Difference between revisions of "The Sealed Caves"

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  <wielded>              [ pristine] Snow Point..It glows blue!
 
  <wielded>              [ pristine] Snow Point..It glows blue!
  
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==Notes==
 +
Items that load on the ground
 +
  a black root
 +
  a dust covered spiderweb
 +
  a green, flaky patch of fungus
 +
  a silvery spiderweb
 +
  a toadstool
 +
  a small stone leaf
 +
  a rusted head of a pickaxe
 +
  a rotting support timber
  
 
[[Category: Zone Walkthroughs]]
 
[[Category: Zone Walkthroughs]]

Revision as of 22:26, 5 February 2016


Done By: Zandar

Some Rules of the Zone:

1) You should always try to sneak, most of the mobs are aggressive and can see invisible. Some mobs only appear aggressive if you sit down (the Hounds near Pyramid room).

2) Go to each of the numbers to fight the guardians for runestones. IF there are any mobiles in the guardian areas (passed the portal that locks you in to each area) you MUST kill those mobiles and re-enter that guardian's area or the guardian will not appear. Make sure each member of your formation is with you when you kill a guardian so each one gets the runestone (it's automatic). You must collect all 6 runestones, then find your way to a teleport room. (Note: Most guardian's exit to a rune/teleport room).

3) When in the Second section you cannot cast word of recall. You may phase in from the outside. You cannot teleport unless you are in a room that is marked with a T or you are in a room that says there are runes on the ceiling (type: look runes).

4) All the equipment gives 0 points so until that is fixed or otherwise, this zone is not worth running for points.

5) There are no keys except the runestone guardians, so you can effectively ignore any other special mobiles (e.g. the champion).

6) After a runestone has been obtained, the guardian's area will become locked (inaccessible). So if you try to bank someone that already has a few runestones you WILL have to wait until a repop to obtain the rest of the runestones.

7) Once you do get all 6 runestones and are teleported to the final area, the runestones will 'crumble'.

Cavilla's Daughter, Cavilla Wanders You cannot phase into or out of this section. You also cannot summon. These rooms prevent teleportation (unless you are in the room marked with a T).

Cavilla is a high level mage, not dispelable. It casts frost shards for the most part. Cavilla's Daughter is a high level cleric. It does hammer of faith but is by far easier than Cavilla herself. Mai is tripable and bashable. It doesn't seem to have healing ability either.

Cavilla loads the Essence of Cavilla. (UNDEFINED type, unknown usage) Mai loads several AE hr/dr eq. Most recent:

Polished Bronze Gauntlets: AE hr/dr hands Bracelet: AE hr/dr wrist Arms: AE hr/dr Snow Point: 6d6 hr/dr BSER

This walkthrough is a little incomplete, I do not have a full equipment list for the zone. Special Thanks to Gushoda who helped me defeat the zone.


Eq List

Cavilla

essence of Cavilla  - used in Shadowclaw recipe

Maiyella

Maiyella, Cavilla's daughter and "treasure" was imprisoned by a paranoid
Cavilla long ago to prevent her from usurping her rule. She is a striking
woman with an athletic build and proud features.
Maiyella, Cavilla's treasure is in excellent condition.

Maiyella, Cavilla's treasure is using:
<worn on hands>      X [ pristine] polished bronze gauntlets
<worn on arms>       X [ pristine] the arms of the Maharini
<worn about waist>   X [ pristine] a short length of white silk cord..glowing with a pale aura
<worn around wrist>  X [ pristine] the Maharini's bracelet
<wielded>              [ pristine] Snow Point..It glows blue!

Notes

Items that load on the ground

 a black root
 a dust covered spiderweb
 a green, flaky patch of fungus
 a silvery spiderweb
 a toadstool
 a small stone leaf
 a rusted head of a pickaxe
 a rotting support timber