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walkthroughs

Chepstow Castle

Chepstow is a relatively easy equipment zone that one can do with just a form of three heroes. The main run is done inside a locked area so that part is unbankable. The goal of the zone is to free Lord Chepstow from his cell and take him to his hidden stash of equipment. There are two ways to approach this last part. One way is quicker but requires the form to go through open cpk and the possibility of a bank. The other way requires a key from an extra mob and Lord Chepstow has to be taken through a more difficult route. However the second method is unbankable. Both methods are shown below.

Cliff of Berkovic

Berkovic is a rather easy zone to learn and run. The main item of interest is the Gem of Souls. Some people still refer to it as the Heartstone, even though the name was changed a long time ago. The GOS is needed to cast the resurrection spell if you didn't already know. Beside from the GOS, the Dagger of Venom also loads here. It's a nifty little weapon for newbies. Both items are locatable.

The zone doesn't repop with people inside, and keys aren't slippery. In addition, keys can be retrieved in any order.

To start, fly berkovic.

Den of the Necromancer

This zone is one of the easier "real" zones in the game. There's no CPK and, while it's all open and therefore bankable, hardly anybody checks it. To run this you need about 5+ heroes, two of which should be clerics or mages who can share life :D You also need at least 3 healing staves, as the last fight is very tough. Of course, also bring orbage.
 

Fortress of Elnissa

There's not a whole to be said about Elnissa, other than that it's a great zone for new heroes to begin learning the ins and outs of equipment runs. There's some decent newbie equipment: 5/5 ice sword, 3/3 ring, 5/3 armbands, and a 40+ mana ring.

Because of !sneak rooms and the fact that the mobs aren't too difficult, I recommend soloing the run. Bring others only if you like to clear each room as you go. To start, fly Elnissa.

  1. From landing: fly n 5, walk 5 e and 3 s. Fly s 1. Or walk through the maze if you like wasting time.

The Ancient City of Pallens'Astrum

You can 2-man this zone with a stabber and a cleric. If you want it to go fast, the cleric has to *be* a cleric, rather than an unwilling mage. Most of the long mobs you can fshield and flee/stab. The zone partial pops, but doesn't fully pop with people in it. The partial pop is unusual: when the zone is first popped, one key (to lock gates) is missing. Golem pops in 5 minutes, along with the key on the ground at the fountain. Rest of the zone doesn't pop w/ ppl in it.

The Tomb of Oblivion

You can do most of this with two tanks and a healer, but it's a good idea to have more for Apsu as 2.passing him often means you get banked. It's also vital to have orbs and breathe water staves (slime from Riverton) for the last fight, as he'll dis someone just about every time a bash is missed. The zone won't pop with people in it, so try not to spend too much time just hanging around, or people waiting on a pop for day 2 will hate you. There are a couple of other oddities with pop - namely that sometimes only one golem will repop.

Tomb of Oblivion D2

This comes in three flavours - gold, silver, bronze. To see what day loaded, scry darkdragon for the key color. Unlike day 2, it's a good idea to have enough people before you start the zone, as you lock yourself in.

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