This is a guide to the area. A general outline and walkthrough to the main quests. Although there may be more obscure and harder-to-find secrets in this area, those are to find on your own. This guide obviously contains many spoilers, but I can't simply go ahead and take all the fun out of it now, can I? It would be an insult to the builder himself, as well as yourself if you couldn't find at least 1 secret on your own, right? I think I covered pretty much everything important (and maybe a couple not-so-important details) things though, but with Tarrant there's most likely stuff this guide doesn't even scratch the surface of. I hope this suffices for your needs however and helps you in your explorations of the northern continent.*]
The Wizard's Tomb is located roughly northwest of wastelands. The wastelands are found by following the following directions (from small med waypoint):
It's kind of long, but not so hard, generally north-westish.
Note: The Tomb is in the center of the graveyard. So once you find that, shouldn't be to hard.
An outline of the most important stuff you should/must do here:
To build your key between the realm and the underworld simply go down from the entrance to the area and all north. You'll end yup in an alchemy room.
[Note: Read the papers for some info, although now that you've got this handy dandy guide, you can as easily screw it and get the same results: a rainbow diamond.]
From here get the flask of black liquid from the table and "use" the following items on it in this order:
At first glance, this looks like a real small area but this is not true. Walk to the end of each east/west hallway and take notice of the emerald at each end. To move deeper into the tomb, simply "use" the diamond while standing by one of these gates, as they are referred to as in the notes. To continue to the summoning circle and treasure, do the following:
Now that you have the key, unlock the door and proceed on in. Take the hallway to the down exit and follow it, making sure to grab the stuff from the urns in the *doorless* alcoves. (Just type get all urn.)
[Note: you will most likely encounter guardians of this place while you walk around. Make sure to kill them and get the glyphs from the ground, as those are needed.]
If you look up from the room just before the end of the hallway, you'll notice crystal. What happens with crystal? Return to the top level of the hallway, between the 2 doors. Use diamond because there's an emerald there and return to the same room you saw that crystal. Go up, use diamond, open lever, use diamond, back down.
[Note: Interesting little joke. Notice the demoness has taken the place of the chained beast. If you look at her enough, you will die. No questions, no "ifs" you will... die. Of course you will "resist" this spec sometimes.]
You'll notice we've got a brand new down exit just by the end of the hall (or beginning, I guess.) Go back up the the first level and use diamond. Return to the end of the hallway where that beast is and wait til you get the message that its chain has snapped. Upon this message, run... R-U-N!!!!
Run to the top of the pit and lightning flash til the beast gets here. It will fall threw the pit, shattering the floor, and allowing a sneak peak into the treasure. This isn't very important though. Go back to spirit form, get back down here and get the black gem on a silver chain.
[Note: You will be immediately confronted by a shadow which weakens and casts vulnerability upon your flesh and you. Kill this as fast as possible.]
There are several things you can summon with the summoning circle (located at the center of the bottom section of the hall.) No matter what it is though, it will load a rune of either water, fire, earth or wind upon its death. Here is a list of what you can summon with this thing: (and how to summon it)
To activate the summoning circle and summon what elemental you wanted to summon you do the following:
Pant pant. You've done so much, yet there is still to be done. Don't worry, not much longer now. OK, so now, unless you want all the little extra scrolls and whatnot, you only really need 2 runes as far as I can tell, water and fire.
You must do the following with them:
[Note: It is imperitive you use the correct keyword for this, which is the keyword in the groundstring: pillar.]
Now go to the summoning circle part of the hallway. Hmm. new exit! Cool. Go north twice. You'll encounter a strange glyph that will spurt out a random demon at your face. Make sure you figure out what saves you need, but expect high elemental saves in at least 2 parts. They hurt physically too. I've only encountered a banshee and a muscled demon, but I am sure there are more.
[Note: usually a smart idea to engage combat with the glyph. I think it does damage to the mob. Not sure bout this though. Just know it went much faster for me when I attacked the glyph]
Run north before the glyph comes back for round 2 and take a breather. Here's where the real fun starts. Prepare for war with one of the worst creatures you will ever encounter and use diamond... (rainbow that is)
[Note: you must have the black gem on a silver chain I was talking about earlier to continue. Without this valuable key you can't hoard treasure. I'm sure you don't wanna miss out on that.]
Wait for a while as you descend to the core of the underworld, upon which you shall encounter the demon himself (itself?) and kill.
Unlock the wind door with the wind rune. Go into spirit form, (make sure the door is open), and look on the pedestal. If loaded, there will be a tanto on it. get this and "use" it on yourself. You will die, but you will get the deed.
[note: the tanto is an off-plain item. It will decay if you die and end up at small med, as will most likely be the case. I've always wondered what would happen if you hallowed at an off-plain area and walked there and stuff. haha.]
Here is a list of all the items on the pedestals (in the underworld/ethereal form):
When in corporeal form, there will be different kinds of scroll, each summoning a different minion to help you in different ways.
[note: the minions that are created do not have mv. You must go noleave and they will blink to you, I believe. It says they arrive though. Not really sure how exactly that works, but it is my belief they blink teleport.]
I just think it'd be nice pointing out little things I like and have noticed about this area, nothing you have to look at, but if you appreciate the area as much as I do, it wouldn't hurt.
Tarrant builds his area more as a puzzle. They're all usually linked to one another, creating this huge magnificent chain. Each puzzle has a part in the entire continent, thus you can't just complete one puzzle in one area. You could finish one part, but not the entire thing.
Looking over this one last time I realized there was one last thing I was missing. A "thanks to" "credits" section. This section is simply a list of the people I really have to thank for how much they contributed and helped out to the development of this guide and to show that they are truly awesome people (note that they weren't already haha.)
And of course... Thanks to all of you who are reading this right now.
I can't tell you how much you all rock and how much I am thanking all the readers of this thing. I hope this guide is something you'll remember and the area an interesting, if slightly annoying at times, experience. You're all awesome and give this guide a purpose. You are all who I wrote this thing for. Should be proof enough that Alter is my home and where I'll always remain. And, although this goes without saying,...
Thanks to Alter Aeon, for being the first and only mud I love. Thanks, Alter, for giving me a internet-based home.