Yupa's Final Fantasy 8 Walkthrough
Version 1.1, January 25, 2003


From Market Square: s, 3e, 2s, 2w, 4s, e, 2n

A. Ehrgeiz, Random EQ: Glimmering, Hyper Wrist, Lionheart, Cid Glasses
   (Watch for dogs, <aggro, maim, wander>. 1 in Balamb, 1 in Timber)

   1. 2w, n, open door, e: Zell's Mom <reflect>
  
   2. u: Zell <reflect>

   3. d, w, all n, all e, s, 3e

   4. 2e, n
a. There are 3 grenades that wander here <aggro, wander, reflect, flame>.

   5. n: Ifrit <aggro, maim, flame>

   6. 2s, all w, all n: Balamb Garden Guard

   7. open gate, 2n, w, n, w: 2 Garden Faculty <Aggro, assist, block>

   8. w: Selphie Tilmitt <reflect>

   9. 2e, n, e, n: 2 Garden Faculty
  
   10. open door n, n: Squall Leonhart <reflect>

   11. 2s, w, 2s, e, open door n, n, s, w, open door w, w: Quistis Trepe <reflect>
*A Yellow Keycard*

   12. 2e, unlock/open door e, e, n: 2 Garden Faculty

   13. s, w, open door n, n, open hatch, d, open door s, s: 2 Garden Faculty

   14. w: Garden Master NORG <aggro, reflect>, *A Blue Keycard*

   15. e, n, u, s, e, n, unlock/open door, n: Headmaster Cid <bolt>

   16. 2s, w, n, 6s, all w, all s, all w, n, ent train

B. Back Issue, Shooting Star
-If you want to skip to here, just walk to FF8, go all w, n, ent train, and you 
can skip the previous section.

   1. Galbadian Soldier <reflect, assist, block>

   2. s: Soldier

   3. e, open door e, 2e: Editor of Timber Maniacs

   4. 2w, s: Soldier

   5. s, d: Soldier

   6. open door n, n, open backdoor, 2n, u: Soldier

   7. u: 2 Soldiers 

   8. open door n, n: President Victor Deling <flee, maim>, *A Red Keycard*

   9. s, 2d, 3s, u, s: Soldier

   10. u, n
a. There's a cupboard here with Phoenix Downs; you need to do the Desert part 
           w/ Red Keycard first, then get that key and come back here for it.

   11. s, d, 2n, open door e, e: A Resistance Member <block, reflect>

   12. u: Rinoa Heartilly <reflect>

   13. d, w, s, d, ent train to Desert

C. Cactus Thorn, Random EQ: Tireless
-You can also get to the Desert quickly by going to Timber, s, ent train, then 
ent desert.

   1. Jumbo Cactaur
a. He wanders.  Just walk around til you find him. Hits Hard, watch out.

   2. Wander n and w, until you're Outside the D-District Prison

   3. Open hatch, n: 2 Prison Guards <aggro, assist>

   4. n, unlock/open cell, n: An Activist <no magic>, *The Bronze Key to the Cupboard*

   5. s, ent cell, open cell s, s
a. One person rooms, so send each person individually thru the cell.

   6. e: 2 Prison Guards

   7. open door, n: The Warden <aggro, reflect, scavenge>

   8. Work your way s, all w, ent cell, all s, and wander the desert til you find the 
      train link again, or just recall and walk back to the zone, the easier choice.

D. Tonics

   1. From zone start, all w, n, ent train, s, ent train

   2. 2n: Soldier

   3. n: 2 Soldiers

   4. e: Soldier

   5. n: Soldier

   6. n: Soldier

   7. w for potions shop, e for weapon shop

E. Gaea Ring, Rune Armlet

   1. From entering train to Deling, 2n, w, n: 2 Soldiers
 
   2. open gate w, w: Soldier

   3. Open door w, w, n: Caraway

   4. Open bust, w
a. Sink Area, don't die cause there's an aggro mob in destination room.
b. Creeps wander this sewer area.  Block, assist, but don't see cloak.
 
   5. Work your way d, 2n, w
a. s, w leads to sink room destination and: Diablos

   6. w, 2n, 2e, s, e, 3s, 3e, u: 2 Soldiers

   7. n, u: 2 Iguions <hunt in, maim, assist>

   8. 2u, e, n, open panel d, d, e: Irvine <reflect>
 
   9. s, 2n: Seifer <aggro, reflect>, Edea <aggro>

F. Hungry Cookpot, Adamantine

   1. From Deling Station, 2n, w, s: 2 Soldiers
 
   2. Next part's fun.  The grassland area's full of hunting/wandering mobs.
a. Imps.  Annoying buggers, but they don't see cloak.
b. Tonberry.  He hunts in too, but does see through cloak.
c. Couple other types, a T-Rex and some bird thing.  Not a problem if you
  clear out the Imps/Tonberry and cloak past the others.
   
   3. 2s, 3, s, 3e, 3s, ent shuttle: PuPu <Aggro>

   4. Open shuttle, d, 4n, 4e, e: 2 Imps <hunt in>

   5. e
a. Next area has wandering mobs called Blobras.  They wander, assist, reflect,
  and block.  Kill or wait, just make sure you know what you're doing.

   6. Head to the absolute south point of this cavern: Phantom Minotaur

   7. Head to the absolute east point of this cavern, pull lever, head to the absolute
      north point of this cavern, pull chain.  

   8. Head to the middle of the cavern, a door should know be opened near the middle.
      When ready, go 2e (bottleneck): Sacred <aggro>, Minotaur <aggro>

EQ Mobs
Zell:             Ehrgeiz (AC 9, 5/3 Hands)
Ifrit:  Random EQ: Glimmering
Selphie:          Hyper Wrist (AC 7, DR 4/HP 50 Wrist)
Squall:           Lionheart (8D6, 5/4 2-Attack Cut Weapon)
Cid:              Headmaster Cid's Glasses (AC 7, DR 3/HP 30 Head/Eye)
Editor:           Issue of Timber Maniacs (AC 9, 4/4 Hold)
Rinoa:            Shooting Star (HR 5/Mana 55 Light)
Jumbo Cactaur:    Cactus Thorn (AC 9, DR 5/Dex 3 Ring)
Warden:  Random EQ: Tireless
Irvine:           Gaea Ring (AC 13, 4/4 Ring)
Edea:             Rune Armlet (AC 11, HR 5/Mana 100 Arm)
PuPu:             Hungry Cookpot (Ego/Str Container, Holdable)
Minotaur:         Adamantine (AC 14, DR 6/Armor -5 About)
 

MIDGETS=20
>From Market Square:

8e,4n,2e,n, go all east get key , come back to main road, go 3 north, 3=20
east, n, slide e, follow dirs to large doomed room, open door,n, get the=20
key,s,d,3w,s,w, unlock/open curtains, 5w,s,e,s,w, pick/open wall s, kill=20

lancaster, n,e,n,w,n,2w,n,w,s, kill fire breather, unlock/open curtains/ w,=
=20
unlock/open glass, slide west, unlock/open gate, kill ringleader, d, and=20
you are at the start of midgets.

