AUCAN

12/17/2011

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AUCAN -  by SICK 5/2010
2 PERSON ZONE - DIFFICULTY: HARD
SACCING/ACID/STEAL EQ MOBS
email [email protected]



M[ ]   s,open cover,d..   
Crocodile: dont wander, agro thru all, block exits.
s, 3 croc's    
w, 3 crocs.. clone's dont follow here
w, 3 crocs.. clone's follow
w, 3 crocs.. clone's dont follow 
(ok south of here leads to other section of aucan.. we'll come back to this).
2e, clone's follow : )
n, 3 crocodile's clone's follow
n, 3 croc's clone's dont follow



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*CROCODILE SKIN LEGGINGS (optional no key needed)   
________________________________________________________________________________________________________________________________________________________

ok.. downfrom here is Giant Croc. 2 person room, fleeable.  he's in a no magic room with n,e,s exits.. each 1 person room. mob blk's up and you cant recall
d, GIANT CROCODILE: doesnt wander, scavenges, agro's all, no magic, maims, smart, fleeable (block's up)
u, brings you back to first room in zone after giant croc is dead. 
w,n



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*PQOWIE, MITHRIL LONGSWORD, ENLIGHTENED RING OF GLORY (optional no key needed)
________________________________________________________________________________________________________________________________________________________

w,  HOLDER OF THE SWORD: doesnt wander, isnt agro, no magic, smart, see's shadow not sure if fleeable, if you havnt cleared path west. i wouldnt try fleeing.
(ok.. west of here is 2 guards: agro and dont wander one is tougher than the other.. i forget which one.. think one that says protecting villagers is. both dispelable.. clone dont follow)
w, 2 guards
                *!!!!!!!!!* READ THIS *!!!!!!!!!*  ok after this room watch out for these mobs!
child: not agro, scavenge, wander tauntable SAC(they loot quick) easy  
villager: not agro, wander, blk druid casting, tauntable. east (clone's can still cast if you had em out allready.)

Iggy: wander, non agro, steal eq/gold, tauntable. easy
fido: blk druid casting, non agro, wander easy
warrior's agro dont wander..  easy. 
w, 2 guards and possible other mobs from above..  clone's follow
w,2 guards and possible other mobs from above.. clone follow
w, 2 guards and possible other mobs from above.. clone follow..      *TIP*   i like to taunt all the villagers out so they dont fuck u over - iggy's too - and child's.  id leave fido for now

****CENTER SQUARE   this room is designated as center square for the rest of WT



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BRACER OF MIGHT (optional no key needed)
________________________________________________________________________________________________________________________________________________________

from CENTER SQUARE
w, 2 guard
**next will be north clone's follow in. should be 1 guard and Master Aucan Warrior.. set druid on guard and tank on master.. then assist tank once guard is dead.

n, 1 guard and MASTER AUCAN WARRIOR: doesnt move, scavenges, agro thru all, smart, blk druid casting   (Bracer of Might)



========================================================================================================================================
ELDER'S STAFF
________________________________________________________________________________________________________________________________________________________

from CENTER SQUARE
n,  AUCAN MEDICINE MAN: non agro, no magic  (key to the healing grounds) 
unl thecircleoflife n
n,  MYSTIC OF AUCAN: agro, cant dispel, clone's dont follow (Elders Staff)


 
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TATTERED BOOK (optional no key needed)
________________________________________________________________________________________________________________________________________________________

from CENTER SQUARE
s,w 1 guard 
AN AUCAN ELDER: doesnt move, cant dispel, non agro (Tattered Book)



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ANCIENTS AMULET, GAUNTLETS OF WAR
________________________________________________________________________________________________________________________________________________________

from CENTER SQUARE
3w,  (ok, next room west has 4 ghosts: agro thru all)
s, 4 ghosts clone's follow
w, Ghost of Tjowi: agro thru all, doesnt wander clone's dont follow
w, GHOST OF BAWJI: agro thru all, doesnt wander clone's dont follow Ancients Amulet
w, Ghost of Adjitu: maim, agro thru all, doesnt wander.. 2 ghosts
w,
n, Ghost of Racikol non agro. 3 skeletons: agro thru all, doesnt wander
n, Ghost of Owgi: scavenge, doesnt wander, not agro thru shadow, coward, 
e, ghost
e, 2 ghost
n, 1 ghost
w, 3 skeleton
unl door w,
w, GHOST OF THE  ANCIENT CHIEFTAIN: doesnt wander, agro thru all, smart  clone's dont follow. dispellable.  bone key (unlocks sarcophagus, they have gold in them)(Gauntlets of War)
e,s,w,2s,4e,n,3e is CENTER SQUARE



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SILENT LEATHER ARMOR (optional no key needed)
________________________________________________________________________________________________________________________________________________________

from CENTER SQUARE
s, 1 guard 2 warriors.. clone's follow
s, 3 guards.. clone's follow
s, 2 guards.. clone's dont follow
s, safe room
w, BATTLE MASTER: isnt agro.. dont need to fight. hidden door west named deathtoall.. it doesnt require a key.  battlemaster does have a key though
***(ok once you go west from here.. its a 1x3 section of room's west to east.. you start in far east side.. and are trapped in this 1x3 section..   now..  this trapped
area is 1 person room!) keyword for silent armor mob is "ASSAS" -  fleeable, you CAN recall.. he hunts in very fast.. 
w, THE ASSASIN: wanders, hunts, agro thru all, maims like mofo, has speed, blks get.  (Silent Leather Armor)



