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|roddir = 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 2s, se, 6e, 3se, 3s, sw, 2s then scry for an adjacent room called "Afloat on the ocean"
|roddir = 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 2s, se, 6e, 3se, 3s, sw, 2s then scry for an adjacent room called "Afloat on the ocean"
|zmuddir = #6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#2 e;u;#3 e;#2 s;se;#6 e;#3 se;#3 s;sw;#2 s then scry for an adjacent room called "Afloat on the ocean"
|zmuddir = #6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#2 e;u;#3 e;#2 s;se;#6 e;#3 se;#3 s;sw;#2 s then scry for an adjacent room called "Afloat on the ocean"
|mushdir = 6s (ne) 2s (se) 2e s 2(sw) s 2e u 3e 2s (se) 6e 3(se) 3s (sw) 2s then scry for an adjacent room called "Afloat on the ocean"
|mushdir = # 6s (ne) 2s (se) 2e s 2(sw) s 2e u 3e 2s (se) 6e 3(se) 3s (sw) 2s then scry for an adjacent room called "Afloat on the ocean"
|notes =  
|notes =  
* Abattoir Asylum is home to [[Abattoir]], a good run [[mobile|mob]], as well as a few nifty items.
* Abattoir Asylum is home to [[Abattoir]], a good run [[mobile|mob]], as well as a few nifty items.
* Alternative directions (MUSHClient) (invis/hide required): # 8e 3(ne) 3e (ne) e (ne) 2e 5n (ne) e (ne) e (se) e (ne) 3n (ne) 2e 2(se) e w e then scry for "Afloat on the ocean".
* Alternative directions (MUSHClient) (invis/hide required): # 8e 3(ne) 3e (ne) e (ne) 2e 5n (ne) e (ne) e (se) e (ne) 3n (ne) 2e 2(se) e w e then scry for "Afloat on the ocean".
* 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, s, se, s, scan/scry for 'Afloat on the ocean' and head there, e
[[Image:Abbynew.jpg]]
<nowiki>
2 warriors
3 thieves
1 cleric
1 mage
----------
2 warriors
3 thieves
1 vamp
----------
basics/tankset, truesight
can be disarmed, casts weaken and blinds
ABATTOIR ASYLUM
Date:          Jan 26, 2004
Directions:    6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, s, se, s
    Path:      {6sj2sl2es2ks2eu3esls}
    Alias:      {#6 s;ne;s;s;se;e;e;s;sw;sw;s;e;e;u;e;e;e;s;se;s}
    * Dirs lead to Azure sea maze. Scry, scan or type exit to find a room called
      "Afloat on the ocean" with only east and west exits), then east.
 
