http://www.lysator.liu.se/~tomca/burning/pg.txt Note: This page was written ages ago! Things may have changed, and players have grown more powerful, so use the page wisely and don't trust it blindly. !!! PG GUIDE !!! ======================================================= Followers' guide: This note is for all newbies, ie 95% of the people on the mud (won't say 95% of people reading this, because only 5% of the ones who needs it actually reads help files). * Bring a BOAT, bring a BOAT, bring a BOAT!!! There is no need to waste priests' mana by having to ask for summon because the group walked over some water, or leader's time by returning and trying to find an ak mage to cast fly on you. * Set second in Myrridon. If it's your first trip to NC (NC=New Continent. You will notice when going there by grouptells about NC, waiting by a shore, boarding a ship and then standing still for some time while the boat takes you to the other continent) TELL the leader that you haven't been there before and he will hopefully help you set that place as second hometown. Second hometown means that whenever you are in NC and recall, you will end up in the Myrridon temple. If you haven't set hometown, you will recall to Karandras. * Bring a BOAT! * LISTEN to the leader. OBEY the leader. What he says is the LAW! Don't try to smalltalk with the leader. He's busy leading. It might be a good thing to have a trigger on " tells the group, 'enter/drink Xxx'". That way he won't have to wait for you to get back to the screen when going to certain areas / fighting certain mobs. * Bring a BOAT! * Anchor means a guy who stays behind so people who die/contingency/gets teleported/... has some means to get back. The anchor is usually a priest, since he can "summon" you back. In some cases the anchor needs to do a bit more than just stay put and summon. Against Malius he'll have to take over the leadership and against Master Brain he has to create a gate. * Do NOT use single-spells in wild-magic rooms. Try to learn where these rooms are. There aren't really that many. * Teaming up to wither a mob: If you are a priest, find another priest in the group to team up with. Make sure this person KNOWS that you two are working together. Also make sure the group knows you are teamed up (You don't want the summoner to get lagged because others are using him for spells). Decide who is summoner and ho is witherer. Make sure the summoner is ready to summon. The witherer then moves into the room with the mob, tells the summoner "summon" and casts "wither" on the mob. IN THAT ORDER! Wither gives you a 10 second waitstate, so telling the priest "summon" after you've cast your spell means you a) didn't need to be summoned this time. b) are already dead. Make sure these three commands (move, ask for summon, wither) are sent with no delay. You can't type the commands by hand - you'll get summoned before you manage to cast wither. Use script-alias or mud-alias. Or copy the three commands into a buffer and paste them into the shell. * To get to the group, if it's not in Karandras, dimdoor (if you are a mage) or ask a priest. If unsure, ask someone in the group where the group is. You can't get summons to a different continent, into Apocalypse, DarkSpawn, Underworld and some other places. Before asking for a summon back into a battle who's killed several people, check on "where" first. Telling a priest who just died "summon" means you will just get summoned to sfs, spending valuable priest mana. Also, try to see if the group is at recall. If so, you don't need to ask for summon to get to the group. * Bring a BOAT! * If blinded, wait a little before complaining. Priests _should_ gheal after fights against mass-blinding mobs. Unfortunately nobody does, but some leaders actually asks the priests for groupheals when people get blinded. * If we are resting and you have full mana and heal ability, _spend_ some of that mana to heal someone. If you are highest level in the group and have access to the armor spell, cast it on the tank, rogues & nightblades. Casting regenerate on non-priest spellcasters, group blessing, recasting holyword, spelling up yourself,... Never hurts to do if you have full mana. * Turn OFF autoloot, but keep autogold ON. ALWAYS have autosplit ON. * Try to stay with the group. If you need to recall to buy onions/etc, do it fast. * Bring enough recall stuff to last you the whole pg. If you _do_ run out of them, try recalling the "normal" way before asking for summons to get to town. * Bring a BOAT! And finally... BRING A BOAT!!! ======================================================= ======================================================= Leaders' guide: This is how the information is given: The mobs are listed and sorted by area name (but divided into OC and NC areas). For each area there is a header, then the mob list and finally any area specific information. Directions are given only in a few, special cases. If you can't find the mob, or have trouble even finding the area, LEARN! EXPLORE! A PG leader should not have to ask for directions during the PG. Having speedies helps, but if you don't have any clue about the area it doesn't help if I give you the exact path and exact do:s and dont:s - you will still fail! Header info: : The name of the area Lvl: Mob level A : Alignment (G/N/E) S : Sanc ("x" if sanced, "-" if not) W : Walking ("x" if walking, "-" if not) I : Detect invis (x/-) D : Sees in darkness (x/-) M : Memory (x/-) agg: Aggressive (G/- N/- E/-). "G-E" means aggressive to good & evil, but not to neutral. "G -" means aggressive to good, not aggressive to evil and no knowledge about neutrals. Hp : Hitpoints. Given as range when possible. "873-1013" means the mob can have as low as 873 and as high as 1013 hitpoints. NOTE: The range may be wider (hard to know maxhp without killing the mob hundreds of times). A "~" preceeding the hp means that this is just an estimation. Gold: How much gold the mob has Mob list info: Spec: Any special information about the mob, like vulnerabilities, resistances, if it's an info mob (INFO), what spells it casts (powerblind, mass pain), etc. Info: Good-to-know about the mob Eq : Sometimes omitting non-important items Size: Number of people needed (assuming "normal" group and giving a fair chance to kill). Note that a size 20 mob might be soloable or might slaughter a size 40 group, depending on the group composition). I'm guessing quite a lot here. ----------------- Smaller OC ----------------- Abandoned Caves Proto Shoggoth Elder sign Abandoned Caves Shub-Niggurath Pnakotic manuscript Alchor Warchief Galvorn stuff Antiriad Lord Sith Money & stuff? He can murder! Antiriad Poltergeist Thick black (POD) Atlantis Neptunus 1M Black Castle ? Citadel Lady & Lord+ 3M + 1.2M + 2x 750k Citadel of Order Grand master quest ancients boots & more Dark Spawn Lurk skaven fang vuln pure/light Dark Spawn Olg lawbringer plate=vuln fire. AFeeble Dark Spawn Uma wolf staff vuln fire. Deathspell Darkfriends Grandmaster the Dirk Darkwater Kracken Beryllium eye hide=vuln acid Desolate Plains Dark Rythsish black hole vuln energy, resist weapon Desolate Plains Demigod eq irv:s? Desolate Plains Plasma dragon alien cloak slay dragon Desolate Plains Pred Yrric eq irv:s? Dragonspyre Eternity Dragon pendant slay dragon Drakyri Tons! Just kill everything with eq Earthsea Green dragon dragon tailed whip tough! Earthsea Powerful Mage Diamond ring slay human Enchanted Forest 12-h hydra eq slay dragon Enchanted Forest Red Wyrm 700k slay dragon Enchanted Forest Tarrasque eq slay dragon Fishing Village Will fishing rod human Gorm Chef Master Chefs Kris Need the buried key Gorm Hedgehog Skin & boots Haon Dor Oak tree Dead roots Hightower MoM ? Remember chest & backpack Ice Castle ? Icewall Remorhaz Hero bracelet Icewall Sleet Dragon orb Inglestone Bottom mobs Eq Inglestone King Rok Eq & chest key Krashkarand Garatza Askari & Chakara & 650k Laboratory SoulStealer ball/hood/cape/book Lethriels Crypt Demons 4x 1.5M Only if area prepared Lorca Bustibieren lava dagger slay human Lorca Fayador pathweaver slay human Lost Temple Statue Telva-key ring + 3M Mahn-Tor Mahn-Tor Axe resist weapon Mirror Beyond Detrom quest eq slay human Museum Jogath Plate of Invulnerab. Museum Tomarin gloves of casting resist weapon Museum Zelboth Black visor of omnis. Olympus Hera Sapphire ring Olympus Poseidon Poseidon's Trident Olympus Ra Sword of the Sun First give all trash!!! Olympus Shiva Shiva's trident Olympus Zeus Thunder Bolt Pathweaver3 Garoth Crystal ball Give PW, tome, ball. Wait Redfernes Grand Knight Eq Reef Keeper Talislantan elbow Octopus Sin Azrael quest head Past tunnel room Sin Crowley quest Kama Sutra Sin Feast quest spoon Solom Ancient ghost quest wand of life vuln energy, immune pierce Solom Golden titan quest breastplate Storm Giant Goluk quest symbol of storms Storm Giant SgKing quest ring Need healers and areadam Taon Embodiments eq different specials Tomaaukkhen Statue+Nahual+King eq Cake Toormail Tons! Just kill everything! Underworld Odysseus blaze of radiance vuln dark. Tough? Unholy Darkness Cain 1M + questbook slay human Unholy Darkness Ghanz eq slay human Venden Coyote Leash Venden Hermit Void ----------------- Smaller NC ----------------- Apocalypse Plenty eq Battlefields ...? Clerists Skye eq slay dragon (need orb) Dunheim Lady Sarah eq slay human, agg maids Dunheim Lord Dareil eq slay human Guallidurth King eq (vuln fire), murders Guallidurth Pardus Head vuln pure/light, murders Haarvenu Guardian Runic spear vuln pure/light Inferno Jirikai eq vuln pure/light Inferno Sentry eq no vulns Lorchid MotROOTS eq vuln acid? (fire) Lorchid Worchdo boots resists tons Myrridon Gatekeeper belt slay human Myrridon Wizard snake hammer slay human Narnia Aslan eq mental? Oblivion Freiza & other Freiza's chains Tournament Paladin eq human, great ac Tournament Knight eq human, shrugger Tournament Torturer whip human, cake Underground Bob eq (vuln silver) ------------------------------------------------------- O C ------------------------------------------------------- Abandoned