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Serpantarium Guide, by Cleaner

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Serpantarium Guide,  by Cleaner Empty Serpantarium Guide, by Cleaner

Post  Haadyai Thu Mar 20, 2008 2:22 pm

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Cleaner's Guide to The Serpantarium
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MONSTERS
Everything is aggressive. If not, consider it aggressive.

Understand the Following:
0 -- Read Room Descriptions
1 -- You will need a party member with pick lock
2 -- You need a BG with gretreat, push, and hawkeye
3 -- Bring with you ALOT of Passes
4 -- Patience is a Virtue
5 -- A Suicidal Level 1 is optional but reccomended.
6 -- Bring blockades
7 -- At least one party member needs scan
8 -- A Jedi for heals and Sanctuary, poison removal, and sense danger.
9 -- liquid cable dispensers. more than one per person
10 -- there are no dt's in the zone (NOT verified by Korben)

The zone has 20 stasis locks. Every stasis lock is released at a console by typing "press". Every now and again an item is created in a room that was not there before (like consoles). Some consoles are used twice.

At some point the water sentinels (2d of the room you type "enter" to dive) respawn for every lock you release. Every new pair load one crystal fragment. You need the 6 fragments to construct the 20th stasis lock, which is a crystal key.



The Guide:jump 555, land,
walk dseeednwwswswwnnnnwswdd, pick vault, open vault, walk ndddddeeeeedd

You are now in Serpent Hollow. It is a 3x3 area, every room has a jump exit which leads back up and out. NW, SW and NE corners have exits down that do nothing, n e d has instakill capability.

Stasis Lock One From the serpent head, go East then South, Open the hatch down. Through the hatch be 4 sentinels which block movement. Kill, rather easy. East. Going east again gets you into the pit, but you want to be in the pit, so go east or down.

"press" *STASIS LOCK 1 RELEASE*
Stasis Lock Two Jump, w, s, e.

And here's a lift that's new. "ride".

At the bottom can be found a crystal statue. Examine statue. Look label. Typing "chip" will spawn 4 Vytholus and drop a crystal shard on the floor. Not necessary, but you can if you want the xp. The chip/shard is a crappy force crystal,
Pick door n. Open door n. North. Open door e. Open door n.
North. A stasis tube. Inside is a man-serpent. Aggy and poisonous. Semi-easy.

Two rooms to the east is a aggressive genetic mutation, he loads genetic material, one time use casts 'mutate'. Has 8 attacks, but low hitroll. Lightly sting thru jedi sanc.

If you do not go 2e, but open the door west and enter that room, you'll find 2 thornslingers and a strangleweed. They're aggy and easy.

As soon as they're dead...
"press" *STASIS LOCK 2 RELEASE*.

Stasis Lock Three Get back to the room where you typed "chip". e2s from this room.

"press" *STASIS LOCK 3 RELEASE*

Stasis Lock Four Get back to the Seed Storage. "enter"
Two sentinels, east leads back out.
South of you, through the closed door, is an instakill room. Room name "Airlock". South of the Airlock are 10 insect swarms with 8 attacks but low hitroll once again. Aggy. They have a lot of hp. You need to go through here later, but you might as well kill them now. Go into the Airlock, open door s, go s, close door n. Wait for battle spam to end. Open door n, 2neu. Open door s. s2wuwn. "press" chance to be poisoned. "enter". Open hatch d. d. If you pick the pale orb up 6 Guardians will spawn. (currently disabled) They are only dangerous if they all aggy the same person, so be quick and kill them first.

North be 2 sentinels, easy kills.

Two east of the pale room is a stasis generator. Not part of the greater scheme of things, but it causes xp. Typing "press" here will spawn 2 test subjects, 2 snake hounds, a hatchling, 2 ssithers, 2 guardians and a vytholus. All spawn at the same time, all aggy.

e.
"press" *STASIS LOCK 4 RELEASE*

Stasis Lock Five Time to go to Seed Storage again. From the button you just pushed, 2wu2sedse, "ride", 2nw, "enter", 2s. Open door e. e.
"press" *STASIS LOCK 5 RELEASE*

Stasis Lock Six Now get back to pale room. n.

The door north is now unlocked. Open and enter. Get datakey. From here, 2ses. Weapon storage.
"press" *STASIS LOCK 6 RELEASE*

Stasis Lock Seven Get back to the main complex and "ride" in. 2nen.

