Den of the Necromancer
Den of the Necromancer | |
---|---|
Designer: | Restiana |
Rooms: | 222 |
Re-Pop Time: | 1 hour |
PK Type: | LPK, NPK |
Exploration | |
Designer: | {{{Exploration Designer}}} |
XP: | {{{Exploration XP}}} |
Suggested Level: | {{{Exploration Level}}} |
Den of the Necromancer is a zone that is adjunct to The Swamp and Forest of Thanos. You must get a key in Thanos and walk through Thanos in order to get to Den.
Directions to Zone
Fly to ct 20, fly S 6. (Or enter 20 and walk S).
Check Load
Locate ruin, orcus, ruby (in that order). Load is usually reported as x/y/z (# of ruins / orcuses / rubies). 2 ruins + some other items is preferable. How the zone works is there are four (4) possible Thanoses, and you get one of them at random. It IS possible to scry them all to check exact load (they load any combination of ruin/ruby/orcus/thanos waist -- actually worn on them as a bracelet) but that's your choice.
In order for zone to be runnable, scry wraith for smoking black key. Can also locate sword to check if it loaded on Neifirst. These are indicators of loaded zone.
Equipment
- Ring of Ruin
- Wand of Orcus
- Ruby of Destruction
- Wraithedge, the dagger of shadows
Walkthrough
- Get in zone. If there's a key at ent, grab it. Also check if shack is open (from ent 2n,3w,n, door w). From ent n,all w, s is Adder. Ice him for key. This is a key with one charge to lock/unlock shack. If you for whatever reason have two keys or door is already open and you iced Adder, you can be locked in.
- All w, s till w,all w, all n, e, n, 2w, 4n, 2e, 2n, 2d. You are now in the Den of the Necromancer, rather than the Swamp of Thanos. N till e, all e, all n, 2w, search, n, 2u, n, sanc, w to gelatinous cube and ice him. He's a blocker and he holds the next key. 1w to tick.
- 1w more is LPK fire room. Summon people in here and tell them to go 1e. Get your form ready there.
- When ready, w, search till north opens, 2n, e. You are now in an area called gpit - a very nice xp location, about 5x5 square. You need a snapper with a mandible. Look for it; it's usually on the east side. Make sure to sr it in because it wimpies. Ice. No need to loot, key is slippery and the mob loads nothing else.
- All w, all s, 1e, person with key search. Next part don't mess up, or you will dt (death trap) yourself and will have to port (unless you left a pp for whatever reason, which could be somewhat smart but keep in mind it would be in npk since the lpk room is fire room). All s, all w, all s, all e, all s, all w, all s, all w, all s. Ice nabassu. Loads key and 4/3 ring. Fear any other mobs that hit you on the way, if any.
- Basically go almost back to gpit - all n, all e, all n, all e, all n, all w, all n, all e past the pathway from gpit, all s. Search with key. All d, 2n (NOT MORE), search till e opens (no key required), e, 2n ice wraith for key. Key will fall on ground so grab it. All s, w, all s. This room is !mob.
- When ready, all w, unl open door, w, dispel ice neifirst. All of the main mobs you will be fighting starting with this one are !flee so plan accordingly. If you search in Neif room, you may be able to flee up which allows you to next go to one room south past gpit search. It is one way though so careful for the zone not to repop else you'll have to reice Nabassu for key.
- Loot Neifirst (loot all eq from here on because it's all eq pts and all sells nicely in shops). Next mob paralyzes you so best idea is to have one person tank it for him to be the only one paralyzed. All e, unl open door, dispel ice ildriss. Again it's !flee. Loot, have people sneak/refol when they're !para. Loot stones off this mob because they're throwables and you'll need them for a later mob.
- Sidenote: The elementals in the rooms before Ildriss can load ele stones.
- West to center !mob room, 2n (NOT MORE), e, 2n, open door, w (DO NOT GO SOUTH HERE OR FLEE), 2n, can tick here as this is also !mob except for Hand of Thanos (don't do it till after thanos, trust me. I've seen people banked because of the extra 30 seconds this mob takes). When ready, all w, unl open door, w. Dispel warlord and mages, and plague warlord asap. When he's plagued and drops weapon he won't charge anymore. Loot.
- Sidenote: The elementals in the rooms before Warlord can load ele stones.
- All e past !mob, unl open door, e ice Keeper. Remember the stones you looted from Ildriss? Drop them. The souls in here will pick them up and throw at you rather than tripping. Muffle Keeper asap as well or keep him down, otherwise he room acids. Loot
- W til !mob and 1n. If room is safe, make person with skull (slippery key from Keeper) drop it and leader pick it up (not required but you don't want to be banked by repop if someone is really slow in next part.) Spell up full, get staves out, if any (ice room next with main mob). Also cast ice protection. When ready, unl door, open door, n. Repeat this 3 times (this is where I spell up). On 4th time you will walk into !flee room with Thanos. Kill him. Mind you if he did not load eq (unlucky) you can just trans/port. Also if he's sanced be ready for a really annoying battle. Loot, search, go north. Get all for gold, get all rack for some more stuff to shopsell.
- Suggestion: Have one person unformed consider thanos. All four thanoses are different (sanc vs. fs, melee vs caster, and different strengths weaknesses) - would be nice to get a full list of strengths/weaknesses for them. I know one is weak to cold, I think another is strong to poison, another weak to fire(?), etc.
- EXTRA: Back south to !mob, find hidden mob (Hand of Thanos). If it loaded Wraithledge dagger, sr it in (wimpies otherwise) and ice it. It's a nice E dagger, 6d6 5/4 max.
'Note: the room in the middle between south (neif/ild) and north (warlord/keeper) section is called dt but really it's !exit. For most purposes, of course, it makes little difference.