Difference between revisions of "The Sewers"

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(Monsters: Fresh monster list for 0.21, lots of stuff fixed)
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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.
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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 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==
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[[File:Sewer portal.png]]'''The Sewers''' are a temporary [[portal]] level that shows up in the early game. Sewers are usually filled with regions of [[shallow water|shallow]] and [[deep water]], a variety of (mostly) weak early game opponents, and some useful [[potion]]s and [[scroll]]s.
[[File:Sewer portal.png]]'''The Sewers''' is an optional mini-[[branch]], located somewhere between floors 3 and 6 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.
 
  
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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Sewers may appear on [[Dungeon]]: 3-6. The portal is signaled by "the sound of rushing water"; if you take too long, the sewer will collapse. Sewer entrances are often filled with patches of green and blue water, and a large number of vermin (rats, snakes, etc.).
  
 
==Monsters==
 
==Monsters==
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{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
|-
 
|-
| {{monsterlink|Bat}} || {{monsterlink|Rat}} || {{monsterlink|River rat}} || {{monsterlink|Jackal}} || {{monsterlink|Worm}}
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| {{monsterlink|Bat}} || {{monsterlink|Rat}} || {{monsterlink|River rat}} || {{monsterlink|Jackal}}  
 
|-
 
|-
| {{Green|l}} [[File:Frilled_lizard.png]] '''[[Frilled lizard]]''' || {{monsterlink|Leopard gecko}} || {{monsterlink|Ball python}} || {{monsterlink|Adder}}
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| {{Green|l}} [[File:Frilled_lizard.png]] '''[[Frilled lizard]]''' || {{monsterlink|Worm}} || {{monsterlink|Ball python}} || {{monsterlink|Adder}}
 
|-
 
|-
| {{monsterlink|Giant cockroach}} || {{Brown|K}} [[File:Kobold (monster).png]] '''[[Kobold (monster)|Kobold]]''' || {{monsterlink|Ooze}} || {{monsterlink|Jelly}}  
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| {{monsterlink|Giant cockroach}} || {{Brown|K}} [[File:Kobold (monster).png]] '''[[Kobold (monster)|Kobold]]''' || {{monsterlink|Endoplasm}}
 
|}
 
|}
  
 
Other monsters only appear in specific layouts, usually as the "boss" defending the loot at the end:
 
Other monsters only appear in specific layouts, usually as the "boss" defending the loot at the end:
  
{{Green|F}} [[File:Bullfrog.png]] '''[[Bullfrog]]''' - These can be found at the end of certain vaults. Surprisingly dangerous in melee.
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{{monsterlink|Bullfrog}} - These can be found at the end of certain vaults. Surprisingly dangerous in melee at the point when the Sewer appears.
  
{{monsterlink|Crocodile}} - Very dangerous in melee. In some vaults you are presented with a choice of fighting or running from one.
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{{monsterlink|Water moccasin}} - Venomous, faster and hardier than an adder, this snake sometimes appears as the final boss instead of Pargi.
  
{{monsterlink|Big kobold}} - Dangerous if armed with [[curare]] [[needle]]s or a crossbow.  
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{{monsterlink|Hell rat}} - Another fast and surprisingly dangerous foe -- though initially locked behind a door.
  
{{monsterlink|Siren}} - Sickly or malarious merfolk capable of mesmerizing you. A lot weaker than their counterparts in the [[shoals]], but still extremely dangerous. Found at one particular vault.
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{{monsterlink|Kobold brigand}} - Dangerous, and often armed with [[curare]] [[dart]]s or a crossbow.  
  
{{monsterlink|Purgy}} - Even though he's weaker than regular trolls, he's very dangerous at this point of the dungeon.
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{{monsterlink|Siren}} - Sickly or malarious merfolk capable of mesmerizing you. A lot weaker than their counterparts in the [[Shoals]], but still extremely dangerous. Found in one particular layout.
  
