Maps: Surviving the Catacombs
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 "Life is hard and then you die" 

 Location of the Catacombs - The exact location of the catacombs is in a random zone, and
 changes after every reset. To find out where the combs are at the moment you must enter the
 medievia war room(speedwalk: 3u, 4n, open door, 5n, 3e, 2n, 2w, u, 2e, 2s, 2w, u, 3s,
 open statue, 2w, n.), and type where in front of the wizard.(type look sign, for more
 information)

 Eggs are an essential commodity for Medievia, reset comes and there is a rush to get combing and
 reap those eggs. So why is that some people like Sontoran virtually need a wagon to carry out the
 eggs (600+ a time) and others are lucky to get into double figures before passing their life
 expectancy. What I would like to do is discuss my opinion about certain aspects with you on how to
 survive the combs and come out with at least some eggs.

 There are two ways to approach the problem, you can solo them or be part of a party:

 Solo - There are several key elements to going solo. First you should be of sufficient level to
 survive, I suggest that 26 is acceptable. If you are a single class you have real problems, because
 you will need to be able to cast invisible and shield room to make much progress, though thieves
 have the ability to sneak and pick eggs off the ground without fighting the bigger mobs. Other
 classes may end up fleeing and/or shielding rooms to survive. Most multies will prefer to solo for
 eggs unless helping people to get eggs and experience.

 Groups - Do not be too ambitious, keep your group to a manageable size, I personally think a 3
 group Warrior/Thief, Cleric and Wizard works real well and you don't take forever sorting out
 the people. You will end up fighting a lot so keep to the upper levels unless everyone is a multi and
 can sneak, levels 1 to 3 are Ok and contain enough eggs for your party. Also make sure that you
 don't lose members of your party as you go through the combs.

 Within the combs there are some good tactics that you can use:

    1.Roots - these are very useful within the combs they allow you to function in a Thought Slug
      room without loosing HP and to be in a coral room with a light. With a big group the roots
      don't last long so use them when you need to, remember they are not sweets and are only
      found on the hermits.
   2.Coral Rooms - these are a good place to die in if you are holding a light and not eaten a
      root, if someone dies in one of these rooms then you will not be able to Resurrect them. If
      you flee into one remove your light immediately or eat a root or move out, don't stop to think
      or you will be dead in about 5 seconds.
   3.Ore Rooms - These are high mana regen rooms, get a thief to scan the surrounding rooms to
      see if its safe to sleep. However if there are big mobs in the surrounding rooms or you are
      down a long way I suggest you shield the room first.
   4.Underwater - You will find eels here as well as all the other mobs, remember that you need
      to cast Breathe Water on all the party or they will drown. Also the shockwave spell works
      about twice as effectively in here so use it if possible. However avoid tackling mobs
      (Flayer) that cast shockwave as it is all too easy to die if the Cleric loses concentration on a
      heal spell.
   5.Fear Spell - Sometimes you will find yourself taking on big groups of mobs, and you know
      you cannot win or will just be wasting time, try to avoid fleeing into other rooms as this
      splits up the party, if possible cast Fear on some of the mobs to get them out of the room.
   6.Phase Spell - Casting this can be dangerous, make sure you are sanc'd first and then if you
      are intercepted by the Demon you will last long enough to teleport away. Also you will find
      that if you use this just to hitch a free ride to a lower level without getting the agreement
      of the other party you will soon be unpopular in Medievia.
   7.Summon Spell - This is far safer way to get to a location within the combs and can be used
      to get people past a dangerous set of rooms or to get people to a safe room or to get a cleric
      to resurrect someone.
   8.Shield Room Spell - Essential to create a safe room for the party to recover from big mobs
      or groups of mobs, if you are being tracked by mobs then cast a few shield rooms as you go
      to slow them down. This can also be used to box in mobs by shielding all exits from a room,
      useful if you want to kill a mob(s) and need to take several goes to get them.
   9.Rescue a dead member - Sometime you will lose a party member(s) to the mobs and will try
      to rescue them. Assuming you are in an adjacent shielded room then send someone who can
      sneak into the room and through to the next one. The mobs will follow him leaving the room
      clear enough (hopefully) to allow shield room to be cast. The sneaking member should wait
      until the mobs enter the room he is in and then move to another room, when shield room is
      cast they can double back to the room. If you are the sole survivor and can sneak and shield
      room and rescue (phew is that all) then dash into the room first cast shield and then rush out
      again, when the mobs follow you into an unshielded room just double back and rescue.
   10.Charm Spell - Great to get extra tanks, remember that sprites are not effected but it works
      on weeds, serpents and cave mists.
   11.Levitate Spell - This is essential to move through the rooms, nothing worse than being taken
      on a Water Reaper ride and it terminating in a water room full of mobs!
   12.Protection From Evil Spell - As most mobs are evil aligned this is a very useful spell to be
      able to cast.
   13.Sense Life Spell - Some mobs can hide (sprite, Mephit and eel) and you will need this spell
      in order to detect them.
   14.Wind - This can be both a blessing and a curse to the comb explorer. The wind will pick up
      both Medievians and mobs alike causing massive damage (down to 10% hit points). If you get
      caught some of your eggs will also be smashed, so make sure your eggs are in containers and
      spread among the group to minimise the loss. As soon as you hear the wind coming then SIT
      down until it passes (shield room if you can), if you are fighting and cannot kill the mob
      quickly then fear it away. As soon as the wind passes they use the opportunity to kick ass,
      most mobs will have suffered heavy damage and will be ripe for termination. So get out
      there and kill anything that moves. 

