Danbala Wedo: Difference between revisions
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of guide) flee manually (for sure) if you get lower than 600hp. You should have a few backup warriors at danny as well, you may want to try style rescuing but | of guide) flee manually (for sure) if you get lower than 600hp. You should have a few backup warriors at danny as well, you may want to try style rescuing but | ||
DO NOT rescue at danny, he has a prog. | DO NOT rescue at danny, he has a prog. | ||
Also, when you flee healup in the room sw of him until you get to about 1000ish hp and then hurry back in to take some acid blast pressure off the tank as | Also, when you flee healup in the room sw of him until you get to about 1000ish hp and then hurry back in to take some acid blast pressure off the tank as | ||
as keeping the SW room vacant for if they want to flee (it's tunnelled to 2). Also, the longer you're in danny's room, the more of your melee hits him, | well as keeping the SW room vacant for if they want to flee (it's tunnelled to 2). Also, the longer you're in danny's room, the more of your melee hits him, | ||
faster he drops, etc. Continue quaffing till full hp in danny's room. | the faster he drops, etc. Continue quaffing till full hp in danny's room. | ||
When going to kill danny, ld all chars, do not log off unless you want to go back to the beginning to recall. Also, make sure you use tick timers so they do | When going to kill danny, ld all chars, do not log off unless you want to go back to the beginning to recall. Also, make sure you use tick timers so they do | ||
not void, otherwise they will be transed back to the start as well. Once voided/quited, sw is recall. All danny chars should have 1600+ish hp alongwith a | not void, otherwise they will be transed back to the start as well. Once voided/quited, sw is recall. All danny chars should have 1600+ish hp alongwith a | ||
| Line 309: | Line 309: | ||
Bring 2 or so tanksets per char as well as 500+heals (per char). | Bring 2 or so tanksets per char as well as 500+heals (per char). | ||
Danny is tunnelled to 4+mob but if you have 5 you can keep one in the room sw of danny and they can rush in whenever someone flees. | Danny is tunnelled to 4+mob but if you have 5 you can keep one in the room sw of danny and they can rush in whenever someone flees. | ||
Mob: Danbala | |||
Holds: | |||
ring of the ancient gods | |||
Pops: | |||
Snake's eye | |||
essence of kundalini | |||
skull of Danbala (less frequent pop) | |||
ancient sight of the snake (rare pop) | |||
Area: La Chute D'eau De L'ancients | |||
Directions: Danbala resides within La Chute D'eau De L'ancients ( only fighters can chop through the briars - 6n, 6e, se, e, 2ne, e, nw, 2n, 2ne, w, 2nw, e, | |||
2n, ne, n, ne, 2w, chop, se, chop, sw, chop, w, chop, w, chop, s, chop, sw, chop, w, chop, nw, chop, w, chop, w, chop, nw, ne ). From the entrance of La | |||
Chute: 2n, ne, u, e, ne, e, 3u, w (Do not go 2w, it's a DT) 2u, n, 2u, n, nw, 5u, ne, u, open n, n, e, n, 2w, n, window. Now you're in the fire maze. To map | |||
it, follow these instructions. From the first room (as soon as you type window) have someone sit. One person moves in the other 4 directions to find the | |||
nonmagic room (there's only one). When you find it, move everyone to that room and have them sit there. From there, two of the four dirs are magic rooms, | |||
mark those seperately and have one person sit at each one. Wait until one of those people gets transferred into the tunnel - takes a while - and get the rest | |||
of the group to go into that transroom too (depending on the size of your group, this can take up to 2 or 3 hours - take care that you don't disappear into | |||
the void, or it's back to the entrance for you!). Pay attention, however, because you get transed into a room which is underwater. To avoid needing aqua | |||
breath, go 2u, say place my feet on the ground again and you will be transed to the ground. Wait for your group members to get transed as well, then form a | |||
group and follow the path. When you hit a dead end, open drain and keep following the path. You will run into 4 guardians along this path, each one more | |||
difficult than the last. Be careful, because one of them disarms. Once you get to the fourth guardian, kill it and get the key from the corpse. Then say I am | |||
ready now to face danbala and you'll be transed again. From here, go north and up and you are ready to kill Danbala (note that you'll need the key from the | |||
4th guardian to unlock the door north of here). | |||
North, east of this is a no-fly DT. | |||
North, 2east is tunnelled to two people. | |||
North, 2 East, northeast is danbala. | |||
People needed: 3-4 warriors (preferably 4), paladins work good as well. | |||
Spells: basics, dragonskin, eldritch sphere, antimagic shell, acidward, eshields. | |||
Attacks: Hardhitting acid blasts, melee and a prog or two. | |||
IP Check: 1 | |||
Notes: Danny is fought using flee tactics, as in you tank for as long as you | |||
can (which is usually pretty short) until your hp gets too low(set wimpy to 500) or until you | |||
experience a particularly bad round and then flee, heal up as fast as you can and return to the room. | |||
