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Affects affected_by by detect_invis | Affects affected_by by detect_invis | ||
Affects affected_by by detect_hidden | Affects affected_by by detect_hidden | ||
|notes = | |notes = You'll need a class with [[pick lock]] to open some of the doors and at least two characters for the metal plate and the wooden table puzzle. Most mobs are [[IP check|IP1]]. You can skip to step 5 if you already have [[the rune encrusted staff of Khiurn'hai]] and [[a thin, metal rod]]. | ||
# Kill prisoners on the second floor clockwise starting with [[Dralili]] and collect | |||
#* [[a piece of an old rune, entitled 'the unknowable']] | |||
#* [[a piece of an old rune, entitled 'gateway']] | |||
#* [[a piece of an old rune, entitled 'defense']] | |||
#* [[a piece of an old rune, entitled 'protection']] | |||
#* [[a piece of an old rune, entitled 'symbol']] | |||
#* [[a piece of an old rune, entitled 'warrior']] | |||
# Connect the pieces together to make the rune encrusted staff of Khiurn'hai. | |||
# With the staff in inventory, stand in front of the stairway to the third floor and say I seek the madness within. | |||
# Go to [[Dwomar]]'s cell (watch out for roaming [[A Guardian of Misfortune|guardians]] and "look scratches". Go back to Dralili's cell and say ninety to receive [[a thin, metal rod]]. | |||
# If you don't have a [[a small rune covered symbol named, 'Salvation']] from a previous run, kill [[the torturer of Redemption]] first. | |||
# Give a small rune covered symbol named, 'Salvation' to [[the bringer of Salvation]] to make him attack you. Loot [[a large rune covered symbol named, 'Redemption']]. | |||
# Connect a small rune covered symbol named, 'Salvation' and a large rune covered symbol named, 'Redemption' to get [[a rune covered key named, 'Deliverance']]. Use it to unlock the door behind the torturer of Redemption and go down to the fourth floor. | |||
# Leave a character sitting on the metal plate. | |||
# Rest on the wooden table. Attach shackles and cuffs. Have another character turn the wheel until a tiny key falls out. Yuck! Unfasten the restraints and go down to the fifth floor. | |||
# The door to the sixth floor should be open already, that's what the metal plate does. | |||
# Walk to the niche on the sixth floor (beware patrolling [[A priest of Khiurn'hai|priests]]!), wear a thin, metal rod and collect [[a small, glass orb]]. | |||
# Walk back to [[Tynors]] and give him a small, glass orb. | |||
You give a small, glass orb to Tynors. | |||
With a great cry of joy, Tynors holds the small orb in his hands. | With a great cry of joy, Tynors holds the small orb in his hands. | ||
He crushes the orb and a small pulse of light flies up from it, momentarily hovering above Tynors before being rejoined with him. | He crushes the orb and a small pulse of light flies up from it, momentarily | ||
hovering above Tynors before being rejoined with him. | |||
Tynors exhales deeply and a wide smile crosses his face. | Tynors exhales deeply and a wide smile crosses his face. | ||
Tynors says 'I am complete once again. You have my undying gratitude. I can not offer much, but please take this as a token of my thanks. | Tynors says 'I am complete once again. You have my undying gratitude. I can | ||
Tynors gives shades of light | not offer much, but please take this as a token of my thanks. | ||
Tynors gives you shades of light. | |||
Tynors says 'Go now, quickly, before they catch you here.' | Tynors says 'Go now, quickly, before they catch you here.' | ||
===Alternative notes=== | |||
This'll be my attempt to explain the process of making shades of light. Most this information is pieced together from rhad, parts of the CoL run notes, and | |||
personal exploration. Feel free to ammend or edit as necessary: | |||
To prepare, have elemental sticks, getting casters down there can be a bit of a hassle, though not impossible. Thieves and Warriors do well there. Thief weapons | |||
were never a concern, they just circle until things die. Warriors (for purposes, warriors here means any Fighter) should have nasr, to deal with Salvation and | |||
Redemption, but Justices, or something similar, for the priests. From level 3 onward, including level 2 priests, you wanna be ip1. Run works best in my | |||
experience with at least 3, at least one of them being a thief, to speed up killing the priests. Also, make sure all chars can get to at least 18 str, and 16 | |||
dex. | |||
Get to MoLS on your own, directions are everywhere. From there, ne, nw, u, ne, u, n, ne. Have the dex requirement, or you won't be able to climb. In this room, | |||
dig til the monument appears. Have the strength requirement, and pull the lever, for some transing, and temporary stunning. Pull the rope, and rha-something | |||
