Hotel Hello Guide

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Introduction

Availability: 12pm, 4pm and when ever the village is burned. Rituals are currently bugged - see update note.
Average length: 1 - 1.5 hours.

This run requires 3 people, any less and you will not be able to complete it, a Psionic or a few flash bombs are also recommended. There are 3 main boss encounters on Hotel Hello, each one leading on to the next. You will need to kill a night hag to acquire a key to gain entry to the main zone.

Preparation

Check reagents, mems, flash bombs then make sure you have a spade and lockpick. Some method of dispel area is also helpful if you can get it. Once ready head to Hotel Hello.

Laerethanel encounter

From the Columned Portico, head west and follow along, at the first intersection head north, you will need to bash or pick the first door, then proceed north and pick the second door, north and then northwest twice will bring you to outside the village. Northwest again is the room Water Garden, remember its location for later.

Normally the village is not burnt and is none PK, and you will need to walk into the centre of the village where the sacrifice area is. Once there, at 12 and 4 pm the chieftain will come out and start the ritual. Simply say ďyesĒ to him, then spam stand (or say stand if youíre mounted) and he will send you down into the pit. From there, spam north until you reach the raft. Itís a good idea to try time this until just after a tick to prevent the random death trap killing anyone when you fall. Going down before a tic will result in dying to a death trap, not reaching the raft will result in dying to the death trap.

When the village is burnt it will be NPK, which happens on specific moon phases, you can simply walk into the village at any time to get up into the clouds. When itís burnt go all north, wait for the tic then go down and spam all north until on the raft. Going down before a tic will result in dying to a death trap, not reaching the raft will result in dying to the death trap.

Update: As of an undetermined time ago, the rituals are bugged because the chief will not arrive in the centre of the village at the scheduled times to ask for your participation. So for the moment, the only accessible route to the volcano is by burning the village. Currently not known if certain moon phases trigger the village being burned, but there is a way to make it burnt. You have to kill an angel in the hedge maze, which moves around every reboot. There will be an extra NE or NW direction where it's not supposed to be. From there, the CPK up is where there's "an emissary of Order from the Astral Plane". You need a mid-sized group to kill this mob and make sure the tank always has full hp because the emote-attacks have a chance to do over 3k damage.

An emissary of Order from the Astral Plane is immune to: holy
An emissary of Order from the Astral Plane is resistant to: weapon negative

Once it dies, the village will be burnt and you can access the volcano normally. You will also get teleported out. Go 6n (make sure it's exact), e, s, 6e, s, 2e, 2n, 7w, n, ne, 2e, s, 3e, s. Then drink fountain or go 3w, then enter skeleton, 4s and you'll be back at the musty-smelling shed. Go back towards the village which will now be burnt, then follow the directions in the previous paragraph. (Note: there is a way to reverse the village burning - see end of this page under the heading New Findings)

Once on the raft, pull rope and you will be moved inside the volcano after a short wait, once there the path sw, w, nw, nw, nw, d, ne, ne, d, se, se, s, d, n will take you to the end. Kill any zappers along the way. If you reach the bottom and don't obtain a fang, work your way back up finding and killing zappers until you have one. When you enter the "n" on the end of the path, make sure your entire form isn't casting and is with you, as you will be instantly teleported. Often itís a good idea to send your formation in first before the person with the fang walks into the room. When the fang carrier enters the Gatekeeper will be teleport you further into the zone.

The Gatekeeper for this area is immediately SE of you when you are teleported in. You will need to kill fire cats in this area until you have a whisker (loads on the ground when they die), when you have the fang AND whisker in your inventory, and your entire form is ready, again send them into the room with the Gatekeeper and have the person with the whisker and fang walk in afterwards.

After this teleport head ne, e, d, ne, se, d, ne, e, d, nw, d, s. This will bring you to the Gatekeeper again. When you enter the final south room, you need to walk in, not flee in. Bring your whole party in and answer the riddle using sayto when you know it (you will need to wait till he asks the last line of it before responding). Failed attempts enforce a 15minute wait between tries. A couple of the riddles answers are:

Note: The room is a lava room and will pull people out, form members need to return to the room immediately should they be pulled out.