Start in evas style and work your way up to standard as the fight progresses. DO NOT use empty heads, they heal him. Set wimpy to around 800ish and (as a | |||
sort of guide) flee manually (for sure) if you get lower than 600hp. You should have a few backup warriors at danny as well, you may want to try style | |||
rescuing but DO NOT rescue at danny, he has a prog. | |||
Also, when you flee healup in the room sw of him until you get to about 1000ish hp and then hurry back in to take some acid blast pressure off the tank as | |||
well as keeping the SW room vacant for if they want to flee (it's tunnelled to 2). Also, the longer you're in danny's room, the more of your melee hits him, | |||
the faster he drops, etc. Continue quaffing till full hp in danny's room. | |||
When going to kill danny, ld all chars, do not log off unless you want to go back to the beginning to recall. Also, make sure you use tick timers so they do | |||
not void, otherwise they will be transed back to the start as well. Once voided/quited, sw is recall. All danny chars should have 1600+ish hp alongwith a | |||
ravplate/demonspawn stormcloud and justices, ice girth may also help. | |||
Bring 2 or so tanksets per char as well as 500+heals (per char). | |||
Danny is tunnelled to 4+mob but if you have 5 you can keep one in the room sw of danny and they can rush in whenever someone flees. | |||
Other details on how to get to danny safely: | |||
From the entrance of La Chute: 2n, ne, u, e, ne, e, 3u, (Do not go 2w, it's a DT) | |||
in this room its good to spellup 2 chars with eshields and sanc in evas to tank the demons that wander around here (aggro) | |||
w, 2u of here aggro demons wander they wander this room as well as the ones n, n/w, n/e, n/u of here. From where you spelled them up (make sure the tanks are | |||
ungrouped) you must go w, (2w is a DT, BE CAREFUL) 2u, n, 2u - you will most likely hit the demons on this way, once you do that with one char and he gets | |||
hit by a demon, walk through it with your other tank char and if he hits the other demon quickly walk through the dirs wiht the main group and then flee out | |||
with the 2 tanks. | |||
If you do not run into 1 or any demons, then they must be w, 2u, n, w or e of the main group, place the tank char w, 2u, n of the main group and very quickly | |||
go through to the mirage (w, 2u, n, all up) before they wander out. | |||
After you get to the mirage the next few rooms are tunnelled to one so that you want each char individually to go n, nw, 5u, ne, u (n;nw;#5u;ne;u). | |||
BEFORE proceeding to the fire maze make sure you aqua breath all chars, because parts of the fire maze is non-magic and when you get into trans, it separates | |||
chars. Once out of trans you are underwater (which is why you needed aqua breath in the first place), so quickly go 2u, sa place my feet on the ground again. | |||
Once you have aqua, proceed to the fire maze and map it as in the previous post. Also, a lot of the time muzgrob's gremlin is already at the trans room so | |||
you may 'track gremlin' as well but know how to map it - but do not rely on the gremlin, just to make sure you can map it in case, have a char sit in the | |||
first room of the fire maze just in case the gremlin is in the wrong room. | |||
After all chars are in the 2u, sa place my feet on the ground again room, follow the path and op drain at the dead end and go e. | |||
4 guardians now block the path, ice girth is strongly recommended for all chars and only justices work on most of them (i think). The first mob is the | |||
easiest but they get harder as they progress. If you have a small group go sty evas, ice girth, make sure you have fly and remove weapons - flee past the | |||
first 3 and when you get to the 4th (and already have the key) just say "i am ready now to face danbala" . You will be transed and do not have to fight the | |||
4th guardian. Note that after the 1st guardian, you will want to mass cast all 3 elemental shields for the other 3 guardians. | |||
If going up to danbala for the first time, i recommend killing all guardians since you will probably have a big group and you must kill the 4th one as well | |||
in order to get the key to danbala. Once you kill the fourth, get the key from his corpse and say "i am ready now to face danbala". | |||
Up, north is the prep room. | |||
the 4 guardians... | |||
1. oya - use non-magic weps (stunnable) <no shields> | |||
2. oshun - use magic weps <icesh> | |||
3. obatala - use magic weps <no shields> | |||
4. eleggua - non magic weps <firesh/shocksh> | |||
so..you can use nasr on both 2nd AND 3rd mob... 1st and 4th, use justice... | |||
repair - back to danbala (?) | |||
}} | |||
Revision as of 12:32, 29 April 2024
Information
- Area: La Chute D'eau De L'ancients
- Status: Aggressive
- Alignment: Neutral
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
| Location | Item |
| Worn on finger | the ring of the ancient gods |
| Worn about body | the essence of kundalini |
| Wielded | the Snake's eye |
Inventory
Unknown coins
Pops
Strategy
- Chars: 4 fighters, preferably warriors
- Weapons: Any
- Tunnel: 4 + Mob
- IP Check: One
- 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 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:
- 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
- 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.