Caves: Lvl ASWIDM agg Hp Gold The proto shoggoth 85 Nx x G 0-0 Spec: Info: Cake mob for PG. Just kill! Eq : elder sign Size: 10 AREA: Amber Keep: Lvl ASWIDM agg Hp Gold Gandolf 97+ Gx-xxx ---~57409 65969-66083 Spec: INFO, vuln iron/unlife/dark, blindness, triad of fire, mass pain, teleport, sleep Info: Path from entrance is: 2e2seu2e3su2s (kill guards, unlock gate) s (kill aggies) s (kill aggies) e (kill aggies) nus (kill aggies) w (kill aggies) wuw (kill aggies) s (kill magi) enter portal. Beware that gandalf teleports people away. Ak priests should try summon teleported people back. Eq : scarab of protection, ring of sustenance, ornate glass shield, cloak of the elvenkind, elven chainmail coif/sleeves/suit/leggings, holy avenger, manual of "Stealthy Pilfering" Size: 20 AREA: Amphitheatre: Lvl ASWIDM agg Hp Gold The red dragon 96+ E-- G 554767-595062 Spec: vuln slay dragon, shrugger, hell storm Info: Mordja will appear when dragon dies, so save some mana for that battle Eq : cut of tail of the red Dragon Size: 15 Mordja the demon lord 96+ Ex 12850-13649 Spec: immune weapon, can push you into drain-room Info: Eq : huge bastard sword named "Cthrek-Goru" Size: 20 Zandramas the child of dark96+ Ex-x GN- 2-2 Spec: shrugger, vuln light, push-special Info: Use energy on high priests and iron on warrior priests (NOT pure/light). Once up the stairs, make some outpost and let people heal up a bit. North of this is NOMAG! Have everyone spell up and go 3n2e3ne and kill the dragon (warn people to save some mana for Mordja, who appears when dragon is dead and who is immune to weapon). Once done, go back to the outost and heal up. People who have been pushed east during battle will be drained of all mana. Either have them wait there or have them enter flames and hope to be pushed out by Zandramas. Once all ready, walk back (3n2e3ne, and then go east and tell people to "enter flame". Then enter yourself too. Warn people that if kicked out, they should go 3n2e3n2e and then enter flame to get back to Zandy. Zandy-room is noflee/ norecall Eq : Shadow binded protectors, Black crimson cape, Blood spear, key to the altar that holds sardien Size: 25 AREA: Ancient Lands: Lvl ASWIDM agg Hp Gold The tyrannosaurus rex 95+ Nxxx GNE 1 Spec: Info: Hits hard! Just track Rex and peek. When found, cop and rest up if needed. His boots are pop-on-death Eq : boots formed from a rexian hide Size: 30 AREA: Area is norecall north of the entry point, so after battle, either pick up all corpses, or go back to entry, summon those who died and lead them back to their corpses. Astral Plane: Lvl ASWIDM agg Hp Gold Torture Master Spec: Info: VERY tough guy! Switches into some bat form now and then, and when he is, only area spells seem able to damage him. Eq : Flexible blackened arm greaves, Nightwalker's buckler, Torture blade Size: 50 Mistress Spec: Info: Has a couple of guardians, so areaspell until they are dead. Eq : fanged tiara, heart of a tortured mind flayer, black pentagram (key for the hole down) Size: 25 AREA: First part of this place is a maze. You get in by killing the guardian and entering the portal. Then go 2nwnwunenenun to get to the non-maze area (walk slowly - aggies on the way) or have a rogue track "gith". Fang's Black Castle: Lvl ASWIDM agg Hp Gold The silver dragon 82-85 Nx-x G Spec: vuln slay dragon, resist fire/ice/earth/air/gas, forceflee-stun (tailstrike) Info: Can stun you and can use its tail to whip you out of the room. Eq : silver wyrmskin Size: 10 The undead king 77-80 Ex-x G Spec: resist slash/pierce, invis, wrath of god, energy drain, powerword kill, entropy, powerharm, blindness, wither, 2 spells per sound Info: Powerword kill is never fun. And you should use crushing weapons on him. Eq : golden helmet/combat platemail/leggings/broadsword Size: 15 The prince of evil 75 Ex-x G Spec: bash, kick, headbang, vuln pure/light/iron, immune fire, resist unlife dark/poison Info: Hits hard for his level, but that's all. Eq : red strip of leather, the royal rapier, sparkling prism Size: 5 AREA: Some keys are needed to get inside. From entrance go n-w, kill captain, get key, e, unlock iron, eu2w2ne (past aggies), kill commander, w2n2edw3s (past aggies), unlock door, s, kill wraith, get key. Now go back to entrance and go northwards instead. Unlock the door and you're inside the castle Varak-Ki Caverns: Lvl ASWIDM agg Hp Gold The Great Black Dragon 91 E--x G 51078-51169 0-0 Spec: vuln ice/slay dragon, resist fire, sitting, breathe acid, 7-9 attacks Info: Aggressive and sitting, so with aggie-flag turned off you can enter and cast wither/curse/poison/... on him without danger. But probably is easy enough to kill anyway Eq : scaled black dragon hide, tail of a black dragon, dark key (for the door north, to galvorn elbowpad, black breastplate, hammer of bogarden and 1400000 gold) Size: 10 AREA: Citadel of Order: Lvl ASWIDM agg Hp Gold The Dark Paladin grand master 92-95 Exxx G E~48343 66874-66884 Spec: INFO, vuln slay human, blocker, harm, wrath of god, trueheal, mass- wither, 1-2 spells per round Info: Some aggies on the way there, but apart from that, nothing special. Eq : A load of half-decent stuff, including some interesting boots Size: 15 AREA: Darkfriends: Lvl ASWIDM agg Hp Gold The Grandmaster of DarkFriends 85 N--x G 38001-38001 100001-100001 Spec: INFO, vuln slay human, hide, backstab Info: Simple mob for a PG. Just go straight up to him and kill. Lots of aggies on the way. Need a lock picker and might also need some keys along the way. He has a lvl 60 panther as a pet, but it doesn't make much difference. Don't miss the band of shadow by the door and the band of light from the hinge after killing him. Eq : black eog bracers, huge Eog warshield, black dragon skin armor, bright blue cape, black eog greaves, The Dirk Size: 15 AREA: Cain's Dark Spawn: Lvl ASWIDM agg Hp Gold Lurk 95 Ex x G - 2009446-2012132 Spec: INFO vuln pure/light Info: Eq : Skaven Fang Size: 20 Olg 95+ Nx 2012856-2013022 Spec: INFO, feeblemind Info: Eq : Plate of the seventh star, Runeblade 'Lawbringer' Size: 20 Szeess 95+ E-- N 3004428-3009668 Spec: INFO, invis, shrugger, mass-wither Info: Eq : pitch black ring/gauntlets/boots, Morning star of the seventh Size: 30 Uma 95+ N-x --- 3000152-3000161 Spec: vuln fire Info: Eq : Cloak of the seventh star, Wolf headed battle staff Size: 25 Tixin'erto Spec: Info: The area around Tix drains moves, and corpses fall into DT:s after a very short time. You might need fly, not sure. Doesn't hurt to give everyone some revitalize-herbs, but that will only help AK players. Better get some staves of revitalizing (oak staff), to make sure the whole group is revitalized before you move. Also, it might be good to ask others to help you loot too, so the corpse doesn't get lost before you get tó loot it. Unprepared, this area will ruin your day. If going for Tix, you might want to have a mage locate "phase". Phase spiders in that vincinity can have Phase spider leggings, which is a really nice ac piece. Eq : Orb of twilight, Spider-shaped pendant, Spider-webbed wrist guard, Spider-Webbed boots Size: 35 AREA: To enter the area you have to enter the tree in Enchanted Forest (agg evil druid just inside), then go all the way down and "drink well", which blinds you and takes you to the area. The whole area is Nosum Norecall. Only exit is to "drink well" at the exit point on the lower level (past aggies). Darkwater Dungeon: Lvl ASWIDM agg Hp Gold The Kracken 95+ Ex-x GN 65536 Spec: INFO, blocker, tail-special, vuln acid if using "Hide of the Kracken" Info: to get to Kracken you must first kill the king. Go all down, then 6esusuen (doors need to be opened), enter outflow, kill king, get his key, go wde3n, unlock door east, go east, have someone "pick grill" and then you'll find him one step down. Have a mage locate "kracken". If he has the hide, use acid on him. Eq : Hide of the Kracken, Beryllium eye Size: 20 AREA: Demon City: Lvl ASWIDM agg Hp Gold Solus: E --- Spec: vuln slay mythical, mass-wither, mass-blind, summon Moloch Info: To get to him, go 3nwnw2nenunwn from entrance (some doors will need to be picked) and Solus is up from there. If small pg, you might want to wither him first. Have a mage powerblind him and then let the priests do their work. If Solus flails he may summon molochs that will need to be killed before resuming. He may also powerheal, in which case a new powerblind may be needed (depending on if powerheal cures blindness for mobs). When fighting him, priests should use gheal and NOT gpow, since Solus has mass wither. And magic users should use area spells since he summons molochs. Eq : Celestial crown, bones of the Nexus beast, Mantle of the Kor-Skarn, Ethereal Slayer Size: 30 (if 40+, don't bother withering) Ludvaraman 95+ 139019 Spec: vuln silver Info: Cake mob Eq : king-size boots Size: 10 AREA: Desolate Plains: Lvl ASWIDM agg Hp Gold Pred Yrric 90 E--xx G 50399 Spec: INFO, resist unlife, invis, shrugger, blindness, haste, plasma ball Info: Eq : Has a key to the door south, where you can find the same eq as Demigod has. Size: 20 Dark Rythsish 92-95 E--x G E 0 Spec: INFO, vuln energy, immune unlife, resist WEAPON, shrugger, invis, hell fire, powerheal, mass pain, harm, wither, blindness, confusion, 2 spells per round, -50 ac Info: Eq : black hole, large 2H sword Size: 15 Demigod 97+ G--xxx - 50634 Spec: INFO, powerheal Info: Eq : High-champions helmet/armplates/gloves/boots Size: 15 AREA: Dragonspyre: Lvl ASWIDM agg Hp Gold The Eternity Dragon 95 Nxxxxx - ~48000 Spec: vuln slay dragon, resist fire/ice/earth/air/gas, invis, shrugger Info: Walks around. Usually pretty close to the entrance Eq : pendant of eternity Size: 20 AREA: Drakyri: Lvl ASWIDM agg Hp Gold The Claw 95+ Ex- --- 57616-58165 Spec: INFO, vuln pure/light, fireball, areaspells Info: Eq : - Size: 20 The Fist 95+ Nx- x --- 56881-58165 Spec: INFO, areaspells, ? & sentinel before being attacked - moved s2ws and flying after Info: Eq : laerkai might Size: 20 The Flame 95+ Nx- --- 56500-57868 Spec: INFO, vuln ice, immune