Can hunt from here.
From M[] 5e9se;open door n;6n2w;open backdoor;wnw3n3e2su3n3w3su2nes
Can hunt from here.
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Oblivion and Buddha Walkthrough
December 4th 2011 Looney Tunes Market Square : ssd;ent subway;2u;10es se5n;pick backdoor;open backdoor; A:Equipment Tweety Wonders around: (hoop) 2n: Cat(Perfume Bottle) Fudd (Musket) e: Gonzales(cheese) n: Foghorn (Firecracker) Chickenhawk (Coil) w: Coyote(ACME) Roadrunner(feet) Lepew(odor) Bunny(skin) sw: Son(Lid) Duck(Sleeves) s: Sylvester(Paws) 2n: Taz(Claws) Granny(Skirt) n: Pig(Basket) Sam(Guns) Martian(Helmet) e: Porky(Bowtie) Eq Stats: Tweety: Tweety's Hula-Hoop (ac8 damroll3 hit25 finger) Cat: A Perfume Bottle (liquid container) Fudd: An Old Musket (hit20 hitroll2 wand/hold) Gonzales: A Piece of Swiss Cheese (Dex2 Hitroll2 hold) Foghorn: Firecracker (damroll2 hitroll2 light) Chickenhawk: Coil (dr3 hr3 ac6 wrist) Coyote: ACME (con4 wis4 hold) Roadrunner: Feet (ac8 move65 hp50 feet) Lepew: Odor (ac10 dr2 hp50 about) Bunny: Skin (ac10 dr3 armor-5 body) Son: Lid (ac10 dr2 hr2 shield) Duck: Sleeves (ac6 dr2 hr3 arms) Sylvester: Paws (ac5 dr3 armor-5 hands) Taz: Claws (2x 5d5 dr4 hr4 berserk/haste wield) Granny: Skirt (legs ac8 dr2 hr2 detect-evil) Pig: Basket (hold container) Sam: Guns (2x 5d5 blast dr4 hr4 haste) Martian: Helmet (head ac10 dr2 hr2 detect-magic Porky: Bowtie (neck ac6 dr3 hr3 Market -> 5wu9wn
A:Random + Ivory 5n4edw: Falcore (Random) 6ene5n: Lady (Ivory) B:Crystal, Collar, Sword, Robe, Holy, Crown Recall (to beginning of zone) 6nw: 3 Gypsys [only kill 3rd] (Crystal) e6n3w8n: Priest (Collar) 3ed2es: Lancelot (Sword) nw3ue: Merlin [PAINFUL FIREBALL] (Robe) 2wd: King (Holy) ue3u2n3uwn: Queen (Crown) se2n open door north n3d C:Rest of Zone This is the *MIDDLE POINT* 1. Platemail and Amulet 3n3uw: Knight (Platemail) e2unu: Dragon [silences] (Amulet) BACK TO MIDDLE POINT 2. Mask 3w2une3unw: Phantom [invisible] (Mask) BACK TO MIDDLE POINT 3. Box and Ring dw: Pandora (box) 7n: Dragonia (Onyx Ring)
3senen: Red Dragon (Bracelet) sws3wnw: Blue Dragon (Arms) ese2swu open dome up u: Chief (Bible) 2desw: Warrior Dragon (Sword) esw2s: White Dragon (Eye) 2n3ene: Wizard Dragon (Staff) wsese: Black Dragon [acid] (Shield) wnw3ne: Gold Dragon (Fist) wn2es: Green Dragon (Neck) Narshe - Part I From Mkt [] 11w, n, 3u. This is the top of the mountain. To the south is the airship where Paladins Shield comes from. Lower Level Area: North of the top of the mountain is an area where players of lvl 20+-30+ can get good exp. Also in this area are Genji gloves, Offering, and Thornlet helmet. The mobs with the eq. are for mid to high level non-avatars... though I would suggest grouping to kill them as a non-avatar. Higher Level Areas: Deep 13. From mountain top, n, 5w, open rock 2n, 3e, d, n, open secret. This is where Old invention Exchange is on Joel Robinson. Have good hp or group, because there are many no magic, aggro. mobs. Temple... 