Fly Mystical, dismount, east to the middle, southern @, north a few and cast word. All north, all west, pick door, n, u, 5s, e, spell up, sanc, dispel and kill per (not bs'able), 4e, hands pers, spell and sanc up, kill pers one at a time. 2n, w, open chalice, get key chalice, cast transport. Head all south, e, 3s, brief off, walk around the zone to the northern row of @'s, south through the middle one, west, unlock door, sanc and spell up, kill golems. Up to 2 rooms before the uppermost room, shield room. The room before the uppermost room set traps. Person with the most hitpoints go all up and engage the wizard, flee and go down to the form in the shielded room. Sanc and spell up, wizard will be trapped. Dispel and kill. Get all, hopefully will have a moonstone (key to the energyfield). Loot all and transport. Go 8s, 2e, 2n, e, 3n, 2e, unlock energyfield, open energyfield. Dragon inside is non-ag ONLY IF SLEEPING. Shield room before engaging. Dragon does full dispels, as well as room plagues with breath. Loot green dragon scales. Wander around and find the assassin in the eastern half of the forest- he flees, so be ready with shield room to fence him in or use traps. Assassin loads ring of quickness (6hr) and a dagger worth eq points. Find and kill unicorns for horns and centaur leaders for shields. On reset all pers will load with elixirs of life, worth over 100k on auction during peak hours- cast level 30 heal and cure critic. Killing Tyr: Transport, follow directions back to the set of two pers. Go south and up to Tyrs room. Cross-bash, cross-trip and use healing staves as necessary. He sits in an anti-thief room, level 50 cleric mob, so be prepared for that. He will not budge, though, so trapping and shield room are obsolete. Poison and plague help quite a bit if you can manage to get them through on him. |