Difference between revisions of "Zot:5"

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{{version011}}
 
{{version011}}
  
[[Zot:5]] is the last level of [[the Realm of Zot]]. Part of the level is similar to the upper levels; the rest is taken over by the massive Orb chamber, one of several pre-designed vaults containing the [[Orb of Zot]]. Picking up the Orb allows you to ascend the [[Dungeon]], escape, and win the game.
+
[[Zot:5]] is the final floor of [[the Realm of Zot]]. Part of the floor is similar to the Zot:1-4, but the rest is taken over by the massive Orb chamber, one of several pre-designed vaults containing the [[Orb of Zot]]. Picking up the Orb allows you to ascend the [[Dungeon]], escape, and win the game.
  
The Orb chamber is one of the hardest places you'll have to trudge through, on par with some of the worst [[Ziggurat]] floors. It prevents teleport-control and has indestructible walls, a layout that makes monsters likely to come at you, and a mix of the following top-tier monsters:
+
The Orb chamber is one of the hardest places you'll have to trudge through, on par with some of the worst [[Ziggurat]] floors. It prevents teleport-control and has mostly indestructible walls, a layout that makes monsters likely to come at you, and a mix of the following top-tier monsters:
  
*[[Ancient lich]]: a very powerful spellcaster that can [[Banishment|banish]] you or summon [[Tier-1 demon|Tier-1]] and [[Tier-2 demon|-2]] Demons or cast [[Lehudib's Crystal Spear]] et al.
+
*[[Ancient lich]]es: Very powerful spellcasters that can [[banish]] you, summon [[Tier-1 demon|Tier-1]] and [[Tier-2 demon|-2]] demons, and cast brutal [[Conjurations]] ([[Lehudib's Crystal Spear]], [[Orb of Destruction]], etc.).
*[[Orb of fire]]: very fast, constantly lobbing powerful fireballs, mutates you, high [[HP]] and [[resistance]]s, hits hard.
+
*[[Orbs of fire]]: Very fast, extremely durable opponents which deal brutal [[fire]] damage and [[mutate]] you.
*[[Electric golem]]: extremely fast, blinks, electric attacks
+
*[[Electric golem]]s: Extremely fast constructs that blink constantly and deal heavy [[electricity]] damage.
*[[Orb Guardian]]: tough, very fast, a lot of them.
+
*[[Orb Guardian]]s: Although fairly bland compared to everything else on Zot:5, these melee monsters are powerful, move quickly, and occur in great numbers.
*[[Killer Klown]]: blinks, has a somewhat random [[Chaos]]-type melee brand, but actually, it's not chaos.
+
*[[Killer Klown]]s: Unpredictable blinking pests whose melee attacks can inflict a very wide variety of random effects.
*All kinds of dragons and draconians.
+
*All manner of [[list of dragons|dragons]] and [[list of draconians|draconians]].
  
 
Charging in is almost certain suicide. To succeed, consider your build and plan your approach around that. The rest of the page provides helpful information and outlines common strategies.
 
Charging in is almost certain suicide. To succeed, consider your build and plan your approach around that. The rest of the page provides helpful information and outlines common strategies.
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</pre>
 
</pre>
  
Please note that this Layout is outdated. While the general buildup still is the same, the chamber with the Orb can now have other (similar) layouts.
+
Please note that this layout is not the only one possible. While the general layout will always be very similar, the final chamber with the Orb may be different.
  
 
===Legend:===
 
===Legend:===
Line 110: Line 110:
 
*x - [[Dig]]gable rock walls
 
*x - [[Dig]]gable rock walls
 
*c - [[Shatter]]able stone walls
 
*c - [[Shatter]]able stone walls
*C - Permanent rock walls with a 10% chance of stone walls
+
*C - Usually permanent rock walls (10% chance of stone walls)
 
*A, B - Floor with a 33% chance of being a trap
 
*A, B - Floor with a 33% chance of being a trap
*a, b - Floor or Granite statues with a 1/100 chance of being a orange/silver/ice statue.
+
*a, b - Floor or granite [[statue]]s with a 1/100 chance of being an [[orange crystal statue|orange crystal]], [[silver statue|silver]], or [[ice statue]].
 