(Ok in this part of midgets you must kill all the mobs in each room that you
enter.  The mobs don't hit hard but they are aggressive and assist so do not
stun them because if you get stunned by stunning, you may be dead before you
know it so go in and type: kill midget, and then be ready to quaff, quaff.)

>From here you want to go 2n,e,n,e,n,e (this is a slide room so go all e and
kill),w,s,w - trap here,s,w,n (this is a slide room so go all n and kill),
w,open rock,w,2n


Ok, now you are at the part where you can cloak a summoner and walk past a
few mobs, so cloak and then go n, all w, u - then have everyone else recall
out of the zone and summon them to where the cloaked person is. =20

Now, go up and kill the next mob, then go up.  From here you will enter the
trapeze - this is a tricky part and you cannot quaff here except at the safe
house and at the top of the platforms.  SET YOUR WIMPY HIGH.
The mob you are going to be looking for is "Fazule"  so keep sliding til you
get to him, then don't attack.  Just stand there and wait for him to attack=
 you
because if you try to attack him you will slide away.  The best way to do=
 him is
to have Black Scimitar from Avatar Graveyard because it is an auto-attack=
 weapon.
After you kill Fazule go to safe house and unlock/open curtains n.  (BY THE=
 WAY, DO
NOT EVER GO DOWN B/C RAVIOLI BLKS AND SEES THRU CLOAK AND SUCKS)
Once you have gotten the key and entered the curtains, go all n.  have=
 everyone
meet all n, because it's slide rooms.  After that you will go thru the=
 flying DT
maze.  Here are the dirs for the maze:

from safe house:  All n, 3e,s,e,s,e,n,e,s,e,n,2e,n

You are now one room south of big cheesehead - take your bigtop ticket from=
 the
beginning of the zone and unlock/open spikeddoor.  Go n and kill cheesehead=
 but leave
a postman in case you all die.  Cheese blks dpunch if I remember correctly=
 and is no
flee no quaff - hot room.

ONE LAST NOTE:  IF YOU DIE OR GET DISARMED AT FAZULE AREA YOUR CORPSE OR=
 WEAPON WILL SINK TO EITHER THE SAFE HOUSE OF THE CIGAR ROOM SOUTH OF THE=
 GYPSIE KING IN THE CARNIVAL
 

Yupa's Tapestry Walkthrough
Version 1.0, October 30, 2002


You will need:  3 Advanced Players
Recommended: Lots of Potions
HP Gear
Acid EQ


From Market Square:  s, 3e, 2s, 5w, 4n, e, 4n, 2e, 5n, 3u, 2e 


A. Going through the Motions
   
   - This part of Tap is pretty easy to figure out.  Go in the only direction 
     that's safe (i.e. has a name that isn't like all the other exits, and 
     isn't the room you were just in), kill mob, repeat as necessary.  At some 
     point, mobs will start to reflect.

   1. d: The Yeti <aggro>

   2. n: A Zombie

   3. w: The Field Giant

   4. s: The Runaway

   5. d: The Mud Addict

   6. e: The Leather Shopkeeper

   7. u: The Incarnation of Tapis

   8. d: The Sand Crab

   9. s: The Congresswoman

   10. u: The Hill Giant

   11. n: A criminal

   12. w: A Spark of Electricity 

   13. w: The Tritan
 
   14. w: The Clock Worker

   15. e: A dainty deer

   16. e: The Librarian

   17. u: The Grand Master of Ceremonies <reflect>

   18. d: The Displacer Beast

   19. d: The Oasis

   20. u: The taker of lost souls, Charion

   21. e: Barney, the Purple Dinosaur

   22. w: A Witch

   23. d: The Pope

   24. n: 2 The Gate Guards <Not aggro!, reflect>

   25. e, n: A Thorn Bush <aggro, reflects, sacs>

   26. e, n, 2w, 2n, e, n  > 2 person rooms <

B. The Threads

   - Now you're in a room with multiple thread portals, each with a different  
     color.  Next part is where the fun begins; each portal leads to >>2   
     person<< rooms; with about 4-8 aggro mobs that wander in each thread.     
     You'll have to kill them, using 2 characters, to continue.  Each thread 
     consists of 2-person rooms all the way up to the EQ mob, where the room 
     has no character limit.

   - Once the mobs (acolytes and/or priests) are all dead (about 4-8 per 
     thread), you can continue along the paths as written, until you get to the 
     EQ Mob.  Use strategy here, since they're the tough guys that do fun stuff 
     like maim and sac.

C. Shroud of Turin

   1. Enter white, 2w, 2n, 2d, s, e, 2d, 4w, u: The Apostle <not aggro, acid, 
      maims, sacs>

   2. Enter tapestry

D. Feet of the Umber Hulk

   1. Enter cyan, d, n, d, s, e, n, u, s, u: The Umber Hulk <not aggro, 
      reflects, sacs>

   2. Enter tapestry

E. Gauntlets of Gorgon

   1. Enter red, d, n, e, s, 2d, w, 2n, d: Gorgon <aggro, doesn’t see cloak,  
      reflects, sacs>

   2. Enter tapestry

F.  Pitch Hood of the Mindflayer

   1. Enter green, 3e, s, e, s, 4u: The Master Mindflayer <not aggro, reflects, 
      sacs>
 
   2. Enter tapestry

G. Collar of the Krakan
 
   1. Enter yellow, u, n, e, n, u, 3e, s, e: The Krakan <not aggro, reflect, 
      sacs>

   2. Enter tapestry

H. Rainbow Wings of the Couatl

   1. Enter magenta, 2w, n, 2d, s, w, n, u, s: Couatl <aggro, sacs> 

   2. Enter tapestry

I. Decapitated Head of Tapis

   1. Enter black, 3s, 2w, 3s, u, 2e, s:  Tapis <aggro, sacs>

   2. Enter tapestry


EQ Mobs

Yeti: Pelt of Yeti
The Leather Shopkeeper: A pair of Leather Pants  (AC 8, 4/5 Leg)
A Criminal: Spiked Leather Wristband (AC 6, HR 3/Armor -7 Wrist)
The Librarian: Dictionary (Wis 10/Con 10 Hold)
Barney: Gleaming Tooth of Bahr'ne (HR 5/Armor -10 Light)
Thorn Bush: Ring of the Rose Bush (AC 12, 4/5 Ring)
Apostle: Bloody Shroud of Turin
Umber Hulk: Feet of the Umber Hulk
Gorgon: Gauntlets of Gorgon
Master Mindflayer: Pitch Hood of the Mindflayer (AC 13, 7/7 Head)
Krakan: Collar of the Krakan   (AC 11, 5/5 Neck)
Couatl: Rainbow Wings of the Couatl
Tapis: Decapitated Head of Tapis (9d6, 6/7 3-Attack Bite 
                          Weapon)

Malice

12/17/2011

0 Comments

 

