Tssasskkas

From AvatarWiki
Revision as of 08:15, 26 February 2009 by Scorchio (talk | contribs) (→‎Directions)
Jump to navigation Jump to search

Black and white slime-covered scales cover the entire 15 foot length of Tssasskkas. A whale-like tail fans the water, while a tooth-filled maw fills the entire portion of what would be the head on a normal creature. No eyes are evident, but four whiplike tentacles provide ample sensory input. An aura of wisdom surrounds Tssasskkas, as does the subtle crackling of powerful magic.

Keywords: tssasskkas ?
Level: ?
Alignment: demonic.
Flags: steadfast (probably also a corpse animator, but not sure what else)
Affects: hide, sanctuary (not sure what else)

Gear

Tssasskkas is using:
<worn on head>     (Glowing) crown of the Ages
<worn on arms>     (Glowing) (Humming) twinkling stars
Tssasskkas is carrying:
     tssasskkas scales

Comments

Directions

Area: Tssasskkas's Lair (Map).
Room(s): Tssasskkas's Lair

WARNING

Trying to get to/kill this mob can result in a very messy CR. You need someone in the group with rogue lore and either a psi, a mnd, or a bci to open doors on the way to Tssasskkas. Some of the Greater Water Elementals and the Jumaras have throwing weapons that hit everyone and return to their hand. Kill these mobs quickly, and make sure your healer is prepared to heal the weaker members in the group. Perhaps deception, disarm, or detonate can help. Don't get excited fusiliers, these nasty throwing weapons have inventory flags.

Here's how you get to Tssasskkas:

Portal to Rockfist, make your way to Spawner and head down. When you see the Animated Corpse Of Tssasskkas on scan enter that room, kill the mob(s), and have your group "enter vortex".

Once everyone is through find an up exit, go up and south. Warn your group that when you enter a private room, everyone should go east then west. Start heading east. When you find a blind room ("You can't see anything!") that's the private room, head west and be prepared to area spell if necessary.

Once everyone has regrouped and the room is clear, track Tssasskkas. Eventually track will tell you to walk through a hidden, locked door. Make sure you have detect magic up and pull a lever. You will probably need to pull it multiple times to let your whole group through.

Continue tracking Tssasskkas. You'll encounter a locked door that can only be opened by a character with rogue lore (pull stone). After that you'll find a door that only a psi, mnd, or bci can open. Not sure on the keyword, but saccing any corpses and typing "pull 1." should work if the psi can't figure it out.

At this point you're close. Watch out for Jumaras. They show up on scan as "a demon stalking the halls" or something like that. They have those nasty throwing weapons which hit your entire group over and over for lots of damage.

When you scan and see this above you:

A four-armed eyeless demon sneers and attacks.
A four-armed eyeless demon sneers and attacks.

You'll know you're close. Those mobs are Eyeless Terrors. They have a carb equivalent piece, and they occupy the room directly before Tssasskkas. Once you kill both of these mobs go up and kill Tssasskkas. If you've made it this far the final fight shouldn't be overly difficult.