- 5+ hours of time (1-2 hours to trans & get up there, 40 minutes per repop)
- 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:
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
Mob: Danbala Wedo Loot: Holds: ring of the ancient gods Pops: Snake's eye essence of kundalini skull of Danbala (less frequent pop) ancient sight of the snake (rare pop) Directions: Danbala resides within La Chute D'eau De L'ancients. From the entrance of La Chute: 2n, ne, u, e, ne, e, 3u, w (Do not go 2w, it's a DT) 2u, n, 2u, n, nw, 5u, ne, u, open n, n, e, n, 2w, n, window. Now you're in the fire maze. To map it, follow these instructions. From the first room (as soon as you type window) have someone sit. One person moves in the other 4 directions to find the nonmagic room (there's only one). When you find it, move everyone to that room and have them sit there. From there, two of the four dirs are magic rooms, mark those seperately and have one person sit at each one. Wait until one of those people gets transferred into the tunnel - takes a while - and get the rest of the group to go into that transroom too (depending on the size of your group, this can take up to 2 or 3 hours - take care that you don't disappear into the void, or it's back to the entrance for you!). Pay attention, however, because you get transed into a room which is underwater. To avoid needing aqua breath, go 2u, say place my feet on the ground again and you will be transed to the ground. Wait for your group members to get transed as well, then form a group and follow the path. When you hit a dead end, open drain and keep following the path. You will run into 4 guardians along this path, each one more difficult than the last. Be careful, because one of them disarms. Once you get to the fourth guardian, kill it and get the key from the corpse. Then say I am ready now to face danbala and you'll be transed again. From here, go north and up and you are ready to kill Danbala (note that you'll need the key from the 4th guardian to unlock the door north of here). North, east of this is a no-fly DT. North, 2east is tunnelled to two people. North, 2 East, northeast is danbala. Further Notes on Getting to Danbala Safely: Other details on how to get to danny safely: From the entrance of La Chute: 2n, ne, u, e, ne, e, 3u, (Do not go 2w, it's a DT) in this room its good to spellup 2 chars with eshields and sanc in evas to tank the demons that wander around here (aggro) w, 2u of here aggro demons wander they wander this room as well as the ones n, n/w, n/e, n/u of here. From where you spelled them up (make sure the tanks are ungrouped) you must go w, (2w is a DT, BE CAREFUL) 2u, n, 2u - you will most likely hit the demons on this way, once you do that with one char and he gets hit by a demon, walk through it with your other tank char and if he hits the other demon quickly walk through the dirs wiht the main group and then flee out with the 2 tanks. If you do not run into 1 or any demons, then they must be w, 2u, n, w or e of the main group, place the tank char w, 2u, n of the main group and very quickly go through to the mirage (w, 2u, n, all up) before they wander out. After you get to the mirage the next few rooms are tunnelled to one so that you want each char individually to go n, nw, 5u, ne, u (n;nw;#5u;ne;u). BEFORE proceeding to the fire maze make sure you aqua breath all chars, because parts of the fire maze is non-magic and when you get into trans, it separates chars. Once out of trans you are underwater (which is why you needed aqua breath in the first place), so quickly go 2u, sa place my feet on the ground again. Once you have aqua, proceed to the fire maze and map it as in the previous post. Also, a lot of the time muzgrob's gremlin is already at the trans room so you may 'track gremlin' as well but know how to map it - but do not rely on the gremlin, just to make sure you can map it in case, have a char sit in the first room of the fire maze just in case the gremlin is in the wrong room. After all chars are in the 2u, sa place my feet on the ground again room, follow the path and op drain at the dead end and go e. 4 guardians now block the path, ice girth is strongly recommended for all chars and only justices work on most of them (i think). The first mob is the easiest but they get harder as they progress. If you have a small group go sty evas, ice girth, make sure you have fly and remove weapons - flee past the first 3 and when you get to the 4th (and already have the key) just say "i am ready now to face danbala" . You will be transed and do not have to fight the 4th guardian. Note that after the 1st guardian, you will want to mass cast all 3 elemental shields for the other 3 guardians. If going up to danbala for the first