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This evening, in my haste to re-equip after a run in with the MadMan in which I was trying to get the mark of warding by wearing the MadMan ward... I accidentally put the ward back on and, since it was no-uncurse, I couldn't get it off again. I set off trying to find something dangerous enough to do that would probably get me killed, but that might end up being useful if I succeeded, such as marks. I considered doing the mark of declaration, and finally settled on the mark of dawn. Unfortunately it was the wrong in-game time when I came to my decision. So, I waited around for a while getting into trouble in Focault and the like to kill some time until I could do the mark. I would have attempted the mark whether I had help or not, but fortunately I managed to cajole Nathan into helping me. He was a good sport about it, not even complaining when I ran out of reagents or when we got stuck on the way out. This mark is obtainable by level 180 and above. To receive this mark, you must journey to the Solar Altar and be there at 6 am game time when the sun rises. The Solar Altar is located at the end of a long path of CPK rooms that are in the Crystal City inhabited by the Kells. The entrance to the Crystal city is hidden under the Temple of Sumter in Rune. To reach the beginning of the CPK trail you will need to pass through an illusionary down in the lake in the are under the Temple of Sumter and avoid walking into a death trap on your way in. Also, you will need to say the phrase 'Akron Kalik Skevar' to the statue, and 'Wisdom cannot be given' to the second statue. Knights of Chaos has a useful guide to this area for those of you wishing to attempt this mark. I wouldn't be surprised if Clan Northstar had a helpful map of this area also. We reached the Solar Altar at an hour and ten game minutes before 6 am game time. We stood around in CPK for about 18 real minutes until 6 am. The whole time I was healing myself from being burned in the solar altar.
Getting out was a bit faster than getting in, but we got stuck behind the one-way pass phrase statue and so we were stranded in CPK until someone Nathan knew came to get us out. This is one of my more interesting marks, I think. It seemed easy enough to get with help, but if you don't know what you're doing then you're screwed. This mark is available inside New Kolvir, Alyria's premier all-CPK city, on southern Sepharia. Locate a raving madwoman in a Smelly Nook while holding a great shout scroll (moldy green scroll) and when she talks to you, use it. Sounds pretty straightforward, right? Well you have to find her first, which helps if you know where she is... if you don't have a clue you will probably end up dying multiple times because it is not a player friendly atmosphere. There are fear affects and currents that break up forms. Also being underwater and choking is a hazard. I advise going naked... or wearing items you could live with losing in CPK. Fortunately, we did have help getting the mark. Never let it be said that marks or alliances don't make strange bedfellows. I ended up forming with Asterix, who less than 60 levels ago tricked me into the Void with that bogus mark. I was rescued though, so he didn't actually kill me at that time. With his help we finally stopped wandering around the moat and got the mark. You may have to walk in and out to get her to talk to you.
For the second night in a row, I set out across the continent of Avros and onto the nearby island that is home to the Ogre Village at 1885, 459. Other adventurers attempting this mark should bring with them the following: Hopefully you are familiar with the layout of Ogre Village, so I will not spend time explaining how to get around. Locate the Floral Hut and dig down. Wearing your dragon tooth necklace, go down. There you will find a crazed halfling.
Then, take the token to Flowerkill. She moves around, but is usually near the Flower Stomp area, and she will go into the NPK area. Give her the token and she will leave to play the game. Follow her back to A Game of Stomp Flower.
Just like with the Mark of Fortitude, also from the Ogre Village, it will probably take you several tries to beat her, if not more. Although I have heard that you can hit a flower every 3 to 4 seconds, I found it was much more likely to miss with that strategy. Instead, I would recommend using the hammer every other hit. If you play enough, you will start to get used to how long you need to wait between hits. I was lucky enough to find a song to time it to and used the hammer on a 7 count with the beat. Didn't always work, but it worked well enough in the end to get me the mark.
