Difference between revisions of "The Citadel of NaeraMae"

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[a mean-looking minotaur guard][MOB][ lv 29| 2895/2775hp  665/ 665m  150/ 150mv]
 
[a mean-looking minotaur guard][MOB][ lv 29| 2895/2775hp  665/ 665m  150/ 150mv]
 
[Herind        ][MOB][ lv 25| 3007/3007hp  561/ 561m  150/ 150mv]
 
[Herind        ][MOB][ lv 25| 3007/3007hp  561/ 561m  150/ 150mv]
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[[Category: Zone Walkthroughs]]

Latest revision as of 15:41, 19 May 2018

Zone 22, The Citadel of NaeraMae

From entrance, U, U, c eth s, S, E, E. (Stack commands)

This is the first !mob room. Stack commands as minotaurs before and after are super-agro and bash.

Next: E, c eth e, E, S, S, S. (Stack these commands to avoid aggro. If you are hit before door, get back to first !mob room. If hit after door, flee, all e, all s to second !mob room. (From here, W, S, S to get to room 1s of charmable guard (room name: [A Hallway Filled with Doors])

From here, "A mean-looking minotaur guard" is to the north 1 (room name: [A Guarded Hallway]) (If someone failed to complete their last run, the guard may be in any room, it stays until zone reset, repop will not move him) Image, manash, and charm. This guard can wear golem glove armor and will do the majority of damage needed. Reform guard fc.

The mean guard has a keyring (neck container holds 75 stones) with keys to the next 8 doors. All doors are pickable.

If you have golem gloves, its possible to run with only guard, without gloves, Hrender and Herender are charmable as well. Hrender (bashes) and Herender (cleric) are all south, 1N, to the east and west. Once you have the three charmies, go back to start of the hallway, 1S of where mean guard was.

The first mob I hit is Branari (cleric), first door on east side. She will hands your form if you do not immediately engage. Engage, then dispel.

Branae loads: heal staff (7 charges lev 25 heal, 6.99 days), hp/mana neck (golden holy symbol, low 20's level, 15/20 seems to be base, have seen as high as 30/30), junk robe (2hr/2 ac), junk mace (4d6 3hr).

Second is Threzidi (mage). Second door from north on east side. Dispel, then kill. Loads: banded ring (mid to low 20's, 35mana base (?) (Tweaks as high as 60 mana), a pair of wire-rimmed spectacles (5 int max, head, lev 0), a gnarled oaken staff (lev 20-23), 95mana -5hp base (have seen 110m / 10hp) !T !W 2h, a girdle of many pouches - Lev(10) Loc(waist) NoBits str(-1) dex(2) 94 stones container.

At this point, I go all S, 1w, dis, ice Osrava. She loads horn of life (3 charges, lev 24 heal), carved wooden ring (3hr/3dr max), belt of life (+5 con max), and book (+mana/-hp, hold, no-tweak).

Next, I hit NaeraMae. From [A Hallway Filled with Doors], N, E. This is second !mob room.

(Pro-tip) order charmies to rest while searching and picking. Solo, north, search. Reveals hidden east.

There are 2-4 guards on other side of hidden, can ice them, or solo, pick door e, open door e, W, S, back to waiting charmies.

From second !mob room (solo off), N, all E, S. To get to NaeraMae. Dispel, plague (so wield falls) and kill. NaeraMae loads 4d12 5/5 2h axe (great wield for elementals), studded ring (-25 mana/+25 hp base, seen as high as -10m/+35hp), globe [about, lev 18-22, max -4ss, base -10ac (seen as high as -22ac)]

From here, you can ice guards behind hidden, guards at entrance, and other doors in hallway to complete explore, OR you can unform Hrender and Herender one by one and dis/ice.

Hrender loads: cape [neck, !E, low 20's level, -hp/+mana, base -40/+70 (seen as high as -37/+83)], plate [body, !E, lev 19-22, hp/-int, base 20/-1, (seen as high as 32hp/0int)], tower shield [shield, lev 19-23, ac-ap (20), -hp/mana, base -45/65, (seen as high as -30/80)]

Herender loads: marble ring [mid to upper teen levels, mana/ac, base 15m/-3armor, seen as high as 35m/-15armor)], boots of striding [mid teen levels, ac-ap (2), hp/sta, base 9hp/3sta (seen as high as 27hp/4sta), ice staff [cold, 2h, base 60m, (seen as high as 77 mana)]

At end of run, order guard to remove all, and sleep in the room guarded hallway. This way, next time it's run, a failed charm hurts less.

If zone repops, doors close. If zone resets, you are moved to -[The Broken Glass's Sleeping Rooms]- Lockers west of this room. This room is hotel, and only lpk room in zone. 2N, 3E to get to first !mob room.

[Hrendar ][MOB][ lv 25| 3000/2912hp 733/ 733m 150/ 150mv] [a mean-looking minotaur guard][MOB][ lv 29| 2895/2775hp 665/ 665m 150/ 150mv] [Herind ][MOB][ lv 25| 3007/3007hp 561/ 561m 150/ 150mv]