Swamp mobs              Aggro Align DetInvis DetHidden Shields Wanders Level  Race      Ways    Invis/Hidden
Gas spore                -    Neut                    -      Y      40-45  gelatin    warrior  -
Shambling mound          Y    Neut    -        -      -      Y      35-40  ghoul      warrior  -
N'gloack                Y    Neut    Y        Y      -      -      40-45  ooze      mage    -
Cemetary mobs            Aggro Align DetInvis DetHidden Shields Wanders Level  Race      Ways    Invis/Hidden
Wild dog                -    Neut                    -      Y      45-50  wolf      warrior  -
Graverobber              -    Neut                    -      Y      45-50  human      thief    -
Gravedigger              -    Neut                    -      -      40-45  human      mage    -
Death jester            -    Neut    Y        Y      SI      -      45-50  human      thief    IH
    * transes to underground during fight
Gallen the thief        -    Neut                    SFI    -      45-50  human      thief    IH
Garden mobs              Aggro Align DetInvis DetHidden Shields Wanders Level  Race      Ways    Invis/Hidden
Grumpy old man          -    Neut                            -      Immune_magic              -
church mobs              Aggro Align DetInvis DetHidden Shields Wanders Level  Race      Ways    Invis/Hidden
Madman                  -    Neut                    -      Y      45-50  human      warrior  -
Asylum mobs              Aggro Align DetInvis DetHidden Shields Wanders Level  Race      Ways    Invis/Hidden
[3] Wandering Spirit    Y    Neut    -        -      -      Y      50-55  spirit    warrior  -
    * summons guardian vampires
[3] Mad priest          Y    Good    Y        Y      SF      Y      50-55  human      warrior  -
[3] Abattoir lunatic    Y    Neut    Y        Y      S      Y      50-55  human      warrior  IH
Francois the butcher    Y    Neut    ?        ?      S      -      ?                          -
Starving lunatic        -    Neut                    -      -      45-50  human      warrior  -
Whipping boy            Y    Neut    Y        Y      -      -      35-40  human      warrior  -
    * summons pit fiend
Pit fiend                Y    Neut                    -      -      40-45  troglodyte warrior  -
Old man                  -    Neut                    -      -      Immune_magic              -
Quorthem                Y    Neut    Y        ?      -      -      ?                          ?
Last maze mobs          Aggro Align DetInvis DetHidden Shields Wanders Level  Race      Ways    Invis/Hidden
[2] Malkavian vampire    -    Neut                            Y      40-45  vampire    vampire  -
[2] Dimensional shambler Y    Neut    Y        Y      Casts:S Y      45-50  ooze      warrior  -
[2] Hound of Tindalos    Y    Neut    Y        Y      F      Y      45-50  canine    warrior  ?
Abattoir                Y    Neut    Y        Y      SFI    -      ?      ?          ?        IH (?)
---[LEVEL 1]----------------------------------------------------------------------------
  Notes: 1. Have fly on the 2 rooms before glasswalker, they are water rooms
          2. Steal the key from Glasswalker (unlock and drop key for others)
          3. If he doesn't have the key, kill glasswalker, he will repop with it
            (easy solo, he does physical attacks and gouge)
          4. Get shovel area pop from shovel room
          5. Give shovel to gravedigger in return for ancient dagger
          6. Give dagger to grumpy old man and go up to Level 2
   
  Aggros in this map: Only mobs in the swamp.
          1 = Grumpy old man
                  o-o-o-o-o                     
                  |  |  |                     
                  o o-1-o o                      Abbot Hill Cemetery
                  |      |
          Decaying-o-o-o-o               
            Basket  |                   
                      o                    o
                      \                  /|
                        o                / Gravedigger
                        \              / 
        Garden                  o-o---o-o
                          \  /  |  | |          Shovel 
                              o-- | --o-o-----o--- Room ------------- Real DT
                            \    |  |  \    |            (broach)
                                  o  o---o---A    A
                              \  |  |  |  /|    /
                                  o  o---o  |  o      A = Leads back to A
                                \|    \  \  |  /          (same rooms)
                                  o    o  o o-o   
                                  |    |  | |          4 = push/pull sconce opens hole
                                  o    4  o o              down to Underground (one-way down)
                                  |            \
                                  |            o
                                  |            |
    2 = Naos of iniquity          |(op grate)  |(pass door)
    3 = N'gloack                  |            |
                                  o            Death
                                  |            jester
      Real DT                    M
          |\              ...    |  ...
          | \                    M   
          |  \              ...  |    M = Bush Maze rooms
          |  o-----o            M        (static maze)
          |  /|    |\      ...  |  ...
          | / |    | \        M-M
          |/  |    |  \        |
          o  o    |  o-o-3  o
          \ /      |  /      /                          Gallen
            o-----o | /    o o                  (broach)  |  (broach)
            \    \|/      |/                  o-----------o------------Necronomicon
              o-----o-o---o-o                              |(broach)
              \    |    /  |                        RealDT o
    Swamp      o-2 |  /  |                            | |
                \  |  /    |                            o o
                  \ | /    |                            | |
                  \|/      |                            o o          Underground
                    o      |                              \|
                            |                              o
                            |                              |
  Afloat on - Approaching -GlassWalker                Entrance from
  the ocean*  the asylum*                              cemetary (4)
        * These 2 rooms are portallable from
          Ocean Keep (Azure sea geo). A portal
          char can safely quit in the rooms.
          They are also water rooms (have fly).
---[LEVEL 2]----------------------------------------------------------------------------
  Notes: 1. Go all up, all north, all east, south, push glass and down
            to level 3
  Aggros in this map: None
                                              o
                                              |
                                            o-o-o
                                              |
                                            o-o-o
                                              |
                          Church            o-o-o
                                              |
                                o      o    o-o-Madman
                                |      |      |
                                o-o-o-o-o      o
                                |  |  |      |
                                o  o  1      o 
            1 = push glass,        |        /   
                down to Level 3    |      /
                                    |    /
                                    o  /
                                    | /
                                    o
                                    |
                                    |(one-way north)
                        (4 up)      |
      One-way up  -- -- -- -- -- --o
      from Level1       
              |
              o
---[LEVEL 3]----------------------------------------------------------------------------
  Notes: 1. Wait for area repop
          2. Have sanc/shockshield/fireshield
          3. In the path to the trans room, there are 3 priests (devout),
            3 lunatics (neut), and 3 wandering spirits (neut), all aggro. The
            spirits summon guardian vampires (evil), and don't detect
            invis/hidden unlike the other two types. There are two ways to get
            a team with neut chars through without zapping:
            A) Scan for spirits that are alone, cast mass invis, and skip them
            B) Send in the dev chars to kill the spirits
          4. The way through the corridors is: s, all e, all s, all w, all n,
            all e, all s, all w, all n, all e, op fissure, e
  Aggros in this map: mad priests, lunatics, wandering spirits,
                      boy (off-path), francois (off-path), starving lunatic (off-path)
   
