Danbala Wedo
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