Difference between revisions of "E'urdin Zilartzen"
(Created page with "E'urdin Zilartzen By Faevyon 1. Getting there and Leaving The nearest clantown to E'urdin is CT 7. To get to E'urdin, simply call a dragon and type [fly E'urdin]. From the...") |
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E'urdin Zilartzen | E'urdin Zilartzen | ||
− | By Faevyon | + | By Faevyon (needs updated) |
1. Getting there and Leaving | 1. Getting there and Leaving | ||
− | The nearest clantown to E'urdin is CT 7. To get to E'urdin, simply call a dragon and type [fly E'urdin]. | + | The nearest clantown to E'urdin is CT 7 (17?). To get to E'urdin, simply call a dragon and type [fly E'urdin]. |
To leave E'urdin, look for mobs named [a forked fungus forkling], steal the fungi that loads on them and eat the fungi to be teleported out of E'urdin. These mobs are generally found near recall. Note that nothing will happen if you cast teleport or try to call a dragon while you are inside the zone. | To leave E'urdin, look for mobs named [a forked fungus forkling], steal the fungi that loads on them and eat the fungi to be teleported out of E'urdin. These mobs are generally found near recall. Note that nothing will happen if you cast teleport or try to call a dragon while you are inside the zone. |
Revision as of 08:08, 11 June 2016
E'urdin Zilartzen
By Faevyon (needs updated)
1. Getting there and Leaving
The nearest clantown to E'urdin is CT 7 (17?). To get to E'urdin, simply call a dragon and type [fly E'urdin].
To leave E'urdin, look for mobs named [a forked fungus forkling], steal the fungi that loads on them and eat the fungi to be teleported out of E'urdin. These mobs are generally found near recall. Note that nothing will happen if you cast teleport or try to call a dragon while you are inside the zone.
2. Places of Interest
To start off, E'urdin has it's own recall point and a whole lot of other convenient amenities. From recall, to get to:
A Cave with a slot (Post Office): 3e An intricately Decorated Cave (Bank): 2e, 2n, 1w, 1n A Deep Wood Cave (Lockers): 2e, 2n, 2e, s, e, s, 3e, n Before a Paganish Shrine (Altar): 2n, 4w, s , 2e, u (Room that loads a Bowl-shaped Silver Mat): 2n, 4w, s, e, all s
3. How to understand the mobs
Visitors to E'urdin would no doubt have noticed that its inhabitants spout a whole lot of unintelligible gibberish. To understand what they are saying, get [a cicada's resonating chamber] from Uukkoa, the Cicada. As long as you have the chamber in your inventory, you can hear what the mobs are saying and this is very important. The mobs provide hints on component EQ and other aspects of the zone so heed their advice! From the mat: n, 3u, e to get to Uukkoa. The rooms are hidden so just walk into the walls to get there.
4. Interesting mobs you should kill
Emakumetakko (Black Spider Lair): 2e, 2n, 2e, s, e, s, 4e, 2s, 1w from recall Loads:
Some sparkling white sand, a knobby black thorax, a curved chelicera, a set of eight glowing spider eyes, a dark ebony spinneret a red hourglass
Amulttssu (Before a web of shiny white rope) e, s, 2e, s, n from mat Loads:
spidersilk casings yellow and black spinneret delicate silk filaments of a spider's web an insects's hollow exoskeleton
Maitasunni (Wanders around, usually found near Amulttssu) Loads:
Triangular brown head of a mantis Vice-like brown legs covered in sharp spines A delicate mantis antenna
Anitzzena (Wanders around, found in eastern part of zone) Loads:
A green caterpillar skin with a single yellow stripe Errimen (Wanders around, found in eastern part of zone) Loads:
A wrinkled green caterpillar skin with a white stripe
5. How to make component EQ
Many of you would have noticed by now that most of the EQ in E'urdin is crap! However, do not be deceived by mere appearances as many of the "useless" EQ that you get may actually be components for great EQ. To make component EQ, go to the altar in the zone and type [ask bakkoitzza magic] with the cicada in your inventory. The priestess will give detailed instructions to wake the tree, which will make the component EQ for you. The tree can pop in any part of the zone and is described as such: "An ancient tree grows here." After saying the magic words to wake it, simply type [toss sand] and [say make {object}] to create your very own component EQ!
Striped green sleeves made from caterpillar skin 6dr/3hr AE AG 2 sparkling white sand 1 yellow and black spinneret 1 green caterpillar skin with a single yellow stripe 1 wrinkled green caterpillar skin with a white stripe
Ring of Spider Chelicerae Mana/Ac AE 2 sparkling white sand 1 curved chelicera
Parasol 1 sparkling white sand 1 silver mat 1 boll weevil snout
Belt Same components as sleeves A tiny wyvern scale (from bloodstone)
6. Miscellaneous Hints
To earn dragon fare, you can pick the shutter to get to the room above the bank to collect the pearls that load in the room. A full load will increase your wealth by 300k.
All mobs in E'urdin can be killed in one pass if you have a sufficient quantity and quality of charmed mobs in your formation. Apart from Ioios and mobs above level 31, nearly all mobs in E'urdin can be charmed, especially if they have a blue aura. However, the preferred ones are "Jaiaa, the Lacewing", "Ffaltsukk, the Living Lantern", "Begikk the Syrphid" and the "Honey Bees". These mobs all come with a permanent sanctuary and can be found in the eastern part of the zone.
There is a shortcut from recall to Amulttssu. Go 2s from recall and search. Follow the path south and you will emerge near the spider's lair.
To get your charmed mobs through the narrow passageway near recall so as to utilize them to kill Emakumetakko, simply bring one through to the room beside the "Cave with a Slot", solo, walk back to the rest of your mobs, unsolo, and repeat ad nauseum. Naturally, you should kill/charm any itinerant mobs inside the passageway to facilitate the transmigration.
Do NOT go near rooms called [A moist depression in the ground]. That's where the cute, friendly robin lives and it can kill a sanced player with 1300hp in one melee! Razz
The purpose of the parasol is to enable you to leap off the cliff and float down to another part of the zone ala the Penguin in Batman. To get to the hidden part of the zone, simply go s, e, 2s, e, 2s, 2e, s, e, 3s, w, s, w, 2s, w, s from Amulttssu, grab parasol and type [leap]! I've yet to discover anything important about that part of the zone, so tell me if you do! =)
Alternate Walkthrough
From Recall: all north, all west, east, south, east, all south, east, south, all east, all south, all east, all south, east, south, east, east
Charm the Honeymaker, and Galtzzekko
From this area go: east, all south, find Begikk. He is a hidden mob. then north, west, and charm Honeymaker #2. in the north east area of begikk, find lacewing
From Bek: all north, west, south, all west, 2 north, all west, all north, all west, north, west, all north, west, north, all east, 2 south
up, east, east, north, north, all east, all south, all east, west, south, south
to make the sleeves:
2 sand, yellow caterpillar skin, green caterpillar skin, yellow spinneret, black spinneret To make you must wake the Tree in SW corner, to do so (Note: Apparently the Tree loads in a random location!): say hutts diien burr say iluunak iluun diistra say beggi sorr iitsuozz say erre jabettzzen denezz toss sand