          Going up here
          goes to the south
          room and vice-versa   
                                From Level 2
                      Leads to      o
                      boy room      |
                          |          | (one-way south)
                          |(n)        |
                  (down) |          v         
              Boy ------ D-o  o-o-o-o-o-o      A = same rooms
                |        /  \  |        |      B = same rooms
                o      o    A o A      o
                |      |        |      |
                o      o------o--o--o-o  o
                |              |      |  |     
            Journal          |      o  o-Quorthem  (op fissure)
                              o      |  |            (one-way east)          (one-way east)
                              | o-o-B o  |        B-o-----------------> Recall ---------------> Trans to last
                              o |    |  |          \                  room                    maze
                              | o-o-o-o  o            o                                        (All trans to same room)
                              |          |            \
          Asylum              o---o--o---o              o
                                  |                    |
                                  |(broach)            o
                                  |                    |
                                  o                  Old man
                                  |
  Francois  (need doorbash        o
      \      warrior)            /
        o-o--------------1-Starving
                          lunatic
                                  \
                                  o
                  1 = 350 dam prog on sanc when
                      entering this room
---[LEVEL 4]----------------------------------------------------------------------------
  Notes: 1. Wait until everyone has transed in the maze
          2. From this point all mobs are neutral, no problems with align
          3. There are 2 shamblers and 2 hounds, hounds have fireshield and
            shamblers cast shockshield during combat. They drop likes flies
            with a few thieves, so getting shields is not necessary
          4. Follow dirs below
          5. After trans, have a char with detect invis/hidden move east and
            scry for abattoir. Drop 1 coin west of him and have all chars
            move to that room and quit, because of tunnelling, then relog
            everyone
  Aggros in this map: shamblers, hounds, abattoir (past the maze).
          [Last maze]
            This maze is static, i haven't mapped it. (*New:
            found a quick way; after transing, go: s,n,nw,s,w)
            Find a N,E,S,SE room (there is only one), then south
            to a N,E,S,W room (there are many of those, but this
            will be the good one), then west to a W,E,NE room.
            From here, move each char individually E and W until
            they trans. The trans leads to this recall room:
                Recall ---- Room ------- Room ------- Abattoir
                room        tunnelled    tunnelled    (not tunnelled)
                            to 2        to 1
</nowiki>
|geo = Azure Sea Geo
|geo = Azure Sea Geo
|map =  
|map =  
}}
}}