*. - Floor with a 1/51 chance of being a trap
 
*. - Floor with a 1/51 chance of being a trap
 
*1 - Orb Guardian, also 1/3 chance of a trap
 
*1 - Orb Guardian, also 1/3 chance of a trap
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==Preparations==
 
==Preparations==
 
The following items, abilities, and intrinsics are recommended for surviving the Orb chamber. They are ordered in terms of importance. A more experienced player can clear the chamber with fewer, while a player who just reached Zot:5 for the first time will probably want to have as many of them as possible.
 
The following items, abilities, and intrinsics are recommended for surviving the Orb chamber. They are ordered in terms of importance. A more experienced player can clear the chamber with fewer, while a player who just reached Zot:5 for the first time will probably want to have as many of them as possible.
*High HP ([[Fighting]] skill), MP ([[Spellcasting]] skill), [[experience]] level, [[AC]], [[EV]], [[SH]], [[Piety]], etc....
+
*High HP ([[Fighting]] skill), MP ([[Spellcasting]], [[Invocations]], or [[Evocations]] skill), [[experience]] level, [[AC]], [[EV]], [[SH]], [[Piety]], etc.
*Max [[fire resistance]] for [[orbs of fire]]
+
*Max [[fire resistance]] for [[orbs of fire]].
*[[Haste]], [[potion of speed]], [[wand of hasting]]. [[Berserk]] rage is a more risky option.
+
*Sources of [[Haste]] to increase your mobility and damage output. The Haste spell, multiple [[potions of speed]], or a well-charged [[wand of hasting]] are all fine. A source of [[berserk]]ing is also effective for melee fighters, but much riskier.
*[[Electricity resistance]] for [[electric golem]]s
+
*[[Electricity resistance]] for [[electric golem]]s.
*High movement speed to outrun things. At least one (but preferably more) of the following is advised: [[boots of running]], [[potions of speed]], [[Haste]], [[Swiftness]]
+
*High movement speed to outrun things. At least one (but preferably more) of the following is advised: [[boots of running]], [[potions of speed]], [[Haste]], [[Swiftness]].
*High [[magic resistance]] for ancient liches ("extremely" resistant or better, to avoid Paralysis)
+
*High [[magic resistance]] for ancient liches ("extremely" resistant or better to reliably avoid [[paralysis]]).
*[[Life protection]] and [[cold resistance]] for [[ancient lich]]es
+
*[[Life protection]] and [[cold resistance]] for [[ancient lich]]es.
*An [[amulet of resist mutation]] for orbs of fire
+
*A source of mutation resistance for orbs of fire. An [[amulet of resist mutation]] is the most common option.
*[[See invisible]] for ancient liches
+
*[[See invisible]] for ancient liches.
 
*[[Blink]] as a possible escape alternative.
 
*[[Blink]] as a possible escape alternative.
*Optional: [[Apportation]] with some [[spell power]]. Only if you plan to yoink the Orb instead of clearing the chamber.
+
*Optional: [[Apportation]] with high [[spell power]] if you plan to yoink the Orb instead of clearing the chamber.
  
 
==Preliminaries==
 
==Preliminaries==
*Clear Zot:1-4. Optional, but it gives a large amount of experience.
+
*Clear Zot:1-4. This is optional, but it gives a large amount of experience and makes the ascension run safer.
 
*Optionally, use a [[scroll of magic mapping]] once you reach Zot:5 to locate the chamber.
 
*Optionally, use a [[scroll of magic mapping]] once you reach Zot:5 to locate the chamber.
*Clear everything outside the chamber first. This is like the upper levels of Zot. Teleports will be safer.
+
*Clear everything outside the chamber first. This will be just like the upper floors of Zot. Although you can skip this section, doing so will make teleport escapes much safer.
*Dig out the level. In case of a emergency teleport, this will improve the chances of landing in a good spot. This bug/feature will be removed in [[0.12]].
+
*Dig out as large an area outside of the Orb chamber as you can to greatly improve your odds of landing somewhere safe after a teleport. This bug/feature will be removed in [[0.12]].
  