MALICE
after enter ship, 6w6s2ws2w3d3s3e3sw(use speed walk cause of thugs),=
 w,n,2e,n
enter hole(slide),open tiny e, 5e,s open mushroom d,d, kill mushroom boys
(no magic, flee able),u,w,s,unlock mushroom/open mushroom,d,kill mushroom=
 boys
u,w,unlock/open mushroom d, d, kill mushroom boys, u, n,2wn2w (or 2w not=
 sure)
,unlock/open mushroom d, d, kill mushroom boys,u, 4e,n,e, unlock/open stem,=
 u,
open cap, u, kill capterpiller, enter hookah, 2es2, (set wimpy max attack 3=
 mob
flee and set wimpy low and kill the mob tha hunted u), go like n,e,=
 unlock/open
gate,e,kill baby ( 1 backstab should do it, baby is blk_magic), kill=
 dutchess,
e, kill cook, open backdoor, go east until u see  mouse and north when u=
 peek=20
north, goto mouse and hare, (DO NOT USE THE WORD MOB at hare or hatter),=
 attack=20
hare,e,kill hatter, alleast,unlock/open hedge e,white knight is no magic no=
 flee,
use summon backstab for both knights, south is way to jabberwock, after u=
 kill
the white and red knight, all east, 2s , w, unlock/open wood(key from a one=
 of
the blocking mobs,n 2u w, kill ringtail cat, one west of mob is a DT (would=
 use
summon backstab if small group), e 2d s, go south until u see croquette=
 field,
all 1 way links and no magic room, every mob except 9th wicket is NOT anti=
=20
rune,all 1 way links and no magic room, every mob except 9th wicket is NOT=
 anti=20
rune,after u kil 9th, e , pick/open portcullis, e, pick/open portcullis,hun=
 captain,
(kill all the the king's man the area first, captain is NOT anti rune, but a
acid mob), rest i never maped, but u can hunt to mobs and stuff,
 

AMSTERDAMN

>From MK[]:  s, all e, enter train, all s, w, all s, (working way to Rich's
Palace). s, e (elevator), all w, open door, s (Manager - no quaff - 2=
 avatars
can take him - holds key) n, all e, 3w, all n (back up to dam), unlock/open
entrance, w.

Inside the Palace:  w, u, s, w, kill mob (queens robe), 2n, 2w, kill mob=20
(prince's charm), kill mobs (they blind and blk_recall - prince's favorite
scavenges, can bs - prince has key to cellar), down the stairs, North until second west - King (Royal ring)
Go back up the stairs, north, east, inspect north, open bookcase.
Slide north, slide down, gather group
Maze Dirs: uwsenswne
N: Boars (not aggy)
2N: Spectre

EQ IN ZONE:   =20
                QUEENS ROBE  -  DR5  HR5  AC15  WAIST EQ
             PRINCE'S CHARM  -  DR5  HR3  AC8   NECK EQ
                ROYAL RING   -  DR5  HR3  AC10  FINGER EQ
             GLASS OF DEATH  - =20
 

SILICON NIGHTMARE
By Ruinan updated by Sir

LIST OF ACID SPITTERS:  Drunken Immortals, Goofy Wizard

LIST OF SACCERS:  (In order of appearance) Blue Mockingbirds, Intel
Employees, Tiny Electrons, Gigantic Magnet, Fusebox, Bill Gates, and Binary
Numbers.

LIST OF EQUIPMENT:  (In order of availability) Exoskeleton Armor, Axe of
Negative Infinity, The Power of the Atom, Sticky Data Tape, Weird
Hollowed-Out Fuses, A Pair of Dorky Glasses, Cyber Cloak, and Silicon Chip.


To get to SN, go from M[]:  6w,3n,2e,5n,3e,2n,e,
                            go north till you can go east to viewpoint

STAGE 1

Flowers block but are NOT aggressive.
Birds are aggressive, hits kinda hard, and is a SACCER.  Make sure to kill
them first!
>From entrance to SN, go north till you can go west.  Kill the tree since the
tree blocks(not aggro).  Then kill the Doe and get the shovel off the doe
(you can flee from the doe, and doe hits hard, but if you haven't killed the
tree, then you can't flee the doe  :)  Take shovel, go east, unlock hole,=
 open hole, go down sliding passage.  Make sure not to go all the way down=
 until you have eveyone with you!  When youare ready, go all down to...

The Infinite Grid:
The grid is a 4x4 grid with the top, bottom, and sides linked to the other
side, making it look like an infinite grid :) When you enter the grid, go
south, then east and look down, and there should be a chip door down there.
Gate a demon to mark this room to make this room easier to find after you've
gotten the key..  In the grid, NONE of the mobs sac, but there are 3=
 wandering drunken
immortals who spits acid.  They are NOT aggressive, so leave them alone
until you are ready.  There are 4 different types of mobs on the grid:
Resistors, Capacitors, Span, and the Drunk Immortals.  Only the Capacitors
and Span are aggressive.  Make sure to kill Capacitors when you see them as
they hit quite hard and can walk in on you.  Also these mobs SNEAK, so do
NOT use the name "mob" since you might avvidently hit an immortal as he
sneaks in and acid you all.


In total, there are three immortals.  You only HAVE to kill one of them (the
one carrying the Chip Extractor, its a key).  The other two just carry maps
through the mazes further into SN.  Once you have gotten the chip extractor,
go back to the chip door and open it...
Down is the Great Spark, which is an aggressive mob, blocks pummel and
dpunchs and backstabs.. so use circle.  You can flee upwards from it though.
After you kill the spark, you have a choice...(from now on, I will refer to
this room as the Spark Room)
You can go north to fight the infamous Pentiums *OR* you can skip them and
go east to kill the Whirring Fan to get the Fan Blade (which is a key to
unlock the cables on the west wall of the Spark Room).
If you wish to skip the Pentiums then don't read the following part and skip
straight to the part about the Fan and Cable Door...

STAGE 2:

PENTIUMS - FIRST EQ
Be VERY careful in this part.  There are three chips:  The P5, the P6, and
the P7.  The P5 is fairly wimpy, has only 2 swings or so, the P6 is tougher,
has 3 or 4 swings.. and the P7 is the toughest of all with 6 swings.. but
their hitroll aren't as good as the other SN main mobs, so make sure to have
-100ac or more  :)  Also, there are Intel Employees guarding the chips.  The
Intels are SACCERS, so these MUSt die ASAP.  They aren't that strong, only
have 2000 hps each, and 2x disintegrate per round, but the chips are ALSO
aggressive, so watch out!  Also, be warned that this whole area is NO-MAGIC.
Only the Spark Room is safe, the mobs can't hunt you there, and you can
quaff in the Spark Room.  You can flee from the Intels and chips, but the
chips are hunters so you DON'T want to flee into the chip rooms before you
are ready and have them hunt you back to your group and wreak havoc...

