Approx. Level: 40
The ancient battle between good and evil exists near a mystical waterfall hidden within the Cairn Mountains. The cyclops have their haunt within their dark caverns, while the pixies frolic amidst an enchanted forest. The small strip of forest and mountainside which separate them have been the battlegrounds for many a struggle over the ages, with the all-powerful shaman of the cyclops leading his hordes against the magics of the pixie high sorceress. While the smallest pixies might fall victim to lesser fighters and mages, only the strongest, boldest, and most foolhardy adventurers had best venture into the den of the cyclops. Recently the cyclops shaman acquired additional pet-guardians to use in case their caverns are invaded by visitors of overwhelming power.
North of lynxes, south of Titans.
Requires 18 strength to get all the way into the zonoe.
East of Chill Mountain Stream is repop.
From repop, go one north, “pull stone
” then go one north.
You have to bait the hidden cyc, so then go North and South again real quick. It is ok to go north now and kill the lesser cyclops. Kill the one north of him, then go south east.
You then have to “move stone
” (requires at least 18 STR) to get into the rest of the zone.
Go down and east, there will be two more roaming lesser cyclops. You will come to a door. Have a thief disarm the trap on the door, and then open it. This will cause the cyclops in the following rooms to be sitting. Otherwise an alarm to go off causing the Cyclops to stand and be alert.
I usually head straight east, kill the two mammoth rats and take down the greater resting cyclops first, then move on to kill the two lesser on either side of the table.
IMPORTANT: unless everyone in the party has a lot of HP (700+), then skip the cook as he does crazy area damage.
Ok, so if heals leftover, then go north and kill greater cyclops. Watch out for the targi that now come to the rescue of the greater cyclops.
Pull skull
, one north of the door where the greaters are. Then go east and pull candlestick
, opening a passage south that is a safe room.
You can go all up near the greater bat and if you are a small race you can squeeze crack to go back to the beginning of the zone, very handy for thiefs!
In the area with the greater bats there are 5 rooms you can polish stone/rock/mirror
to activate a light that will do a TON of damage to the warleader when you walk in.
If you are a lower level group, then just stick to the area circled in dark blue. That is a bunch of lesser and one greater.
• Circled in red = cyclop cook
• Circled in fuchsia = cyclop shaman
• Circled in cyan = cyclop monk
• Circled in green = cyclop chieftain
• Lesser cyclops: large fur wrap, block of steel, trunk of a small redwood, Trunk Of A Medium-sized Oak
• Greater cyclops: thin bamboo stalk, large fur wrap, block of obsidian, length of thick straw, block of pure clay, pinch of grey ash, small sack of white sand, tiny copper ingot, tiny block of lead, trunk of a small redwood, Trunk Of A Medium-sized Oak
• Cyclop Shaman: giant ring of silver, phial filled with a red-brown liquid (Phial Of Delusion ), rainbow-coloured scroll (Mind Blade), phial filled with darkish liquid (Unholy Wrath), glittering electrum ring (Electrum Ring Of Eternal Light), living thorn whip, elliptical disc (elliptical Disc To Above A Chill Mountain Stream)
• Cyclop warleader: elf skull belt, SMASH
• Cyclop monk: iron-laced bone bracer, orange headband
• Cyclops Cook: bowl of cooked tender dwarf stew (after you eat the stew you get - empty simple wooden bowl), cube of chocolate moose, incredibly huge meat cleaver
Room 73611: look corner... no idea what to do here.