Chaos Maze: Difference between revisions
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It is a good idea to charm each creature of chaos, walk them to the starting room, order them to sleep and dismiss them. Vampires can use [[dominate]] to control the mobs, and [[scan]] to navigate the maze. | It is a good idea to charm each creature of chaos, walk them to the starting room, order them to sleep and dismiss them. Vampires can use [[dominate]] to control the mobs, and [[scan]] to navigate the maze. | ||
Two chaos creatures spawn every repop to a maximum of ten. With that can mark four rooms uniquely. (1, 2,3 and 4 creatures) | |||
After putting them in start room, its good to rearrange them, using them as permanent markers instead of a spring or a fire. | After putting them in start room, its good to rearrange them, using them as permanent markers instead of a spring or a fire. | ||
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# This is the first room of the maze. Creatures of chaos should be having a slumber party here. Go e;e;e;s;s to the coin room | # This is the first room of the maze. Creatures of chaos should be having a slumber party here. Go e;e;e;s;s to the coin room | ||
# Drop a gold coin here. Go s;n;n and then scry around for sleeping creatures of chaos to get back to the starting room. Go n from there | # Drop a gold coin here. Go s;n;n and then scry around for sleeping creatures of chaos to get back to the starting room. Go n from there | ||
# Recall is west from here. Make a spring | # Recall is west from here. Make a spring, and go west to the recall room and make a spring there, and another west and make a spring there too, then back two east. Go n. | ||
# Make a fire here (this room purges springs immediately), go w;s;n;n | # Make a fire here (this room purges springs immediately), go w;s;n;n and mark all of those rooms with one spring. | ||
# Make a spring here, go n | # Make a spring here, go n | ||
# Make a spring here. Scry around for a room with no spring, fire, coin or creatures of chaos and go there. | # Make a spring here. Scry around for a room with no spring, fire, coin or creatures of chaos and go there. | ||
# Make two fires here, go e;e | # Make two fires here, go e;e (also make two fires in those two rooms) | ||
# Log in your marker alt, scry around for it, | # Log in your marker alt, or scry around for a room with no spring in it, and go to this room. | ||
# Mark the room with two springs and two fires, go s | # Mark the room with two springs and two fires, go s | ||
# In each room, | # In each room, | ||
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# If this is the right room, you will be able to drop a coin here. Make a spring and a fire and wait until you get transferred to the divine protector. | # If this is the right room, you will be able to drop a coin here. Make a spring and a fire and wait until you get transferred to the divine protector. | ||
# Say <em>I wish to traverse to Lord Seth's domain</em> to be sent out of the maze | # Say <em>I wish to traverse to Lord Seth's domain</em> to be sent out of the maze | ||
===Alternate Instructions=== | |||
These instructions do not match the image above, but are cleaner and won't make other run groups hate you. | |||
# Start in the first room, the creatures of chaos should be having a slumber party here. | |||
# Go w;w;s;s to the coin room. Drop a gold coin here. | |||
# Go n;n;e;e to get back to the starting room. | |||
# Go n | |||
# Recall is west from here. Make two springs, and go west to the recall room and make a spring there then back east. | |||
# Go n;w;s;n;n and mark this room with one fire. | |||
# Go north and mark the room with two fires. | |||
# Scry around for a room with no spring, fire, coin or creatures of chaos and go there. | |||
# Make three fires here, go e;e | |||
# Log in your marker alt, and scry around for them and enter their room. | |||
# Mark the room with a spring and a fire. | |||
# From this point on, you must move quickly to avoid being transed. Go south and make a fire and then | |||
#* When you enter a room, scry around to make sure it's connected to the previous room. If you can't see it, you either chose the wrong direction or got transferred. Walk and scan around until you find the starting room, then try again. | |||
#* These rooms randomly and quietly transfer you out while you are in them. Keep scrying and looking to make sure you are still in the same place | |||
#* Mark with 2, 3, 4 and 5 fires, in order. | |||
#* Scry around and choose a room with no markers as your next direction. (again, you can tell if it's the correct room by scrying around and finding the previous room.) | |||
# When you reach room 5, if you are in the right room, you will be able to drop a coin. Wait until you get transferred to the divine protector. | |||
# Say <em>I wish to traverse to Lord Seth's domain</em> to be sent out of the maze to Upper Seth's. | |||
[[Category:Seth's Fortress]] | |||
Latest revision as of 19:30, 9 September 2015
Description
Chaos Maze is a maze leading to the second half of Seth's Fortress and its assortment of high-end run mobs.
