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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 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.
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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, 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:
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*{{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.).
 
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*{{monsterlink|Orb of fire}} - Fast, extremely durable opponents which inflict brutal [[fire]] damage and [[bad mutations]].
*[[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.
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*{{monsterlink|Electric golem}} - Extremely fast constructs that blink constantly and deal heavy [[electricity]] damage.
*[[Orb of fire]]: very fast, constantly lobbing powerful fireballs, mutates you, high [[HP]] and [[resistance]]s, hits hard.
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*{{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.
*[[Electric golem]]: extremely fast, blinks, electric attacks
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*{{monsterlink|Killer Klown}} - Unpredictable blinking pests whose melee attacks can inflict a very wide variety of random effects.
*[[Orb Guardian]]: tough, very fast, a lot of them.
+
*All manner of [[list of dragons|dragons]] and [[list of draconians|draconians]].
*[[Killer Klown]]: blinks, has a somewhat random [[Chaos]]-type melee brand, but actually, it's not chaos.
 
*All kinds of dragons and 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 outdated. While the general buildup still is the same, the chamber with the Orb can now have other (similar) layouts.
 
 
===Legend:===
 
*X - Permanent rock walls that cannot be affected in any way
 
*x - [[Dig]]gable rock walls
 
*c - [[Shatter]]able stone walls
 
*C - Permanent rock walls with a 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 a orange/silver/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==
 
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....
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*High HP ([[Fighting]] skill), MP ([[Spellcasting]], [[Invocations]], or [[Evocations]] skill), [[experience]] level, [[AC]], [[EV]], [[SH]], [[Piety]], etc.
*Max [[fire resistance]] for [[orbs of fire]]
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*Max [[fire resistance]] for [[orbs of fire]].
*[[Haste]], [[potion of speed]], [[wand of hasting]]. [[Berserk]] rage is a more risky option.
+
*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
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*[[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]]
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*High [[magic resistance]] for ancient liches (MR+++ or better to reliably avoid [[paralysis]]).
*High [[magic resistance]] for ancient liches ("extremely" resistant or better, to avoid Paralysis)
+
*[[Negative energy resistance]] and [[cold resistance]] for [[ancient lich]]es.
*[[Life protection]] and [[cold resistance]] for [[ancient lich]]es
+
*[[Potions of mutation]] for when Orbs of Fire inevitably malmutate you.
*An [[amulet of resist mutation]] for orbs of fire
+
*[[See invisible]] for ancient liches.
*[[See invisible]] for ancient liches
+
*Optional: [[Darkness]] if you intend to sneak in attracting as little attention as possible.
*[[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.
 
  
 
==Preliminaries==
 
==Preliminaries==
*Clear Zot:1-4. Optional, but it gives a large amount of experience.
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*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.
+
*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 is like the upper levels of Zot. Teleports will be safer.
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*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!
*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]].
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*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==
*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.
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*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]].
+
**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]].
*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.
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**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!
*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.
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**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.
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*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 servitor (monster)|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.
 
*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!'''
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'''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===
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.
+
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===
 
===Lure Monsters Out===
Line 158: Line 53:
 
===Go In With an Army===
 
===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:
 
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:
*Divine companions: Angels and Daevas of [[The Shining One]], [[Trog]]'s Brothers in Arms, [[Makhleb]]'s Greater demons, [[Beogh]]'s orcish companions, etc.
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*Divine companions: Angels and daevas of [[The Shining One]], [[Trog]]'s Brothers in Arms, [[Makhleb]]'s Greater demons, [[Beogh]]'s orcish companions, [[Qazlal]]'s elementals, [[Yredelemnul]]'s undead army...
*Evoked companions: Bottled efreets, elementals, etc.
 
 
*[[Summonings]] spells: [[Shadow Creatures]] is relatively low level, but very powerful (albeit short-lived) in Zot.
 
*[[Summonings]] spells: [[Shadow Creatures]] is relatively low level, but very powerful (albeit short-lived) in Zot.
 
*The [[demonspawn mutations#Demonic Guardian|Demonic Guardian]] [[demonspawn]] mutation gives you demonic guardians when [[tension]] is high. Zot:5 qualifies.
 
*The [[demonspawn mutations#Demonic Guardian|Demonic Guardian]] [[demonspawn]] mutation gives you demonic guardians when [[tension]] is high. Zot:5 qualifies.
*Grab as many weapons as you can, then use [[Tukima's Dance]].
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*Why compromise? [[Dragon's Call]]: There is no substitute.
*Undead companions: Animate killed monsters and use [[Twisted Resurrection]] on earlier floors to gather [[abomination]]s.
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*Worshipers of [[Fedhas]] can grow an [[oklob]] farm and lure enemies to it.
*Why compromise?  [[Summon Dragon]]: There is no substitute.
 
  
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.
+
 
 +
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===
 
===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.
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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===
 
===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 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===
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.
+
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===
 
===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.). 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.
 +
 
 +
 
  
===Teleport with Safety System===
+
==History==
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.
+
Prior to [[0.19]], the translocations restrictions of the [[Orb of Zot]] did not apply to the entire Realm of Zot
  
===Run and Teleport===
+
Before the removal of [[teleport control]] in [[0.17]], [[teleport control]] was disabled on Zot:5
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:
+
Prior to [[0.12]], digging out everything outside the Orb chamber would increase the chances of landing somewhere safe after a random teleport.
*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
 
  
[[Category:Spoilers]] [[Category:Strategy_Guides]]
+
[[Category:Spoilers]]
 +
[[Category:Strategy_Guides]]

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.