Difference between revisions of "Pyro Imp Evolution Quest"
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1) Solo - enter the vortex, drop a coin and then discorporate. Now you can explore the maze without dealing with the mobs. This is useful since the mobs really hurt and leaving them alive makes the maze easier. Each room has every possible exit, but scan will show fewer exits (so will the exit command). The correct room will always be one of the rooms shown on scan/exit. Leaving the mobs alive helps because you can scan and see which directions take you to the same room based on the mobs in them at the time. Keep choosing unique rooms and proceed like the UD maze until you reach the end. | 1) Solo - enter the vortex, drop a coin and then discorporate. Now you can explore the maze without dealing with the mobs. This is useful since the mobs really hurt and leaving them alive makes the maze easier. Each room has every possible exit, but scan will show fewer exits (so will the exit command). The correct room will always be one of the rooms shown on scan/exit. Leaving the mobs alive helps because you can scan and see which directions take you to the same room based on the mobs in them at the time. Keep choosing unique rooms and proceed like the UD maze until you reach the end. | ||
− | 2) Group - get a big group (the mobs area spell/gas so get brutes). Alternatively, get a big caster or two, since there aren't many mobs in the maze, so it's possible to surge/acid rain them. Have them wait in sanctum. Open the vortex as described above. Then leave Greigon's room and nexus to them so they can join you | + | 2) Group - get a big group (the mobs area spell/gas so get brutes). Alternatively, get a big caster or two, since there aren't many mobs in the maze, so it's possible to surge/acid rain them. Have them wait in sanctum. Open the vortex as described above. Then leave Greigon's room and nexus to them so they can join you. Then take the group into the vortex, drop a coin, clear the mobs (about 15 of them) and proceed through the maze. You can send group mates over a room before scanning to see which rooms are unique. |
== Tips on the maze == | == Tips on the maze == |
Revision as of 07:56, 11 October 2020
This is in battleground. Go to Greigon - at the far north of the area head up past the giants until you find his room. If you enter alone and no one else is in the area his mprog will open a vortex.
Entering the vortex will take you to a maze with a bunch of tough mobs. If you reach the end of the maze (saferoom) in time you will see a pedestal and the orb. There are a couple of ways to do this.
1) Solo - enter the vortex, drop a coin and then discorporate. Now you can explore the maze without dealing with the mobs. This is useful since the mobs really hurt and leaving them alive makes the maze easier. Each room has every possible exit, but scan will show fewer exits (so will the exit command). The correct room will always be one of the rooms shown on scan/exit. Leaving the mobs alive helps because you can scan and see which directions take you to the same room based on the mobs in them at the time. Keep choosing unique rooms and proceed like the UD maze until you reach the end.
2) Group - get a big group (the mobs area spell/gas so get brutes). Alternatively, get a big caster or two, since there aren't many mobs in the maze, so it's possible to surge/acid rain them. Have them wait in sanctum. Open the vortex as described above. Then leave Greigon's room and nexus to them so they can join you. Then take the group into the vortex, drop a coin, clear the mobs (about 15 of them) and proceed through the maze. You can send group mates over a room before scanning to see which rooms are unique.
Tips on the maze
The maze randomizes and resets on a timer. I don't recall how long it is, but at the most you have until the next repop. The maze is unlike the UD maze in that all rooms do not loop back to the first room. So you may need to drop more coins to see the unique rooms in the maze. The maze is quite small (< 10 rooms), so it's not that hard to navigate.