 
==Monster Strategies==
 
==Monster Strategies==
*Ancient liches are your top priority. Haste yourself always. They can summon monsters with [[torment]] (fiends), or cast iron shot/crystal spear for more than 80 points of damage. Remember that they won't cast anything if they can't see any foe, so try to keep them in your LOS the minimum amount time possible. Some of the best ways of killing them are: good weapons of [[antimagic]] (a short sword of antimagic is ''not'' a good weapon) or [[holy wrath]], [[dispel undead]], [[orb of destruction]], [[shatter]], [[iron shot]], [[tornado]], [[summon horrible things]], [[summon dragon]], or [[shadow creatures]]. Focus on the ancient liches, and when they are dead, use [[Abjuration]]/[[Mass Abjuration]] to clean up any remaining summons, or not. For example, if it is a reaper or a loro you can just run away; if it is a hellion kill it immediately; if it is a [[hell sentinel]], blink and run away; etc.
+
*Killing off ancient liches should be your top priority.
*Orbs of fire are next on the list(However, if you're seeing Ancient Liches and Orbs of the fire at the same time, you'd better start retreating.) They deal incredible damage and may mutate you if you don't resist mutations. There's no safe way to deal with them, since they chew through summons fast and resist almost everything. The best weapons are weapons of antimagic. Conjurers can use [[iood]], [[iron shot]], [[crystal spear]], [[tornado]], [[ice storm]], or [[fire storm]].
+
**Haste yourself whenever dealing with them. They can summon brutal demons with [[torment]] and [[hellfire]], or cast Iron Shot or Crystal Spear for massive damage. Some of the best ways of killing them are: good weapons of [[antimagic]] (a short sword of antimagic is ''not'' a good weapon) or [[holy wrath]], [[Dispel Undead]], [[Orb of Destruction]], [[Shatter]], [[Iron Shot]], [[Tornado]], [[Summon Horrible Things]], [[Summon Dragon]], or [[Shadow Creatures]].
 +
**Once you've cleared out the ancient liches, then you can worry about anything they summoned. [[Abjuration]]/[[Mass Abjuration]] will make short work of anything they call up, but if you lack it, consider your actions on a case by case basis. Most undead summons shouldn't be a major concern, but [[hellion]]s should be killed as quickly as possible. The more durable demons with [[torment]] or [[hellfire]] may merit a hasty retreat until they unsummon on their own.
 +
**Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your [[LOS]] without attending to them.
 +
*Orbs of fire are next on the list (but if you're facing ancient liches and orbs of the fire at the same time, you should strongly consider making an escape). If you lack at least rF++, they can deal incredible damage very quickly, and they will almost certainly mutate you several times if you don't resist mutations. There's no safe way to deal with them, since they chew through summons fast and resist almost everything. Melee fighters should use antimagic weapons, while ranged fighters can deal significantly increased damage with [[silver]] ammunition. Conjurers should cast their most powerful non-elemental Conjurations, such as [[Iron Shot]], [[Crystal Spear]], [[Orb of Destruction]], [[Tornado]], [[Ice Storm]], or [[Fire Storm]].
 
*Whenever you come across a melee monster (Killer Klown, Orb Guardian, etc.), grab its attention and retreat towards a safe place to kill it. Keep in mind that dragons and electric golems will shoot their breath/special attacks at you, so you may have to hide behind a corner to force it follow you.
 
*Whenever you come across a melee monster (Killer Klown, Orb Guardian, etc.), grab its attention and retreat towards a safe place to kill it. Keep in mind that dragons and electric golems will shoot their breath/special attacks at you, so you may have to hide behind a corner to force it follow you.
*Speaking of Orb Guardians, they are fast and strong, but they ''can'' be confused. If you're swarmed by a bunch it's often a great idea to have them bashing one another instead of you.
+
*Speaking of Orb Guardians, they are fast and strong, but they ''can'' be confused. If you're swarmed by a bunch, it's often a great idea to have them bashing one another instead of you.
 
*Moths of wrath may berserk monsters or you. Try not to be there when this happens to a pack of Orb Guardians.
 
*Moths of wrath may berserk monsters or you. Try not to be there when this happens to a pack of Orb Guardians.
  
