Difference between revisions of "Category:Mountain Tunnels"
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It is hard to describe the place in a few words, so some elaboration might be required. | It is hard to describe the place in a few words, so some elaboration might be required. | ||
− | This place is dangerous. It is capable of gobbling a 999 | + | This place is dangerous. It is capable of gobbling a 999 casters in full spells in a matter of minutes. Your lords will die as just easily if you are not careful. However, the area offers some of the best rewards (in terms of insignia) available in the entire hero game, which make it a very worthwhile place to run. |
== Entering the Tunnels == | == Entering the Tunnels == | ||
− | To enter through you will be required to either pick a side (halfling or half-orc) by proving your loyalty (ie. doing their quests), or to push hidden lever (vegetation) found at halfling spy. To get out the same applies, there is a secret way out at the eastern side of the gate. | + | To enter through you will be required to either pick a side (halfling or half-orc) by proving your loyalty (ie. doing their [[:Category:Quests In Mountain Tunnels|quests]]), or to push hidden lever (vegetation) found at halfling spy. To get out the same applies, there is a secret way out at the eastern side of the gate. |
− | Doing the half-orc quest is rather "trivial", as it involves going to an other area entirely, namely the [[:Category:Halfling's Paradise|Halfling's Paradise]], and returning with the forged papers. This will reward you with a | + | Doing the [[Mountain Adventurer Quest|half-orc quest]] is rather "trivial", as it involves going to an other area entirely, namely the [[:Category:Halfling's Paradise|Halfling's Paradise]], and returning with the forged papers. This will reward you with a ''permahero'' -2 AC insignia, access to the tunnels, and will set your alignment with the half-orcs, making the half-orcs within the maze non-aggressive to you. |
− | Chosing the halfling side is ''much'' more difficult, as it requires investigating the tunnels, returning to the halfling with everything found in the post-entrance and maze parts, but will also give you a | + | Chosing the [[Halfling Detective Quest|halfling side]] is ''much'' more difficult, as it requires investigating the tunnels, returning to the halfling with everything found in the post-entrance and maze parts, but will also give you a ''permahero'' +3% xp insignia. This is naturally fantastic for high-TNL races, and those not morphing early. This quest will make your further trips inside that much easier as halflings will not be aggressive. |
== Switching Alignments == | == Switching Alignments == | ||
− | Hitting 999 might make you wish to switch to the half-orc insignia. Regardless, to switch alignments, there are two quests, one for each side. Doing either will set your alignment to neutral towards both halflings and half-orcs and you will need to redo the appropriate entrance quest. | + | Hitting 999 might make you wish to switch to the [[Mountain Adventurer Insignia|half-orc insignia]]. Regardless, to switch alignments, there are two quests, one for each side. Doing either will set your alignment to neutral towards both halflings and half-orcs and you will need to redo the appropriate entrance quest. |
− | To switch to half-orken side, you will be required to travel to [[:Category:Sun God Altar|Sun God Altar]] and murder [[Sou F'Fle|Sou f'Fle]], and return with his necklace. To switch to halfling side, you will need to retrieve a certain sword from within the bowels of the maze. | + | To switch to half-orken side, you will be required to travel to [[:Category:Sun God Altar|Sun God Altar]] and murder [[Sou F'Fle|Sou f'Fle]] as a part of the [[Half-Orc Redemption Quest]], and return with his necklace. To switch to halfling side, you will need to retrieve a certain sword from within the bowels of the maze in the [[Halfling Redemption Quest]]. |
== The Maze == | == The Maze == | ||
− | Regular mazes usually run 3-4 rooms, sometimes a bit more. There is a very hard maze at [[:Category:Daingean Machadae|Daingean Machadae]] that counts 7 rooms. Ths one is 11 rooms big, every room has a full set of 4 exits, and only a single exit from a single room leads towards the exit. | + | Regular mazes usually run 3-4 rooms, sometimes a bit more. There is a very hard maze at [[:Category:Daingean Machadae|Daingean Machadae]] that counts 7 rooms. Ths one is 11 rooms big, every room has a full set of 4 exits, and only a single exit from a single room leads towards the exit. Fortunately it is not random as well. |
− | + | The maze is chock full with fully-aggressive halflings, half-orcs, dust-imps, doppelgangers (which are always nasty), all of rather large levels, that (naturally) see through hidden/invisible, and are of appreciative levels in size. | |
Unless you know exactly what you are doing, be VERY careful, conserve mana, and never drop under q9 calm/teleport mana. Bring extra casters for support if at all possible. Brutes are welcome but, as an important reminder, the place is chock full of doppelgangers and them copying the brutes is generally not what you would usually wish. | Unless you know exactly what you are doing, be VERY careful, conserve mana, and never drop under q9 calm/teleport mana. Bring extra casters for support if at all possible. Brutes are welcome but, as an important reminder, the place is chock full of doppelgangers and them copying the brutes is generally not what you would usually wish. | ||
− | + | As a final note, there are wind mobs inside that will push your groupies away, meaning it is troublesome to rejoin them due to the haywire nature and impressive size of this maze. | |
== The Grand Finale == | == The Grand Finale == | ||
− | [[Throdak]] will give you a quest to free him, should you come and visit him during the in-game day hours. This will require navigating the maze to the altar, quaffing, and murdering all there is on the other size, which again is a story for itself. The rewards will be an exotic armor piece and weapon, but nothing overly powerful. Also, there is no insignia for doing the quest. | + | [[Throdak]] will give you a [[Throdak's Quest|quest]] to free him, should you come and visit him during the in-game day hours. This will require navigating the maze to the altar, quaffing, and murdering all there is on the other size, which again is a story for itself. The rewards will be an exotic armor piece and weapon, but nothing overly powerful. Also, there is no insignia for doing the quest. |
== Final Comments == | == Final Comments == | ||
− | This is doable with a | + | This is doable with a tight but powerful group, but it's quite hard for non-superheroes. If you wish to sight-see, use a lord, as at least you will get the benefits of eulogy. This place will not do auto-CR for you and getting to your corpse in the maze involves running through the first portion of the area which is likely to aggie you several times. |
[[Category: Hero Areas]] [[Category: Eragora]] | [[Category: Hero Areas]] [[Category: Eragora]] |
Revision as of 19:27, 3 January 2012
Dividing the east and west sides of Eragora is a long mountain range. Navigating across the surface has been seen to be impossible, thus the only other option available is to venture deep underground. Many eager adventurers have entered the dark confines of these tunnels only to be never seen or heard from again.