There is 2 ways to do this:  Kill the P5, then the P6, then finally the P7
(the safest way), or you can take your chances and go directly to the P7.
Be warned that there are links from the P7 to the P5 and P6 rooms, so if you
happen to flee from the P7 without killing the P5 and P6 first... you get
the picture.  Here's the safe way:  From the SPark Room, go n, w, have
someone take on the Intel, while the rest of the group pummel the P5.  Oce
this room is cleared, go e, s back to Spark Room and heal up.  Then for the
tricky part..go 2n to wipe out the 3 intels in this room.  If you manage to
clear out these 3 intels without anyone fleeing then bully for ya and go
back to Spark Room and heal up again.  Go 2n again, then e to the P6
room...have someone take on the Intel, while the rest of the group pummels
the P6...after that, go back to spark room, heal up, then finally go all
north to the P7 room, kill intel and P7 (safe to use wimpy now as the other
intels and chips are dead).  The P7 gives you the Exoskeleton Armor.  Once
you are done here, go back to spark room to continue...

WHIRRING FAN
>From the Spark Room, go east, and go all east till you stop sliding.  Wait
till everyone is with you, then switch to your non-piercing weapon as the
Fan is varnished, and can resist piercing weapons  :)  When you are ready,
go down to kill the Fan.  The fan blocks pummel, so dpunch it.  After the
fan's corpse sinks, go down then the loot.  You'll be back in the infinite
grid again.  Make your way through the grid back to the spark room (see why
I said to gate a demon to mark that spot?)

STAGE 3:

>From the spark room, unlock (cut with the razor-sharp fan blade)  the cable
door to the west, then open it.  Then go w, w, w, u, e to get through the
bus maze.  This is a good spot to gate another demon.  From this room,
you'll need to go north into another NO-MAGIC spot (only safe quaffing spot
is the end of the bus maze).  All north, then east is the Flaming Chip, who
holds the Wire Cutter Key.  All north, then west is the CRAY super-computer,
who holds the magenetic key.  The wire cutter key unlocks the door to the
mobs with the Axe, so if you want to skip the axe part, then skip the=
 flaming
chip as well.  You HAVE to kill the CRAY and get its key though.  Flaming
Chip blocks dpunch and CRAY blocks pummel, so plan your strategy accordingly
(remember that this is all no-magic, but you can flee back to the end of the
bus maze).  After you have killed them, you can go back to the end of the
bus maze then go get the Axe if you want to, or if you want to skip it, then
skip this next part...(just go all south of end of bus maze to continue)

THE TRI-WIRING ROOM
>From the end of the bus maze, go s, then unlock the wiring to the east.
Open it, go east.  The the south are 3 wires:  Omega Wire, Gamma Wire, and
the Main Power Cord.  The Omega and Gamma are relatively weak with only 2000
hps but the hit ***HARD***.  Trust me, you and your group will probably die
many times in here cuz they all hit so hard :)  In fact if anyone misses a
pummel on a mob, you are likely to die in a round if you are being attacked
(2 at the most).  Its easier to get rid of the Gamma and Omega wires ASAP
then focus your attack on the Main Power Cord.  Max out your wimpy(and then
some) then rush in and fight till they are dead!  (Don't worry, they don't
sac so dying isnt a big deal).  The Main Power Cord has the Axe of Negative
Infinity and also wearing a varnish so you will have to attack the main
cord with non-piercing weapons.

AFTER THE AXE (OR YOU SKIPPED AXE)
Go all south from end of bus maze and unlock the barrier with key you got
from the CRAY.  To the south is the Goofy Wizard.  He's not anti-rune, but
he spits acid.  He's pretty weak so go kill him and get his key.  After you
have gotten the key, go north, unlock and open the wafer down...

ELECTRONS AND ATOMS
Before you go down, choose some 50 level avatar as a postman and have that
person stay above the wafer, as its all NO-MAGIC down there and once you
enter, you CAN"T get back out until you have killed the Borg.  Once you have
decided on someone, then go down and backstab the electrons FAST!  And I do
mean FAST.  The electrons are pretty wimpy as tehy only have 90-100, and are
not sancted.  However, there are a LOT of them and they hit kinda hard once
they gang up on you (yes they are aggressive).  They are also SACCERS, so
whatever you do, make sure that they die!  What I do is set an alias to
"Backstab electron", then I run down and hit that alias like mad.  The
electrons also wander around, so be careful not to get jumped.  Go all down,
then all south(clearing out electrons).  This is a safe room, mobs cant
enter this room, so catch a breather here or if you fuck up and miss a
backstab and cant help but flee, then pray that you flee to this room.  Its
still NO-MAGIC in this room, so you will have to have the postman summon you
out if you are low on hps.  From the safe room, you can go west to the Mega
Proton (holding the Atom), or you can go east to the Borg.  I strongly
recommend that you go east and kill the Borg first since he has the key out
of this no-magic place.  Clean out the electrons to the east FIRST (the
Borg's not aggro so don't worry about him till electrons are dead).  You can
then call in your postman for extra help against the Borg but he's pretty
weak anyway.
Once you kill the Borg and get the wire key off him, you can go 2w back to
the safe room, unlock the glass floor down to the Infinite Grid where you
can quaff up if needed.  Make your way back to the wafer and postman and
then everyone can go down and south back to the safe room to the take on the
Proton.  Kill electrons to the west, then you can either wait for the
electrons in Proton's room to come out, or you can run in and have one
person backstab electrons while the rest pummel the proton(yes the proton is
aggro).  Once you kill them all, get the Atom, then east and down back to
the infinite grid...

STAGE 4:

>From where you went throught the glass door back to the grid, just go east
and look up...unlock the box with the Borg's wire key, and go up.  You are
in yet another maze (directions are given in a map carried by a drunken
immort but here they are: e, w, u, s, e, n, w, d, u.  Don't worry if it
looks like you passed throught the grid agian.. its an illusion  :)  You
should be at the end of the maze (DONT drop anything here, its a drop-to
room, drops back to the grid)  Up from here is the Lazy God.  Its a 2 person
room, so choose 2 people to go up and take on the god.  You can flee from
the god back downwards to quaff.  However, the God reflects and can cause a
bit of span, and he also dpunches and disarms, so watch your weapon.  Once
the god is killed pick the Alpha door to the west and open it.. Now you are
ready for...

THE INFAMOUS BOTTLE-NECK TRAP
Because of the 2 person room the god was in (I'll call it the God Room), you
are going to have to feed your group through 2 at a time :)  Plan your group
out so that you can make an organized rush up and west to fight the three
DATS (its ok to use the name 1.mob, 2.mob, 3.mob here).  The DATs are
aggessive and will attack the first two people who enter the room, so make
sure to plan this as well (plan your rescues etc).  Once you have killed the
DATs, you are ready for the next EQ mob:  The Gigantic Magnet.  Just down
from the 3 dats is the magnet and another DAT.  Choose someone to take care
of the DAT, while everyone else pummels the magnet(and make sure to kill the
magnet before your whole group dies as the magnet hits hard and SACS!)  The
magnet's also vanished...meaning don't use piercing weapons.  Get the Sticky
Data Tape from the Magnet and the Beta key from the DAT's corpse.  (At this
point Im not sure if you can burn keys by breath attacks, so if the DAT dies
before the magnet, try to drop the key ASAP before it fries to be on the
safe side).

