Availability: 30 minute standard zone repop.
Seriende is preceded by several queens which must be killed in order they are; fire, water, earth, air, life, death, order and finally chaos. Each queen drops an orb for teleporting to the next queen and finally Seriende. While every queen is manageable by 1 person, I'd recommend at least 2 people to complete the whole run.
Not much preparation is needed for this run, reagents, spell mems, a poisoned weapon/poison bombs and a timepiece is a bonus for order queen but is not a must, a health stock of flash bombs or some bag of tricks to spam before reaching Seriende will make killing her a lot easier.
The Flail of Shame
As you work your way through this run, you may obtain the following parts of the Flail of Shame from each of the queens. All parts are peekable, and do not bind-on-take.
Fire queen = first Water queen = third Earth queen = second Air queen = sixth Life queen = seventh Death queen = fourth Order queen = eighth Chaos queen = fifth
Once all parts of the flail are obtained, put all parts in your inventory to automatically create the Flail of Shame.
From the entrance of Catacombs of Shame go east until you hit the blood fountain then go all northeast, all north, all west, all northeast again and wait on the capstone. You'll be teleported to a new area. Now go southeast and enter the coffin, wait in here again and you'll be teleported to another area. From here go all north, down, all south, west and all southwest, follow the path until you meet the arena master, he will say something, respond with "yes" or use the nod emote, if nothing happens exit room, re-enter and do it quicker, he will respond and then leave.
Continue south into the second LPK arena and find the bull (will take at least 10 seconds to spawn). Kill it, it doesn't cast but has fairly heavy attacks and bashes, and obtain the bullhorn from it. Return to the arena master and give the horn to him. He'll give you a compass, hold onto this. Continue back north through the path until you get back to the entrance of it. Go a couple east until you see a southeast, go all southeast, all south, all west, 2 north, open east, all east and search for a hidden room. A room should appear east, go inside the room and wait to be teleported, the teleport can be annoying and only teleport a few people at a time, so if you are teleported move east, once east wait for another teleport, after this teleport wait for all people to be teleported before continuing.
The Fire Queen Encounter
Immune to: summon, charm Resistant to: magic, fire Vulnerable to: cold, water * 'sanctuary', cast at level 350. * 'fireshield', cast at level 350. * 'haste', cast at level 350.
Next head northwest to the pedestal, wear the compass and use it. Once teleported go s,s,w,w,s,s,w,w,w,s,s,sw,s,se,e,e,ne,n,ne,e,e,e,e,n,n,n,e,e,e and you will now be at The Fire Queen. She's rather easy, just attack and heal. Once she's dead, loot the red orb from her corpse, go east and enter the portal.
The Water Queen Encounter
Immune to: summon, charm, drowning, water Resistant to: magic Vulnerable to: fire, cold * 'sanctuary', cast at level 350. * 'haste', cast at level 350.
Go to the southeast corner with the red orb. You'll be transfered to some rapids. Make sure everyone in the formation is invisible and levitated to prevent the fish attacking and the form being broken up by the water. Head directly south along the path until you find The Water Queen. Attack her, she attacks with water damage, but isn't too hard. Once she's dead, loot the blue orb from her corpse and go 2 north, through the wall then east. Enter the portal.
The Earth Queen Encounter
Immune to: summon, charm Resistant to: magic, cold, earth Vulnerable to: fire * 'sanctuary', cast at level 350. * 'haste', cast at level 350.
Note: Killing the Earth Queen will award the Mark of Terra.
Once everyone is back on the compass, head to the northeast point. Once the pedestal begins glowing, you'll be transferred to a field. Scan for The Earth Queen, kill her and take the brown orb from her. Scan for the portal and enter it to get back on the compass.
The Air Queen Encounter
Immune to: summon, charm Resistant to: magic, light, air Vulnerable to: none * 'sanctuary', cast at level 350. * 'haste', cast at level 350.
Head to the southwest point of the compass. When the pedestal glows, it will transport your form to Infinity. Make sure everyone is levitated then scan for The Air Queen, you may need to go up and down and scan as there are multiple levels to this area. Loot the clear orb from the corpse and begin scanning for the portal. Enter the portal and get back on the compass.
The Life Queen Encounter
Immune to: charm Resistant to: magic, holy, water, earth Vulnerable to: light * 'sanctuary', cast at level 350. * 'haste', cast at level 350.
