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This zone is aimed at Chumps and Medium level characters but Chumps should be careful as there are many mobs in this zone that will prove too powerful for them to take out. The zone starts off well as you enter a garden filled with lots of oversized animals and plants. AlLl but two of the early mobs range from 13k up to 24k XP for the Snap Dragon plant. The exceptions are the Large Bat inside the Bat Cave (Bc) and the Rock Man who roams near the north of the garden. Both are tough mob for low levels and worth 95K and 70K XP respecively. The first clues to what has happened in the garden can be found in a note in the Deserted Cabin (Dc):
"Day of the Sword, Month of the Winter Wolf Once you pass through the garden you'll find yourself in the Rakshasa encampment. It's a fairly normal part of the map apart from the exits to the east of Outside the Extremely Large Tent (Oe) and Among the tents (At) to the north. Both lead to a room with exits east and south. South takes you back to Oe and east takes you to Among the Tents to the north of the Intersection (Ia). The encampment has many mobs of varying levels. The Ruhk warriors are about 20k each. The Maharajah is 40k, the Chief 130K and the Healer is around 40k XP. Beyond the Rakshasa's camp is a maze, The Winding Paths (WI), exits marked witha '*' will bring you into the room you just left. Exits marked with a number will take you to that room (e.g. an exit marked '1' would take you to the room marked 'W1' on the map). Once past the maze you find yourself in the final part of the zone. North of Deeper into the Forest (Df) takes you to the Inviting Clearing (Ic) but you pass thorough an extra room, full of fairly easy trees, on the way back wouth to Deeper into the Forest. There's a hidden mob, the chameleon at aroudn 50k, that hangs around in the final area too. Deep in the Forest (De) is trapped by the Ettercap's trap. I tried to go ast it at least 20 times but it was still active. Without a thief I couldn't get past it. Ulster kindly disarmed it for me and I killed the Ettercap as vengeace. There's only 2K gold there so it's not worth it really. Lastly, two 60k Guardian Bobcats guard the way to Marinzel and Obliviax. I attacked and killed Marinzel whilst sneaking and the Obliviax didn't join in and try to defend him. When I attacked the Obliviax I didn't keep it bashed and soon found myself panic stricten and feeble minded. You can't hit the Oblivax with weapons - you need to use spells - so I soon died, unable to deal it damage or flee. The best suggestion I've heard so far (and Koschei killed it this way) is to use a 'cause light' weapon and just keep it bashed until it dies. I'd recommend some heal food and a sanc just to be sure... If you'd like to make a quick run to this zone, we recommend the following directions, starting at The Common in Shadowdale: 4s2wn4w4n2w3s8wswsw4s4wnwsw2s3wnw2uswsdswdsw2s3wsws w2s2ws2e6se9sesw7ses2w.
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Pi Ic / | \ Bt-Da | Pb 7 | | / | Di Cv-Df-Et-WI* | | | Ob-Fo-Pf-Sc *WI-6 | | | 4 Mp-Bp Vf-Bv | | * | | 2-W7-W6-WI-3 Fd-Wn-Bh-Fo-Bd Ha | * | | | | 4 1-W4* Nt Ms Bs De-Sl-We * | | | | 1-W2-W3* Th-Op-Ta | | | 2 | *W1-Ew Ba----Oo-Wt e | | | Nw-At Al | | Sg-Rg-At Ou-Ct | | | Pa-Rl Ia-Ba-If | | | Dp-Cg-Wp-No-Ap-Eg-Sd At- Rh | | | | | | | Su Oc-Dc Ts Tr Tt-Td-Ic Oe- | | | | | | Sp-Ti-Po Co-Gr Bc Mt | | | Gp-Ga-Wc-In-Ig | | | | | Gg-Iw-So-Gp-Se | Pl-Pc-Forest of Tethir | Lopan |
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