4n, e, n, open secret, d. This area has Urd, Belldandy, Skuld, etc. You have to get keys etc. and the rooms for many of the mobs are no_magic. Mikey....Satellite of Love... 13n, open secret, d, kill mob, n. Mike Nelson has Jumpsuit. Narshe - Part II from Market Square 11w,n,3u - (Narshe Entrance or [NE]) Celes: [NE]- 13n,u,2n,4w,n,u,n,2e,s (FORCE ARMOR). Void: [NE]- 8n,e,n,open secret down,d (EVERYTHING DROPS TO VOID) Ranma/Akane/Genma: [NE]- open passageway west,w,4n,4e,2n, w - Happosai (KEY), 2e - Kodachi (KEY), w,2s,2e,unlock door north, hunt Ranma, Akane(BELT), & Genma(WEAPON). Ukyou: [NE]- open passageway west,w,4n,4w,n (UKYOU SPATULA). Ryouga: from south of Ukyou- 2e,2n (KEY), 2s,3w, open gate north, hunt Ryouga (BACKPACK). ===================================== Narshe Narshe & Ranma 1/2: from Market Square 11w,n,3u - (Narshe Entrance or NE) Celes: NE- 13n,u,2n,4w,n,u,n,2e,s (FORCE ARMOR). Void: NE- 8n,e,n,open secret down,d (EVERYTHING DROPS TO VOID) Nelson: NE- 13n,open secret down,d,n, Deep 13: NE- n,5w,open rock,2n,3e,d,n,open secret (INVENTION) Urd/Belldandy: NE- 4n,e,n,open secret down,4n (URDS LEGGINGS), 3s,unlock door east,e (BELLDANDY'S COLLAR). Ranma/Akane/Genma: NE- open passageway west,w,4n,4e,2n, w - Happosai (KEY), 2e - Kodachi (KEY), w,2s,2e,unlock door north, hunt Ranma, Akane(BELT), & Genma(WEAPON). Ukyou: NE- open passageway west,w,4n,4w,n (UKYOU SPATULA). Ryouga: from south of Ukyou- 2e,2n (KEY), 2s,3w, open gate north,hunt Ryouga (BACKPACK). Illumina Sword Top of Narshe hunt Mantodea, blind Mantodeas, kill Mantodeas, cloak and go spellup Emperor, kill Emperor, 3 or so north, kill Atma, north is flying DT so make sure you have fly, kill Kefka, corpse sinks, just cross the first 4 way junction, at the 2nd go east then north, and open secret, d, get all Kefka El Cid's Leggings Dir from MS
#5wu4w3s4n2e nwse nwse nwse nwse nwse: the Level 5 Hallway Open door s, sen: rapist in rooms kill them open trunk d, d open dumas n, n: kill sarah camo go e, blind fans, then jack n: kill greeter (silver key)
9n4e: kill manager (gold key) 7s open door south s: kill manager (bronze key) open door s, s: kill 2 guards s: kill 2 guards s: kill exec (silk necktie) all n, all w, open door w, w s: kill 2 tech s: kill 2 tech s: kill 2 tech w: kill 2 tech w: kill 2 tech unlock/open door, n, n: kill manager (static boots) s, enter butt w: kill 2 guard w: kill 2 guard s, e, ent butt 2w, s, e, enter butt, e: kill 2 guard 2e: kill 2 guard e: kill chip Beware of guard on the way to necktie and laptop, need 2 or more to kill the guards. Canals WT
written by Wilder recommended: (A) to (E) can be done with 3 stunners, 1 druid, if you know what you're doing (F) to end requires 6-8 stunners and 1 druid to be safe an archie is also helpful for foresight/portal Note: can do parts (A) to (H) in any order you like zone only pops on reboot/crash Keys are all rentable, so you don't have to do the zone all at once to get the CoL (Starting) s7e, ent train, s3wn: 4 tourists (assist, 3 disintegrates, pretty easy) n:gloria *canaltrip ticket* 2s3es3ws, unl/op boat w, w, n, ent door,n, e: 3 SS {aggro, don't see cloak, blindable, spellable} n: 3 SS; u: 3 SS; w: 3 SS u: SS Officer {2 person room, can be spelled by naked cloaked arch/druid that quits out, no-magic room} ent page, e, n through wandering prisoners {not aggro, sac}, guards (aggro, don't see cloak, don't block, disarm, spellable} [easiest to just blind any guards in your way, take the group up to the officer, and hope that no guards wander in] [be careful, plenty of DTs around here, plus prisoners sac] : officer {spellable, aggro?