{{monsterlink|Grinder}} - Can appear at a certain vault along with [[shadow imp]]s, [[quasit]]s and [[zombie]]s. Extremely dangerous if you're lacking [[magic resistance]].
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{{monsterlink|Pargi}} - Even though he's weaker than regular [[troll (monster)|trolls]], he's very dangerous at this point of the dungeon.
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{{monsterlink|Grinder}} - Can appear in a certain layout along with [[shadow imp]]s, [[quasit]]s, and [[zombie]]s. Extremely dangerous if you're lacking [[willpower]].
  
 
==Loot==
 
==Loot==
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 shortcut 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. Another way to reach loot that lies behind deep water is to use [[Spider Form]], though non-[[Transmuter]]s may not have access to it.
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Loot will usually appear at the ending, in small chambers along the path, or in kobold rooms. Most of the time you can expect to find potions and scrolls, sometimes armour.
  
 
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.
 
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==
*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 [[dart]]s and [[needle]]s).
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*Remember that enemies that aren't [[amphibious]] are easier to defeat when they are standing in water. This can help take out kobold brigands (assuming they don't simply kill you at range with [[dart]]s).
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*When [[Fire Magic]] or a [[wand of flame]] passes over a water tile, it will create damaging [[steam]] clouds. Steam damage alone can take out most enemies you'll find in a Sewer.
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==History==
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*In [[0.28]], two Sewers layouts were added, and many layouts were rebalanced.
  
{{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."}}
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{{Portals}}
  
 
[[Category:Portals]]
 
[[Category:Portals]]

Latest revision as of 21:45, 15 March 2024

Version 0.30: 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.

Sewer portal.pngThe Sewers are a temporary portal level that shows up in the early game. Sewers are usually filled with regions of shallow and deep water, a variety of (mostly) weak early game opponents, and some useful potions and scrolls.

Sewers may appear on Dungeon: 3-6. The portal is signaled by "the sound of rushing water"; if you take too long, the sewer will collapse. Sewer entrances are often filled with patches of green and blue water, and a large number of vermin (rats, snakes, etc.).

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 River rat.png River rat h Jackal.png Jackal
l Frilled lizard.png Frilled lizard w Worm.png Worm S Ball python.png Ball python S Adder.png Adder
B Giant cockroach.png Giant cockroach K Kobold.png Kobold J Endoplasm.png Endoplasm

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

F Bullfrog.png Bullfrog - These can be found at the end of certain vaults. Surprisingly dangerous in melee at the point when the Sewer appears.

S Water moccasin.png Water moccasin - Venomous, faster and hardier than an adder, this snake sometimes appears as the final boss instead of Pargi.

r Hell rat.png Hell rat - Another fast and surprisingly dangerous foe -- though initially locked behind a door.

K Kobold brigand.png Kobold brigand - Dangerous, and often armed with curare darts or a crossbow.

m Merfolk siren.png Siren - Sickly or malarious merfolk capable of mesmerizing you. A lot weaker than their counterparts in the Shoals, but still extremely dangerous. Found in one particular layout.

T Pargi.png Pargi - Even though he's weaker than regular trolls, he's very dangerous at this point of the dungeon.

5 Grinder.png Grinder - Can appear in a certain layout along with shadow imps, quasits, and zombies. Extremely dangerous if you're lacking willpower.

Loot

Loot will usually appear at the ending, in small chambers along the path, or in kobold rooms. Most of the time you can expect to find potions and scrolls, sometimes armour.

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 aren't amphibious are easier to defeat when they are standing in water. This can help take out kobold brigands (assuming they don't simply kill you at range with darts).
  • When Fire Magic or a wand of flame passes over a water tile, it will create damaging steam clouds. Steam damage alone can take out most enemies you'll find in a Sewer.

History

  • In 0.28, two Sewers layouts were added, and many layouts were rebalanced.
Temporary Portals
Early Game OssuarySewers
Mid Game BaileyGauntletIce caveVolcano
Late Game Desolation of SaltWizard LaboratoryZiggurat (Mega-Zig)
Peaceful BazaarTreasure trove