You are now ready to go up and send someone out to unlock the beta door to
the south with the beta key (duh!), and open the door.  Now plan your rush
throught the god room again, going east, then south to the 3 electrical
arcs.  This'll be trickier because the arcs hit HARD so if the group is slow
in going in, then itll just be like a meat grinder here with 2 avatars dying
at a time :)

Also, this room is underwater, which spams you a little with the drowning
messages.  Once the arcs are dead, you are ready to go down where there is
another arc guarding the fusebox.  Choose someone to take on the arc, while
everyone else pummels the fusebox (same thing as magnet...fusebox has to die
ASAP before the whole group!)  Fusebox is also varnishied, so no piercing.
Get the Weird Fuses from the fusebox, and Chi key from the arc corpse and
get out of there (up, north, down for example).  Now have someone go into
the god room, unlock the chi door north, open it, then plan yet another
organized group rush to fight the 3 Win95 mobs.  Kill em and you are ready
to go down to Bill Gates and another Win95 mob.  SOmeone take on the Win95,
everyone else pummel Bill (again, Bill HAS to die before group does, he
SACS).  Yep Bill's varnishied too, no piercing.  Get Dorky Glasses from dear
old Bill's corpse, and Delta key from WIn95.  Finally go up, send someone to
unlock and open the Delta door, leading to the 3 Binary Nubers.  Plan your
group rush as usual, but be wary, as the Binary Numbers SAC, but they are
not that tough (quite a bit easier than the Win95 mobs).  Clean em out and
congratz!  You have killed all the saccers in the zone!  Now you are ready
to laugh and smash Unknown's face in...do so and get his password (heh-heh),
unlock tghe account up from the god room, then go up there and re-group up
there... now you are ready for the Dreaded Prisms.

STAGE 5:

This part is probably the nastiest part of the zone and has claimed the most
deaths, but yet at the same time, arguably the most fun part  :)  Its ironic
too since the prisms dont really hit all that hard.  However, they do
reflect, and cause one HELL OF A SPAM!!  For the first prism, just pummel it
and keep an eye on your hps, quaffing every now and then to stay alive.  Try
not to lose link or you'll die!  Once the prism is dead, the next room has
two prisms.  Split your group up to take on the prisms separeately and this
time the spam's a LOT worse.  Most likely you wont even be able to tell
what's going on, so just keep quaffing even though you think your hps full
up (and this is NOT the time be miserly with your ambrosias because dying
and losing a con point is a LOT more expensive than using up 200
ambrosias!).  When the two prisms are finally dead, gate a demon and get
more vials as the next room has three prisms!  Split your group up again,
and just run in and try to have one prism per person and just basically
start quaffing blindly as the spam will even be worse than ever.  You are
probably going to use up around 200 ambrosias or more here.  You are also
probably going to lose link if you have a slow connection.  When they are
finally dead, take a well-deserved depp breather :)  You are now ready=
 for...

JOBE, THE LAWNMOWER MAN
This part is either naster or easy, depending on how you play it.  Jobe's
got 10 shards in the room with him, and the shards hit a little hard and
group up against a single person.  I'd probably suggest having 2 people deal
with the shards (they only have about 500 hps each) while the rest pummel
Jobe (also a varnished mob).  Get the Cyber Cloak from Jobe (whoohoo!)
Finally you are ready for the last battle...

THE UNREPEATABLE BUG!
At long last you are finally able to kill that stupid bug who's been
taunting you the whole time!  From Jobe's room, go up.  Do NOT even try to
take on Chaos (Chaos spits acid, SACS, and its a slide room to Ancient Evil,
The Curse, Midnight Macabre, and other nasty spots).  Read the sign, heed
its warning and just go back down :)  (Dont worry, you are not REALLY going
back the way you came, its an illusion :)  Once again, from Jobe, go up,
down, then south.  Look up and you'll see a barrier.  Pick the barrier and
open it, then gate a demon as the room above is a NO-MAGIC room and doesn't
lead back down once you go up.
When you are ready, all healed up, and spelled up, go up and you are ready
to take on the Bug!  The bug blocks pummel, so dpunch him.  Also he can
blind everyone in the room, so set up an alias to heal yourself if (when )
you get blinded.  You can flee from the bug back to the NO-MAGIC room (how
nice).  However if you can get the bug to hunt you into the NO-MAGIC room,
evern better!  The bug's room is magic allowable so you can quaff in there,
so, if you can lure him out, then the room is safe for quaffing and remobing
blind after you flee from the bug in the no-magic room.  Once the bug is
dead get the silicon chip.
 

Pizza Hut
EQ: Manager shirt, Pizza Pan, Black Pants, Roling Pin, Credit card,=20
Cook's Apron, Pizza Hut Badges, and Misplaced Wallets.

SACCERS:  Billy, Janitors, and applicants.=20
DEATH TRAPS:  There are few deaths traps, and rooms that make you stuck.

DIRECTION:  M[], all east, n and follow path

STAGE 1:  The first mob you come to will be the hostess.  This mob blocks,
so you will need to kill her.  She carrys the menu key which you won't need=
=20
(unless you want the rollerblades).  Rollerblades sucks, so I usually skip
it.  If you want to get the blades goto the end of this file for directions=
=20
on how to get there.  Okay after hostess you will go west, then all south.
Make sure to peek south for aggressive mobs:  Fat Pizza boy.  Then wander=20
around so you should watch out for them, they hit a bit hard.  From all
south go west until you come to the BusBoy mob, he has key and headphones. =
=20
Kill Busboy for the Back door key.  Once dead go back up to where you
killed the Hostess, all east all north and 1 east. From the Hostess mob,
with the key go all north then east and follow path.  You have to kill some=
=20
of the customers, but not all.  Some of the customers only block certain
directions so to save you some time, try to see if you can walk by them.
If not kill the customers, they easy. Once you get to the end of the path,
you will end up with the Rotten Vegatable mob.  Kill mob for the carrot
key.  He hits hard and flees alot. Once you get the Carrot Key go to
where the Juke Box decription is at. This room should be all north from
the Hostess.  From the Juke Box go all west.  Open the Steel door north with=
=20
the Back door Key.  Get someone high enough to summon eveyone in group to
walk pass the janitors.  Janitors SAC, I usually get a cloaked person to
walk through.  They are aggressive, but do not block.  You can tank the
janitors if you want but there are usually 3 to 4 of them, and its time
consuming.  From the steel door go n, all east, n, and west until you come
to a room with no mobs.  There should be 3 directions in the room, east
(janitors), west (waitress mobs) and south
(more janitors).  I forgot the name of the room, but its the room 1 east=20
of the Waitress Station.  Summon your group back.  Everyone must leave
the zone inorder to be summoned, zone is anti summon if you are in the
area.  n the Waitress Station there are usually about 3 waitress mobs in a=
 room.
Some of the mobs block certain directions.  If you can get a shadowed
druid to blind the mobs it would help, but take a while since they take
long to spell up.  If your group is large enough, get everyone to tank a
waitress mob.  They flee very easily.  Once they flee, you can Backstab
them to make them flee again if there are too many mobs in a room.  Find
the waitress mob with the Waitress Tray, that is key to next mob.  You
would have to kill all of them to get the tray since they flee alot and
block.  Follow the path in the waitress station, you will end up going
all east.

