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Message ID: 5293
Date: Tue Aug 17 19:25:19 BST 1999
Author: Chris Kuenster (Entex)
Subject: Since were posting spoilers/guides here are a couple good ones(ve ry long)


*GRATUITOUS SPOILER SPACE*

















*END OF SPOILER SPACE*

This is all good stuff, and you may want to print it out for handy reference
Arkand Eagleseeker's Guide to Permafrost

This is an entire file of spoilers. No question about it, you will get
spoiled.

Normal MOB's

Ice Goblin: fighter type, L15->24, Rawhide, Ringmail
Ice Goblin Mendicant: Priest type, L16-20
Ice Goblin Diviner: Wizard type, L16-20
Ice Goblin Priest: Priest Type, L21-23
Ice Goblin Evoker, Wizard type, L21-23, cloth load
Ice Goblin Prelate: Priest type, L24-26, very rare medium Bronze load
Ice Goblin Wizard: Wizard Type, L24-26
Ice Goblin Elite: Fighter type, L25-28, common medium bronze load.

Wizard types tend to have higher cash loads. All are capable of carrying
Words, Runes, or Grimoire pages.

Exceptional MOB's

Ice Goblin Archeologist: L21-23 fighter type, abnormally strong for level.
Load: Dented Braass Mask, Archeologist's Pack
Ice Goblin Preacher: L23-25 Priest type, abnormally strong healer (60%
heals). Load: Runed Circlet, Cold Iron Morningstar, very rare Bronze. Fine
Steel Morningstar not uncommon.
Ice Goblin Alchemist: Level unknown. Load: Mammoth Cloak, Mammoth Leggings
Ice Goblin Patriarch: L28+, abilities unknown. Load unknown.
The Sage: L28+, abilities unknown. Loaed unknown.

How the place is laid out.

There is only one path until you reach the flag room. So until you see the
flapping flag in a room, you can't get lost. L15 to 18 PC's should stick to
the zone edge and lure to there. Root MOB's, as there is a bug that will
cause MOB's to teleport.

L19-21 can fight in the flag room. The spawn is fast here (15 minutes or
less), so two groups can simultaneously occupy the room. There is a safe
place off to the right as you enter. This alcove like area does not get
spawned on and is out of the MOB's sight as they get trained through the
room.

L20-22 can go to the left side of the room by the cave like exit there and
find the door on the left. This leads to the house. Insode the first door is
the foyer, with two spawn points. There is a closet on either side of the
room. Throught he door straight ahead, there is dead end and a lone spawn on
the left, but the right passage leads to the house. Three spawn points in
the main room here, and typically two casters. This room is a good place to
use as a base camp for hitting the Archeologist, so I'll go there next.

Go through the door in the main room. Here you will find another room, but
this one has a busted wall. This IS an archeologist we are talking about,
and he's been hard at work tracking his way deeper into an ancient Combine
Empire city. Just behind that wall, a goblin spawns, and luring it will draw
another. Now pass through the broken wall into the short tunnel. Here, you
will find a few more goblins, luring the front will bring three. Now that
the tunnel is clear, you will find you way into a large open area. There is
aplatform in front of you, with three goblins on it. to your left is a
overhanging bridge with one goblin on top and two further back underneath.
Luring from this room is an art. What you get depends on what you attack.
First, the Archeologist spawns on top of the snow mound just right of the
tombstone on the raised platform. Do not directly attack that spawn. Attack
the spawn to its right. This will bring four: the three from the platform
and the one on top of the bridge. So, that's the Archeologist spawn. Now,
for more fun, if you lure under that bridge on the left next, lure from the
right. If you lure the left of that two, you will get jumped by five or six,
but the one on the right is just out of attack range of a number of spawn
points, so you get two, and can grab the rest back there later. Now, right
of the platform, there is a passage. There is no spawn behind the door
there, so go ahead and look inside. I won't wpoil that interesting sight. It
may have a purpose... Anyway, further down that hall are more spawn points
worthy of a group of L21-23, so you can push deeper. I don't know how deep.
I though it only went back to two hollowed out caves, but an ally tells me
the passage continues.

Okay, the Preacher. Back to the main room of the house. There you'll find a
hallway. Just run up that hallway, and you'll find a large room. Two spawns
on your immediate right as you enter, and three on the dais. This IS the
preacher room. Many Casters spawn here, so it can be lethal to break. There
are three weak spawns at the far rear behind the dais, but they do not join
in when you attack the preacher. Prelates can spawn on the dais, as well as
wizards. Priests are frequent spawns especially on the two floor spawns. At
the extreme rear of the room is a door. Behind that door is the Dire Wolf
room, and we don't exactly know what that leads to or entails. Early
experiences placed a Giant Dire Wolf (L47) down there, and we were not
interested in investigating further.

