How HR works:
1. Hellraider pops somewhere random in wilderness. If there is a person nearby, the people in range will see a message "Your spine tingles as you sense pure evil nearby" or something like that. This means that HR has found a target.
2. HR will run to target, laugh at it, then grab it. Grabbing means you will be down to -3hp. HR will run around the wild till he finds a spot he likes. Then he will start crucifying you. Right arm, left arm, legs, head, and done. There's some kind of a message when someone gets crossed.
3. Once you are crossed, if you are the first person to be crossed by this HR (no other crosses around), you'll be ported away. The spot where you died will become a cross surrounded by a CPK circle. If you are not the first person, you will be corpsing at the spot where your cross is made (obviously easy to find using wizard eye).
4. Hellraider will lure onto the first person who goes in cpk. If that person gets out, he will go after a random person in cpk. If there is a form in cpk and he decides to go for the form, he will ALWAYS go for the leader. Depending on the situation, you should either walk the form out, or sr and make people port.
5. HR comes out of cpk. One room out of cpk. So don't sit there without sr. Broke hellraiders can sometimes go farther. Also note that raiders by docks will go onto dock for any number of rooms to grab people.
6. Hellraider and zombies do break srs. Not immediately but the more of them, the faster. HR solo will drop a sr in roughly 2 loots time, 3 (almost exactly) if you're really quick. They break srs faster if no one is in them.
7. Zombies smell you using wind so you should learn to use the "look around" command to see where they'll sense you.
8. If you were crossed fully, you will have immunity from HR for 5-10 min (he won't touch you). Unless you take a form in; then you lose immunity.
9. If HR grabs you (remember, he first laughs but just once, so you do have time to move if you mess up once), he'll bring you down to -3hp and drag you. To rescue you, you'll need to be healed and then port or walk out. IF you are healed from this condition, he is still on you till you get out (more than one room away, remember?). So technically if you were luring you can continue.
10. HR can teleport to any cross when low. This is why you ice him at cross. If there is more than one cross, you need to kill all but one. If you kill all, you can just ice anywhere.
11. When you kill a cross, cpk disappears around that cross. The other crosses will still keep it till they're destroyed.
12. To kill a cross, sr it and sit there till the demon in the room goes down to 0 hps and poofs. He's not aggro and doesn't move. You will need to re-sr at least once.
13. The zombies that pop up will be the same HPs as the person who got crossed. Ie if someone is a low level or on purpose removed eq to make zombies weak, they'll be weak. If someone went in with full gear, zombies will be tough. I believe same works for hr/dr, but I'm not positive.
Icing HR:
1. One person gets crossed. That person cannot lure as he's immune.
2. Another person lures HR. Keep him a few rooms away, use c wizard eye a lot to see where hr is and where zombies are. To change directions, stacks dirs. Example: HR is 1e of you. To change him to be s of you, you go n;n;e;sr.
3. Once you have killed a certain # of zombies, hr will load eq (c locate shard to check if he's carrying it). At this point bring form to cross. Ask lurer from which direction he's bringing hr. Do not sr cross. SR every room around except the one from where lurer is bringing hr. Trap cross to get rid of some zombies if needed. Spam kill hr as the lurer runs past you. Once hr is hit at cross, sr the room lurer came from (really lurer should do it). The number of zombies to kill for eq to load / is 12. The number of zombies you need to also get HPs and gold is 15. Chances are that, if you start moving towards cross once you kill 12, you'll ice the other 3 on the way / at cross as they pop. But just hold off lurer till you get 15.
Rushing:
1. You will need to use foresight helm or c wizard eye to see where hellraider is. Usually the person will be within the a line of sight.
2. Rush that person (preferably everyone solo because you don't wanna wait for ppl to hit yy), and start tripping him. You either ice him or keep him down till sr falls. If he ports, be sure everyone you're with him in sr, otherwise hr could be on them.
