Difference between revisions of "Zot:5"

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{{version021}}
 
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'''Zot:5''' is the final floor of [[the Realm of Zot]]. Part of the floor is similar to 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.
 
'''Zot:5''' is the final floor of [[the Realm of Zot]]. Part of the floor is similar to 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, barring some of the worst [[Ziggurat]] floors. It is almost entirely constructed of indestructible walls and has a layout that makes monsters likely to come at you in groups. These monsters include:
 
The Orb chamber is one of the hardest places you'll have to trudge through, barring some of the worst [[Ziggurat]] floors. It is almost entirely constructed of indestructible walls and has a layout that makes monsters likely to come at you in groups. These monsters include:
  
*[[Ancient lich]]es: Very powerful spellcasters that can [[paralyse]] 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.).
+
*{{monsterlink|Ancient lich}} - Very powerful spellcasters that can [[paralyse]] 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.).
*[[Orbs of fire]]: Fast, extremely durable opponents which inflict brutal [[fire]] damage and [[bad mutations]].
+
*{{monsterlink|Orb of fire}} - Fast, extremely durable opponents which inflict brutal [[fire]] damage and [[bad mutations]].
*[[Electric golem]]s: Extremely fast constructs that blink constantly and deal heavy [[electricity]] damage.
+
*{{monsterlink|Electric golem}} - Extremely fast constructs that blink constantly and deal heavy [[electricity]] damage.
*[[Orb Guardian]]s: Although fairly bland compared to everything else on Zot:5, these melee monsters are powerful, move quickly, and come in great numbers.
+
*{{monsterlink|Orb guardian}} - Although fairly bland compared to everything else on Zot:5, these melee monsters are powerful, move quickly, and come in great numbers.
*[[Killer Klown]]s: Unpredictable blinking pests whose melee attacks can inflict a very wide variety of random effects.
+
*{{monsterlink|Killer Klown}} - Unpredictable blinking pests whose melee attacks can inflict a very wide variety of random effects.
 
*All manner of [[list of dragons|dragons]] and [[list of draconians|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.
 
==Orb Chamber Map==
 
<pre>
 
##############################################################################
 
##############################################################################
 
#
 
# 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
 
 
</pre>
 
 
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 - [[Dig]]gable rock walls
 
*c - [[Shatter]]able 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 [[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
 
*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==
 
==Preparations==
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*High HP ([[Fighting]] skill), MP ([[Spellcasting]], [[Invocations]], or [[Evocations]] 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]].
*Ways to increase your damage output and mobility, such as potions of haste and might and several god abilities such as Okawaru's [[finesse]]
+
*Ways to increase your damage output and mobility, such as potions of haste and might and several god abilities such as Okawaru's [[finesse]].
 
*[[Electricity resistance]] for [[electric golem]]s.
 
*[[Electricity resistance]] for [[electric golem]]s.
*High [[magic resistance]] for ancient liches ("extremely" resistant or better to reliably avoid [[paralysis]]).
+
*High [[magic resistance]] for ancient liches (MR+++ or better to reliably avoid [[paralysis]]).
 
*[[Negative energy resistance]] and [[cold resistance]] for [[ancient lich]]es.
 
*[[Negative energy resistance]] and [[cold resistance]] for [[ancient lich]]es.
 
*[[Potions of mutation]] for when Orbs of Fire inevitably malmutate you.
 
*[[Potions of mutation]] for when Orbs of Fire inevitably malmutate you.
Line 136: Line 29:
 
*If you have one, use a [[scroll of magic mapping]] once you reach Zot:5 to see the layout of the chamber.
 
*If you have one, use a [[scroll of magic mapping]] once you reach Zot:5 to see the layout of the chamber.
 
*Clear everything outside the chamber first. This section will be just like the upper floors of Zot. Doing this will make escapes much safer. If the level has permanent teleport traps, expect monsters to be scattered everywhere, including in places that you've already cleared!
 
*Clear everything outside the chamber first. This section will be just like the upper floors of Zot. Doing this will make escapes much safer. If the level has permanent teleport traps, expect monsters to be scattered everywhere, including in places that you've already cleared!
 +
*If you have a way to dig, consider making a [[kill hole]] near the entrance to the Orb chamber; this can help pare down the dangerous monsters you'll be fighting at once. Be sure to leave an exit for yourself, as [[teleport]]ing away will be slow and potentially dangerous, as you might end up teleporting into the Orb chamber itself.
  
 
==Monster Strategies==
 
==Monster Strategies==
 
*Killing off ancient liches should be your top priority.
 
*Killing off ancient liches should be your top priority.
**Buff yourself up 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]], [[Dragon's Call]], or [[Shadow Creatures]]. If using heavy [[Conjurations]], couple it with a [[Spellforged Servitor]].
+
**Buff yourself up whenever dealing with them. They can summon brutal demons with [[torment]] and [[damnation]], 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]], [[Dragon's Call]], or [[Shadow Creatures]]. If using heavy [[Conjurations]], couple it with a [[Spellforged Servitor]].
 
**Ideally you'll be able to kill any ancient liches before they summon too many demonic reinforcements. If they do get anything frightening out, remember that killing the summoner is the fastest method for destroying their summons. Attempting to flee by blinking is extremely risky, and by foot often results in death by torment and damnation. Don't let the liches last long enough to make this a problem!
 
**Ideally you'll be able to kill any ancient liches before they summon too many demonic reinforcements. If they do get anything frightening out, remember that killing the summoner is the fastest method for destroying their summons. Attempting to flee by blinking is extremely risky, and by foot often results in death by torment and damnation. Don't let the liches last long enough to make this a problem!
 
**Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your [[line of sight]] without attending to them. Melee characters will want to retreat around corners to force them into melee range, as rushing towards them gives them several turns to hit you with a crystal spear or summon fiends, not to mention the fact that you'll likely encounter even more enemies as you enter unexplored areas.
 
**Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your [[line of sight]] without attending to them. Melee characters will want to retreat around corners to force them into melee range, as rushing towards them gives them several turns to hit you with a crystal spear or summon fiends, not to mention the fact that you'll likely encounter even more enemies as you enter unexplored areas.
Line 172: Line 66:
  
 
===Lugonu's Corruption===
 
===Lugonu's Corruption===
Worshiping [[Lugonu]] can make rushing into the Orb chamber a much less daunting task. 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. Haste yourself if you have any potions left, rush past any remaining guardians, read a [[scroll of teleportation]], and grab the Orb. If you wind up in a dangerous spot, teleport yourself again and hope for a better landing. If need be, 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.
+
Worshiping [[Lugonu]] can make rushing into the Orb chamber a much less daunting task. If you corrupt the level at the entrance of the left or right side of the chamber, you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. Haste yourself if you have any potions left, rush past any remaining guardians, read a [[scroll of teleportation]], and grab the Orb. If you wind up in a dangerous spot, teleport yourself again and hope for a better landing. If need be, 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===

Revision as of 23:57, 19 July 2019

Version 0.21: 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 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, barring some of the worst Ziggurat floors. It is almost entirely constructed of indestructible walls and has a layout that makes monsters likely to come at you in groups. These monsters include:

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.

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.
  • If you have one, use a scroll of magic mapping once you reach Zot:5 to see the layout of the chamber.
  • Clear everything outside the chamber first. This section will be just like the upper floors of Zot. Doing this will make escapes much safer. If the level has permanent teleport traps, expect monsters to be scattered everywhere, including in places that you've already cleared!
  • If you have a way to dig, consider making a kill hole near the entrance to the Orb chamber; this can help pare down the dangerous monsters you'll be fighting at once. Be sure to leave an exit for yourself, as teleporting away will be slow and potentially dangerous, as you might end up teleporting into the Orb chamber itself.

Monster Strategies

  • Killing off ancient liches should be your top priority.
    • Buff yourself up whenever dealing with them. They can summon brutal demons with torment and damnation, 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, Dragon's Call, or Shadow Creatures. If using heavy Conjurations, couple it with a Spellforged Servitor.
    • Ideally you'll be able to kill any ancient liches before they summon too many demonic reinforcements. If they do get anything frightening out, remember that killing the summoner is the fastest method for destroying their summons. Attempting to flee by blinking is extremely risky, and by foot often results in death by torment and damnation. Don't let the liches last long enough to make this a problem!
    • Remember that they won't cast anything if they can't see a target; try not to spend too long with them in your line of sight without attending to them. Melee characters will want to retreat around corners to force them into melee range, as rushing towards them gives them several turns to hit you with a crystal spear or summon fiends, not to mention the fact that you'll likely encounter even more enemies as you enter unexplored areas.
  • 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 most summons fast and resist almost everything. Melee fighters should use antimagic weapons to negate their attacks (if you haven't found one yet, freezing or vorpal weapons are your best alternatives). Conjurers should cast their most powerful non-elemental Conjurations, such as Iron Shot, Crystal Spear, Orb of Destruction, Tornado, Glaciate, or Fire Storm.
    • Again, spellforged servitors shine here. Their elemental resistances allow them to soak a few orb of fire attacks without dying, their spells are nearly as potent as your own, and you can hide behind one to avoid any bad mutations reaching you.
  • Whenever you come across a melee monster (Killer Klown, Orb Guardian, etc.), grab its attention and retreat to 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 about to be 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. When exploring the two areas adjacent to the Orb's chamber, stick to the dividing wall, peek around the corner, and lure back anything you find. Approaching too aggressively will likely lure out more than you'd like to take on all at once.

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 all of these units are fairly short-lived, this makes summons and divine companions much more attractive than the more "permanent" minions, 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, Sublimation of Blood, etc.) can often simply blast his way through with high-end spells like Lehudib's Crystal Spear, Orb of Destruction, Fire Storm, or Glaciate. This is especially true when you're accompanied by a spellforged servitor. Mind the noise, don't attract more monsters than your MP can handle, and don't be afraid to fall back and recover if need be.

Lugonu's Corruption

Worshiping Lugonu can make rushing into the Orb chamber a much less daunting task. If you corrupt the level at the entrance of the left or right side of the chamber, you will likely break through a path to the Orb room and in the meantime create walls and demons blocking the path of monsters. Haste yourself if you have any potions left, rush past any remaining guardians, read a scroll of teleportation, and grab the Orb. If you wind up in a dangerous spot, teleport yourself again and hope for a better landing. If need be, 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 floor. As a bonus, however, Shatter deals very respectable damage to most enemies found here (apart from orbs of fire). 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 to keep you alive when all else fails.

Stealth/Stabbing

Walk into the Orb chamber and try to stab any sleeping monsters (Orb Guardians, ancient liches, orbs of fire, etc.). If possible, cast Darkness to limit the number of opponents you have to deal with. Be sure to have a means of escape 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 before fighting it to avoid waking up any other monsters. When you're in sight of the Orb, grab it and teleport away.


History

Prior to 0.19, the translocations restrictions of the Orb of Zot did not apply to the entire Realm of Zot

Before the removal of teleport control in 0.17, teleport control was disabled on Zot:5

Prior to 0.12, digging out everything outside the Orb chamber would increase the chances of landing somewhere safe after a random teleport.