repair at least every 3 or 4 kills to keep from scrapping eq.

14. Repairs, if available are:

14a. At room "A Mysterious Gate" (n of prep room) go:

     open skulls;n;d;se;e;remove all;repair all;wear all;say back to danbala

14b. When you say "back to danbala" it returns you to "A Mysterious Gate"

15. Recall afterwards

15a. Log out and reconnect and you'll be in the hedge maze

15b. Go sw from that room and you can recall.

16. Some handy zmud settings for Danbala can be found here