tomb d2
D2 Notes:
1. Entire thing is GNPK. There is no CPK and there is no LPK.
2. Entire first half of d2 is stuff that can be run without d2 key. If you're running and you notice you're prolly getting banked, you can abandon and you usually will not have used key.
3. Keys here are not slippery (unlike juggernaut key) so if you die somewhere and you need keys, have someone get to unkey and unkey keys for them.
4. Bronze loads all keys always. Silver loads 2-7 roughly. Gold loads 2-5 (of course silver/gold can vary even more probably, but unlikely). So you need to locate eq and pick correct doors. They'll all be listed after wt.
D2 Walkthrough:
1. From unkey room go 2n all e n 2e s. Summon form here and form up. When ready go S and ice garrison. Loot useless sword and key.
2. Unlock gate, go s d. You are now located in the SE corner of a 4x4 square, which is divided into four 2x2 squares. You will go through each one. In first square (SE 2x2), lure wyvern, dispel and ice. Don't really have to lure any of these if you're running quaked, otherwise may as well to not be bothered by the annoying rock mimics running around here. Unlock barricade NW. (so from down go w n, unl barricade)
3. SW 2x2, lure and trap pegasus. dispel/ice/loot. Don't sr NW room.
4. NW 2x2 - gas rooms . lure griffon back out to where you had pegasus, ice (door is called hole i think). If it's quaked, we don't bother luring.
5. go to NE room of NW square (from down dirs would be n all w 2n e. I will have map at the bottom of this email to have this make more sense). Unl barricade, all e. In NE 2x2 square, they're fire rooms, esp the room NE that hurts even more. Firebird loads here with a sphere (4dr/-4spet or something, but it's mainly comp for fireball gloves). If quaked, ice there. If not quaked, lure back to where you iced pegagus and kill. Sphere is only usable if base+ (so 3/-3 or better).
6. Take form to NE corner of NE square, mass invis and have them go all down. Dwellers don't see invis. Notice door 1w, thats where you would use d2 key BUT DONT USE IT YET.
7. Key dwellers don't move so dirs are exact (all others run around). From all d go s, open door, w, room and ice. loot stalactite fragment from one of them. Then go w, open door, s e and again room/ice, loot 2nd fragment.
8. East, unl open cage s, go south, sr room, dispel ice kurk. Sac corpse and everything else. You don't want anything in this room at all. do not trap it.
9. N, close cage behind you, 2w, unl open cage, s and ice pituk, same rules as kurk.
Note: you do not trap because it's illegal in these two rooms. The reason is that anything/anyone remaining in this room prevents people from going to/from 7headed and d2 area. You can feel free to sit there to try and bank but you cannot trap there as traps are not removable. Also if you leave corpses/throws there, you wont be able to move down/up until they're sacced.
-- You now have a choice. If you're confident there's no bank, go use d2 key. I would now rather run 7-headed which would make everything I can do without using d2 key, and only at the end use it. So i'm gonna write wt this way.
10. From pituk room assuming it's clear go n, close door behind you (so stuff doesnt walk in), e s. You will only be able to go down (and later back up) if theres nothing in the rooms we srd of last 2 mobs. Go down (you're in N room of 3x3 area). Your room is !mob. Lure 7-headed solo, preferably not in middle because it's gas room. Keyword is hellhound as for all other mobs here so make sure you're luring the right one. Keep heals because he likes to proc use his chain which hurts a lot. Loot item from him (key). Do not use this key yet. Go back to !mob.
11. Have people spam heal you, rouse all and go up. Don't leave people behind. There's a room proc here that you fail climb (and hurts yourself like 200 hps per try to go up) which is why people heal. If people stay behind they'll have to climb and selfheal (or they could get lucky and get it in one shot). Anyways from here n w 2n 2e n and tick full.
12. Rouse all, mass quick, mass invis, tell people not to rest because you're about to go into a 35 room maze. One way to figure it out is to look at the ceiling in rooms and it helps you see dirs. Another is to farsight and never walk into darkeneer lair rooms (then there's only one way to go if you do it correctly). Dirs are: 4w 2s e s 2w 3n 2w 2s e 2s w s 3e s e s 2w n 2w s e. These dirs are from the room where you unlocked and till the room where you will hit a key mob. So you may wanna have people sanc up as you go, especially since that room is !flee. KIll gigantic darkeneer for key and for rope (hp/-ss waist).
13. Preferably immediately after it's dead, loot, go west, unl open hole and go up to hit dragon. This is most important mob because it has the unlock and lock keys for d2 eq part. Room is !flee but careful since you can bash yourself out of room. Ice and loot.
14. Have everyone sneak. Two ways to get back, the short way and the long way. The long way is reversing the dirs you had (d n 2e s 2e n w n 3w n e 2n w 2n 2e 3s 2e n w 2n 4e). The short way is based on the fact that darkeneer lairs actually move you some rooms back, so if everyone is sneaking and high enough level to not hit mobs nonstop do that : d n 3e s 2e 2n w n 4e. You can also obviously phase pp for ent and go that way.
15. From there take form s 2w s e s d (into 7headed area) e 2s. search with brimstone from 7headed. Make sure to know which day you have (bronze is E, Silver is W, Gold is N) Go s 2w f and then to your respective day. unlock open get in lock. If no bank, dont have to lock, if theres a bank, figure out best way to do it, etc.
16. The next part is fairly straightforward. Kill all mobs with keys, don't unlock any doors till you do so you know how many keys you have and which doors you want, then unlock appropriate doors, ice mobs and loot. I'm posting maps and mob names with eq below. Any special procedures I will explain in there.