fire, areaspells Info: Eq : laerkai fury Size: 20 The Hand 95+ Nx- x --- 56739-57894 Spec: INFO, sitting, vuln fire, areaspells Info: Eq : laerkai life Size: 20 The Shadow 95+ Nx- --- 57271-58030 Spec: INFO, vuln iron/unlife, hide, backstab, 3 backstabs per round Info: Eq : laerkai stealth Size: 20 The Shield 95+ Gx- --- 57500-59105 Spec: INFO, vuln dark, forceflee Info: Eq : laerkai justice Size: 20 The Laerkai Master 96+ Nx- G 59342-59667 Spec: INFO, vuln fire, invis, hide Info: summons Hand/Flame/Fist/Claw/Shield/Shadow if alive, so kill them first. Eq : Zedraikis Size: 25 The Guardian 96+ Nx-x G E 56166-57234 Spec: INFO, vuln fire, miracle Info: Eq : has the key to the mediator Size: 15 The Mediator 95+ Nx-x G E~67723 58845-62194 Spec: INFO, vuln fire, invis, manashield, mira, trueheal, wrath of god, mass wither, mass-blind, mass forcebolt Info: summons Hand/Flame/Fist/Claw/Shield/Shadow if alive, so kill them first. Eq : flame of balance, laerkai power Size: 30 AREA: Chake is an agg-good mob that moves between his home and the shop. Might be good to keep an eye on where he is so he doesn't stumble into you when you're fighting someone (or in the shop, since it's nomag). Many other mobs here are also moving around. EarthSea: Lvl ASWIDM agg Hp Gold Red Dragon Spec: Info: Eq : helm of dragon kind Size: 15 Green dragon Spec: Info: Nasty area damage Eq : diamond brooch, dragon tailed whip Size: 25 Powerful Mage Spec: Info: Eq : diamond brooch, diamond ring Size: 15 Holy Draconian Spec: Info: Eq : holy symbol, platinum bracelet, white silk belt Size: 15 King Spec: Info: Eq : spiked gauntlets, crested shield, fur cloak, emerald sword Size: 15 Queen Spec: Info: Flees a lot Eq : dragon skin bracelet, black silk belt Size: 15 White Dragon Spec: Info: Eq : some scale mail Size: 15 Black Dragon Spec: Info: Flees a lot Eq : dragon scale leggings Size: 15 Ged Spec: Info: Eq : diamond dagger Size: 20 AREA: When entering the are where red & green dragon is, you can't walk back, so either leave someone outside or be prepared to recall and walk back. Fire Elemental Plains: Lvl ASWIDM agg Hp Gold Fire Giant King 95 Ex-x G ? ? Spec: INFO, hell storm, immune fire, call for guards (which ones?) summon guards? Info: The king calls for/summons guards. Not sure which ones, but it doesn't hurt to kill all guards in the area before attacking the king. Eq : fiery elbow protector/bracelet/knee protector, Ethereal Platemail, hammer of raging flame, Hammer of Thunderbolts Size: 35 AREA: To get past the maze, from entrance, walk nnewwswsseeu (aggies on the way) Elven Village: Lvl ASWIDM agg Hp Gold The Champion 99 Gxxxxx - ~50000 ? Spec: INFO?, vuln iron/unlife/dark, resist pure/light/magic, shrugger Info: Can walk out of the area. Often found in Galaxy. Eq : mithril chainmail, diamond-edged sword Size: 20 AREA: Enchanted Forest: Lvl ASWIDM agg Hp Gold A great red wyrm 85-86 Ex-xxx G 700000 Spec: INFO, sleeping, vuln slay dragon, resist fire/ice, hide Info: room is noflee/norecall. Xp-mob, but can just as well be killed on the way to the Tarrasque Eq : copper flask, cold-iron scimitar Size: 10 The umber hulk 75-76 Ex-x G 10923 32694-34070 Spec: no vulns?, no resistances?, hide, forceflee, special-claw-attack Info: Just an obstacle on the way to the Tarrasque Eq : - Size: 5 A hydra with 12 heads 82-86 Exxx G Spec: hide Info: Obstacle on the way to the Tarrasque Eq : glowing ring, ring with a purple glowing stone, hydra skin sleeves, hydra skin boots, glowing feather Size: 10 The Tarrasque 95+ x N 65535 Spec: vapes worn about, destroys sanc, claw-special Info: vapes worn about eq, so gtell "rem about" etc before battle. Can destroy sanc, so won't hurt to look now and then and ask for another holy if too many without sanc, Eq : helmet with one horn, embroidered mantle, dark leather sleeves/gloves belt, heavy winter cloak, huge stone club Size: 15 AREA: Gorm: Lvl ASWIDM agg Hp Gold King Gorm 95 E - GNE ~102652 65752 Spec: vuln slay troll/fire/acid/poison/pure?/light?, manashield, mass-wither Info: To get to the king you need a set of keys. One is found buried on the west side (blue), one is by the statue (red), one on dragon guard black), one on hedgehog (brown) and the final one is on beastmaster kill the Chef too, for his Master Chefs Kris). Getting the final key will merge them into a master key. From beastmaster, go sene2swswse unlock door-s. Then gtell "flee king east" (someone must enter the king s room, to make him flee). He will then move to his hideout. Do "where king" to make sure he has moved. Once outside his hideout, rest and prepare. Eq : beastmasters neckchain, Beastmaster ring, ring of Gorm, large grey hide, Gorm's dragon slayer Size: 25 AREA: Gorms are all trolls: vuln fire/slay troll. Most are vuln acid & poison too. Graveyard: Lvl ASWIDM agg Hp Gold Count Dracula 92-95 Ex-x G 1000001 Spec: vuln pure/light/wood/silver, immune unlife/dark, wields/unwields his sword during fight Info: Need picker to get inside graveyard. Also need to kill a priest and Snapper Joe (or pick) and a few agg mobs on the way. Eq : dark black cape, pitch-black longsword that flames brightly Size: 20 AREA: Haon-Dor: Lvl ASWIDM agg Hp Gold A huge, ancient oak tree 95 Nxxxxx - ? 600989 Spec: INFO, vuln acid Info: Rarely pops the eq. Have a mage locate "root" before bothering. Eq : dead roots Size: 15 AREA: High Tower of Sorcery: Lvl ASWIDM agg Hp Gold The Grand Mistress 82-86 Nx-x - - Spec: vuln slay human, wither, blindness, harm, powerheal, confusion, hell fire, mass pain, 1-2 spells per sound Info: Cake for a PG. Top floor. Some minor aggies on the way. Once mistress is dead you can just as well kill her cat for a neat collar, then go n-e and loot her chest and finally w-w to loot some backpack Eq : small sapphire ring, sapphire bracelet, tight fitting green dragon scale shirt, ebony kris Size: 10 AREA: Ice Castle: Lvl ASWIDM agg Hp Gold The Spring Ruler 94+ Spec: vuln acid, immune fire Info: Eq : Claw of Penetration Size: 20 King Aryan 94+ Spec: vuln slay human Info: Eq : necklace of ice, large ice quiver Size: 20 The Lady of Summer 94+ Spec: vuln slay human/acid? Info: Eq : spiked elbow protector, spiked knee protector Size: 20 Evil Witch Spec: Info: Eq : ice slippers, genocide book, handbook of Witch-knowledge Size: 20 Lightbeam Spec: Info: Eq : ice climbing boots Size: 20 AREA: Ice guards seem vulnerable to slay human. Careful in the stairwell - wild magic there. You must kill the guard at the bottom of the stairs, get his key and loot the box there. It has the keys for all other doors. Ice Wall: Lvl ASWIDM agg Hp Gold Chief Wahoo 80? x Spec: powerheal, summon indians Info: Need a lock picker to get to him. Watch out for the DT nearby Eq : chief Wahoo's headpiece, Tribal Fur, Wahoo's spear Size: 5 Sleet Spec: Info: Can stun people Eq : Dragon Orb Size: 10 Remorhaz Spec: Info: Need picker to get to him, 2 smaller aggies in the same room, so area until they are dead. Eq : Hero Bracelet Size: 10 Feal Thas Spec: Info: 10 Eq : Dragon Helm, Dragon Armor, Sword of the Draco Size: 10 AREA: Kaltor: Lvl ASWIDM agg Hp Gold Balgroth the Lich-King 95+ Ex x G E 1000001 Spec: invis, bloodmirror, magic missile (spam) Info: Casts area magic missile, so prepare for spam unless you have it gagged. Good idea is to to tell people to "gag all all set" before messing with this guy. Eq : Lich's skull, Spectral shield, some tattered robes Size: 25 Kaltar the Paladin-King 95+ Gx E 5000001 Spec: invis, vuln slay human Info: Eq : incandescent helm of the gods, gauntlets of the righteous crusader, blessed platemail Size: 30 AREA: Kerjim: Lvl ASWIDM agg Hp Gold Kerjim Spec: summons skeletons & celebdels and summons you back as well. Info: Eq : glowing armplates, gothic kris Size: 20 AREA: All balrogs are vulnerable to iron/pure/light. Both Kerjim and Balrog shamans summon you back if you flee/recall from them, so if exploring down here, be careful. And if attacking Kerjim, make sure you kill him! Laboratory: Lvl ASWIDM agg Hp Gold The SoulStealer 96+ Ex-x x --- 2000000-2000000 Spec: INFO, sitting, invis, hide, vuln pure/light/iron, resist dark, plasma ball, wither, trueheal, plasma bolt, powerword blind, mass-blind, 2 spells per round Info: Since he is sitting to begin with, and not agg, you can go in and cast all sorts of nasty spells on him to weaken him up (poison, curse, wither, ...). Lots'a blindness and area damage here, so have priests prepared. Eq : shimmering ball of light, Soulstealer's hood, soulstealers black cape, Soulstealer's book, Dark potion (mira) Size: 30 AREA: DT on the first floor, irregular maze on the second and a few aggies on floor 3 - nothing dangerous except the SoulStealer Lagamore: Lvl ASWIDM agg Hp Gold The Master 85 Gxx x - ? ? Spec: Throws you 1-2 rooms, sitting, vuln slay human, powerheal, INFO? Info: Sitting, so you can spell him down safely before attacking. Don't flee from his room or you'll probably just enter a DT. When he throws you away you will have to walk 25 or so steps to get back in, so make sure you have summoners ready. Eq : black lacquered guard/gauntlets, blue hakama, Ancient Katana Size: 5 AREA: You will need a picker to get to the master. Lorca: Lvl ASWIDM agg Hp Gold Bustibirien Spec: Info: Eq : armplates of darkness, dagger of red-hot lava, staff of the plasma demon Size: 15 Fayador 91-95 Spec: vuln slay human Info: Often killed by xp groups, but worth the few extra steps on the way to Busti or Rex. Pathweavers are always needed. DT south of him. Eq : PathWeavers blade Size: 10 AREA: Don't sleep in the marsh. Lost Temple: Lvl ASWIDM agg Hp Gold The Statue 80 Nx-x x - 11780-11784 7403-7519 Spec: resist fire/ice/unlife/earth/air, shrugger Info: Eq : Key leading to Telva's ring Size: 5 AREA: Easy aggies around, but move slow, since they aren't aggressive to evil. Mahn Tor: Lvl ASWIDM agg Hp Gold Mahn-Tor 79-80 Ex-x x - ? Spec: INFO?, vuln bleed?, invis, shrugger, bash, headbang, 3 skills per round Info: Eq : horned minotaur helm, studded ring, spiked buckler, black minotaur chainmail, major globe of