Hope is like a piece of string when youre drowning. It just isnt enough to get you out by itself.Perrin Aybara, The Eye of the World
interpretation of the difficulties described for each gate What you see below this paragraph is a "General" interpretation of the difficulties described for each gate of the Lab. STARS represent how Tough mobs can be. PLUS SIGNS represent how hard it is to navigate said gate. * Mobs are mostly fodder + Very Easy to Navigate. (meant to hinder progress, Contains 2 or less avoidable at best) floors,spin rooms. Very Few Target Mobs ** Contains a decent amount ++ Somewhat easy to of both fodder/target mobs navigate with few floors and mazes. may also contain Keys/Objects. *** contains a good amount of +++ Fairly hard to target mobs, and not so navigate. contains many fodder mobs. many passages and/or floors. uses some or many Keys/Objects to advance. **** Mostly consists of ++++ A swirl of passages Target Mobs and hardly and floors mixed if any Fodder Mobs. together with traps and other hazards making Navigation a Nightmare. The Plains of the Labyrinth Difficulty */++ Gate 1 is simply a vast "Wasteland" that is setup to simply *Warnings: there is a being known as the "River Anger". this will prevent you from entering the area north of the plains. it will instantly kill you unless you can remove it from existence first. Abilities Required: !sum GATE 1 First thing to do is to get aquainted with how this gate works as you'll notice when you move around, you will end up in completly different rooms. These are called "Spin Rooms", as they give off a mirror like effect. So when you enter these, you will random up in another room. To counter this, just learn the layout of the gate, so you dont get lost. Your first target is the Viper and he is 3e1n from the egress. He will kill anything in 1 hit if they enter his room, so use this to your advantage. He will use Venom and try to blind you each time you enter his room. once viper dies, go back to the egress and go n2w4nenwn through the forest under a tall tree. This is the spot below your next target known as the Tigerman Chief. when you enter his room he will see you worthy to fight. He may Still and use Nature's Fury on you from time to time. When he dies, grab the Claw off his corpse and return to the egress. Now go 3n1w1n and you will see the Wounded Paytron. give him the Claw and he will remove the River Anger that is 1n from him. then follow the path north into another large area. your final target, the Wolfen, stalks this place. more tigerman and eldikorks also span this area as well and it may be sensible to clear them by leading them to the viper as you will have rooms near the Wolfen to flee to. The Wolfen will summon you once you flee from him during the fight, so have !sum eq ready. he will also scan hunt you too but only by about 1 or 2 rooms away. once he dies loot his corpse for the soulstone.