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:: Arbaces ::
Archon
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Getting Ready:
So, you want to be an Archon...well, you had better be prepared. First you have to request a key, visit any Quest master and enter "class newclass archon". There will be an announcement, A sepulchral voice announces 'All congratulate (your name here) who has undertaken the Quest of Arbaces!', the Quest Master will hand you an ornate crystal key, that is your ticket into the Domain of Arbaces. To be honest, now isn't the time to go, you've just requested a key, so any Outlaws within the vicinity of Irda Isle will be waiting for you in the moat, but you still have some preparing to do.
First, make sure you have LOTS of reagents, I recommend at least 6 bags, preferably gnomish miners bags so you can carry 103 of each different type of reagent. If you have a reagent bag or mahogany puzzle box, I would still recommend filling all the bags because the box and reagent bag don't make reagents fast enough.
Second, take a good weapon, or a bunch of weapons...if you can, get your hands on a nodecay weapon like an uncalling. Take a few, like 6, spears of justice, some butchers axes or bloody meat cleavers.
Third, be prepared with lots of food and water if you don't have a decanter, and if you have the ability, make sure you have the fountain spell scribed in a book that will be within easy reach. Fountains are an excellent help inside Arbaces.
Lastly, if you have a Bag of Tricks, be sure to save as many mutini herbs as possible for the journey through Arbaces, because most of the dizzy rooms are nomagic. If you don't have a Bag of Tricks, you can probably find players willing to sell mutini herbs or you'll have a friend who has a bag that can give you some herbs.
For the dizzy rooms that you can use magic in, be sure to bring along as many orbs of negation as you can get, I recommend 4-5 at least, you can get these from Murmur in the Runic Temple in Rune.
Bring at least one recall scroll (textured indigo) with you so you can recall out at the end.
This should have taken you a good half hour to an hour, now you should be thinking about heading towards Irda Isle.
Irda Isle:
Welcome to the island that houses the Proving Grounds. Here you will have to be extremely careful because you now have to cross the dreaded "Castle Moat" which alternates NPK and CPK, but don't worry, if you're careful, you'll have no trouble.
First, from the pier to the center of the castle the directions are:
zMUD: 3eje2j3n3en4e2n2wn8w15n2enes
Manual: 3e, 1nw, 1e, 2nw, 3n, 3e, 1n, 4e, 2n, 2w, 1n, 8w, 15n, 2e, 1n, 1e, 1s
Once there, find your way to "The Drawbridge" and follow these directions:
(Be sure to be invisible before leaving this point)
Manual: 5s, 8e, 8e, 6n, 2d, 3n, 1e, 1n
Now you've reached a room that has a small sign, from there...:
Manual: 1n, 3w, 3s, 1w, 1s, 1w, 1s, 1w, 1s
You should now be standing on a strange little island, one more:
Manual: 1w, 2e, 1s, 1w, 2s, 1w, 1n, 1w
Now you're standing at the beginning [SAFE] area just before the moat, look west and you'll see the first CPK room (shudder). Now you'll have to be careful, check the time (Alyrian time), check the where list, once you've done that, check the "who outlaw/archon" command, if it doesn't say Isle beside anyone's name, or if there a bunch of Archons on Isle, they may be on Seahag, double check your area again and get ready to run the moat:
Manual: 13w, 9n, 1w
You made it passed the moat, now you're not out of the woods yet, one room south of you is NPK, the next room south is CPK, and one more is NPK...but be careful, if you go 4 south instead of 3, you're in a deathtrap and you get to run the moat all over again. From this corner go south and kill the hidden life forms (aka shadowspawns) to get the ivy-covered key, then search in the last NPK room to find a hidden door, unlock it and go through:
Manual: 3s, "search", unlock west, open west, 1w
From this point (inside the door) follow the trail north to find the hermit.
Defeat him to receive the key to enter the Proving Grounds. From his small
shack to the entrance:
Manual: 1w, 2s "search", unlock down, open down, 1d
You're now inside the Proving Grounds.
Inside P.G.:
Once inside the Proving Grounds, the task is simple...collect 17 roots to decend to the bottom floor and begin searching for the entrance to the Domain of Arbaces Remember though, 17 roots in the count from the top floor, the top floor is classified as the first floor down from the [SAFE] area once you are passed the hermit.
Once you have eaten your first 10 roots, you should be on the first NPK floor passed the first CPK, from this point it is only 7 more roots to the bottom.
Once on the bottom floor, you will have no stamina, so be prepared because most of the mobs on the bottom floor of PG are aggro and will attack you, at your first tick, or regen of stamina, flee and begin your search for the entrance to the Domain of Arbaces.
Entrance to Arbaces:
Welcome to the entrance to the Domain of Arbaces. If someone is inside, you'll have to wait a few minutes, it's usually an hour, BUT if you have a key, you should be able to walk right in. Hand the key to the manifestation of Vandyne and he well let you past the door.
Once inside, follow the path and open the door to find the tablets, it's up to you whether or not you want to read them, to enter the first level, take the northeast or northwest path and find the down.
Level 1:
This level is a preview of levels to come, it is confusing and sends you in circles, has nomagic dizzy rooms and magic dizzy rooms. The rooms titled "Lost in a Haze" are nomagic, best to use mutini herbs here, the rooms titled "A Highly Reflective Tunnel" are magic rooms so you can use "dispel area" on them.
