celestialvalley
**Celestial Valley

This zone is divided into a Good side and an Evil side.  It’s impossible to do 
all of both sides in a single run.  It is required (usually) that part of the 
Good side be done in order to do the Evil side.

Good side:

Start by finding the zone through the Eastern Dreadwoods west of dwarf keep.  At 
the young knight type ‘agree’ to receive the horn.  Fight through the forest and 
be sure to kill the Cambion and his group, he loads ‘a long black steel 
scimitar’ (3d5 offy lblade).  Move to the northeastern end of the forest and 
follow the path.  ‘Blow horn’ at the dead end to open the path.  Have a good 
aligned char move in and listen to the cleric’s speech.  After the cleric casts 
his spell, have the good char move 1 north past him.  Move the rest of the group 
in and kill the cleric.  Have the goodie char inside keep go 1 east and ‘pull 
lever’ to reopen the portcullis.  Move in and west to kill Kenny the guard.  
Loot his key, move east, unlock door n.  Have some tanks spamming bash mage and 
bash squire as you move the group north into them.  Hug the eastern wall until 
you reach a room with SW exits and ‘open doorway’ to open a door east.  Move in 
and kill Vrinal.  His room is cleric_magic_only and he has a hold person area 
special.  He loads ‘a sunburst long sword’ (2d7++ offy lblade) and ‘a suit of 
flexible red dragonscale armor’ (bodyworn +dex/+hr armor).  Loot his half of the 
key and mem.  Move back up, hug the east wall again until you see an up exit, 
then go all west and 2 up.  Send tank north and kick/area/frag down the 2 suits 
of armor.  In the room south of the armor you can ‘touch butt’ to open a secret 
door east.  Go east, north and check the table for ‘a teal potion’ (rentable 
heal potion) and ‘a teal cloak’ (neckworn autoinvis).  Go north and up of the 
armor and kill Bors, who loads ‘a honed dwarven battleaxe’ (3d6 3/3 axe prime), 
‘a sterling cuff’ (+str wristworn antievil [I think]), and ‘a pair of spiked 
sterling gauntlets’ (+1hr/+1dam handworn antievil).  Head back down, all south, 
1 down, and all north.  Send 3 tanks and a healer west to kill the archer.  Once 
it’s dead ‘push green’ to open a secret passage.  

The next few rooms are blocking, so get everyone back outside.  Send the tank 
west, north, north first then a healer.  Have the rest of the group move in 
afterword.  Kill the shade, and then have everyone move up (same order as they 
entered this room).  Have everyone kill/bash mage mage and dualwield for Kinin.  
They are all % reflect.  Kinin loads ‘an embroidered white robe’ (+int bodyworn 
mageonly), ‘an azure-symboled white hood’ (nolore +7th slot mageonly headworn), 
and ‘a purple glass wand’ (very fast decay cloudkill wand).  Loot the 2nd half 
of the emerald get and ‘combine key’ them together.  Have group head back down 
and out through the blocking rooms.  Mem if necessary and head back all south, 
up, all north and unlock the hatch above Bors.  Follow the path to Than.  Than 
hits hard, has a target special, and has a high damage impailing special at low 
hp.  Bashes help immensely.  Than loads ‘a pair of stitched dueling gloves’ 
(+disarm +parry I believe), ‘a flexible red dragonscale bracer’ (+hr wristworn), 
‘a fine dueling rapier’ (nolore nice prime lblade), and a key you’ll need.  Grab 
the key and head back down to the bottom level.  Mem if necessary and head all 
east to the other tower and move up to the top.  Head north, kill the 2 keep 
guards, and unlock the hatch.  Kill the sea elf ranger at the top of the steps.  
He hits very hard but has no specials.  Sea elf ranger loads ‘a sea elf 
headband’ (ranger/thief detinvis infra headworn), ‘a flexible glassteel sabre’ 
(2d7/2d8 offhand lblade), and ‘a flexible red dragonscale sleeves’ (+dex +hr 
armworn).  Loot his key and mem fully.

