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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.

  1. From entrance, down, all north, all east, all south through illusionary. Dis and kill Garrison, and loot key.
  2. Unlock gate, down, north, find and kill wyvern. Loot wing.
  3. All north, all west, unlock barricade, west, find and kill pegasus and loot.
  4. All north, all west, clear and trap this room. Leave your form to tick, solo, unlock hole, north, find and lure griffin back to the trapped room. You don't need to lure, but these are gas rooms so it's easier not to fight him in one of them.
  5. Loot griffon, all north, all east, all down through illusionary. Get form all down quickly, this is a fireroom and for some reason here most ppl decide to go afk suddenly.
  6. Follow path south, opening doors as you go (you won't be able to open the first door west). Look dweller until you find one with a stalactite and one with a stalagmite fragment. Kill and loot these.
  7. All south, all east, unlock cage and kill Pituk. He's dissable, not too hard. When you're done, sac the corpse and any throwings - there must be NO objects or mobs in these rooms from now on. Close the cage behind you, or shield room to prevent dwellers from wandering.
  8. Once Pituk is dead, north, all west, unlock cage south, south and kill Kurk. There must also be no objects in this cage either, so sac corpse and throwings. Shield room, north, close cage, east till south, south.
  9. Down, you'll be on the north side of a square of rooms (the brimstone bowl). Go around the perimeter and see if you can find the seven-headed hellhound. If he's in the centre, leave your form somewhere - the other hounds aren't aggro - trap, and lure the seven-headed one. You can't fight him in the centre room, it's a fireroom.
  10. Kill seven-headed, try not to room. This is actually one of the hardest fights in this zone in terms of healing, I like to use a couple of charges of a r&w if he procs often.
  11. Loot corpse, go all west, all north, one east back to where you came down from the tomb dweller level.
  12. Go up - you might need to try many times, and you'll be hurt each time. If you can't get up after about 50(!) tries, there must be some object in one of the cages. Somebody will have to port, run back to ent, and clear cages.
  13. Once up, north, all west, all north, all east, all north. Unlock door w with Apsu horn, all west till the first room called Absolute Darkness.
  14. From here: w, 2s, e, s, 2w, 3n, 2w, 2s, e, 2s, w, s, 3e, s, e, s, 2w, n, 2w, s. Spam the dirs (hero quick the form first!) if people are around, as it's here than you can be banked.
  15. One east, kill darkeneer and loot. Back one west.
  16. Spell up, unlock hole, up, kill dark dragon. This is an !flee room and you've used the key up, so make sure the form is sanced (dragon doesn't dis, so use orbs freely) and the tanks are keeping it down. Loot, and down.
  17. To get back: n, 2e, s, 2e, n, w, n, 3w, n, e, 2n, w, 2n, 2e, 3s, 2e, n, w, 2n, e. Yes, it's just the reverse of the dirs above. You're very clever.
  18. All east, all south, all west, all south, east till south, south, down and you're back in the brimstone bowl.
  19. All east, all south, search (need hellhound fragment for this). Follow path south until you come to the door corresponding to your colour of dark dragon key. Unlock it, go through, lock behind you to make the run unbankable.
  20. Shield each room as you go and move along the path killing all the lynx/fox/wolf things. Get all keys from corpses - bronze day should load 8 keys, gold hardly ever loads more than 4. Theoretically you can get an 8 key load on all days, but this is rare except for bronze. You must now choose which doors to unlock. Bronze and gold layouts are below - basically, the mob rooms are numbered in order that you'd come to them. You enter at the bottom of each map.

 

Tips

  • Wulf flees when he's low so shield room him in.
  • Alvenhas is tough, bring heal staves and tell form to set a high wimpy level.
  • Pyron, Spindeli, Bruthal all have other mobs in their room. Blind these mobs first.
  • Wretcherion - there's a goat in the first room behind his door, have form say wretcherion in the room. The goat creature will take each person to wretcherion. You can just walk back out after.

Equipment

  • Bronze Day
    • Doom - armor
    • Oel - mace
    • White - plate
    • Sol - amulet of dawn (30mana / 4sta nobits) & shield of dawn (40hp / 5hr !g !e !m !c !t)
    • Hehl - scythe (7d10 5hr / 6dr !g !n !m !c !t)
    • Mon - amulet of dusk (27hp / 4 sta nobits)
    • Eriel - ankh
    • Wretcherion - battleboots (6hr / 2dr !g !e !m !c)
  • Silver Day
    • Elande - femur & dragonbone ring (40hp / -10ac nobits ring)
    • Regna - wristplate
    • Aluna - flowstone gloves (45mana / 1 inf_mage) & amber ring (20mana / 4dr)
    • Aalvhenas - venom mantle (5dr / 3 spoi !g !e about) & plate of zeal (0wis / 45hp !g !n !m !t !c body)
    • Ramata - collar & kah wand (lv 50 plague)
    • Silvia - leg plates & flowstone bracer (40hp / -20ac !e arms)
    • Tasnia - bouquet (40hp / -2ss !e hold)
    • Spindelia - moonstone bracer (2int / 40mana nobits wrist) & arm plates (3hr / 5dr !g !n !m !c arms)
  • Gold Day
    • Sivle - silvery regen ring & band (5hr / 3dr !e !n wrist) & sphere (lv 35 sanc staff)
    • Narcon - dragonbone ring (40hp / -10ac nobits ring) & crystal & ancient mask
    • Wulf - battle shield (5dr / -1dex !g !m !c !t) & ring of quicksilver (5hr / 3dr !g !n !m !c ring)
    • Salomo - gloves of destiny (-7hp / 6dr !e !n) & tome of twilight
    • Pyron - flames of destruction (20hp / 20mana !g !n !w !t ring) & burning mantle (25mana / 35hp !g !n !t !w about)
    • Bruthal - plate (21hp / -3ss !g !m body) & fistfull of flies (5hr / 3dr !g !m !c hold)
    • Sands - flowstone boots (19mana / 4dr !e !m !c) & scimitar(invisible) & flowstone guards (4dr / 1hr !e legs)
    • Twins - skirt & lance
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