invulnerability, Mahn-Tor's Great Axe Size: 5 AREA: 8 mobs (lvl 50-60) nearby with pretty neat eq. Not worth killing for a PG, but might be interesting for a mini-PG or for soloing. Mirror Beyond: Lvl ASWIDM agg Hp Gold Detrom 97+ N--x GN ? ? Spec: INFO, Only appears if someone enters his room. NOT vuln heal but starts at awful and gains hp when you hurt him. Dies when on full hp. Info: Detrom is a corpse first but will soon jump up and attack you. He starts off at "awful" condition and will die when he reaches "excellent". Eq : tapered eog amulet, leggings of absorption, Detroms dogtags Size: 15 AREA: There are 10 mirrors spread out in the world. Only one is possible to enter at any given time. Which mirror to enter changes from time to time. Don't know about time intervals nor if there is any specific order in which they change. The area has a DT and all exits are reversed, so if you eg want to go west, you should go east. Very small area. Museum: Lvl ASWIDM agg Hp Gold Tomarin 87-89 G--x x - ~55000 Spec: resist weapon, agg-sleeper, hell storm, blindness, triad of fire, armor, energy drain, teleport, blur, 2 spells per round Info: Eq : gloves of casting Size: 15 Jogath 92-94 G--x x - Spec: agg-sleeper, blocker, bash Info: Eq : Plate of Invulnerability Size: 10 Zelboth 90 G--x x - Spec: agg-sleeper, wrath of god, trueheal, noflee-room Info: Eq : Black visor of omniscense Size: 10 AREA: Getting to these mobs require you to getting an orb (key) close to the door. If not on the ground, It's been picked up by one of the hidden elite guards. Walking past any of these three mobs will take you back to the center bottom of the area. All three mobs are there only sporadically. If not there, I don't think they can appear until after boot. Have a priest try to summon them to find out if they are there or not. I _think_ their eq are pop-on-death, but not sure. Mustaine: Lvl ASWIDM agg Hp Gold King Mustaine 94 Gx-x - ~45254 65536-65536 Spec: INFO, vuln slay human, invis, shrugger, blocker, kick Info: Room is safe and noflee, so when you attack him, make sure you have what it takes to finish him. Eq : steel spiked helm, "Electrum Plectrum" shield, steel capped boots, the King's sword Size: 10 The Wraith 97+ Ex-x GNE~75834 1-1 Spec: INFO, invis, hide, immune weapon?, blocker, mass-blind, mass-wither Info: Jailor has key for his cell. Have priests prepared for area healing. Since he withers and blinds I'd suggest having priests on gheal (since gpow would drain them in a second and won't heal blindness) Eq : death shroud, dagger of souls Size: 30 AREA: Rooms near the king is norecall, so after killing him you must go out into the courtyard before you can recall group. Ocean Floor: Lvl ASWIDM agg Hp Gold Kanaloa, Tropical God of the Seas 95 Nx-x x - 361017 Spec: INFO, immune weapon, bash, kick Info: Need spellers for this one, obviously. Might help to wither first. Eq : necklace of sharkteeth Size: 35 O-Wata-Tsu-Mi, Serpent God of the Seas 97+ Nx-x x - 362038 Spec: INFO, shrugger, burst of life Info: Eq : piece of dragon skin Size: 25 Sedna, Giant God of the Seas 97+ Nx-x x - 361338-362025 Spec: INFO, shrugger, burst of life Info: Eq : Size: 25 Ixchel, Mayan God of the Seas 97+ Nx-x x - 360604-362627 Spec: INFO, shrugger, ice storm, burst of life Info: Eq : Size: 25 Varuna, Beast God of the Seas 97+ Nx-x x - 360432-361150 Spec: INFO, shrugger, burst of life Info: Eq : Size: 25 Aegir, Norse God of the Seas 97+ Nx-x x - 304374-305712 Spec: INFO, shrugger, burst of life, triad of ice Info: Eq : spear of the seas Size: 25 Olokun, Desert God of the Seas 97+ Nx-x x - 360943-362071 Spec: INFO, shrugger, water bolt Info: Eq : the pelt of a lion Size: 25 Priestess Spec: Info: Smaller mob near Oceanos. Her eq makes her worth killing if you're here. Eq : coral scepter Size: 10 Oceanos, Titan of the Seas 95+ Nx- 95094 Spec: INFO, shrugger, cloudkill-on-death Info: To get to Oceanos you need a coral key. The key is on one of the other gods, but when killed will move to another one of them. Just kill all of them and you'll get it. Eq : ring of the Titans, leggings of the seven seas, gigantic maul from ancient times Size: 35 AREA: Most of (the whole?) underwater part of this area is norecall, but you can summon people there. This makes withering mobs a pain. If priests can't be summoned after casting wither (try if it's possible) you will need to use wither scrolls. Ragnarok: Lvl ASWIDM agg Hp Gold Thor x --- Spec: Info: Does REALLY nasty damage and summons giants to help him. Prepare for mass deaths. Cleaning up in all dirs around him and having a copper in each room around him while preparing is a good idea. So is wither, I think. Massive area damage is a must! Eq : runed helmet forged from lightning, gloves of frost giant strength, girdle of fire giant strength, Mjollnir Size: 50 Odin x --- Spec: Info: Raven bracelets is the important piece on him. Nolocate, so if you can get a rogue to sneak off and have a peek at him, it may save you a lot of trouble. Eq : raven feather bracelet, spear "Gungner", the eye of Odin Size: 30 AREA: The area is crowded with ice & fire giants with auras. They aren't aggressive, but their auras pulse out damage, so when standing next to one, you will be fighting within a second. These giants die fast, but they do nasty damage for as long as they stand. Peeker & tracker is very useful here. Snake Lair: Lvl ASWIDM agg Hp Gold Special AREA: Probably more suitable for a heavy xp group than for PG. Kill enough snakes here (a LOT! Cleaning out the area isn't enough. You'll have to do it several times) and their mommy will come to stop you. She's got a key to a white snakeskin belt Storm Giant Castle: Lvl ASWIDM agg Hp Gold The storm giant king 97+ Ex-x G Spec: vuln slay giant, powerheal, wither, summon storm giant guard, 2 spells per round, can do 1400 damage per round Info: Might want some area damage when he summons his guards. Eq : small wizard ring, giant-sized cloud mail, The Cloudblade, bag of Power Size: 30 AREA: A few locked doors, not sure if they are pickable. Guards have key for the entrance gate and some captains have keys for the others. 2 steps up in the tower are 2-5 commanders (usually 5). Aggressive lvl 60 mobs that does some nice damage, so a few rounds of area spells and some quick healing is helpful here. Goluk is nearby and a cake mob, if you feel it s worth losing an extra 10 seconds. Taon: Lvl ASWIDM agg Hp Gold An Overlord of Taon 80-84 Nx G 500001 Spec: Info: Eq : quartz studded platemail Size: 15 Atuan the Lordwizard 81-84 Nx- 1000001 Spec: hide, shrugger Info: Eq : globe of ancestral origin Size: 15 Celebros, the Embodiment of Control 85 Nx- - 500001-500001 Spec: INFO, vuln slay human, Wild magic Info: Eq : Celestial knee protector Size: 15 Saeros, the Embodiment of Thought 85 Nx-x G E 500001-500001 Spec: INFO, vuln slay human Info: Eq : voyager's orb Size: 15 Vidir, the Embodiment of Anarchy 83-85 Nx-x G E 500001-500001 Spec: INFO, vuln slay human, summons 2 lvl 70 Vidirs during battle. Info: Eq : Celestial leggings Size: 15 Uldor, the Embodiment of Calm 85 Nx-x G E 500001-500001 Spec: INFO, vuln slay human, Calms people Info: If you get calmed, the only thing you are able to do seems to be to quaff potions. So quaff a recall potion and teleport back/get summon. Probably not needed, since any decent PG would kill this guy easily anyway and once dead you will be back to normal again. Eq : Celestial gauntlets Size: 15 Telemar, the Embodiment of Rage 85 Nx- - 500001-500001 Spec: INFO, vuln slay human Info: Eq : emerald-hilted dagger Size: 15 Surak, the Embodiment of Water 85 Nx-x G E 500001-500001 Spec: INFO, vuln slay human, teleports wielded weapons to random room from Surak to Traitor. Info: Eq : Celestial elbow protector Size: 15 The Draconian traitor 91-94 Ex- E 2000001-2000001 Spec: INFO, NOT vuln unlife, vuln slay human?/slay dragon, looter, instakill- special Info: Eq : sleeves of wrath, shield of stealth, thrice-woven canvas boots, dragon- hilted stiletto Size: 25 The Statue of the Ancient War Gods 91-94 Ex x G E 60212-60989 Spec: INFO Info: Eq : neckpiece formed from an ancient metal Size: 30 Someone 90 Ex- --- 142-373 Spec: INFO, vuln slay human Info: Eq : Chameleonic leggings Size: 20 Jedah the Evil Arch-Sorcerer 96+ Ex-x G E 3000001-3000001 Spec: INFO, invis, vuln slay human Info: Eq : traitor's cowl, Ancient Shield, boots of arch-sorcery Size: 30 AREA: Jedah will have the power of every embodiment still alive, so ill them first. And make sure the area hasn't respawned when going for the big ones. Kill Surak last, since he can teleport your weapons a few rooms away and even into the Traitor's room. If this happens (or worse, if the Traitor picks up the weapon), it's good to know that he's your next target. The path for these mobs (starting at the centre, 2e2n-enter k portal from Atuan) are: s-portal-s-portal-KILL Celebros-portal e-portal-d-w-KILL Saeros-e-portal-u-portal e-portal-u-KILL Vidir-e-portal-n-e-KILL Uldor-w-s-portal w-portal-KILL Telemar-portal-u-e-portal-e-d-KILL Surak-u-e-u From here, you have the Traitor north. If you enter the portal instead you will be back at the centre. After killing the Traitor and looting his Celestial Key, use the key to get past the door in Elven Village, killing the mobs and looting the Ethereal key from the chest there (plus 5M cash). From that chest, go: portal-w-portal-portal-u-e-portal-e-e-u-n to get back to the Traitor's room. To make sure you don't mess this up and have to take the long trip (and to reduce the risk of area pop), have someone follow self and wait for you south of the Traitor room. Tomaaukkhen: Lvl ASWIDM agg Hp Gold Nahual 70 N--xxx - 16923-16998 15449-16244 Spec: resist WEAPON/unlife/ice/fire/earth/air, sleeping, +~2000 starthp Info: If going for the king, it won't cost you much to take this one on the way. Nice eq for his level. Eq : blackened Helmet, Gauntlets of Ogre Power Size: 2 The Titanium Statue 77-81 Gx-xx- - 32292-32371 25017-25019 Spec: INFO, resist unlife/ice/fire/earth/air, kick Info: More of an xp mob