X-files


This is a quest designed to remove the aliens flag.  I am not sure if it could also give you alien
s flag but it is possible.  The zone is 2_person so you need to either take 2 characters of your own or bring a friend.  I find that it is best to have a 
cloaker of some sort in order to blind and dispel some mobs.  This whole zone is NO_SUMMON_IN so if you need to go out for some reason you 
need to walk back to where you were.

In order to get to the zone you must go 5wu4w3s2n from Market Square.  From here 'enter TV' and slide
down 2 rooms.

To the north is a terrorist.  He is anti-rune but you can shadow and blind him.  To the north is another terrorist and he carries
 Molotov Cocktails, which are traps so just drop them.

Ok, now there will be wandering FBI agents.  They are anti-rune and group so
 I usually use a cloaker to blind them so I can take them out one at a time.  They block all directions except south.  From the terrorist room, go
 n4es and get the key.  Then go ne and unlock the door.  Skinner is to the north.

The room is one_person, quaffable and she blocks flee.  
The room also is a drop_room which drops to the room right outside.  It is not hot so you can cloak and dispel, etc.  After killing her, go south 
and get the Fox's Passcard from the corpse.  Now go 8w2ds and unlock the door.  To the south is Fox Moulder.

This room is quaffable, fleeable 
and 2_person.  He is anti-backstab but you can cloak and dispel like you did Skinner.  Go in and take out Fox and get the key from his corpse.  
Then go 2n2u3e4n and unlock the door.  Go n4e and then to your east is Scully.

This room is quaffable, no_flee, 2_person, drop_room to 
room west.  Skinner is also anti-backstab.  You can cloak and dispel and then kill Skinner.  Go west and get the key from Skinner's corpse and 
then go 8w4n and kill the sergeant (Packer).  He is quaffable, anti-backstab.  Now to your east are 2 soldiers, cloak and blind one of them and 
then kill them.  Then to your east are 2 more soldiers, same thing.

Now there are wandering scientists.  They are anti-rune and group so 
cloak and blind them so you can take them out one at a time, just like the FBI agents.  They also block all directions.  From the second room of 
soldiers, go 5ed.  There is a blind trap when you try to go down again so be prepared to heal yourself.  Now slide down past the scientists.
  Unlock the door and then go 2w2u.  There are wandering aliens who are non-aggressive and don't group.  They only block north I think and 
they are easy to kill.  You must now go 2n3w and get metal.  Go 5e and unlock the door.  Now go enese and get the key from the avatar.  Now 
go wnws2w3nw and unlock the hatch.  Go 2ne and there are 2 scientists to the north.  After killing the scientists to the east is Cancerman.


He is quaffable, no_flee, 2_person.  Again, cloak and dispel and then kill him and get the key from his corpse.  Go w and unlock the door.  
Now go n and then to your north is Lord Kimbo.  He is quaffable, no_flee, 2_person, drop_room to the room south.  Since he is already dispelled 
you don't need to dispel him.  After killing him, go south and get the key from his corpse.  Go n and unlock the door.  Now go e.  
To the south is the Evil Comm, which is the last mob of the quest.

He is quaffable, no_flee, 1_person, reflect.  You can cloak and dispel him.  
He is coded like the mazekeeper so that you lose your aliens flag upon the deathstrike.  So make sure if you are using clones that you cast
 Wrath of God or something when he's at bleeding so that you get the deathstrike.  Or what I always do is just let a GOD know right before 
you attack him, so that if you don't get the deathstrike, they can remove the flag for you.

 
Veleprocation Palace

From m[], 5e, open gate 3e, 5n.
From there up are the Fifth Evolutions.  Have your group together
THERE.  Do NOT try to get through this part without at least 3
stunners.  They have about 1,000 hitpoints and do about 800 hps a
round.  They have about 250 hitroll.  Partition your group with one
stunner a mob.

Get your crs done quickly. =) Then head all north.  You should
encounter some "Fast Travellers." They are dispellable etc, however
it would probably just be faster to just kill them outright.  They
are blk_envenom.  Attack with your primary tanker and have your group
assist.  This is just because you often have these guys flyin in and
spankin up your party.  These guys do about 250 hps a round through
sanc.  They get 2-3 attacks. Head east (remember this by going against
the way the room desc tells you too.)  Head all east and then go south
killing the travellers along the way.  Then go up.  Post a druid/summoner here to summon you.  This is where the drop_to for the whole zone is going to be.  Rest here and drink some Gatorade. =)  Its an oliveroom to boot!

