Difference between revisions of "Derah Villadom"
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+ | ===Notes=== | ||
The only real note about the zone is that it is switched between day mode and night mode by triggers which toggle between the two. | The only real note about the zone is that it is switched between day mode and night mode by triggers which toggle between the two. | ||
There are two ways of toggling the Night zone on, that being by entering the Dark Portal and by visiting the Destroyed Home (Where it is rumored where the curse was placed). | There are two ways of toggling the Night zone on, that being by entering the Dark Portal and by visiting the Destroyed Home (Where it is rumored where the curse was placed). | ||
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To get to kill the Vampire you must get the key, which is reset eq only, from the Mayor's desk in Daylight DeRah. Go nighttime DeRah and unlock the door to the Mayor and waste the Mayor/Vampire. | To get to kill the Vampire you must get the key, which is reset eq only, from the Mayor's desk in Daylight DeRah. Go nighttime DeRah and unlock the door to the Mayor and waste the Mayor/Vampire. | ||
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The prisoner has Silver Bracers which are chained to the wall. To get them go Evil DeRah and kill him. | The prisoner has Silver Bracers which are chained to the wall. To get them go Evil DeRah and kill him. | ||
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Daytime Explore | Daytime Explore | ||
− | + | Visit the priest in the church | |
From ent: 7n, 3w, 2s, open door w, w | From ent: 7n, 3w, 2s, open door w, w | ||
− | + | Bring peace to the widow | |
From church: e, 2n, 2w, s, open door w, w (takes you into a destroyed house in nighttime/evil derah) e, n, 2e, 3s, pick gate e, e, s, e, d, u | From church: e, 2n, 2w, s, open door w, w (takes you into a destroyed house in nighttime/evil derah) e, n, 2e, 3s, pick gate e, e, s, e, d, u | ||
− | + | Visit the prisoner | |
From mayor: d, 2e, d, pick/open cell n, n | From mayor: d, 2e, d, pick/open cell n, n | ||
− | + | Smell the daisies | |
From church: e, 4n, open door w, 2w | From church: e, 4n, open door w, 2w | ||
− | + | Help yourself to some of the butcher's stock | |
From mayor: d, e, n, w, kill any 2 cows in this area | From mayor: d, e, n, w, kill any 2 cows in this area | ||
− | + | Take a stroll on the beach | |
From grave (end of step 2): w, s, d, w | From grave (end of step 2): w, s, d, w | ||
− | + | Visit the mayor's office | |
From church: e, 2n, 2w, n, w, u | From church: e, 2n, 2w, n, w, u | ||
− | Nighttime Explore | + | ==Nighttime Explore== |
− | + | ===Notes=== | |
− | + | Note to get to the vampire, you: have to kill the mayor during daytime (he can be dispelled and muffled) for 'miniature engraved key', then unl/open drawer, get key (a small house key) drawer. Then go into evil Derah | |
− | + | ||
− | + | ||
− | + | ||
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Stop the vampire | Stop the vampire | ||
− | + | go to the Mayor's house. | |
− | + | NOTE: when you enter the mayor's house, a small house key crumbles, so if you leave the house, you can't go back in. | |
− | + | ||
Bring down the iron golem | Bring down the iron golem | ||
From mayor: e, 2s, open door e, e | From mayor: e, 2s, open door e, e | ||
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Stomp out the hell hounds | Stomp out the hell hounds | ||
wander the streets | wander the streets | ||
+ | Defeat the werewolves | ||
+ | wander the streets | ||
+ | in an abandoned house - from inkeeper: s, w, open door s, s | ||
+ | in an old home - from innkeeper: 2s, e, s, open door w, w | ||
+ | in the field area | ||
+ | |||
[[Category: Zone Walkthroughs]] | [[Category: Zone Walkthroughs]] |
Revision as of 20:59, 30 October 2015
Notes
The only real note about the zone is that it is switched between day mode and night mode by triggers which toggle between the two. There are two ways of toggling the Night zone on, that being by entering the Dark Portal and by visiting the Destroyed Home (Where it is rumored where the curse was placed).
Once the Night zone is toggled on, some changes happen in the zone: (1) You can not teleport nor phase out of the zone (2) the exit to the zone is gone, and the long eastern street loops upon itself north-south.
The only way to escape the night horrors is to visit the Grave in the graveyard, which will give you back to the light-of-day.
There are two scales of grouping levels for this zone. By day, the zone can be handled fairly well by a 3-to-4 person group in their mid-teens. At night, however, the same size group should be lvl 25+.
To get to kill the Vampire you must get the key, which is reset eq only, from the Mayor's desk in Daylight DeRah. Go nighttime DeRah and unlock the door to the Mayor and waste the Mayor/Vampire.
The prisoner has Silver Bracers which are chained to the wall. To get them go Evil DeRah and kill him.
Daytime Explore
Visit the priest in the church
From ent: 7n, 3w, 2s, open door w, w
Bring peace to the widow
From church: e, 2n, 2w, s, open door w, w (takes you into a destroyed house in nighttime/evil derah) e, n, 2e, 3s, pick gate e, e, s, e, d, u
Visit the prisoner
From mayor: d, 2e, d, pick/open cell n, n
Smell the daisies
From church: e, 4n, open door w, 2w
Help yourself to some of the butcher's stock
From mayor: d, e, n, w, kill any 2 cows in this area
Take a stroll on the beach
From grave (end of step 2): w, s, d, w
Visit the mayor's office
From church: e, 2n, 2w, n, w, u
Nighttime Explore
Notes
Note to get to the vampire, you: have to kill the mayor during daytime (he can be dispelled and muffled) for 'miniature engraved key', then unl/open drawer, get key (a small house key) drawer. Then go into evil Derah
Stop the vampire
go to the Mayor's house. NOTE: when you enter the mayor's house, a small house key crumbles, so if you leave the house, you can't go back in.
Bring down the iron golem
From mayor: e, 2s, open door e, e
Bring down the wooden golem
From mayor, e, s, 2e, s, open door w, w, u
Eliminate the gorgon
the black bull that has the armor of the gorgon - from mayor, e, n, open door w, w (into pasture area, where the black bull roams).
Stomp out the hell hounds
wander the streets
Defeat the werewolves
wander the streets in an abandoned house - from inkeeper: s, w, open door s, s in an old home - from innkeeper: 2s, e, s, open door w, w in the field area