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{{Area | {{Area | ||
|cname = Abattoir Asylum | |cname = Abattoir Asylum | ||
|description = Once a monument to health and sanity, the | |description = | ||
|author = Taboo | 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. | |||
|author = [[Taboo]] | |||
|credits = | |credits = | ||
|level = 45-50 | |level = 45 - 50 | ||
|repop = A symphony of madness arises from the depths of the Abattoir Asylum as dark powers renew maniacal life... | |repop = A symphony of madness arises from the depths of the Abattoir Asylum as dark powers renew maniacal life... | ||
|astral = | |astral = | ||
|roddir = 6s, ne, 2s, se, 2e, s, 2sw, s, 2e, u, 3e, | |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;s;se;s | |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 | |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 = Abattoir Asylum is | |notes = | ||
* 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". | |||
* 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
- Author(s): Taboo
- Level Range: 45 - 50
- Repop Message:
A symphony of madness arises from the depths of the Abattoir Asylum as dark powers renew maniacal life... - Approximate Repop Frequency: Unknown
- Geo: Azure Sea Geo
- Astral/Portal Point: Unknown
- Mob and Item List
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