Ok, after you post your summoner head down north and west.  Keep heading west (killing the travellers) until you hit the Intersection.  When everyone is there, take a head count and make sure everyone is there. When you feel you are ready, SLIDE north.  (Also, if you miss the inter-section and accidentally go to the cattle, have your druid summon you out of there.)  After you slide north, you encounter elementals.  These bitches REFLECT.  The best thing to do is sleep them.  You can't dispel or envenom the mothers, so you will just have to take it.  They each have about 1000 hps.  Its good to have a group healer do about 4 or 5 group heals.  At least thats all I think you will need.  After these guys are dead, take stock.  Then head north . . .

This is where the first group (ie "us") died.  Up ahead are the dogs. They each have about 500 hitpoints but do about 400 a round.  It should follow the 2 3 2 order. One of the dogs through here has the key to the apocalypse. Have your summoner in the mattress room get the key from the corpse of the dog that falls into the room.

In the first room there should be 2 dogs, second room north there are 3 and third room 2.  In the next room, you can peek but I believe there are 2. Each of these rooms are NO_MAGIC except for the second or third one.

Just rest or heal up there.  After you kill all the dogs,
(split up your group with stunners on each one) head all north and you will see 4 corpses.  One of those corpses is not like the others.  It has a Crystal of Light in it.  (There isn't really a COL in there, its just something the creator of the zone put in as some cruel, evil joke.)  After you enter the corpse, you will see some photographers.  Make sure all your group is with you, because you can't blind these guys.  The photographers GROUP and they MAIM.  One of my blades got his head maimed off here so make SURE your group comes in.  Assign your group wisely as well.  After you enter the portal and kill the photographers there, head north.  Kill them too.  West is a DT so watch yourself.  Go east and kill photographers, open darkroom north, and go north.  Kill photographers again and head east, north, east, and unlock office down.  When you are ready, head down and kill stuball. He breathes fire and is pretty much like any other big mob you've ever fought.  He has the Fire of Eternal Glory (5 hit 5 dam light) and a key.

After you kill him, go north and you are back to the Veleusian Palace Entrance.

The next phase is the Me'lach's Double Banded Ring.  He also has a key that will open the treasure chest which holds the Veleprocation Crystal, but we'll get to that in all good time.  When you are at the entrance you would want to go west.  You will be at the Pool of Death.  When you have your group together enter pool.  The first mobs you see will be the Balisongs.  They can be rather bothersome, since they are essentially just like the photographers.  Head north (what other direction does he use?) and kill some more until you get to the soundproof cavern.  This is a hot room but you will be in here for quite a while.  Unlock stalagmite n and open stalagmite.  Have your group rest here and get a really good blade to kill the rabbit 2 north.

The rooms ahead are 2 person and 1 person rooms respectively.  My suggestion is to have a druid come with you to miracle you as you are fleeing out. So in the 2 person room north, have a druid and a blade.  Have the druid spell up the blade before he goes in.  Have the blade set his wimpy to %80.  When he is ready, the opponent he is fighting is the most foul, cruel, and bad tempered rodent you've ever laid eyes on.  He's a killer! (for you monty python fans).  Envenom the bastard and start trashing.  He hits about 500 through sanc so be ready with the
druid's miracle as he is fleeing out.  (Make sure you don't have any lag before you go in to avoid any messy crs.)  If you die here, which is a possibility with lag, get another character to head north and go after him.  The rabbit doesn't sac, but i believe he does scavenge.  He has the JanSport Backpack.  It is rent reducer and you can wear it on your arms.  It also holds 3-400 midgets so its pretty good.  After you get done here you have 2 options.

You have a underwater section ahead.  The directions through it from the soundproof cavern are all n,2w,d,u,d.  After you reach these directions there is a mob here which SACS.  He is the Second Evolution (SAC).  My suggestion to you is to either have a druid or an archmage cast their most damaging spells you can and have the whole group summon them back. Since the mob only has about 500 hitpoints, he will die quick if you can get a system going.  Wrath or Wizfire and summon him back.  He should die with about 10-15 hits.  While your group is growing hair, building a house, or god help them, doing another zone - you will be saving their asses from a serious saccing. oh, btw, the stream is a 2 person maze.  If you can get your group through here and want to take him on, be my guest - but it's not advisable in my opinion.  After the Second Evolution is dead, either summon or wake your group up and go u.  The mob to the north is Me'lach, so be on your guard.  He ACIDS so put on your non-upped, whatever eq before you go in.  Keep him stunned and he should be no problem.  This mob has the Key for the treasure chest and Me'lach's Double Banded Ring.  (5hit 5dam 15ac) After you kill him, head out to the Entrance.