} (A) Star of David, The Key to the Treasure 2n: commander {blocks, aggro, spellable} n: mengele {aggro, fairly dangerous} <antidote> [anne is also here, thus don't use mob; anne acids and sacs, but you don't have to fight her] have a naked char hold antidote, use antidote anne, tell anne safe <Star of David, The Key to the Treasure> 2s, ent way, w, n: **ground floor of canals** [from here, zone is modular and you can pick whatever area you want, except for the Guru's whiskers and CoL] (B) Gunner's Boots, Hand of Napoleon, Key n: provoost [breathes fire, dispellable, aggro] ent waterloo, watch out for aggro wandering assisting soldiers w,s,e (taunting soldiers as needed): officer *charge order* w,n,all e: unl/op barricades, all n: more soldiers, taunt as needed 2e: cannonier <Cannonier's Boots> all w, 2n, op tent e: 3 wandering officers [aggro, dispellable, tauntable] (be careful... they wander and 2 at once hits hard) e,n: napoleon [aggro, spellable] <The Hand of Napoleon> e: Josephine <Key>, n, s **ground floor** (C) Mummy's Bandage, Spirit Dagger, Key w: provoost ent sarcophagus: wandering egyptians [not aggro, don't see cloak] n,w,n: priest [aggro, spellable] d: get key (water room, 1 person, no exit, use insignia and summon back ) s,e,s,e, unl/op pyramid e, e:2 guards [aggro, see cloak] [watch out here: curse wanders, not aggro, but sacs: if you see him, taunt and take him out] e:2 guards [aggro, see cloak], n:2 guards [aggro, see cloak] <spirit dagger and spirit dagger key> curse has *hieroglyph* 2e,unl tomb n, n: mummy [aggro, spellable] <Mummy's Bandage, Key> n,e: **groundfloor** (D) Tiger Stripe, Shaman's Holy Belt, Key e: provoost ent fire, 2w, n: look for ox with *branch*, sleep/blind the others (one tiger in the ox area: tiger [aggro, wander, hit pretty hard, tauntable]) back to first room, s, s, e: 3 tigers wander here, peek/taunt as needed <Tiger Stripe> s, unl/op limb w, w:bog mob *pebble* e,n,w,2n, n: wandering cavemen (mobname?), assist e, unl boulder n, n: shaman <Shaman's Holy Belt, Key> n,w: **groundfloor** (E) Rembrandt's Brush, Reality Check, Key u,n: provoost have one strong char ent nightwatch, slide once op strand in all dirs: one exit is a DT, one is a flying DT: move into room that says Hovering Over Reality s: 2 shards [disarm, dpunch, block, no magic, sinks to nightwatch portal room, low hp] n: watch out for twilights [aggro, wander] get portalled to: rest of group join you [best idea here is to clear out the path up to picnic basket with an eq'd char; bring a naked char, quiting and re-summoning if he's not on the right path,up to the room with twilights, and portal to him there; bring your whole group through] [alternatively, you could bring the entire group through 1 by 1; but there is more than one sliding strand, more than 1 room with the 2 shards, and killing your entire group on the shards or in DTs might not make