Easy Trainer Walk Through

Started by Gardner Denver, Feb 23, 2009, 09:09 AM

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Gardner Denver

After you buy the training key, you're immediately teleported to a specific room based on your characters class and the key is removed (literally as soon as you buy the key you're teleported, so if you wanted to say or do anything prior to moving on, do it before buying the key).  Here's where the classes break down:

Combat Route - Warrior, Witchunter, Paladin, Cleric, Ranger, Mystic

Caster Route - Priest, Warlock, Mage, Druid

Traps Route - Missionary, Ninja, Thief, Bard, Gypsy

Now here's the walk-thru for each:

Combat Route

Couldn't be more basic, just head north and west as you come to each room.  Most exits have a toll of 10,000 gold associated with them, meaning when you take the exit 10,000 gold is removed from your inventory.  Bring lots of cash, especially for the 31 norths you'll take on the final stretch-- each one of those norths is 10,000 gold each, then you still need cash to actually train (and it ain't cheap, this goes for all the routes).  Here's the path steps for those unable to cope with straight lines:

n,n,n,w,n,n,n,w,n,n,n,w,n,n,n,w,n,n,n,w,n x 31,w

IN ALL ROUTES, NOTE THIS-- when you're making the final large north route, be SURE to watch for the west exit, you do NOT, NOT, want to overshoot.  If you accidentally go north too many times you're taken back to the training key shop and you have to repeat the whole process over again (including waiting for another key to regen!).

Caster Route

This one is much more complicated.  One wrong exit and you'll be forced to start over at the beginning, repaying all the tolls you took your first attempt through.  Once you start the path north though, it's smooth sailing, but as with the combat route above, watch for that exit west, do not overshoot, the same issue with having to do it all over again and wait for the key affects casters as well.  Here's the path which has worked in 1.11m and should work in any other version with this trainer--

e,e,e,e,e,w,w,w,w,e,w,e,w,e,e,s,s,s,s,n x 31,w

Traps Route

Pretty much a straight line like the combat route, the only 'challenge' here is there's traps (most can do up to 400 damage) on almost all the steps in the first half, as well as doors that require reasonably decent picklocks to get past.  Note that there appears to be one less north on this route than the others, as usual, keep an eye out for that west exit towards the end, you don't want to miss that and have to pay all that cash out all over again, or wait for the key to regen.  Take your time.

ne,se,sw,nw,ne,se,sw,nw,ne,se,sw,nw,ne,se,sw,nw,ne,se,sw,nw,ne,n x 30,w

In All Cases

After you take the final step and go west, you're in the trainer.  There'll be a demon imp monster that's not hostile, simply train in the room and when finished, exit to be returned to the first room of mod-6 (the Scorching Desert, Outside Village room).  Enjoy your new lozyr status and revel in the über levels you now have.  Just be sure to bring around 100 runic to be safe, especially if you're on the spellcasting route-- one wrong turn and you have to start paying through the nose again.

A final note, all the monsters on all the routes that you encounter are flagged as stationary, meaning they won't follow you if you run.  Not that you should have any problems with any of them, but if you do, there's no sense dieing in this place when you can just take the next step and skip the monster.