This afternoon my unofficial partnership with Yseara paid off for me. Ever since we met doing the Eanoss Azelmar mini quest, we've been sharing information about three specific marks for second class that we were both still working on, Polarity, Ingress, and Dignity. Dignity involves solving the Old Armageddon Clan hall mini quest, and requires at least that you have a low spawning item, a pinch of sea salt, from the northeast room of the area, someone who can nexus (though the level of this person doesn't matter,) and at least 3 120s (at least one healer and one tank.) It would be ridiculous for me to claim I solved this one on my own...because I'm not that clever. However, I did actually explore this area before I heard about the solution and it was interesting, but ungainly. In the interest of giving credit where credit is due, and avoiding plagiarism, I must say that I followed a guide to the mark from MMInfo, Tamlin's unfortunately defunct website. He is my former clannie from Euphoria, so I don't think he will mind me repeating him for the most part. Old Armageddon Clan hall is located southwest of Diocletian on Auryn, and the area is level restricted to those level 61 to 120. To complete this mini, you must obtain a pinch of sea salt from the northeast room of the hall. It repops every few days?, or at reboot/crash. The one that my form used was one I've been mailing back and forth between my alts so that I didn't accidentally use it as a normal water reagent. Once you have a pinch of sea salt, hold it. A demon will appear. Now, the guide I used says that the demon will speak to you at this point, but we found that to be inaccurate, or at least not true anymore. Skip over waiting for him to speak to you and go straight to the next step. Lead the demon, who should have formed with you, to the southern room of the clan hall. The demon will ask that you locate someone trustworthy who can resurrect his fallen friend (the corpse on the floor.) He is referring to the padre of Dira who is in Sigil. He will give you a phrase for the padre: tragedy engulfs the wolf of the armageddon. At this point, you need to take your form to Sigil, locate the padre and say the phrase to him. In my experience, the padre will not respond to the phrase from everyone. In fact, only one specific person in our form was able to say it. I'm not certain why this is, but hopefully there will be someone in you form who the phrase works for. The padre will talk a while and then go to the south gate of Sigil. Then you will need to return to the clan hall, and have someone make a nexus between the form at the clan hall and the person you leave behind, or the nexus caster. Once the nexus is up, you can use it to return to Sigil. Sayto the padre 'the portal is mine'. He will ask who is there to take him. Say to him 'I am', and he will go through the portal. Then you will lead him to the south room, and he will resurrect the corpse in about 4 or 5 minutes. When he's done you'll have a zombie for your form. Next, you must take the zombie into the western room of the clan hall. Go in and out of the room and the zombie will scare away the two pirates that are loitering in there. The western room has an illusionary down exit that leads to a no-flee CPK room, so be prepared before entering. Once you enter, you must not speak aloud, or you will be killed instantly by the first mate. Form talk is still useable, as are socials. I had to find that out the hard way. When you engage in combat with the first mate, you should have at least one person tanking with a non-slashing damage weapon (the first mate is immune to slash type damage) and at least one person healing the tank. If you need to stop, for instance, if your healer runs out of reagents or spell points, or if the tank is too close to death, having calm herbs prepared before hand will calm the fight. Remember, the room is no-flee. However, you should not stop for long because the mob will re-generate hit points. At some point, probably early in the fight, the first mate will summon a cuss of a parrot. This mob is annoying simply because you should stop fighting the first mate and kill the parrot first. The parrot is not as difficult as the first mate, but it is immune to elemental damage. I am not sure if this was changed to allow everyone in the party to get the mark or not. In addition, the Armageddon clan hall is unlike Odious because once a person gets the mark, they can continue helping the form to kill the first mate and his parrot until everyone gets the mark, which is good. On another note, I died four times trying for this mark before the form worked out the kinks.
For so long I've considered killing the water wyrd to be beyond my grasp that I am surprised I have this mark now. To complete this mark you will need: 3 sandstone glyphs (a scatter item,) a weapon that does elemental damage, and probably at least 2 people. I'm sure there is someone out there who can solo it, as there always is, but that's not most of us. First, take your form to Desert Thorn and put the three glyphs in the oasis on the east side of the canyon of despair (put glyph oasis,) but do not drop them in the room as they will probably disappear. Before the water wyrd appears you must fight a freshwater elemental. This mob is weaker than the water wyrd and drops an artifact that can be used for another mini quest for the Mark of Famine. For the water wyrd, Krypt and I used a flail of destruction that I got as a prize for the Mark of Destruction and a flail of fire. The flail of destruction does lightning damage and the flail of fire does flames damage. The water wyrd is immune to magic, except for perhaps elemental magic. I was able to cast druid lightning evocations at it while Krypt tanked. The water wyrd will drop either a blood orb or a dowsing stick. For me it dropped the dowsing stick. I took the stick outside of Desert Thorn, held it and used it. I was expecting the blood orb to be some where in the area of Desert Thorn, but I ended up walking all the way across the continent and out a distance into the ocean where the orb was.
This mark can be quite easy to get. As of the introduction of religion into Materia
Magica, you can now go to a clergy who represents your chosen religion
and indoctrinate yourself into that religion. If you choose to follow a
religion whose clergy is easy to access, such as the High Priestess of
Indra in New Rigel, then this mark would be easy to receive because all
you need to do to receive it is to 'religion follow Of course, if you choose to join a religion that is harder to come by, this mark could be difficult. You don't have to stay with one particular religion though, so you could choose something easy for the mark and then change it later.
I seriously considered joining Dira, but pragmatically, I had to join Gath. I think a lot of people are going to be choosing Gath or Maradas. This one was so easy, I couldn't not do it. All you need to do is to visit Leoric in Sigil's Labyrinth of Acron. You must be playing one of your classes as druid, but it does not have to be your current class. I believe this is available to all levels. Yet another mark that is only available to those adventurers level 180 and above, the Mark of Dusk requires that you spend the moment when day turns to night in Alyria in a specific location. This mark is very easy to receive really. Simply be sitting on the Balcony of Shadow Castle at 7pm game time, or when dusk becomes night. Shadow Castle is a non-pk area with some aggro mobs that are easily dispensed with by any third classer. In order to get up to the balcony, you must have levitation. Technically you might be able to get in through the opposite door if you had the key, but since the key is dropped by the Sorceress who often sits on the Balcony, it's kind of a catch-22. Shadow Castle is located on the far south side of Mandrake Forest, which is also non-pk, but full of aggro trolls. Invisibility will easily keep the trolls from attacking you, but it's not at all necessary for a third classer except to avoid the inconvenience of dealing with them. Mandrake Forest is located north northeast of Xaventry. Additionally, this mark will not work unless you are the only person on the balcony.
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