Complete Guide to the UnderKingdom

written by:

Osiris...DOOM

 

Overview of the UnderKingdom

Information supplied by: Tetilio...DOOM, Magicka...DOOM, Kitiana...DOOM, Jedite, Cerberus.II.CLAW, Shadon, Ajax.BAD, and Senarrion plus many others who's names I have forgotten.

DISCLAIMER:

The information enclosed in this document might spoil the fun of investigating this land and finding out its secrets for yourself. Only read if you want to be spoiled. While the information is verified as much as possible, and is intended to be as accurate as possible, the author takes no responsibility for deaths and/or losses due to incorrect facts. Please email any comments or suggestions to the author at S.Blackery@btinternet.com. The UnderKingdom is part of the on-line game 'Legends of Kemsai' and is copyright and trademark of Kesmai Corporation

1) How to get there.

A new portal has appeared in the land known as Axe Glacier. Head up to the second level of Chaos Town and find the new Portal in the NW corner.

2) Arrival.

After uttering the magical portal chant, you will find yourself in the upper level of Town (Kobold Town 0") stood upon the portal which returns you to Axe. This town is inhabited by a race of lawful Kobolds, who are our allies in this war and should not be harmed. The first level includes a Pawnshop, Wizard trainer, MA trainer, Bank, Lockers, Tanner, Recall seller, Balm seller and a Thieves guild. The lower level of Town (Kobold Town -1) hosts the Weapons trainer, Sage, Sprig seller, Temple, Thaum trainer, confession ghost, General Stores and KooKoo the King.

3) Learning your way around.

There are 3 exits from the Town, 2 sets of stairs on the -1 level hidden behind secret doors, and a set of jump-off points on the 0" town level. To reach the jump points simply exit the town to the south (through a gate), head east, then NE to the waterfall, killing the Drake on the way (yes that's right, there is a drake who wanders around outside of town)

Town 0"

The area outside town is inhabited by multi-coloured Wyverns who are relatively easy to kill (compared to the rest of UK that is) an interesting twist on their Kesmai cousins they travel in packs of 3 and have immunities (so far we know that white are immune to Ice, Blue to Lightning and ice, and red to Fire). The drake who roams this area is roughly as tough as his axe cousin, and requires a blueglow weapon, but does not breate lightning. In the SW corner is the Thieves Guild, and in the SE corner is the Thief trainer who sells the Venom spell. In the water by the Waterfall (NE corner) are Lurkers, octopus like creatures with a poisonous bite who yield either a Stamina restore or Mana restore potion when slain. The 3 jump points take you as follows:

North jump point to -200" Hobgoblin Forest
Middle jump point to -100" Goblin Forest
South Jump point to -300" Troll Plains.

Town -1

Outside of town there is a large area inhabited by Lawful Goblins, within this area there is a Graveyard to travel to the Underworld, a set of stairs to Catacombs -1 behind 2 secret doors (In the SE corner), and a climb down to the underground lake in the NW corner behind a secret door.

Catacombs -1

Pretty devoid of creatures, and those you do meet are a pushover. Only point of note is Spellcasting (Curse) Trolls. Head generally East and through a secret door to find the steps to Catacombs -2

Catacombs -2

Again pretty devoid of creatures. Head East to find the stairs to -100"

Underground Lake

Very nice level to start a hunt. Orcs cast lightning, but only for about 20 damage, and very rare stuns. Trolls cast Stun and Death, Hobgoblin and Orc fighters and rhammerers. Steps down to Maze in the southern dungeon. Look out here for a new shield +3 ring.

Maze

Tightly packed level of rooms, easy to get disorientated. Wizards Portal spell handy for cutting through this level. Similar types of creatures as Underground Lake, but a bit harder. Steps down to NPC level near the NE corner (a little south)..

Goblin Forest -100"

First real challenge, and the best place to hunt Solo. MA goblins punch for over 100 damage. Packs of goblins either cast fireballs at you or fire Longbows with deadly accuracy. Also packs of Troll and Hobgoblin Fighters who hit hard. Occasional Mino. Can jump from here to either Hob Forest -200" (NW jump) or Troll Plains -300" (any other jump), steps to catacombs -2 or catacombs -3.