Once you answer correctly, you will be at the Catacombs of Mist. head through the east wall 5e, 5s, sw, nw, sw, nw, sw, 3nw (through one wall), 3n (through two walls). Along this path, after the 5e, you will encounter 3 dizzy rooms in a row. Youíll need to dispel or flee a lot to get through them. After the jagged sw, nw, etc path, the second nw will be through a wall, into 2 rooms full of mobs. Normally itís best to attack mobs in the first room and flee north, so you can walk through the wall in the north room.

Here you will encounter Leandra, Leandra is relatively easy. Spell her up as much as possible before attacking her, she may occasionally unform a member with TKWave so calm or flee to reform. When she dies pick up the eye from the ground, then return the way you came 3s, 3se, ne, se, ne, se, 5n, 5w.

Laerethanel

Next head 3n, w, n. This will put you outside Laerethanel's room, spell up and regenerate as his room is CPK and no exit once he locks the door. When ready, unlock north bring your form in, calming to change tank if needed. Once in combat he will close and lock the door, keep your tank healed up, it can be a fairly long fight with a lot of damage output on main tank from emote ice wind, casted spells and bash. Laerethanel is immune to poison and plague, will become bash immune as the fight continues and resistant to other forms of damage as the fight continues. His melee damage is holy wrath so Drows should take care not to become tank. Laerethanel has a script that prevents him dying if you have less than 3 players in form, NPC's in form do not count so do not attempt this with less than 3 people. Once Laerethanel is dead, Leandraís ghost will appear and speak a little. Wait until she drops his windpipe, pick it up, then enter portal that opened. This will bring you back to the Columned Portico.

Laerethanel carries:

Item 'the axe of Ironheart' is type weapon, alignment 500, made of admantite,
has keywords 'Ironheart Axe', equipped wielded as a weapon.
This item weighs 1 stones and 30 pebbles, and is valued at 57,400 gp.
This level 241 item has the attributes: identified blessed unbreakable magic-resistant
The axe of Ironheart is in excellent condition.
Weapon type is axe, does 226 points of slash damage for 2 stamina, accuracy 10.
You do not have the knowledge of 'axe' required to equip this weapon.
Special weapon attributes: parry-magic
*Your strength must be greater than or equal to 21 to use this item.
*Your alignment must be greater than or equal to 500 to use this item.
*This item may be repaired 11 times.
This huge double bladed great axe once belonged to a creature vaguely
remembered as Ironheart.  His skills at battle and death are tales to chill
the heart of any listener.  The bronze handle of this axe is carved with
unknown runes and when grasped tightly sends a tingle of energy throughout
the body.  Perhaps some of Ironheart's strength and skill still imbues this
axe.  


Item 'an opalescent blue scroll' is type scroll, alignment 0, made of paper,
has keywords 'opalescent blue scroll ice wind'.
This item weighs 0 stones and 6 pebbles, and is valued at 14,610 gp.
This level 120 item has the attributes: identified nochange
An opalescent blue scroll is in excellent condition.
Contains knowledge of the spell of 'ice wind', scribed at level 60.
This is a magical spell scroll, written by wizards and containing the
instructions on how to perform a magical spell.  Other wizards can 'scribe'
it into their spellbooks and thus learn the spell in order to cast it many
times, or it can be cast directly from the scroll one time if necessary.  

Veldra, the witch sister encounter

Next you will need to send one person to kill the water beast, a sidhe or fey is recommended. From the Water Garden, all north, east, se, down (wait for teleport) then nw, n, n, d, ne, se, s, se, se, s, s, (dig). A pixie will appear and talk say "yes", the southeast will be unlocked. Be invis, defense dodge, get equipment ready. Water beast can be dispelled and spelled up fully. The room will plague and poison so be sure to cure, also the water beast scream paralyzes so calm and heal if you get to low, if you maintain your invis it will not agro you. Loot a silver goblet from him. Once he is dead, go up (wait for teleport) then go w, s, s, w, w this will bring you back to the Columned Portico.

