Difference between revisions of "Category:Gear In Soulgorger's Lair"

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m (mentioned the evil only room, and another way of getting thru the trap maze)
 
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{{Nowhere}}
 
{{Nowhere}}
  
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SHOPPING LIST:
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* Someone who can skin corpses (Durr is best)
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* A Bowie knife
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* Someone who can disarm traps and who can pick locks (they must have the disarm traps and pick locks skill practiced)
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* A trap-disarming kit
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 +
* A chest-pick
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* An evil-aligned tank and evil-aligned damage dealers who can fight a few mobs for a key
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STEPS:
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(1) First, find the entrance. Wander in Nowhere until, on scan, you see mob "A nihilistic cultist struggles weakly from within a tangle of black tendrils." When you see this mob on scan, set the planar anchor and regenerate on Thorngate.
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(2) Next, do the rest of the run. (this can be long)
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Step 1 notes:
 
To get here, wander through Nowhere for awhile until you see a "Too dark too tell" when you type exit. Set anchor at this point, it'll be useful if you get trapped later, or if death is too soon.
 
To get here, wander through Nowhere for awhile until you see a "Too dark too tell" when you type exit. Set anchor at this point, it'll be useful if you get trapped later, or if death is too soon.
 
   
 
   
Anyways, go to the "too dark to tell" room and kill the mob there, and have a tank enter the tendril. The mobs in the next area aren't huge. (need directions here) wander killing mobs and skinning their corpse for a key around until you get to a man you can look at, and some spheres scattered around. The sphears each go to a different area, gith, kzin, and arcadia. Arcadia is a hedge maze with a nasty assassin mob at the end, kzin you have to clear all mobs then push tongue in the NE with a bigger room at the end, and gith has some big mobs and some doors with keys. In all of these areas you'll acquire a ticket to spell the previously mentioned man.  
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Anyways, go to the "too dark to tell" room and kill the mob((White Aura) A nihilistic cultist struggles weakly from within a tangle of black tendrils.) there, and have a tank enter the tendril.  
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Step 2 notes:
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The mobs in the next area aren't huge. Wander killing mobs; be sure to skin the mindless husk of aa giant for [[Femur Of A Giant|a key]] ((Dull) the femur of a giant).
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Find [[Trafsla The Karnathian Shaman|a man you can look at]], and some spheres scattered around.  
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The spheres each go to a different area, gith, kzin, and arcadia.  
 +
 
 +
Arcadia is a hedge maze with a nasty assassin mob at the end. In a dead-end room with 1 east exit is a coffer (use alertness to see the hint that it's there). You'll need to "inspect coffer" and "dismantle <trap> coffer" and "pick coffer"; can also try to "break coffer" with a sledgehammer if you didn't bring rogue tools.
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In Kzin you have to clear all mobs then push tongue in the NE with a bigger room at the end, and gith has some big mobs and some doors with keys. In all of these areas you'll acquire a ticket ("tendril") which spawns after you kill the room on the ground.
  
 
NOTE: there is a room with some mobs that hold a key that only evil aligned characters can enter, so bring dsd's, shf's, sor's, hob's.
 
NOTE: there is a room with some mobs that hold a key that only evil aligned characters can enter, so bring dsd's, shf's, sor's, hob's.
  
Give them to him and you get a key, then enter tendril.
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Give all the tendrils to Trafsla to get [[Song Of The Soulgorger's Heart|a key]], then enter tendril.
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You'll now be into a mazy area with trapped rooms. Use the "exit" command or look north/east/south/west to find the next direction to go here -- "All Formations Are Impermanent". Beware that a repop will scramble the rooms and you may walk in the wrong direction; a wrong direction walk will leave you stuck and you'll have to start over.  
  
You'll now be into a mazy area with trapped rooms. This is why you'll like your anchor if you go into one. Have a psi/mnd using insight to avoid these rooms, or alternatively use the Exit command and move to the odd one out (Dont know if this is reliant on it being daytime on mudtime or not) insight threw up a wrong direction on the run I was on where Exit didn't. Eventually you'll come to a door that you need the key from the man. Regen if you need it, a couple mobs drift around here, but it's not that bad.
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Eventually you'll come to a door that you need the key from the man. Regen here with the sentinel at the brink -- probably wait for him to repop then go to the gear room.
  
Unlock the door and be prepared to die to the soulgorger... This is a wacky spawn fest in here that will hurt a lot. At some point in the fight, there is an invisible mob that can't be seen during combat with detects up.
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Unlock the door and be prepared to die to the [[soulgorger]]... This is a wacky spawn fest in here that will hurt a lot. At some point in the fight, there is an invisible mob that can't be seen during combat with detects up.
 
   
 
   
 
BTW, the man is a safe for regen, so regen before all stages of the journey.
 
BTW, the man is a safe for regen, so regen before all stages of the journey.
  
The big item, that requires a rough adventure, is a about waist piece with -65 ac, -15 ac better than it's closest piece. There is also a hat with +13 dr, which is +3 dr more than current closest (non-psi) piece. There is also an archer cape. Here.
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The [[Girth Of Karnath|big item]], that requires a rough adventure, is a about waist piece with -65 ac, -15 ac better than it's closest piece. There is also [[Lens Of Eternal Contempt|a hat]] with +13 dr, which is +3 dr more than current closest (non-psi) piece. There is also [[Forest Green Cloak|an archer cape]] here.
  
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At the end you'll "give patch mishva" (also have strand in inventory). Repopping the gear room & killing again may spawn a fresh Mishva, which is fine.
  
 
[[Category:Soulgorger's Lair]]
 
[[Category:Soulgorger's Lair]]
[[Category:Gear In Nowhere]]
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[[Category:Grandfathered Gear]]
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[[Category:Shard Area Gear]]

Latest revision as of 15:57, 13 October 2023

Airscape (Gear)
Arcadia (Gear)
Astral (Gear)
Firerealm (Gear)
Karnath (Gear)
Kzinti Homeworld (Gear)
Midgaardia (Gear)
Noctopia (Gear)
Nowhere (Gear)
Outland (Gear)
Tarterus (Gear)
Thorngate (Gear)
Water (Gear)
World Of Stone (Gear)
Hell (Gear)
Horavacui (Gear)
Areas in Nowhere
Nothing (Gear)
Sun Cabal (Gear)


SHOPPING LIST:

  • Someone who can skin corpses (Durr is best)
  • A Bowie knife
  • Someone who can disarm traps and who can pick locks (they must have the disarm traps and pick locks skill practiced)
  • A trap-disarming kit
  • A chest-pick
  • An evil-aligned tank and evil-aligned damage dealers who can fight a few mobs for a key

STEPS:

(1) First, find the entrance. Wander in Nowhere until, on scan, you see mob "A nihilistic cultist struggles weakly from within a tangle of black tendrils." When you see this mob on scan, set the planar anchor and regenerate on Thorngate.

(2) Next, do the rest of the run. (this can be long)

Step 1 notes: To get here, wander through Nowhere for awhile until you see a "Too dark too tell" when you type exit. Set anchor at this point, it'll be useful if you get trapped later, or if death is too soon.

Anyways, go to the "too dark to tell" room and kill the mob((White Aura) A nihilistic cultist struggles weakly from within a tangle of black tendrils.) there, and have a tank enter the tendril.

Step 2 notes: The mobs in the next area aren't huge. Wander killing mobs; be sure to skin the mindless husk of aa giant for a key ((Dull) the femur of a giant).

Find a man you can look at, and some spheres scattered around.

The spheres each go to a different area, gith, kzin, and arcadia.

Arcadia is a hedge maze with a nasty assassin mob at the end. In a dead-end room with 1 east exit is a coffer (use alertness to see the hint that it's there). You'll need to "inspect coffer" and "dismantle <trap> coffer" and "pick coffer"; can also try to "break coffer" with a sledgehammer if you didn't bring rogue tools.

In Kzin you have to clear all mobs then push tongue in the NE with a bigger room at the end, and gith has some big mobs and some doors with keys. In all of these areas you'll acquire a ticket ("tendril") which spawns after you kill the room on the ground.

NOTE: there is a room with some mobs that hold a key that only evil aligned characters can enter, so bring dsd's, shf's, sor's, hob's.

Give all the tendrils to Trafsla to get a key, then enter tendril.

You'll now be into a mazy area with trapped rooms. Use the "exit" command or look north/east/south/west to find the next direction to go here -- "All Formations Are Impermanent". Beware that a repop will scramble the rooms and you may walk in the wrong direction; a wrong direction walk will leave you stuck and you'll have to start over.

Eventually you'll come to a door that you need the key from the man. Regen here with the sentinel at the brink -- probably wait for him to repop then go to the gear room.

Unlock the door and be prepared to die to the soulgorger... This is a wacky spawn fest in here that will hurt a lot. At some point in the fight, there is an invisible mob that can't be seen during combat with detects up.

BTW, the man is a safe for regen, so regen before all stages of the journey.

The big item, that requires a rough adventure, is a about waist piece with -65 ac, -15 ac better than it's closest piece. There is also a hat with +13 dr, which is +3 dr more than current closest (non-psi) piece. There is also an archer cape here.

At the end you'll "give patch mishva" (also have strand in inventory). Repopping the gear room & killing again may spawn a fresh Mishva, which is fine.

Pages in category "Gear In Soulgorger's Lair"

The following 4 pages are in this category, out of 4 total.