Quick Complete Run Order
To kill Damryn only: You can c warp sea hag and just go kill her. You land in the Portrait Gallery, room number 152931. Go N, E, N and the PUSH statue to go north again. Go 4 up, S, W, magic unlock S, (Tormus might be here, but a lot of times people drag him to the portal room and then leave him there) then E for the boss. Her death causes an earthquake. There is a portal out in the room south of Damryn
To Kill the White or Black Queen only: You can blink only the chessboard, scan and kill them. They both annihilate. Otherwise From recall, go 2N, W, 4N, pick north (or you can get a key laying on the ground. Go back south one room, then 2E, N, E,N and take a rust-covered key up from the ground. Room number 152890), 2N, pick or magic unlock west, W, disarm west, W. Search here for 'corroded iron key'. With the key, go 2E, S, 2E, Nw, D, 2S, 2E, dig, 3D, all E, all N, all E, SE, 4S.
To kill only Narkops: You have to complete the seashells mini.
To kill Ravella: You must complete the majority of this guide, but killing Damryn and the White Queen are optional.
Complete Run
Obtaining the Blue Seashell
If you have blink, I highly recommend blinking until you are on a white or black square, but if you or someone in your party doesn't:
From recall, go 2N, W, 4N, pick north (or find a key in one of the NPK rooms to the east), 2N, pick or magic unlock west, W, disarm west, W. Search here for 'corroded iron key'.
With the key, go 2E, S, 2E, Nw, D, 2S, 2E, dig, 3D, all E, all N, all E, SE, 4S
You should now be on the chessboard. Here, you'll need to slay two chesspieces to proceed. You will need to kill the white king and the black queen. They each have a key that you need. They are both aggro, as are most of the chess pieces.
The white king is relatively simple, he just has a lot of HP and hits somewhat hard but he is not a boss. Other chess pieces in the room will form with the king if you start a fight. High range weapons are recommended. Make sure you loot the key.
The black queen, on the other hand, is a boss and can prove a lot more troublesome. She casts all 3 archon attack spells, enervation and can debuff with curse, poison, plague, silence and dispel. She tends to dispel herself a lot more often, which can work to your advantage. Just remember to keep her debuffed once she removes her beneficial spells.
The most important thing to know about the black queen is that she annihilates. The following string will warn you about the annihilation.
The black queen begins glowing with a brilliant light! The black queen begins casting a spell…
If you see this you need to flee 2 rooms away. Anyone that stays in the room or in an adjacent room will most likely die in the next round. You only need to stay out of the room for a few ticks to be safe. Loot 'a rusty iron key' when she dies.
Now with both keys, go all east on the chessboard until you hit the eastern wall. Midway between north and south at room number 153043 you need to search east to find a grate. There are two doors to unlock with the keys you just got from the king and queen.
At the end of this little tunnel is the guardian (room number 153049), he is ethereal and paralyzes. Recommended that the person who enters first have a spiderbite and a redemption. The hallways have private rooms, but the guardian's room is not. You cannot flee from the guardian. He gives AP, so if you have a group, you might want to let everyone come in with you. If you are concerned about players coming to CPK, you can put two friends in the private room before the guardian for protection.
If Professor Varda is alive, he will talk to you. He is almost always alive. He yells down the well. He only talks to one person in the form who walks in first. That person needs to respond by saying the name of the PC who is leading the run. You can say your own character name.
Once you kill the guardian, you will see the blue seashell in the room. This shell is required to move up the tower toward Ravella.
Exit the tunnel and from here you can word up to recall.
Gaining Tower Access There are two potential methods. The armchair method, and the ward method.
The Armchair Method:
If you have been following this guide, you should have said the leading PC character's name in the guardians room to Professor Varda. That player should go N, 2E from recall and magic unlock east, go E. Varda will talk to you, and you should say to Varda yes. He will transport you east to his secret room. In that room are several items that you can interact with that will affect the tower. You are going to be looking for an armchair. That armchair will distract Utshambala who will move and allow you to run up the tower quickly. If you are form lead you can drag anyone else up with you as well. If I have a form, I will make sure that the door to the tower is open, then leave my form near the bottom of the tower so that when I run up the tower I will naturally drag them up.
Sit armchair. You will see a white emote, stand immediately and walk two west to leave Varda's area, then run up the tower until you see a south. If Utshambalan stops you, then you took too long and you need to try again but be quicker.
If there is no armchair when you go into Varda's room, exit the room and then go back in by saying yes again. Repeat until the chair is in the room.
If your name is said at the guardian, then you will have the ability to sit in the chair and walk up the tower until someone else completes the mini (which is kind of rare anymore) or until there is a crash or reboot.
The Ward Method:
Wander the forest killing spectres of former sailors until one drops 'a rusting iron coin'. Spectres form with others of their kind, have relatively high HP and a paralytic bite. Be careful not to get swarmed and dodge the bites. Make good use of lingering anti-paralysis when you survive a paralyzing encounter. When one drops, hide that coin somewhere safe as it's vanish-death.
Go into the greenhouse 2N, W, 2N, all E, N, E. You should find man-eating plants around here. Kill one for 'some pollen from a maneating plant'. They shouldn't prove too difficult as they only have relatively high HP, a poisonous bite and a weakness to fire.
