Tharhalas

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Done By: Zandar

Walkthrough Points: Zone repops like Asnor, pop time is 1 hour. Note that other eq loads here, this is only the useful stuff.

Required for both MALKIN and GRIFFON route:

 1. The UNGER commander wanders around this area, has key for door at point 2, trap, dispel, kill. No eq.
 2. Unger commander key goes here, unlocks doors west.
 3. A high dwarven guard in this area has a green key, unlocks point 4. Easy mob, kill etc.
 4. High dwarven guard key unlocks door west here.

GRIFFON Route:

 5. The Warder of Tharhalas loads here. He dosen't move, dispellable, useful eq is 3hr/4dr any align !C !M !T gauntlets. Loads key that opens doors west.
 6. Forge. This is where you make the component eq.
   Wrist: 3hr/4dr4 nightlord hides, 2 griffon hides, 2 sea scales
   Boots: 1hr/4dr4 griffon hides, 2 nightlord hides, 2 sea scales
   Arms: ~25hps/25mana5 nightlord hides and 2 sea scales
   Robe: 15hps/45mana container, 28 stones about 5 nightlord hides, 2 griffon hides, and 2 sea scales.

Get key shelf from here, to open Warden's area, door at 7.

 7. Unlock the door north with key from shelf to get to Warden.
 8. The Warden and 4 guards stalk these two rooms, he's not sanc'd the guards are easy. Important eq is 6dr/-1dex ring, !E. Loads key to 9.
 9. Warden key unlocks gate here.
 10. Griffons load here. 4 of them load, along with backstabbing guards. Trap the griffons (unless you have lots of people). They load griffon hide (component), ankh (40mana/-3sb, 3x lvl 45 demonfire wand !G !N), scroll of ill tidings(3x lvl 31 plague scroll), griffon claws (5dr/1str hands)

MALKIN Route:

 a. Melthan loads here. You can charm his guards and solo him easily, he loads key to throne room and 3hr/3dr about, tabard.
 b. Unlock door south with Melthan key here.
 c. Kill this guard for key to protector, easy mob.
 d. Unlock door south to Protector, also ice this guard if you have a small to medium form.
 e. Protector, hard big warrior, just pound him, most likely need to do more than one pass key unlocks door south to Malkin.
 f. Malkin, big warrior mob, !flee room, evil, so if you have a small form unform and have a good align tank it. He loads 4/4 crown, and a couple of other semi-useful items, and vault/chest keys.
 g. Vault key unlocks door south here.
 h. 3 chests in this room, black, blue, and red. Chest key only unlocks one of them. Red chest loads 2dr/mana boots and 2dr/mana belt. Blue chest loads 5hr/-1ss on body tunic, and 3dr/5stam boots. And black chest loads 5hr/2dr legs and 8dr/-5int held. Unlock black blue or red, or unlock oak, 2.oak, 3.oak.

EXTRAS:

 i. Librarian: has scroll of lvl 31 plague, blindness, curse, also charmie, does not go into warder, warden, protector, or melthan rooms.
 j. Magician: charmie, same rules as librarian.
 k. Churnya: charmie, same deal.

SKULL:

 l. Jorme and 3 hunters load here. 3.hunter and Jorme both have keys. ice them both.
 m. Use 3.hunter key to unlock door east here.
 n. Use Jorme's key to unlock cabinet here, it loads maybe 3dr/3dex 7d8 sword and 25hps/30mana skull of herrick (held item) skull is VERY rare pop.


From Podepage:

This zone has several unrelated paths (or mostly unrelated). Also note that charmies are invaluable for most mobs here so I will list them first.

