Queen Cockatrice notes (doable in 2-3 hours if party has a discobard
and you skip the farming of cockatrices)
PREP WORK -
Full harm eles on midrow, acid for the remaining slots, wets (all for
midrow), 7 mobs per room
Note: Area is TP1.
Party Essentials:
Biomancer
Bard
Abjurer or Maper and eq done well
Full Telemancer
At least one mage to put up walls (bard can handle the other if
necessary)
Magical disease curer (petrification - agi loss, very slow recovery; greater petrification (QC))
ARGON
-
Vike prots (phys, harm, asphyx (meh), AD, sol, esong) for Argon and
Thantos (AD or esong must be up for Thantos or nidstang will own)
Argon will be in a room with 2 gorgons, 2 south from the sobbing
woman/entrance room. You can either clear out the other rooms by
luring/areaing, or clear out 2-3 and lure Argon to a room adjacent to the
safe room (entrance room). He is about 250k in worth. Harm damage gets
extensively hurts. He drops a key to the gate which is 1 room south of him.
Kill Argon, open next area, kill Thantos (in Q-shaped area)
THANTOS
-—
After clearing Argon's area, clear out first room in Thantos? area,
then shelter and regen. FA the tank, have him ?home? it and lock the
one-sided gate from Argon?s side (to keep mobs in there from wandering into
Thantos? area), then summon him in.
…… are just spacing
>
> ………E — [ ] — U…
> ……../……………….|…
>[ ] - [ ] - [ ]…….[ ]…
> ……..\ ……………./..
> ……….[ ]………[ ]..
> …………\………/….
> ………….G………….
E is where you come in from Argon?s area. Thantos is 1 up from the U. G
is the gate to the next area. ?Q-shaped? area.
It is recommended to lure all gorgon soldiers, kill, then lure Thantos out.
Protocol for Thantos:
TP a room, lure him into it, then shelter it. wait for him to summon
all his minions, then run 2 rooms away (since he follows) and shelter/regen.
Repeat TP/lure/shelter
until dead. Should be done in 2 runs if it runs smoothly and he doesn't summon anymore.
TERRASIL (blocks north exit)
-—-
-next area (rectangle), bottom mid is terrasil. east/west sides are the
longer sides, south/north sides are shorter
-You enter area on midpoint of north side, and you want to lure gorgon cultists from the entire west (or east) side of the rectangle and kill them to clear a path to regen/lure out summons from Terrasil. You may lock the gate again (not sure if it's a 2-way gate).
-gotta run through Terrasil's room too b/c there are 2 gorgon cultists with her. good-aligned people will need PFE.
For Terrasil, will need to TP/shelter her room immediately to reduce
max summons to 2. Summons will follow.
Strategy: Clear out one side of the rectangle. First run against
Terrasil, TP her room, then lure all her summons out the way you came.
Shelter a few rooms away from Terrasil to block them from walking in. Run
back into Terrasil and shelter. Should be an easy kill after that
-mapr/mahrs on midrow or get harm on gear. make mages put up ACs too, or get maprs if they have harm eles. Midrow damage is very manageable once
summons are lured out.
QUEEN COCKATRICE
Tele marks above the well, need to astral out of QC at some point (see
below)
>
>…[ ]-[ ]……………
>…/…..|…………….
>[ ]…..[ ]…….[ ]..
>………..\……../…..
>………….o-[ ]…….
>………………|…/…
>……………..[ ]……
>……………../……..
>
-o is the room directly under the well, safe exit is UP
-kill all QC babies (175k) that wander tunnels or lure them deeper into
the tunnels (3 wander, 1 in her room (avoid that room until the rest are
dead or lured away)). Vike prots for the babies (like in Argon's area).
-Queen Cockatrice ("a huge cockatrice") spawns southeastish from the
well with another regular cockatrice.
-will need to re-lure Queen directly under the well between runs, leave
to prot or lure with party
-PFH/esong on party, FA on bios/tank, FA selves if possible (to help
against para)
PROTS -
Tank -
phys
harm
poison
acid
sonic
PARTY PFH/Esong
FA bios/tank, FA selves if possible to help against para, but not essential. Also helps if using shelter tactics (i.e. shelter, FA a bird you
want to isolate, run through shelter) Melee damage may include poison, harm, and unholy. use unholy resist gear if possible.
Party damage -
acid
harm
sonic (She does 400-500 damage sonic areas, but midrow damage is manageable with MASRs and lvl 76 undead healing)
Damage against QC -
Resists/vulns on her change, message for that is when she flashes her
rainbow wings.
unholy - constant hurts
sonic - varied from untouched to awesome VULN
harm - untouched/immune throughout
disint - lightly hurts with tele attack
Protocol for the run -
1st Run: TP below the well to get all her summons out (unless she already summoned them all while being lured)
All runs: Tank should scout and lure (alone) the queen away from the bottom of the well. Have mages or bards wall off either the NW or E exit (whichever isn?t where the queen is) to prevent getting knocked out. Lure the queen back in and wall the other side. Players cannot walk through walls, so do not wall until you are sure where the queen is. Shelters and walls do not stack, so do not shelter with QC in the room. She is targetable as "queen". Looks like ?a huge cockatrice?. Change dtypes
according to damage messages. A disco will do very well against her due to
constant resist/vuln shifts.
When she reaches 10%, she'll flee to protect her eggs. Follow her NW and follow the path until you find an entranceway to her nest (south exit). Make sure exits are clear/safe. Can shelter/FA selves so monsters do not wander into the room where you may get kicked into. You may have to astral if you are able to wall the north exit, as she blocks the south, leaving you trapped.