time, i recommend killing all guardians since you will probably have a big group and you must kill the 4th one as well in order to get the key to danbala. Once you kill the fourth, get the key from his corpse and say "i am ready now to face danbala". Up, north is the prep room. People needed: 3-4 warriors (preferably 4). Can put a 5th in the flee room to help. 2 Vampires and 2 Warriors work better, but you should try to let the warriors tank more than the vampires... DFBs destroy Danbala, and the extra svbr helps to save breaths and lessen damage. Spells: basics, dragonskin, eldritch sphere, antimagic shell, acidward, eshields. Attacks: Hardhitting acid blasts, melee and a prog or two that really hurt. IP Check: 1. Very 1. Notes: Danny is fought using flee tactics, as in you tank for as long as you can (which is usually pretty short) until your hp gets too low or until you experience a particularly bad round and then flee, heal up as fast as you can and return to the room. Start in evas style and work your way up to standard as the fight progresses. DO NOT use empty heads, they heal him. Set wimpy to around 800ish and (as a sort of guide) flee manually (for sure) if you get lower than 600hp. You should have a few backup warriors at danny as well, you may want to try style rescuing but DO NOT rescue at danny, he has a prog. Also, when you flee healup in the room sw of him until you get to about 1000ish hp and then hurry back in to take some acid blast pressure off the tank as well as keeping the SW room vacant for if they want to flee (it's tunnelled to 2). Also, the longer you're in danny's room, the more of your melee hits him, the faster he drops, etc. Continue quaffing till full hp in danny's room. When going to kill danny, ld all chars, do not log off unless you want to go back to the beginning to recall. Also, make sure you use tick timers so they do not void, otherwise they will be transed back to the start as well. Once voided/quited, sw is recall. All danny chars should have 1600+ish hp alongwith a ravplate/demonspawn stormcloud and justices, ice girth may also help. Bring 2 or so tanksets per char as well as 500+heals (per char). Danny is tunnelled to 4+mob but if you have 5 you can keep one in the room sw of danny and they can rush in whenever someone flees.
Mob: Danbala Holds: ring of the ancient gods Pops: Snake's eye essence of kundalini skull of Danbala (less frequent pop) ancient sight of the snake (rare pop) Area: La Chute D'eau De L'ancients Directions: Danbala resides within La Chute D'eau De L'ancients ( only fighters can chop through the briars - 6n, 6e, se, e, 2ne, e, nw, 2n, 2ne, w, 2nw, e, 2n, ne, n, ne, 2w, chop, se, chop, sw, chop, w, chop, w, chop, s, chop, sw, chop, w, chop, nw, chop, w, chop, w, chop, nw, ne ). From the entrance of La Chute: 2n, ne, u, e, ne, e, 3u, w (Do not go 2w, it's a DT) 2u, n, 2u, n, nw, 5u, ne, u, open n, n, e, n, 2w, n, window. Now you're in the fire maze. To map it, follow these instructions. From the first room (as soon as you type window) have someone sit. One person moves in the other 4 directions to find the nonmagic room (there's only one). When you find it, move everyone to that room and have them sit there. From there, two of the four dirs are magic rooms, mark those seperately and have one person sit at each one. Wait until one of those people gets transferred into the tunnel - takes a while - and get the rest of the group to go into that transroom too (depending on the size of your group, this can take up to 2 or 3 hours - take care that you don't disappear into the void, or it's back to the entrance for you!). Pay attention, however, because you get transed into a room which is underwater. To avoid needing aqua breath, go 2u, say place my feet on the ground again and you will be transed to the ground. Wait for your group members to get transed as well, then form a group and follow the path. When you hit a dead end, open drain and keep following the path. You will run into 4 guardians along this path, each one more difficult than the last. Be careful, because one of them disarms. Once you get to the fourth guardian, kill it and get the key from the corpse. Then say I am ready now to face danbala and you'll be transed again. From here, go north and up and you are ready to kill Danbala (note that you'll need the key from the 4th guardian to unlock the door north of here). North, east of this is a no-fly DT. North, 2east is tunnelled to two people. North, 2 East, northeast is danbala. People needed: 3-4 warriors (preferably 4), paladins work good as well. Spells: basics, dragonskin, eldritch sphere, antimagic shell, acidward, eshields. Attacks: Hardhitting acid blasts, melee and a prog or two. IP Check: 1 Notes: Danny is