The rest of the group will need to head from the Columned Portico, west and follow along, at the first intersection head east to the end, search and you will uncover a north. Once inside, spam north to go through all the hedges and to get past the vines. Once at a dead end, head 5 east, 3 north, east, 2 north, northwest, 2 west, south, east, south, 2 west, 2 north, 3 west, north, west, south, west, south, 4 east, up, and north. This will bring you to a skeletal troll. The troll is hidden, is a Psionic and will regularly break forms. He's easy, attack, dispel and hit him with bash or energy weapons and spells. Repeat until you obtain a twig from him.

Continue, north, down, north, east, south. Search to reveal a northeast, unlock with the twig and go in. He's hard to dispel, so it's far easier to just attack if you're in a group. Web him, make sure everyone has autoloot ON as his corpse explodes. Grab the gem encrusted key from him. After he's dead, have everyone enter the pool.

Then head 2 east, 2 north, northeast, east, 3 south, east, south, east, 4 south, east, 3 north, east, 6 north, east, 5 south, southeast through the wall. This room is a safe room in the fact it's no-mob, so heal up and armor up in here in preparation for the next battle. Then head south, west, 2 south, and east into CPK.

Unruh, the Demonic is in here and it is a CPK room, so be careful not to die. He'll continually summon hell hounds if you spook them out of the room until he has no more room in his formation, in addition he will also tail lash the tank lagging them severely, do not get lazy on healing. There are a few methods to killing this guy. First, use a Psionic to continually spook out the hellhounds until his formation is full. Second, blind the hell hound he summons, calm and attack continually until he dies. Third, use a flash bomb on him, blind him and the hellhounds. Once he's dead, the tank will more than likely be webbed, so ward up. Make sure you loot a misshaped cog from him. The room is vanish-drop so donít drop anything important here.

Note: Unruh, the Demonic is quite possibly the easiest mob on Hotel Hello to get CPK'd by, he will tail lash the tank and deal heavy damage if the hellhounds are not managed properly.

Once you have the cog, head west, 2 north, east, north and heal up again. When ready, go northwest back through the wall, then 9 north (be careful and make sure this is exact, 1 too many and you can't get back), east, south, 6 east, south, 3 east, south, east, 3 north, west, south. Around here (northwards back around the path) is a gardener, he has an icy key, which is needed to leave the hedge maze. You can steal this or kill him for it. Once you obtain the key, return to the place you left and unlock the door down.

Unlock the door; go down, north and west. In this room or the room west is a guard, he has an icy guard key, another required item to leave. Steal or kill for this key too, then head west, south, west through the door. Search to obtain the fountain key, last key needed to leave. Go east, unlock south, go south, search, unlock up and up. Get everyone to drink from this fountain until they get teleported away.

Alternative exit from maze: From the nomob NPK room that leads to Unruh, go northwest back through the wall, then 9 north (be careful and make sure this is exact, 1 too many and you can't get back), east, south, 6 east, south, 2 east, 2 north, 7 west, north, northeast, 2 east, south, 3 east, south through the wall. This should lead you to the aforementioned hedge maze fountain. Drink and it should teleport you, or go 3 west and enter the skeleton (see below).

Note: If you have someone who can't drink water in the form, tell them to go 3 west and enter the skeleton in the room. Go 4 south and you're out of the hedge maze. Follow the path all west, all south and 3 east to the start.

Now give the silver goblet, windpipe, zapper fang, firecat whisker and gem encrusted key to one person have them go 5n, e, 2n, 5e, s, (search) e, unlock down, d, sw, e, e, se, w, w, nw. ne. [search], down. Put the artifacts in the altar when it appears and grab the small key off the ground that is created. Return to the rest of the form u, e, n, e, nw, sw, u, w, n, 5w, 2s, w. This brings you to the clock. If your group are not there yet have them come all north from the Columned Portico. Have whoever has the cog wear and use cog, and have everyone enter clock quickly. Spell up and take break if needed. Veldra, the witch sister is next.

Veldra, the witch sister

Immune to: summon, charm, fire, poison, necromantic, petrification
Resistant to: magic, cold, disease
Vulnerable to: holy, drowning, light 
* 'sanctuary', cast at level 350.
* 'fireshield', cast at level 350.
* 'haste', cast at level 350.