The next fight (ranger, cleric, druid) is long and can be dangerous.  The best 
way to handle it is to have everyone kill the druid and bash the cleric.  The 
tank needs to be awake and able to rescue quickly when the ranger targets or 
rescues the druid.  Have clerics run back down to the mem room and mem what they 
can during the battle.  Once the druid dies, have everyone kill the ranger and 
bash the cleric.  The ranger hits pretty hard, but without the druid the fight 
is much easier.  The druid loads ‘a long golden cloak’ (aboutworn canfly), ‘a 
runed topaz bracelet’ (antievil nolore +int +7th slot druid only wristworn), and 
‘a steel-shod oaken club’ (keyworded prime bludgeon druidonly nolore).  The 
cleric loads ‘a moonstone ring’ (ringworn +wis).  The ranger loads ‘a small 
feathered pendant’ (autofly neckworn) and a ring I cannot remember but is 
nolore.  Loot the key from the cleric, mem full, and prepare for the planetar.  
Planetar hits randomly weakly or extremely hard, has a high damage area attack 
he uses if not bashed, and a very deadly single-target special.  Heal the group 
well and keep the tank above bad and it shouldn’t be overly tough.  Planetar 
loads ‘a massive sword of divine wrath’ (nolore goodonly 2handed sword that hits 
randomly for special damage), ‘a pair of huge white wings’ (aboutworn canfly), 
and ‘a blue silken turban’ (+3 3rd circle good mage only headworn).

Once the planetar dies, a demon shows up, drops some coins, and tells you to 
leave.  The last part of the goodie side is very dangerous and requires either a 
lot of luck or a huge amount of area.  Mem full and slowly move down toward the 
bottom level.  Note that all the mobs scantrack, and there are about 10-12 of 
them.  They all massacre or harder and half of them are high level mage mobs 
(prism/tent/stun).  The trick is to either scantrack them solo and kill them one 
by one or jump whole groups and hose them down with area.  The leader demon hits 
harder and casts more often than the weaker ones.  The leader can load ‘a pair 
of demon claw gauntlets’ (evil only +dam handworn) and ‘an orb of black flames’ 
(antigood mage only +12-15hp imm_edrain held).  Once the planetar is dead, the 
entrance to the evil side of the zone is closed.

Evil side:

The zone is the same up until Kinin.  If Bors is naked he can be skipped to just 
kill Kinin and get the ‘purple glass wand’.  Make sure Kinin dies fast enough so 
he doesn’t waste all the charges on it.  Don’t take too long at this point, you 
need the wand and it decays quickly.  Move back out of the keep and into the 
forest.  Head all south to the southeastern corner and fight through the bats in 
the cave.  The end of the cave has the Arch to the evil side.  Have the tank 
enter the arch first (he will be degrouped) and have everyone else follow.  The 
entrance room is nomagic and has 2 massacring flesh golems, kill them to receive 
the key for the door.  Head south until there is a branch to the east.  Buff up 
your best tank and send him east (he will be locked in a nomagic room) and have 
him kill the guard.  It’s not overly difficult and he can load ‘a blackened 
spiked bracer’ (tankonly –dex autoinvis wristworn).  Have him loot the keys and 
come back out to the group.  Move south and kill 2 more flesh golems and unlock 
the S door.  Move a room south (maybe 2 rooms) and ‘push wall’ to reveal a 
secret exit to the east.  Head all east (make sure tank is immdrain) and kill 
the fiend south.  It’s a stabber mob that will flee, so be sure to bash it.  
Other than the key, it can load ‘a wickedly barbed shortsword’ (3d5++ antigood 
thief stabber).  Head back outside the secret wall, make sure everyone is 
flying, and move all south.  Send a tank down and let most of the dretches track 
in to him.  They are weak and die quickly but there is upwards of 15-20 of them.  
Fight them off and head to the southeast corner.  

Unlock the door, leave your group behind, and move south just far enough (no 
more than 2 rooms) to find the hidden rabbit.  Do not go into the room beyond 
the rabbit yet, you will die.  Use the wand to cloudkill and wait until you hear 
15 or so death cries from the south (the rabbit will die too).  Wait for the 
cloudkill to disperse (or gust) and go get your group.  Move all south and send 
the tank east.  Kill the 2 insects and piscoloth (he loads a norent mageonly 
prism wand), loot his key, and have the tank step a few rooms east until the 
succubus.  She has ‘her arm’ that is a tentacle wand she enjoys spamming if not 
overbashed.  She can drop ‘a pair of succubus wings’ (antigood female_only 
bodyworn canfly).  Mem full.  The next few rooms have a bunch of scantracking 
bone golems that all doublemass/annih.  Rangers beat the hell out of them and 
area helps also.  Make sure your melees are all on the same one.  Fight through, 
youll know the end when you see 4 golems in the same room that don’t scan.  Kill 
them, mem if necessary, and then move north to kill Khane.  He loads ‘a wolf 
tooth bracelet’ (wristworn +str +hr) and ‘a broad bladed twohanded sword’ 
(nolore nice damage twohanded sword that has a special to make the wielder drunk 
[blooddrinker]).  Mem full for the next part.  North of Khane are 4-5 stone 
golems which you need to stab/kick/frag/area down.  Usually can avoid having 
more than 3 in a room at once, but they do scantrack.  Make sure you’ve killed 
them all (don’t touch the rust monster) and have your group mem.  Run back to 
Khane alone, then move south and west and ‘clear debris’.  Go into the uncovered 
room and ‘g all shelf’ to receive a ‘creamy black potion’ (norent fastdecay 
enlarge) and ‘a thin copper wand’ (charm monster wand).  Move back south, east, 
north some, east, north, west to find a cute little rust monster.  Use the 
copper wand to charm him, and lead him to the northeast corner of the cave.  It 
will eat the iron golem and leave a key.  Round up your group and head through 
the door.

A room or two later you’ll find the next fight, Velchior.  He hits hard and has 
an extremely high damage bash.  Anyone casting on him will be bashed and take 
150-200 damage, so let your melee do the work.  Heal the tank early.  Velchior 
can load ‘a carved dragon claw ring’ (+dam ringworn), ‘a dragon tooth necklace’ 
(nolore like +2hr +health neckworn), and ‘a carved dragon bone breastplate’ 
(+2str bodyworn).  Continue on and you’ll find another room with a black robed 
apprentice and another arch.  Kill/bash the apprentice and have your group all 
enter arch and get reformed.  From here you can reach Vshrinal by moving 
u,n,w,w.  There are wandering trash mobs and also big groups of them lead by 
hezrou demons.  Using mass invis will work well to avoid the manes, but the 
hezrou’s do see invis.  Hezrous can load ‘a long hezrou spine’ (3d5++ offhand 
piercer).  Reach Vshrinal and listen to his speech.  Once done, head w,d and 
send tank down again to fight the glabrezu.  Kill him and lood his head and take 
it back to Vshrinal.  There is also a Babau either 2 west of Vshrinal or w,d,w 
of him.  Babau can load ‘a long babau horn’ (headworn +2con).  Vshrinal himself 
is killable but extremely dangerous.  He hits excessively hard, has an area 
affect special that either confuses or stuns, and a targeted special that does 
insane damage and paralyzes.  He loads ‘an ornate twin-bladed battle axe’ 
(nolore 5d5++ decapper 2handed axe) and ‘the gauntlets of Abyssal might’ 
(antigood or evilonly 3dam handworn).  Head e,e,s,d from Vshrinal to return to 
the arch.  Mem full and have your casters get full damage spells.  When you are 
ready, you’ll have tank enter the arch first and others follow/get regrouped 
immedeatly after.  The first mob is the archmage.  He likes to cast a lot, and 
is % reflect.  He needs to be bashed to conserve heals for the 2nd fight.  The 
mage can load ‘a pair of dark blue satin boots’ (nolore bash_mod footworn), a 
few other items I’ve never gotten to see, and a high level mage book rumored to 
be mirror/prism level.  When the archmage dies, you have 1.5 tics before the 
lich will appear.  The obsidian lich is nobash and perma stoneskinned.  Have 
your casters frag him down and tanks kick/charge.  The lich loads ‘an obsidian 
circlet’ (nv headworn) and other nice items I cannot remember.