WT by taloc, updated by Spiritic
Stuff to locate:
Glacial hand(statue)
Vemyr Gloves/Blacklight shield (Vemyr)
Robe of Mystics/Ring of Syious (Syious) Ring loads invis gotta scry
Iridescent Orb (Fosegrim)
Leggings (Edelikath)
Toolbelt/Trousers (Engineer)
Slippers (Iona)
Jewel (Necro)
Glacial grace
iona dagger
FLY DIRS: fly ct 1, 32w 25n
[ Alps Adjunct ]
C T-o [up to ski ramp]
| | | /
S-o-o-o
/ | |
N @-B
From entrance:
n;open door w;w;open door n;n;open chest;search chest;search chest;get all chest;s;search mantel;get all mantel;get hatchet stump
search until down opens
d;get candle niche;u;e;e;s;hold flint;light candle;get beeswax beehive;drop candle;w;s
C open chest
search chest
get hatchet chest
get drawsting chest
S search mantel
get flint mantel
get hatchet stump
search - opens hatch
N get candle niche
B hold flint
light candle
get beeswax beehive
T wie hatchet
chop tree - can proc mass damage (900+)
wie knife
whittle wood
get skis
wax skis
wear skis - Make sure weight's below 100 for ski jump, lower = better. After ya jump can go back
to normal weight.
***MAKE SURE WEIGHT LESS THAN 100 FOR JUMP OR YA GET LOOTED(possibly, better safe than sorry...)***
Alright now you're in the actual zone, and here's the basic info that makes run easier if you
want to live, and finish the zone.
1) DO NOT SHIELD ROOM.
2) I think it greatly helps to have one/two people unformed to prep mobs, lay traps, and set stuff
up while the form goes around. I even prefer to have someone else lead the form and I am
solo to take care of any problems, bankers, etc.
3) Aggro stabbers load just about everywhere, so you need to move quickly, keep people sneaking,
invis, etc.
4) When in doubt, LAY TRAPS. I haven't found one instance where laying traps hurts you in this
zone, and I don't think one will be found.
5) It's important to keep an eye on where as you run, so you can see bankers pop
up early on, and you know when/where to expect them.
6) If zone is in blizzard when you run outside up to statue, form needs to understand that they
may get blinded, handed, thrown from room, and need to be alert and able to get back to form.
7) People say this zone is worse than ely, more boring, etc. That's bullshit, and if someone
afks on you at a bad time it could blow the run.
* You'll land, lay traps, find snowman Kangami something-or-other, trap it and ice. It's iceshielded,
and can be a pain if your form is small or stupid.
* from landspot go all east all north and search with pinecone from Kang for exit north,
two north/up cramped rooms to next mob, non-aggro but may need to be handed.
* Aforementioned mob is Loth, ice it for key, have form go back down/two south and tick, be ready for run
up the mountain.
* From that room go 3e, 2n, 2e, north or so, illusionary exit east leads up mountain to main part of the
zone. Move form quickly, have them mass ref(high-move rooms). If mobs engage anywhere in this zone, I
suppose it's up to you as the leader to decide whether to ice or fear/trap mobs. Sometimes one mob
will continue to chase your form for half the run, and that can get incredibly annoying, so use your
discretion.
* Stop after the up following the 2x2 square rooms(check the above map to see it), trap/tick for statue
* Statue is one west, blocks exit south, caster(just a note, I'm assuming whoever reads this knows how to
handle these types of mobs, if you don't you shouldn't be running alps), loads some stuff
After statue:
Map of cpk (A is 2s from statue)
Vemyr
LOCK
o
|
o-o-o-o
2n |
/ o-Rheas
D L R <-"Drelath" <-"Learned" <-"Riocch"
| | |
o-o-o-o-o-o
| | /<-npk
L S o <-"Legail" <-"Syious"
|
o o-A-o-o
| | |
o-o-o-o-o o-o
| |
o o-I <-1.Iona
|<-npk
o )
(R is entrance to vemyr- from R all n u all n w n to doors)
What to do here:
* First, a note: Anywhere indoors in this area past statue, anyone can be hit by icicles, so always be ready for it
because they can knock out enough hp to fuck a form up, esp. if you're on 1.iona or penguins or something. Also
if you're resting, icicles make you SIT, so you have to rest again for ticking.
-South of statue (A), go to top of stairs(w/s/3w/2n/u), lure Syious 1n, ice
*Note, once you get 2s of statue it is cpk, and low % port, something like df but worse
-Go north for learned (Sulad is aggro, !lure, so you can always ice it or just ignore it or do blind/rescue tricks)
-Legail, dis/plague(easy), loads some stuff
-Riocch only if eq, loads some stuff
-Rheas for key to Drelath
-Drelath loads key to BOX (which loads key to Syious):
* from jump spot (at beginning) need to go all east, all north, 2e,
all south, all east, all south into cpk, find the extreme southwest portion
of lake(somewhat high-move rooms), open box get all box or whatever is there, you need that bar.
-Nyd, north of Drelath for chisel
-Vemyr up past Riocch and west, cannot lure out of cpk, loads some stuff (dissable) - Vemyr charges, keep it tripped
-Gled 2n, doesn't lure, but loads some stuff
-Back down to cpk and all south once you enter, to npk lake, and west (illus)
for penguins. Warn form before hand not to touch eggs because idiots always do.
-Get egg be ready for fight, alt-charge and room, hatch egg to find key for necro
-To 1.iona, hold chisel/hit ice
-CHARGE on iona, conjures images that cast so it's advisable to have a charge order and stick to it. If you don't
you can get fucked. Also it sometimes helps to have an unformed meleer to serve as a fourth charger, so if the
order for any reason gets messed up you can recover.
At this point bankers will probably start fucking with you(if they do at all). What they'll generally do is try to spamloot
necro, or any of the mobs in cpk, but if they have #s they'll rush you at Fosegrim or 2.iona, probably. Fogs in this
area don't trap so they're good shit to lure to people trying to run and can fuck a form up quickly, esp.
if people aren't prepared. It's best that EVERYONE knows the dirs around here in/out of cpk so they can
run in or out in case of emergency.
THIS CPK IS NO LONGER !TRIP and !BASH - The % trip and bash is simply lower.
-Take form back out, get EVERYONE to snow halfway down mountain (pile of snow, you'll see it in the room desc)
from statue, hold/blow trumpet.
Doing this closes the upper entrance so everyone needs to be down the mountain or they gotta walk
the long way and jump down north of statue.
-All up is engineer, loads some stuff, dissable, simple mob.
-Fogs in cpk area don't trap, so should ice them if they become a problem.
-all north/w/n/w/y to cpk(cramped until the room before cpk), Edel wanders, necro apprentice, loads some stuff
*Note: Edel also loads any eq people have lost on ski jump if they died, so check it even if legs didn't load.
-Necro all north opens with penguin, helps to charge this, caster, loads some stuff
-Fosegrim, all south/all west/all south/1w of necro, loads some stuff, alt-charge here too when mana's gone
-Search at Fose, Iona is one west, same as last time, alt-charge etc., loads some stuff
-YOU = DONE