Unlock south, s, 6e, se, sw, se, sw, se, sw, nw, head nw and then all north to the far wall along the wall is a fountain drink from it and Veldra will appear in that room if she is not already there.

She scream paralyzes, casts bolt to random people in the formation. Itís recommended that you either have a shield on, with defense to auto or shield block, or have up telekinetic shield. Anyone with under 2500 HP should not participate in this encounter or should make extremely common use of the flee command. Occasionally, she will calm to cast swarm and then ice wind. So as soon as she calms, re-attack her before she can start to cast swarm. She also randomly hurts anyone in the form with an emote dealing around 500 damage. A bolt + emote can easily kill a low hp form member, so heal anyone who is low. Her bolt spell string is Veldra, the witch sister begins casting an incantation... should you see this string the round after do not cast or you will not be able to shied block, if you are below 2k hp it is recommended you flee west and wait 3 seconds before returning. Once you have damaged her health a bit she will drop a key, pick it up then head 2w, nw, sw, 3w, n, unlock east.

Veldra will appear as Suzarra, the witch sister. Here you can look at Suzarra to see what possible loot you can get from her. Attack Suzarra and she will turn back into Veldra. Repeat the same process as earlier, heal anyone who gets low and flee from bolts if you are to low. Take care to attack her when she calms to prevent her swarming onto you. Once dead loot her, taking care to make sure you get the rooftop garden key.

Note: Landing the killing blow on Veldra, the witch sister can award the Mark of Success.

An earthquake will have started so quickly head s, 3e, ne, se, 2e, se, ne, nw, ne, nw, ne, nw, 6w, n. Rest so you do not die to the quake, once over, stand up and rebuff and rewear your armor.

Veldra, the witch sister carries:

Item 'an Uzbaki staff' is type weapon, alignment -500, made of energy,
has keywords 'staff veldra uzbaki energy', equipped wielded as a weapon.
This item weighs 0 stones and 20 pebbles, and is valued at 59,300 gp.
This level 241 item has the attributes: identified insulated unbreakable
An Uzbaki staff is in excellent condition.
Weapon type is staff, does 189 points of negative-energy damage for 2 stamina, accuracy 15.
With your knowledge of 'staff', this weapon can cause 234 damage against 0 ar.
Special weapon attributes: vorpal
Affects spell-points by 50.
Affects knowledge by 3.
Casts the level 116 spell, 'protection from good'.
*Your class must be equal to monk to use this item.
*Your alignment must be less than -500 to use this item.
*This item may be repaired 11 times.
Energy pulses and flickers along the length of this staff, causing a
semblage of twisting and writhing whorls.  Two thin bands, made of silver
filigree, run the six foot length of the wood, providing the wielder with
some leverage and two silver caps adorn the tapered ends.  It was a gift
from the leader of the Uzbaki, a nomadic tribe who has long since been wiped
out.  Veldra has spent years infusing her wickedness within the wood,
chanting mantras and spells on a daily basis to increase its power.  


Item 'an onyx mortar and pestle' is type mortar-and-pestle, alignment -100, made of stone,
has keywords 'onyx mortar and pestle'.
This item weighs 0 stones and 25 pebbles, and is valued at 11,505 gp.
This level 155 item has the attributes: identified
An onyx mortar and pestle is in excellent condition.
This tool enhances herbal mixtures crafted inside it, by 35 complexity points.
Affects agility by -3.
Alters knowledge of 'herbalism' by 10%.
*This item may be repaired 8 times.
This pure onyx mortar and pestle makes the mixing of herbs so much
easier.  Its solid surface is perfect for grinding herbs up finely to assure
maximum blendability.  The black pestle is shaped to fit the grip of any
size hand and seems never to wear down.  Veldra had this created especially
for her by a person who turned up missing one day.


