Difference between revisions of "The Sewers"

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{{Flavour|Every inhabited place needs to dispose of its waste products. The Dungeon too has its stinking sewers and drains, full of filthy water and ignored by most but used as hideaways by the disgusting and the desperate. Old tales speak of dangerous creatures stalking through the foul-smelling green water, preying on each other without mercy. The tales also allude to valuable items accidentally washed into the drainage tunnels, forgotten and left to grow mouldy in the damp caverns.
 
{{Flavour|Every inhabited place needs to dispose of its waste products. The Dungeon too has its stinking sewers and drains, full of filthy water and ignored by most but used as hideaways by the disgusting and the desperate. Old tales speak of dangerous creatures stalking through the foul-smelling green water, preying on each other without mercy. The tales also allude to valuable items accidentally washed into the drainage tunnels, forgotten and left to grow mouldy in the damp caverns.
 
}}
 
}}
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==Useful Info==
 
==Useful Info==
[[File:Sewer portal.png]]'''The Sewers''' are a special level marked by a [[portal]] entrance ("a glowing drain") surrounded by dirty green and blue water.  It will rust away after a period of time, so make sure you enter as soon as you find it! This entrance is guarded by various rats and snakes; if you see a gray rat, you're almost certainly close.
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[[File:Sewer portal.png]]'''The Sewers''' is an optional mini-[[branch]], located somewhere between floors X and Y of [[the Dungeon]] (though it does not generate in all games). Although its layout varies dramatically from instance to instance, it's usually filled with regions of [[shallow water|shallow]] and [[deep water]], a variety of (mostly) weak early game opponents, and some useful [[potion]]s, [[scroll]]s, and occasionally equipment to help you on your way.
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The entrance to the Sewers is a timed portal, which will close forever if you take too long reaching it. Once you reach a floor with a Sewers portal, you'll receive a message about hearing "the sound of rushing water". When you get close, you'll usually see patches of dirty green and blue water, as well as a large number of rats, roaches, snakes, and other vermin guarding the entrance. If you have one available, a [[scroll of magic mapping]] can help you find the entrance much faster.
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==Monsters==
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The exact inhabitants of the sewers vary from layout to layout, but many monsters are common to most possible layouts:
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{{monsterlink|Bat}}.
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{{monsterlink|Rat}}.
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{{monsterlink|Green rat}}.
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{{monsterlink|Giant newt}}.
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{{monsterlink|Giant gecko}}.
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{{monsterlink|Ball python}}.
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{{monsterlink|Adder}}.
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{{monsterlink|Kobold (monster)}}.
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Other monsters only appear in specific layouts, usually as the "boss" defending the loot at the end:
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{{monsterlink|Ooze}}.
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{{monsterlink|Jelly}}.
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{{monsterlink|Worm}}.
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{{monsterlink|Orange rat}}(Surprisingly deadly if allowed to swarm you, and a legitimate [[draining]] threat)
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{{monsterlink|Giant slug}}(Very dangerous in melee, but easy to kite or outrun)
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{{monsterlink|Giant frog}}(Two or three are found in the watery center of a particular spiral vault, surprisingly dangerous in melee)
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{{monsterlink|Crocodile}}(Very dangerous in melee)
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{{monsterlink|Big kobold}}(Dangerous if armed with [[curare]] [[needle]]s or a crossbow)
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{{monsterlink|Mermaid}}(found in a large area of deep water at the end of one layout, potentially a starvation threat if you lack the ability to fight at range)
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{{monsterlink|Siren}}(found in a large area of deep water at the end of one layout, potentially a starvation threat if you lack the ability to fight at range)
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{{monsterlink|Purgy}}(found in a large circular island layout, very dangerous)
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The monsters found in the sewers are mostly aquatic monsters with a minor in poisoning. Depending on which layout you get, the monsters spawned will be different. You are guaranteed to get [[giant newt]]s, [[ball python]]s, and [[adder]]s. Other possibilities include:
 
*Many layouts have [[rat]]s and [[green rat]]s. [[Orange rat]]s are also possible, and should be handled with care.
 
*Sometimes there are rooms with several [[kobold]]s and [[big kobold]]s, guarding a little treasure.
 
*Some of the more dangerous endings have [[mermaid]]s and [[siren]]s (though these are "malarious" and "sickly" versions that have significantly lower [[HD]]), [[jelly|jellies]], [[giant frog]]s, [[crocodile]]s, or [[giant slug]]s.
 
*The unique [[troll (monster)|troll]] [[Purgy]] can sometimes be found in the sewers.
 
  
 
Hence, doing the sewers without a means to cure poison, destroy monsters in a single hit, or kill things from a distance is rather foolish.
 
Hence, doing the sewers without a means to cure poison, destroy monsters in a single hit, or kill things from a distance is rather foolish.
  
Loot only appears at the ending, in small chambers along the path, or in kobold rooms. Mermaid endings generally do not have much loot, while jelly/frog endings have loot ranging from [[evocable items]], [[magical staff|magical staves]], and [[randarts]] to stacks of potions such as [[potion of cure mutation|cure mutation]]. Sometimes there is an altar to [[Elyvilon]] or [[Zin]], perhaps with potions scattered about. Frequently there's a deep-water route to more treasure; [[merfolk]], [[tengu]], [[octopode]]s, or grey [[draconian]]s might go for that, but other characters will have to depend on a [[ring of flight|ring]] or [[potion of flight|potions of flight]], which can be risky.
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Loot only appears at the ending, in small chambers along the path, or in kobold rooms. Mermaid endings generally do not have much loot, while jelly/frog endings have loot ranging from [[evocable items]], [[magical staff|magical staves]], and [[randarts]] to stacks of potions, usually common in nature. Sometimes there is an altar to [[Elyvilon]] or [[Zin]], perhaps with potions scattered about. Frequently there's a deep-water short cut or route to more treasure; [[merfolk]], [[tengu]], [[octopode]]s, or grey [[draconian]]s might go for that, but other characters will have to depend on a [[ring of flight|ring]] or [[potion of flight|potions of flight]], which can be risky.
  