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GOLDEN PLATE ARMOR
________________________________________________________________________________________________________________________________________________________

from CENTER SQUARE
4s, west is battlemaster.. no magic maims, doenst wander, refletcs  dispellable  (odd looking metal silver key)
w, battlemaster
e,2s, unl plaque e, 
e, 4 skeletons
unl sarcophagus with the bone key. get key to  the Cheiftains Armory from sarcophagus.. unl shield d *hidden door
open shield d
d, ENTITY: doesnt wander, agro thru all, acid, no magic, smart, blk druid casting, fleeable. Nasty mofo! druid useless on him. clone's dont follow (Golden Plate Armor)



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THE GIRDLE  OF FROST GIANT STREGTH, A MAGICAL DEMIJOHN (optional no key needed)
________________________________________________________________________________________________________________________________________________________

from Center Square
3s, open door e
this area has 6 royal guards: hunts in,scavenge, agro thru all, hit hard (1 person area in some of these rooms?) can flee, clone's follow in from the safe room to the west of door.
e, kill guards,
e,e,n
west of here is The Aucan Chieftain: doesnt move, scavenges, agro thru all, maims,blk druid casting.  and The Aucan Chieftain's Bodyguard: doesnt move, agro thru all, cant dispel
both hit really hard.. i have only done this room once.. it was nasty. might be a trick though. *trick is to solo with druid :) .. set wimpy max. east of their room is no- magic room.. so get clone's south of the no-magic room.. and run them in harm bodyguard first.. he dies much faster.. rinse/repeat. u can then either send in your tank and both take down chieftain.. or solo as druid too :) 
w, Chieftain and Bodyguard -  Cheiftain has (Girdle of Frost Giant Strength) (Magical Demijohn)



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CROCODILE TOOTH RING, HOLY RANDOM (small trinket from aucan child needed for holy random)
________________________________________________________________________________________________________________________________________________________

ok from entrance 3 west
*south is random slide room to 3 crocodile's.. sometime's it put you in a random no exit room, u must recall and run back.. getting both chars their can be tricky.
s, 3 crocs clone's cant slide
s, 3 croc's clone's dont follow
s, 3 crocs clone dont follow (after this room clone's follow east but not south)  (we'll come back to south later)
e, 3 crocs clone's follow
e,3 crocs clone's follow
s, 3 crocs clone's follow
s, 3 crocs clone's dont follow

s, 2 crocs clone's follow
s, 2 crocs clone's dont follow   CROCODILE TOOTH RING on one of crocs here
ok next area has about 15 Gazelle: agro through all..blk, cowards,   not too hard.. but bunch of em. clone's follow! fortify if u need to at first room
2x3 grid of gazelle's then 1 extra room of gazelle's on south east corner.. kill all of them hidden door to the east for giant sloth.. keyword on door is valakuna you need
the small trinket of an aucan child to unl it
s,s,e,e,unl valakuna
e, GIANT SLOTH: dont move, scavenges, agro thru all, maims, smart (Holy Random)



=======================================================================================================================================
HUNTERS CLOAK (optional no key needed)
________________________________________________________________________________________________________________________________________________________

ok.. from entrance.. 3w, random slide south, then 2s
s, 3 crocodile's  clone's dont follow
s, 3 crocs clone's dont follow
s, 3 crocs clone's dont follow
w, safe room
w, aucan warrior.. these wander from this room to the room north. kill them and taunt the warriors north
n, Aucan General: doesnt move, agro thru all, maims, smart, fleeable  (Hunters Cloak)



=======================================================================================================================================
FOUR-LEAF CLOVER (optional no key needed)
________________________________________________________________________________________________________________________________________________________

from Aucan General
s,e,e
s, 3 crocs clones dont follow
s, this is flying DT!  1 person room
s, Leprechaun; agro thru rune, no magic, reflect, blk druid casting, fleeable 2 person room (Four-Leaf Clover)



=======================================================================================================================================
INFINITY BLADE OF KAL'TU  and Bonus Gold
________________________________________________________________________________________________________________________________________________________

from Center SQUARE
3w, unl tomb d with black orb
ok, MUMMY: scavenge's, agro thru all, maims, no magic, reflects, acids, speed.   their is also 2 non agro corpse's they die super fast. (Infinity Blade oh Kal'Tu)
d, kill mummy


from CENTER SQUARE
5s,
e, skeleton, open passageway d
d, small spider: wander, hunt in, scavenge, remember, agru thru all, maim  at least 6 of these wander here.. fortify as soon as you go down.
The Mummy: scavenge, wander, hunts in, cant dispel, agro thru all, maims, smart,   he's in the area too.
This room is called The Safe - 2n, 2w, 2s, 2e, of this room is a mound with a lot of gold in them.. close to 100mil! 



======================================================================================================================
EQ:

