Difference between revisions of "Lyngaeli's Nightmare"

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===Entering the Nightmare===
 
===Entering the Nightmare===
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* In each section there are mobs that spawn tokens. You will need three to complete explore.
  
 
Head all north within the zone and sleep to enter the nightmare.
 
Head all north within the zone and sleep to enter the nightmare.
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===The Funhouse===
 
===The Funhouse===
 
**SCROLL DOWN AND READ "Your Reflection" SECTION. If you leave this area without killing your reflect. It's game over.
 
  
 
Move west and kill the two marionettes, which are blocking the up exit.
 
Move west and kill the two marionettes, which are blocking the up exit.
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Move e d e all n.
 
Move e d e all n.
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*SCROLL DOWN AND READ "Your Reflection" SECTION. If you leave this area without killing your reflection. It's game over.
  
 
Hold figure and search until an exit opens in the western wall.
 
Hold figure and search until an exit opens in the western wall.

Latest revision as of 21:50, 23 April 2024

Lyngaeli's Nightmare
Zone Number: {{{Number}}}
Designer: Nykaul
Rooms: 161
Re-Pop Time: 1 hour
Exploration
Designer: {{{Exploration Designer}}}
XP: {{{Exploration XP}}}
Suggested Level: {{{Exploration Level}}}
Exploration Time: {{{Exploration Time}}}

Lyngaeli's Nightmare is a fascinating zone for characters to solo and explore in small forms before they reach level 26. As long as you are under level 26, you can enter the zone, including characters which are level 26 in their final class. This zone is quite challenging, so it is recommended that you explore it as a triple or quad class character approaching level 26 and ideally, you should bring one or two friends along for the trip.

The zone is divided into smaller sub-areas which can be accessed by finding keys and entering boxes which transport you from one place to another. These boxes are one-way. There are only two ways out of the zone, to die, or to reach the end.

The zone also has its own currency, tokens, which can be used to purchase items from the Guardian of Dreams, or the Harbinger of Nightmares, who can be found wandering the zone. To find nightmare tokens to spend in this way, be sure to search the corpses of the mobs you kill. Just about every mob has a chance to load tokens.

The zone also has super hidden mobs, which can't be seen (except for a blank line under the room description) and can't be targeted directly with spells and skills. If you encounter super hidden mobs, you'll need to use room attacks to defeat them. The zone also has some unusual procs, which make it appear like other players are in the zone with you, and sometimes, like those players have attacked you. You can safely ignore these procs, though they might give you a bit of a surprise the first time you see them.

If you're travelling in a form, ensure that the leader holds all of the keys. A number of the keys in this zone enable you to move through barriers -- if the leader is holding the key, then the whole party will pass through -- if someone else is holding the key, then only the player holding the key will get through and the rest will be left behind.

Some mobs in this zone are aggressive to blood, so keep this in mind if you're going to be fighting with other players.

Walkthrough[edit]

Entering the Nightmare[edit]

  • In each section there are mobs that spawn tokens. You will need three to complete explore.

Head all north within the zone and sleep to enter the nightmare.

When you awaken, move north and enter box.

The Forest[edit]

Move 2n 3w open door, w and kill grandma (!dis fireshield). Loot her amulet.

The amulet will crumble if you pant, so make sure you move slowly and steadily and keep your quickness cast while you are holding it.

Go 5e 2n, hold amulet and move down through a barrier (the amulet will crumble).

Move n e and get dust barrel (component).

You don't need to kill the spiders here, but they're decent experience and load a 58 stone backpack.

Go w n and kill Helvyra (!dis fireshield). Loot her needle.

Return to the room up from the barrier (2s u).

From above the barrier, move s e. Hold the needle and search until an exit opens to the east.

Go 2e and enter box to move to the next area.

The Pier[edit]

Explore the pier until you find a clown that has loaded a pair of stilts. Kill the clown and loot the stilts.

From the entrance to this area, move 4n w.

Wear stilts, move n and kill the bloody, flayed cows. You will receive a cowbell (slippery).

Move s e n e s and search until a door opens east. Move east and kill Cyhaeck (dispellable sanc) and loot his safe key.

Unlock safe in this room, open safe and loot the golden toothpick.

Move w n w and type "unlock door toothpick" to unlock the door.

Note: You will be unable to unlock the door unless you specify which key to use, so it's necessary to add "toothpick" to the end of the command here. You will need to do this again with the sliver of ice a bit later in the run.

Open the door and move one north to enter the funhouse.

The Funhouse[edit]

Move west and kill the two marionettes, which are blocking the up exit.

Go up, hold cowbell, w and kill Gigglesworth (dispellable sanc). Loot the painted figure.

Before you leave the room "get pot" to get a small pot of red paint (component).

Note:Because Gigglesworth is in the room immediately after a barrier which crumbles a key, this fight is effectively !flee if you don't want to bank your own run. If you flee, you'll be unable to get back into the room to finish Gigglesworth off. So, tick full before this fight and do everything you can to one-pass it.

Move e d e all n.

  • SCROLL DOWN AND READ "Your Reflection" SECTION. If you leave this area without killing your reflection. It's game over.

Hold figure and search until an exit opens in the western wall.

Move two west and enter box to access the ball pit.