Typical room
The Chaos Maze Swirling chaos assaults your senses! Exits: north east south west
Properties
Some rooms in the maze are tunneled to 2, some are nomagic, some randomly and silently transfer you to another room in the maze, most are nodrop, all but one are norecall, all are nosupplicate. The maze is populated by ten creatures of chaos. Sometimes dirty rats from lower Seth's Fortress wander in as well, adding to the tunnel frustration.
Instructions
General
It is a good idea to charm each creature of chaos, walk them to the starting room, order them to sleep and dismiss them. Vampires can use dominate to control the mobs, and scan to navigate the maze.
Two chaos creatures spawn every repop to a maximum of ten. With that can mark four rooms uniquely. (1, 2,3 and 4 creatures) After putting them in start room, its good to rearrange them, using them as permanent markers instead of a spring or a fire.
One creature sleeping in start room, two in the recall room n and w of start, three in the room north of start, and four in the room 2n of start.
Directions through the maze take form of n;n;w;s;n;n;n;X;e;e;X;s;X;X;X;X where X directions are shifted randomly on every repop.
To map the maze, use a character with scan to lead and to scan around, and a mage or cleric to follow and create springs and fires as markers. Keep the directions you got so far in a text file so you can quickly paste them if you get lost.
You need an alt (level 5 thief would suffice) to mark room 9. If it's your first time mapping the maze, you will have to do some trial and error to find where to put the alt.
Map
Steps
- This is the first room of the maze. Creatures of chaos should be having a slumber party here. Go e;e;e;s;s to the coin room
- Drop a gold coin here. Go s;n;n and then scry around for sleeping creatures of chaos to get back to the starting room. Go n from there
- Recall is west from here. Make a spring, and go west to the recall room and make a spring there, and another west and make a spring there too, then back two east. Go n.
- Make a fire here (this room purges springs immediately), go w;s;n;n and mark all of those rooms with one spring.
- Make a spring here, go n
- Make a spring here. Scry around for a room with no spring, fire, coin or creatures of chaos and go there.
- Make two fires here, go e;e (also make two fires in those two rooms)
- Log in your marker alt, or scry around for a room with no spring in it, and go to this room.
- Mark the room with two springs and two fires, go s
- In each room,
- When you enter the room, scry around to make sure it's connected to the previous room. If you can't see it, you either chose the wrong direction or got transferred. Walk and scan around until you find the starting room, then try again.
- These rooms randomly and quietly transfer you out while you are in them. Keep scrying and looking to make sure you are still in the same place
- Mark with 1, 2, 3 and 4 fires, in order
- Scry around and choose a room with no markers as your next direction.
- If this is the right room, you will be able to drop a coin here. Make a spring and a fire and wait until you get transferred to the divine protector.
- Say I wish to traverse to Lord Seth's domain to be sent out of the maze
Alternate Instructions
These instructions do not match the image above, but are cleaner and won't make other run groups hate you.
- Start in the first room, the creatures of chaos should be having a slumber party here.
- Go w;w;s;s to the coin room. Drop a gold coin here.
- Go n;n;e;e to get back to the starting room.
- Go n
- Recall is west from here. Make two springs, and go west to the recall room and make a spring there then back east.
- Go n;w;s;n;n and mark this room with one fire.
- Go north and mark the room with two fires.
- Scry around for a room with no spring, fire, coin or creatures of chaos and go there.
- Make three fires here, go e;e
- Log in your marker alt, and scry around for them and enter their room.
- Mark the room with a spring and a fire.
- From this point on, you must move quickly to avoid being transed. Go south and make a fire and then
- When you enter a room, scry around to make sure it's connected to the previous room. If you can't see it, you either chose the wrong direction or got transferred. Walk and scan around until you find the starting room, then try again.
- These rooms randomly and quietly transfer you out while you are in them. Keep scrying and looking to make sure you are still in the same place
- Mark with 2, 3, 4 and 5 fires, in order.
- Scry around and choose a room with no markers as your next direction. (again, you can tell if it's the correct room by scrying around and finding the previous room.)
- When you reach room 5, if you are in the right room, you will be able to drop a coin. Wait until you get transferred to the divine protector.
- Say I wish to traverse to Lord Seth's domain to be sent out of the maze to Upper Seth's.