now. Still, people have use for his eq. Eq : titanium sleeves/elbow protector/shield/plate/leggings/knee protector/ boots Size: 5 KING TOMAAUKKHEN 77-81 Ex x - - ~24k 7491-7563 Spec: INFO, vuln pure/light/silver/heal, immune unlife/dark, agg-sleeper, poison, blindness, wither, energy drain, curse, mass pain, 4x"reaches out and touches" Info: Some VERY easy aggies in his room, so kill them first without panicking and starting to use area spells (unless you you're 10+, in which case you can just as well area and get done faster. Eq : emerald ring, Emerald belt, Sun Blade Size: 10 AREA: Probably too easy for anything but mini-PG nowadays. Toormail: Lvl ASWIDM agg Hp Gold Black Guardian 77 Ex-x G 11828-11842 1-1 Spec: INFO, vuln unlife, resist energy/magic, hell storm, shrugger, blocker Info: Around level 75 standing in the same room as White Guardian Eq : black marble bracelet, bardic sword, bardic lute Size: 10 White Guardian 77 Gx-x G 11804-11816 1-1 Spec: INFO, vuln unlife, resist energy/magic, mass pain, deathspell, shrugger, blocker Info: Around level 75 standing in the same room as Black Guardian Eq : white marble bracelet Size: 10 Dungeon Keeper 67 E-xx G ~8041-~8076 1-1 Spec: vuln energy, immune unlife, resist WEAPON Info: Eq : shadowblade Size: 5 Garlok's ghost 68-69 Nx-x G ~7517-~7529 1-1 Spec: vuln energy, immune unlife, resist WEAPON, blocker, bash, kick, headbang Info: Eq : golden helmet/sleeves/breastplate/leggings/boots, Garloks battleaxe Size: 5 King Torsak 78 Nx-x G Spec: INFO, vuln energy, immune unlife, resist WEAPON, norecall-room, trueheal, wither, hell fire Info: Eq : golden ring of King Torsak Size: 15 Nw Tower Guardian 77 Ex-x x - 12794-12814 20900-20937 Spec: vuln unlife, resist energy/magic, backstab(58), norecall-room Info: Eq : hookpointed dagger, black boots Size: 10 Ne Tower Guardian 77 Ex-x x - 12788-12848 20856-20876 Spec: vuln unlife, resist energy/magic, powerword kill, mass pain, powerword blind, meteor blast, hell storm, 1-1 spell, mana shielded, norecall-room Info: Eq : some blue robes, cedar staff Size: 10 Sw Tower Guardian 77 Nx-x x - 12798-12830 20925-20968 Spec: vuln unlife, resist energy/magic, bash, kick, headbang, blocker, norecall-room Info: Eq : stone bracelet, huge stone club Size: 10 Se Tower Guardian 77 Gx-x x - ~13k 20810-20865 Spec: vuln unlife, resist energy/magic, trueheal, powerheal, wrath of god, wither, blindness, 1-2 spells, norecall-room Info: Eq : holy necklace, mace of justice Size: 10 Troll Skeleton 76 E-xx G 10803-10863 13906-14038 Spec: resist slash/pierce, blocker, 4-8 attacks, norecall-room Info: His room is norecall, but you can open the door and wait for him to come out Eq : shimmering sword Size: 5 Blue dragon 90-94 Ex-x G 39469.5 47627 Spec: INFO, vuln slay dragon, blocker, norecall-room, lightning breath, shrugger Info: His room is norecall, and he is a blocker Eq : blue dragon scale, dragon tooth Size: 20 Watch commander 90 Exxx G 35363-35478 65888-65901 Spec: INFO, vuln slay troll/fire/acid/mental, resist crush/poison/earth, bash, kick, headbang Info: Eq : troll gauntlets, diamond breast plate, stone leggings, boots of striding, ring of might, serrated sword Size: 25 So'rak, the mage 72 Exxx G 9249-9285 15709-15897 Spec: vuln slay troll/fire/acid/mental, resist crush/poison/earth, mass pain, hell fire, meteor blast, curse, blindness, 1-2 spells Info: Eq : black robe Size: 5 The Kraken 81-82 Ex-x G 16870-16898 1-1 Spec: INFO, vuln slay mythical, immune water, resist fire/ice/air/unlife earth, (room is norecall) Info: Eq : heart of the Kraken, Kraken spine Size: 30 The Fire Demon 92 Ex- - Spec: INFO, blocker (and room is norecall), sitting, fireball Info: Eq : Sword of Thunder Size: 15 A fire lizard 64 Exxx G 6044-6063 1-1 Spec: vuln mental/gas, resist fire/earth Info: Eq : flame ring Size: 5 A red mage 65 Ex-x G 6222-6271 13467-13481 Spec: vuln slay troll/fire/acid/mental, resist crush/, hell fire, hell storm, fireball, curse, 1-2 spells Info: Eq : red robe, red crystal staff Size: 1 The black mage 65 Ex-x G 6291-6306 13422-13543 Spec: vuln slay troll/fire/acid/mental, resist crush/poison/earth, chain lightning, sleep, mass pain, powerword pain, 1-2 spells Info: Eq : black robe, black crystal staff Size: 1 K'rek Dhor 96 Ex-x x - ~55k Spec: INFO, vuln slay troll?/fire?/acid?/mental?, resist earth?/poison? crush?, sitting, bash, headbang, (room is norecall), can do 1k damage per round Info: Eq : jade crown, stone ring, huge broad sword Size: 30 AREA: Large area with lots of fun things! Great fun place to explore, even if you can't get very far inside alone due to the removal of the Varak-Ki entrance. Tons of keys (36), so I decided to make a walkthrough for this one: * Get to the Ofcol Obelisk * 2w2n, kill gatekeeper, loot key, unlock gate * 5n, kill doorguard, loot key, unlock door * 3n2e2n (past aggies) * open east, east, get key, west * 2s2wn (past aggies) * By now you should have bumped into and killed the Dungeon Keeper. If not he's probably just one step down from you, so go kill and loot his key. * up, kill armor, up, north * This is a square:ish area. You need 2 keys here. One from a Ghost servant and one from a Ghoulish Guard. To cover the whole area here, go 2w2en2w2en2s3en2wn2en4wsnen2e and kill & loot everyone you see. * open door east, east, kill & loot if anything here, 3w * OPTIONAL: open door west, 2w, kill the Black & White guardians here and loot keys, open (unlock?) door south, south, loot chest has crown of Sokar, heart of Rathark & ring of Evos), n2e * 5s2u, kill aggie, n2e2n, open door west, west, kill mobs and loot key * e2s4wn, open door east, east, kill mobs and loot key * wn, open door east, east, kill mobs and loot key * w2n2e, kill 2 mobs and loot key * unlock door south, south, kill mob, loot key * open door west, west, kill if anyone there, east * open door east, east, kill if anyone there, west * OPTIONAL: open door south, south, kill & loot Garlok's ghost, open door south, south, kill & loot King Torsak, 2n * n2w, unlock door west, west * 12u (kill mobs in your path and loot - one key should be found) * unlock door north, north, kill Tower Guardian, loot key * s12d5e, unlock door east, east * 12u (kill mobs in your path and loot - one key should be found) * unlock door north, north, kill Tower Guardian, loot key * s12dw4s, unlock door east, east * 12u (kill mobs in your path and loot - one key should be found) * unlock door north, north, kill Tower Guardian, loot key * s12d5w, unlock door west, west * 12u (kill mobs in your path and loot - one key should be found) * unlock door north, north, kill Tower Guardian, loot key * s12d3es5d, unlock door south, south * cells east & west. Enter both & kill & loot, then go one south (repeat 4 times). All these cells are "OPTIONAL" * OPTIONAL: open cell east, east, kill & loot, west * open door south, south, kill troll, loot key, north (Note: Troll is a blocker and the room is norecall). * unlock door west, west, unlock door west, west * unlock door down, down (repeat 4 times) * OPTIONAL: 2nw2n, kill rockworm, loot, 2se2s * 3d (mobs here? If so, kill & loot) * unlock door west, west, 2d, kill 2 guards here & loot. * 5w (past aggies) * OPTIONAL: 3su2ese, kill & loot key, unlock door east, en2es2ws2ene (kill & loot all mobs for a key), unlock door east, 2ed, kill Blue Dragon, loot, u7wnwd3n * 6w, pick gate west, 3w * You will need to find & kill the Watch commander now. If you want to get the Fire sword you will also want to find & kill So'rak. Both are nearby but walking. If you know your way around, just go kill. If not, I'd suggest using a rogue to track them down and then have him track Kraken. Once you get to the locked grate down, go to next paragraph. From where this paragraph started, the grate is 2n3ws2w (past a few doors). * unlock grate down, d3w * north, kill Kraken, loot * s2enu2en3e2s4w (may be aggies & doors on the way) * OPTIONAL: en, open door north, 2n, kill & loot Fire Demon (I think he is here, at least), 3sw * OPTIONAL: 2wnwden, kill & loot, get Fire sword, unlock door west, wsues2e. Do NOT do this unless you have So'rak's fire key, or you will get stuck in the fire room. * 2n3wu (from here on you may encounter walking aggresive guards) * OPTIONAL: east, open door south, south, open door east, kill & loot Castelain, wnw NOTE: Castelain's key is needed for some of the optionals below. These are marked "C OPTIONAL". * C OPTIONAL: 2en, open door south, kill & loot red mage, n3w * C OPTIONAL: 2en2e, open door south, 2se, kill & loot Master of Ceremonies, w2n5w * 4s2e * C OPTIONAL: unlock door north, nwnes (kill & loot all mobs in each room for trueheal potions), south * 4en, kill guard * up * OPTIONAL: north, kill & loot troll, south, unlock door west, west, KZLC, west, KZLC, north, KZLC, east, KZLC, north, KZLC, west, KZLC, 2s2e KZLC = Kill & loot Zombie, use his key to Loot Coffin They should hold ghostly cloak & stone belt * s3wn * C OPTIONAL: north, unlock door west, west, kill & loot black mage, es * wsw * C OPTIONAL: west, loot white urn, east * 2nws, kill guard, up * C OPTIONAL: se, loot white urn, w4ne, loot black urn, w3s * ne, kill guard * e2s3e2n, open door west, 2w * OPTIONAL: se, kill & loot courtiers, 2n, kill & loot courtiers. If any of them had a golden key, use it to loot the chest here, sw * west, kill & loot K'rek Dhor * east, recall! Underworld: Lvl ASWIDM agg Hp Gold Tisiphone 90-94 Gx- E 0-0 Spec: vuln unlife, immune dark?, area confusion, wither, mass pain, area harm, moves robe to Hades when killed Info: I think the room is noflee Eq : robe of blood Size: 25 Nyx 95+ Nx-x GNE 1-1 Spec: INFO, vuln slay mythical, mass pain, powerheal, area confusion, area harm, area hell fire, area blindness, wither, 1-2 spells Info: Room blinds you on entry. Nyx disbands group and blinds everyone on entry. Room before Nyx can teleport you to Tartarus on entry/exit, and so can Nyx during battle. If teleported there, go s4w3s6e3nu3s3w4n to get back to Nyx. Upon entering, you need to have a couple of priests equipped with healing staves, so they can heal themselves then use their staff to heal everyone (so people get unblinded and can follow the leader again). Also, you might want to have a 2:nd leader to take group if you should drop when entering the room (or just get back to Nyx fast). This place usually kills all afk:ers except the ones lucky enough to be teleported, so try to get the group ak for this one. Eq : Band of Nyx's Rage, Oblivion, Doom Size: 25 Eurynomus 80-84 E- x G E Spec: vuln pure?, immune fire Info: divides into three shatters when killed and when one of those are killed he returns Eq : Flesh of a Demon Size: 25 Erebus - --- 225988 Spec: INFO, ultra-hide, noflee-room, blindness, harm, wither, powerheal Info: Since ultra-hidden, everyone will need to use area to join. Room is noflee. Might be good top ask mages to create a few areadamage-scrolls so rogues and anyone without areadamage can join. And turn off rescues, so rogues can stay in battle. Eq : malignant wrap of Erebus Size: 25 Cerberus E--x GNE 1 Spec: INFO, vuln mental? Info: Bites the head off innocent travellers. Room is noflee Eq : Size: 25 Hades GNE 3001279 Spec: INFO, vuln slay mythical?, invis, 1-2 backstab Info: To get past door to Hades, you need to have 3 people "touch door" in the right order: nb/nb, te/te, neutral leader (lvl 55+). Hades switches between Left Hades & Right Hades, who must be killed before the Real Hades can be fought. The Left Hades is vuln fire, immune ice The Right Hades is vuln ice, immune fire Both are invis, cast triad of fire twice per round and can shrug spells. Hades will have a key that leads to 2 rooms, but the key dissolves when used, so only one room can be tried. If Tisiphone has been killed, one of these rooms has the robe of blood. I know of no way to find out which room is the right one. Eq : Invisible Helmet, poniard of supremacy Size: 40 Odysseus Spec: Info: Eq : amorphous blaze of radiance Size: 30 AREA: The whole area is nosummon/norecall, so when people die you will probably have to go back to the entrance to fetch them. Unholy Darkness: Lvl ASWIDM agg Hp Gold Cain 80 E--- x - ~13785-~14136 1000001-1000001 Spec: vuln slay human, bash, kick, headbang Info: Cake mob. Easy even compared to other lvl 80 mobs. Kill him on the way to Ghanz & Tarbor if you like, otherwise skip. Eq : a book... Size: 5 Tarbor the Shadow Mage 92-94 E--x x - 65636 Spec: hide, summon gloom ravens (5), summon shadow fiend, shadow spray Info: Hurts quite bad, especially if you let the number of gloom ravens build up (lvl 54-59, 3501 hp, vuln slay human). Not sure about those shadow fiends. Good area damage and good healing is important. Eq : Claws of Darkness Size: 20 Ghanz 86-90 Ex x G Spec: summon mirror images of everyone entering Info: For every person entering the room, a shadow mage/fighter/... of the same level appeared, to help Ghanz. The old way of taking this guy was to bring in a few select people at a time. Nowadays it's standard to just gtell AREA a few times and then walk in. And it usually works. If you need to rest up, do it in the room with the last mobs, NOT just outside Ghanz (nomag and no way back). A few rounds of heavy area damage and heavy healing is enough to clean things up, and then Ghanz himself will be quite easy to handle. Once killed, loot the chest west of him (only evil-aligned people can do this) Eq : unholy bracelet, Wrathbringer, burning crucifix (key). Chest has ebony gauntlets, belt of thorns, Grand Grimoire Size: 20 AREA: Locked doors between each level. The keyholders stand in the rooms leading down. Valley of Kings: Lvl ASWIDM agg Hp Gold Shadow 95+ Nxxx GNE 5000001-5000001 Spec: INFO, hide, walk-path, mort-special, force you to hit friends Info: Hidden, so you want people with damage-auras to have them turned on, and everyone that can't see hidden needs to use area attack to join. A smaller king (lvl 77-79) is just above Shadow's hideout, so (due to the auras) kill him first. Shadow has a special that makes you start hitting on friends. This is no problem for spell casters, since they do less melee damage and their spells still go on the shadow, but pure fighters will just cause trouble, so keep their number to a minimum (ask people to switch to spellsrs if they can). He moves in a path only he can walk (4 steps, I think) and is only reachable in one of these rooms. When in any of the other rooms, he will regenerate, so it might be a good idea to poison him. He is immune to wither. To poison him, you need someone to sneak in and blind him when he is in the room where you can reach him. And then you need people to poison him. Hard & dangerous, but may be well worth the effort if you are a smaller group. Another special he has is to put people at -9 hp, which is bad. And even worse when followed by an area attack. Priest healing is very important here! I believe he also has a special that kills you instantly. No matter what group you have, your possibility to kill this guy without a single player death is close to nill, but since the shadow moves around you will have time now and then to get your group in order again. Normal tactic is to keep a summoner as anchor above the shadow's room. A half-priest is probably best, since pure-priests will be needed in the fight. Safest way of handling this is to give group to the anchor, wait until shadow is NOT in his room, have the anchor go down (bringing the group) and "leave up" (leaving the group there). When people die they can get summoned back by the anchor, and by following him they'll be back in the group again. When shadow is in the room, give him your worst! When shadow is not in the room, gossip to your dead team mates to GET BACK so group can heal up and prepare for when he gets back. As PG leader you are probably a good tank - it might be a bonus if you leave the room and go back in, so you become the "last" person in the room, as that is whom the shadow will attack when he returns. Eq : eye of the Abyss, soul ring, sleeves of Eternity, Shadows, Darkness, boots of searing shadow, soul potion Size: 25 The Colossal Titan of the Kings95+ Gx-x G E 3000001 Spec: INFO, vuln slay human Info: Hits his target several times but also deals one hit on everyone else fighting him, so you will see screens upon screens of ultraslay messages. Tell people to "gag all all set" to avoid getting half the goup linkdead due to spam. Also, his room is noflee/norecall, so either kill him or die! Eq : titan bracelet, shield of Colossus, Titan Blade Size: 25 AREA: Lots of aggressive watchmen spread out in the area. Lvl 68, so no problem for a PG to handle. Yggdrasil: Lvl ASWIDM agg Hp Gold Kostchtchie 80 Ex-xx- - 18344-18381 100001-100001 Spec: vuln pure/light/iron, immune fire, resting, burning hands, summon demon skeleton/demon zombie/lesser demon Info: Summons only small (lvl 7 & 15) mobs, so a cloudkill now and then to clean up might be nice, but nothing more needed. Eq : hammer of cold iron Size: 5 AREA: ------------------------------------------------------- N C ------------------------------------------------------- Stronghold of Alterac: Lvl ASWIDM agg Hp Gold Malius Spec: Info: Will grab people and use as shield, removing them from group. Set a priest as leader&anchor, emote that you are leader and have anchor go up and _leave_ down. When Malius escapes, he must be found and attacked 6 times before going back to starting point. When he has, rest up and use anchor again, and this time he will die. When looking for Malius, he will take on the shape of one of the other npc:s in this area, but will not look exactly the same, so if you highlight his descriptions, you can recognize him without having to look at every npc. The descriptions he will have are (in random order): * A female peasant is busy at work here (White Aura) * A merchant has stopped here briefly to trade goods * A guard of Alterac defends the sanctity of his homeland (White Aura) * A soldier of fortune waits here for instruction (invisible) * An elven ranger is scouting the surrounding hinterland (White Aura) * A hero of the Alliance stands fully alert (White Aura) Eq : gauntlets of deception, sinister jet black cape Size: 30 Giran Eq : dark-magic knee protector, dark-magic elbow protector Size: 20 AREA: Apocalypse: Lvl ASWIDM agg Hp Gold It Spec: Info: Quite tough. Has a fondness of sleeping people. Eq : Catastrophe, sleeves/gauntlets/shield/leggings/boots of the Ancients, holy staff Size: 40 Shatan Spec: Info: Eq : some fiery gauntlets, fiery breastplate, Adam's Apple Size: 30 Yahweh Spec: Info: Eq : glimmering neckchain, glimmering bracelet, Warhammer of Justice Size: 30 Goliath Spec: Info: Eq : armplates/gloves/greaves of power Size: 25 Kinslaughter Spec: Info: Eq : spiked helmet, flaming sai Size: 20 Khondar Spec: Info: Eq : spiritual belt, warhammer of sin Size: 20 Gzora Spec: Info: Eq : belt of vitality Size: 20 Zorath Spec: Info: Eq : mystical protector Size: 15 Lorgon Spec: Info: Eq : ring of Lorgon Size: 15 Ragnarok Spec: Info: Eq : dragon bracelet Size: 15 Kjata Spec: Info: Eq : translucent robes Size: 15 K'intar Spec: Info: Eq : jewelled helmet Size: 15 Angel of Dominations Spec: Info: Eq : scepter of domination Size: 25 Angel of Seraphim Spec: Info: Eq : saber of light Size: 25 Angel of Cherubim Spec: Info: Eq : virgin leggings Size: 20 Angel of The Thrones Spec: Info: Eq : boots of wrath Size: 20 Angel of Virtues Spec: Info: Eq : ring of virtue Size: 15 Angel of Powers Spec: Info: Eq : the Holy Cross Size: 15 Angel of Principalities Spec: Info: Eq : Aurora breastplate, some Aurora robes Size: 15 Archangel 92-96 Spec: plasma ball, mass wither, 1-2 spells per round Info: Eq : Aurora neckguard Size: 15 Lesser Angel Spec: Info: Eq : Aurora protector Size: 15 AREA: Evils can't enter west side. Good can't enter east side. So when going to one side, have people of wrong alignment switch chars. Many interesting mobs on each side (see the map). Most of the area is no summon, but there are shortcuts to get back to the entrance, to fetch people who has died. Room south of It is summonable and any alignment can