your group happy] kill wandering twilights, e, group rests n: 15 shards [cannot envenom or decay, resist fire storm, but can flee] <reality check> [here it is recommended that you either use backstab, fire storm, or chi strike with eq'd chars, with use wimpy max; fleeing puts you in the picnic basket room; get liquor out of picnic basket to for healing; go n, e, n to shard room] in room with 15 shards: Rembrandt's Ghost <Rembrandt's Brush> n,s(?): **first floor** (F) Logical Conclusion, Key s: provoost ent red (central room, can quaff here) n: 1 red flake [aggro, see cloak] s,e: 2 white flakes [aggro, see cloak, reflect, sanced] w,s: 3 blue flakes [aggro, see cloak] n,s: 4 blue flakes [aggro, see cloak] n,e: 5 white flakes [aggro, see cloak, reflect, sanced] w,n: 6 red flakes [aggro, see cloak] s,w: 7 yellow flakes [aggro, see cloak] e(? check with peek): logic <logical conclusion> n,n (?): **first floor** (G) Circle of Stars, Pointed Tooth, Key w: provoost ent vangogh: fox [aggro?, pretty easy] e: gentleman [aggro] n: 25 ravens [can't envenom or decay, ~3 annihilates] [a couple options: can take a naked druid in and flash a couple times, then bring the party in and have everyone spam assist; or use backstab/wizard fire/chi strike/fire storm/dragon breath with an eq'd char and suck up a couple con there] once all dead, from raven room, go: s: 4 hails [aggro, sac, see cloak, pretty easy tho] e: mob ; w: mob; w: mob; s: mob; n: mob; e: mob; e: creator <pointed tooth> [all aggro] n,e: **first floor** (H) Moment of Inspiration, Key e: provoost ent Magritte: tears [wander, aggro, assist, tauntable] wander on the square path 3 on a side to find the tear with borax go to the room at 3 o'clock on the square, unl/op drain w 2(?)w: Iris, w, d: 5 sponges [aggro, sac, assist, cast solar flare, not too hard] e, all n, fighting neurons [aggro, hit hard, wander, tauntable] u: inspiration [aggro, blocks] <moment of inspiration, key> n(?), w: **first floor** (I) Guru's Whiskers, Crystal of Light (make sure you have all 8 keys before starting this part) dunno exact mobs; starts with 2 hoarders and increased by one hoarder each floor; the other mobs are not aggro, except for the 3 chaos mobs the 3 chaos mobs reflect a lot, so have at least 1 druid ghealing and have everyone turn color off the final room, unlocked by the Key of Treasure, has ~11 hoarders, BUT these guys can be taunted/wander out Hoarders are aggro, sac, and die in a wrath or wizard fire, maybe 1 backstab Best approach is to put one stunner per hoarder just to be sure, you don't want to be sacced here Mob in second to last room has the whiskers. Work your way up to the famed CoL! EQ: The Logical Conclusion: TAKE LEGS, DETECT-INVISIBLE PARRY, ARCHMAGE DRUID Minimum Level: None, AC-apply is 13 DAMROLL By 5, MANA By 100 Star of David: TAKE ARMS, DETECT-MAGIC SENSE-LIFE, ARCHMAGE DRUID, Minimum Level: None, AC-apply is 12 DAMROLL By 6, MANA By 100 Rembrandt's Brush: TAKE HOLD, INFRAVISION RUNE_PROTECTION SPONGE Light Intensity: Dim, DAMROLL By 6, HITROLL By 5 Gunner's Boots: AC14 5DR 5HR A Pointed Tooth: TAKE NECK, INVISIBLE INFRAVISION HIDE AC: 12, Affects: DAMROLL: 5 HITROLL: 5 The Severed Hand of Napoleon, TAKE HANDS, DETECT-INVISIBLE SANCTUARY AC: 12, Affects: DAMROLL: 6 HITROLL: 5 Spirit Dagger: wield/hold, 6D6 5DR 5HR, 2 hitter, thief-only, no min level (the uncolored dagger is a no-rent dagger, but it has the same stats as the colored one) Mummy Bandage: body, 6DR 4HR, AC18, 1 bit (good for monks) Shamans Holy Belt: waiste, about AC12 DR6 HR4 Moment of Inspiration: head, about 100MANA 6DR 15AC, druid/arch only The Guru's Whiskers, TAKE NECK, RUNE_PROTECTION IMMUNE_SUMMON AC: 11, Affects: DAMROLL: 6 HITROLL: 4 Tiger Stripe, TAKE FINGER, FLY AC: 6, Affects: DAMROLL: 5 HITROLL: 6 Circle of Stars: wrist, AC10 DR5 MANA60 Crystal of Light: wield, 8DR 5HR, between 8d8 and 9d9, rune haste, SMITE! FALL OF KRONDOR WOLFFS ZONE WT by waylander…. Krondor boots All e 3 ogres agro assist disarm U same U same Leader agro acid and 2 ogres (no magic) Gloves of unholy power 6,3 16 ac s e wagraut agro c shadow wander e e s e ent tent leader agro acid vampire cloak -10 -15 5 hr,scintilating belt 4,4 17 ac 3nwnw wolves maim assist agro c shadow w n n w slide u kill snakes easy agro usay 5 babies not agro mother will attack when u attack babies slide u n bats agro assist n shadow beast agro e vampire agro maim Helmet demonic possession 6,6 18 ac (sense life detect invis) all n kill guards not agro shockwave disarm skeleton not agro heunmyr agro assist e e n n w wsay 4 stricmort not agro solarflare u 4 stricmort u Leader agro maim c shadow (clones follow u) Get Helmet demonic possession 6,6 18 ac sense life detect invis Leggings of Krondor dam leggings -hr masterpiece flag( waste of time) all w wandering mobs ducks blk druid magic Berserk weapon Ive done it a few times black scimitar in ag much easier Go all s Kill 2 mobs in cathedral one has a key go back n And head into forest some agro hunting mobs u auto sit when u go Into the room. Theres 4 of them. In one these rooms theres a hole in dirt grab key Go to the tree in that area and theres a hidden door go in and kill agro mob hot room pain in the ass Yupa's Krandon's Point Walkthrough Version 1.0, September 30, 2002 You will need: 4-5 Good Advanced Players (Stunners, w/ Druids) Recommended: More Acid EQ From Market Square: 11w, n, 3u, all n, u, n, u A. Acid Sleeves 1. w: Howling Moldoonese Imps <aggro, wander, disarm>, Rabid Tree Nymphs <Aggro, wander, acid,flee> a. Both aggro, trees acid, both wander. Pick a good time to go in. Clear this area. 2. w, s, e, w, n, s, w 3. d: 2 Glo-Worms <not aggro, assist, reflect> 4. d: 3 Glo-Worms 5. u: 5 Glo-Worms 6. u: 2 Glo-Worms 7. u: 3 Glo-Worms 8. n: 9 Rabid Tree Nymphs <aggro, flame, acid, maim>, Druid Alchemist Chichini <scavenge, aggro, reflect> B. Black Stripe 1. u: Tree Nymph, 2 Mighty Winds 2. 2n: 3 Mighty Winds 3. n: 4 Mighty Winds 4. slide n, u: 2 Stench 5. e: 3 Stench 6. n, d: Branson 7. u <this is a sink room for the next key, leave a post here>, s 8. e: 2 Stench 9. 3u, e: 2 Phantom Ensigns <aggro, reflect, sink room> 10. 