Item 'Veldra's silken gloves' is type armor, alignment 100, made of silk,
has keywords 'Veldra silken gloves', equipped on the hands.
This item weighs 0 stones and 20 pebbles, and is valued at 54,800 gp.
This level 240 item has the attributes: identified enforce-level no-sac insulated unbreakable no-dispel
Veldra's silken gloves is slightly worn.
Armor resistance is 11 pierce, 11 bash, 11 slash, and 11 exotic.
Alters knowledge of 'disjunction' by 5%.
Affects personality by 1.
Affects poison-prcnt by 3.
Affects ar by 2.
This item has a special enchantment.*This item may be repaired 4 times.
These gloves are fashioned from shimmery silver silk so soft, so smooth
that they slide onto the hands like a caress.  As they slip onto the hands,
the wearer feels a new burst of energy enter the body, revitalizing and
refreshing.  Glittering, silver rosebuds fasten the cuffs of the gloves and
a thin band of silver thread is used to outline the blossoming rose
embroidered on the back. 


Item 'a glowing crystalline scroll' is type scroll, alignment 0, made of crystal,
has keywords 'glowing crystalline spell scroll reanimate'.
This item weighs 0 stones and 7 pebbles, and is valued at 34,610 gp.
This level 240 item has the attributes: identified nochange
A glowing crystalline scroll is in excellent condition.
Contains knowledge of the spell of 'reanimate', scribed at level 240.
This is a magical spell scroll, written by wizards and containing the
instructions on how to perform a magical spell.  Other wizards can 'scribe'
it into their spellbooks and thus learn the spell in order to cast it many
times, or it can be cast directly from the scroll one time if necessary.  


Item 'a musty black scroll' is type scroll, alignment 0, made of paper,
has keywords 'musty black spell scroll swarm'.
This item weighs 0 stones and 10 pebbles, and is valued at 38,910 gp.
This level 241 item has the attributes: identified enforce-level nochange
A musty black scroll is in excellent condition.
Contains knowledge of the spell of 'swarm', scribed at level 241.
This is a magical spell scroll, written by wizards and containing the
instructions on how to perform a magical spell.  Other wizards can 'scribe'
it into their spellbooks and thus learn the spell in order to cast it many
times, or it can be cast directly from the scroll one time if necessary.  


Item 'a small rooftop garden key' is type key, alignment 0, made of copper,
has keywords 'key rooftop garden'.
This item weighs 0 stones and 1 pebbles, and is valued at 21,250 gp.
This level 50 item has the attributes: identified nomail nodrop insulated nouncurse no-save
A small rooftop garden key is damaged.
This key may be used 1 more time.
*This item may be repaired 7 times.
This small key has nothing special about it.  Ironically, both
well-used and in terrible condition, it looks as though it will fall apart at
any moment.  The copper is tarnished and rotting away little by little. 
Whoever uses this key won't get many more uses from it.  Handle it carefully
and with great caution, lest it wear out before its use becomes apparent.  


Item 'a raven bookmark' is type artifact, alignment -1000, made of paper,
has keywords 'raven bookmark mark'.
This item weighs 0 stones and 3 pebbles, and is valued at 8,250 gp.
This level 10 item has the attributes: identified
A raven bookmark is in excellent condition.
This raven bookmark is a simple slip of rigid, glossy paper, shaped like
one of the many obelisks scattered about Alyria.  A tassle of the same color
is looped through the top, providing a convenient reminder of the bookmark's
existence.  Although quite nice, its accompanying book is nowhere to be
found.  Quite odd.  


Item 'a carved ivory telescope' is type telescope, alignment -200, made of ivory,
has keywords 'ivory telescope'.
This item weighs 0 stones and 6 pebbles, and is valued at 44,000 gp.
This level 220 item has the attributes: identified blessed insulated no-tweak
A carved ivory telescope is in excellent condition.
This telescope has a magnification level of 30.
Alters knowledge of 'scan' by 10%.
Alters knowledge of 'teleview' by 10%.
Affects orienteering by 4.
*This item may be repaired 3 times.
Magic runes embellish this ivory cylindrical telescope, which is roughly
a foot in length.  It appears to be well-used, yet it is still in relatively
good condition.  Looking into the center, you see a perfect lens of glass,
crystal clear and reflecting a slight halo from the thin film of oil
covering it.  