Latest revision as of 11:20, 29 April 2024

Directions

  • General: 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, 2s, se, 6e, 3se, 3s, sw, 2s then scry for an adjacent room called "Afloat on the ocean"
  • zMUD: #6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#2 e;u;#3 e;#2 s;se;#6 e;#3 se;#3 s;sw;#2 s then scry for an adjacent room called "Afloat on the ocean"
  • MUSHClient: # 6s (ne) 2s (se) 2e s 2(sw) s 2e u 3e 2s (se) 6e 3(se) 3s (sw) 2s then scry for an adjacent room called "Afloat on the ocean"

Information

Description

Once a monument to health and sanity, the Abbot Hill Asylum 
has been corrupted over the years and now lies in a state of
irreparable decay. Located on a large isle in the Azure Sea,
the insane and dying were once brought there to be healed and
cared for. Unfortunately, it seems that the priests in care of
these decrepit souls were infected by the same lack of sanity
they were attempting to cure. What was once a place of peace
and salvation has become a haven of the damned, ruled by chaos
unbridled.

Notes

  • Abattoir Asylum is home to Abattoir, a good run mob, as well as a few nifty items.
  • Alternative directions (MUSHClient) (invis/hide required): # 8e 3(ne) 3e (ne) e (ne) 2e 5n (ne) e (ne) e (se) e (ne) 3n (ne) 2e 2(se) e w e then scry for "Afloat on the ocean".
  • 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, s, se, s, scan/scry for 'Afloat on the ocean' and head there, e


 2 warriors
 3 thieves
 1 cleric
 1 mage
 ----------
 2 warriors
 3 thieves
 1 vamp
 ----------
 
 basics/tankset, truesight
 can be disarmed, casts weaken and blinds
 
 
 ABATTOIR ASYLUM 
 
 Date:          Jan 26, 2004
 Directions:    6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, s, se, s
    Path:       {6sj2sl2es2ks2eu3esls}
    Alias:      {#6 s;ne;s;s;se;e;e;s;sw;sw;s;e;e;u;e;e;e;s;se;s}
 
    * Dirs lead to Azure sea maze. Scry, scan or type exit to find a room called
      "Afloat on the ocean" with only east and west exits), then east. 
 
 
  
 Swamp mobs               Aggro Align DetInvis DetHidden Shields Wanders Level  Race       Ways     Invis/Hidden
 Gas spore                -     Neut                     -       Y       40-45  gelatin    warrior  -
 Shambling mound          Y     Neut    -        -       -       Y       35-40  ghoul      warrior  -
 N'gloack                 Y     Neut    Y        Y       -       -       40-45  ooze       mage     -
 Cemetary mobs            Aggro Align DetInvis DetHidden Shields Wanders Level  Race       Ways     Invis/Hidden
 Wild dog                 -     Neut                     -       Y       45-50  wolf       warrior  -
 Graverobber              -     Neut                     -       Y       45-50  human      thief    -
 Gravedigger              -     Neut                     -       -       40-45  human      mage     -
 Death jester             -     Neut    Y        Y       SI      -       45-50  human      thief    IH
     * transes to underground during fight
 Gallen the thief         -     Neut                     SFI     -       45-50  human      thief    IH
 Garden mobs              Aggro Align DetInvis DetHidden Shields Wanders Level  Race       Ways     Invis/Hidden
 Grumpy old man           -     Neut                             -       Immune_magic               -
 church mobs              Aggro Align DetInvis DetHidden Shields Wanders Level  Race       Ways     Invis/Hidden
 Madman                   -     Neut                     -       Y       45-50  human      warrior  -
 Asylum mobs              Aggro Align DetInvis DetHidden Shields Wanders Level  Race       Ways     Invis/Hidden
 [3] Wandering Spirit     Y     Neut    -        -       -       Y       50-55  spirit     warrior  -
     * summons guardian vampires
 [3] Mad priest           Y     Good    Y        Y       SF      Y       50-55  human      warrior  -
 [3] Abattoir lunatic     Y     Neut    Y        Y       S       Y       50-55  human      warrior  IH
 Francois the butcher     Y     Neut    ?        ?       S       -       ?                          -
 Starving lunatic         -     Neut                     -       -       45-50  human      warrior  -
 Whipping boy             Y     Neut    Y        Y       -       -       35-40  human      warrior  -
     * summons pit fiend
 Pit fiend                Y     Neut                     -       -       40-45  troglodyte warrior  -
 Old man                  -     Neut                     -       -       Immune_magic               -
 Quorthem                 Y     Neut    Y        ?       -       -       ?                          ?
 Last maze mobs           Aggro Align DetInvis DetHidden Shields Wanders Level  Race       Ways     Invis/Hidden
 [2] Malkavian vampire    -     Neut                             Y       40-45  vampire    vampire  -
 [2] Dimensional shambler Y     Neut    Y        Y       Casts:S Y       45-50  ooze       warrior  -
 [2] Hound of Tindalos    Y     Neut    Y        Y       F       Y       45-50  canine     warrior  ?
 