3. Remember that HR is on the lurer till the lurer either dies or gets out.
4. You may also rush the form, but you would need to see when shard is up and hope they're at cross. One person should probably scout. Make sure to hit hands, and keep the slow people down.
5. If you have iced someone and want to loot, have the person on whom hr currently is lure it away so you can loot quietly. Remember LL.
6. If you have incompetent ppl (slow/ADD/nervous), rushing someone with them is not a good idea. If HR gets on them, they probably won't know to port and will cause much trouble while you try to rescue them (not only will you not be able to kill someone meanwhile, but you will have to hope they dont die or get crossed).
Luring:
1. HR looks like he'll break sr within the first few seconds. If he's banging on his own (no zombies), you can easily tick for 30 seconds. You also need to remember that, if he hasn't grabbed you yet, you have the "insurance" of having him first laugh at you before grabbing - an extra second.
2. Move in the direction the wind is currently blowing at. For example, if wind is blowing north, you want to be on north side, because only zombies north of you will be able to sense your smell (again, use "look around" to see wind).
3. The way I lure is I keep raider one room away, but I wouldn't recommend it for people who are still learning this. Keep a few rooms between you and raider, and have room to change directions when necessary. Here's another suggestion you can try: Say hr is 1n of you. Move 1w, sr. Move back 1e. Hr is still north of you. Now move a few rooms south, sring each one. When hr breaks first sr, he'll be several rooms north of you. But note, now 1w of him is sr'd and you can move west freely (until he breaks). This way you're also not in a straight line from him, which can really confuse people rushing you.
4. Assuming you know how to manage breath, hr runs a LITTLE bit slower than your fastest run (again, assuming you dont fall). If you fall but you're quick, you'll still be able to get away (once) when he comes in room and laughs, but try not to do it. As an example, when i have a dragon on me, i'll call and run circles till my dragon lands, and then i'll go sr (rather than porting). I do not recommend doing it unless you've got quite a bit of practice.
5. Another more advanced option is for lurer to be formed with another play. Since hr will lure on leader by default, changing leaders in lurer form will immediately change who HR is luring on. But here's the extra benefit - there will be no message of hr changing lures when this happens, so you can keep opposition in the dark regarding who's luring.
ONIR'S COMMENTS:
Just adding random things...
Raider can come out 2 rooms, or if there is a fence of some sort he sometimes travels next to it out to a lot of rooms.
Not sure what determines if a raider comes out 2 rooms, just go 2 rooms away from cpk (without anyone luring obviously) and look for the spine tingling or foreboding evil or heart skipping a beat message.
Zombies are the same, but they get a proc bonus, so they are stronger.
Finally, If you lead a form, regardless of when you were crucified, hellraider still lures to you. Though if you leave the form, you retain immunity.
Solo CPK/loot tips and whatnot:
First off, foresight helm is nice to have. I alias aa to use fore hell. Spam wiz eye hell, and watch the red "1." If he is moving around crazily you can run in and see if the person is grabbed, if someone is grabbed mm them for the easy cpk.
If you are trying to cpk someone grabbed as a mage be aware that the first attack may not kill them, as you can hit manashield/images. It shouldnt be a problem if the cpk is 10 rooms in either direction, but you obviously dont want them to get to lpk.
However if it happens and they have stuff worth looting, let him cross them, if you have ruby boots you might still get the cpk (probably not though). You will get ported, so you might as well call as he is crucifing the person.
If you want to loot someone, make sure you are the only one around, or have someone with you to trans. The way I do it is I sr 2e of person, let hr bang once, go 2w, sr, then loot. Can safely do 2 loots without HR breaking roomshield as long as the first loot is relatively quick.
---random idea for looting i just came up with---
2e of dead guy in cpk, you are sred, or hr is a few rooms away, you trap, conjure a few eles or a super, when raider traps you sick eles on him, go sr dead guy and loot away...untested, ill probably test it and update if this is a good idea or a not good idea.