I killed Tyball after the buff on my thief, who has less than GM magery and only some eval. Lotta EVs and blade spirits and running in and out of the room.
BTW popps you can use the hidden doors near the entrance to get to the sparklies that take you to the front of the abyss. And also for future questions about an expansion that came out three months ago:
http://uo.stratics.com/
www.uoguide.com
You don't have to ask every piddly thing on the boards, you can do the research yourself.
It is not the point.
I solved the problem on my own, got some external help and problem for me was over.
My concern, is for new players who may come to the game, enter the portal on Fire island and bump into Garamon and the 3 keys.
Personally, I think that since that is the first, initial contact with the new lands, nothing makes a new player think there is other ways and they may get into trouble because of the third key, should their characters not be trained up enough to face the beefed up tyball.
As I said, why not scrap the 3 keys system, entirely, and have Garamon provide the new, alternate quest instead ?
Or just remove the need for the 3rd key from Tyball and limit the entrance quest from Garamon to the first 2 keys.
Not all new players go out of their way to gather any and all possible informations about all possible ways to gain access to an area. Some simply play the game.
Since Garamon is the only quest giver at the entrance of the new lands, it would seem appropriate, IMHO, that it was this NPC to give the most appropriate alternate way to enter the Stygian Abyss.
The expansion is 3 months old ? And so what ?
For a new player starting to play tomorrow it will still be brand new and they will interact with Garamon as a first thing.
At least, that's how I see it.