 Abattoir                 Y     Neut    Y        Y       SFI     -       ?      ?          ?        IH (?)
 
 
 ---[LEVEL 1]----------------------------------------------------------------------------
 
   Notes: 1. Have fly on the 2 rooms before glasswalker, they are water rooms
          2. Steal the key from Glasswalker (unlock and drop key for others)
          3. If he doesn't have the key, kill glasswalker, he will repop with it
             (easy solo, he does physical attacks and gouge)
          4. Get shovel area pop from shovel room
          5. Give shovel to gravedigger in return for ancient dagger
          6. Give dagger to grumpy old man and go up to Level 2
    
   Aggros in this map: Only mobs in the swamp.
 
 
 
          1 = Grumpy old man
 
                  o-o-o-o-o                       
                  |   |   |                       
                  o o-1-o o                       Abbot Hill Cemetery
                  |       |
           Decaying-o-o-o-o                 
             Basket   |                     
                      o                     o
                       \                   /|
                        o                 / Gravedigger 
                         \               /  
        Garden                  o-o---o-o 
                           \   /  |   | |          Shovel  
                              o-- | --o-o-----o--- Room ------------- Real DT
                             \    |   |  \    |            (broach)
                                  o   o---o---A     A
                               \  |   |   |  /|    /
                                  o   o---o   |   o      A = Leads back to A
                                 \|    \   \  |  /           (same rooms)
                                  o     o   o o-o     
                                  |     |   | |          4 = push/pull sconce opens hole
                                  o     4   o o              down to Underground (one-way down)
                                  |            \ 
                                  |             o
                                  |             |
    2 = Naos of iniquity          |(op grate)   |(pass door)
    3 = N'gloack                  |             |
                                  o             Death
                                  |             jester
       Real DT                    M
          |\               ...    |   ...
          | \                     M     
          |  \               ...  |     M = Bush Maze rooms
          |   o-----o             M         (static maze)
          |  /|     |\      ...   |  ...
          | / |     | \         M-M
          |/  |     |  \        |
          o   o     |   o-o-3   o
           \ /      |  /       /                          Gallen
            o-----o | /     o o                   (broach)  |   (broach)
             \     \|/      |/                  o-----------o------------Necronomicon
              o-----o-o---o-o                               |(broach)
               \    |    /  |                        RealDT o
     Swamp      o-2 |   /   |                             | |
                 \  |  /    |                             o o
                  \ | /     |                             | |
                   \|/      |                             o o           Underground
                    o       |                              \|
                            |                               o
                            |                               |
   Afloat on - Approaching -GlassWalker                Entrance from
   the ocean*  the asylum*                              cemetary (4)
 
 
         * These 2 rooms are portallable from
           Ocean Keep (Azure sea geo). A portal
           char can safely quit in the rooms.
           They are also water rooms (have fly).
 