Beneath you now is a library. Contains two roaming scientists and the next lock. Scientists are semi-easy. They load serpent rings and datakeys, both which you will need later. You want to end up down, south then west. Here be three doors. North is stasis 6, which you just unlocked. West is 9, south is 10. You need to go north. Guardian has some hp, but doesn't hurt much.

The room with 2 bookcases is the library. Most of my dirs work from here. The pickable bookcases load old book (3 mana restores one time device), snakeskin boots, red powder, a book fragment, and snake fang dagger.

South is the door that leads to the crystal regen machine. Used to create the 20th stasis lock. Also through there are mutant spiders, which load spider webs. 0 rent blockades. You can reach the spiders either by failing a jump attempt, or succeeding 3 jumps and going down. Three jumps across, either way.

East, north as well as east, south from the library can be found closed stasis tubes. "press" will get you a guardian. Real easy xp.

2e of the library is a nest with semi-useless items. I say semi-useless because I haven't found a use for them yet but maybe it's a trick/secret. Through the closed east exit are 3 snake-hounds. They block movement, but aren't hard to kill. Another e gets you at the top of a lift. Down and through the closed door east. Here are a couple interesting machines. Remember to get a mutation! No, not necessary, but it's tradition. Raid the chemical rack. The fine red powder is to be used on enemies or newbs. At the radiation emitter, jump. Up top, you want to go east, north and down. Kill sentinel droids. If there's no console here, you done something wrong!

"press" *STASIS LOCK 7 RELEASE*

Stasis Lock Eight Open door e. The lift in this room leads to an exit out of the zone, but only if you have a techy with you. No eq loads down there, and no mobs either. After opening the door, go esw3s. Door south. Through the door is a garden pen, with force hounds roaming around. The garden pen is !magic. You're going in there later. I always have our BG push the hounds into the lab, where they can be slept. The pen is 3 or 4 rooms wide, and extend 4 or 5 rooms southward. In the southeastern corner is a masked machine. Open and raid. Void core. One time use device makes a room !magic for a bit.

Foce Hound Information:
Poisonous, adapt damage, and absorb Force.
Specproc:
Remove all active spells, lower max mana, and lower mana regen.

They, Sneak, Stop Movement, Wander, Assist, and Flee, they are also aggressive toward sleeping characters.

IMPORTANT: A movement blocker cannot block movement while fighting.
However, a second movement blocker in the room will stop you from fleeing.


You need to get w n of the library.

"press" *STASIS LOCK 8 RELEASE*

Stasis Lock Nine Get back to the console at the bottom of the lift. From library, nuswse.

"press" *STASIS LOCK 9 RELEASE*

Stasis Lock Ten Back to library.

West. The door west is unlocked. Open door west. West. Need the key from north of the pale room. Unlock elevator w, w. Down is the water research section. Kill the three scientists here. Load large girdle, more serpent rings, blue steel shin guards. The coffee through the closed west exit is poisonous.

Lock no 10 is in the southwestern corner of the garden pen. It's a closed west exit. This room is magic friendly.
"press" *STASIS LOCK 10 RELEASE*

Stasis Lock Eleven Back to library. West. South is now unlocked. Inside be console. *nudge* "look data"

"press" *STASIS LOCK 11 RELEASE*


Stasis Lock Twelve Back to console at start.
"press" *STASIS LOCK 12 RELEASE*

Stasis Lock Thirteen Back to library.

From library, 3wd3s. East is a hidden exit to lockers with underwater suits. DO NOT BE UNDERWATER OVER A TICK. "enter" open grate d. Down, east. Pick the door e. The KRAKEN is through that door. KRAKEN loads sea-green war shield, ssither battle claws, and underwater suit. You'll understand why I full-caps him when you see him. Have LOTS of hp.

All underwater rooms are magic friendly.

From where you type "enter", d, open plug d. Down. Open grate e. East and up. This area is !magic, with more force hounds on the prowl. There are also a few thornslingers and strangleweeds to make things interesting.

From Jungle Pool, you want to go 2nen. Open hidden w. West can be found three aggy jungle scorpions, poisonous and aggy.

Down from there roams Llanoir and Renn. Between them they load hissing black snake, blue steel bracer, serpent rings, blue belt pouch, blue steel knife. They wimpy. Renn has !magic spec.

From beneath the scorpion corpses, 2e.

