Map is attached AT THE BOTTOM OF THE FIRST POST
To get to tomb, fly inurb, fly 3 e s 4. Also phaseable from inurb/rhai/cantara/azure. Used to be mh phaseable from 21.
D0 Walkthrough:
1. Locate shroud, run if loaded. From unkey go d w, o door,w all n. Look at cendrelia for shroud. Can charm religious men/women around here. Men are warriors, women are thieves. So the latter trip which is perfect. Ice for shroud which is hp/mana about. Usually tweaks total crap but sometimes could be really nice.
2. Locate thorns / battleplate, run if either loaded. From unkey go d,w, o door, w. Find gaul the temple usher and kill him. Can use same charmies as before. 2e all s, unlock open door. All e is blocker guardian with key. I can't remember wth door east is called but it's pickable if you remember the name (update: door is called "hidden" i believe, so pick hidden east). If you do, pick it, and wait for prisoner to come out then lure him and ice for thorns ring (30hp/-1dex base i believe). If not, ice guardian and then kill prisoner after. Then from guardian open door north and get into the 2x2 area. lure knorr and dispel ice him. keep in mind he does wimpy if you don't lure him. Also keep in mind you can go from NE room to NW room and vice versa even though it doesnt look like it (rooms look like a U rather than an O, but it's an O, if you know what i mean). Note this is all LPK, only way you're getting banked is someone hitting mob before you or sring your charmies out (I do the latter all the time).
D1 Notes:
1. Top of zone is all LPK. In a way it's safe, in a way it's dangerous because a pp could be anywhere for banking/cpking clan.
2. Learn the zone, learn where cpk is, basic dirs, it's very helpful and it's an easy zone.
3. Ent to zone (palm tree thing) is !sneak so stop telling ppl to sneak there. Unkey room is 1d from ent.
4. Zone quakes very frequently (along with reclasta/condemned/some others). Therefore people complain about running it !quake. Stop bitching. Zone is easy, scales/key are worth running d1 for, and d2 days have nice eq (of course locate first). At times I will even run d1 !quake !scales just so I can get a key so if next time zone quakes d1 sucks but d2 is nice i'd have a key.
5. To check for quake, check cendrelia or garrison. Callard heals up very fast. At the same time that means if callard is lowish, zone is nicely quaked (even if he's at like 75%).
D1 Walkthrough:
1. From unkey, all n (through illus). Dispel/ice callard. Loot key.
2. S all w, unl open gate, w, search, n, ice flesheater for fragment (key for a bit later)
3. S 3e 2s (unkey room), d e, open door, e 2s, o door, e s, search, d, kill priestess for mana head item and key.
4. U n w 2n, 5w, all n (to Cendrelia), open door,w and kill janitor. loot key. For a small bonus, search, go u n and loot potions from trunk.
5. n, unl open doubledoor, d, open gate. Note the rest of this step is in NPK. Ask form to spam look duergar or spam something duergar so you notice it as you're walking through this area. He's a hidden mob. When you find him either trap and ice or sr in and ice. He does wimpy, dispel and kill. Loot key and kris and any other eq that's equally useless. Get back to LPK room in NW corner.
6. U s e all s 2e u 2n 2w all s. unl open gates, s e all s w, o gate, n and kill brimstone golem (annoying blocker). Sometimes he does not load which is great.
7. N, search with fragment from flesheater. Down into NPK, e 2s w, sr and ice 2nd brimstone (or you can get lucky and this one wont load. I've never seen both not load though).
8. Unl open gate, n, g all bed, drop corpse but keep the other purple object. Solo s e 2n w u all s e all n w 3n 2e 2s to unkey room. Summon form.
9. You're about to open cpk. Cpk is cramped and is basically all down. it has SEVEN (7) crawlers, and door keyword is seal (if you need to close it to prevent ppl rushing as fast or to pretend it isn't open yet. Figure out best way to run through it (formed or not). I usually go 1d from unkey and clear room first then search, but if theres no rush expected just solo go search it open then have people go all down. Get everyone together down there, ice any mobs in room. You can sr if needed any time.
10. E all n 2e s. If you have a small form, lure everything except Juggernaut Boss out. If large form or quaked, ice Orc Leader and/or Kobold too. Loot everyone, esp boss for 5dr hands and keyring. Make sure leader gets keyring.
11. 1e from all d (the one past cpk) is a shapeshifter. He's !melee, he blocks down, he has LOTS of hps, and he's in !magic room. The hard way to do him is mal wimpy. Note that all juggernauts around break traps. The easy way is that, according to legend, shapeshifters are afraid of cats. Coincidentally, this part of the zone has 4 cats. Charm them solo one by one (if you charm more than 1 and a mob hits you it'll be annoying to make them flee, and you do NOT want them dead) and walk them to shapeshifter room. Each will do about 30% damage to him (so all 4 will do over 100%, enough in case he ticks up hps a bit). Do 3 cats, then I would take 4th WITH form so you can immediately go down and through 2nd cpk. Cat locations (clockwise):
Cat 1: From shapeshifter 2n 2e, unl open door, s.
Cat 2: From shapeshifter 3e s, unl open door, s.
Cat 3: From shapeshifter 2s 4w, unl open door, n.
Cat 4: From shapeshifter 2n 2w n, unl open door, e.
Meanwhile tell people to breathe water.
NOTE: CATS CAN WALK THROUGH SR, WHICH IS WHY IT'S NOT A PROBLEM SRING.
12. When shapeshifter dies immediately get all (he doesn't leave a corpse, and he stops blocking illus down; also juggernauts really like spamlooting chamskin once in a while) for chamskin (30hp/-10ac 10x regen invis body, a MUST for stakes), and key to chest. 2d unl open chest (or if ppl are coming to bank just unl later). Search to open exit w. w y w u. Note that this is 2 room cpk so if you are fighting or aren't fighting, based on diff circumstances you may want / may not want wimpy there.
13. I usually tank apsu with one iceshielded tank (apsu likes to dispel). The rest engage, heal and pound. Use shockwave because underwater. Careful fleeing because people banking will have a fairly easy time picking you off. Loot silver scales, 10+hp/4dr apsu claws (hands), 3hr/35mana tail (legs), dragon's horn (d2 key), relic (a really nice cleric bow).
14. If safe, solo back into first cpk (well of hell). One of the crawlers has a key. Lure, ice, loot. Go back to unkey room, 3n 2w s o gate e, e n unl sarcophagus, loot corpse from it, g all corpse and drop corpse. The bloodstone ring you get is hp/mana, could tweak decent.