shows up to blabber some. Just nod to him, and then give him the contract he gives you for nodding, and more transing. 3 different trans paths, split by align, | |||
there is no difference in length or speed that I know of, just pretty rooms. When in the room with a view, theres one more trans to go. You'll end up in one of | |||
4 places, 3 are locked cells, one is in the hallway itself. Attendants wander the hallway, and are just plain annoying. Warriors can kill them, after some time, | |||
but circling speeds things up. The cells can be doorbashed, picked, or knocked. Track eachother after trans, regather together, and go into the hallway, and | |||
follow it to the end. From the front of it, sw, s, se, ne, n. From here, there's a cell east. Cedrikor lives here, and is a handy landmark to stage from. You | |||
can recall from the hallway, but you can only safely go LD or quit in the cells. From the hallway west of Ced's cell, go down into the next level. | |||
This is shaped roughly like a 8-room square. Priests wander and aggro you. Goal is to get that staff that they carry, but it scraps or deathrots. So you make | |||
one. Ok, a square, each of the 8 rooms has a spoke going outward. Go ne from the ne corner and pull that lever. Unlocks the cell off the east side. Go in, ip1, | |||
stun, nasr rape. Get the rune. This rune unlocks the cell off the se corner. Rinse, repeat, get the rune, continue clockwise, each rune unlocking the next cell. | |||
At the sw corner, there is no prisoner, but only a corpse (hopefully, area pop), pick it up, it falls apart and drops... a rune. Next two prisoners are aggro, | |||
be prepared. Collect 6 runes. Some you loot, some are dropped on death, and the last ones are given to the kb'er. Of the six runes, 3 pairs connect together. | |||
Try til you get 3 pieces of staff, and connect these as well, and you get the rune encrusted staff of Khiurn'hai. | |||
connect warrior defense | |||
You cobble the pieces together... | |||
...suddenly they snap into place, creating the bottom portion of a staff of dark wood! | |||
connect symbol protection | |||
You cobble the pieces together... | |||
...suddenly they snap into place, creating a gilded headpiece! | |||
connect gateway unknowable | |||
You cobble the pieces together... | |||
...suddenly they snap into place, creating the top portion of a staff of dark wood! | |||
connect top bottom | |||
You cobble the pieces together... | |||
...suddenly they snap into place, creating a full length staff of dark wood! | |||
connect head staff | |||
You cobble the pieces together... | |||
...suddenly they snap into place, creating the rune encrusted staff of Khiurn'hai! | |||
Go to the north end of our square, and say "I seek the madness within", and an exit opens south. Saying that without the staff hurts. But, the staff can be in a | |||
container to work, it's less spammy that way. Anyway, south, open grate, and down, and you're on level 3. | |||
The wandering idiots here are Guardians now. They are definitely ip1, and have shockshield. They are also stunnable. Open stone to go north, or brick to go | |||
south. This level is diamond shaped, kinda. You'll need a large, tarnished key, which is on one of the guardians on this level, so wander about killing til you | |||
get it. The small key is something else (the closets in the guardroom, for another dumb item quest), so ignore it. Don't open any doors se, sw, ne, or nw yet. | |||
Once you have the key, go to the nw side of our diamond, unlock nw, and hop in there and meet Tynors. Note his position. This is a handy staging room, so bring | |||
any support charas you got here quickly before the guardians respawn. Make sure to remain ip1 for all fights from here onward. First stop is the sw cell. Go | |||
there, and look at the wall (look wall), and count the |'s. there is usually 90, but I've been told it can vary. Take that number, and go upstairs to the first | |||
prisoner room, on the east side, Dralilli. Sayto him that number. If you get it wrong, he doesn't seem to mind. If you didn't physically go to the room to | |||
count, he attacks you if you're right. I'm not sure what point is the catch, but going all the way in, physically, and looking at the wall is good practice. | |||
Dralilli rewards you with a thin, metal rod. Back down to level 3. | |||
Go to your staging room, and get ready to fight Redemption, in the west corner of the diamond, behind the sw or nw doors, depending on your approach. If the | |||
large key doesn't unlock it, pick. Refer to notes about running red, you'll need shields, girth helps, nasr rape is good. Do NOT go link-dead in this room. | |||
It'll toss you into a supp-only, slow death room. Or at least one I couldn't escape. Redemption dead, grap the salvation rune from his corpse. Next fight is | |||
Salvation himself. Same thing, different shields, lots of breathing. Salv is pacifist til you give him that rune from red, and he begins by gassing, so it's a | |||
good idea to go in tank alone, take that first hit, and rest come join. Do not just drink in this room, it's poisonous. Alias drink to 'drink spring' or | |||
something. Again, refer to CoL notes. Loot the redemption rune from him as well. These two runes separate will save after logging. Connect them to make the rune | |||
of deliverence, | |||
and it will disappear. So if you plan on saving the key for a few runs, do it long before reboot, or store it before connecting it. This key is for the room | |||
west of redemption. Future trips, you'll kill redemption each time you move on, but he's easier than salvation. Through the door, pick down, and the hard | |||
fighting is over. If you time it well, and go quickly, you can go down, and make it back before redemption repops. | |||
4th floor. follow the path til you get to a circular plate on the ground. Here, you need a character with at least 300wgt to sit on the plate (sit plate). And | |||
stay there for a few minutes. The rest continue to the end. There's a table here. Someone must lay on it (rest table) and shackle themselves (attach shackles, | |||
attach cuffs, in that order). Someone else turns the wheel (turn wheel) til a key pops out. Get off the table (unfasten cuffs, unfasten shackles, stand) and | |||
unlock down, drop the key, and go down. | |||
5th floor, almost done. Just tramp straight to the end. Near the beginning theres some spiders that appear by prog, nothing dangerous, nasr-rape. At the end of | |||
the tunnel, if someone is on that plate, there will be a down exit, go down. 6th floor. Temple to the east has nasty priests. They don't die fast, are shielded, | |||
and summon all the vampires in the world. Sometimes they gang up too. They're aggro, etc... recommendation is to just keep scan/scrying east til its clear. Path | |||
you want is 2e, ne. Sometimes you're lucky and they wander off quickly, sometimes not. Keep the door closed, or they'll wander in, and start wandering upstairs. | |||
Either by being sneaky, or violent, get to that 2e, ne, and wear that rod you got from Dralilli. Two people can fit north, go there quickly, get orb niche, and | |||
backtrack. Once out the temple, have your man on the plate stand/sit to open the up exit, go up, backtrack all the way to redemption. If you've been quick, you | |||
can go right out red's door, and into Tynor's cell nw on the diamond. Give him the orb and enjoy. | |||
Sidenotes: if at any time you need to get out and are trapped, behind red or whatever, just go ld (except in red's room) and reconnect. Spam it til you're in | |||
another room with a mob Sevilith. Wait a few minutes, and you'll trans to the cell south of Ced. You can pick it, or knock it, but doorbash doesn't seem to | |||
work. The hallway outside you can recall. | |||
If you want footprints, plan to kill the lower level priests, because you're going to have to go all the way to the dial at the east end of the temple. Even if | |||
you are fighting, you can dial anyway, dial the code 2, 4, 8, 1, 3, spelling out numbers (dial two, dial four, etc). Search in this room to find another orb, | |||
different than the shades one, but identical looking. The only way out of here that I know of is through KH himself, so using a vl'aresch char to supp out is a | |||
good idea, gotta retrans back, though. In your wanderings you mightve seen a wandering spirit-ghost thing. If you see "someone leaves x-direction" or an echo | |||
saying you hear footsteps, it means he's close, wait for him to show, and give him the orb. Has only shock, kill him. Footprints of the soulless wanderer. I've | |||
found him wandering level 3 (with red/salv, in and out of cells), 4, and 5. Mostly 4 though, near the plate. He only appears at night, I don't have precise | |||
times. Both orbs are area pops, so you have to clear the area at repop. Tynor's room is a good one to use for this. If you make a habit of killing redemption | |||
each pass, you can locate for black-coat, with detect-hidden active, to see if repop is finished. The end, see me for questions, and I'll try to answer. | |||
|cats = | |cats = | ||
[[Category:Devout Items]] | [[Category:Devout Items]] | ||
[[Category:Evil Items]] | [[Category:Evil Items]] | ||
[[Category: | [[Category:Barbarian Items]] | ||
[[Category:Paladin Items]] | [[Category:Paladin Items]] | ||
[[Category:Ranger Items]] | [[Category:Ranger Items]] | ||
[[Category: | [[Category:Warrior Items]] | ||
[[Category:Eyes]] | |||
[[Category:Nonmagical Items]] | |||
[[Category:Manufactured Items]] | [[Category:Manufactured Items]] | ||
}} | }} | ||
Latest revision as of 10:14, 29 April 2024
A dark piece of glass glows on the ground.