 
==Strategies==
 
==Strategies==
'''WARNING: the strategies below call for specific abilities and tactics, and may not apply to your character!'''
+
'''WARNING: The strategies below call for specific abilities and tactics, and may not apply to your character!'''
  
 
===Clear the Chamber Gradually===
 
===Clear the Chamber Gradually===
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===Lugonu's Corruption===
 
===Lugonu's Corruption===
Worshiping [[Lugonu]] can make the Orb chamber trivial. If you corrupt the level at the entrance of the left or right side of the chamber (at "AA" or "BB" on the map), you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. Once you get in sight of the Orb, apport it, read a scroll of teleportation and grab the Orb. Banishing yourself to the Abyss can save your life, but don't forget that you will return exactly to the same spot.
+
Worshiping [[Lugonu]] can make the Orb chamber trivial. If you corrupt the level at the entrance of the left or right side of the chamber (at "AA" or "BB" on the map), you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. Once you get in sight of the Orb, apport it, read a scroll of teleportation and grab the Orb. Banishing yourself to the Abyss can save your life and give you a chance to heal, but don't forget that you will return to the exact same spot you left from.
  
 
===Shatter/Lee's Rapid Deconstruction===
 
===Shatter/Lee's Rapid Deconstruction===
Line 178: Line 181:
  
 
===Stealth/Stabbing===
 
===Stealth/Stabbing===
Walk into the orb chamber and try to stab any sleeping monsters (Orb Guardians, ancient liches, orbs of fire, etc.). Be sure to have a way to escape, preferably Haste, and make sure you are extremely stealthy if you want to try this approach. If an orb guardian wakes up, lure it outside the chamber and fight it to avoid waking up any other monsters. When you're in sight of the orb, grab it and teleport away.
+
Walk into the orb chamber and try to stab any sleeping monsters (Orb Guardians, ancient liches, orbs of fire, etc.). Be sure to have a way to escape, preferably Haste, and make sure you are extremely stealthy if you want to try this approach. If an Orb Guardian wakes up, lure it outside the chamber and fight it to avoid waking up any other monsters. When you're in sight of the Orb, grab it and teleport away.
  
 
===Teleport with Safety System===
 
===Teleport with Safety System===
If you worship [[Nemelex Xobeh]], you can randomly teleport around and entomb yourself with a Tomb card in case of failure. If you land near enemies, blink away before entombing. If you worship Zin, you may use Sanctuary for a similar effect. [[Borg]], [[Death's Door]], or [[Elyvilon]] are also excellent for this strategy.
+
If you worship [[Nemelex Xobeh]], you can randomly teleport around and entomb yourself with a Tomb card in case of failure. If you land near enemies, blink away before entombing. If you worship Zin, you may use Sanctuary for a similar effect. [[Borgnjor's Revivification]], [[Death's Door]], or [[Elyvilon]] also work fairly well with this strategy.
  
 
===Run and Teleport===
 
===Run and Teleport===

Revision as of 22:04, 10 January 2013

Version 0.11: This article may not be up to date for the latest stable release of Crawl.
Zot:5 is the final floor of the Realm of Zot. Part of the floor is similar to the Zot:1-4, but the rest is taken over by the massive Orb chamber, one of several pre-designed vaults containing the Orb of Zot. Picking up the Orb allows you to ascend the Dungeon, escape, and win the game.

The Orb chamber is one of the hardest places you'll have to trudge through, on par with some of the worst Ziggurat floors. It prevents teleport-control and has mostly indestructible walls, a layout that makes monsters likely to come at you, and a mix of the following top-tier monsters:

Charging in is almost certain suicide. To succeed, consider your build and plan your approach around that. The rest of the page provides helpful information and outlines common strategies.