2w: 2 Phantom Ensigns, *Wakizashi* 11. e, send a druid all d, w, n, get Wakizashi from corpse, back to group, e, unlock/open mind, d: 3 Phantom Ensigns <not sink room anymore> 11. w: Phantom Ensign, 2 Private Phantoms 12. w: 2 Private Phantoms, 1 Corporal Phantom 13. w: 3 Corporal Phantoms 14. w: 1 Corporal Phantom, 2 Phantom Sergeants <reflect> 15. w: 3 Phantom Sergeants 16. u: Phantom Sergeant, Phantom Major <3 Conjures> 17. e: 3 Phantom Majors 18. w: Phantom Major, Phantom Commander 19. e: 3 Phantom Commanders 20. w: 2 Phantom Ensigns, Phantom Commander 21. e: Phantom Admiral <reflect>, Phantom Commander, Phantom Major, *Penis Cream* 22. u: 2 General's Guards <maim, flame, 3 obliterates> 23. unlock/open penis (use cream), u: One-Star Phantom General <reflect> 24. n: Four-Star Phantom General <reflect> 25. u: Five-Star General <reflect> 26. n: 2 General's Guards <aggro w/out rune, flame, maim, scavenge>, High Phantom Master <aggro, gas, scavenge>, *The Key to Thought* C. Crystal Rope, Balisong 1. unlock/open thought u, u, n, d, u: 2 Samurai Warriors <screams, bolts>, Enchantment of Drarcladesin <reflect>, *Armor of the Seven Plagues* 2. unlock/open enchantment n, n, u: 2 Samurai Warriors 3. n: 3 Samurai Warriors 4. u: 2 Samurai Warriors 5. n: 4 Samurai Warriors 6. u: 3 Samurai Warriors 7. e: 2 Samurai Warriors 8. d: 3 Samurai Warriors 9. u: 5 Samurai Warriors 10. d: 4 Samurai Warriors 11. e: 3 Samurai Warriors 12. n: 5 Samurai Warriors 13. n: 2 Samurai Warriors, Toshiro Mifune <reflect, maim, aggro?>, *Black Worn Robes* D. Contacts and Keys 1. unlock/open inscription e, e a. Foyer. 3 Sash Portals here. Leave a post. 2. Ent Yellow a. send a druid sliding east; looking for a room called Serenity..., with exits South and Up, up should have 2 mobs: The Vision and Blacksmith b. Have everyone recall, summon to the druid. 3. u: Blacksmith <can repair EQ>, The Vision <aggro, reflect, maim> 4. Ent black to return to Foyer 5. Ent Blue a. Wandering mobs in the maze, use caution, Clear Charging Troopers <aggro, wander, maim, 4 summons> 6. w, n, u, d 7. e: 3 Troopers, King <aggro, scavenge, bolt, reflect>, *The Number "2"* 8. Ent Throne to return to Foyer. 9. Ent Red: The Cityguard from Hell <aggro> 10. n: The Unrepeatable Bug <high AC, maim, aggro>, *The Number "3"* 11. s, u, unlock/open Two, u, unlock/open Three E. Okehazama's Cross, Samurai Sword 1. u: Okehazama <aggro?, reflect> 2. u: Sumo <aggro, reflect, howls balefire> 3. n: 2 Sumo 4. d: 3 Sumo 5. u: 2 Sumo 6. e: 4 Sumo 7. u: 2 Sumo 8. e: 2 Sumo 9. w: Sumo 10. u: 3 Sumo 11. Slide 1e (only 1!) a. Probably good to Equinox a druid or three. 12. e: Krandon Sensi, Master Samurai <aggro, reflect, probably other bad stuff> 13. Recall, you're done. EQ Mobs Druid Chichini: The Acid Repellant Sleeves of Chichini (AC 10, DR 5/Str 10 Resist-Acid Arm) Steve Martin's Penis Cream (Ego 50/Sex 100 Non-Limited Hold Container) Bransom: Loom of the Clouds (Non-Limited Container) High Phantom Master: Black Stripe of the Phantom Regiment (AC 15, 5/6 About) Enchantment: The Crystal Rope of Drarcladesin (AC 12, 5/4 Neck) Toshiro Mifune: Balisong (12D4, DR 6/Armor -13 1-Attack Hold Weapon) The Vision: Contacts (AC 10, HR 4/Mana 100 Visor/Eye) Okehazama: Okehazama's +Cross+ (AC 8, 3/2 Badge) Krandon Sensi: Samurai Sword (6D9, 9/7 3-Attack Pierce Weapon) |