All east will take you to a locked panel.  Unlock panel with the waitress
tray key.  Next mob is Jack Nickson, maintence man, he hits hard and alot
of you will miss trash.  Jack has screwdriver key which leads to the
Credit Card, that will be discussed later.  After Jack dies the room east
of it is 2 person room, after the 2 person room is the one of the
Assistant Manager's.  Ask eveyone to walk q
uickly  east and south and trash/tank mob.  Manager has the Manager's Shirt,=
 make sure your groupcomes in and trashes, because he hits hard.  Room is=
 Hot or cold room. =20
After you get the Manager's shirt go 1 west to where Jack Nickson's corpse
lies.=20

>From there go west until you see a door north (forgot what the name
of the door is) unlock the door.  The next mobs, Table workers, is a 2
person room, so get 2 people with alot of hp to tank.  You can flee and
quaff from these mobs, make sure to set wimpynear high.  After the 3
table workers are dead, go east and tell your group to come all north and
east.  Eveyone should be together for re-grouping.  Follow the path, and
kill the rest of the table workers.  One of the workers will have Pizza
slice Key, this will open door to Cutter. Next part you will end up in a=
 room with=20east and west and south.  South was where you came from=
 killings all the workers along the path.  Fromthat room go all east, unlock=
 door east (think name of door is wall), then
go east and all south, to the next mob.  This will be the Pizza oven mob,
since you are inside an oven room, will be Hot.  Kill mob to get the Key
(oven key I think)  then from oven mob go east and all north to the table
cutter mob who has the Pizza Cutter. =20

After cutter go back to where the open panel or wall was (from cutter mob=
 thats all south, west, 2 north,and west). From the Panel or wall door go=
 all west ( there might be still some tableworkers wandering around ) there=
 should be a door to the west,=20
dishwasher. This leads to Cook's Apron and Lid key to get to the next part. =
 Unlock
dishwasher and follow path.  Kill the mob, (think name is dishwasher mob)
to get the lid key.  You can skip the Cook's apron if you like, but if you
want the apron, just continue along the path until you come to the mob
Rowanda. Rowanda hits hard, and you will miss alot of trashs.  Get key and
apron and go back to the dishwasher door.  From the dishwasher door go east=
 and look north until you see a desciption about some reinforced door. =
 Unlock reinforced with the lid key you got from the dishwasher mob.

Next phase are the employees mobs.  Kill them, they don't hit hard,
usually about 2-3 in a room, go all north from there.  You will come
accross a dead end, but each direction are locked doors.  Look to the
east you will see a description about a walk, pick it.  If there are too
many employees mob in 1 room (about 4) wait a few seconds until they walk
out.  Go 2 east to get the crowbar.  The crowbar is guarded by 1 tabl
e worker mob and 1 pizza employee (if it didin't wander out)  kill it.  The
go all west, back to where the locked doors are.  With crowbar unlock
Dough door which is to your left (west).  There will be more employees.
Go all west and then north to tank the Dough mixer mob.  He hits as hard
as Rowanda, get the ball dough that is key.  Then go back to the locked
doors.

>From the room with the locked doors (not locked now, only 1 should be
locked) unlock the brass with the dough ball key.  This next part will
lead to another assistant manager.  Go 1 north from the brass door and
post a high avatar there, this room will be the only room where you can
use magic and quaff.
>From there you will go all north and all west to where the manager is
located.  Make sure to kill all the employees around the area since they
block.  If an employee and manager is in the same room, either wait for
the employee to wander out or either get a shadowed druid to blind it.
Manager takes awhile to blind. If you got a large group then you don't
need to blind manager.  If you got a small group make sure to set wimpy
high and once you flee go quickly all east and all south to heal (where
avatar was posted). Manager will hunt the last person who fleed. Also
managers blocks North and south so make sure you get to the room first to
heal or else manager will block your way.  Manager should have Pizza
shield, and a few daggers (trash). =20

After you killed one of the managers, from the posted avatar go all north
and all west (to where the manager was located before)  go north and all
up.  This is nearing the end of the zone.  The next set of blocking mobs
are the pizza applicants, they sacc so don't die :)  After you come all
up, go north and all west (kill applicants).  Usually there are 2
applicants in a room and they hit kinda hard, so pair up your group to
tank 1 applicant and the other set tank 2.applicant.  Keep doing this
until all applicants are dead, you will come to Manager's office.  The
Assistant Manager with the Pizza Shield should have the key to unlock the
office (Key name is Manager's Keycard).  Unlock manager is the name of the
door.  From the manager's door, all north will be where the Manager and=
 Peite are
located.  Get a shadow druid to blind either one of the mob, blind peite I
would suggesst.  Manager doesn't hit hard, but Peite does.  Manager should
have black pants, but it might be at limit.  Last I check there was none.
After these two mobs are dead, open cobweb.  The Big Ass Cockroach is next
guarding the Rolling pin weapon.  You can either kill the mob (very hard
mob) or get a shadowed druid to create clone.  Make sure to clone in room
outside of the cockroad.  Let the mob go north along with the shadowed
druid and order the clone to pick up pin.  After clone picks up pin you
have to gust him out, since mob blocks.  The druid will have to leave by
using their insignia.  Then kill clone and get the rolling pin :)

Last phase Credit Card mob.  Get eveyone to recall, and walk back to where
the juke box descriptionis.  This should be all north from where the
Hostess mob was, from Juke box go east and follow path until you come to a
dead end.  Unlock the vent from the screwdrive you got from Jack.  Go east
and kill rodents.  Follow path until you come to exits up and down.  Down
is DT! go all up and kill those rodents.  Okay this next part is a tricky
maze if you forgot which way you went you will have to recall out and
start over.  Once you go all up, go east, south, west, down, north, east
and up.  Kill all rodents that you come accross.  Next mob is very tough,
but you can get a shadowed or cloaked druid/assassin to blind Safe door
mob and guinness it.  Make sure to post someone south of Safe door mob.
Mob have evenome with holds the Credit Card.  After the credit card, go
north to kill the last 2 rodents, and get all.  Missed placed wallets and
some gold.That is the end of Pizza Hut.  I enjoy doing, and re-doing this=
 zone.
Everyone who's with you in the group should walk away with some satisfied
eq, gold, and probably gained a few levels (if ya didn't die).  Welp, hope
you enjoy my directions.  Please feel free for any comments or suggests or
errors I made while typing this walk through.  E-mail:  [email protected]
 

PLAYBOY DIRECTIONS

>From MK[]:  s,3e,2s,2w,3s,e,s,e,n,e,2n,2e,n,w(before the gates), open gate=
 n,
2n,open door n, 2n - Main Hallway intersection - dirs from here to rest of
zone:
w,n,open panel,n,d,s,e,n,e,2s,open bars,e - kill editor,u - slide=20
until you reach room w/ a south exit - s - kill bambi(no quaff,flee or
summon - have at least 4-5ppl to dpunch her - blk pummel),d - back in
main hallway intersection -  EQ: DESTROYER CLASS VIBRATOR
2w,kill mobs - no quaff, no flee.  have a archmage or druid cloak and=20
blind the 4 employees.  gaurantees a safe and happy ending. w -
kill hugh.  EQ: LOAFERS
2e,2n,3e,n,e,2s,e,2n - kill instructor - EQ: PAIR OF DUMBELLS
2u,w,2n,e - kill all mobs and get soap from one of them in shower
EQ: SOAP ON A ROAP
2u,2e,open shelf east, e(leave a postman here - after portal is sound
proof) enter painting, (kill all virgins and nuns in zone) s,e,n,e,2s
(1 nun),e(2 nuns),(summon postman here) - south is a slide room that=20
takes you to mother superior - she is no quaff, no flee so, either=20
have 4ppl or remove all anti summon and have postman summon ppl out=20
before they die...in any case always remove any anti summon eq
all go all south at the same time - dpunch or pummel
EQ: METALLIC CHASTITY BELT
2n(at the pool) e,n,(to the west you are in the pool),n,2w,2s,e - it=20
loops around the pool - I have not found any eq out here but there is
a magazine somewhere in the zone...most likely here I think...?
 