Item 'a ripped journal' is type book, alignment 0, made of paper,
has keywords 'antiquated journal ripped relic book artificing'.
This item weighs 0 stones and 5 pebbles, and is valued at 260 gp.
This level 10 item has the attributes: identified
A ripped journal is in excellent condition.
*This item may be repaired 5 times.
This journal is bound in dried, dyed reeds.  The inscription and
illustration on the cover have been faded by the passage of time, but the
cover itself is still in good shape.  The interior, on the other hand, is
another story.  All of the pages have been ripped out, leaving only the torn
edges of dozens of papyrus sheets.  


Item 'a bitter violet pill' is type food, alignment 0, made of organic,
has keywords 'small crossed pill compressed violet powder bitter'.
This item weighs 0 stones and 7 pebbles, and is valued at 250 gp.
This level 10 item has the attributes: identified no-donate nohide no-container no-bury wont-fuse vanish-death no-save no-rent no-steal no-npc vanish-if-dropped
A bitter violet pill is fresh.
When eaten, this food will give 1 minutes of sustenance (Poisoned).
*Your archon-level must be greater than or equal to 69 to use this item.
Here lies a small violet pill with a darker purple cross on it.  The red
cross is a symbol of health and humanity, but this purple-on-purple icon
isn't widely known.  The symbol on the pill gives you a feeling of
apprehension, although it's not certain why.  You have heard of similar red
cross pills, though no one knows who makes them, and these bizarre imitation
or variations are even more mysterious, especially given their source.  
+++ a bitter violet pill will, when eaten, transfer its consumer to a
location, with equal frequency: Columned Portico, Second-Floor Hallway,
Decara Book Depository, Stairwell, Gigantic Dungeon, Ethereal Void, Secret
Chamber, A Magical Cage, An Abandoned Home, or Deep in the Thicket Brush. 


Item 'a heraldry of anguish' is type jewelry, alignment 0, made of steel,
has keywords 'narrow steel band heraldry anguish classring', equipped on the finger.
This item weighs 0 stones and 5 pebbles, and is valued at 50,800 gp.
This level 241 item has the attributes: identified insulated unbreakable unique always-equipment-index
A heraldry of anguish is in excellent condition.
*Your class must be equal to witch to use this item.
*This item may be repaired 4 times.
+++ a heraldry of anguish will, when worn to summon creatures with the
spell 'swarm', make those creatures distinctly more fierce, strong, and
useful. 

The mad war master encounter

Unlock up and and head 2u, s, 5e, se, sw, se, sw, se, sw, se, sw, 4w, n, ne, e.

Immune to: summon, charm, necromantic, steal
Resistant to: magic, cold, mental
Vulnerable to: cold
* 'sanctuary', cast at level 350.
* 'fireshield', cast at level 350.
* 'haste', cast at level 350.

He is a Psionic, he calms, and memory drains to attack. If he calms, have the main tank attack again, so he memory drains them instead of other people. Make sure at least one person always has cure blindness memorized. Cure plagues if you desire by fleeing west and coming back in. Psionic plague works wonders here. Have auto loot on, as his corpse explodes.

Note: Landing the final blow on the mad war master can give the Mark of Sanity.

The mad war master carries:

Item 'a polished steel bascinet' is type armor, alignment 0, made of steel,
has keywords 'polished steel bascinet helm', equipped over the head.
This item weighs 0 stones and 38 pebbles, and is valued at 55,100 gp.
This level 241 item has the attributes: identified blessed enforce-level insulated
A polished steel bascinet is in excellent condition.
Armor resistance is 68 pierce, 65 bash, 67 slash, and 66 exotic.
Provides resistance from energy-based attacks.
Increases vulnerability from necromantic-based attacks.
Increases vulnerability from paralysis-based attacks.
*Your archon-level must be greater than or equal to 80 to use this item.
*This item may be repaired 8 times.
This large, bowl-shaped helm has polished steel plates running down the
sides and front to protect the cheeks and the bridge of the nose.  
Meticulously polished and forged with care as to not damage the steel, this
helm looks as though it will mold neatly and closely to the skull.  Not the
most comfortable of fits, but certainly a protective one.