 A Giant Crocodile Crocodile Skin Leggings - AC14 HR5 DR5 sneak, haste, limited LEGS
 The Holder of the Sword Pqowie - DARK-BONUS+2 STR2 holy, immune summon, container, HOLD/BELT
Enlightened Ring of Glory - AC13 HR5 DEX3 limited parry 1adv, RING
Mithril Longsword - 2x Slash 8D8 STR11 HP85 haste, limited, 39 dual, WIELD/HOLD
 Aucan Master Warrior Bracer of Might - AC13 DR6 HR5  44adv limited WRIST
 An Aucan Elder Tattered Book - WIS10 CON10 det-invis, sense life prot-evl rune sponge holy dual   HOLD
 Mystic of Aucan Elder's Staff - HR6 ARMOR-12 sponge, holy, limted, 12adv         LIGHT
 Ghost of Bawji The Ancient's Amulet - AC10 DR7 HR3 18adv sense life, rune, limited,       NECK
 Ghost of the Ancient Chieftain Gauntlets of War - AC13 DR6 HR6 haste, no min level, limited adv, HANDS
 The Assassin Silent Leather Armor - AC18 HR7 SPD1 sneak, hide, assassin, limited, 50adv,       BODY
 The Aucan Chieftain Girdle of Frost Giant Strength - AC13 HR6 DR6 berserk WAIST
A Magical Demijohn -  Magical Liquid Container.. (like an endless, but choco milk) LIQUID CONTAINER
 Entity Golden Plate Armour - AC25 DR6 HR6 no evil/neut, resist peirce, no maim, berserk, parry BODY
 Crocodile Crocodile Tooth Ring - AC12 DR6 DEX3 berserk, limited, 50dual         RING
 Giant Sloth Holy Random
 The Aucan General Hunter's Cloak - AC10 HR4 ARMOR-11 resist-cold, limited, 34 adv,   NECK
 Leprechaun Four-Leaf Clover - EGO75 STR3 detect invis, infravision, artifact, INSIGNIA
 The Mummy The Infinity Blade of Kal'Tu - 3x stab 15d5 DR8 HP100 50adv   
WIELD
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Mahn-Tor WT
Made by Kimchi
Ver 1.0, July 30, 2010


**** Do not drop anything on the ground in this zone!!!  It will dissappear forever!!! ****

Cannot summon into or out of this zone.
Most of the EQ mobs in this zone are in 2 person no-magic rooms.  Make sure you bring a druid along with you.


I.  Zone WT

From Market:  5eu3ed3ne, pick/open door e, ed3e, enter cave, 3swse: Ethereal Knight *ethereal plate*, en4e

A. Misty Aura, Voodoo Mask, and Gauntlets of Ogre Power
1. 2s: mistling <anti-rune, see cloak> (don't have to kill these mobs)
2. s: swamp wraith <scavenge, block n/s, nomagic> (don't have to kill this mob) *misty aura* *mist potion*
3. e: mistling, n: mistling
4. 2e: ogre warrior <anti-rune> hunts in (doesn't see cloak)
5. 2n: 2 ogre guards <anti-rune, see cloak, scavenge, block>, 2n; 3 ogre warriors hunt in (sometimes hunt in while fighting guards, so be ready)
6. n: ogre guard, n; ogre shaman <anti-rune, scavenge, frost, lightning> (blindable) *voodoo mask*
7. n: ogre chieftain <anti rune, see cloak, scavenge, no magic, block> (dispellable)*gauntlets of ogre power*

B. Path to keep of Mahn-Tor
1. 7s2wnwn4wsw3sd (cloak up for the next part.  aggro, see cloak mobs, can speedwalk past them)
2. 5swns2u, minotaur guard <anti-rune, scavenge, see cloak> (cloak up and dispell, or just kill), open gate s, ses: minotaur guard
2. 2e: Minotaur Gatekeeper <scavenge> *keep key*, unlock/open gate e

C. Getting Keyring
1. e: High Minotaur Guard <anti-rune, see cloak, scavenge> *blue steel greaves* *steel breastplate* (the eq that the guards carry is junk)
2. e: High Minotaur Guard *blue steel vambraces* *steel breastplate*
3. es: Royal Minotaur Guard <anti-rune, see cloak, scavenge> *steel breastplate*
4. s: Minotaur Ring-Keeper <scavenge> *multi-colored key ring* (container for multiple keys, keys decay quickly once taken out of key ring.                                                                          Only take out the key you need, and use it ASAP...timered to 3 ticks I think)

D. Majority of EQ in this zone (All rooms with eq mobs in this next part are 2 person rooms, and no-magic, plan accordingly)
1. s, unlock/open yellow e, e: Sumaron <anti-rune, see cloak> (3 screams) *manual of healing arts* *broach of life*
2. w, unlock/open red w, w: Gorak <anti-rune, see cloak> (3 screams) *suit of spiked garde armor* *minotaur combat gloves*
3. es, unlock/open maroon e, e: Amyrok <anti-rune, see cloak, blocks> *girdle of many pouches* *wire rimmed spectacles*
4. w, unlock/open black w, w: Darkoth <anti-rune, see cloak, maim, blocks> *nightbringer sword* *shadow shield* *black plate neckguard*
5. es, unlock/open green e, e: Nasturn <anti-rune, see cloak, blocks> *boots of striding* *marble ring*
6. w, unlock/open white w, w: Tyrgoth <blocks> *gold breast plate* *golden helm and visor*
7. es, unlock/open grey e, e: Drogar <anti-rune, see cloak, scavenge, blocks> *horn of pride*
8. w, unlock/open brown w, w: Belrak <anti-rune, see cloak> (fleeable) *belt of life*

E. Mahn-tor's Axe, Black Minotaur Chainmail
1. 6ne: Royal Minotaur Guard, open throne e, e: 2 Elite Minotaur Guards <anti-rune, see cloak, scavenge> (fleeable) *runed key and more junk eq*
2. unlock/open door e, ese: mahn-tor <anti-rune, see cloak, scavenge> (fleeable) *mahn-tor's axe* *black minotaur chainmail*
3. nw, recall, ZONE FINISHED!!!



