Toxic Sewers Guide

Last updated: Exalt Version 2.0.3.0 (Sep 2021)

Suggested Level: 20

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Contents


  • How
  • Why
  • Layout
  • Rushing
  • Enemies
  • Boss
  • Treasure Room
  • Golden Rat
  • Overview

  • How & Why to find a Toxic Sewers

    How to Find the Toxic Sewers

    Toxic Sewers are found in Godlands from Slime Gods. The rate seems moderate-low but if you are looking hard, you should be able to find one or TP to one quickly enough. You could also find and defeat a Lucky Slime God, which guaranteed drops a portal to the Toxic Sewers. However, the enemy is very rare and more difficult to handle, as its shotgun is more deadly.

    Why

    The Void Blade is a very unique and powerful katana, dealing high damage with acclerating shots at a low rate of fire. It can be useful for laying “mines” of shots in front of mobile enemies.


    The Murky Toxin is a highly damaging poison, beaten out only by the Polarity Poison. It requires good aim to use, as it has a small radius.


    The boss has a chance of dropping the Slurp Knight Skin, while both the boss and the treasure room boss can drop the Turtle Pet Skin.


    The dagger and poison from the Acidified Assassin Set can drop from the boss. The dagger can also drop from the Golden Rat while the poison can additionally drop from Master Rat.


    The main allure of the Toxic Sewers is that it is the main source of Potions of Defense. Not only does the boss drop one, but so do the treasure room boss and the Golden Rat. Natural Slime Gods also have a chance to drop a DEF pot.

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    Layout and Navigation

    The room layouts are somewhat similar to a Manor of the Immortals, with long “hallways” and large rooms, as well as the occasional four split. However, the key difference is the sludge in every single room which inflicts Skull Sick. The number of pathways are random, but like most dungeons, you can see on the minimap where the boss is located, so make guesses based on the map and move towards the boss.

    Rushing

    The layout of this dungeon is normally designed to make rushing difficult. However, there are still some exceptions that can rush this dungeon, although it is still hard to do so and is not recommended.

    Rogue


    The universal rushing class, the Rogue can slip through enemies unnoticed. Planewalker, Ghostly Concealment, and Ghastly Drapes are the best choices for cloaks, but it is still ideal to bring many magic potions, as these abilities use up a lot of MP. A huge advantage for a Rogue is the ability to not suffer from Sick while cloaked. With the ability to heal in sludge in some situations, a Rogue can easily escape from a nasty horde of monsters.

    Trickster


    Another great rushing class, the Trickster is very fun to rush for those who have mastered the art of teleporting. The Decoy Prism should always be used here to easily teleport away from hordes and fake out curious alligators. Only rush with a Trickster if you’re a professional at trickster rushing though, as messing up a teleport leave you at the mercy of a group of goblins while you’re stuck in sludge.

    Warrior


    A fully maxed and geared up Warrior can easily rush this dungeon. A simple Green Up Arrow Speedy buff allows him to flash across rooms so fast that most enemies will never follow him, but this is only recommended for fully geared 8/8 warriors because high health and the ability to speed buff more often is crucial. Try to avoid staying in sludge as much as possible because the reduced movement speed overrides any speed buffs. It’s not recommended to use a Helm of the Juggernaut since Wooden Shield Armored isn’t nearly as useful as Speedy, especially since some enemies armor pierce.

    Paladin


    A Paladin with a high-level magic-healing pet can easily rush the dungeon because your ability can heal you over time, although being Sick negates that. Those with really good pets can simply run and spam your ability, but be aware of Srown Slimes because they can inflict Silenced Silenced and stop your healing. Those who can’t spam their ability should take their time and use their damage boost to clear enemies behind you and rush from room to room.

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    Enemies


    Goblin Brutes
    These enemies are similar to the brutes in an Abyss of Demons; they charge straight at you firing a short ranged but highly-damaging shotgun of bullets. Goblin Brutes are capable of killing any class that has not maxed defense in seconds. Keep your distance or circle them.