"press" *STASIS LOCK 13 RELEASE*

Stasis Lock Fourteen Remember where you typed "enter" to dive into the water? Get back there. From this console, 2wuesw2sdw3u.

"press" *STASIS LOCK 14 RELEASE*

Stasis Lock Fiveteen Time to go back to the garden pen. The console in the SW corner is reactivated.

"press" *STASIS LOCK 15 RELEASE*

Stasis Lock Sixteen Back to the corpse of Renn. From that console, s. East is a pickable door.

Through the door, four sentinel droids. More xp. They ask for a password, but that is only to get back west. (As if) Password is "Vytholus". There are more force hounds around here, but the entire zone isn't !magic. The first few rooms can be filled with sleeping dogs.

From the 4 droid wreckages, 2su. Welcome to the caretaker's !magic room. This is the caretaker with the eq.

In his room:
"press" *STASIS LOCK 16 RELEASE*

Stasis Lock Seventeen Now you need to go running back to past the instakill room. The console is active again. From caretaker, 3nwn2wuesw2sdw3u3nu3enus2w, enter, 2se.

"press" *STASIS LOCK 17 RELEASE*


Stasis Lock Eighteen The door leading to unstable yellow and green lightsabers is now unlocked. *edit* and Purelight

At some point in time a whole bunch of mutant fish spawn in the water. They're not a danger, only a nuisance.

From library, 3wd3s, enter, 2deu2nenwd2esen2esde. East of you are 5 sentinels. They aren't buff, but they can kill unprepared players. They usually do. Open door s and get ready for a few fights. South of the sentinels are 5 mutated jedi. Between them they load unstable yellow and green saber, and Purelight. Fight them as you like, but be warned, this is the first real fighting of the zone. Taking all 5 at once is suicidal. Rather wait for one to roam, and slaughter him. *edit* depending on how buff you are, they might be considered routine kills. Cleaner, with 1k hp, can handle them fine one at a time.

After dat, back up to caretaker, the tablet is active again.

"press" *STASIS LOCK 18 RELEASE*


*optional section* From caretaker, go west. The door west is now unlocked. Inside are 5 aggy room attack red sentinels. Do be careful, they are vicious if not handled right. The right way to handle them is to kill in under three rounds and move on to the next one. Having all 5 do their room attack kills ppl. First time me Arenahr and Subhumans came through here, it killed me and my brother, and left Subhumans on 50hp.

From them, south is a door. Open and enter. Note the stasis generator. Note the room descrip. Usually when ppl say "there were 50 mobs" they mean there were many. Press this button and fifty mobs will, indeed, spawn. The mobs are Vytholus. They don't spawn all at once. They come streaming out of their stasis tubes. If you have enough damage in the group, you can stand and slaughter as they wake up. If not, wait for them to roam north. West is another generator and, indeed, another 50 mobs. *end of optional section*

Stasis Lock Nineteen Your next console is under the water. You'll see him float in the room below Jungle Pool.

"press" *STASIS LOCK 19 RELEASE*
[/blockquote]

Stasis Lock Twenty
The door you just unlocked can be found south of the winged and feral jedi's room. In there are mutated sith. They're a little tougher than the mutated jedi. Why do sith get all the fun? You need the datakey that loads on of the sith.

By now you should have 6 crystal fragments. Go make the crystal key. North from the pale room is a cabinet east. Go fetch the pitch black key in there.

Back to mutated sith. 2w. Go west! After getting into the room, open table. Get all table. South. East of you is the vault, with its guardian. The password is "Vytholus" again. Once again, saying the password only buys you the right to leave. *edit* doesn't always work. I would advise against fighting this mob. He has a !magic specproc, which goes off just about every round. He hurts plenty, and blocks movement DURING COMBAT.

Get the BG to push him west. Raid the vault, go back north and west, and push him back into place. Vault has blue steel circlet, ring and neck guard. *edit* and genetic manual, and vytholus battle claws

South of there is a closed exit west. Through the door is Chameleon. Aggy and has vanish. West from him and up can be found the pitch black guardians. You need to wear the serpent rings to move past the guardians.

All Good Things
Ever wondered where Im-Rahvin was hanging out?

Nimnath's Addendum:
https://rotj.board-directory.net/navigation-f3/serpantarium-guide-by-cleaner-t18.htm



Haadyai
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Join date : 2008-03-10
Age : 34

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