With the clear orb in inventory, head to the north point of the compass. Wait for the pedestal to glow. You'll be transported to a small forest trail. From here go s, s, s, s, w, w, sw, s, w, w, nw. Pick up a mushroom and eat it. If it doesn't transport you immediately to the Lake, then move to another room and eat another mushroom. Once you teleport, go se, e, se and you'll be at the queen. She's a little tougher than the previous as she paralyses with bites, so set the tank's defense to dodge and attack like normal. Once dead, loot the rainbow orb from her. Then go ne, e (through the wall), sw, s and enter the portal to get back to the compass.
The Death Queen Encounter
Immune to: summon, charm Resistant to: magic, poison, negative, disease, necromantic Vulnerable to: holy * 'sanctuary', cast at level 350. * 'haste', cast at level 350.
head to the south point of the compass and wait once the pedestal begins to glow. You'll be transported to Before a Cemetary. This is the first part of the run where you'll encounter CPK so if you wish to change EQ, do it now. From here, go e, e, open east, e, s, e, e and begin digging. You'll open a down, go down and follow the path. A cpk chamber will be at the end with the next queen sitting directly in the center of it. Kill her and take her black orb. Go north and enter the portal to leave CPK and get back on the compass.
The Order Queen Encounter
Immune to: unknown Resistant to: unknown Vulnerable to: unknown * 'sanctuary', cast at level 350. * 'haste', cast at level 350.
Before you begin this next part, be advised it's all no-magic. So if you need to cast up armor and heal spells, and get back into normal equipment, do it now. Once ready, go to the west point of the compass. You'll be transported to a marble path. Go all east to get to the queen. She's much more difficult due to the fact it's no magic. She hits with lightning, which can hurt dwarves a lot. So take turns tanking and flee/rejoin when needs be to make sure no one dies. Once the entire formation is low on HP, flee and go west, south, all east, this room is a silent room, you can cure light in here to heal quickly. To keep the queen from regenerating, it's wise to throw poison bombs at her or use archery with poison arrows. Once everyone is healed up then go back to the queen and repeat the process. Keep doing this until the queen is dead, then loot the white orb from her corpse. Go west, west, north, east, east and enter the portal.
Note: The guards around her carry lances of law, if you want to kill them.
The Chaos Queen Encounter
Immune to: summon, charm, negative Resistant to: magic, poison, negative, disease, necromantic Vulnerable to: holy, light, silver * 'sanctuary', cast at level 350. * 'haste', cast at level 350.
Note: As of version 4.3 the dizzy area and entrance to temple of chaos are all CPK take extra care.
This next area is also going to be no-magic, dizzy rooms with attacking mobs in it, so if you have any weak members in the formation it's recommended they stay back. Spell up and heal up, then head to the east point of the compass. When the pedestal begins to glow, you'll be transported to Desolation. This area is tricky, it's all dizzy and there's lots of attacking mobs. Spam down until you arrive in a the only room that is not dizzy. Spamming any other direction except down and up will cause you to run off the platform when you get out of the dizzy area. If you get attacked, just flee with no directions and you should get away easily. Once you make it open the door south and go two south. Attack the queen, she's much more difficult than the other queens so far, casting a wide variety of spells including enervation enough to drain you. However, she usually has a weapon (chaos boomerang) to make her much easier and her HP isn't massive. Loot the phased orb from her once you've beaten her. Once finished, go south from the queen and enter the portal to get out of the area.
Note: The chaos knights around her carry butcher's axes, they're quite easy so you should kill them if you want a couple of the axes to sell/use.
The Seriende Encounter
Immune to: charm, poison Resistant to: charm, magic, poison, disease Vulnerable to: magic, mental, drowning, iron, wood * 'sanctuary', cast at level 350. * 'fireshield', cast at level 350. * 'haste', cast at level 350.
For one room of this next area, you will need detect illusion. So make sure everyone casts that or is affected by it in some way. With the final orb in inventory, and everyone prepared as this will all be in CPK, go north and wait. You'll be transported to a maze of CPK. Get your spade and pick-axe out and go, all west, all northwest, north, north, west, west and dig. You'll reveal a passage down, go down, 4 east, and 3 northeast. Go down through the illusionary room. Go down, east, east, northeast and dig to reveal a third down. Go down and you'll be a massive cavern. This is a looping maze, go north and spam east and after around 10 easts you'll hit a passage filled with mobs. Seriende will be at the far east of the passage and won't attack as long as you're invis. Stay invis and attack her, she will summons elementals and swarm blinding or calming and flashing these make her a lot easier. If she has an enervation scroll, you may want to remove flaming. Once she's dead, she will repop every 30 minutes should you wish to get in multiple kills. When you are ready to leave search, go up and enter the portal.