 Ok, this has described some of the requirements for survival in the combs, however there is still
 the collection of eggs. You will find eggs on the ground (greater numbers lower down but greater
 danger) or on the mobs within the Combs. My advice is to keep it simple and go for easier mobs and
 pick up what eggs you can as you go. Here is my analysis of what mobs you will find in the Combs:

      Bat (Aggro) Fairly easy to kill, doesn't hit hard but cannot be tripped or bashed and has
      more hit points than a bear and will track you on same level.
      Bear (Aggro) Fairly easy to kill, cannot see invisible, but will track you within the same
      level.
      Black Serpent (Aggro) This mob comes with 7000 hitpoints and an low hit. Cannot see
      invisible but will track from room to room.
      Blackness (Aggro) This is a no name mob (there is a name but I won't print it) that cannot
      see invisible, average hitter but has about 7000 hit points and will track you from room to
      room.
      Cave Mist (Aggro) This mob that cannot be harmed by weapons and will need to be killed
      using spells, about 6500 hit points. It doesn't hit hard but moves fairly quickly, tracks and
      can be a pain to kill.
      Cave Ray (Non Aggro) Normally you should not kill these mobs as they drop you down to the
      next level (try EXA RAY) but similar to a bat in hit points, doesn't hit hard and stays in
      room.
      Centipede (Aggro) This mob cannot see invisible but will track from room to room. It is a
      special mob in that it splits down into progressively smaller and smaller segments, so room
      spells are useful then (be careful what's in the room). They have about 4500 hit points for
      the initial mob and do not hit hard.
      Chimera (Aggro) These are a hard hitting mob that are best to be avoided, they can see
      invisible and will track you from room to room. I think they have about 8500 hit points.
      Crystal Dragon (Non Aggro) This is a big mob that does not move from the room and cannot
      be back-stabbed. It comes with about 10,000 hitpoints and a hard hit, so not to be taken
      lightly.
      Dreamweaver (Non Aggro) Normally you should not kill these mobs as they teleport you to
      other parts of the Combs when all your form sleeps in the room (NB. Unform from other
      mobs left behind). This mob has about hit points (4500 approx.) and can hit reasonable, but
      stays in the same room.
      Drow Dragon (Aggro) These are a hard hitting mob with 9000 hit points. They can detect
      invisible and will track you from room to room.
      Fire Wolf (Aggro) These mobs come with a fireshield that causes the problem, so make sure
      that the tanks are kept healed. Cannot see invisible, but will track you from room to room.
      They have about 3000 hitpoints and an average hit, however they are normally about with
      other mobs, so be careful (a triple BS fireshield could kill you).
      Giant Eel (Non Aggro) This is a hidden mob only found in the underwater tunnels and will
      not move from the room, has about 7000 hitpoints and is an average hitter (use shockwave
      underwater to kill quickly).
      Hermit (Non Aggro) The hermit is the source of roots and is sanc'd and tracks you from
      room to room. The hermit comes with about 3000 hit points and has a low hit, however they
      can cast clerical spells that will do heavy damage.
      Lichen (Non Aggro) Easiest kill for most people and is the wimpy mob of the Combs, stays in
      room.
      Mephit (Aggro) This is a mob that can see invisible and will track from room to room. They
      have about 4000 hit points I think and can hit hard.
      Metamorph (Non Aggro) This mob has the ability to change between all the different
      classes. It has a smallish brass coin which is the coin one needs for reclassing. To kill it you
      need 4-5 peaople. Two attackers and 2-3 unformed healers 
      Mind Flayer (Aggro) This is a serious mob to take on as it casts shockwave, with 7000
      hitpoints and average hit (plus that shockwave). It can detect invisible and is sanc'd so it is
      a mob to be wary of.
      Mud Man (Aggro) Normally a simple kill for a single or form, it has about 3500 hp and does
      not hit too hard, cannot see invisible but will track you from room to room (cannot BS this
      mob).
      Octopus (Aggro) These have about 7000 hit points with an average hit and from what I
      remember they will stay in the room. They cannot see invisible and are a good source of
      eggs.
      Thought Slugs (Non Aggro) These are about level 50 mobs that unless you have Root
      protection every action will cost you about 150 hit points. They hit average but have about
      10,000 hit points, however they stay in the same room.
      Sprite (Non Aggro) Easy to kill but will form with you readily, this is a hidden mob.
      Water Golem (Aggro) This is similar to the Mephit but hits a bit harder. It has about 4000
      hit points (I think) and will detect invisible and track.
      Water Reaper This is not really a mob more a roller coaster ride in the combs, you will stay
      with the ride until you reach a water room. Until then there is nothing you can do but just
      enjoy the ride.
      Weed (Non Aggro) Easy kill, can be charmed and ordered to follow you or drop eggs, stays
      in room. Be warned that they can 'hold' onto you and stop you leaving the room for several
      attempts, if other mobs can see invisible you will end up fighting them.
      Whirlwind (Non Aggro) Fairly easy kill but normally they will send you up a level in the
      combs. They have about 4500 hit points (I think) and will not move from the room, also I
      have never seen eggs on one but .... who knows. 

 So I have discussed a few ideas with you which I hope will be useful (remember that if the code
 changes then some of these may change) to you.
 To summarize the situation:

    1.Make sure your part is equipped enough for the combs, player level, skill, spells, roots etc.
   2.Don't go too deep into the combs it gets a lot harder and there are easy pickings on the first
      3 levels.
   3.Avoid big mob collections and move quickly, just remember that if a cave weed is in the room
      with big mobs you may not make it through.
   4.Shield room and fear spells are very handy.
   5.Use scan and farsight to identify what is in the rooms around you.
   6.Don't fight everything, be selective and survive the encounters. Also if you use room spells
      make sure you know what the effect is as not all mobs are aggro, it is better to fear away
      some of the mobs and win the fight.