Item 'an Uzbaki cloak' is type armor, alignment -400, made of silk,
has keywords 'uzbaki cloak dark armor', equipped about the body.
This item weighs 0 stones and 23 pebbles, and is valued at 55,100 gp.
This level 241 item has the attributes: identified no-auction insulated no-dispel unique
An Uzbaki cloak is in excellent condition.
Armor resistance is 25 pierce, 24 bash, 25 slash, and 25 exotic.
This item has 2 empty Relic bindings.
Affects ar by 3.
Affects saving-spell by 3.
Affects saving-breath by 3.
Affects sanity by -2.
*Your class must be equal to psionic to use this item.
*Your sanity must be greater than or equal to 21 to use this item.
*This item may be repaired 14 times.
A cloak, darker than the blackest night, enfolds your body in its
sheltering comfort.  It brings strength and courage to the wearer, though
the sanity may take a slight plunge.  Embroidered with thick golden brocade
and covered in a thick, clear, fire-retardant coating, this cloak is
designed to make the magician stand out amongst the warriors.  The inside is
padded with thick leather, slipping easily about the body for ease of use
while also providing protection from attacks.  


Item 'a dark steel corseque' is type weapon, alignment 0, made of wood,
has keywords 'dark steel corseque', equipped wielded as a weapon.
This item weighs 0 stones and 79 pebbles, and is valued at 45,600 gp.
This level 210 item has the attributes: identified blessed insulated
A dark steel corseque is in excellent condition.
Weapon type is polearm, does 156 points of pierce damage for 3 stamina, accuracy 11.
With your knowledge of 'polearm', this weapon can cause 196 damage against 0 ar.
Special weapon attributes: sharp
*This item may be repaired 6 times.
This long polearm is basically composed of a dark steel axehead strapped
securely to a pole made of deep mahogany.  Replete with a heavy steel spike
at the tip, this weapon looks as though it could quickly skewer several
orcs.  Ideal for either mounted or unmounted combat, it may be a useful item
to keep. 

Suzarra, the witch sister

Once slain head w, sw, 4w, s, 3w, n, nw, ne, (Search for northeast) 2ne, se, 2n, 2e, 2s (walkthrough), up. Kill Guardians, they are ethereal. Area attack spells work to hurt them. Get the small bone key. Tell all the formation to go down, and the person with the key stays up, unlocks south and goes south. Suzarra will reward them and they will be teleported back at the entrance gates. The rest of the formation can go back up, south and say exit once to leave.

Note: Spamming say exit can turn the room CPK slay you and then return the room to normal, which prevents you looting.

Suzarra, the witch sister carries:

Item 'the favor of Suzarra' is type artifact, alignment 0, made of palladium,
has keywords 'favor suzarra fey'.
This item weighs 0 stones and 2 pebbles, and is valued at 59,500 gp.
This level 240 item has the attributes: identified blessed insulated unbreakable no-dispel no-steal
The favor of Suzarra is in excellent condition.
Has 1 of 1 total charges per day of level 240 spell 'abjure'.
Casts the level 116 spell, 'detect invisibility'.
*Your current-class must be equal to archon to use this item.
*Your race must be equal to fey to use this item.
Like a woman, this favor is very malleable.  For some, it represents a
key to the feminine mystique.  For others, it symbolizes a way to change
themselves.  Its mysteries are only revealed to those who are deserving, and
have earned this favor from Suzarra.  Faceted, clear-cut crystal forms this
sought-after favor, showcasing its allegorical puzzles in a glittering,
spellbinding form.  


Item 'the favor of Suzarra' is type artifact, alignment 0, made of palladium,
has keywords 'favor suzarra sidhe'.
This item weighs 0 stones and 2 pebbles, and is valued at 59,500 gp.
This level 240 item has the attributes: identified blessed insulated unbreakable no-dispel no-steal
The favor of Suzarra is in excellent condition.
Has 1 of 1 total charges per day of level 240 spell 'abjure'.
Casts the level 116 spell, 'detect invisibility'.
*Your current-class must be equal to archon to use this item.
*Your race must be equal to sidhe to use this item.
Like a woman, this favor is very malleable.  For some, it represents a 
key to the feminine mystique.  For others, it symbolizes a way to change
themselves.  Its mysteries are only revealed to those who are deserving, and
have earned this favor from Suzarra.  Faceted, clear-cut crystal forms this
sought-after favor, showcasing its allegorical puzzles in a glittering,
spellbinding form.  