Tiwa WT by SICK  half asleep

from market.. s,3e,2s,2w,4s,e,n,2e,2n,4u,n,d,s, enter lava, d,n,e,n,e,n open obsidian east

next area is with ghosts, spirits, skeletons, and phantoms.. they are agro but not through shadow.. i think skeletons and phantoms maim.. might be one of the two. all of these guys have 2-3 screams through ac. ghosts do not wander.. spirit, phantom, and skeleton do.. clone's follow up to a few rooms in. then stop.. then follow again.. you'll have to clone up 3 different times.
 
ok so from obsidian, east, blind dispel constrict all mobs.. fortify so mobs dont walk in on you while fighting sometime's they walk in even if you have fortify.. and you get wiped out. re shadow up after each room. follow the path.
i think dirs from obsidian are e,n,e,u,s, clones stop following after this room. w,s,s,u,6s..  this should be dead end.  at the gates of tiwa in room title.. after the whole path is clear.. go back 4 north or so.. where it says something about a head on a stick.. hidden door to the east called head. (MAKE SURE YOU DONT OPEN THE HEAD TO THE WEST.. THAT IS A DT so ive heard)

BONE BRACELET
now east is 1 person room just 1x1 room.. fleeable no magic. mob is witch doctor.. blindable. has bone bracelet.. and bone key to unlock tiwa gates. doesnt hit too bad. after witch go back west and all south.

unl gate e/open gate  east of here is princess warrior's clone's dont follow in until after you pass gates.. princess warriors are agro through rune/shadow their is a total of 3 warriors in a room that dont wander.. but some princess warriors do wander.. if their is more than 3 in a room or less than 3 in a room you can taunt them. follow path all east. 7 or so rooms, 2 north, east of here is 3 more princesses. but you have to reclone once you enter this room, after this room go east clone's follow

STRING OF CHARMS
this room east of the warriors is no magic.. this is a 4x3 grid area with mobs that arent agro thru rune.. their are 3 boys and 3 girls who flee from you and die really fast.. they SAC! so kill them first.. also their is mob with string of charms name caregiver.. fleeable.. what i do is have clone's follow in from the last princess room which is a magic room.. just have them assist and not waste mana on boy's/girls.. then  i constrict and dispel the caregiver.. set wimpy to max.. and order clone's to either web or harm caregiver while i stun like mofo.. caregiver hits really hard. if you gotta flee and heal up go back to the last princess warrior room and heal up and clone up(magic room) and go back to caregiver for round 2..  after dead you get a key.. and charms 

next follow path back all w,2s,2w, south of here is 3 more warriors.. i dont think clone's follow in.. then back north.. we'll come back here later. go about 5 more west and look north.. 

TIWA HEADDRESS AND BONDAGE STRAPS
their should be a gate to the north. unlock that with the key u got from caregiver. once again 3 more warriors.. clone's dont follow in. after this their is a secret so you dont have to fight some hard mobs guarding the queen. elite guards or something.. if you dont know about this secret you gotta unlock a door or gate north and your in a 4x3 room with elite guards who block.. the far north west room is a safe room. the far north middle room is queen and 2 princesses. far north east room the elite guards can go as well as all the rooms south of the northern area. but safe room and queen room the elites cant go..  ok.. so that being said.. lets do the secret cuz those elite guards howl.. from our dead pile of 3 warriors.. go w, unl hidden up, u, open door north, 3n, open door north, open hidden down, down,  check this out.. were in the safe room! :) clone's dont follow from here but east is the queen and 2 princesses.. magic room princesses are agro through shadow so kill them first.. they're not too hard, kinda like princess warriors. you can blind these one's too and pick em off one by one.. i shadow up blind, feign, go back to safe room and repeat to pick em off one by one.. also make sure wimpy is off again.. u dont wanna flee into elite's. after they are dead. can only really constrict the queen.. this bitch is hard. tons of hp.. hits semi hard.. usually i hit turbo just to make it easier.. and the rest of the zone can be done before turbo runs out. after queen is dead grab her headdress.. and open the throne to get the bondage straps.. then go back w,u,3s,d,e,2s,5 east or so.. then back south to where we killed the warriors and said we'd come back :)

ESPADA DEL ALMA
ok south from our previous dead warriors is a golden statue.. use the key u got from the queen to unlock statue down,...1 PERSON AREA except mummy rooms. this area has fire scarabs.. 2-3 screams.. die in a few rounds.. wander.. agro through rune/shadow. this area also has 4 mummified matriarchs.. 3 of them wield fake alma's.. they arent agro.. howl.. and are fleeable.. cant spell up.. just constrict.  one of these fire scarabs has an ivory key.. and corpses fall to the room north of the golden statue. the real alma is on the mummy all down.. then theirs a mummy to the east and west.. the mummy to the west is the correct mummy for alma.

k.. after that go back to golden statue room. north and grab your loot. now hurry n,2e,3n,unl gate w with ivory key. ok west of here has 2 princess warriors in each room.. that dont wander and a male tiwa guy.. who isnt agro but SACS..  clone's dont follow after the first room with them. west from this room is another room with 2 warriors and 1 male.. now clone's will follow west from here..