Hobgoblin Forest -200"

Similar to the Goblin forest, with increased frequency of Hobgoblins, and less Goblins. None of the lethal MA goblins have been reported here. Can jump from here to the -300" Troll Plains (any jump). Head SW from the jump point, then SE to a dead end, behind a secret door is an NPC called GooGod, who will sell you a Key for 20K (more on this later)

Catacombs -3

Walk in the park, like all the catacomb levels. Steps down to Catacombs -4

Catacombs -4

The only catacomb level where you ever really meet any creatures. Blow them away. If you portal through the wall to the south of the stairs up to -3, you will enter the Troll Plains.

Troll Plains -300"

This is where it starts to get REALLY tough. Packs of Rhammer trolls hit very hard, every turn. (And no, you can't use the rhammers they drop) Packs of Hobgoblin Fighters hit harder and more often than their cousins on Kesmai -4. The real risk here are the Lightning casting Hobs, if you get stunned by one of their blasts, start praying for a miracle. Steps up to Troll.King castle, and steps down to UD -1

Troll.King Castle

Castle inhabited by Elite Troll Guards, often armed with Halberds. They hit often, but for little damage, slightly harder than their Oak cousins. At the North end of the castle, in a room to the West, there is a secret door behind which is the steps to the Dungeon. At the south end is the Troll.King's lair. Secret door in the SE corner of lair leads to Hummingbird level, secret door to SW leads to Library.

Troll.Kings Dungeon. (TK-1)

Many Elite guards are guarding the prisoners held here, which includes the Kobold Kings daughter.

Troll.Kings Library. (TK-1)

Small area full of more Troll Guards to kill.

Hummingbird Level. (TK-1)

Entry is only granted to those with a Hummingbird amulet, and ONCE only per amulet (it will vanish upon entry). Here is found the coveted Hummingbird Sword, a lightning-fast Longsword (see Hummingbird quest, below)

Undead (UD) -1

This place is for the insane or the suicidal. NEVER go alone. Hidden NPC's casting 100+ deaths (and I was wearing a torc). Wraiths, Spectres, Lich's, Ghouls, more Hobs (including even tougher Lightning casters), rhammer trolls, NPC's and more. Even with a torc on there have been stories of mighty knights going from full health to death in only 1 round from curses and death spells. The good news is Experience is amazing. With one well placed Icestorm I gained over 50k exp. Steps down to UD -2, steps up to NPC level.

NPC level

Level full of Yasnaki NPC's. you will meet MA's, Knights, Wizzies and Thaums in packs of from 1 to 3. be especially careful of the Wizards, their concussions pack quite a punch. A 3pack of thaums all cursing together will hit for about 100. Up to Maze, Down to UD-1, Portal to Carfel. (Thief only lair. Look for a dagger on a wall in a room with an altar in the centre, this marks the entrance point)

Undead -2

Mummies here age you when hit and require sharp to kill. Steps lead down to the Overlords Lair.

Overlords Lair (UD -3)

Walk down steps into complete darkness. There is a long corridoor laced with concussion traps like the Knight quest level, with evil wraiths in rooms to the side behind grills waiting to curse at anyone unfortunate to become stunned. The route is as follows. From the West stairs down, go southeast one hex, south one hex, then quickly Zig-Zag thru the concussion traps (SW, SE, SW, SE, SW, SE etc) You will eventually see a blood-stained square, step on it to be transported to the lair.

4) New Items and Spells

Thieves can learn a new spell here, known as Venom, which allows them to poison daggers and shurikens. WORD OF ADVICE: do not accept any poisoned weapons from thieves, or pick any up and use them. The disgusting practice of poisoning someone is not of a lawful nature, and any lawful person who does it will have his/her alignment changed to neutral by the Ghods. This is particularly painful for knights, who will lose their Knighthood. New items include Fear Wands, Fire Balls, and lots of new weapons. Also a new potion called a Potion of increased magical energies' (see Mana quest) and a PRPoison potion. Sprigs are reported to be not very effective against the powerful UK poison, so look out for the blue enamel flasks which sometimes contain a cure poison liquid, or carry a neutralisation Amulet.

5) Lairs.

a) Wandering Drake

Roams the area to the East of Town. Carries a DP

b) Troll King

He is similar combat-wise to the Axe Giant, hitting hard with frequent knock-downs. When killed he drops a prot death/stun amulet called the hummingbird amulet, which ties to the first person to touch it.

c) Overlord

Hitting for 100+ damage, and casting Icespears for 120+ he is a foe to be respected. He can only be harmed with Magic (Deathspell and Icespear). Decoys are very useful here, to take the hits and spells that would otherwise be intended for you.