Item 'the favor of Suzarra' is type artifact, alignment 0, made of palladium,
has keywords 'favor suzarra forget'.
This item weighs 0 stones and 2 pebbles, and is valued at 59,800 gp.
This level 241 item has the attributes: identified blessed enforce-level insulated unbreakable no-dispel no-steal
The favor of Suzarra is in excellent condition.
Has 3 of 3 total charges per day of level 240 spell 'forget'.
Casts the level 116 spell, 'detect invisibility'.
*Your current-class must be equal to archon to use this item.
*Your archon-level must be greater than 70 to use this item.
Like a woman, this favor is very malleable.  For some, it represents a
key to the feminine mystique.  For others, it symbolizes a way to change
themselves.  Its mysteries are only revealed to those who are deserving, and
have earned this favor from Suzarra.  Faceted, clear-cut crystal forms this
sought-after favor, showcasing its allegorical puzzles in a glittering,
spellbinding form.  


Item 'Suzarra's Breastplate' is type armor, alignment 1000, made of unknown-alloy,
has keywords 'cat suzarra breastplate', equipped on the body.
This item weighs 0 stones and 20 pebbles, and is valued at 55,100 gp.
This level 241 item has the attributes: identified blessed enforce-level no-sac no-auction no-container insulated unbreakable sustain-life will-float
Suzarra's Breastplate is in excellent condition.
Armor resistance is 32 pierce, 31 bash, 32 slash, and 31 exotic.
This item has a special enchantment.
*Your hp must be greater than or equal to 2500 to use this item.
*Your sanity must be greater than or equal to 22 to use this item.
*Your archon-level must be greater than or equal to 75 to use this item.
*This item may be repaired 20 times.
This unique breastplate has the face of a white cat enameled on the
front.  The eyes are made of glittering chips of a light violet gem.  The
metal (if that's what it really is) of this breastplate writhes with a
lifelike motion.  The alloy is one of unknown origin and would greatly
puzzle those looking to pin down its make up.  The white enamel of the cat's
face flexes and bends like the actual flesh of a feline, supple and lithe. 
The magical power coming from within it, is intensely powerful and only
those with the proper abilities may use its power to their benefit.


Item 'a lock of golden hair' is type treasure, alignment 1000, made of organic,
has keywords 'lock hair suzarra'.
This item weighs 0 stones and 1 pebbles, and is valued at 20,000 gp.
This level 200 item has the attributes: identified
A lock of golden hair is in excellent condition.
*This item may be repaired 7 times.
This small, soft lock of reddish-blonde hair exudes a sense of calm and
well-being.  It could have been snipped from an infant, a baby's first lock
of hair.  However, it was not, its origins are far more sinister than any
mere babe.  This clump of hair was cut from the scalp of Veldra, the
demented proprietess of Hotel Hello. 

New Findings - information TBC.
From Columned Portico, go 4n w 2nw 2ne 2w s u 2n 2e and east again through the wall. Wait for teleport.
Teleport will bring you to behind the bar. You can walk west through the wall to go back to the hotel area, or wait here for another teleport.
Teleport again will bring you to dark storeroom. North from here is deathtrap. So go up into the cpk, then n, e (this non-pk room is recallable). Go sw, down.

Mob: A dragon-mephit crossbreed.
Long description: A wild-looking demon with protruding fangs and a a barbed tail flaps about on six pairs of wings.
This mob can be killed to reverse the burning of the village. May also cause the area to repop - TBC.

update: Above directions do not apply. Apparently, every crash/reboot, the location of the mephit changes.

A dragon-mephit crossbreed is immune to: fire negative
A dragon-mephit crossbreed is resistant to: magic weapon negative
A dragon-mephit crossbreed is vulnerable to: holy silver

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Last edited July 20, 2014 9:41 am by Perem (diff)
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