The Catacombs
Surviving the Combs -By Weaponmaster/Lafay
"Life is hard and then you die" (Life is a bitch and the you marry one!)
Location of the Catacombs - The exact location of the catacombs is in a random zone, and changes after every reset. To find out where the combs are at the moment you must enter the medievia war room(speedwalk: 3u, 4n, open door, 5n, 3e, 2n, 2w, u, 2e, 2s, 2w, u, 3s, open statue, 2w, n.), and type where in front of the wizard.(type look sign, for more information)
Eggs are an essential commodity for Medievia, reset comes and there is a
rush to get combing and reap those eggs. So why is that some people like
Sontoran virtually need a wagon to carry out the eggs (600+ a time) and
others are lucky to get into double figures before passing their life
expectancy. What I would like to do is discuss my opinion about certain
aspects with you on how to survive the combs and come out with at least
some eggs.
There are two ways to approach the problem, you can solo them or be part
of a party:
Solo - There are several key elements to going solo. First you should be of
sufficient level to survive, I suggest that 26 is acceptable. If you are a
single class you have real problems, because you will need to be able to
cast invisible and shield room to make much progress, though thieves have
the ability to sneak and pick eggs off the ground without fighting the
bigger mobs. Other classes may end up fleeing and/or shielding rooms to
survive. Most multies will prefer to solo for eggs unless helping people to
get eggs and experience.
Groups - Do not be too ambitious, keep your group to a manageable size,
I personally think a 3 group Warrior/Thief, Cleric and Wizard works real well
and you don't take forever sorting out the people. You will end up fighting
a lot so keep to the upper levels unless everyone is a multi and can sneak,
levels 1 to 3 are Ok and contain enough eggs for your party. Also make
sure that you don't lose members of your party as you go through the combs.
Within the combs there are some good tactics that you can use:
- Roots - these are very useful within the combs they allow you to function
in a Thought Slug room without loosing HP and to be in a coral room with a
light. With a big group the roots don't last long so use them when you need
to, remember they are not sweets and are only found on the hermits.
- Coral Rooms - these are a good place to die in if you are holding a light
and not eaten a root, if someone dies in one of these rooms then you will
not be able to Resurrect them. If you flee into one remove your light
immediately or eat a root or move out, don't stop to think or you will be
dead in about 5 seconds.
- Ore Rooms - These are high mana regen rooms, get a thief to scan the
surrounding rooms to see if its safe to sleep. However if there are big
mobs in the surrounding rooms or you are down a long way I suggest you
shield the room first.
- Underwater - You will find eels here as well as all the other mobs,
remember that you need to cast Breathe Water on all the party or they will
drown. Also the shockwave spell works about twice as effectively in here so
use it if possible. However avoid tackling mobs (Flayer) that cast
shockwave as it is all too easy to die if the Cleric loses concentration on
a heal spell.
- Fear Spell - Sometimes you will find yourself taking on big groups of
mobs, and you know you cannot win or will just be wasting time, try to
avoid fleeing into other rooms as this splits up the party, if possible
cast Fear on some of the mobs to get them out of the room.
- Phase Spell - Casting this can be dangerous, make sure you are sanc'd
first and then if you are intercepted by the Demon you will last long
enough to teleport away. Also you will find that if you use this just to
hitch a free ride to a lower level without getting the agreement of the
other party you will soon be unpopular in Medievia.
- Summon Spell - This is far safer way to get to a location within the combs
and can be used to get people past a dangerous set of rooms or to get
people to a safe room or to get a cleric to resurrect someone.
- Shield Room Spell - Essential to create a safe room for the party to
recover from big mobs or groups of mobs, if you are being tracked by mobs
then cast a few shield rooms as you go to slow them down. This can also be
used to box in mobs by shielding all exits from a room, useful if you want
to kill a mob(s) and need to take several goes to get them.
- Rescue a dead member - Sometime you will lose a party member(s) to the
mobs and will try to rescue them. Assuming you are in an adjacent shielded
room then send someone who can sneak into the room and through to the next
one. The mobs will follow him leaving the room clear enough (hopefully) to
allow shield room to be cast. The sneaking member should wait until the
mobs enter the room he is in and then move to another room, when shield
room is cast they can double back to the room. If you are the sole survivor
and can sneak and shield room and rescue (phew is that all) then dash into
the room first cast shield and then rush out again, when the mobs follow
you into an unshielded room just double back and rescue.
- Charm Spell - Great to get extra tanks, remember that sprites are not
effected but it works on weeds, serpents and cave mists.
- Levitate Spell - This is essential to move through the rooms, nothing
worse than being taken on a Water Reaper ride and it terminating in a water
room full of mobs!
- Protection From Evil Spell - As most mobs are evil aligned this is a very
useful spell to be able to cast.
- Sense Life Spell - Some mobs can hide (sprite, Mephit and eel) and you
will need this spell in order to detect them.
- Wind - This can be both a blessing and a curse to the comb explorer. The
wind will pick up both Medievians and mobs alike causing massive damage
(down to 10% hit points). If you get caught some of your eggs will also be
smashed, so make sure your eggs are in containers and spread among the
group to minimise the loss. As soon as you hear the wind coming then SIT
down until it passes (shield room if you can), if you are fighting and
cannot kill the mob quickly then fear it away. As soon as the wind passes
they use the opportunity to kick ass, most mobs will have suffered heavy
damage and will be ripe for termination. So get out there and kill anything
that moves.
Ok, this has described some of the requirements for survival in the combs,
however there is still the collection of eggs. You will find eggs on the
ground (greater numbers lower down but greater danger) or on the mobs
within the Combs. My advice is to keep it simple and go for easier mobs and
pick up what eggs you can as you go. Here is my analysis of what mobs you
will find in the Combs:
- Bat (Aggro) Fairly easy to kill, doesn't hit hard but cannot be tripped or
bashed and has more hit points than a bear and will track you on same level.