II.  Equipment Stats

Misty Aura
Object 'aura misty', Description: 'a misty aura', Item type: ARMOR
Wearable Locations: TAKE NECK 
Item will give you following abilities:  SANCTUARY SPONGE 
Item is: GLOW HUM MYSTICAL LIMITED 
Weight: 5, Value: 10000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 7
Can affect you as :
    Affects : DAMROLL By 3
    Affects : HITROLL By 4

Voodoo Mask
Object 'mask voodoo', Description: 'the Voodoo Mask', Item type: ARMOR
Wearable Locations: TAKE HEAD 
Item will give you following abilities:  HOLY 
Item is: HUM MYSTICAL ANTI-GOOD LIMITED BRAWLER ELOG SORCERER 
Weight: 2, Value: 45000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 10
Can affect you as :
    Affects : DAMROLL By 5
    Affects : HITROLL By 6

Gauntlets of Ogre Power
Object 'gauntlets ogre power', Description: 'gauntlets of ogre power', Item type: ARMOR
Wearable Locations: TAKE HANDS 
Item is: GLOW HUM LIMITED ELOG 
Weight: 5, Value: 9464
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 13
Can affect you as :
    Affects : DAMROLL By 5
    Affects : HIT By 45

Manual of Healing Arts
Object 'manual arts healing book', Description: 'a manual of healing arts', Item type: WAND
Wearable Locations: TAKE HOLD 
Item will give you following abilities:  SPONGE HOLY 
Item is: 
Weight: 5, Value: 15000
Minimum Level:  None.
Bane Strength: Pathetic
Has 10 charges, with 10 charges left.
Level 50 spell of:
restore

Broach of Life
Object 'broach ivory', Description: 'a broach of life', Item type: ARMOR
Wearable Locations: TAKE NECK 
Item will give you following abilities:  FLY 
Item is: GLOW MYSTICAL BLESS LIMITED ELOG 
Weight: 5, Value: 50000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 10
Can affect you as :
    Affects : DAMROLL By 4
    Affects : HIT By 50

Suit of Spiked Garde Armor
Object 'spiked garde armor', Description: 'a suit of spiked garde armor', Item type: ARMOR
Wearable Locations: TAKE BODY 
Item will give you following abilities:  PARRY 
Item is: GLOW HUM WARRIOR LIMITED THIEF ELOG 
Weight: 8, Value: 25000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 15
Can affect you as :
    Affects : DAMROLL By 5
    Affects : HITROLL By 3

Pair of Minotaur Combat Gloves
Object 'gloves combat', Description: 'a pair of minotaur combat gloves', Item type: ARMOR
Wearable Locations: TAKE HANDS 
Item will give you following abilities:  PARRY 
Item is: HUM EVIL LIMITED ELOG 
Weight: 3, Value: 10000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 11
Can affect you as :
    Affects : HITROLL By 4
    Affects : DAMROLL By 4

Girdle of Many Pouches
Object 'girdle pouches many', Description: 'a girdle of many pouches', Item type: CONTAINER
Wearable Locations: TAKE WAIST 
Item will give you following abilities:  DETECT-INVISIBLE 
Item is: LIMITED ELOG 
Weight: 5, Value: 15000
Minimum Level:  None.
Bane Strength: Pathetic
Can affect you as :
    Affects : ARMOR By -10
    Affects : HITROLL By 4

Pair of Wire Rimmed Spectacles
Object 'spectacles wire rimmed', Description: 'a pair of wire rimmed spectacles', Item type: ARMOR
Wearable Locations: TAKE HEAD 
Item is: MYSTICAL LIMITED 
Weight: 2, Value: 25000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 10
Can affect you as :
    Affects : INT By 7
    Affects : WIS By 7

Shortsword named "Nightbringer"
Object 'nightbringer short sword shortsword', Description: 'a shortsword named "Nightbringer"', Item type: WEAPON
Wearable Locations: TAKE WIELD HOLD 
Item will give you following abilities:  INVISIBLE HIDE HASTE 
Item is: GLOW HUM ANTI-GOOD ANTI-NEUTRAL LIMITED ELOG 
Weight: 9, Value: 9464
Condition: Perfect
Num of attacks: 2x
Type: PIERCE
Minimum Level:  35 Dual Class.
Bane Strength: Pathetic
Damage Dice is '5D6'
Can affect you as :
    Affects : DAMROLL By 5
    Affects : ARMOR By -11

Shadow Shield
Object 'shield shadow', Description: 'the shadow shield', Item type: ARMOR
Wearable Locations: TAKE SHIELD 
Item will give you following abilities:  SNEAK HIDE 
Item is: GLOW HUM MYSTICAL ANTI-GOOD ANTI-NEUTRAL LIMITED ELOG 
Weight: 8, Value: 50000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 15
Can affect you as :
    Affects : DAMROLL By 4
    Affects : HITROLL By 5

Black Plate Neckguard
Object 'neckguard neck guard black plate', Description: 'a black plate neckguard', Item type: ARMOR
Wearable Locations: TAKE NECK 
Item is: GLOW MYSTICAL ANTI-GOOD ANTI-NEUTRAL LIMITED 
Weight: 3, Value: 10000
Condition: Perfect
Minimum Level:  25 Dual Class.
Bane Strength: Pathetic
AC-apply is 10
Can affect you as :
    Affects : DAMROLL By 4
    Affects : HITROLL By 4

Boots of Striding
Object 'boots striding', Description: 'boots of striding', Item type: ARMOR
Wearable Locations: TAKE FEET 
Item will give you following abilities:  FLY HASTE 
Item is: MYSTICAL LIMITED 
Weight: 5, Value: 45000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 6
Can affect you as :
    Affects : HITROLL By 6
    Affects : MOVE By 100

