A shadowy half-man, half-snake rests here in its lair.
Ancient banner of the Clan Dubh Glas
skull of Brakkum (rarer)
1 warrior, 1 hitter
|Spells for tank:||basics|
|Spells for others:||basics|
|Elemental shields:||fire, ice, shock|
Brakkum is right at the end of Raven Tor ( 6n, 3nw, w, n, 4e, s, w, sw, nw, n, ne, u, 2ne, u, ne, u, ne, nw, w, u, 2ne, u, w, u, ne, se, 2e, 2se, e, d, ne ). Most of the area past the northern moors is tunneled to two.
You don't always need the key but odds are that you're going to need it. Astral to Johnny (perhaps 2.johnny because there's one in the warehouse now) and kill him for the key, a dagger. The dagger seems to pop about 1 in 3 kills.
Ideally, you have a portal char at the dome so that you don't have to walk the whole way every time. If you don't, here's what you do. Either somehow walk to the wild coast through the sea of tranquility (hard) to get to the Wild Coast or get a char to track magistrate to Glen Domaire and give Captain Henry 300k coins to take you there and portal your group in. From the dock, go 4w, 2n and doorbash n, open n, 3n, w, e, n, u, nw, 4s. Then doorbash s, s, d, doorbash d, 2d, se, e, u, doorbash u, u. taking a shortcut through the sewer to avoid a few fights. Each char will have to pull / push chain. Head 2n, check your fly and say serpent from crack, speech from serpent. This will take you to the portal room, 'above the dome', unless you didn't have fly and therefore fell down. This is the last place you can recall easily from for a while, so if you forgot your staves or something then this is the time to fix things up.
If you used a portal char, this is where you come in. One char at a time (due to tunnels), move d, ne, 2n and push / pull orb. Gather your group one north of where you're transed to. If you need to recall, have passdoor and go east - last chance, kids. Otherwise, get your hitter to go north again and tank the two mobs so that the warrior is free to doorbash n, you might want shockshield for the hitter to prevent eq damage. Once the door is open take (flee) them both north. If you didn't pick up a key, now's your moment of reckoning. You want to doorbash altar, but sometimes it transes you out to the end of the moors for no reason I can discern. If you've got the key, just unlock altar. Open altar, d and wait for the (short) trans. Once you trans you'll be in a fight, just flee out to the north. Well, you can fight him (he's stunnable and has a bit of gold), but you'd need elems. From there, Brakky will be another 2n.
Stun him, it should be quite an easy fight. You can't recall from his room, but if you go n you'll be taken back near the Wild Coast, where you can recall safely (but can't get back to Brakkum).