CHARMIES: 
1. Drunken dwarf - from ent go all w n all w u 2e 2n, open doors, n. 
2. Churyna - from ent go all w n all w u all n e u all n 
3. Librarian - from Churyna go e all s d, open door w, w. He also loads some small damage scroll. 
4. Magician - from Librarian go e s, open door, s. He's fs so very valuable (fs/sanc combo) 
5*. Drunken dwarf #2 - I will note him later, he's in secret room but doesn't move out so 99% useless (unless u wanna trip someone up there and close door up and possibly ice them this way) 
PART I - JORME (Skull) 
1. From ent go all w n all w u 2e 2n 2e, open door n,n. Ice and get both keys (slippery), s, unl door e, o door e, e, unl cabinet, o cabinet, g all cabinet. 
Notes: 
- There will be 3 hunters and Jorme in this room. If you have a few people, ice them. If not, get charmies to ice them. 
- 3rd hunter (and since jorme's keyword is also hunter, 4.hunter is probably the correct one) loads the FIRST key (to door) while Jorme loads key to cabinet. That matters if you can only get one key 
- If you have the time (ie no pkers, which is fairly rare bc people very often like to check this after game reset immediately) get charmies and ice the mobs. If not, get a few ppl to do it with (3+ would be best, makes it quick). 
- Keys make you pkable so careful. 
- Skull is locatable and mostly game reset only but I've rarely seen it load on other occasions too. Make sure zone is popped before locating 
- Skull ankh is NOT the same item. The item is called "the skull of Herrick" 
- Also loads some decently big mana head item. Don't remember name. And some other useless eq. 
Part II - Melthan (tabard/ring) 
1. From ent go all w n all w u all n e u all n all e u s e all s e all s all w u all w all n all e all s all u n d w n n w n n e e. Mobs are not aggro. Hands and charm bodyguards, sanc them and kill melthan. They will not walk out of here so they're only used to ice him. Loads 3/3 tabard, some ok wield, and hp/mana sapphire ring. 
NOTE: This key is the first key needed for Malkin part, but I'm listing it separately because people often run just this due to how easy it is to do. 
PART III - GRIFFONS (Essence, hides) 
1. From ent go all w n all w u all n e u all n. Get all charmies and get them here. 
2. All e u with charmies. 1e and 2e are cramped so you need to lure/trap mobs past that room if any are there and then walk your charmies one by one past. 
3. S e all s e all s all w u n. Around here find unger commander (not helbalas commander, this one's pointless), trap him, dispel and ice. He is stabable if needed. 
4. Back s to the down. D all e all n w n. Unl/open doors. w and look around here for dwarf with green key. He may be in s,d area too. ice him and key will jump to you. Go back to room past doors. 
5. All w, unl open door. 1w is warden. He's annoying as hell, bashes and hits hard and is sanced. trap the room n and e of him and make sure these rooms are safe. You can sr the room n but dont sr the room e (you'll need to walk charmies back out). Ice him, loads some decent eq, I forget what but I will list later. 
6. unl door w o door w. If you have any other keys you'll need to drop them because room 1w is safe (no pkable keys allowed). W, get key shelf. E, get charmies to rest/sleep (you can't use them for just next mob, and they'll probably unform meanwhile anyways so this way easier to recharm). E till the room past doors (or all e 1w). All n. Here there is a secret room 1n (search) with a charmie named drunken dwarf. 99% useless as I mentioned earlier (he doesn't move) but it's cool to know and can hide in that room if needed. Anyways all w d n. 
7. Unl open door, farsight north. You'll see 4 regular dwarf guards and a warden (note previous mob was wardeR, this one is wardeN). These mobs do not move from the 2 rooms they're in. Trap around, try to lure them and once lured ice warden. Loads key as well as 6dr/-1dex ring (useful if you use some +dex item such as dagger from tenson at coli). 
8. All s u all e all s. Make sure to grab charmies otw. D 2w to locked gate, unl open. W and head south. This whole portion has 4 griffons that load things like essence of earth, griffon hides, 3x level 31 plague scroll, and some other items. Lure them and ice one by one as they're fairly annoying. Careful of the other hidden mobs as they're stabbing dwarves.
Added (04 Dec 2012, 5:52 PM)
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Part IV: Malkin (eyeball ring and crown). 
1. I'll post Melthan again (Part II): From ent go all w n all w u all n e u all n all e u s e all s e all s all w u all w all n all e all s all u n d w n n w n n e e. Mobs are not aggro. Hands and charm bodyguards, sanc them and kill melthan. They will not walk out of here so they're only used to ice him. Loads 3/3 tabard, some ok wield, hp/mana sapphire ring, and key. 
2. No more charmies are usable here at all. From melthan all w all s e 2s e 2s e u s d d all n w. unl open door. 3s e tick. the 3 rooms you passed have 3 elite guards. They're somewhat tough. They 99.9% don't move. the middle one has a key you need. I usually ice (dispel too) the middle AND the last one (he's in flee room). 
3. From tick room go w, unl door s, and go s. Ice protector. He loads a wield you cannot loot and is generally tough. Loads nothing lootable except key. Loot, unl open door south and go south. 
4. You are in malkin room. Here's what you need to know. 
- Malkin is NOT aggro (but he will attack anyone who does hit him) 
- Room is !flee 
- You can walk out of room (just not flee) 
- Malkin hits hard as hell (hmaim/vrend through sanc) 
- Ways to do him (a) one fs tank, everyone else spam healing. If tank dies, res heal up and go again, since he's not aggro, (b) form of like 4+ ppl fully ticked, plague and ice, © several tanks with fs stabbing and dying when people run out of mana then res repeat. 
5. When it's dead, loot. Loads some eq including 4/4 crown, 45mana base ring, some other stuff, and 2 keys. 
6. If you wanna grab eq using keys, need to go do step 1 and 2 of Griffon route. Then do not ice warden. Go past him n all w s. Unl open door with first key. South will be 3 chests. Locate leggings (5/2), tooth (6dr hold). If either loaded unl that chest and loot (choose which). If not, unl some random chest and loot w/e eq is there 
- Red chest loads 2dr/mana boots and 2dr/mana belt. 
- several sea dragon scales in a red chest.
- Blue chest loads 5hr/-1ss body tunic and 3dr/5stam boots 
- several sea dragon scales in a blue chest.
- Black chest loads 5/2 leggings and 6dr/-1int tooth

Wrist: 3hr/4dr4 nightlord hides, 2 griffon hides, 2 sea scales Boots: 1hr/4dr4 griffon hides, 2 nightlord hides, 2 sea scales Arms: ~25hps/25mana5 nightlord hides and 2 sea scales Robe: 15hps/45mana container, 28 stones about5 nightlord hides, 2 griffon hides, and 2 sea scales.