Location: north of that weird named town in rakar that you start at, then the first exit west out of the oasis, follow this path all the way west, you'll eventually run into an ogre guarding some gates. This ogre requires like 4 hero's now i guess, it used to be 3 pansy ass ogres, this key guy is hard. So you need a few friends to kill it, anyways, get his key and go in. First mob, Ogre thief: this mob roams and he's hidden life, he stabs, circles, fucks you up, make sure to dispel his ass and get his dagger out of his hand with dirtkick/blind/disarm whatever. Second mob, Ogre Mage, this mob roams and has perm fireshield and is lev'd as well, tp him, maybe trip? he's not that hard for a form of hero's. The trick to these first to mobs is this, they roam around the castle, and also roaming around is about 350 ogres that hit savage through sanc, charge, bash? fuck you up? So make sure to get these eq mobs alone and have an ill unform/shield while you're fighting the mob. Third Mob, Ogre Assassin, all north, up, then east a few and north into a door is the Ogre Assassin, he's a circling nbl that hurts. Keep him tripped and spell him up, he's not tough for a full form of heroes. The next set of mobs is a bit of a challenge, theres 3 guards right outside the assassins room, you have to fight all 3 at the same time, so assing 6 trippers (2 to each guard), sometimes its good to have a guy charging, maybe 2 peeps. Land poison on 2.guard, he's the one with the key you want, usually takes a few cracks at these guys to finally kill the key mob. His key leads to the door they guard east, its the Chieftans room, you cannot retreat from here, however you can recall. This mob is accompanied by 5 quicklings, quicklings are bitches. Basically, this part is a real bitch, i /think/ this may be the best tactic. Move into the room, assign 2 trippers to the ogre chief, land poison on the chief, and have everyone else landing poison on each quickling, get as many poisoned asap then trans. Do this until every mob in there is poisoned, then go back in, and have people trip the ogre chief, and everyone else charge/room spell, get the quicklings flushed out, you cannot banshee or fear them, they're sentinal. Once the quicklings are finally gone, the ogre chief is cake for a hero's form. After killing him, searching results in a hidden room south, it contains some nice treasure and some nifty wands/potions. *Notes* This entire zone is CPK, however you can lock it and you're usually safe unless other hero's happen to be hanging out in rakar. This zone has a lot of ogres, 95% of the ogres load 'shiny legplates' base on the Se is like 6/6 ac -6, however they tweak very nicely, and on a hum, can tweak to like 9/10 ac -8, or sometimes better. Another benefit of having the ogre key, is you're pretty much guarantee'd relics. The refuse pit is an area located from a tunnel shoot thats found at the northwest top of the castle, find it, its not hard and it leads down, you cant go back up so you have to recall/walk back if you need to. The refuse pit is just a huge rectangle, like 25x12 , its got some nasty mobs, none are really that tough except the centipedes, might wanna use pets when killing shit in there. Theres no dt's in ogre castle, but the mobs are agro, so stay invis/sneak, and its advised to use an invis helm since theres a lot of retreating in there. |