Difference between revisions of "Coliseum"
From Heretical Apocalypse
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==Initial Notes== | ==Initial Notes== |
Latest revision as of 21:50, 17 October 2014
Coliseum | |
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Zone Number: | {{{Number}}} |
Designer: | Ganepathi |
Rooms: | 326 |
Re-Pop Time: | 1 hour |
Exploration | |
Designer: | {{{Exploration Designer}}} |
XP: | {{{Exploration XP}}} |
Suggested Level: | {{{Exploration Level}}} |
Exploration Time: | {{{Exploration Time}}} |
Initial Notes[edit]
The important thing to know in coli is the NPK rooms. The reason being is that NPK rooms are often surrounded by CPK. Thus they are !flee (can't flee into CPK). So unless they're empty or mobs are blind, you don't wanna stay too long in them.
All coli CPK rooms are !trip. Bash is allowed. If you try to trip you lose 100 hps per trip up until you're at 1hp (and the trip doesn't go through).
WHERE NOT TO GO:
- When you are past dragon and you go all w all s 6w, you can really go as far west as you need to to get to an empty room, but never go all w up.
- When you unl/open panel and go all w all s towards Bregu, never go all w all n (up to 2n at most). Either one of these cases will put you in a lot of annoying !magic rooms where you'll have trouble finding a way to port and get back in (cannot go back through same rooms).
Equipment[edit]
All eq that matters in coli needs to be scried on Physicon. EQ that can load is:
- a mask of dragon repulsion
- Physicon's severed arm
- a set of small golden pinky rings, embedded with a strange, luminescent stone
- a long, metallic rod, glowing red hot
- a chainlink, platinum bracelet, glowing with a faint blue color
- the boots of apathy, glowing a faint blue color
- the sash of the necromancer
- an obsidian athame
- a tiny doll resembling Physicon
- a small simulacrum of the master sorceror
- Key to the vault [loads a quickness/2x ref potion, and a coin treasure worth 1.875m]
Any other eq (like chastity boots or dragon scales) is a nice bonus but has no say on whether to run or not.
Walkthrough[edit]
- From southern ent go n w s all w 4n e n e n e n e. There will be anywhere between 1 and 4 bears here. Hands the last one (or the one with the hook but for me it's always been the last) and ice him. Loot hook. Go 1w, unl salmon corpse, open corpse, get all corpse for razor. This is key to shack.
- From here continue all west. What you're looking for is a clover on the ground which is invis. If you pick it up, it's called a four-leaf clover. The three leaf ones are just refresh food. Once you find it, go from bear corpse all w 1n, e u e d all e to locked doors. unl open, e, all s (through illus), all w. 1e, sr and tick here (npk).
- 1w (lpk), dispel ice Jezzailia. If she has a ball on her, she'll have between -1 and -3 ss (you can figure out just how annoying she'll be to dispel). FS doesn't dispel obv. Key is slippery. Scroll is useless, some gwar 5hr/20ish hp hold. Interesting note is that Jez is not aggro to galign.
- Leader go all e all n all w u w d w s all e, w s w s w s all e s 2e (should be termite mound room), 1n (another termite mound), 1w. In any of these termite rooms or 1w summon form and have them follow. blind mobs or something beforehand. Anyways from the 1w go illus n to door.
- Note:If you (a) have an aq to find gardener [and then you should not have done steps 1-4), (b) want to run zone through the alternate entrance - the well [you're retarded], (c) you're scared someone will bank you through there [still retarded, if you cant see people ice two mobs and set up, you suck], or (d) combs loaded in that portion, go all up sr, 2w sr, 1e and ice aravind the gardener for his key. And his hoe. And his pants.
- From door, unl/open, all n,3e, all n,2e,s,w,s. If riston loaded wormhole, dispel and ice him. Wormhole is rentable sanc orb, but weighs a lot. remove curse it as soon as you loot. n w s is bank [i suggest depositing most gold, as there's a good chance you'll die]. n w s from bank is post office. from post office n w all s through illus,sr,e,ice kitzumul the doctor for key. EQ is useless.
- Solo w all n all e n all e all s. IF you wanna ice priest for that useless other key or for his toenail (level 29 dispel magic orb), go w before illus till you can go s. then go s all e. Obv this you should do with form. Once he's dead loot and go w till you can go back n (not same room). From there all e, s through illus, e through illus, s e all s all w s w w and you're at shack. unl open and go 1w summon everyone. Designate a pp.
- Search with doctor (green) key. unform till said otherwise. d y e s e s e sr, hands lepidus and dispel ice it. key will be slippery. the weed mobs are called WHATZIT. Blind them. Drop a throw so they stop tripping. Loot gloves too (6/2 max)
- W n e n e y ice geyser. key is not slippery. mob is fs. You don't wanna flee it (unless you know how) because you flee into !flee npk (surrounded by cpk) with stabbing mobs. Have one person tank it. Loot key.
