The Cathedral of Attnam

Changes

Jump to navigation Jump to search
3,648 bytes added ,  13:26, 12 November 2021
Gawabalin Forwate Dun ;p
=[[Aslona]]=
In the Cathedral, multiple people linger about. Besides the numerous guards and frogs, a few unusual faces walk about. The orc representative [[Khor]], the elven ambassador [[Elianise]], the emissary of Aslona, [[Sir Lancelyn]]. [[Sir Lancelyn ]] is the person you will want to talk to, and can be recognized by his large head, silvery armor (compared to the dark gray of the guards), green sword, and black shield. After talking with Petrus '''once''', go up to Lancelyn and chat. He will eye you caculatingly, and you have the option of accepting a quest. Remember that doing so will lock you out of other quests. If you choose yes, he will reveal the location of the castle of Aslona (a castle like structure on the world map) and giving you his ship, allowing you to traverse the ocean without need of levitation or swimming. Once you reach Aslona, enter the gate and go through the door on the left (the right one is lock), move forward past the guards and fountain with dolphins, then talk to the man in the center surrounded by the gold-clad guards, [[Efra Peredivall]]. He will tell you he has no need for you, but his servants might, and you should go to assist them. Once you have assisted all of them, the next (and final) step of the quest will be revealed.
==The Pyramid==
==The Goblin Fort==
After entering [[Aslona]] from the door on the left, heading directly to the left will lead you into the [[Khalybs|blacksmith's ]] and [[Palea|tailor's ]] room. Continuing past there and heading downwards to the bottom left room will hold the Field Marshal of Aslona clad in blue, [[Lord Mittrars]]. He shall reveal the story of the crown prince, his Highness [[Artorius]], being kidnapped by a gang of goblins. Requesting that you retrieve the prince safely and that you hurry (take your time, how's he going to know?), he makes the player venture through 5 levels of the goblin fort, which is notated on the world map with small, black, and almost rectangle like tower.  
===Special Levels:===
'''The Hideout:'''
Once you have braved several levels of goblins (or simply dropped down from the salt mines), you'll end up smack in the middle of the goblin hideout, where prince [[Artorius]] is locked in a cell, along with a unimportant goblin prisoner and goblin jailor. Chat with him to make him join your team, similar to [[Ivan]], but know that it will make every enemy hostile towards him. Have a plan to evacuate him safely, as if he dies, without a [[Wand of Resurrection]] '''you're screwed'''.
 
'''The Salt Mines:''' as you continue exploring the fort, on one of the floors you might have noticed not 1, but 2 stairways down. One will lead you 1 level down as usual, but the other will drop you in the biggest dungeon in the game, the salt mines. The sheer size of the level leads to plenty of loot but also plenty of danger, with multiple types of goblins guaranteed to spawn. Most are harmless snacks, but careful around the goblin warlocks and their wands. The exit to the Salt Mines (which will helpfully drop you in the hideout) is always close to the the entrance, but if you dare brave to the ends of the mines, some good loot will be on the other side, almost reminiscent of [[Dudley]]'s level from [[IVANT]].
===Special Rooms:===
'''The resource room:'''
 
A room with plenty of good loot, and a guaranteed map to the black market. Kick down the locked doors, eat all the bread (yum), steal the [[wand|wands]], [[scroll|scrolls]], and [[book|books]], and waltz around the goblin warlocks... with acid rain wands. Try not to let things blow up in your face. Only spawns in the hideout
 
 
'''The Invisible Room:'''
 
Pretty self intuitive. One of the rooms may appear to have nothing, but if you acquire a source of ESP, you'll find it's a room full of [[Invisible Stalker|invisible stalkers]]. They provide little to no threat, but be careful of the invisible slayers a little more. Only spawns in the salt mines
 
 
'''The Imp Room:'''
 
An annoying room full of [[imp|imps]]. Kill them as soon as possible, as letting them roam around the level may lead to destruction of valuable equipment. Only spawns in the salt mines
 
 
'''The Cat Room:'''
 
Who doesn't love cats? You won't, if you're not prepared. With numerous [[Large Cat|undying cats]] and 4 [[lion|lions]], they'll annoy you to no end. On the positive side, 2 of the lions have a dead fish, and the others have a [[scroll]] of enchant armor and enchant weapon. Will always spawn on the 1st or 2nd level.
 
 
'''The Explosives Room:'''
 
A room full of unactivated traps. [[mine|Mines]], backpacks, various [[Dwarven Gas Grenade|grenades]], and at least one [[Scroll of Fireballs|scroll of fireballs]]. All will be very useful, but ensure that the [[kamikaze dwarf]] of [[Cleptia]] is taken care of before you enter the room. Will always spawn on the 3rd or 4th level.
 
 
'''The Vault:'''
 
A 5 by 5 room encased in old iron wall without outside access with an [[Ur-steel]] chest filled some goodies. It will be hard to find it can spawn in any level, and the [[trap|mines]] and [[trap|beartraps]] inside can be quite the nuisance, so good luck.
 
===Other Notes:===
All levels will spawn some number of goblins, and always in increasing number. They provide a good source of food.
==The Fungal Caves==
When you entered [[Aslona]], you entered through the room on your left. From there, heading directly to the right will lead you to an alter of [[Seges]], presided over by a priestwith a wicked beard, [[Senex]]. However, Senex is not a normal priest in curing your diseases and reattaching limbs. Instead, he will make you venture into the [[fungal cave]] to retrieve a weeping obsidian shard. On the world map, the entrance to the caves looks the same as the [[Underwater tunnels]] entrance and exit. Once inside, the player will go through 5 levels to retrieve the obsidian shard on the deepest level.
===Special Levels:===
191

edits

Navigation menu