Captain Faragut
Has:


Worth:


Alignment:


Location:







Need:


Weapons:


Runners:


Style:


Tank:


Recall:


Misc:
pops sorcerer's walking stick


500k


Evil


Ocean Keep:
Entrance; 8e, 3ne, 3e, ne, e, ne, 2e, 5n, ne, e, ne, e, se, e, ne, 3n, ne
Valkyrie Ship; 2d, 12w, 2n, 3w, s, 2w, 3n, 4w, 3e, n
(The last 6 directions are part of the Wind Devil maze, so do not just spam them in, you will have to fight.)
Faragut; u, n, e, open d, d, 2e  (Fargut is south of here.)


Sanctuary - Optional Protection


No specifications.


May be run by any class, generally a solo kill.


Evasive or Standard for Nontank, Standard or Aggressive for Tank.


Easy kill, anyone may tank.


Area allows recall


Faragut wields two sabres and is best to disarm.  He may also be weakened and vomica'd, though it is not necessary.  If the stick does not pop, "the spirit avenger" will.  This mob hits harder, and damages EQ.
Both mobs disarm.  Faragut gouges though not enough to worry about Truesight.  The avenger casts faerie fire and may make spells disappear, so watch sanctuary. 
The chest in Faragut's room containers 850k and the avenger has 1.2 mil.




(Thanks to Aloca for providing run notes.)
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