- w s y e e lure aeromus and ice IF YOU WANT TO LOCK IN. I usually don't bother, but who knows when you'll need to. I'll assume you iced it. Obv try to lure it into the npk room that's not cramped. Sr it in because it breaks traps (but still trap first so it doesnt hit you on entry to room). Ice and loot.
- All e all s (there will be some yy). This room (third round) is where you'll form up. 2w sr ice mobs. DOORS are now 1e of you if you wanna lock. If you have enough feel free. If you're lowmaning i'd say wait till you ice dragon. All lock-in keys have an extra charge. So if you die (make sure to unkey if you corpse otherwise key drops behind locked door), you can still unlock again but can't relock. 1w from here ice mobs again.
- Note: This is the best way to do this part and next part:
- While people are icing lepidus and geyser, leader goes to corner (that's third round room),3w,sr,w,sr,w,y,sr,w,sr. If you make it that far, GREAT. If you get blocked by dragon somewhere on the way, get back out and to form. You want dragon to move to that last room in the dirs. That's because 4w is !flee fire, 5w is fleeable fire, and 6w is the first safe room that dragon will go to.
- Don't forget to cast fire protection. Heal staves are great too.
- Don't room on all the hidden mobs. Mosquitoes are only aggro to blood and they're really annoying sanc 0xp mobs if you hit them. They're usually in 4w, maybe one in 5w or 3w. But since 3w is not fireroom, can ice there just fine if you feel like it.
- If dragon is in 6w, don't unform but don't drag either. Solo on and tell form to go w,w,y,w. sr that room and ice everything.
- If dragon is 7w, after you clear 6w you unform and go w y and ice it. Loot scales. Dragon is blocker if you still haven't figured this out. and you're going to clear 6w regardless.
- Note: This is the best way to do this part and next part:
- From wherever people are now, unform and tell people to go all w,all s,6w. You can do 5w or 7w depending on mobs, but they must NEVER EVER EVER go all w 1u. That's one way and hell to come out of / get back in. from 6w go illus n u n u. Unl panel open panel. Here you NEVER EVER go all w, 3n. Same reason as before. Anyways go all w (out of cpk), all s, all w. Look for a hidden named bregu. If you don't see it, from where you are go illus n into cpk and find him in there. Either lure him or just ice him wherever he is. He does break traps and wimpy so trap/sr accordingly. Loot eq too. He loads a low level 3/3 ring and some other stuff.
- NOTE: A ghostly guard here loads these, get them: the gloves of trepidation - Lev(18) Loc(hands) AM AC AG srod(-2) dr(4) Cond(pristine - 185 Days)
- Assuming you are currently all n in cpk, go all s all e, n till e (remember, NEVER all n), all e into cpk. n u 2n unl open door with bregu key. n, unl door e, open door e,e,sr and hit tenson. Tenson is basically an !melee ridiculous-hp mob that's basically annoying as hell (update: it's no longer !melee but still 5 billion hps). Not hard, just time consuming. He does load a dagger at times so be invis and hit him fast. Also hit him before he decides to randomly walk out of room. Loads chastity boots (warrior hp/5dr boots, and now +bash prof) and the dagger (it's like 6d6 4dr/2dex, so it's usable for nonhuge sets with some -dex eq), some other eq that has great names but totally useless, and a key (slippery)
- Whoever gets key needs to drop for leader to pick up. Leader solo w, unl door n, open door n and go 1n or 2n hit the hidden mob (knight/commander keywords). Lure him to the room w,s of form and trap there. when he walks in, go 1n, sr, 1n again and sr (you are now w n of form). Tell form to go w n and unform. When everyone's in the room, lock it up. If you mess up badly or need to get someone in, you can unl again but not relock.
- Here's the best way to do physicon and things to know:
- Physicon's dispel is a proc, not a spell. Running him out of mana is great but he'll still dispel/curse people.
- Physicon's curse proc engages casters. Not meleers. So meleers will be healing and ressing if needed.
- Since this whole thing is cramped, one person tanks physicon with fd/ww and the rest heal him
- Blind, plague, poison, curse physicon. The first two are a must. If you mess up, you need him blind.
- When tank is out of charges, someone with charges rescue him and keep healing. Heal especially on plague.
- If people are out of mana, use rescue tricks to get people out of room (so only 1 or maybe 2 ppl actually die).
- Drop gold in room or before hitting physicon so you don't lose it.
- Loot, unl open vault, g all vault. Done.
Explore Extras[edit]
- From north @, s e d is an illus and around there 1 or 2 explore objectives can be accomplished.
- To get 1-2 more objectives, you need to run gardener/priest and get in through well. Or just with keys go from cabin d y e s all w and follow around there. I find that easier. I think you can do them all this way, but it's possible you may miss one.
- One more thing for explore is icing Lan Wek Not (or something like that) which is 2w of tenson. Easy mob, loads same useless scroll as jezzailia.