- Bear (Aggro) Fairly easy to kill, cannot see invisible, but will track you
within the same level.
- Black Serpent (Aggro) This mob comes with 7000 hitpoints and an low hit.
Cannot see invisible but will track from room to room.
- Blackness (Aggro) This is a no name mob (there is a name but I won't print
it) that cannot see invisible, average hitter but has about 7000 hit points
and will track you from room to room.
- Cave Mist (Aggro) This mob that cannot be harmed by weapons and will need
to be killed using spells, about 6500 hit points. It doesn't hit hard but
moves fairly quickly, tracks and can be a pain to kill.
- Cave Ray (Non Aggro) Normally you should not kill these mobs as they drop
you down to the next level (try EXA RAY) but similar to a bat in hit
points, doesn't hit hard and stays in room.
- Centipede (Aggro) This mob cannot see invisible but will track from room
to room. It is a special mob in that it splits down into progressively
smaller and smaller segments, so room spells are useful then (be careful
what's in the room). They have about 4500 hit points for the initial mob
and do not hit hard.
- Chimera (Aggro) These are a hard hitting mob that are best to be avoided,
they can see invisible and will track you from room to room. I think they
have about 8500 hit points.
- Crystal Dragon (Non Aggro) This is a big mob that does not move from the
room and cannot be back-stabbed. It comes with about 10,000 hitpoints and a
hard hit, so not to be taken lightly.
- Dreamweaver (Non Aggro) Normally you should not kill these mobs as they
teleport you to other parts of the Combs when all your form sleeps in the
room (NB. Unform from other mobs left behind). This mob has about hit
points (4500 approx.) and can hit reasonable, but stays in the same room.
- Drow Dragon (Aggro) These are a hard hitting mob with 9000 hit points.
They can detect invisible and will track you from room to room.
- Fire Wolf (Aggro) These mobs come with a fireshield that causes the
problem, so make sure that the tanks are kept healed. Cannot see invisible,
but will track you from room to room. They have about 3000 hitpoints and an
average hit, however they are normally about with other mobs, so be careful
(a triple BS fireshield could kill you).
- Giant Eel (Non Aggro) This is a hidden mob only found in the underwater
tunnels and will not move from the room, has about 7000 hitpoints and is an
average hitter (use shockwave underwater to kill quickly).
- Hermit (Non Aggro) The hermit is the source of roots and is sanc'd and
tracks you from room to room. The hermit comes with about 3000 hit points
and has a low hit, however they can cast clerical spells that will do heavy
damage.
- Lichen (Non Aggro) Easiest kill for most people and is the wimpy mob of
the Combs, stays in room.
- Mephit (Aggro) This is a mob that can see invisible and will track from
room to room. They have about 4000 hit points I think and can hit hard.
- Metamorph (Non Aggro) This mob has the ability to change between
all the different classes. It has a smallish brass coin which is the coin one needs
for reclassing. To kill it you need 4-5 peaople. Two attackers and 2-3 unformed healers
- Mind Flayer (Aggro) This is a serious mob to take on as it casts
shockwave, with 7000 hitpoints and average hit (plus that shockwave). It
can detect invisible and is sanc'd so it is a mob to be wary of.
- Mud Man (Aggro) Normally a simple kill for a single or form, it has about
3500 hp and does not hit too hard, cannot see invisible but will track you
from room to room (cannot BS this mob).
- Octopus (Aggro) These have about 7000 hit points with an average hit and
from what I remember they will stay in the room. They cannot see invisible
and are a good source of eggs.
- Thought Slugs (Non Aggro) These are about level 50 mobs that unless you
have Root protection every action will cost you about 150 hit points. They
hit average but have about 10,000 hit points, however they stay in the same
room.
- Sprite (Non Aggro) Easy to kill but will form with you readily, this is a
hidden mob.
- Water Golem (Aggro) This is similar to the Mephit but hits a bit harder.
It has about 4000 hit points (I think) and will detect invisible and track.
- Water Reaper This is not really a mob more a roller coaster ride in the
combs, you will stay with the ride until you reach a water room. Until then
there is nothing you can do but just enjoy the ride.
- Weed (Non Aggro) Easy kill, can be charmed and ordered to follow you or
drop eggs, stays in room. Be warned that they can 'hold' onto you and stop
you leaving the room for several attempts, if other mobs can see invisible
you will end up fighting them.
- Whirlwind (Non Aggro) Fairly easy kill but normally they will send you up
a level in the combs. They have about 4500 hit points (I think) and will
not move from the room, also I have never seen eggs on one but .... who
knows.
So I have discussed a few ideas with you which I hope will be useful
(remember that if the code changes then some of these may change) to
you.
To summarize the situation:
- Make sure your part is equipped enough for the combs, player level,
skill, spells, roots etc.
- Don't go too deep into the combs it gets a lot harder and there are
easy pickings on the first 3 levels.
- Avoid big mob collections and move quickly, just remember that if a
cave weed is in the room with big mobs you may not make it through.
- Shield room and fear spells are very handy.
- Use scan and farsight to identify what is in the rooms around you.
- Don't fight everything, be selective and survive the encounters. Also
if you use room spells make sure you know what the effect is as not all
mobs are aggro, it is better to fear away some of the mobs and win the
fight.
All that remains is to wish you well in your adventures into the catacombs
and if you find my bleached bones within the combs, try not to laugh too
hard.
~
You are cherry pick
seven thousand
six hundred and eighty-three
All content copyright
Ronny Iversen ©2001, reuse of original or modified
content without permission is strictly prohibited.
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