Orb Chamber Map

##############################################################################
##############################################################################
#
# hall_of_Zot_5
#
##############################################################################
##############################################################################

NAME:       hall_of_Zot
PLACE:      Zot:5
ORIENT:     north
TAGS:       no_dump
LFLAGS:     no_tele_control
LFLOORCOL:  magenta
LROCKCOL:   lightmagenta
LFLOORTILE: floor_rough_magenta
LROCKTILE:  wall_zot_lightmagenta

#traps
SUBST:    C = X:900 c:100
KFEAT:    8 = any trap / w:20 floor
SHUFFLE:  ABab / ^^FF / ^^FF / ^^FF
SHUFFLE:  Aa / Bb
KFEAT:    A = any trap / w:30 floor
KFEAT:    B = any trap / w:10 floor
SUBST:    a=F, b=6 F
SUBST:    ^ = ^ .:10
SUBST:    . = .:500 ^
KMASK:    1! = no_item_gen
SUBST:    ! = ^ .:40

#monsters
MONS:     patrolling Orb Guardian, Killer Klown, electric golem, orb of fire
MONS:     ancient lich, orange crystal statue / silver statue / ice statue
SUBST:    8=8., 8=8., 5=5.
SHUFFLE:  234
SUBST:    ? = .:8 ?
SUBST:    ? : KLM
SUBST:    K = 4:30 5 8 9
SUBST:    L = 4 5:30 8 9
SUBST:    M = 4 5 8:30 9

COLOUR:   c = magenta
TILE:     c = dngn_stone_wall_magenta

KITEM:    Z = Orb of Zot

MAP
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXX.............XXXXXXXXXXXXXXXXXXXXXXXXX.............XXXXXXXXXXXXXX
XXXXXXXXXXXX...................XXXXXXXXXXXXXXXXXXX...................XXXXXXXXXXX
XXXXXXXXXXX..........3...........XXXXXXXXXXXXXXX...........3..........XXXXXXXXXX
XXXXXXXXXX..8.....................XXXXXXXXXXXXX.....................8..XXXXXXXXX
XXXXXXXXXX.......?..?.....8.8.....XXX...1...XXX.....8.8.....?..?.......XXXXXXXXX
XXXXXXXXXXX.8...........?.........XX..1...1..XX.........?...........8.XXXXXXXXXX
XXXXXXXXXXXX......................X1...!!!...1X......................XXXXXXXXXXX
XXXXXXXXXXXXX.....4....2....8.8......1.!Z!.1......8.8....2....4.....XXXXXXXXXXXX
XXXXXXXXXXXX....?...?.....?...?...X1...!!!...1X...?...?.....?....?...XXXXXXXXXXX
XXXXXXXXXXX.......?....?..........XX..1...1..XX..........?....2.......XXXXXXXXXX
XXXXXXXXXX.....8..........8.8.....XXX...1...XXX.....8.8..........8.....XXXXXXXXX
XXXXXXXXXX...8....................cXXXXXXXXXXXc....................8...XXXXXXXXX
XXXXXXXXXXX.....8.8.8..8.........ccccccccccccccc........8...8.8.8.....XXXXXXXXXX
XXXXXXXXXXXX...............8...XcccccccccccccccccX...8............8..XXXXXXXXXXX
XXXXXXXXXXXXX........8..8...XXXXcccccccccccccccccXXXX...8..8........XXXXXXXXXXXX
XXXXXXXXXXXXXXa111accCCCCCCXXXXXcccccccccccccccccXXXXXCCCCCCccb111bXXXXXXXXXXXXX
XXXXXXXXXXXcc...............AA1.ccccccccccccccccc.1BB...............ccXXXXXXXXXX
XXXXXXXXXXcc...8.8..8.8.....cc1...ccccccccccccc...1cc.......8..8.8.8.ccXXXXXXXXX
XXXXXXXXXcc.8...8......8.8...ccc...ccccccccccc...ccc...8.8.8..8.......ccXXXXXXXX
XXXXXXXXXc.8..8....8.8........ccc...............ccc.....8....8..8.8....cXXXXXXXX
XXXXXXXXXc..8..8.8....8.8.8.5.cXcc.............ccXc.5.8.8.8....8.8...8.cXXXXXXXX
XXXXXXXXXc..8.....8.8.......8.cXXc.............cXXc8........8.....8.8..cXXXXXXXX
XXXXXXXXXc.8...8......8.8.....cXXcc.1...1...1.ccXXc......8.......8.....cXXXXXXXX
XXXXXXXXXc8..8...8.8.8.8...8.8cXXXc...........cXXXc8.8..8..8.8.8...8.8.cXXXXXXXX
XXXXXXXXXc.....8.........8....cXXcc...........ccXXc....8.8.............cXXXXXXXX
XXXXXXXXXcc...5..8..8.8....8.ccXXc.............cXXcc8.....8....8..5.8.ccXXXXXXXX
XXXXXXXXXXcc8......8....8.8.ccXXcc.............ccXXcc.8.8....8....8..ccXXXXXXXXX
XXXXXXXXXXXcc..............ccXXXc...............cXXXcc..............ccXXXXXXXXXX
XXXXXXXXXXXXccccccccccccccccXXXXcccccccc@ccccccccXXXXccccccccccccccccXXXXXXXXXXX
ENDMAP