be there. Once It is dead, you might want to leave a priest south of It for a while, to summon people who wants to solve a certain quest. Clerists: Lvl ASWIDM agg Hp Gold Sturm Spec: Info: Summons knights to help him. Massive area spells are useful here. Eq : Sturm's Starjewel, ancient Solamnic wristguard, Brightblade ancestral sword, swirling platinum potion Size: 30 Gunthar Spec: trueheal, mira, 1-2 spells per round Info: Eq : embosed Solamnic helm, Solamnic shield, gold etched Solamnic cape Size: 20 Alfred Spec: Info: Eq : Solamnic gauntlets, Potion of Group Will Size: 20 Derek Spec: Info: Eq : Solamnic armplates, Companions Potion Size: 20 Skye 95+ Ex 65536 Spec: vuln slay dragon Info: Place Sleet's Dragon Orb in Stand to summon dragons (Skye plus a few others). If fast, it's possible to blind Skye when he appears, before he attacks anyone. Thus you'll only have to fight the other dragons and can then rest up and take Skye when he's alone. Eq : blue dragon's claw, lucky dragon's foot, Chaotic Concoction Size: 15 AREA: Cohn Shar: Lvl ASWIDM agg Hp Gold Tirises Spec: Info: Nasty guy! Summons loads of smaller mobs, and casts an area-deathspell when he dies Eq : coronet of carnage, striated cut of platinum, defiled body of a paladin, malicious leggings of torment, halberd 'Eradication' Size: 40 Ghalotiri Spec: Info: Summons some aggie warriors when he dies. Might want a decent tank in the back, since he will take the first blast from them. Eq : stygian cloak of gloom, poniard of jet Size: 25 AREA: Dragontail Isle: Lvl ASWIDM agg Hp Gold Lord Tarashakan 94+ E-- - Spec: invis Info: Found on top floor of the Temple Eq : adamantium dagger Size: 10 Lord Sarakesh 94 Ex- - - Spec: invis, trueheal, mass-blind Info: To get to him you must first kill Ruby/Sapphire/Topaz/Emerald Draconian the 4 corners of the dungeon, vuln silver & mental) and get their keys. Plus you must kill the Draconian Jailor, who can teleport people into nasty cells (priests SHOULD have triggers to summon them back). Jailor has same vulns. Lord Sarakesh is not agg, but his room is noflee and you can't get summon to/from the room, but you can recall from it. When killed, he transforms into Draconian Lord Sarakesh, then into Lich of Lord Sarakesh (maybe vuln silver) and finally into (a nastier version of) Lord Sarakesh (maybe vuln mental). Somewhere in the battle everyone seems to get the spell "ritual of pain" Eq : shimmering orb of many colors, multi colored dragon skin leggings, skeletal boots, Karliik Llar, blackened dragon skull Size: 40 AREA: Dunheim: Lvl ASWIDM agg Hp Gold Lord Dareil Spec: Info: Cake mob. Eq : Sceptre of the Land, Crown of the Land, Great Sword of the Land, key to Lady Sarah Size: 10 Lady Sarah Spec: Info: Pretty easy, but hurts a bit, and has two agg maids with her. Eq : crystal bracelet, virgin belt, a mirror Size: 10 Evil Darkmage Spec: Info: Nasty mob that summons smaller mobs. Heavy area spells needed. To get to him, kill the jailor and get his key. Have someone sneak in with a pblind scroll and make a gate to him (rooms outside darkmage are single person only). Darkmage also has key to the Monk (cake mob once you have his key) Eq : spiked leather knee protector, deadly looking dark hammer Size: 25 AREA: Guallidurth: Lvl ASWIDM agg Hp Gold King Kenafin Aleval of Guallidurth Spec: Info: He is not aggressive, but is guarded by a lot of aggressive guards. Normal tactics is to use SINGLE spells until all guards are dead and then rest up if needed before killing the king. If he has the globe, use ice. If not, use ice/pure/light Eq : globe of biting cold, crown of battered iron, shell of a lost turtle, azur breastplate with silver ornaments, olplynir del chath Size: 20 Pardus Spec: immune Crush? Info: Eq : fangs of the ancient vampire, Nemesis, the Heart of Pardus Size: 15 Priestess Spec: Info: Eq : royal insignia of Guallidurth Size: 10 Dot Spec: Info: Ultrahidden but really weak. Use sense hidden to find him. Clear the nearby rooms and have everyone who can attack him. When he flees, turn OFF auras & immolation, find him (fast) and have a mage areaspell (hell storm or plasma ball). Find & repeat. 2-3 areaspells should be enough. Note: You won't see when he flees, so keep looking until the "hidden" mob isn't there. Eq : a dot Size: 5 Spirit of Pardus Spec: Info: Eq : figment of your imagination Size: 15 Queen Spec: Info: Eq : spider whip Size: 15 Minotaur Spec: Info: Eq : severed head of the slain wood elf Size: 15 AREA: Good aligned is not allowed to enter, so summon them after entering. Use pure/light/ice against the drows Haarvenu: Lvl ASWIDM agg Hp Gold Guardian Spec: vuln pure?/light? Info: Must be killed to get inside Eq : a runic spear Size: 15 Itindar Spec: vuln light if wearing his robe Info: Pretty hard mob that falls into a pile now and then. After a while he gets himself together and starts fighting again. When he is in pile-form he regenerates, and it's advisable that you do the same. Just be ready to have your followers to stand when Itindar starts whacking on you again. Eq : rusting necklace, smooth wooden ring, bloodstained mirror shield, midnight velvet robes Size: 40 AREA: Most of the area is norecall but you can recall from the wildmag room west of Itindar. There is a bag called "the Bag, Just Because" in a chest. I believe it's by Itindar too but not sure Khronatio: Lvl ASWIDM agg Hp Gold Captain Spec: Info: Eq : Shimmering Girth of Khron Size: 20 AREA: Some mobs here summon you back if you attack and don't kill them. Not sure about the captain. Lahresin: Lvl ASWIDM agg Hp Gold Loreshi, the undead elf-king 90-94 E-- G Spec: meteor blast, mass pain, powerword pain, summon lost soul Info: Need massive area damage and some group healing Eq : mithril elbow/knee protector, shortsword 'Windweaver', 3.5M gold Size: 40 AREA: When you've killed the guard (next step is to go down), have someone else move one step ahead of you and follow fast. Mobs here are aggressive and if leader moves he will leave his group behind. The dirs for getting past the maze is dnwsnneewn, then Loreshi is north, past a door. Lorchid: Lvl ASWIDM agg Hp Gold Lord Worchdo Spec: seems resistant to most (less resistant to iron/pure/bleed/silver/ slay human) Info: Eq : Lord Worchdo's boots, red and silver striped two handed sword Size: 5 Master of the ROOTS G - Spec: Info: Eq : thick root, suit of bark armor, magical tree Size: 20 AREA: Use fire when moving around - most troins are vuln fire. You probably need some key by the guard dog to get to Master of roots (not sure). Myrridon: Lvl ASWIDM agg Hp Gold The Thorn Demon 95+ Ex- G - 1-1 Spec: summons tumbleweed (lvl <= 59) Info: Massive area damage would be useful. demons are usually vuln pure/light iron, but this one might have some odd resistances. wolf headed staff works poorly but cold-iron scimitar works good. So either he resists pure or light, or he resists crush. Good luck guessing. Eq : Ring of Thorns, ring of thorns, Thorn club Size: 20 The Knight 85-89 Nxx x --- 65536 Spec: Info: Teleports away (to safe-room) with one opponent to duel him. If that person dies or chickens out, knight returns in random room. If opponent survives, both come back after a few rounds. Id:"duelist" Eq : helm of shining light, mystic shield Size: 20 The Gatekeeper of Myrridon95+ Nx- --- 2 Spec: Info: Eq : twisted rope belt Size: 20 Behemoth Spec: Info: The rooms here are gas filled, so do NOT use fire spells or you will all get very hurt very fast. Eq : skin of the Behemoth Size: 15 Greater Shard Spec: Info: Has some aggressive lesser shards as company. Some rounds of area damage helps a lot! Eq : Ancient hession leggings, glinting ruby stone Size: 20 Wizard Spec: Info: Eq : snake shaped hammer, staff of power Size: 15 AREA: The thorn demon is in a "rift" that changes location to a random room in the area now and then. Have a mage "locate rift" and ask people to go search for it. To save time, locate it just before taking the boat trip to NC and ask some KTV:s to take the Milorai shortcut and find it while you're on the boat. That way you can go from the boat (all rested) and take that demon first. Myrridon Mines: Lvl ASWIDM agg Hp Gold Huge Sentry Spec: Info: His key leads to the doors around Toric Eq : black admantine mesh armplates/field plate/mesh greaves, huge obsidian mallet, yellow key Size: 15 Jirikai the Methuselah 95+ Ex- --- ?-? 70868 Spec: vuln silver/light/pure? Info: Eq : ring made of human baby's umbilical cord, pulsating mass of living arteries and veins, L-i-f-e-s-t-e-a-l-e-r, ornate runic chalice Size: 20 Nerfarim the elf ranger 95+ Gxx x --- 65536 Spec: flees, flee-special Info: If Nerfarim has his vest, use ice. If not, use unlife. All demons/devils around are immune to unlife. Nerfarim is hidden so many will need area spells to join. And the mobs around are random-agg and has memory. Therefore I suggest cleaning up those low-level mobs nearby to make the Nerfarim-kill swifter (because he flees a lot). When Nerfarim flees he does NASTY damage, so you don't want to mess about too much once he starts running around. Eq : leaf circlet, Rhianna's Pendant, adamantine reinforced leather vest, cloak of camouflage, boots of silence, silver warbow, 'Artemis', belt satchel sewn from fine doeskin, Archangel's feather Size: 25 King Toric 95+ Ex-x GNE~250k 67051 Spec: INFO, shrugger, immune fire, hell storm, trueheal, -66 ac? Info: His weapon does ice damage and his spells does fire damage, so resistance to these two will halp a bit. This guy is nasty, so you will need the bonus you get from wither (I'd suggest to use poison too). Since he is aggressive, you need mages to create powerblind scrolls and some sneeker to get in and use them before priests can start their work. Since he is a shrugger, you will need several of these scrolls. And since he trueheals you should be prepared to powerblind him again. If pblind is close to running out, any mage can go in and recast pblind, but if he flails and trueheals... maybe he'll stay blind now, since trueheals shouldn't heal blindness/wither. If