McManus
McManus towers more than eighty inches above. Dark-brown hair, twisted into
savage battle braids, droops downwards towards strange dimensions. Glowing, red
pupils frighten whatever they gaze on. He has fought, not to mention massacred,
many things spookier than you.
Holds:
Gloom's
beckonings
boots of ancient spider venom
Pops:
coercion
Bring: | 3 hitters, preferably mages |
Weapons: | Any |
Tunnel: | Three + mob |
Status: | Aggressive |
Mob Align: | Evil |
IP check: | One, or you die |
Spell: | Quantum Spike |
Spells for tank: | basics, shadowform, eldritch sphere, protection, grounding |
Spells for others: | basics, protection, grounding |
Elemental shields: | shock |
Directions:
I haven't run McManus for a long time, I'm afraid all I can remember is that
he's in Antall and that the maze can take a few hours to get through. If you
know how to get to him, please tell me. In any case, to get to Antall head 6s,
ne, 2s, se, 2e, s, 2sw, s, 2e, u, 4e, se, d, drop something a marker
because only one of the following three paths will lead you through the maze
and into Antall: (1) e, u, scry in all directions
for "A dark, scarlet main"; (2) s, u,
scry in all directions for "A dark, scarlet main"; (3) w,
u, scry in all directions for "A dark, scarlet main".
Notes:
Don't cast faerie fire on McManus, he's got a prog for it. Ethereal funnel works
well, on the other hand. McManus does some serious eq damage, you might need
to strip. For one of his progs, he does a tail lash which throws you out of
the room and he switches tanks in the process. If you get thrown out, it's 2se
to get back to him, but beware of the DT
to your north. Keep your wimpy on 0 and keep an eye on aqua breath.