Please note that this layout is not the only one possible. While the general layout will always be very similar, the final chamber with the Orb may be different.

Legend:

  • X - Permanent rock walls that cannot be affected in any way
  • x - Diggable rock walls
  • c - Shatterable stone walls
  • C - Usually permanent rock walls (10% chance of stone walls)
  • A, B - Floor with a 33% chance of being a trap
  • a, b - Floor or granite statues with a 1/100 chance of being an orange crystal, silver, or ice statue.
  • . - Floor with a 1/51 chance of being a trap
  • 1 - Orb Guardian, also 1/3 chance of a trap
  • 2/3/4 - Random monsters (Killer Klowns, electric golems, or orbs of fire)
  • 5 - 1/2 chance of an ancient lich
  • 8 - 1/4 chance of a random hard monster, 1/3 chance of a trap
  • ? - 1/2 chance of anything that can generate in Zot, weighted toward the above listed monsters

Preparations

The following items, abilities, and intrinsics are recommended for surviving the Orb chamber. They are ordered in terms of importance. A more experienced player can clear the chamber with fewer, while a player who just reached Zot:5 for the first time will probably want to have as many of them as possible.

Preliminaries

  • Clear Zot:1-4. This is optional, but it gives a large amount of experience and makes the ascension run safer.
  • Optionally, use a scroll of magic mapping once you reach Zot:5 to locate the chamber.
  • Clear everything outside the chamber first. This will be just like the upper floors of Zot. Although you can skip this section, doing so will make teleport escapes much safer.
  • Dig out as large an area outside of the Orb chamber as you can to greatly improve your odds of landing somewhere safe after a teleport. This bug/feature will be removed in 0.12.

Monster Strategies

  • Killing off ancient liches should be your top priority.
    • Haste yourself whenever dealing with them. They can summon brutal demons with torment and hellfire, or cast Iron Shot or Crystal Spear for massive damage. Some of the best ways of killing them are: good weapons of antimagic (a short sword of antimagic is not a good weapon) or holy wrath, Dispel Undead, Orb of Destruction, Shatter, Iron Shot, Tornado, Summon Horrible Things, Summon Dragon, or Shadow Creatures.
    • Once you've cleared out the ancient liches, then you can worry about anything they summoned. Abjuration/Mass Abjuration will make short work of anything they call up, but if you lack it, consider your actions on a case by case basis. Most undead summons shouldn't be a major concern, but hellions should be killed as quickly as possible. The more durable demons with torment or hellfire may merit a hasty retreat until they unsummon on their own.
    • Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your LOS without attending to them.
  • Orbs of fire are next on the list (but if you're facing ancient liches and orbs of the fire at the same time, you should strongly consider making an escape). If you lack at least rF++, they can deal incredible damage very quickly, and they will almost certainly mutate you several times if you don't resist mutations. There's no safe way to deal with them, since they chew through summons fast and resist almost everything. Melee fighters should use antimagic weapons, while ranged fighters can deal significantly increased damage with silver ammunition. Conjurers should cast their most powerful non-elemental Conjurations, such as Iron Shot, Crystal Spear, Orb of Destruction, Tornado, Ice Storm, or Fire Storm.
  • Whenever you come across a melee monster (Killer Klown, Orb Guardian, etc.), grab its attention and retreat towards a safe place to kill it. Keep in mind that dragons and electric golems will shoot their breath/special attacks at you, so you may have to hide behind a corner to force it follow you.
  • Speaking of Orb Guardians, they are fast and strong, but they can be confused. If you're swarmed by a bunch, it's often a great idea to have them bashing one another instead of you.
  • Moths of wrath may berserk monsters or you. Try not to be there when this happens to a pack of Orb Guardians.