fought using flee tactics, as in you tank for as long as you can (which is usually pretty short) until your hp gets too low(set wimpy to 500) or until you experience a particularly bad round and then flee, heal up as fast as you can and return to the room. Start in evas style and work your way up to standard as the fight progresses. DO NOT use empty heads, they heal him. Set wimpy to around 800ish and (as a sort of guide) flee manually (for sure) if you get lower than 600hp. You should have a few backup warriors at danny as well, you may want to try style rescuing but DO NOT rescue at danny, he has a prog. Also, when you flee healup in the room sw of him until you get to about 1000ish hp and then hurry back in to take some acid blast pressure off the tank as well as keeping the SW room vacant for if they want to flee (it's tunnelled to 2). Also, the longer you're in danny's room, the more of your melee hits him, the faster he drops, etc. Continue quaffing till full hp in danny's room. When going to kill danny, ld all chars, do not log off unless you want to go back to the beginning to recall. Also, make sure you use tick timers so they do not void, otherwise they will be transed back to the start as well. Once voided/quited, sw is recall. All danny chars should have 1600+ish hp alongwith a ravplate/demonspawn stormcloud and justices, ice girth may also help. Bring 2 or so tanksets per char as well as 500+heals (per char). Danny is tunnelled to 4+mob but if you have 5 you can keep one in the room sw of danny and they can rush in whenever someone flees. Other details on how to get to danny safely: From the entrance of La Chute: 2n, ne, u, e, ne, e, 3u, (Do not go 2w, it's a DT) in this room its good to spellup 2 chars with eshields and sanc in evas to tank the demons that wander around here (aggro) w, 2u of here aggro demons wander they wander this room as well as the ones n, n/w, n/e, n/u of here. From where you spelled them up (make sure the tanks are ungrouped) you must go w, (2w is a DT, BE CAREFUL) 2u, n, 2u - you will most likely hit the demons on this way, once you do that with one char and he gets hit by a demon, walk through it with your other tank char and if he hits the other demon quickly walk through the dirs wiht the main group and then flee out with the 2 tanks. If you do not run into 1 or any demons, then they must be w, 2u, n, w or e of the main group, place the tank char w, 2u, n of the main group and very quickly go through to the mirage (w, 2u, n, all up) before they wander out. After you get to the mirage the next few rooms are tunnelled to one so that you want each char individually to go n, nw, 5u, ne, u (n;nw;#5u;ne;u). BEFORE proceeding to the fire maze make sure you aqua breath all chars, because parts of the fire maze is non-magic and when you get into trans, it separates chars. Once out of trans you are underwater (which is why you needed aqua breath in the first place), so quickly go 2u, sa place my feet on the ground again. Once you have aqua, proceed to the fire maze and map it as in the previous post. Also, a lot of the time muzgrob's gremlin is already at the trans room so you may 'track gremlin' as well but know how to map it - but do not rely on the gremlin, just to make sure you can map it in case, have a char sit in the first room of the fire maze just in case the gremlin is in the wrong room. After all chars are in the 2u, sa place my feet on the ground again room, follow the path and op drain at the dead end and go e. 4 guardians now block the path, ice girth is strongly recommended for all chars and only justices work on most of them (i think). The first mob is the easiest but they get harder as they progress. If you have a small group go sty evas, ice girth, make sure you have fly and remove weapons - flee past the first 3 and when you get to the 4th (and already have the key) just say "i am ready now to face danbala" . You will be transed and do not have to fight the 4th guardian. Note that after the 1st guardian, you will want to mass cast all 3 elemental shields for the other 3 guardians. If going up to danbala for the first time, i recommend killing all guardians since you will probably have a big group and you must kill the 4th one as well in order to get the key to danbala. Once you kill the fourth, get the key from his corpse and say "i am ready now to face danbala". Up, north is the prep room. the 4 guardians... 1. oya - use non-magic weps (stunnable) <no shields> 2. oshun - use magic weps <icesh> 3. obatala - use magic weps <no shields> 4. eleggua - non magic weps <firesh/shocksh> so..you can use nasr on both 2nd AND 3rd mob... 1st and 4th, use justice... repair - back to danbala (?)
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