    Goblin Knights
    Similarly to Goblin Brutes, they will charge towards the nearest player but only fire one shot that deals significantly less damage. You should still try to avoid it though.


    Goblin Peons
    This minion acts similarly to the Brutes and Knights within the same dungeon. It charges towards the nearets player and pursues them. However, its shots armor pierce, making its attacks more deadly despite its otherwise negligible damage, especially if rushing on a tanky heavy armor class.


    Goblin Sorcerers
    These guys don’t deal too much damage and their shots only Silence. However, if you’re rushing and are very dependent on your ability, they’re still worth avoiding.


    Goblin Warlocks
    Behaving similarly to the actual Sorcerer class, they instead fire out three rapidly accelerating shots towards the nearest player. Your best bet is to weave in between the gaps of the shots.


    Natural Slime God
    The same as the Slime Gods you find in the mountains, except with a higher chance to drop potions of defense. There will always be 3 in the boss room, but you might find one or two in the hallways. If you’re not rushing, these can be worth your time to kill for a chance at some easy potions of defense.


    Sewer Alligators
    Alligators are very powerful and can shred through you if you’re not careful. They deal a lot of damage and are fast. However, if you keep your distance and bait its charges, you can sidestep its shots and deal damage while juking it.


    Sewer Bats
    Bats deal minimal damage, but they do Sicken for 3 seconds, meaning that they should be avoided as much as sludge. Especially avoid these if you’re low on HP.


    Sewer Brown Slimes
    Although their damage is not as great as the Goblin Brutes or the Natural Slime God, you should be cautious about their Slime Trails, which don’t inflict that much damage but do Silence you when you touch them. Rushers such as Rogues, Paladins, or Warriors should avoid these as much as possible to maintain their abilities.


    Sewer Rats
    Their shot pattern is very similar to the Goblin Warlock, except for the shots not accelerating this time. Employ the same strategy as with the Goblin Warlock and weave in between the shots.


    Sewer Yellow Slime
    This is essentially a harder version of the brown variant, but to be fair it doesn’t Silence. The shots and trail are harder to dodge, so keep your distance.

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    Boss

    Gulpord the Slime God


    Phase 1
    Before engaging Gulpord the Slime God, walk through the sewage around the room and clear the four Natural Slime Gods guarding him. Be careful not to step on the grate, as this activates the boss. After you’re done clearing, step on the grate to start the fight. He will alternate between two attacks. The first is a 5 armed tentacle rotation attack of small brown shots. Gulpord will occasionally shoot out a ring of green Red Down Arrow Slowed shots. The second attack involves Gulpord circling counterclockwise within the arena, shooting a three wide shotgun while also shooting out rapid lingering shots opposite of the player’s location, ending the attack once he completes his rotation. You can preempt this end of the cycle when he ends at the right side. However, if he is Slowed, then he will reset at an earlier location since his attack cycle is based on time rather than location. This phase repeats until Gulpord reaches roughly 40% of his HP.


    Phase 2
    Gulpord will become Mithril Shield Invulnerable and sink into the sewage, splitting into two smaller versions of himself in the East and West outer pools. His minature clones will utilize similar attacks to Gulpord in phase 1, albeit more tame. Each fires out a clockwise 4 armed spiral instead of 5, and instead of rotating, they will slowly move up, then down, shooting half-rings of shots with gaps 45 degrees to where the player is. Simply rotate for their first phase, then rotate again while moving with the clones in order to always move towards the gap.


    Phase 3
    After both of the minature versions of Gulpord are defeated, the clones will split into even smaller versions of themseleves. The four new clones will then appear in the 4 cardinal directions of the middle of the room. They will begin rotating counterclockwise, shooting single rapid shots both inward and outward. After a full rotation, they will appear in the outer areas in the 4 cardinal directions, mimicking the 2nd attack of Phase 2 but with more gaps and no player detection. Again, weave through the gaps and rotate with the tiny Gulpords.