The Ball Pit[edit]

Explore the ball pit until you find a yellow ball holding a tiny key. Kill this ball and loot the key.

Note:The ball pit can be fantastic experience if your group is able to handle the larger packs. You can judge the difficulty of a pack relatively easily by looking at the color of the balls. Each color represents a particular character class.

Find an intersection with exits north, east and south.

From here, go e d w u e u.

Hold key, move south and kill The Man Who Wasn't There (superhidden). Loot the sliver of ice.

Before you leave the room, type "get warrior" to get a warrior statue (component).

Like Gigglesworth, The Man Who Wasn't There is in a single room behind a barrier. If you flee from this fight, or accidentally leave the room before you loot the sliver of ice and the warrior, you'll be unable to complete your run.

Return to the intersection with exits north, east and south.

From here, go n u w u n u and "unlock door sliver".

Move two north and enter box to access the toy store.

The Toy Store[edit]

Move n e and kill the bear. Search the corpse and loot the chest key.

Go 2n 2w. Unlock and open the chest in this room and loot the dragon charm.

Move 23 s 2e s w.

Wear charm and move one south.

Kill the Fatally Wounded Doll and Zekynaek (superhidden, !dis fireshield). Loot the dollhouse key.

Before you leave the room, type "get claw" to loot the final component.

Move n e n 6w s and open door.

Go one east and buy toy (make sure you have the dust, pot, toy and claw in your inventory). You will receive a toy soldier with a dragon horn.

Go w n 3e n and "unlock door key".

Move n u. Type "wind toy". Then "drop toy".

Lyngaeli will awaken and will give you a necklace for later in the run.

Move north to enter the castle.

The Castle[edit]

Move u n and kill the guardians in this room (blockers).

Open doors and move n w d n. Kill the Guardian of Wayward Dreams and loot the glass key.

Type "unlock cell east key" and the move east. Allow Danyyel to follow you.

Move w s u e n where Danyyel will open the doors for you.

Move 3n and tick full before your next fight. When you're ready, move one north and kill Gloomorphis.

Seach the corpse of Gloomorphis, as some of the equipment he can load is initially hidden.

Move 5s e then search until an exit opens in the northern wall.

Move north and look at the wayward nightmares that load in this area until you find the one holding a key. Kill it and loot the key.

The wayward nightmares are super-hidden mobs. You won't be able to see whether they're in the room until you look at them, or use a room attack.

Head all east in this area and search to open an exit through the northern wall.

Move n u 4n u 2s unlocking and opening doors as you come across them.

Wear the necklace that you received from Lyngaeli.

Type "unlock door south key", then open the door and move south to engage Keneol (!dis fireshield).

Move south and type "enter portal".

Go east and wait for Lyngaeli to give you The Dreamstone, which completes the run.

Explore Walkthrough[edit]

The explore walkthrough for this zone is largely the same as the full zone run outlined above. The only major differences are:

Staff of Resplendence[edit]

You need to ensure that you loot at least three nightmare tokens along the way (remember to search corpses to find these) and you need to buy a Staff of Resplendence from the Harbinger of Nightmares at some point your run.

The Harbinger of Nightmares moves around the zone, so when you are trying for the explore, you should aim to check each area thoroughly before moving on -- if you find the Harbinger of Nightmares, stay long enough to loot three nightmare tokens, then buy the staff before you enter the next box in the walkthrough.

Your Reflection[edit]

To complete the objective that asks you to kill your reflection, you need to look in one of two mirrors that can be found in the Fun House area. There are two rooms in this area titled "Hall of Mirrors". When you are in one of these rooms, type look mirror, which will cause a mob to pop and attack you. Kill the mob and if it doesn't complete the objective, find the other room titled "Hall of Mirrors" and look in the mirror to trigger one more mob to attack. Kill that and the objective should be done.

If the first mob you kill does the job, there's no need to trigger the second one -- it's not needed for the main zone run.

Guardian of Dreams & Harbinger of Nightmares[edit]

If you run into the Guardian of Dreams or the Harbinger of Nightmares in the main zone (not the introductory adjunct before you sleep, where they both also load), then you can purchase items off them using tokens.

The items they have for sale are as follows:

Guardian of Dreams

  • a vial of harmful thoughts - Lev(15) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell[curse, blindness, cause serious:15 Chgs:1/1) Days 7
  • a scepter of ill health - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell[plague:15 Chgs:3/3) Days 185
  • a scroll of withering flesh - Lev(15) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(curse, poison, weaken:15 Chgs:1/1) Days 7
  • a spike of darkest obsidian - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(fireball:15 Chgs:3/3) Days 185
  • a miasma of tortured drams - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(shockwave:25 Chgs:3/3) Days 185

Harbinger of Nightmares

  • an andidotal wand of dreams - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(remove poison:15 Chgs:3/3) Days 185
  • a scroll of unspoken hope - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(remove curse, continual light, cure critic:15 Chgs:1/1) Days 185
  • a staff of resplendence - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(heal:15 Chgs: 3/3) Days 185
  • a vial of distilled dream - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(armor, bless, invisibility:15 Chgs:1/1) Days 185
  • an orb of falling stars - Lev(10) MaxLev(26) Loc(hold) [RELOAD BONDS] Spell(sanctuary:15 Chgs:3/3) Days 185