Strategies

WARNING: The strategies below call for specific abilities and tactics, and may not apply to your character!

Clear the Chamber Gradually

The most straightforward strategy is to simply walk into the chamber, wake up as few monsters as possible, then retreat and kill them one by one. Repeat.

Lure Monsters Out

By careful use of noise (shouting and spells are the most reliable means of generating this), you may be able to wake up a few monsters, get them chasing you, and run away. Note that due to the chamber layout and the patrolling Orb Guardians, this may be hard to do without getting swamped.

Go In With an Army

If you can, summon as many creatures as possible. You can then hang back as they fight the enemies. This may be accomplished in many ways:

It's worth noting that in Zot, almost any permanent servant will be annhilated quickly, especially when the orbs of fire start tossing around fireballs. Hordes of minions can certainly take down any given local, but you'll be going through a lot of minions! Since these "permanent" servants are comparatively short-lived, this makes summons and divine companions that much more attractive, especially as they depend less on limited resources like corpses.

Blast Your Way Through

A Conjurations specialist with a reliable means of recharging MP (potions of magic, Sif Muna's channeling, etc.) can often simply blast his way through with high-end spells like Lehudib's Crystal Spear, Fire Storm, or Ice Storm. Mind the noise and don't attract more monsters than your MP can handle.

Lugonu's Corruption

Worshiping Lugonu can make the Orb chamber trivial. If you corrupt the level at the entrance of the left or right side of the chamber (at "AA" or "BB" on the map), you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. Once you get in sight of the Orb, apport it, read a scroll of teleportation and grab the Orb. Banishing yourself to the Abyss can save your life and give you a chance to heal, but don't forget that you will return to the exact same spot you left from.

Shatter/Lee's Rapid Deconstruction

If you don't worship Lugonu, but can cast Shatter or Lee's Rapid Deconstruction, you may use them to dig through the shatterable stone walls. Note, however, that this is much slower and will make a lot of noise, enough to instantly awaken almost every monster on the level. As a bonus, however, both spells deal great damage to low-AC'ed electric golems. Once you clear a path to the Orb, grab it quickly and teleport away as described above. Zin's Sanctuary ability is a nice addition.

Stealth/Stabbing

Walk into the orb chamber and try to stab any sleeping monsters (Orb Guardians, ancient liches, orbs of fire, etc.). Be sure to have a way to escape, preferably Haste, and make sure you are extremely stealthy if you want to try this approach. If an Orb Guardian wakes up, lure it outside the chamber and fight it to avoid waking up any other monsters. When you're in sight of the Orb, grab it and teleport away.

Teleport with Safety System

If you worship Nemelex Xobeh, you can randomly teleport around and entomb yourself with a Tomb card in case of failure. If you land near enemies, blink away before entombing. If you worship Zin, you may use Sanctuary for a similar effect. Borgnjor's Revivification, Death's Door, or Elyvilon also work fairly well with this strategy.

Run and Teleport

The fastest and riskiest approach involves simply teleporting on Zot:5 until you land near the Orb, grabbing it, and teleporting repeatedly until you find an up staircase. Be hasted for as much of this as possible, using a scroll of vulnerability when you can to purge glow. Expect to take some damage as you flee. It's somewhat suicidal, but possible. On second thought, do not do this.

Requirements:

  • Fast movement speed: Boots of running, Haste (rather than Swiftness, because the latter sacrifices Stealth).
  • Very stealthy (Flight, Invisibility, Darkness, Lantern of shadows can help)
  • Several potions of healing and a wand of healing with scrolls of recharging
  • Fire resistance (rElec is also recommended)
  • Apportation (high failure rate, but can save you some very critical turns)
  • The ability to teleport several times in a row (two teleport wands and a few scrolls of recharging will suffice)
  • Several scrolls of fog and/or Summon Butterflies to avoid combat