Bronze D2 - 8 knights, 8 keys. All keys always load. All mobs except Wretcherion are dispellable. Knighthood boots are the only important item, although ankh and shield are nice too. When going to wretcherion (last door), once you unl have people go solo west and say wretcherion to get through otherwise they'll get attacked by annoying mob and get procced on. saying the name will get them out of battle too. Order of doors from Bronze door ent is: Doom, Oel, female, Soll, Hehl, Mon, Eriel, Wretcherion.
Silver D2 - 8 queens, 2-7 keys. Important eq is on Aluna (Hair/5.malcomp, flowstone hands) and Spindelia (chitinous arms, moonstone wrist). Others you can figure out. I usually also do Ramata for kahn, Elande for dragonbone ring and sooty wrists, Silvia for bracers, Tasnia for zeal, and then figure out what else i wanna do. Regna has shoes, alvhenas has gloves and is medal mob. List of mobs below in order from ent, map attached.
A. Elande - nickname is queen bitch because she procs hard. Loads dragon femur (useless), dragonbone ring (scry for it because it can load on one of two mobs, one in silver and one in gold so if you're running for it check first), sooty gloves (30ish hp/+1infcler/-1ss max gloves)
B. Regna - Makes people attack their own form so best to do unformed with a tank. And likes to dispel ppl. Loads 5dr/something wrist, 40ish mana/-1srod nmage only shoes. The srod is nice but 10stam from reef fins is much more important in getting places fast, and the base on fins is better. Still worth getting, i've seen high 50s for this.
C. Aluna - i always do 1st or 2nd. used to be called spam queen due to always maintaining manashield which spam an extra line of "deflected on manashield) but now actually drops it. still annoying as hell. Ice for 5.malcomp, 45+mana/+1infmage hands, and 25+mana/4dr ring.
D. Alvhenas - Poisons you almost immediate, procs retardedly, annoying as hell and fs. Ice for medal, for hp/+poisonprof gloves, 5dr/-3spoi/regen remove poison about. An ok substitute for demon hide.
E. Ramata - Summons dogs of war to kill you. They're quite easy but like to trip. Loads collar (hp/mana neck) and kahn.
F. Silvia - dispels ppl, double heals when low (one is a heal, one is a proc so i'd keep her down so she only heals once. Or maybe she wont heal at all when down or out of mana, dont remember). ice for some 6hr/2stam or something legs, and for hp/-ac arms (i've seen 50+ a few times)
G. Tasnia - dispel ppl, loads zeal (some war hp body) and bouquet (some hp/-ss head).
H. Spindelia - has firedrake in room which is annoying/fs but isnt hard. She also webs the floor and thus stops some one person from fleeing. She's also perma poisoned and therefore after a quake she will always be very low even if you do her last. Loads moonstone (40mana/1int base wrist, best mana base in game i believe) and chitinous arms (3/5 AG, a very good choice for E if not using one of the many 5/4 arms)
Random note: 5/4 arms = vambraces from thanos, guardian arms from dlujik, midnight arms from kalata. vambraces > guardian > midnight due to the -ac.
Gold D2 - 8 Kings, 2-5 keys. Most important are bruthal, wulf, sivle, gool/gaal. in order from ent:
A. Sivle - Extremely annoying, not because he's tough, but because he loads with two sanced elite guards that bash and hit hard. guards are dispellable. Loads 5/3 wrist, sphere (rentable sanc item - 10 charges, 90 days, weight 1), basalt boots (10/35 ecler), femur (enchantable 5d5 wield i think)
B. Narcon - Sleeps people (and unforms them on sleep). To wake them up, need to attack them (or wait 3 min for wake). I usually do unformed so entire form doesn't engage a sleeping person. Loads death mask (dr head) and can load dragonbone ring (scry him for it). Also loads ec (also scry).
C. Wulf - As soon as you unlock this door (before you open) he will charge out. So sr w,s of him, and sr north when he gets out. Otherwise he'll wimpy. Loads some random shield and 5/3 quicksilver ring.
D. Salomo - one room !flee. loads 6dr/-5hp (roughly) Good-only gloves and tome of twilight (level 40 colour spray/poison/fear).
E. Pyron - Medal mob, in fire room, with lots of annoying fire/fs mobs. Hit him, keep heals up (let melee do the dmg), move out on kill. As opposed to most mobs here, his area is just one room (most mobs are in 3x3 area) so fleeing from him is always back south which is nice. Loads mantle (hp/mana), flames (20/20 fd-like ring that's also a comp for some stuff), and red ele stone. Other flames in room can also load ele stones.
F. Bruthal - One of the main reasons for running gold day, since he loads defense plate (20+hp/-3ss max body). Also loads 3/5 hold item (flies). He likes to charge ppl down (not a regular charge but just knocks ppl down with no lag), so leader rouse.
G. King of Sand - Sands people out of room, no real good eq. Loads sand (comp for +sandstorm item), flowstone boots (don't remember stats), scimitar (some long name, decent 6d6 G stabber but nothing too special).
H. Gool/Gaul, the siamese twins kings - They load in one room with a firedrake. I'd ignore firedrake or blind it. Don't sr south of them, hit them and when you get them low they'll split into 2 mobs. Lure them south and ice. One will have a skirt (hp/mana/-srod, could be realllly nice), and one will have a 4d9 stabber lance. Once they split, the sanced one is dispellable