Identify
Object 'shades of light' is infused with your magic... It is a level 40 armor, weight 2. Locations it can be worn: eyes Special properties: none Genres allowed: fighter Alignments allowed: evil good This armor has a gold value of 0. Armor class is 25 of 25. Affects damage roll by 2. Affects hp by 10. Affects constitution by 1. Affects affected_by by detect_invis Affects affected_by by detect_hidden
Information
- Mob: Tynors
- Area: The Mountain of Lost Souls
- Pop: No
- Manufactured: Yes
- Out of Game: No
- Minimum Level: Unknown
- Maximum Level: Unknown
- Known keywords: shades, light
Description/Exam
Created from a dark piece of glass and infused with magical power, these shades fit securely over the eyes providing both protection and revealing that which is not visible to the naked eye.
Notes
You'll need a class with pick lock to open some of the doors and at least two characters for the metal plate and the wooden table puzzle. Most mobs are IP1. You can skip to step 5 if you already have the rune encrusted staff of Khiurn'hai and a thin, metal rod.
- Kill prisoners on the second floor clockwise starting with Dralili and collect
- Connect the pieces together to make the rune encrusted staff of Khiurn'hai.
- With the staff in inventory, stand in front of the stairway to the third floor and say I seek the madness within.
- Go to Dwomar's cell (watch out for roaming guardians and "look scratches". Go back to Dralili's cell and say ninety to receive a thin, metal rod.
- If you don't have a a small rune covered symbol named, 'Salvation' from a previous run, kill the torturer of Redemption first.
- Give a small rune covered symbol named, 'Salvation' to the bringer of Salvation to make him attack you. Loot a large rune covered symbol named, 'Redemption'.
- Connect a small rune covered symbol named, 'Salvation' and a large rune covered symbol named, 'Redemption' to get a rune covered key named, 'Deliverance'. Use it to unlock the door behind the torturer of Redemption and go down to the fourth floor.
- Leave a character sitting on the metal plate.
- Rest on the wooden table. Attach shackles and cuffs. Have another character turn the wheel until a tiny key falls out. Yuck! Unfasten the restraints and go down to the fifth floor.
- The door to the sixth floor should be open already, that's what the metal plate does.
- Walk to the niche on the sixth floor (beware patrolling priests!), wear a thin, metal rod and collect a small, glass orb.
- Walk back to Tynors and give him a small, glass orb.
You give a small, glass orb to Tynors. With a great cry of joy, Tynors holds the small orb in his hands. He crushes the orb and a small pulse of light flies up from it, momentarily hovering above Tynors before being rejoined with him. Tynors exhales deeply and a wide smile crosses his face. Tynors says 'I am complete once again. You have my undying gratitude. I can not offer much, but please take this as a token of my thanks. Tynors gives you shades of light. Tynors says 'Go now, quickly, before they catch you here.'
Alternative notes
This'll be my attempt to explain the process of making shades of light. Most this information is pieced together from rhad, parts of the CoL run notes, and personal exploration. Feel free to ammend or edit as necessary: To prepare, have elemental sticks, getting casters down there can be a bit of a hassle, though not impossible. Thieves and Warriors do well there. Thief weapons were never a concern, they just circle until things die. Warriors (for purposes, warriors here means any Fighter) should have nasr, to deal with Salvation and Redemption, but Justices, or something similar, for the priests. From level 3 onward, including level 2 priests, you wanna be ip1. Run works best in my experience with at least 3, at least one of them being a thief, to speed up killing the priests. Also, make sure all chars can get to at least 18 str, and 16 dex. Get to MoLS on your own, directions are everywhere. From there, ne, nw, u, ne, u, n, ne. Have the dex requirement, or you won't be able to climb. In this room, dig til the monument appears. Have the strength requirement, and pull the lever, for some transing, and temporary stunning. Pull the rope, and rha-something shows up to blabber some. Just nod to him, and then give him the contract he gives you for nodding, and more transing. 3 different trans paths, split by align, there is no difference in length or speed that I know of, just pretty rooms. When in the room with a view, theres one more trans to go. You'll end up in one of 4 places, 3 are locked cells, one is in the hallway itself. Attendants wander the hallway, and are just plain annoying. Warriors can kill them, after some time, but circling speeds things up. The cells can be doorbashed, picked, or knocked. Track eachother after trans, regather together, and go into the hallway, and follow it to the end. From the front of it, sw, s, se, ne, n. From here, there's a cell east. Cedrikor lives here, and is a handy landmark to stage from. You can recall from the hallway, but you can only safely go LD or quit in the cells. From the hallway west of Ced's cell, go down into the next level. This is shaped roughly like a 8-room square. Priests wander and aggro you. Goal is to get that staff that they carry, but it scraps or deathrots. So you make one. Ok, a square, each of the 8 rooms has a spoke going outward. Go ne from the ne corner and pull that lever. Unlocks the cell off the east side. Go in, ip1, stun, nasr rape. Get the rune. This rune unlocks the cell off the se corner. Rinse, repeat, get the rune, continue clockwise, each rune unlocking the next cell. At the sw corner, there is no prisoner, but only a corpse (hopefully, area pop), pick it up, it falls apart and drops... a rune. Next two prisoners are aggro, be prepared. Collect 6 runes. Some you loot, some are dropped on death, and the last ones are given to the kb'er. Of the six runes, 3 pairs connect together. Try til you get 3 pieces of staff, and connect these as well, and you get the rune encrusted staff of Khiurn'hai. connect warrior defense You cobble the pieces together... ...suddenly they snap into place, creating the bottom portion of a staff of dark wood! connect symbol protection You cobble the pieces together... ...suddenly they snap into place, creating a gilded headpiece! connect gateway unknowable You cobble the pieces together... ...suddenly they snap into place, creating the top portion of a staff of dark wood! connect top bottom You cobble the pieces together... ...suddenly they snap into place, creating a full length staff of dark wood! connect head staff You cobble the pieces together... ...suddenly they snap into place, creating the rune encrusted staff of Khiurn'hai! Go to the north end of our square, and say "I seek the madness within", and an exit opens south. Saying that without the staff hurts. But, the staff can be in a container to work, it's less spammy that way. Anyway, south, open grate, and down, and you're on level 3. The wandering idiots here are Guardians now. They are definitely ip1, and have shockshield. They are also stunnable. Open stone to go north, or brick to go south. This level is diamond shaped, kinda. You'll need a large, tarnished key, which is on one of the guardians on this level, so wander about killing til you get it. The small key is something else (the closets in the guardroom, for another dumb item quest), so ignore it. Don't open any doors se, sw, ne, or nw yet. Once you have the key, go to the nw side of our diamond, unlock nw, and hop in there and meet Tynors. Note his position. This is a handy staging room, so bring any support charas you got here quickly before the guardians respawn. Make sure to remain ip1 for all fights from here onward. First stop is the sw cell. Go there, and look at the wall (look wall), and count the