 
 ---[LEVEL 2]----------------------------------------------------------------------------
 
   Notes: 1. Go all up, all north, all east, south, push glass and down
             to level 3
 
   Aggros in this map: None
                                               o
                                               |
                                             o-o-o
                                               |
                                             o-o-o
                                               |
                          Church             o-o-o
                                               |
                                o       o    o-o-Madman
                                |       |      | 
                                o-o-o-o-o      o 
                                |   |   |      |
                                o   o   1      o   
            1 = push glass,         |         /     
                down to Level 3     |       /
                                    |     /
                                    o   /
                                    | /
                                    o
                                    |
                                    |(one-way north)
                        (4 up)      |
       One-way up  -- -- -- -- -- --o
       from Level1         
              |
              o
 
 
 ---[LEVEL 3]----------------------------------------------------------------------------
 
   Notes: 1. Wait for area repop
          2. Have sanc/shockshield/fireshield
          3. In the path to the trans room, there are 3 priests (devout),
             3 lunatics (neut), and 3 wandering spirits (neut), all aggro. The
             spirits summon guardian vampires (evil), and don't detect
             invis/hidden unlike the other two types. There are two ways to get
             a team with neut chars through without zapping:
             A) Scan for spirits that are alone, cast mass invis, and skip them
             B) Send in the dev chars to kill the spirits
          4. The way through the corridors is: s, all e, all s, all w, all n,
             all e, all s, all w, all n, all e, op fissure, e 
 
   Aggros in this map: mad priests, lunatics, wandering spirits,
                       boy (off-path), francois (off-path), starving lunatic (off-path)
     
 
          Going up here
          goes to the south
          room and vice-versa    
                                 From Level 2
                       Leads to       o
                       boy room       |
                          |           | (one-way south)
                          |(n)        |
                   (down) |           v          
               Boy ------ D-o   o-o-o-o-o-o       A = same rooms
                |        /   \  |         |       B = same rooms
                o       o     A o A       o
                |       |         |       |
                o       o------o--o--o-o  o
                |              |       |  |       
             Journal           |       o  o-Quorthem   (op fissure)
                               o       |  |            (one-way east)           (one-way east)
                               | o-o-B o  |        B-o-----------------> Recall ---------------> Trans to last
                               o |     |  |           \                  room                    maze
                               | o-o-o-o  o            o                                         (All trans to same room)
                               |          |             \
          Asylum               o---o--o---o              o
                                   |                     |
                                   |(broach)             o
                                   |                     |
                                   o                   Old man
                                   |
  Francois   (need doorbash        o
       \      warrior)            /
        o-o--------------1-Starving
                           lunatic
                                  \
                                   o
 
                   1 = 350 dam prog on sanc when
                       entering this room
 
 
 ---[LEVEL 4]----------------------------------------------------------------------------
 
   Notes: 1. Wait until everyone has transed in the maze
          2. From this point all mobs are neutral, no problems with align
          3. There are 2 shamblers and 2 hounds, hounds have fireshield and
             shamblers cast shockshield during combat. They drop likes flies
             with a few thieves, so getting shields is not necessary
          4. Follow dirs below
          5. After trans, have a char with detect invis/hidden move east and
             scry for abattoir. Drop 1 coin west of him and have all chars
             move to that room and quit, because of tunnelling, then relog
             everyone
 
   Aggros in this map: shamblers, hounds, abattoir (past the maze).
 
 
          [Last maze]
 
            This maze is static, i haven't mapped it. (*New:
            found a quick way; after transing, go: s,n,nw,s,w)
 
            Find a N,E,S,SE room (there is only one), then south
            to a N,E,S,W room (there are many of those, but this
            will be the good one), then west to a W,E,NE room.
 
            From here, move each char individually E and W until
            they trans. The trans leads to this recall room:
 
 
                Recall ---- Room ------- Room ------- Abattoir 
                room        tunnelled    tunnelled    (not tunnelled)
                            to 2         to 1