Make sure all your group is ready again and get ready to fight the Raptors.  They are east from the entrance.  Each of them have about 5000 hitpoints and can do some damage if not fought and stunned properly.  There is a max of 4 in each room so just watch yourself and make sure you split your group up well. =)  When you get to the Concrete thing you are at the foot of the Castle Entrance.  When you are ready, go up.

The Veleusian Palace (The Castle Part I)

BEFORE YOU GO UP:
Know that in this direction there are Veleprocation Guards and these mothers can tear the fuck out of your group.  Split up your group wisely because they each have about 10,000 hitpoints each.  They group and are anti-rune.  They pretty much breathe everything but acid.  So like I said, come in stunning.  After all these guys are dead head west.  (One more thing, they also scavenge, so if you die here, mobilize another group to get your corpses and equipment.)  When you head west, you will encounter many fiends.  There are wandering acid fiends and veleprocation fiends. They group and assist with their own kind, and the acid fiends are anti rune.  My advise would be to just come in stunning and kill as many as you can find, because they will tear your group up in a hurry if they wander in and attack a non-tanking member of your group.  The directions are as follows after you head west from the entrance:
2n and east.  (This is the quickest route, but if you want to kill all of them to avoid walk ins, the format is just a 3x3 square.  Kill all of them you can find.)After you do the 2n,e thing, get ready to attack more evolutions.  These mothers SAC as well so be on your guard.  There should be 2 or 3 up.  Divide your group wisely and put a stunner on each of them because they do about 500 damage through sanc.

You may want to post a summoner *HERE*.

To the west are the Crystamar Guards.  To the east is Temptation.  Go to the east and kill temptation mobs first.  One of them has a key.  Get a stunner on each of the 3 of them.  They each have about 5000 hitpoints and do 300 damage through sanc.
These stats mirror those of the Crystamar Guards.  After all the temptation mobs are dead, go 2 west and kill all of the Crystamar Guards.  After they are dead you are ready to go through the maze to the cage where Dan Marino is being held hostage. ;-)

This is a tough part because all of the mobs in the maze SAC.  The mobs have about 800 hitpoints though, so they aren't that tough.  They don't do too much damage, but they can get to be a handful because they GROUP.  The directions through this maze are:

u,d,s,d,e,n,u

You will have to kill hollow hoarders along the way.  They aren't aggro, but keep in mind that they do SAC.  After you are to the room that says "Out of the Hollow!" you will find Dan Marino 2 north.  Get the key to the bearcage out and unlock cage n.
Dan Marino is a toughie.  He has like 30,000 hitpoints and can kick some major butt if you let him.  He hurls balefire through sanc, and he breathes frost and stuff.  He does not spit acid though, so thats good.  Just come in wielding hell and brimstone and you should kick ass.  Dan is modeling the lovely and yet professional Isotoner Gloves which retail at K-Mart and Dillards for 19.95. (hit 6 dam 6 ac 8).  You can exit east and head back to the entrance.  Have your summoner at the Foyer summon you to where they are.

When all of your group is summoned to the foyer, go east.  Its time to go after the VELEPROCATIONIST!

The Veleusian Palace (Part II) (aka the short part)

After you go east, go north and you are in the morgue.  (Read the room
descriptions here they are really cool!) ;-)  The directions through this maze are:

d,w,n,2d

As soon as you are here, you should be at the bloody floor.  To the north is a door.

*POST A SUMMONER HERE*

You need to get the key for this, of course, so head east.  You will slide to a small maze.  It is "Hanging Over the Bloody Floor."  One of the zombies through here have two keys.  When you kill the zombies, their corpses fall to the bloody floor. The zombies group.  They do about 200 hitpoints damage through sanc.  They are not aggro, so you can look at each of them and see which one has a key.  Be prepared though, for the group attack.  Have your summoner look through all of the corpses you kill to get the key and you can either kill the zombies to get out.  (From the drop from the slide room, you can go north and west and pick citrene west) or once you've found the key to the Venerum, have your summoner summon your group out.  The Citrene is the other key, but you don't need that one.  All you need is the Key to the Venerum. Either way you choose, (summon or north, west, pick citrene, west) you will end up back where you first slid.  Take roll, and then unlock venerum n.  Open it and get ready to face the Veleprocationist.

North is the Veleprocationist.  He is a nasty mob which is the reason for the whole zone.  He is a lot like Dan Marino, but he breathes frost and fire.  He has about 30,000 hitpoints as well.  Go in stunning and then after he is dead, unlock chest and open it to get the Veleprocation Crystal and Vitavitavegemen.  Crystal is (6 6 9d5 bite weapon.)  Vitavitavegemen is a Cumulus Nimbus potion with armor and magical vestment.

Make sure you are grouped with someone before you use it.  Also the chest is a container you can take with you.  It is a 400 midget container too.  Not bad. ;-)
After you are done looking at everything and making sure everyone has all thier limbs in tact, enter way.

Veleusian Palace (Part III) (The End)

You should be at the Veleusian Palace's Glorified Entrance.  This can be the hardest part of the zone right here.  There are RIOTER'S north.  The Rioters have 250 hitroll and can do roughly 400 hitpoints a hit.  Get a stunner on each of them.  Then Tear them up.  The directions through this maze are:

2n,u,s,u

When you get here, open carpet down.  north from here are the veleprocation pins. (300 midget containers you can wear as insignias; like SW insignias).  Get them and come back. When you are ready, you have Chaos Rapians down.  You can take a choice.

1.) You can kill each of these mobs with your group and risk a severe
decimation, because they can hit really hard.

2.) You can speedwalk past them and kill the last set of rapians before
tribulation.

The directions are as follows:

n,e,2d

Either one you choose, be on guard, because they are all anti-rune.  They will attack you right off the bat and do about 800 hitpoints damage.  When you get to the last room you will find apocalypse down.  Unlock and open apocalypse.  If you are looking for the key,
it was on one of the dog spector's corpses.  Get the key from the matress room or fromyour box if you have it in there and unlock apocalypse d.  Get ready to face Tribulation.

Tribulation is a nasty mob which I would recommend you come in stunning.  He has about 30,000 hitpoints and can wipe the floor with you because he SACS.  This isn't that much of a problem since the room is drop_to anyway.  If you die, your corpse will drop into the mattress room.  You can exit and go to the matress room if you want, or you can face one of the ultimate terrors - The 50 DT.

The 50 DT is special.  The reason it is called that is because you have a 50 percent chance of sliding into a DT and a 50 percent chance of getting to the mob you want.
This would turn back pretty much every group, but there is that haunting piece of equipment ahead of you called the Abercrombie Cap.  It is a 6 dam 6 hit 20ac head piece.  It also has a minlevel.  Abercrombie also has the Timberland Boots which are 5 5 15ac.
Not bad eq to risk a dt for, eh?

A trick I've found is to have a naked druid slide and if he dts, just summon him back.  He will slide into a dark room and abercrombie does not have infravision.  Cast infravision on the druid and have the group remove their lights before summoning them in.  Cast infra-vision on the rest of the group and summon them in.  Since the dark code was changed, you also may not be able to see.  Drow Assassin/clerics are best since they can summon in dark places really well.  When you are ready, you can either wear your lights and start fighting Abercrombie, or you can fight him with infravision.  It's your choice.  After you kill Abercrombie, the corpse will slide to the matress room.  Have your summoner summon you to the matress room and get the Abercrombie Cap and the Timberland Boots.  You can rest up there and get your last drink of Gatorade before you split up the eq in mallins.  Open the matress to get to mallins from the matress room.

