Uzi

1/22/2012

0 Comments

 
From M[] 5e9se;open door n;6n2w;open backdoor;wnw3n3e2su3n3w3su2nes

Can hunt from here.
 
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

12/19/2011

0 Comments

 
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)