Difference between revisions of "Category:Padmasa"
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== Adventuring == | == Adventuring == | ||
− | + | Ok, so there are two pp's that people use to get into this area. The most popular is [[Vapul]], next to the hall of masters, where the nectar is kept, along with a 5 biggish, no assist, but spell casting mobs. Going west from vapul, you'll come to a shaft, go up, and now you should (maybe I'm off, this is going from memory), be on the same floor as [[Doom]]. Wander through a maze to get to it. The ears aggie, the mouth has a toxic bite, and the eyes are worthless. Going south from the doom will land you in a nasty room full of swarmy cockroaches that have a [[biotoxin]] bite that will get annoying after 8 of them chow down on you. Go back to the shaft, and kill all imps you come across, they're quick and easy, but sometimes assist/aggie. The floor above the doom is the floor with the [[unfinished doom]], but if you're looking for xp, a little bit away from the shaft are imps and a mesomaster. Returning to the shaft and going up will take to yo a floor with a south exit and a north exit. To the north are some imps and the interrogator, more xp, and the south are more imps and admin gru, the mob with the sanc giving wafer. Going back to the shaft, the next floor is a jackpot for duos: all directions contain 2x no assist easy mobs followed by more mesomasters behind them. It should be noted that the mesomaster in the north carries a gold key that let's go unlock the otherwise unpassable door to get down to the floor with the doom and vapul below if you're coming from above. Above this floor is the mammoth master and some other stuff. One more floor up we get to the top level of padmasa. The statues around here are good xp, along with the magician thrembode, but most of the other mobs around here will assist and things can get annoying fast. On the perimeters you can head up to the walls; there are a lot of trolls and imps up here. The imps are pretty wimpy, but the trolls aggie and see sneak/movehidden/invis so target them. Going eastish from the tetralobe (that was what that big structure we started at was called), we'll get to the gates. There's a troll/imp set here. Three east from there is the pp (not as well known, but I use it) of army. This is a biggish aggie mob. There is also a general here that can hit pretty hard but doesn't aggies. To the east and north of army there are a large amount of dragons that are worth great xp, but sanced, and aggie, along with another mob in the same room that is biggish. Have fun. | |
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[[Category: Areas]] | [[Category: Areas]] | ||
[[Category: Hero Areas]] | [[Category: Hero Areas]] | ||
[[Category: Incomplete]] | [[Category: Incomplete]] |
Revision as of 04:25, 30 November 2006
Rumors of darkness and doom surround the island citadel called Padmasa. Although part of the island is a bustling trading bazaar with visitors from all over the realm, legends speak of the 5 sinister Masters who gather in darkness below, and seek to control the power of an otherwordly force known only as The Doom.
Level Range: 51-51
Builder: Mega
Directions
Walking route from Aelmon: 41s, w (note: crosses water terrain).
Portaling point(s) suggested: Vapul (warning: aggressive).
Connections
Adventuring
Ok, so there are two pp's that people use to get into this area. The most popular is Vapul, next to the hall of masters, where the nectar is kept, along with a 5 biggish, no assist, but spell casting mobs. Going west from vapul, you'll come to a shaft, go up, and now you should (maybe I'm off, this is going from memory), be on the same floor as Doom. Wander through a maze to get to it. The ears aggie, the mouth has a toxic bite, and the eyes are worthless. Going south from the doom will land you in a nasty room full of swarmy cockroaches that have a biotoxin bite that will get annoying after 8 of them chow down on you. Go back to the shaft, and kill all imps you come across, they're quick and easy, but sometimes assist/aggie. The floor above the doom is the floor with the unfinished doom, but if you're looking for xp, a little bit away from the shaft are imps and a mesomaster. Returning to the shaft and going up will take to yo a floor with a south exit and a north exit. To the north are some imps and the interrogator, more xp, and the south are more imps and admin gru, the mob with the sanc giving wafer. Going back to the shaft, the next floor is a jackpot for duos: all directions contain 2x no assist easy mobs followed by more mesomasters behind them. It should be noted that the mesomaster in the north carries a gold key that let's go unlock the otherwise unpassable door to get down to the floor with the doom and vapul below if you're coming from above. Above this floor is the mammoth master and some other stuff. One more floor up we get to the top level of padmasa. The statues around here are good xp, along with the magician thrembode, but most of the other mobs around here will assist and things can get annoying fast. On the perimeters you can head up to the walls; there are a lot of trolls and imps up here. The imps are pretty wimpy, but the trolls aggie and see sneak/movehidden/invis so target them. Going eastish from the tetralobe (that was what that big structure we started at was called), we'll get to the gates. There's a troll/imp set here. Three east from there is the pp (not as well known, but I use it) of army. This is a biggish aggie mob. There is also a general here that can hit pretty hard but doesn't aggies. To the east and north of army there are a large amount of dragons that are worth great xp, but sanced, and aggie, along with another mob in the same room that is biggish. Have fun.
Subcategories
This category has the following 2 subcategories, out of 2 total.