-End

 
Underwater Desperation
Dirs to zone: 9es
(FYI: This zone is PK-ONLY, equip & rooms)

Equipment:
==========
Cross Necklace      - 40adv, 12ac, 75hp, 5hitr  (NECK):breathe-water
Band of Vengeance   -    25, 10ac, -5ar, 6dam   (WRIST):anti-summon, masterpiece
Crimson Badge       - 30adv,  7ac, -5ar, 3dam   (BADGE): 
Red Leather Sleeves - 40adv, 12ac, 5dam, 5hitr  (ARM):anti-summon
General's Cigar     -    20,  8ac, -3ar, 5dam   (HOLD):berserk
Schultzdeig's Crown - 44adv, 15ac, 5dam, 5hitr  (HEAD):inv, sneak, haste

Mobs:
=====
Guardian      - 10k, flees, reflects, see shadow, switches, 3 hits for 150
berserk
Goblins       - 2.3k, scavenge, maim, blk walk/blind/parry, hit for 300
Maiden        - 20k, reflect, maim, 2 hits for 320, blk dispel/blind/steal
blk dp/gust, fleeable
General       - 20k, reflect, maim, switch, 2 hits 300dam
  blk env/sink/dispel, berserk
Minister      - 20k, SACCING, flees, fleeable, reflect, switches, 3 hits for 322 
parry
Servant       - 2.6k, aggro, reflect, maim, berserk, hits for 200
Ghouly Fish   - 6k, blk n/e/w, hits for 320
Hungry Ghouly - 6k, maims, switches, 3hits, aggro through rune, hunts you, ignores no mob, hits for 150
Darkwater     - 6khp, sentinel, scavenger, aggro through rune, sacs, 3hits for 200 (DOES NOT SEE SHADOW)
Drakhleon     - aggro, dt, breath lightning, vicious, 3 hits for 300, scavenge
blk gust/scare/dp/sleep, parry
Slug          - 2.5k, blk dirs, aggro, reflect, blk env/gust, berserk, hits 
                for 400
Trythe        - 20k, dtouches, aggro, blk_recall/sink/dp/sleep/blind/d,
                berserk, 2 hits for 300
Irsmuth       - 20k, aggro, reflect, 3 hits for 150, blk sink/sleep
                blk guin/d

Walkthrough:
============
mob:guardian, s, heal up, enter crack, wait here until
the mob hungry ghouly hunts in and attacks, kill it
go north, walk around this area and be wary of the darkwater snakes,
the will kill you and sac your eq, but they can be avoided, use peek and
don't walk into a room with one, kill the ghouly fish until you get a key.

go to the farthest north east corner of this ghouly fish area and unlock/open the
bronze door
mob:drakhleon(BADGE) NO-MAGIC, .s2wn
enter crack mob: 2goblins,n mob:2goblins, n mob:2goblins, n mob:2goblins, n,
e mob:2goblins, set wimpy, s mob:lady(SLEEVES), n, e mob:2goblins, e mob:2goblins, e,
s, s mob:2goblins, w mob:general(CIGAR), e2s mob:2goblins, 2w2n mob:2servants,
n mob:minister(CROWN) SACCER!, .3s2w, enter crack, s3e mob:darkwater SACCER, 2se,
enter current (ALL UNDERWATER)
In this area mobs called stingray who are comparable to hyenas in gilgamesh
will attack you, there should only be 5
n, mob: slug
2n, mob: slug, 2nes, mob: slug, 2s, mob: slug, 2se3n, mob: slug, u
mob: Trythe (NECKLACE)
dn, 2ne, mob: 2 slugs, 4s, mob: slug, se2n, mob: slug, 3n, mob: 2 slug, u
mob: Irsmuth (BAND)
 

  Most of the equipment rooms are maxlevel 35 advanced (marked with a *), but
  up until you get to the mob with the zephyr belt you can take advanced with
  to help you out.  After that point you are on your own since the entire zone
  is block summon, block visit, block gate and any other block possible.

1.     14e 3n 2e 2n w 2n u 4w 3n w

2.   * 2w s 
       - Liza (Lace Petticoat - 9ac, 3 hit, 3 dam)
       - Mule (saddlebag - waist, about container)

3.     n w 2n - (3) Altar Boy (1 backstab should do the trick)
       open door e - Sylvia, very hard, and blocks flee(amethyst rosary: )

4.     The door in 5 is pickable so you can skip this part by going w,2s,w,n
     * w 2s w s - Allie(shot: liquid container)
     * u - Sheb (carving knife: & key)

5.     d, 2n, unlock/open backdoor , n
       This is the front porch - from here is scorpions, they roam, agro, and gas
         and the rooms after this are all hot

6.     4w, n, w, n, 3w, s, 3w, s, open trapdoor, d, kill daemon, get key
         room is not maxlevel and mob does not see shadow so bring an advanced
         druid, shadow him, then go down and spell the mob up.