From recall, go N, 2E, magic unlock east, E and give the coin and pollen to Professor Varda. He'll hand over 'the ward of Andama' and teleport away, leaving you clear to invade Ravella's tower. Be careful not to die with this as the ward is vanish-death. It also takes up a neck slot, and you personally will still need to lead any form members up the stairs.
Obtain Green Seashell
When you move up the tower, you need to go up until you at least reach the first landing with a south and an east door. Go south all the way and kill chimeras until one of them drops a pick. Go back all north to the tower hallway, and walk east into the closet. There will be a lever there, pull and push the level until it is in the "open" position. Next walk west and up again until you get to the third landing. Walk two south and one east, you should be in the music room. Give the pick to the antique cello, and it will drop the Green Seashell which you need to take.
Obtain Red Seashell
Go 2W, 1S into the portrait gallery with an enchanted mirror. It will ask you riddles and the answers are in the following order: E, Shoe, R, Shadow. For whatever reason, the mirror isn't asking the first riddle, so when you enter the room you can say E right away, however, you need to wait until the mirror starts giving you the riddles before you give the next answer. If you go too fast, the mirror will smite you and drop your stats to all 1s. Once you have answered all four questions, a red spiral seashell will appear on the ground.
Place all three Seashells in corresponding bowls
Remove curse from all three seashells.
Walk east then south and put the red shell in the red bowl. Walk north until you get to a dusty bronze statue. From the status go all west and put the Green Seashell into the bowl. Walk all east and put the Blue Seashell into the bowl. Go back west to the statue. If the north is locked, push the statue to open the door.
Once all seashells have been placed in their respective bowls Ystrade will let you pass.
Kill Narkops and obtain Hat
Continue going up the stairs until you come to an east. At this point you need to kill Chef Narkops. He is a boss. The room might be no-regen, but I know for sure that every time you enter Narkops room, he will cast "finality of the ender" on you. The idea here is spam damage. This room is CPK, you can flee, but again, finality will be cast every time, be careful not to flee too late, because the hall does lightning damage, and its CPK also.
Once you kill Narkops, you need to get the hat out of his loot bag. The hat is required to walk to the cauldron. It is a waste to start the recipe without getting the hat.
Complete Cauldron Recipe
Every recipe requires two thumbs, you can go all up and kill the two thumbs right away. The thumbs drop onto the ground.
Go all Down, 2S, 2E to room 152901 "Large Kitchen"
"Look recipe" to see what you need to throw in the cauldron. You will need 4 of the following including the thumbs (which you throw in last).
a red herring - These respawn on the southwest side of Sea Hag. A lot of times you can find them on the ground in room number 152851 Some telekinetic rats may also pick them up so be sure to peek them if there aren't any on the ground.
Beef - you can take these out of the barrels in the hallway between the recipe and the chessboard. There is one in room number 152956
giant frost eggs - This is a bit tricky: frost spiders outside of Sea Hag need a corpse in their room to lay the eggs. So spook a mount or any easy mob into a room with a frost spider, kill it (make sure to turn Autosac OFF) and web the spider so it doesn't move, but be careful not to kill the spider as they have low HP. Once it lays eggs, it will do an emote. Grab the eggs and quickly put them in the cauldron as they decay rather fast.
a golden chimera egg - This is obtained in the second floor of the tower. You want to take these and throw them in the cauldron quickly also, as they can hatch if you take too long.
brains - From the recipe's room, go NW, D, 2S, E, all S, D, E, S, U, S (which is a no-form room) and E to room 152966 to fight two skeletons. It's a silence room so keep the tank healed through cure light. They hit hard, but can be soloed. You might need to flee, but you would want to go west, north, and down to be in a room where you can rest and heal up without destroying your form. Once they're dead, take the brains. (you might only need to kill one)
The Cauldron is in room number 152880, which is N, E, 2S from recall. The order of most ingredients does not matter, but remember to put the thumbs in last.
If you mess up the recipe or want to change the ingredients, you can push the cauldron to reset the recipe.
After a few emotes the key will appear in the cauldron, grab it and go back to Ravella's tower.
Trigger and kill Ravella
Upon entering the room, Ravella will speak and start to cast annihilation. She does this like every half hour after she is triggered. Have one person trigger her annihilation while the rest of the form stays back at least two rooms away from her door. After triggering her, move away quickly to your form. Sometimes she hides upstairs where you need to grapple to get to her. I highly recommend that you do not do this unless you have a form of rogues and you're all going to kill her together. She moves, she will come down in a fewish minutes.
Spell up and go up to her room. If it's possible, dispel her haste and poison her. She casts witch spells like energy orb and extension. Just like the white king, if she is wielding a seashell wand or doing energy damage, she deals significantly less damage. She will drop 'an ornate bronze key' which unlocks Damryn's north door which isn't really necessary anymore.
Killing her will incite an earthquake There is a portal to recall in the southwestern most room. Your key should allow you to go kill her again if you want to after the standard area repop, but she will only repop once before you will have a longer timer.
Ravella, the sea hag carries: