Difference between revisions of "Category:Shadow Keep"

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pp [[Rotting Corpse|rot cor]] or [[Hound Dog|hou dog]].  A staple lowhero area, but some of the lesser travelled parts have some nasty aggie mobs.
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Shadow Keep, better known as rot cor/hound dog, is one of the easiest hero areas to run. It is slightly better than peasants/yaks for low hero groups as most mobs do not assist (unlike [[:Category:Shashwat Nisha|yaks]]), and it is not frequently run by lowmorts (unlike [[:Category:Sir Michael's Stronghold|Sir Michael's]] area).
  
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Shadow Keep consists of three general areas: the graveyard where the rotting corpses are, the smaller feral hound dog area in front of the keep which connects the level to [[:Category:North Of Ofcol|North of Ofcol]], and inside the keep/the connecting tunnels, which is mostly cursed.
  
If you want to walk, head north-eastish up the hill from Ofcol. This way leads to the courtyard of the keep with the hound dogs. Once you enter the keep proper there is no way back. To get out use a portal, find the one uncursed room, or follow the dangerous underground passages that resurface in the graveyards with the rotten corpses.
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Portalling to rot cor or rot veg will take you to the graveyard where the rotting corpses are. They are the mainstay of many a rogue soloer, as their wimpy is set quite high (relative to their hp) and any decent classed rogue could make them flee at 101 with backstab and one attacking round. The rotting corpses are not aggy and do not assist, but they will attack sleepers and pick items up off the ground. North of the graveyard is a small twisted path where some decaying mass of vegetations lie: these have similar hp to rotting corpses, but do not flee, and have hero wields. The waterfall north of the vegs is a saferoom; in the pool is an invis crystal key that unlocks the room north, which contains the mob carrying the [[Shield Of Heroes]]. It is sanced, approx level 80, and invis, so heroes must areaspell to get the mob to attack.
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In the middle of the area is a locked room south (which has no key); going through it will take you into the tunnels connecting to the keep. On either side of the tunnels and south are more corpses. There are two wraiths you can find by going all the way to the south end of the graveyard (Room desc "The Ruined Gate"); they are a bit bigger level than the zombies, and invis: sleeping here will cause them to aggy you.
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Going through the locked door south will take you into the tunnels that connect the keep and graveyard. In the first room there is the Shadow Prince and shadows; the shadows are easy to kill and also flee easily, but watch for the Prince as he is sanced and has a 9/9 hero piercing wield (anti-good, dark). Use "look sha" before killing. Going down from the prince will take you to more shadows; you can safely go south from here, but beware the four stone guardians that stand in the middle of the connecting tunnel: they aggy and stomp gear. Sometimes one stone guardian repops a room west of the rest, so be sure to scan before chasing mobs.
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The second portal point, hound dog, will take you to a small area in front of the keep. The hound dogs in this area are similar to the corpses except there are fewer of them. Going south and down will take you back to [[:Category:North Of Ofcol|North of Ofcol]], the closed door north will take you inside the Keep. Be careful entering the Keep, as there is no way back outside of it once you enter.
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There are a few towers in the area surrounding the keep: the "On the roof" rooms up from the towers are safe, but watch for two wraiths in the bottom floor of the tower which has a locked door west.
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The third part of the area is inside the Keep. Two north of the entrance are closed doors east and west; to the east is a cave bear of average difficulty, and to the west are a pair of shadows that flee. North of this is the cracked fountain, where more rotting vegetations are. North of this is an invisible sanced mob which holds the key to the locked room north. The room north of this is the only noncursed area inside the keep; also look for a 2x heal scroll in the altar.
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North and west of the cracked fountain is another invis mob; this one is not sanced but does hold a wield. West of this ghost is a room with two suits of armor, both pinked, and carrying -6/-6 wields.
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Going straight west from the fountain will take you to some insane servants. They are of average hero mob difficulty, but will assist. To the end of the west hall and up will take you to a bunch of bedrooms with more servants and two sanced Closet Monsters. The first is south and east from "The First Set of Doors", the other is east till the closed door and south west. The closet monsters will bite and poison, so normally they are skipped unless the group can kill them quickly.
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Back down to the fountain, east, and north will take you to the dining area. To the east of this is a few aggy servants, and under them is the carrion crawler, which has the [[Ring Of Truth]] (hero finger ac gear). However, the carrion crawler eats corpses, so this part is normally skipped (in fear of fleeing down).
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All the way east and down from the fountain is the prisoner area; the key is on the guard's corpse. West and both north/south from the guard are skeletons; they are considerably easier than the other mobs in this area. More skeletons are available 3 west and north from the guard; 3 west and south from the guard has a secret exit west leading into the tunnel that connects the keep and the graveyard. There are more shadows in this tunnel, and two wraiths in "A dead end" where the room desc says "You are not alone..."... and also the stone guardians! So scan before moving.
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<b>Portal Point:</b> [[Rotting Corpse|rot cor]] or [[Hound Dog|hou dog]].
  
 
[[Category:Lowmort 41-50 Areas]]
 
[[Category:Lowmort 41-50 Areas]]
 
[[Category:Hero Areas]]
 
[[Category:Hero Areas]]

Revision as of 13:04, 28 October 2005

Shadow Keep, better known as rot cor/hound dog, is one of the easiest hero areas to run. It is slightly better than peasants/yaks for low hero groups as most mobs do not assist (unlike yaks), and it is not frequently run by lowmorts (unlike Sir Michael's area).

Shadow Keep consists of three general areas: the graveyard where the rotting corpses are, the smaller feral hound dog area in front of the keep which connects the level to North of Ofcol, and inside the keep/the connecting tunnels, which is mostly cursed.

Portalling to rot cor or rot veg will take you to the graveyard where the rotting corpses are. They are the mainstay of many a rogue soloer, as their wimpy is set quite high (relative to their hp) and any decent classed rogue could make them flee at 101 with backstab and one attacking round. The rotting corpses are not aggy and do not assist, but they will attack sleepers and pick items up off the ground. North of the graveyard is a small twisted path where some decaying mass of vegetations lie: these have similar hp to rotting corpses, but do not flee, and have hero wields. The waterfall north of the vegs is a saferoom; in the pool is an invis crystal key that unlocks the room north, which contains the mob carrying the Shield Of Heroes. It is sanced, approx level 80, and invis, so heroes must areaspell to get the mob to attack.

In the middle of the area is a locked room south (which has no key); going through it will take you into the tunnels connecting to the keep. On either side of the tunnels and south are more corpses. There are two wraiths you can find by going all the way to the south end of the graveyard (Room desc "The Ruined Gate"); they are a bit bigger level than the zombies, and invis: sleeping here will cause them to aggy you.

Going through the locked door south will take you into the tunnels that connect the keep and graveyard. In the first room there is the Shadow Prince and shadows; the shadows are easy to kill and also flee easily, but watch for the Prince as he is sanced and has a 9/9 hero piercing wield (anti-good, dark). Use "look sha" before killing. Going down from the prince will take you to more shadows; you can safely go south from here, but beware the four stone guardians that stand in the middle of the connecting tunnel: they aggy and stomp gear. Sometimes one stone guardian repops a room west of the rest, so be sure to scan before chasing mobs.

The second portal point, hound dog, will take you to a small area in front of the keep. The hound dogs in this area are similar to the corpses except there are fewer of them. Going south and down will take you back to North of Ofcol, the closed door north will take you inside the Keep. Be careful entering the Keep, as there is no way back outside of it once you enter.

There are a few towers in the area surrounding the keep: the "On the roof" rooms up from the towers are safe, but watch for two wraiths in the bottom floor of the tower which has a locked door west.

The third part of the area is inside the Keep. Two north of the entrance are closed doors east and west; to the east is a cave bear of average difficulty, and to the west are a pair of shadows that flee. North of this is the cracked fountain, where more rotting vegetations are. North of this is an invisible sanced mob which holds the key to the locked room north. The room north of this is the only noncursed area inside the keep; also look for a 2x heal scroll in the altar.

North and west of the cracked fountain is another invis mob; this one is not sanced but does hold a wield. West of this ghost is a room with two suits of armor, both pinked, and carrying -6/-6 wields.

Going straight west from the fountain will take you to some insane servants. They are of average hero mob difficulty, but will assist. To the end of the west hall and up will take you to a bunch of bedrooms with more servants and two sanced Closet Monsters. The first is south and east from "The First Set of Doors", the other is east till the closed door and south west. The closet monsters will bite and poison, so normally they are skipped unless the group can kill them quickly.

Back down to the fountain, east, and north will take you to the dining area. To the east of this is a few aggy servants, and under them is the carrion crawler, which has the Ring Of Truth (hero finger ac gear). However, the carrion crawler eats corpses, so this part is normally skipped (in fear of fleeing down).

All the way east and down from the fountain is the prisoner area; the key is on the guard's corpse. West and both north/south from the guard are skeletons; they are considerably easier than the other mobs in this area. More skeletons are available 3 west and north from the guard; 3 west and south from the guard has a secret exit west leading into the tunnel that connects the keep and the graveyard. There are more shadows in this tunnel, and two wraiths in "A dead end" where the room desc says "You are not alone..."... and also the stone guardians! So scan before moving.

Portal Point: rot cor or hou dog.

Subcategories

This category has the following 3 subcategories, out of 3 total.

Pages in category "Shadow Keep"

This category contains only the following page.