Difference between revisions of "Category:Gear In Citadel Arcadia"

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Shift to [[:Category:Astral|Astral]] and go 2d to reach the Golems room.  There are 9 golems here.  They don't hit particularly hard, but their damage can add up.  If you have a sor/wzd that's feeling brave, this is a great room to flash.  After you kill the Golems go down, but realize that this will cause you to leave the [[:Category:Astral|Astral Plane]] and enter [[:Category:Arcadia|Arcadia]].  So be careful not to leave any weapons/groupies/corpses behind in the golem room.
 
Shift to [[:Category:Astral|Astral]] and go 2d to reach the Golems room.  There are 9 golems here.  They don't hit particularly hard, but their damage can add up.  If you have a sor/wzd that's feeling brave, this is a great room to flash.  After you kill the Golems go down, but realize that this will cause you to leave the [[:Category:Astral|Astral Plane]] and enter [[:Category:Arcadia|Arcadia]].  So be careful not to leave any weapons/groupies/corpses behind in the golem room.
  
Once you've entered astral via the Rainbow Bridge, go w,s.  Here the rogue will need to pick up.  From here the Citadel is a mostly linear path to the top (where the [[High King Adrial]] and the [[Ruling Glyph]] are.  Along this path, whenever you scan and see a clump of [[Glass Dragon]]s or [[Glass Elemental]]s, tell the rogue in the group to pick up.
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Once you've entered astral via the Rainbow Bridge, go w,s.  Here the rogue will need to pick up.  From there the Citadel is a mostly linear path to the top, where the [[High King Adrial]] and the [[Ruling Glyph]] are.  Along this path, whenever you scan and see a clump of [[Glass Dragon]]s or [[Glass Elemental]]s, tell the rogue in the group to pick up.
  
 
Despite the linearity of this area, there are still a few important decisions you need to make along the way:
 
Despite the linearity of this area, there are still a few important decisions you need to make along the way:

Revision as of 14:02, 19 December 2005

Suggested Group Size: 8-12

Note that you need a rogue with lockpicks in the group. If you don't have one you can start at the Fae Gate Guard (portable mob in Arcadia) and try collecting keys, but this will make the run take much longer.

Shift to Astral and go 2d to reach the Golems room. There are 9 golems here. They don't hit particularly hard, but their damage can add up. If you have a sor/wzd that's feeling brave, this is a great room to flash. After you kill the Golems go down, but realize that this will cause you to leave the Astral Plane and enter Arcadia. So be careful not to leave any weapons/groupies/corpses behind in the golem room.

Once you've entered astral via the Rainbow Bridge, go w,s. Here the rogue will need to pick up. From there the Citadel is a mostly linear path to the top, where the High King Adrial and the Ruling Glyph are. Along this path, whenever you scan and see a clump of Glass Dragons or Glass Elementals, tell the rogue in the group to pick up.

Despite the linearity of this area, there are still a few important decisions you need to make along the way:

At the fork on the 2nd circle south will take you to Finn, who holds the Mantle Of Honor and Finn's Crossbow.

At the fork on the 3rd circle west will take you to the advisors. The Southern Advisor has the Invasion Plans (ticket for istone run). On scan he shows up as having a square jaw and two longswords. The Northern Advisor has the Book Of Force Field (wzd spellbook).

At the fork on the 4th circle north will take you to the harem. From there Manon Of The Spring is 2e. She loads with the Cape Of Angel Feathers and the Ruby Dagger. Note that citadel is an area with mostly good-aligned mobs, so unless you have a priest to cast Absolve, you should visit Manon, or at least a few of her swains, to keep your gear from zapping off.

You'll know you're there when you scan and you see 7 bodyguards all in a room. That's where the High King Adrial is, but he's lvl 200 and invis, so you won't see him on scan. In this room 1d of Adrial you'll also see some Glass Dragons on scan. These are the only mobs in the area that load with the 1st tier Cloud Of Dancing Shards. Adrial is a high level mob, and he wields, so he hits pretty hard. Note that his bodyguards are all pretty weak. You can't camp the glyph because Adrial doesn't repop normally with the rest of the room. Once you get the glyph you can go down to reach a Homeshiftable room.