    Generally, if you start from the south and clear the clones clockwise but are unable to finish off the clones before they move to the outer edges, they will always occupy the north, east, west, and south pools in order.

    Phase 4
    Once every single miniature version of Gulpord has been defeated, they will each sink back into the sewage and reunite in the middle, forming back into Gulpord. He will then begin his final attack and use a similar pattern to his 1st phase, specifically the one where he rotated middle. However, instead of rotating, Gulpord will chase the nearest player, using his same 3 shot spread and rapid backwards shot, whilst simultaneously occasionally shooting a ring of acclerating green Slowing shots. Drag Gulpord around the room and really try to avoid the green Slowing shots, as Gulpord won’t sit on you, but his 3 spread shotgun can deal a lot of damage if too much is tanked. Backpedaling by holding S while moving to the left or right is the easiest way to avoid eating all three of his bullets.

    Important Note
    Damage done to Gulpord when he is split does not count towards soulbound damage.

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    Treasure Room Boss

    Master Rat

    Master Rat is the treasure room boss of the Toxic Sewers. He is an obvious reference to Master Splinter from the TMNT series, as he holds a katana, has training dummies around the treasure room, and is surrounded by four uniquely colored turtles with headbands upon defeat. The treasure room itself consists of the aforementioned training dummies, the turtles, and a few grates. Upon activation, Master Rat will begin the fight with the following taunt: ”Adventurers of the realms atop, let me test your strength!”

    Phase 1

    Master Rat closely circles the center of the room, leaving behind delayed acclerating Void Stars aimed at players. Simply move left and right to dodge the shots. Alternatively, you could rotate around Master Rat while dealing damage.

    Phase 2

    After about a third of his HP is depleted, Master Rat circles faster and within a larger circle, along with shooting out four decelerating Void Slashes. This phase can be more difficult due to the extra shots and larger movement. This time, try to rotate with Master Rat from far in front of him, as the shots will most likely despawn before they can manage to hit you.

    Phase 3

    Once Master Rat is down only to one third of his HP, he will circle faster and close to the edges of the room, shooting out non-stop decelerating Void Slashes at the nearest player. Continue to circle with Master Rat, although it may be more benefical to rotate on his side rather than in front since he moves much faster. Slower characters may want to only stay near the path where Master Rat will eventually run to in order to deal chip damage while having plenty of space to dodge his attacks.

    Defeat

    Taunt: “Impressive skill, it looks like the Nexus is still in good hands!”
    Upon reaching 1 HP, Master Rat becomes invulnerable. He will then spawn a single box in the middle of the room that can be destroyed for both a Potion of Defense and a chance at a Power Pizza, along with a chance at the Void Blade that Master Rat is visibly wielding.
    When box is spawned: “Here, take this for your trouble.”

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    Golden Rat

    The Golden Rat is a rare enemy found within the dungeon that can drop both a Potion of Defense and the Murky Toxin. When found, it will taunt: “Squeek!” and begin running away from the player. Since it runs in the opposite direction of the nearest player that it detects, then it’s best to corner it so that it can’t escape, which will also allow you to easily pile on damage and kill it quickly. If it isn’t killed in about 15 seconds, then the Golden Rat will despawn. If one wishes to safely find and defeat a Golden Rat, then it is best to clear the room of all other hazards for ease of mind when catching the enemy. If you’re rushing and you encounter it, then it may be better to just leave it alone so you don’t let enemies catch you. Tanky melee classes such as the Warrior or Paladin may be better suited for catching the Golden Rat while rushing, as they can better tank the shots from surrounding enemies.

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    Overview

    The Toxic Sewers is a decently challenging midgame dungeon that acts as a reliable source of Potions of Defense and can drop a couple unique yet powerful UT’s.