Note: Before leaving, search for north door and one person going north can attempt to get the Mark of Epiphany.
Item 'the wand of the dark' is type weapon, alignment 0, made of obsidian, has keywords 'wand dark', equipped wielded as a weapon. This item weighs 0 stones and 41 pebbles, and is valued at 40,300 gp. This level 241 item has the attributes: identified The wand of the dark is in excellent condition. Weapon type is magical-wand, does 198 points of energy damage for 1 stamina, accuracy 15. With your knowledge of 'magical wand', this weapon can cause 278 damage against 0 ar. Special weapon attributes: vampiric Casts the level 120 spell, 'force field'. *This item may be repaired 7 times. This black coloured wand is made of obsidian. The stem of the wand seems to be slightly crooked, which is probably caused by too much usage. It also has an alluring quality to it. You cannot put a finger to why it is capturing your attention but you are dying to test out your new toy. The wand hums slightly as you touch it. Item 'the boots of shame' is type armor, alignment -700, made of obsidian, has keywords 'boots shame', equipped on the feet. This item weighs 0 stones and 34 pebbles, and is valued at 53,300 gp. This level 225 item has the attributes: identified insulated unbreakable The boots of shame is in excellent condition. Armor resistance is 11 pierce, 10 bash, 11 slash, and 10 exotic. This item has 1 empty Relic binding. Affects stamina-regen by 4. Casts the level 110 spell, 'protection from good'. *This item may be repaired 3 times. On the soles of these filthy black boots, made of obsidian, magical powers are dispersing from it. It maybe a good idea to put these on if you are planning to do any adventuring that might get you lost. There are no laces on the boots and it looks quite small for you, but when you start putting your foot it, the boot begins to adjust so it fits your foot shape exactly Item 'the cape of terror' is type armor, alignment -600, made of cloth, has keywords 'cape terror', equipped about the body. This item weighs 0 stones and 12 pebbles, and is valued at 54,800 gp. This level 240 item has the attributes: identified insulated The cape of terror is in excellent condition. Armor resistance is 24 pierce, 23 bash, 25 slash, and 23 exotic. Affects saving-petri by 4. Affects ar by 2. Alters knowledge of 'disjunction' by 10%. *This item may be repaired 5 times. This ugly looking, dusky cape has spots and stains of dirt and mud all over it. At first glance at this cape, it is a fashion disaster. At second glance, it just looks terrifying. There is a heavy musk to this cape, so you sniff it more carefully. The smell reminds you of the blood that you lost in your adventuring. Item 'a headband of Tame' is type armor, alignment -600, made of cloth, has keywords 'headband tame', equipped over the head. This item weighs 0 stones and 8 pebbles, and is valued at 50,300 gp. This level 225 item has the attributes: identified insulated A headband of Tame is in excellent condition. Armor resistance is 43 pierce, 41 bash, 44 slash, and 41 exotic. Affects accuracy by 3. Affects spell-points by 40. Affects sanity by 3. Affects ar-head by 21. *This item may be repaired 5 times. The black headband looked like that it had been recently ironed by someone and it looks quite clean. There is something sketched onto the edge of the headband, but you can't really make up what it says. Probably not something significant anyway. You look at it a little more carefully and you recognize the letter "E" on it. Item 'a smelly metallic scroll' is type scroll, alignment 0, made of paper, has keywords 'smelly metallic spell scroll enervation'. This item weighs 0 stones and 5 pebbles, and is valued at 7,125 gp. This level 45 item has the attributes: identified nochange A smelly metallic scroll is in excellent condition. Contains knowledge of the spell of 'enervation', scribed at level 45. This is a magical spell scroll, written by wizards and containing the instructions on how to perform a magical spell. Other wizards can 'scribe' it into their spellbooks and thus learn the spell in order to cast it many times, or it can be cast directly from the scroll one time if necessary. Item 'an ebony cotton scroll' is type scroll, alignment 0, made of paper, has keywords 'ebony cotton spell scroll counterspell'. This item weighs 0 stones and 5 pebbles, and is valued at 875 gp. This level 35 item has the attributes: identified nochange An ebony cotton scroll is in excellent condition. Contains knowledge of the spell of 'counterspell', scribed at level 35. This is a magical spell scroll, written by wizards and containing the instructions on how to perform a magical spell. Other wizards can 'scribe' it into their spellbooks and thus learn the spell in order to cast it many times, or it can be cast directly from the scroll one time if necessary.