Thick Marble Ring
Object 'ring marble thick', Description: 'a thick marble ring', Item type: ARMOR
Wearable Locations: TAKE FINGER 
Item is: GLOW MYSTICAL LIMITED 
Weight: 5, Value: 10000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 12
Can affect you as :
    Affects : DAMROLL By 4
    Affects : STR By 3

Gilded Gold Breast Plate
Object 'breast plate gilded gold', Description: 'a gilded gold breast plate', Item type: ARMOR
Wearable Locations: TAKE BODY 
Item will give you following abilities:  SANCTUARY HOLY 
Item is: GLOW MYSTICAL ANTI-EVIL ANTI-NEUTRAL LIMITED 
Weight: 25, Value: 35000
Condition: Nearly Ruined
Minimum Level:  32 Dual Class.
Bane Strength: Pathetic
AC-apply is 20
Can affect you as :
    Affects : HIT By 75
    Affects : ARMOR By -5

Golden Helm and Visor
Object 'visor helm golden', Description: 'a golden helm and visor', Item type: ARMOR
Wearable Locations: TAKE HEAD VISOR 
Item is: GLOW MYSTICAL ANTI-EVIL ANTI-NEUTRAL LIMITED 
Weight: 6, Value: 25000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 8
Can affect you as :
    Affects : HIT By 50
    Affects : DAMROLL By 3

Horn of Pride
Object 'horn pride', Description: 'the horn of pride', Item type: OTHER
Wearable Locations: TAKE HOLD 
Item will give you following abilities:  DETECT-INVISIBLE SENSE-LIFE SANCTUARY INFRAVISION FLY 
Item is: GLOW MYSTICAL 
Weight: 5, Value: 25000
Minimum Level:  None.
Bane Strength: Pathetic
Can affect you as :
    Affects : EGO By 25

Belt of Life
Object 'belt life', Description: 'the belt of life', Item type: ARMOR
Wearable Locations: TAKE WAIST 
Item will give you following abilities:  SENSE-LIFE 
Item is: MYSTICAL LIMITED CLERIC 
Weight: 4, Value: 50000
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 10
Can affect you as :
    Affects : CON By 6
    Affects : HIT By 50

Mahn-Tohr's Great Axe (can up)
Mahn-Tohr's Great Axe appears to be magical.
You feel informed:
Object 'axe great mahn tohr', Description: 'Mahn-Tohr's Great Axe', Item type: WEAPON
Wearable Locations: TAKE WIELD 
Item will give you following abilities:  HASTE 
Item is: HUM MYSTICAL ANTI-GOOD LIMITED NO-IDENT ELOG 
Weight: 12, Value: 34464
Condition: Perfect
Num of attacks: 2x
Type: SLASH
Minimum Level:  20 Dual Class.
Bane Strength: Pathetic
Damage Dice is '9D7'
Can affect you as :
    Affects : DAMROLL By 6
    Affects : HITROLL By 5

Suit of Black Minotaur Chainmail
a suit of black minotaur chainmail appears to be magical.
You feel informed:
Object 'suit chainmail minotaur', Description: 'a suit of black minotaur chainmail', Item type: ARMOR
Wearable Locations: TAKE BODY 
Item will give you following abilities:  PARRY RUNE_PROTECTION 
Item is: HUM LIMITED NO-IDENT ELOG 
Weight: 12, Value: 34464
Condition: Perfect
Minimum Level:  None.
Bane Strength: Pathetic
AC-apply is 15
Can affect you as :
    Affects : DAMROLL By 4
    Affects : HITROLL By 4
 

Vampire Quest - by SICK 8/2010
NOTES: bring a lot of quaffs.. and dont spam stun in this zone.. prepare to quaff and stun when possible.
you can also do this quest with any character.. and end the quest with whatever character you want to have the flag

5w,u,10w,2s,e,n


---Section 1----

2n, open door north,
small spider - agro, dies in about 3 rounds (bunch of these wander around this main floor)
2n,
giant bat - agro thru all
u,
2 giant bat
u,
3 giant bat
3e, open door n,
p.o.'d typewriter - cloak/dispel him, kill and get key
6w, unl/open door n,
large werewolf - agro thru all, reflect, maims.. kill (hits pretty hard, fleeable, but pointless.. he hunt you down instantly)
get all from the corpse of the vampire hunter.. key and wooden stake  (possible trick.. i didnt try it.. but just get all from the corpse of vampire hunter and run like hell)
s,3e,2d,s,w,3n,open door w,
(this door leads to the butler.. this is where u buy VIALS OF BLOOD from)
n,w
5 small rat - agru thru all, maims, scavenges. (die 1 hit)


---Section 2---

w, (door to the north.. with a giant rat.. this might be pointless to do this part.. but has a box of fish food and bottle of poison.. not sure what its for. what i did was drop both in the pirhana room.. and only 1 agro'd me)
unl/open door w, 2w,  - this area is a maze.. if u mess up dirs. USE PEEK! (or recall and start over.. DT's all over this maze) and look for room with a fountain in it. maims and corpses sink to courtyard, the safe room before dogs..
n,
2 dead dog - agro thru all, reflect, maim, blk's, breaths fire..
n,
2 dead dog
e,
2 dead dog
s, ent fountain
7 pirhana's - agro thru all, maims.. try flash asap.. (get fish fin key) 
ent portal,w


---Section 3---

unl/open door e, e
Big Book - agro thru all, maims
e,
2 Big Book
e,
3 Big Book - get key desk (trick here- send a naked char to get all from the desk, donate it quick and quit out.. grab key)
3w,2n,unl/open closet e,e
skeleton - agro thru all
unl/open trapdoor d,d   
4 small rat - die 1 hit
w,
3 small rat
unl/open chamber w,
vampire lord - agro thru all, maims.  fleeable, blindable dispelable..  u can only take him down to like awful.. then fight will automatically stop.. after that.. wield the wooden stake. and type smite lord.. get your fangs.. and enjoy your new vamp flag. 

---THE END!---
 

---PANTERA
 
Directions from market:
..4e5s;enter ship; .6w6s2ws2w3d3s3wsw3s;
..3w [be careful here not to overstep into maze];
open gate (start of maze)
..wssenew3ne (wandering aggros, need to speedwalk)
[in this maze, there's a shrieker with *brass knuckles*]
2n3esn
 
(Shades recommends using a sleep/summon technique with a naked druid to sleep all the spirits.
I think its easier to just put one stunner on each.)
n: 2 spirits[aggro, hot rooms, flee]
e: 5 spirits
e: 2 spirits
e, s: spirit *skeleton key*
unl/op slab n
 
op armor n, n: famine [aggro, can cloak/blind, dispellable] *rusted rod*
op cabinet e, e: slaughter[same] *gold rod*
op drawer w, w: plague [same] *ivory rod*
2e, unl window e, have naked char e, get rod, use insignia, get rod back
w, unl/op portal u, u: conquest [dispellable]
unl/op window n, n: hydra [breath, scavenge, aggro, see in dark], 2 spirits
(spirits/hydras wander around and flee, so use peek)
w: same
n: same
e: spirit
s: 2 spirits, hydra
w: spirit
s: hydra, spirit
e: hydra head [not aggro, acids]
w, w: hydra, spirit
 
e, unl/op weeds n, (be really careful in the sink to end rooms) 2n, w: 2 mystic warriors [aggro, cloak/blindable/dispellable, block, no magic, sinks to end] n: 2 spiritual guardians [dispel/blind, not aggro]
n, op rocks n, all n, op portcullis, n: hydras (wander, aggro, maim, scavenge, flee, breath, gustable, dont see cloak)
all u (sink rooms, sink to bottom of the mountain) n, d, 2w: guardian [not aggro, dispellable] unl/op gates, n: spirit, n: spirit, w: 2 spirits, n: spirit, e: spirit, n: 2 hell hounds [aggro, cloak/blindable], all e, all n, 2w: hell hound, all w: hell hound 2e, n, op corral n, taunt/gust/scare morbis out of there, close corral and kill him *Morbis's Bit and Bridle* (note: hell hounds will wander out)
 
go all s, all e, all s, w to door n, unl/op door n, n, all u: mystic warrior [aggro]
 
slide s, w, slide n: Grim Reaper [blocks_get, aggro?, reflects, no magic] *black key*
unl/op trapdoor d, d: *The Unholy Shield of Satan, Boots of Mercury*, in chest: *Blackjack, 10mil*
 
(the grim reaper is tricky... bring some equinoxed druids
good idea might be to flee grim reaper north with a naked char and then portal/summon there: it's a magic room
could also just set wimpy max and flee to quaff, but he hits pretty hard)
 
EQ
----
Brass knuckles: 10AC 4DR 7HR ??
Scythe of the Grim Reaper: 6d10 10DR 5HR 3-attack
Boots of Mercury: 12AC 5HR 5DR, invis, druid-usable
The Unholy Shield of Satan: -20AC 6DR
Morbis's Bit and Bridle: 12AC 5HR 5DR, neck
Blackjack: magical, around 7d7 6/6, 3-hitter, advanced, no min level
Helm of Acid Resistance: ??, anti-acid
Helm of Reverse Alignment: ??, reverses alignment while eq'd
 

Yupa's TimeQuest Walkthrough
Version 1.0, September 12, 2002


You will need:  1 Character; a mid-level dual should be able to handle this.
Recommended: Bring an additional post (summoning) character, it'll save you some walking.


From Market Square:  13w, 2s, e, n, 2w, s, w, 2s, n, kill guard (time key), 
2u, unlock/open hatch s, s, open hatch s, s, w, s, kill bandits (timecontrol),
u, unlock/open door w, w, s, say code <4th digit agent>, post summoner, then:

> Drow <   

w, open boulder, say code <3rd digit agent>, summon back

> Klingon <   

e, pick/open barrier, w, 2n, open wall, w, open metal, w, s, open door w, w,
kill shipmaster (engineer's key), e, n, e, s, unlock/open hatch s, s, w, use 
switch, e, 2n, e, n, w, open hatch w, w, 3n, open hatch n, n, kill commander
(captain's remote), 4s, 2e, 3s, unlock/open glass, s, say code <2nd digit agent> 
(aztec symbol), summon back

> Galaxy <

3n, e, 3n, u, s, kill Aries (spring shoot), 3e, kill Capricorn (winter branch),
3e, kill Libra (autumn leaf), 3e, kill Cancer (summer flower), n, unlock/open
forcefield, u, unlock/open you, u, n, w, 2n, unlock/open you, 2e, s, w, 
unlock/open you, s, w, 2s, w, 2s, say code <1st digit agent>, summon back

> The Finish < 

s, n, unlock/open throne, d, kill king (schokolade), unlock/open door w, w,
enter _ _ _ _ (the 4 digits you obtained from the time agents), open barrier,
n

...then summon in the poor sap who hit the DT, or if it's you, my condolences.



Yupa's Notes:

1. TimeQuest is for when you hit a DT.  You can recover SOME, but NOT ALL, or 
your equipment.  But hey, better some of it than none at all.

2. You need to obtain 4 digits from Time Agents.  The codes they give are 
random each time, so the numbers you get from one TQ run will be different from
the next.