Level Range: 51-51
Builder: Doolen
Contents
Directions
Walking route from Eragora default recall: 2s, d, 6e, 2s, 2e, 2s, e, 2s, 4e, 2s, 2e, d, 5e, n, 2e, n, 2e
Portaling point(s) suggested: halfling spy is the only recall settable portal point. The rest of the area is cursed.
Connections
- Eragora Walkways
- Quarries and Mines (inbound only)
The area is made of the following major parts:
- Pre-entrance rooms, which are separated from the area proper by a half-orken gate, requiring either quests or sneakiness to pass through,
- Post-entrance rooms, leading up to the maze,
- Maze proper, the insane part of the area,
- Another realm, the quest part of the area.
Adventuring
It is hard to describe the place in a few words, so some elaboration might be required.
This place is dangerous. It is capable of gobbling a 999 casters in full spells in a matter of minutes. Your lords will die as just easily if you are not careful. However, the area offers some of the best rewards (in terms of insignia) available in the entire hero game, which make it a very worthwhile place to run.
Entering the Tunnels
To enter through you will be required to either pick a side (halfling or half-orc) by proving your loyalty (ie. doing their quests), or to push hidden lever (vegetation) found at halfling spy. To get out the same applies, there is a secret way out at the eastern side of the gate.
Doing the half-orc quest is rather "trivial", as it involves going to an other area entirely, namely the Halfling's Paradise, and returning with the forged papers. This will reward you with a permahero -2 AC insignia, access to the tunnels, and will set your alignment with the half-orcs, making the half-orcs within the maze non-aggressive to you.
Chosing the halfling side is much more difficult, as it requires investigating the tunnels, returning to the halfling with everything found in the post-entrance and maze parts, but will also give you a permahero +3% xp insignia. This is naturally fantastic for high-TNL races, and those not morphing early. This quest will make your further trips inside that much easier as halflings will not be aggressive.
Switching Alignments
Hitting 999 might make you wish to switch to the half-orc insignia. Regardless, to switch alignments, there are two quests, one for each side. Doing either will set your alignment to neutral towards both halflings and half-orcs and you will need to redo the appropriate entrance quest.
To switch to half-orken side, you will be required to travel to Sun God Altar and murder Sou f'Fle as a part of the Half-Orc Redemption Quest, and return with his necklace. To switch to halfling side, you will need to retrieve a certain sword from within the bowels of the maze in the Halfling Redemption Quest.
The Maze
Regular mazes usually run 3-4 rooms, sometimes a bit more. There is a very hard maze at Daingean Machadae that counts 7 rooms. Ths one is 11 rooms big, every room has a full set of 4 exits, and only a single exit from a single room leads towards the exit. Fortunately it is not random as well.
The maze is chock full with fully-aggressive halflings, half-orcs, dust-imps, doppelgangers (which are always nasty), all of rather large levels, that (naturally) see through hidden/invisible, and are of appreciative levels in size.
Unless you know exactly what you are doing, be VERY careful, conserve mana, and never drop under q9 calm/teleport mana. Bring extra casters for support if at all possible. Brutes are welcome but, as an important reminder, the place is chock full of doppelgangers and them copying the brutes is generally not what you would usually wish.
As a final note, there are wind mobs inside that will push your groupies away, meaning it is troublesome to rejoin them due to the haywire nature and impressive size of this maze.
The Grand Finale
Throdak will give you a quest to free him, should you come and visit him during the in-game day hours. This will require navigating the maze to the altar, quaffing, and murdering all there is on the other size, which again is a story for itself. The rewards will be an exotic armor piece and weapon, but nothing overly powerful. Also, there is no insignia for doing the quest.
Final Comments
This is doable with a tight but powerful group, but it's quite hard for non-superheroes. If you wish to sight-see, use a lord, as at least you will get the benefits of eulogy. This place will not do auto-CR for you and getting to your corpse in the maze involves running through the first portion of the area which is likely to aggie you several times.
Subcategories
This category has the following 3 subcategories, out of 3 total.
Pages in category "Mountain Tunnels"
This category contains only the following page.