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Lan shook his head sightly. 'He was better. But he thought I was finished, with only one arm. He never understood. You surrender after you're dead.'

Robert Jordan, New Spring
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Steam Tunnels of Astirin by Caellach

Directions to Tunnels of Astirin
===== Walkthrough =====

Now that you are thru PoM you will find yourself in a maze of tunnel containing a few scattered enemies and many locked doors.

Now first things first head west then all north at the first juction then a little more west then south to find the first Soulripper which loads the first key. Go back to the first juction then head south, the door your key opens is in the east at the end of that path. Follow that path downwards. At the end you will find a Water Fiend wich loads the next key.

Water Fiend
Steelwater Bracelet = 1 Hit 1 Dam Wrist
Potion of Winter = Power 100 Sleep Haste Sleep

Head back to the first juction then go north to the first true four way intersection and go east to find a door you can unlock. At the T go north you will have to back track to this spot again so drop a coin if you get lost easy. Go east then south at the first opportunity then down. Follow the path south then up when you are able. Again follow the path untill you find a Harvester.

Harvester
Eater of Souls = 2d7 Power 75 Vamp @ 5%
a black hooded cloak = 1 Hit 1 Dam Neck !GOOD !NEUTRAL

His key unlocks the door where you went back up the first time. Follow the path westward then no north when you can, then ever westward till you can go up. Take the path north east then go all north then all west. This leads you to the Zombie Lord, which can be a hair tricky as he will spawn zombies till kingdom come so target the Lord himself. He will also cipher Skulls on occation. And of course he loads a key to press onward.

Zombie Lord
vest of dragon scales = 10 Mana 4 Acap Body
War Helm silver feathers = 10 HP 5 Acap Head !GOOD !NEUTRAL
sword marked with Raven = 2d6 Power 60 Blind @ 5%

with the ZL key in hand head back to where you unlocked the last door and head all north and unlock THAT door. Head north and then up when you come upon a door you can't open yet. There should be a few spiders and a painweaver that loads a key and a few items I care not to mention. This key will unlock the previously mentioned door. Continue on this path and then down in a ominious pit. At the end of this pit you will find the Dark Phoenix. This mob also has a chance to pelt. OH and do be careful and have FFall if you don't already as the room below the Phoenix is a DT and you WILL die :P

Dark Phoenix
Potion of Summer = Power 100 Enfee Endure Element
Headdress of Feathers = 10 HP 8 Mfire -1 Mwater

Go BACK to where you may have seen or there is a clockwork dragon, this is on the same level as the top of the pit you where just in. Unlock the door south of the dragon to find the Dark Artificier. He is a royal baddy as he does most of the typical things like balefire and summon minions to help him, he also hits fairly hard. The kill is worth it however, he load some cool gear and ciphers eyes on occation.

Dark Artificer
The Time Apparatus = 15 Age 2 Wis Neck
Red spectacles = 1 Dam Head Senselife
Sa'angreal lightning = 1d5 Power 75 CallL @ 4% 8 Pair 13 Mair -7 Mearth
Gnomish Hammer = 15 Move 8% EFF 120 use Gemologist

Head back up to the junction with the first locked door and head west then north to find the door to the west. On this path you will find a few zombies and and a mob you may need senselife to find which holds the next key and a few items.

Psychotic Hermit
Potion of Autumn = Power 100 BMantle Sustain
Crystal Charm = 2 Str Neck
a silver-headed hatchet = 2d4 3 Dam Wield

At the end of the path you find the door that lets out in KoA.



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