3. Use "say code" to the agents; they will reveal the secret code digit and then
attack you.  Using the ' mark for say, or some alias or whatever won't work.  You 
have to type the word S - A - Y.

4. After getting the code from the agent in the Time Machine, there are 3 other
agents throughout the mud.  I've noted each area separately, in case you want to
walk to the zone instead of using the gates in the Time Machine.  It's alot 
easier to leave a summoner though. 

5. There are a few DTs to watch out for:  On the Klingon Ship, there's a hatch
somewhere that will suck you into a DT, but it should be marked....also, I think
that it won't open until you shut down the generator (use switch).  In Galaxy,
there's also a DT somewhere, but so long as you stick to the directions, you should
be ok.  And Drow, ok, unless you totally skip the simple directions to the Drow
agent, you could find yourself in way more trouble than you should be getting
into for a simple task.

6. In the past, I've run TQ and found that one or two agents are missing, usually
the Drow agent, and sometimes the Galaxy one as well.  If you're short 1 digit, just
guess it, it'll take 10 tries tops.  Short 2, well, that'll take a 100 guesses at 
most... might want to see if an imm can see why the agent's were missing.

Bonus Note:  In the treasure chamber, there's a few items that are normally in there, that
 didn't belong to the DTed person.  Most of it's crap, like wing boots and Consequence Sufferor,
 but there is one nifty little gem....the Olive Leaf!  This is basically a portable Mallins;
 drop it on the ground wherever you are, and you'll regenerate every tic as if you were in 
 Mallins/Club Resting Room!  Just don't forget to pick it up when you're done.
  
 

Tolkeen by waylander


Go to rifts u 4n w open gates u 4n ent rift n kill rpa w kill rpa
open rubble n
N u

Southern Quadrant
Go s kill warlord get key ent rift look for cyber knight with a pass
find and kill him(they assist but arnt agro and can be spelled up)
Return to rift

Northern Quadrant
N kill warlord ent rift unlock door kill keymaster
2s all w d give pass to kueda receive Mobius

Eastern Quadrant
E kill warlord
Ent rift open door e
When u go e 2 hunting mobs will hunt in daemonixs ( be careful they
disarm maim and burn as well) kill them
From entering rift go 2 e s u is 2 rpas u can quaff and flee kill em
1 u from rpas is Fury kill him for wings or fury(about with fly)
Feet Iron from rift room 3 e n and kill mob he isn't agro but is in
a no magic
Reflect mob
Ironbane
From rift all e and peek s Warlord Scarb make sure have fly for
flying dts
Kill dogs with a naked druid they die one solar flare just spam it
Warlord is agro but not anti trash 2 blades kick his ass no quaff no
magic

Western Quadrant
Ent rift u randomly slide into diff rooms only agro mobs are grunts

Sword wristband(5 dam -20 ac) hunt Malik open door w 1w 2 agro
guards kill em
S pick noentry open e malik not agro no magic

Dynamo armor(6dam -20 ac) hunt smith open hidden let defenders
wander out
d no magic no flee hits hard

Yoricks skull and Ring of theElder
Back to nexus unlock secret u ent rift u u d d w e w e (non agro
blocking mobs on the way that assist expendables) n n open chamber
n king agro no magic
Open secret follow path eventually u have to slide to right room
treasure room
If not have to go back and try again
N Salkind agro no magic Yorick skull like 5 dam -13 ac blade holdable
  
 

Yupa's OSCORP Walkthrough
Version 1.0, May 19, 2003


You will need:  An advanced player or 2.


From Market Square:  20e, n


A. OSCORP Standard issue labcoat

   1. 4n, 2e, 3n: 2 Elite OSCORP Security Guards, OSCORP Level 1 Keycard
a. Also in this area, is normal OSCORP guards <Block, Wander>.

   2. unlock/open panel u, u, 3e, n, 2w, n, e: Supervisor, OSCORP Level 2 Keycard
  a. In this area, there are OSCORP accountants <Block, Scavenge, Wander>.

   3. unlock/open panel u, u, 2n, 2e: The Vulture, OSCORP Level 3 Keycard
a. Pigeons in this area <Block, Wander>.

   4. unlock/open panel u, u, 2n, e, 2s, 2e, n, w, n
a. IT Guy!'s are on this level.  <Block, Wander, Aggro w/out Rune>
One of 'em has the OSCORP Level 4 Keycard.

   5. unlock/open panel u, u, n, e, s, e, n, e, n, 2w: The Lizard <Aggro, See Cloak>,
OSCORP Keycard Access Level Five
a. Lab technicians wander here <Block, Aggro, See Cloak, Wander, Scavenge>

B. Savage Boots of the Wilderness, Helmet of Illusions

   1. unlock/open panel u, u
a. This next section, there's OSCORP Executives <Wander, Aggro, See Cloak>,
  and Kraven, the Hunter <Scavenge, Aggro, Reflect, See Cloak, Hunts>.  I
  recommend taking a stand in the next room first, kill whatever wanders.