7.   * u n 2w n w w, kill Spirit (zephyr belt: ).  This mob blocks magic, and 
       remembers so don't die or there is a nasty cr

8.     Unlock/open stone 2n, u, open hole n, n
       The next few rooms are a 1 person bottleneck so peek before you enter.
       2d, n  This is the first regular room of the maze.  Two kinds of mobs,
       mutants and mutant leaders, both roam.  Mutants are pretty easy and don't
       see invis.  Leaders are sanc, agro, scavenge and see through invis.  One
       of the leaders has the gatekey but he should be on the way to the gate.

9.     Here's the directions for the mountain maze, watch for mobs on the
       way, since they roam and are agro and leaders scavenge but not sac.
       2n, 2e, then follow the path.  Watch for the flying dt.  After the flying
       dt there are no more mobs so go all north to the gate.

10.    Unlock/open gate, go north.  Set wimpy to about %50 and spell up and
       have druids make charmies.  Next mob is Walter.  He blocks magic, blocks
       most attacks (pummel, dpunch, etc), blocks backstab and hits real hard.
       He also maims and casts archy spells.  Once you flee out (hopefully, you
       flee out), just wait for your charmies to either die or kill him and go
       in and clear out the corpse.
         gold pendant: ac 10, 5 hitroll, 4 damroll
         tarot cards: wisdom 6 constitution 6 - great levelling eq
         basalt staff: 6d6, damroll 5, hitroll 4, 2 attack
         Jawbone of Walter the Wizard: 7 ac, 4 hitroll, 75 mana, earring, eye, visor

  I'll go back and fill in the equipment as I get it again and remember what
  the new stats are.

 
Mechanoid Crystal

s,3e,2s,5w,4n,e,n,4w,3d,e,4d,s,<enter rift>
that brings you to the entrance of rifts
<open hatch>,u,3e,n,<open hole>,d,s,2w,n,2w,2s,w,2n,w,n,w,s
<open vent>,s,d,<open pedestal>,d,<unl/open rift>
and mech is north
you have to go thru zone cloaked tho
and key needed is called "runic scroll"
key is from ithan section
from the entrance it's <open hatch>,u,s,<open bush>,d,s,w,w,w,w
but there are avatars in that zone
I usually just go into the room with the mob with the key....spell it up'
and summon in my tankers and hammerers
so I'm sure not to flee out into avatars
key mob name 'shifter'
 
From [E]5w;open gate;4wd2s2d4n7wn3wn
(kill aggro dog, ent train)

There will be one soldier there, he isn't aggro, kill him
then go south, there will be another solder, kill him and ent train
2n - one more soldier
west, south - there will be two soldier, they assist

Camo then run 6s4esd3e (you can summon others here who cant camo)

Ifrit is 2e2n from this room, but inthe next three rooms there will be 3 roaming aggro gernades. easy to kill but hit hard. 

Kill Ifrit (breathes fire) for random serpent piece. 

Kelp

1/22/2012

0 Comments

 

Kelp are good to level for high levels. All green algae.
From Market, south x 2, then down. Take subway, up x 2.
Now all they way west, then down, south ... etc. The
beach with the kelps is like three or four levels down.
Good luck.
 

A mended bony plate can improve your armor
about 40 points!!! It's easy to get: Jurassic
Park. From market, 5w (open gate) 3w n.
The bony plate is carried by the Stegosaurus.
You can find this mob in the first five rooms.
It's a linear zone. Some Gnathosaurus (GNA's
favorite mob?) carry talons (a ring).

Just a memento of my visit. No evil designs,
just curious. Take care you all.

Morcus.
 

From m[] go 1n,5e,1u,9e,3n,2e,2n,1w,2n,1u,4w,4n,7e,2s,3e,3s,3w,3u,4e,6n,4w,
3s,2e,2n,enter pool. From the shores of melnibone go 1w,1n, kill erekose,
1u,1w, kill hawkmoon enter wheel, 1n,1e,1n,1e, unlock and open
irregularblackopening, 2s to gagak, kill gagak, enter pool to agak, kill
agak enter pool back to ship where packet of time is located. Make sure to
have rune_protection when going to gagak and agak because there are several
aggro mobs on the way. Also be sure not to leave items in your inventory
because they may be destroyed by gagak+agaks breath weapons.

Sara

1/22/2012

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From m[] 8e;u; all north; en;  follow pass