EYE OF GOD  BLOODSTAINED ETHEREAL  GLORIOUS RANDOM
ok west of here is high priestess with eye of god.. non agro can spell up.. doesnt block.. howls..  but be carefull their are also regular priestess that are agro through shadow.. they are about as tuff as a warrior.. high priestess might block south and north exits.. i forget.. but east isnt blocked.  from high priestess(eye of god) go north east.. east from this room is nacimeto.. keyword god. agro through rune/shadow howls.. thru sanc.. clone's follow through this last area.. spell up and take advantage of turbo.. this is hard fight without it.. even with it..  dispel blind constrict that mofo.. and order web on him and throw in a few harms when u can. he's got the bloodstained ethereal armor. after that bitch is dead. go 2 west 3 south, east.. east from here is Muerte.. key word god.. same deal as Nacimeto.. get glorious random from muerte and thats it :)   

this is written just off the top of my head at 1:30 am.. so maybe ill organize it a bit better sometime.  if your bored.. read the description while your zoning this place.. its got a cool storyline
 

---PHANTOM MIDGARD
------------------------------------------
From Market Square: s3e2s5w4n, slide w, ed
 
General's Mark
 
A) From "Back at Market Square" go s3ws
B) Pick/open tent e. There are 3 nazi guards.. Kill em
C) east are again 3 guards..
D) east are 3 guards and nazi leader... leader aint agro if u have rune.
so kill guard's and then leader.. get key from leaders corpse..
E) go 3w and unlock/open kitchen.
F) s is nazi soup leader.. reflects and acids
G) up is seinfeld and hitler.. seinfeld is agro and reflects, hitler aint.
F) get the stuff and enter the portal
STuDD's Toupee
 
A) Go all east and north. Kill the mob.
B) Go w/up and look at the mob. Then I think you tell him rent
or something, get the key once he's dead. Go back to market square and
go 4east and then unlock/open north. North is a mob, kill it. Go nwn I
think and there's nixodorf. Kill him.
C) Use a giant to shockwave, once all the bunnies are down
take them 1 by 1. Be careful, they acid.
D) enter portal to 1 person room, enter portal again, stunn studd (aggro)

west, north from market.. cleric guild get key off cleric. unlock sanctuary north. kill liru
 
A) s/2e unlock thief. South is a guard, who's easy
B) two east and south and you're at some thiefs. This part's easy, just
take nekkid druid 4'" and cloak them, run in and guiness all the thiefs
in the room (more wander in) They'll keep following you and eventually
they'll fall over sleeping when they follow you.
C) They don't have anti rune, kill them t's a big cluster fuck but it's fun.
They steal eq so make sure you'er watching what's going on.
D) Keep going s, killing thiefs, one of them has a key.
Finally you get to a door called slive, unlock, open it. South is
Slive. He's a asshole. You need to maim him first off, he has good AC,
second, he's really speedy. Anyways, kill him
 
Warriors Guild (A Double-Edged Sword)
 
A) go to the warriors guild south is a guard
B) east then south are young knights. They might wander, but don't see
cloak so go in and blind/dispel them then kill them quick like.
C) Keep going all south killing knights in the same way. One of them has a key
D) all south is a door, unlock and open it
E) Kruik is 2 south from the door. Aggro thru rune, get group ready and
kill his ass. Enter portal when done.
 
Mage Guild (Rapsu's Tattered Robes)
 
A) 3w unlock/open south. Kill the guard south
B) Now go south east I think it is. South are Magi's. They're aggro-anti
rune and wander. But die fast. So do it however you want. One of them
has a key.
C) Along the south wall of the maze is a door called inferno. Use the key
'illusion' to open the inferno. 2s is raspu and 3 apparations. The
apparations are aggro and anti rune and see thru cloak. Raspu is
sleeping. So go in, kill the apparations and then spell raspu up and
kill him. Enter portal after this.
 
An Anti-Matter Containment Suit
A) go 4w and neil armstrong is north. He sacs but is easy as hell. kill him
 
*** NOTE: IF YOU DIE IN ANY OF THE BELOW ROOMS YOUR CORPSE WILL DROP ***
*** INTO THIS ROOM, SO MAKE SURE NEIL IS DEAD! BECAUSE HE FLEES/SACS ***
 
B) Now next part is a maze. Send a nekkid char nwuweenu and then portal to him.
C) East is Milkyway monster.. Fucker spits acid but is weak.
D) Next is a famous bottle neck part of PM.
1) Frist roossm up is one person and has 1 Nebula
2) Second room up is 2 person and has 2 mobs.
3) Third room up has no limit on chars and has 4 mobs
4) Fourth room up has no limit on chars and has 4 mobs
E) I'm doing this from memory, but I think the room east from the top room
is clear. So go in there. North is another mob, kill it. maims
 
*** There is some stupid proc wich can blind your ass and you end ***
*** up fighting with some mob(s). These mobs aint hard so kill em ***
 
F) Now up is a one person room with Gas of mars in there. Envenom and Decay
all of the gas but do it quick, cuz they're aggro and balefire and
stuff. Dbreath/whirl is also ok. But do it quick!
G) Once the gasses are dead, send the group 3u/s.
H) Now go north and kill the mob. Get the suit and key and enter portal
 
((Eye)) of the Storm
 
A) Go 2n. DO NOT ATTACK!!!!
1) Neither mob is agressive. But you only have to kill the human
2) It's smart to blind the priest because he sacs.
 
*** DON'T ATTACK PRIEST THOUGH!! HE'S LIKE THE ***
*** DOORMOUSE AND THERE'S NO REASON TO KILL HIM! ***
 
B) Once human is dead, there's two hidden exits in this room. West is fido
and up is cloud
C) Go west and get all from the fridge. They're Sky Potions and Cloud Key
1) Sky potions give breathe_water. Hold onto them, you'll need em.
D) Go back to the room with priest in it. Up is another bottle neck part
1) First room is one person and has one mob in it
2) Second room is two person and has two mobs in it.
3) Third room has no charater limit and has 4 mobs in it.
4) Fourth room is same as thirdroom.
unlock sky u open sky nimbus hunts d
Bozo's
 
A) you got a key from someone called bozos, so unlock bozos and open it as
soon as you get to market
B) Now this is tricky. first room is 1 person only, and has 1 flying fish.
so tanker go kills that. one up from there has 2 flying fish and is 2 person.
1 up from the two person room has 4 flying fish and dosent have a limit
on chars. I don't know of a good way to do the 3rd room since it's a
bottle neck. So do your best I supose.
C) up from here is master and a clown. the master is aggressive and clown
isn't. The clown sacs. So when you go up there, have the group kill the
master, and have someone blind the clown, the blinder has to be wearing
eq. After they're both dead, enter the portal.
 
Mausoleum
 
A) This is a breathe-water area. Believe me when I say that
you want all the people in your group to have breathe-water. Luckily
there's about 20 breathe-water sky rations provided within the zone.
Go 2n and kill the slave, I think it's the slave anyways. Then go west
and they're in some kinda fridge or something. Anyways, they're 2n/w from
market square.
B) Now back to the Mausoleum. This part's like Bozo's only harder.
Breathe-Water, The Zephyr's maim and your eq drops to the room before
dax. So it's important not to die, because if you do, you're in a
really really bad way.make self good so mudders dont attack
 
--------Stuff------------------------------------------------------
Galaxis : An Anti-Matter Containment Suit (20/DR:6/HR:6/Body)
Liru : The Golden Wings of Liru (15/HR:6/DEX:4/Arms)
Slive : Ring of the Dark Omen (15/DR:5/HR:5/Finger)
Hitler : The General's Mark (7/HR:3/AC:-7/Tattoo/Brand)
Kruik : A Double-Edged Sword (DR:6/HP:75/3-attack Slash/Wield)
Rapsu : Rapsu's Tattered Robes (About)
Nimbus : ((Eye)) of the Storm (HR:6/AC:-11/Light)
Dax : Bracers of Eternity (15/DR:6/HR:5/Wrist)
STuDD : STuDD's Toupee (14/DR:6/HP:100/Head)
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