   2. n, w, s, 2w, n, 2e: Mysterio, Master of Illusion <Gas, See Cloak>, OSCORP Keycard
Access Level Six

C. Cowl of the Goblin, Pumpkin Bomb, Cane of the Mob boss

   1. unlock/open panel u, u, 2n, e: The Green Goblin <Aggro, Gas>

   2. get picture, unlock/open secret, n, e: The Kingpin <Aggro, See Cloak, Reflect, Hunt>


EQ Mobs

The Lizard:   OSCORP Standard issue labcoat (AC 14, 4/4 About)
Kraven: Savage Boots of the Wilderness (AC 11, DR 6/Ego 50 Feet)
Mysterio: Helmet of Illusions (AC 12, 5/5 Head)
Green Goblin: Cowl of the Goblin (AC 10, 5/5 Neck)
Pumpkin Bomb (150 Capacity Liquid Container)
Kingpin: Cane of the Mob boss (4/5, 3-attack Crush Weapon)
  
 

Elven Chainmail Shirt Walkthrough
Version 1.0, May 20, 2003 


1. Find a cutesy furball, w/ a finely woven scarf.  Kill it.

2. From Market: 5e, 6s, w, n, unlock/open door, d, open marble w, w, n, 
   2w, 2s, 3w, open marble w, w: elven guard
 

To zone: s,3e,2s,10w,s,3u,s,w,n
open darkenkeep w, w
open tristan n, n
ent spellbook
open valadan n, n
2w, n, 2e, n
mob: master
room: admission, this is one of the few summon in rooms in the zone so leave a post char here
n, 2e, n, e
mobs: wizard and apprentice
w
north of here is the stranger maze, everything sinks to a safe room, you need to wander
around and kill strangers until you see 2 keys sink.  Once you see the keys sink, recall
and get summoned back to the admission room.  By the way, there's a proc in that maze,
the pipe mob does damage to everyone once in a while, kinda like ramoth.
n, 2e, n
dir to the safe room in the maze from here is, 2n 2e, get the keys and recall and get summoned
back to the admission room again.
n
unlock/open gate n
north is a 2 person room, what you need to do is get your whole group 2n and there will be
2 non aggro blocking mobs in there called thief.  4 mobs called shadow will hunt in so kill 
them.  Then kill the thiefs.
w
mob: master (reflect, no magic, maim), he has the knife which is a key, and omen(pk only tattoo)
e, 2s, 2e, n
again 2n 2e through maze to the safe room
unlock/open door s, s

mob: calliope (reflect, no magic, maim), he's got that proc and the shattred pipes(12ac, 5dr, 6hr)
unlock/open fence s, s

2w
unlock/open curtain n, n
mob: wizard(acid)

s, 4e, n, 2n, 2e through maze (again)
unlock/open entrance e

Now you're entering the horses part.  There's 3 types of horses.
Angry (aggro), Friegthened (non-aggro, saccing), Fierce (non-aggro, blocking)
So get all the angry first then the fierce.
e, n, w
mob: valadan (maim, non magic, reflect) he's got mane (12ac, 6hr, 4dr)
it might be a good idea to kill any frieghtened horses in this room since they sac but that's
up to you.

u
Room called A Day's Rest  2nd summon in room, post here

Enter path
w
2 mobs: water, easy
2n, u
east from here is the foreman

he's in the room with 5 mason, they sac.  send a naked lich in a decay all of them, they should die
pretty quickly.  
e
mob: foreman (easy)  has visor(-9ac 10ac 5hr)

there's 2 portals in this room
first is called hole, this one is optional, on the other side there are 7 mobs called
brick.  They die fast, magic room, but there's a proc they deal damage you you constantly.
So go in kill them, pick up the brick(ego, pkonly) and recall and get summoned back to
A Day's Rest.

From there, ent path, w 2n, u, e
the other portal is called entrance/castle, on the other side there are about 8 mobs,
some called spore, some called bunny, it's magic and fairly easy.
e
mobs: 3 guards(easy)
e
mob: king(easy) has helm(20ac, 100hp, 6dr)

ent painting
this is 3rd summon room called moonrise, again leave post



n n e n dirs through winterwaste maze
slide n into the slide maze
if you end up in winterwaste go: n e n and slide n again, etc.

now you're at the begining of another maze
n n slide n kill mobs n
all n, exit d
open whatever d, d

2 w from here is the ghastly visage, he has shadowdancer (-15ac, 9dr, 7d8 stab), has all the nasty flags.

after that you go into a slide maze

slide n, you'll either end up in a safe room or a room with 5 mobs, they're easy so just kill them
then just take the only exit to get to the safe room with the other chars.
d, 5 more mobs,
now slide n, kill mobs, n, slide n, kill mobs.

now you're ready for the lizards, 2 person rooms, 
u 1 lizard, u 2 lizards, 
then all u
summon room!
2d is guardian, (no sac) has scales (18ac, 100hp, 6hr about) and orb (-15ac, 7hr light)
he has proc to sit and blind people
so beware, and you won't be able to hit him once he's bleeding awfully, gotta use shadowdancer to smite him, sword goes poof.  get ring scale and orb instead
use the scrools you got earlier on the princess to get the ring (6 6 15).

  
 

Yupa's Strength Quest (aka Birth Control Quest) Walkthrough
Version 1.0, October 28, 2002


From Market Square: 8e, d, 3n, w, kill guard, key

unlock/open door, w, 2n, w, 2n, 3e, open door, 2s, read note, kill dwarf , key

2n, 3w, 2s, e, 2s, w, open trapdoor, d, kill wraith, key

u, 4e, 2n, e, 2n, unlock/open door, 3n, unlock/open door, e, 3u, e, open door, n, key

s, w, 3d, w, 5s, w, 2s, pick/open door, e, d, 2e, unlock/open door, n, e, 2n, w, s (WARNING: up is a DT!), w,
Kill Mazekeeper (Increases strength to racial max (2nd value).


Yupa's Notes

1. Hit this to maximize your strength.  Note that the first value for strength 
   must be trained on your own, only the 2nd value is affected by the Quest.  

2. Should be doable by mid-level dual, advanceds will make quick work of it.