Asylum

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The Asylum inner areas are protected magically by colored key access.

Notes

There are four levels of access, Red, Yellow, Green, and Ankh of Blinding.
  • The entrance is located under the house in the center of the Hedge Maze. You can wind your way through the maze and then fight past some demons or just visit your local rune library!
  • Creatures and dangerous traps are found just inside Asylum. Prepare yourself to be driven insane with frequent trips to the ankh outside!
  • Special color keys are required to access the four sections of Asylum. The keys drop from the creatures in the dungeon.
  • If the RNG overlords are with you, you may be granted some special rares. A selection of these are listed here.







Ward - Entrance

The Entrance of the Ward, be careful of the traps and the Imps that guard the entrance!

The Entrance of the Ward is a dangerous lobby of traps and gaurds of whom drop the Yellow Key required to venture deeper into the Asylum. This lobby splits off into two symmetrical areas that contains:

  • Prisons and Prisoners
  • Guards and Patrol Routes
  • Imps and Altars

Monsters - Entrance

Slayer Group Monsters
Abyss Asylum Guardian(Imp)
Elemental Blood Elemental
Humanoid Asylum Inmate
Undead a meaty construct
None Asylum Guardian(Guards), Hellcat

Rares - Entrance

  • Impish watch (imps, very rare)
  • Enchanted manacles blue guards, very rare)
  • Throwable feces (inmates, rare)
  • Rotting meat (meaty constructs, common)

Ward - Chamber 1

Chamber 1 - Yellow Key Required

Chamber 1 is the first magically sealed area of the Ward and requires the Yellow Key. The Protectors in these halls will drop the Red Key required for Chamber 2.

Monsters - Chamber 1

Slayer Group Monsters
Abyss Daemon, Elder Daemon, Imp
Elemental Blood Elemental, Defiled Blood Elemental
Humanoid Blood Titan
Undead a meaty construct, Vampire

Rares - Chamber 1

  • Blood stained jewelry, ring, necklace (vampires, very rare)
  • Blood smears (defiled blood elements, rare)
  • Defiled blood crystals (defiled blood elements, common)
  • Demon dust (elder demon, common)

Ward - Chamber 2

Chamber 2 - Red Key Required

Chamber 2 is the inner magically sealed area of the Ward and requires the Red Key. The Guardians of these chambers will drop the Green Key required for Chamber 3.

Monsters - Chamber 2

Slayer Group Monsters
Abyss Blood Daemon
Elemental Blood Elemental
Undead Vampire

Rares - Chamber 2

  • Blood stained jewelry, ring, necklace (vampires, very rare)
  • Blood smears (defiled blood elements, rare)
  • Defiled blood crystals (defiled blood elements, common)
  • Vial of demon blood version 1 (demons on level 3, common)

Ward - Chamber 3

Chamber 3 - Green Key Required

Chamber 3 is the last magically sealed area of the Ward that can be accessed with keys and requires the Green Key. The Sanctum Guardians will drop the Ankh of Blinding required to enter Chamber 4.

Monsters - Chamber 3

Slayer Group Monsters
Abyss Sanctum Guard

Rares - Chamber 3

  • Vial of demons blood version 2 (Sanctum Guard, common)
  • Ankh of blinding (Sanctum Guard, common - used as a key to access boss chamber)

Ward - Chamber 4

Chamber 4 - Ankh of Blinding Required

Chamber 4 is the Wardens Chamber where an Ankh of Blinding must be worn in order to proceed past the Asylum Guardian statue, otherwise you will die instantly! It is recommended to use a jewelry bless deed on this Ankh of Blinding so that it is not lost upon death.

Monsters

Slayer Group Monsters
Abyss Blood Daemon
Elemental Blood Elemental
Undead a meaty construct, Imp, Succubus, Vampire

Dungeon Boss

Beware adventurers, The Warden can be found ready to deal punishment to those that step into his chamber!

Rares

  • Warden armor (boss, rare)