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Tipekans, The Armory, the Races, and the Leather Map

Tiger

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#1
Q: Why do I need to complete The Armory?
A: You will receive a Luminous Lantern, which will ensure that you are successful later in the Graveyard. Also, you will have the opportunity to get the Reforged Skeleton Key, which will be required in the Rat Race and the Race Track. You can also receive your Guild Armor here ; Barbarians get a Barbarian's Plate, Knights receive a Knight's Breastplate, Rangers will get a Ranger's Chainmail, Thieves will snatch a Thief's Cloak, Clerics will discover a Cleric's Chainmail, and Wizards will find a Wizard's Sash.

Q: Now that I know why, how?
A: You can get to the Armory from the Stables. The easiest path to take would be to drop to the Vault from Night Elf Ingress and take the pit to your west immediately after you drop in. From the Stables, you can go to the Breezeway via a teleport in the western section of where you arrive. Follow the passageway along to the teleport to the Armory.

Q: I'm lost in The Armory. All around, shields smack me on my head, I get hit with poisonous darts, and seem to be stuck in the middle of nowhere. What's the point here?
A: When you first arrive in the Armory, be sure to have the Fellowship key, which can be found in Lake Despair, and the Skeleton Key (see Keys & Lockpicks section). From there, the first thing you must do is disable the traps in the NE section so you can go through. Make your way from the entrance to L,5, face north, and detect. Go through the hidden door and follow the path along to M,7, where you will face north and detect once again. From there, follow along the hallway and make your way to L,4. Face east to disable the traps. Now that you've done that, take the hallway back out and into the main room. Go to M,12, face east, and detect. Go through the hidden door, follow along the path to the east, then turn to the west and go through the western door. Follow along this path to north, then to the east. You'll come across a door and a teleport. Go through the door, NOT the teleport, and go through the teleport beyond. You will arrive at A,7. From here, go west to B,3, face east, and detect. From here, take the hallway around to D,2, where you will receive the Spidersilk Helm. Be sure to keep the helm; you will need it for a purpose other than headgear. From this room, go back into the main room. From the main room, make your way to M,11, face south, and detect. Follow the passageway to the door at the end, where the guard will let you in IF you have the Spidersilk Helm. Go through the door, go 1 step north, and detect. Go through the hidden door, where you will hit against a wand on the door, which opens a door in the middle of the room. Go back to the main room and go to L,8. Face north and unlock the door with your Fellowship Key. Take the teleporter beyond this door, which will lead you to another hallway. Take the southern path, pick the lock of the door that is locked, and follow through to the teleporter at the end of the passageway. From this new area, head north through the door and follow north until you reach a wall. From there, go east, and then south. The door will now be open. Take the path along to B,12, where there is a teleport. Step through the teleport, then follow the next path along to yet another teleport. Go through this teleport, make SURE you have the Spidersilk helm, as the poisonous darts here will kill even the strongest character in 2 steps. Walk through to E,14, where you will receive the Luminous Lantern. Keep it, as you will need it in the Graveyard. From there, go back to where the "fork" in the road was and take the path to the east and then the north. From here, take the teleporter to the Vault. From here, go back to the Stables, the Breezeway, and then back to the Armory. From the main section, go back to L,8, face north, and unlock the door with your Fellowship Key. Once again, go through the door, and then through the teleporter. Go exactly the way you did to get the Luminous Lantern, except this time, in the area right after the second teleporter, take the path BEHIND you, to a series of doors. Walk south, looking at each of the doors until you find the one for your guild. To tell which one is for your guild, look at them, and the one that has the message "there is a skull and crossbones scratched into the door" is the one. Unlock it with the Skeleton Key and go through the teleporter beyond. From there, you will be teleported to 1 of 6 different 4-square areas in the corners and middle of the Armory. Before going through the teleport (this is important) make sure to go through the doors. You will be given your Guild Armor, and both the Skeleton and Fellowship Keys will be taken from you. However this is necessary. From there, take the teleporter out. To receive your "reforged" Skeleton Key, simply go back to the area where you originally found yours (see Keys and Lockpicks). Note that your new Skeleton Key will look exactly like the original, even having the same name, but it is really reforged. Plus, this "new" key will be required in the Rat Race and the Race Track.