Now we were also wanting that Alchemist, right? Okay, back to the Flag room.
Take the right exit from the flag room and you'll fight a few spawns and hit
a gate. Open the gate like a door and pass by the gate on the left. Do this
invis and /con ALL the spawns in front of you. They range up to at least L25
MOB's. Now, after clearing this out, you'll see a door and a rock on the
left of the door. Go to the rock and click on it like a door. It will slide
open. The Alchemist spawns behind that rock. Only one other spawns with it.
Now, behind the door, there are several groups of spawns, but I have not
pushed deep into that region, so I can't say much more about it.

Now, back to the gates. Past the second gate (the one to the left as you
pass the first) is a good room for L24-28. The top level spawn is high blue
and even up to yellow. It takes good teamwork to hold this room at L24. At
the bottom of this room, though, is the Patriarch, the Sage, and the Elites.
A few will be yellow to L24's but most red, and the five spawns are close
together. There is further danger here: behind the door in the bottom of the
room is an Ice Giant Diplomat. Attacking anything close to the door can
bring it out and kill everyone in the dungeon. BE CAREFUL. I do not know how
to break the bottom spawn yet. An Elite has spawned on one of the higher
spawn points, but it was a 1/10 rate.

That's it, that's everything I know for certain. I can report that the
earlier reports of a wandering Giant Dire Wolf is now false: that Dire Wolf
was disabled in June and now seems to no longer wander, and it may not exist
at all.

I hope you have fun in Permafrost, I know I have. I made L20-24 in that
dungeon and I have no indication I won't get 25-28 there, too. I really
would like to try Unrest, but the exceptional MOB loads in Permafrost are
wanted by all in my company. Good luck, and good hunting!

Arkand Eagleseeker, Spirit Guide to the Haven
Barbarian Shaman of the Tribunal, SMotC
Karana Server
ADDENDUM TO PERMA


The following comes to me third or fourth hand. I do NOT know the source.
The info seems correct, but I can not confirm at this time. I wish I could
credit the author, but that info was stripped off long before I saw this.

This information pertains to what I called the Patriarch room. This is
actually the Throne room as you'll see by the alternate spawns. When I
visited, I only saw the Patriarch, 3 Elite Goblin Guards, and "the Goblin
Sage." We were not of a level to attack even that, the weakest of the spawns
there. I had a ranger on tracking, and he did not report the Ice Goblin
Honor Guard.

--------------------------------------

Symbol of Loyalty to Vox is common drop for King Thex`Ka IV in permafrost
(the ice goblin king). He is a fairly rare spawn, and symbol is a very high
demand item because everyone can wear it, including monks and mages. To kill
him, you need a good level 30-35 group, because the spawn points are
(common/rare spawn):
1) Elite Goblin Guard/Elite Honor Guard
2) Goblin Patriarch/High Priest Zaharn
3) Goblin Sage/none
4) Elite Goblin Guard/Elite Honor Guard
5) Elite Goblin Guard/King Thex`Ka IV

Elite goblin guards are normal mid-high twenties warrior mobs, drop medium
bronze plate and fine steel weapons, elite honor guards are about level 30
and drop silvery axes (both 1H and 2H, 2H is rare drop), warriors as well,
the sage is NASTY, he just LOVES to rain fire and ice on groups, he can
single-handedly take out an unprepared group when backed up by
patriarch/zaharn who are level 30 or so clerics - with LOTS of mana.
Patriarch drops frost goblin totem (for crafted boots), High Priest Zaharn
drops Zaharn's Coronet (AC5 +3 STR +25 mana, priests only, no ogres or
trolls), sage drops nothing. King Thex`Ka IV spawns on the point closest to
the big double door, level 30 meleer, quite mean, although not nearly as bad
as the spellcasters (he did almost kill our level 29 wiz when he overburned
though). common drop on him is symbol of loyalty to vox, rare is white wolf
hide cloak (AC7 +3 STR +3 DEX... goodbye lizardscale). I personally wear
rubicite bracer because it goes well with other armor I have (especially
when in DE mode), bracer of erollisi on the other wrist. To find the room
with those goblins, enter permafrost, follow passage to flag room, follow
right wall in flag room to the big iron fence type gate, go through it to
see a small iron fence type door. Past that door is a big room, mostly
consisting of ledge and area under it where the juicy goblins spawns. Oh,
there is an ice giant diplomat past big double doors in back of the room,
killing him triggers spawn of goblin that has a chance of being the goblin
champion that drops crystalline blade (11/38 1HS... primary only, lore). The
diplomat is level 35 wizard, not very tough, drops throwing boulders. Do
NOT, repeat, do NOT go past the doors, there are VERY aggressive ice giants
past the diplomat, never seen a mob with aggression radius so wide, whenever
you turn around the corner, a pair of ice giants charges, one level 33, the
other level 40.



A look at lower guk!


This starts in the Dead side of the Lower Guk at the Tower Entrance.

On your left you'll see 3 tal wizards, the one in the middle will
occasionally spawn as "a ghoul ritualist"

This guy drops a Black Embroidered Cape (worn on shoulders), 4 ac, plus 15
mana, plus 20 hp, and black embroidered sleeves as the rare drop, which have
the same stats.

Go into the tower, pass the first ladder and make a left, you'll see another
ladder there, in a room with three froggies.

Two named frogs spawn in there:

The Ghoul Assasin, common drop Guise of the Deceiver, 4 ac, plus 13
charisma, plus 7 magic resist mask which has Illusion: Dark Elf. Only bards
and rogues can wear the mask but anyone can use the effect from your
inventory. His rare drop is a Serrated Bone Dirk, 8 damage, 26 delay
piercing weapon which procs encompassing darkness, rogue only.

The Ghoul Supplier, common drop is a Light Burlap Sack, an 8 item holding
backpack which reduces weight by 70%, and his rare drop is one sweet as hell
belt, the Thick Banded Belt. 8 ac, plus 15 str, weight 0.5, ALL/ALL.

Walk down the stairs to the right of the ladder, clear the frogs, and you'll
come to a room with 5 frogs in it. In one of these spots spawns a Ghoul
Savant. He drops the black enameled mace as the common drop, 8 damage 28
delay mace, and black enameled chestplate as his rare drop, an AC25 black
plate chest, good stuff.

Go down the stairs, you get to the third floor. Head straight right and
you'll enter a room with 4 jail cells and a platform in the middle. On top
of the platform spawns the Ghoul Executioner, his booby drop is an
executioners hood, 5 ac, plus 4 str plus 9 dex leather hat, very nice for
rogue. His rare drop is of course, the executioners axe, 25 damage, 50
delay, effect: Haste, warrior only 2h slashing weapon.

Also to the right of the staircase you'll find a room with a book case in
it. In there spawn the Ghoul Sage and Ghoul Scribe. The sage drops a belt,
forget the name right now, that has 2 ac, plus 4 int, plus 8hp, and a rare
drop hat (forget the name), that gives 4 wis, 9 int. The scribe's common
drop is a Parchment of Flayed Skin, most likely some quest item, and I don't
know what his rare drop is.

To the left of the stairs you'll find a room with 3 frogs and a bed in it,
in there spawns the Ghoul Cavalier. His common drop are adamantite epolets,
9 ac plus 7 wis plate based shoulders, and his rare drop is the Dark Reaver,
a 20 damage 42 delay SK only slashing weapon, which procs steal strength.

Also to the left of the staircase you'll find another room with 3 frogs that
leads to the lobby, which you can also get to by dropping off the bridge
where the 3 tals are.

From the lobby, follow the path the hall and you'll get to a jail room with
4 cages, and 3 halls. If you go straight, you'll have to clear out about 10
frogs ranging from wans to dars and their mage equivalents. Very tough
frogs. If you're good you can do these in pulls of 2. Keep heading in and
you'll get to a long room with a trap in the center. Avoid the trap. If
you do fall in, it just drops you down a bit, you can make your way back up
the ladder NP. On either side of the trap there is a room. The left room
has a pillar of water in it, swim up that and you'll find the Reanimated
Hand, with 1 dar guard. The common drop off the hand are serpentine
bracers, 1 ac, plus 3 dex, plus 9 agi, plate looking, awesome bracers. The
rare drop sucks, adamantite band, plus 75hp, minus 10 magic resist. The
right room will lead to a ladder, not sure whats down there, and will loop
back around into a little bedroom where the Ghoul Arch Magi spawns. His
common drop are silver silk leggings, not sure on exact stats, but they have
4 ac and I believe some plus int. His rare drop is either a Robe of the
Archmage or a Shiny Metallic Robe, don't have stats as I haven't seen this
item myself, apparently it's great though.

Keep heading straight, you'll run into maybe 10 more frogs, and you'll get
to the Ghoul Lord. Don't even attempt this without a full group of level
45+, or 2 full groups of levels 40+, this bugger is NASTY. Doubles for 125,
Harm Touches for close to 500, and has over 8000 hitpoints. He also has 2
guards in his room, either dar knights, bok knights (level 43 to 46) or jin
wizards (43 to 46). Fighting all 3 of these combined is basically suicide
unless you have a killer high group, so you'll need to pull 1 of these solo.
I'm not going to get into the intricasies of Aggro Radius pulling, but if
you have a skilled puller he should be able to figure it out. The ghoul
lord's common drop is a skull shaped barbute, a 13 ac, plus 35 hp, plus 10
magic resist plate helm, and his rare drop is the Shortsword of the Ykesha,
8 damage, 24 delay 1h slasher which procs ykesha, a 70 damage DD spell.

If you take the left path of the prison type room you get to some froglok
slave camp, and if you take the right path you get to a serious maze like
area with 40+ frogs crawling all over the place. This way leads to the
Ghoul Sentinel (drops brigandine tunic) and the Frenzied Ghoul, which drops
the flowing black silk sash. From what I've gathered this path is harder
than the path to the ghoul lord, so you don't have a prayer unless you're
with at least one full group of 45+.