[Guide] Lair of the Snarbolax
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[Guide] Lair of the Snarbolax
'Twas brillig in the Gloaming woods...
Introduction
I did a solo run over the weekend to make some semblance of a walkthrough for the Tier 1 Snarbolax depths. It's a pretty simple run already, and most would argue there isn't really a need for a guide, though I had fun making it. Took plenty of screens that I'll probably never even use either, but eh.
Hopefully be done posting all three parts by the end of the week. I hope you'll all enjoy the first section:
[Depth 5]: Gloaming Wildwoods
Terrilous Trail
The depths leading up to the Snarbolax are fairly linear, so you shouldn't lose yourself that easily. From the landing, head south along the path, dispatching the Wolvers and Chromalisks along the way. Hit the switch on the east platform, then proceed back down through the open gate.
Upon reaching the clearing, the Snarbolax makes a brief appearance before suddenly vanishing underground. This will happen a lot, so use every ounce of courage you have not to lose your nerve.
You'll also come across a most peculiar device:
The Beast Bell
Striking the bell with any weapon will set it off, sending out a small shockwave that temporarily stuns any beast caught in it.
Use the Bell to assist you in dispatching the Wolvers in this room. Step on the button to open the gate, then proceed on south.
You'll enter a room lined with rows of bramble and the first Party Button. On activation, the Party Button will spawn three waves of monsters before letting the party through:
Wave 1
3x Dust Zombies
Wave 2
5x Spookats
Wave 3
3x Gun Puppies
Afterward, proceed north and you will soon reach a room full of monster cages and explosive blocks. Punch your way further north, taking out the Wolver and Gun Puppies that pop up later. Keep on the path northeast until you arrive at...
... The second Party Button room. Make sure to pull up your shields as you trigger it, because Snarby makes a run straight through the party, inflicting minor stun to anyone caught off-guard. The button trigger will also cause three waves of monsters to spawn:
Wave 1
4x Wolvers
Wave 2
1x Alpha Wolver, 2x Wolvers, 1x Gun Puppy
Wave 3
2x Lumbers, 2x Gun Puppies
Head north after clearing the room to find Snarby sitting by the lift, waiting to taunt you one last time before he disappears to the next depth. Follow him.
- End of Depth 5 -
Last edited by Caelifer on Wed Jun 08, 2011 1:22 pm; edited 1 time in total
Caelifer- Admin
- Posts : 323
Join date : 2011-05-07
Age : 34
Location : Singapore
Re: [Guide] Lair of the Snarbolax
Very detail Cael! And hope to see the Depth 6 as well!
Zenrox- Posts : 42
Join date : 2011-05-10
Age : 33
Location : Malaysia
Part II: Roarsterous Ruins
[Depth 6]: Gloaming Wildwoods
Roarsterous Ruins
A small group of Chromalisks greet you as you enter the next leg of the Gloaming Wildwoods. Do away with them and head east to find a locked gate.
The key lies on the level below. To get to it, trigger the ghost block to open the southern path. Take care of the Wolver and Gun Puppy spawns that pop up along the way and retrive the key. Unlock the gate, then trigger the Party Button to open the way to the next room. A pack of Wolvers and Alpha Wolvers appear to slow your progress.
Use the two Beast Bells to your advantage in the confined space.After the fight, the gates slide open giving you passage to the keys you'll need to open the next set of locked gates. Less patient parties may choose to split up here:
West Path [Key #1]
Clear the bushes amidst the bramble, then trigger the button in the southwest corner of the room. This spawns three Gun Puppies and opens a gate to the north. After dismantling the pups, shield yourself as you make your way up the northern path.
Be sure to alert the party before proceeding up the path ahead. Snarby does NOT stop until he hits the end of the path.Snarby makes another dash-by, stunning players caught with their shields down. Four Dust Zombies emerge in the room ahead. The button that opens the two gates in this room is hidden beneath one of the five breakable blocks. Find it, then proceed up the spiked walkway on the right. Grab the key, then head back down from the left walkway (do not confuse the two). Head back to the main room to unlock the first gate.
East Path [Key #2]
A series of Floor Spikes and respawning Exploding Blocks block the path to the next key. Time your advance carefully so you don't trip yourself up on the spikes or get caught on a block spawn. At the end of the way you'll reach another room with monster cages as before.
Step on the button along the east wall to open the gate to the key here; pretty straightforward. Take out the Wolver and Gun Puppy spawns, then return to the main room where two Dust Zombies have awkwardly make an appearance- remove them from the premises, then unlock the second gate.
The Party Button opens the way to the next area:
The spikes in this room don't retract until you trigger the switch in the northeast corner. Before attempting to cross, trigger the explosive blocks on the other side. This should be painfully obvious.
The group of blocks here reappear within a very short amount of time, trapping you with the key unless you trigger the button (There is a way around this, wherein a second party member prevents the blocks from spawning by occupying both spawn tiles). As the gate opens, a small pack of Wolvers appear. Use the beast bells or don't, then unlock the gate to the north.
This final room holds another Party Button, flanked by two Beast Bells (for your consideration). Activating the button releases:
Wave 1
2x Wolvers, 2x Chromalisks
Wave 2
2x Wolvers, 2x Alpha Wolvers
Wave 3
1x Alpha Wolver, 3x Gun Puppies
Once the room is clear, the way is open to the final lift. Collect your spoils from the treasure boxes and descend to the final confrontation with Snarby.
- End of Depth 6 -
Roarsterous Ruins
A small group of Chromalisks greet you as you enter the next leg of the Gloaming Wildwoods. Do away with them and head east to find a locked gate.
The key lies on the level below. To get to it, trigger the ghost block to open the southern path. Take care of the Wolver and Gun Puppy spawns that pop up along the way and retrive the key. Unlock the gate, then trigger the Party Button to open the way to the next room. A pack of Wolvers and Alpha Wolvers appear to slow your progress.
Use the two Beast Bells to your advantage in the confined space.
West Path [Key #1]
Clear the bushes amidst the bramble, then trigger the button in the southwest corner of the room. This spawns three Gun Puppies and opens a gate to the north. After dismantling the pups, shield yourself as you make your way up the northern path.
Be sure to alert the party before proceeding up the path ahead. Snarby does NOT stop until he hits the end of the path.
East Path [Key #2]
A series of Floor Spikes and respawning Exploding Blocks block the path to the next key. Time your advance carefully so you don't trip yourself up on the spikes or get caught on a block spawn. At the end of the way you'll reach another room with monster cages as before.
Step on the button along the east wall to open the gate to the key here; pretty straightforward. Take out the Wolver and Gun Puppy spawns, then return to the main room where two Dust Zombies have awkwardly make an appearance- remove them from the premises, then unlock the second gate.
The Party Button opens the way to the next area:
The group of blocks here reappear within a very short amount of time, trapping you with the key unless you trigger the button (There is a way around this, wherein a second party member prevents the blocks from spawning by occupying both spawn tiles). As the gate opens, a small pack of Wolvers appear. Use the beast bells or don't, then unlock the gate to the north.
This final room holds another Party Button, flanked by two Beast Bells (for your consideration). Activating the button releases:
Wave 1
2x Wolvers, 2x Chromalisks
Wave 2
2x Wolvers, 2x Alpha Wolvers
Wave 3
1x Alpha Wolver, 3x Gun Puppies
- End of Depth 6 -
Caelifer- Admin
- Posts : 323
Join date : 2011-05-07
Age : 34
Location : Singapore
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