There are always readily accessible exit gates in case you're overwhelmed, but as with most portal levels, once you leave, you cannot return.
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There are always readily accessible exit gates near the entrance in case you're quickly overwhelmed, but once you leave the Sewers, you can never return.
  
 
==Tips & Tricks==
 
==Tips & Tricks==
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{{crawlquote|'''Portal Timeout Messages'''<br>1st: "The drain is slowly rusting away."<br>2nd: "The drain is rusting away."<br>3rd: "The drain is quickly rusting away."}}
 
{{crawlquote|'''Portal Timeout Messages'''<br>1st: "The drain is slowly rusting away."<br>2nd: "The drain is rusting away."<br>3rd: "The drain is quickly rusting away."}}
 
==Monsters==
 
*[[Ball python]]
 
*[[Adder]]
 
*[[Rat]]
 
*[[Green rat]]
 
*[[Orange rat]]
 
*[[Giant newt]]
 
*[[Giant frog]]
 
*[[Crocodile]]
 
*[[Kobold]]
 
*[[Big kobold]]
 
*[[Big fish]]
 
*[[Jelly]]
 
*[[Giant slug]]
 
 
===Sewer Variant Monsters===
 
*Malarious [[mermaid]] (only 3 HD)
 
*Sickly [[siren]] (only 3 HD)
 
 
===Uniques===
 
*[[Purgy]]
 
  
 
[[Category:Portals]]
 
[[Category:Portals]]

Revision as of 15:45, 28 April 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.
Every inhabited place needs to dispose of its waste products. The Dungeon too has its stinking sewers and drains, full of filthy water and ignored by most but used as hideaways by the disgusting and the desperate. Old tales speak of dangerous creatures stalking through the foul-smelling green water, preying on each other without mercy. The tales also allude to valuable items accidentally washed into the drainage tunnels, forgotten and left to grow mouldy in the damp caverns.
Every settlement brings forth the unpleasant sewers and drains, ignored by most but hideaways for others. Old tales speak of dangerous creatures, bathing in disgustingly green water, preying on each other without mercy. The tales also tell of the valuable items left by daring and unfortunate visitors, left to collect dust in the damp caverns. You have an uncanny feeling that the drain will fall apart rather soon.

Useful Info

Sewer portal.pngThe Sewers is an optional mini-branch, located somewhere between floors X and Y of the Dungeon (though it does not generate in all games). Although its layout varies dramatically from instance to instance, it's usually filled with regions of shallow and deep water, a variety of (mostly) weak early game opponents, and some useful potions, scrolls, and occasionally equipment to help you on your way.

The entrance to the Sewers is a timed portal, which will close forever if you take too long reaching it. Once you reach a floor with a Sewers portal, you'll receive a message about hearing "the sound of rushing water". When you get close, you'll usually see patches of dirty green and blue water, as well as a large number of rats, roaches, snakes, and other vermin guarding the entrance. If you have one available, a scroll of magic mapping can help you find the entrance much faster.

Monsters

The exact inhabitants of the sewers vary from layout to layout, but many monsters are common to most possible layouts:

b Bat.png Bat.

r Rat.png Rat.

r Green rat.png Green rat.

l Giant newt.png Giant newt.

l Giant gecko.png Giant gecko.

S Ball python.png Ball python.

S Adder.png Adder.

K Kobold.png Kobold (monster).

Other monsters only appear in specific layouts, usually as the "boss" defending the loot at the end:

J Ooze.png Ooze.

J Jelly.png Jelly.

w Worm.png Worm.

r Hell rat.png Orange rat(Surprisingly deadly if allowed to swarm you, and a legitimate draining threat)

j Giant slug.png Giant slug(Very dangerous in melee, but easy to kite or outrun)

F Bullfrog.png Giant frog(Two or three are found in the watery center of a particular spiral vault, surprisingly dangerous in melee)

l Crocodile.png Crocodile(Very dangerous in melee)

K Big kobold.png Big kobold(Dangerous if armed with curare needles or a crossbow)

m Mermaid.png Mermaid(found in a large area of deep water at the end of one layout, potentially a starvation threat if you lack the ability to fight at range)

m Merfolk siren.png Siren(found in a large area of deep water at the end of one layout, potentially a starvation threat if you lack the ability to fight at range)

T File:Purgy.png Purgy(found in a large circular island layout, very dangerous)


Hence, doing the sewers without a means to cure poison, destroy monsters in a single hit, or kill things from a distance is rather foolish.

Loot only appears at the ending, in small chambers along the path, or in kobold rooms. Mermaid endings generally do not have much loot, while jelly/frog endings have loot ranging from evocable items, magical staves, and randarts to stacks of potions, usually common in nature. Sometimes there is an altar to Elyvilon or Zin, perhaps with potions scattered about. Frequently there's a deep-water short cut or route to more treasure; merfolk, tengu, octopodes, or grey draconians might go for that, but other characters will have to depend on a ring or potions of flight, which can be risky.

There are always readily accessible exit gates near the entrance in case you're quickly overwhelmed, but once you leave the Sewers, you can never return.

Tips & Tricks

  • Remember that enemies that are not amphibious are easier to defeat if you face them while they're standing in shallow water. This is very useful for taking out big kobolds (assuming they don't simply kill you at range with darts and needles).
Portal Timeout Messages
1st: "The drain is slowly rusting away."
2nd: "The drain is rusting away."
3rd: "The drain is quickly rusting away."