Lair and corpse has the following:

Staff Blueglow +3 (+1 Mana regen)
Robe (Purple Robe)
Bracer (Prot Death/Stun, unlimited charges!!!) or a DP
Amulet (PRPoison)
Gauntlets +2
2-3 Glowers
1-2 Diamonds
20-30K gold
Bear skull
Ice Dragon Scales (Now Dragon Scales)

d) Carfel

Carfel is a Master Thief, who has about 2000-3000 hp's, an innate hide spell, an innate speed spell that lets him attack 3 times per round, and is approx 6th dan MA. He can only be reached through the Spider Queens Lair, and therefore only by theives. Drops 2 +5 silver rdaggers.

e) Spider Queen

From the stairs down to the NPC level from the Maze, head north, you will see a room with an altar in the centre, and a dagger on the wall. This dagger marks the entrance to the Spider Queens lair (thief only portal). Her lair is permanently webbed, is inhabited by several Yasnaki NPC's as well as her. She bites for small damage (20+) but poisons often. Drops a raisedead staff and a few gems. The entrance to the Carfel lair is located in her lair.

f) Swordmaster

There is a tough fighter called the SwordMaster who roams the UD-1 level. He drops a +4 blue-glow rapier.

6) Quests.

2 Known quests:

a) Hummingbird Quest.

Kill the Troll.King for his amulet, open a secret door in the SE corner of his lair and hold it in your right hand when you step on the black portal (the amulet will vanish). You are now in a room with what looks like an altar in the centre. Step onto it. The room will be filled with a Whirlwind, so have a balm ready. On the altar will be the Hummingbird (+4 blueglow silver longsword, tied and aligned to owner), a dp and a prot poison potion. NOTES: if more than one person enters the room both players will lose their amulet and no goodies will be produced, also the room will only work once per Troll.King res, any attempts after the first will fail.

b) Mana Quest

Rescue the Princess trapped in the Troll.Kings Dungeon.

First jump from town to Hob Forest -200", and buy a Key from GooGod for 20,000 gold coins. Go to the Troll.Kings Dungeon and use the key to open her cell (hold key in right hand and step next to the door). Lead her back to town (Via Troll Plains -300", Catacombs -4 (need to create a portal), Catacombs -3, Goblin Forest -100", Catacombs -2, Catacombs -1, Town -1) and present her to the King (KooKoo the Mighty). The Princess will give you a potion for your troubles. This potion (Potion of increased magical energies) will increase your maximum Mana by 6 points.

7) Treasure.

While creatures do not carry much gold, the gems sometimes they sometimes carry are often of great value. Keep a particular eye out for Diamonds (8K each), Large Red Gems (9K each), Whale Gems (10K each), and the Tourmaline bars previously seen in Leng (these bars are particularly valuable, they sell for approx 16k each) It is easy to make over 100k per trip from gems alone.

8) Bugs

3 Known Bugs. a) Certain squares in the dungeon (not sure exactly where) are accidently mapped as town squares. As such area spells cast into these squares are turning spellcasters neutral. All Wizzies and Thaums should carry a silver dagger to protect against this. b) Poisoned weapons are being generated as random treasure. This should not be happening and is a bug. c) There is a bug in the Mana quest discovered by myself which allows you to teleport the princess from the Troll.Kings Dungeon directly back to town. I will not be disclosing this bug at the request of Kesco and if anyone else accidently discovers this, he/she is asked to refrain from using it, and keep the details secret.

9) Class Objectives

a) Fighter + Knight.

The Hummingbird sword is a very useful new weapon, as is the SwordMaster's Rapier.

b) Thief

The Venom spell can be purchased at Magic skill 11, and Carfel carries 2 +5 rdaggers which can be poisoned and thrown from hiding. The SwordMasters rapier will turn neutral if picked up by a thief, and as such can be used by them from hiding. (the only blue-glow weapon other than the Doom.bow they can use)

c) Wizard + Thaum

The Overlords +1 Mana staff is very useful, and is a good blocking weapon.

d) Martial Artist

Other than the +2 gauntlets in the Overlords lair, which are a useful backup weapon in case of Crystal Gauntlet loss, there is little for the MA

e) All Classes

The Overlords Bracer and Ice Dragon Scales, and the Hummingbird Amulet.

10) Final Word

Please everyone, be careful out there. The rewards are great, but so are the risks. I recommend parties of at least 3 to hunt the levels down to -300" and parties of at least 6 or 7 to go deeper.


All the level names used are my own, and are not official Kesco names.


Osiris...DOOM