Q: I'm back at the start of the Ingress now. What should I do next?
A: Your next move is to snatch the Leather Map and a clue from the Rat Race and the Race Track. Don't let the name fool you - Race in these stages means what species you are (orc, troll, elf, human, etc.) First thing you will need to do from the Ingress is get the Emerald Lockpick out of Dark Alley. To get to the Dark Alley, you must first get to the Carriage House. Do this by going to the Vault, going 1 step north of where you arrive, and then then falling into the western pit. From the Carriage House, follow along the path to the north. Ignore the first teleporter to Lake Despair - you'll get there later, and follow along the path to the second teleporter. Go through the teleporter to the Dark Alley. From there, follow along the path, not going through any doors or teleports until you reach a fork in the road. From there, go up against the wall, and go 1 east, 1 north, and through the door in front of you. Fight the battle to get the Emerald Lockpick. Note: Thieves can also get their Skeleton Key here. From the entrance, follow the path along to the very first door which will appear on your right. Go through the wall, turn opposite the other door in the corridor, and the door will automatically appear.

Q: What do I do once I have the Emerald Lockpick?
A: You must trade lockpicks at the thief town Tipekans to gain access to the Ballroom. Make your way to the Vault from the Night Elf Ingress, then once there, take the teleporter at the northern end of it. From the Cellar, go 1 step south and 1 step east and detect the eastern door. Pick the lock on the secret door, and then head 1 step east, 1 step north, and 1 step east to teleport yourself to the next portion. From here, go along the hallway until you see a teleporter to the south. Walk through this teleporter, and you will be at Tipekans. From here, take either the eastern or the southern passageway. The guard will take your Tnerpes key, and grant you lifetime access plus a Pummel Scroll. From here, make your way to A,12, face east, and detect. Go through the door, and make your way to C,14. Face north and detect. Go through the secret door and make your way to D,16, where a cleric will trade you your Emerald Lockpick for a Diamond Lockpick.

Q: What do I do with the Diamond Lockpick?
A: It's a wise idea to first go back to the Vault and go through to I,10, where you will unlock the safe with several treasures and 100,000 gold pieces. After that, head back to Tipekans. Make your way to H,15, face north, and detect. From there, go through the secret door, 1 east, and face south. Open the door with the Diamond Lockpick and make your way to F,14, where you will trade the Diamond Lockpick for the Sapphire Lockpick.

Q: Now that I've got the Sapphire Lockpick, where do I go?
A: To get to the Ballroom, you have to use your Sapphire Lockpick to open a door. Go to M,15 and face east. The door will reveal itself. Follow along the path until you reach the teleporter to the Ballroom. Note : when the thieves tie you up at G,4, keep the rope. It can be used at Cliffhanger to swing over the pit to visit a fountain and get a skill.

Q: Now I'm at the Ballroom. Where should I go first?
A: You'll have to detect your way out of the room where you arrive. Go 1 step south and 1 step east, face east, and detect. From there, go to D,9, face west, and detect. From here, you may enter the Rat Race via the teleporter at D,7. If you have the Key of C, you can open the door at C,6, where you will find 2 fountains. One will give you knowledge, and the other will poison you.

Q: What do I do in the Rat Race?
A: In here, you will be able to obtain a map piece, and a clue to your "tokens". This room is paired with the Race Track. It's very frustrating, as you must find your race's door. There is a hint on these rooms however - the locations of the doors. The doors are as follows : In the Rat Race -

E,4, face west (Halfling)
K,3, face south (Elf)
C,15, face west (Orc)
C,5, face east (Troll)
K,6, face east (Dwarf)
P,8, face south (Gremlin)
N,12, face south (Human)
I,10, face south (Gnome)


Race Track
P,3, face south (Gnome)
O,8, face west (Halfling)
M,15, face north (Human)
J,12, face north (Troll)
H,5, face north (Gremlin)
D,8, face east (Dwarf)
E,12, face east (Elf)
G,3, face east (Orc)

To find the door for your race, make sure that you get the message "there is a skull and crossbones scratched into the door". Then, use your (reforged) Skeleton Key, and go through the door. In the Rat Race you will get your clue, and in the Race Track you will receive the Leather Map - the third of four.
 
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