My advice, if you enter a dizzy room and there is a mob, scan and flee in the direction you want to go. Take the items you receive to the Queen of Tides for the artifact.
| Mob(s) |
Artifact |
Difficulty |
Time |
Frostbiter
Leopard
Fish
|
Seashell Bracelet |
1-2-3-4-5 |
Random |
Level 2:
This level can be difficult for some, be ready to cure poison because the room with the mob has a poison room affect. Unless you're Sidhe or Fey then you're immune to it. Be VERY careful when fighting the slug, it casts web, and if you get webbed, you'll have to do it all over again because he will kill you.
He will emote in white before he casts, when he does begin casting, flee wait a few seconds and return.
| Mob(s) |
Artifact/Key |
Difficulty |
Time |
|
Giant Slug |
Antenna
Slimy key |
1-2-3-4-5 |
45min - 2.5hours |
Level 3:
This is the easiest of the 8 levels. Here you must find magic truffles and return them to the Tree Spirit. Search for truffles in every room that you enter, you only need three, but they decay, so taking as many as you can before finding the Spirit is a good idea.
The mobs on this level are aggro so be careful and there are dizzy rooms like every other level.
| Mob(s) |
Artifact/Key |
Difficulty |
Time |
|
None |
Heart of the Forest
Leafy green key |
1-2-3-4-5 |
Random |
Level 4:
The fourth level consists of killing another big mob. This one can be a little difficult if you're vulnerable to fire, like a minotaur.
The small mobs on this level are aggro as usual, but the rock spiders have a tendency to web, so be careful when entering a room with them. Nothing tricky about this mob, just use shield block and be ready to flee often.
| Mob(s) |
Artifact/Key |
Difficulty |
Time |
|
Lava Wyrm |
Ring of Fire
Dirty black key |
1-2-3-4-5 |
45min - 1.5hours |
Level 5:
This level mirrors the first, you must recover 3 gems and return them to the Large Dragon. The traps on this level are blind traps, so have cure blind potions or the cure blindness spell memorized, it takes about two casts of cure blindness to unblind yourself or about 3 potions.
You have to kill 3 different mobs and recover three different colored gems.
Word of warning, the salamanders hit hard and breathe fire, the fireflies cast faerie fire and the warriors cast blind or can blind you with their sword or clothing affects.
| Mob(s) |
Artifact/Key |
Difficulty |
Time |
Slamander - Blue Gem
Warriors - White Gem
Firefly - Orange Gem
|
Prismatic Gem
Brilliant crystal key |
1-2-3-4-5 |
Random |
Level 6:
Another big mob level, this one breathes frost so be ready to use shield block again, the traps on this level are lightning traps, they will hit you and make your muscles stop responding for a few seconds so be careful when fleeing from mobs and entering rooms.
The mobs to watch out for are Thunderbirds, Storm Clouds and Sparks.
| Mob(s) |
Artifact/Key |
Difficulty |
Time |
|
Ethereal Mist |
Shroud of Mist
Copper key |
1-2-3-4-5 |
1 - 2hours |
Level 7:
Another big mob level, this one breathes poison so be ready to cure poison again, it also disarms you...watch for it so you can re-equip your weapon. The mobs on this level paralyze so again, be careful when entering rooms with them. The traps on this level are sleep traps, they will put you to sleep sometimes so be careful, a mob will wake you if it enters the room and begins attacking you, so remember the directions if you fall asleep and be ready to flee if a mob wakes you.
The mobs to watch on this level are Phantom Stingrays, Wind Owls and Jetstreams.
| Mob(s) |
Artifact/Key |
Difficulty |
Time |
|
Void Cyclone |
Vacuum Helmet
Key Wrapped in Silk |
1-2-3-4-5 |
45mins - 1.5hours |
Level 8:
Welcome to the final level of Arbaces! This is another find 3 items, turn them in level, so it's not too hard. From my experience the only mobs that carry the items are the Dirt Devils. You must recover the Gold, Silver and Bronze tablets and return them to the Lord of the Ancients. Be sure to peek the all the mobs to find the right color tablets.
The traps on this level have a habit of poisoning you, so yet again, be ready to cure poison on yourself, it takes about two successful casts to fully remove the poison or three antidotes (potions).
Be careful, there is a certain order to handing in the tablets which is Silver then Bronze then Gold.
The other mobs to watch on this level are the Shrouded Vampires and the Dust Storms.
| Mob(s) |
Artifact/Key |
Difficulty |
Time |
|
Dirt Devil x 3 |
Dusty Jacket
Ancient key |
1-2-3-4-5 |
Random |
Finishing Up:
Now that you have recieved the 8 artifacts from Arbaces, you have to find the down on this level, eating a root will kill you and you will have to redo level 8 again. So, search for the down, once you find it, unlock it and go down.
You are now in a room with exits in every direction and a locked door up that you just came through, go down.
Once down, proceed north to a fork in the tunnel that leads splits to the northeast and northwest. Dependant on which path you choose you will get either a clear crystal vial or an inky black vial. Hint, to the northwest you get the inky black vial, to the northeast you receive the clear crystal vial. The different colored vials are for good and evil, nothing has been done with this yet, so whichever direction you want to go is fine.
Once through the door there will be another multi exit room, continue north to a curtain, open it and go through, inside will be a creature, it will look at you, take your artifacts and give you the vial you have chosen. Once you have the vial, the creature will open a rift that you can enter and it will transport you back to the Entrance of Arbaces, at the bottom of PG.
Use a recall scroll to recall to the temple and then find your way out to the pier where there may be a portal or you can clan gohall or recall home from there. Journey to a quest master, enter "class newclass archon" and voila, you are now an Archon.
Good luck to all of you who undertake this quest, I hope this page will help you somewhat upon your journey.
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