so, the wither gives you a great bonus when fighting him. Also, you can make tipis in the rooms nearby, giving several people (witherers/pblinders) a chance to regen at the same time. Eq : Baelfyre, crown of Thorns, gauntlets of malice, Frostbite, Demonic wing, staff of demolition Size: 50 Elder-Brain Spec: vuln mental Info: Appears after you've killed some smaller brain. The elder-brain charms people, having them work against you, so you will need to set up an anchor that stays d2n from the reception. This MUST be a Pr/Pr, and MUST be the same one that sets up the gate d2n from reception (that should lead to the brain - make sure it's not a bad gate). When someone gets charmed, that person MUST recall, then go 8w2su, rent, get back in, go d2n, follow the anchor, make SURE he gets grouped and then enter the field to get back in the fight. If the one setting up the gate dies, the gate will stop working, so the Pr/Pr creating the gate can NOT join the fight and thus makes the best choulce of also being the anchor. With a good team of ak players, a lot less people is needed to kill him. And with poor leader and/or afk players, even a group of 50 will get slaughtered. If this is your first PG, don't bother trying this guy. Eq : Sphere of Defence, Frontal Lobe of the Elder Brain Size: 30 AREA: Many devils are random-timed-agg, so either walk fast and summon people who get attacked or walk slowly and kill off any attackers. Narnia: Lvl ASWIDM agg Hp Gold Prince Caspian 70 Gxxxx- - 24241-24418 204746-204800 Spec: vuln slay human Info: Cake mob, but his eq is wanted, so worth killing if you're here. Eq : the of Narnia Size: 5 Aslan - The great Lion 95+ G--x x - 220272 Spec: NOT vuln mental? Info: Need to kill the pegasus to get the key for the castle (maybe gate is pickable?) Eq : Claws of the Lion, Mane of Aslan, Tail of Aslan Size: 25 Witch Spec: Info: Maugrim guards this castle. Cake mob for a pg, and I _think_ he is vulnerable to mental Eq : Crown of the white Witch, ring of rooted evil, Staff of the winter Size: 20 Demon Queen Spec: vuln pure/light/iron Info: Eq : sleeves of death, Bracers of Fire, plate of the female demon, pair of misty boots Size: 15 Demon King Spec: vuln pure/light/iron Info: His room is norecall and has no exits, except a pile of bones you can enter (NOT when fighting). This takes you back to oc, so do NOT go here unless you want to get back to oc (if you do want to get back to oc this is an excellent, fast shortcut to get there). If you fail to kill him you will ALL die (except, maybe, people who retreat and enter bones), so don't just "give it a try". Eq : crown of rotten skulls, ring of eternal darkness, belt of human bones, demonsword 'Zcobori' Size: 25 AREA: Castle Paravel has an old king plus the 4 current rulers (Peter, Susan, Edmund & Lucy). Their eq is decent, so probably worth killing them too, since they are so easy preys. Edmund seems to have no eq, so you can skip him. Most of the mobs here has WAY more hp than normal mobs at the same level (pegasus is lvl 66 and has 24k hp, which is comparable to mobs of lvl 80-85. Lvl 66 mobs usually has around 6k hp). So expect some fights to be longer than expected, but not nessecarily harder. Goot area to finish your NC tour with, since it has a speedie to OC Oblivion: Lvl ASWIDM agg Hp Gold The Guardian of Oblivion 96+ Gx- --- Spec: special-open-door Info: Any good-aligned char who isn't grouped can have the gate opened by just saying "open" (while not being in a group). Eq : Size: A Sharn 78-80 E x G E 1-1 Spec: vuln unlife, backstab, switch (2) Info: Eq : Size: Freiza 91-95 Ex GNE 277208-277691 Spec: INFO, vuln dark, resist fire, invis, chill touch, switch (2) Info: Eq : Freiza's chains Size: The Spider Daedra 93-95 Nx-x G Spec: invis, noflee-room (can recall), room drains moves Info: Eq : spiders eye Size: The Dremora 93+ E Spec: invis Info: Eq : some daedric leggings Size: The Daedra Seducer 93+ E Spec: invis Info: Eq : leather thong Size: The Tower Guardian 74-75 E--x - G - 53 Spec: invis, powerheal, wither, hell fire, mass pain, area blindness, area confusion, 1-2 spells, switch (1) Info: Eq : a spine Size: The Chef 82-85 E--x - - - 1 Spec: vuln pure/light/iron/silver/electricity/slay human, immune fire, blocker Info: Eq : meat cleaver Size: Meridia 299295 Spec: INFO, magic missile (17 times), area blindness Info: Eq : radiant star, green velvet sleeves, liquid star Size: The Daedra Lord Azimer 96+ Ex- GNE 369898-375058 Spec: INFO, vuln light, mira, forceflee(tailstrike), norecall-room Info: He has 4 friends, called Azimers head of Electricity/Air/Fire/ Ice. These heads cast trueheal and some other spells. They also rescue their Lord, and if killed they just reappear. So everyone should make sure to cast their spells on "Lord" and switch to him if possible ("target Lord") Hmm... Possible to blind the heads before attacking Azimer? Is it possible (are they blindable and can one do it and escape)? Will it help (I think David helps Dick even if blinded, but protect-the-innocent code may differ from the rescue code)? Eq : daedric rose, daedric dragon claws, spell breaker, dragonhide boots, Azimers razor talon, horns of the daedra lord Size: Nocturnal 96+ Ex- --- 665358 Spec: INFO, vuln pure/light, backstab, summon small shadow daedra, shrugger Info: Eq : Nocturnals black cape, soul in a bottle, silver feather Size: The imprisoned Deva 96+ G-- --- Spec: Info: Give him a Nocturnal's silver feather and he'll give you the Deneb Eq : Deneb, blade of light Size: AREA: Large area! Kill the Torturer to open a portal to the sharn area, which is norecall. West side has fire daedras and east side has frost daedras. One of the greater daedras on each side has a key you need to get to Freiza. Palanthas: Lvl ASWIDM agg Hp Gold Takhisis Spec: Info: Only mages can go to the tower where Takhisis (Kiki) is. Others take damage when trying, losing 45-90% maxhp. It doesn't have to be a pure mage. When inside, a smaller mob (Dalamar) is one step up and then a bigger one (Raistlin Majere) is u-n from him. From there, you need a good-aligned pr/pr and an evil aligned ma/ma to open the gate (NOT sure about class and aligns). Entering will give you a short waitstate, and it's possible that you can't bring the whole group. For whatever reason, it's standard to have a fighter enter and then a priest gate to him. Then make sure that the portal is good, and enter with the group. This fight is a LONG one, so you should bring some planks/rocks and build an outpost IN the room with Kiki and tell people to retreat and enter this outpost when they are low on mana. Kiki has 5 heads with different vulns, which shifts pretty often. My suggestion here is to NOT gtell use xxx" when the head changes, since it will make people spend most of their time just switching weapons (even worse if you get lagged yourself, when giving such orders). Instead tell them to be AK and just gtell "fire", "ice", etc when the head changes and let people decide for themselves if they want to change (this is just a suggestion - I'm turning off weapon switches here so if you want to force people to switch weapons it won't bother me). The most important thing is to make sure to tell people to "heal her" when she has the purple head (immune to weapon, takes damage only from healing spells). This head is the one that drains priests and makes the outpost so valuable. The string for changing head is: The eyes of the head glow with a ... ...and the colors you will encounter are: purple: HEAL (immune weapon) blue : FIRE red : ICE green : UNLIFE orange: ENERGY All heads apart from the purple one are vulnerable to slay dragon, so probably best if people stick to such a weapon. Once all heads are dead, things get real nasty. Kiki will start hitting hard and use specials that puts people at -9 hp. Priests will be needed even more now. If priests are somewhat ak and smart, they will make sure (during the whole battle) that there's always some outside to keep group healthy, and some in the outpost regenning mana. If not, it's your job to organize things. If everyone leaves room, Kiki will regenerate her heads. Might be enough that leader leaves the room. But it is possible, once all heads are down, to blind her, retreat and order everyone else to recall, thus ending battle. Then, if you sleep her or keep her blind, you can bring group back and have everybody regenerate before taking on that last form. Eq : crown of misery, Multihued dragon scale mail, skimpy satin cloth, the soul reaper, Soul of Innocence Size: 50 AREA: Tournament: Lvl ASWIDM agg Hp Gold The Silver Paladin 95+ Gxx --- 65536-65536 Spec: hard to hit, walk-path, blast of goodness, trueheal Info: Need spell damage to kill him, since fighters will have trouble hitting him. Eq : glittering platinum helm, shiny elbow guard, polished holy shield, razor sharp silver lance Size: 25 The Black Knight 95+ Exx --- 65536-65536 Spec: vuln slay human, shrugger, walk-path Info: Shrugs a lot, so you will melee damage to take him out Eq : dark cape of evil thoughts, dark graphite knee guard, diamond inlaid boots, sleek dark dufflebag Size: 20 AREA: Good way: Rest up and kill the silver paladin first, mainly through damage spells. Then take the black knight, on whom most spells will just be a waste of mana anyway. Bad way: Kill the black knight first, having mages waste all their mana for no use. Then attack the silver paladin and watch how he doesn't die as your fighters keep missing and your mages have too little mana to do any real harm to him. Underground: Lvl ASWIDM agg Hp Gold Bob Spec: Info: Board members will stand up and walk to Bob if he is attacked, so kill them before entering. He will still summon more, so area damage needed. Eq : Starlight Cowl, sleek black unadorned ring, dark flexi-guard (knee & elbow), light absorbing padded gloves, the Nightblade, Bob's extremely rare magic miracle remedy Size: 30 AREA: Missing anything? Anything incorrect? ===================================== If you feel a mob or area has been left out, please tell me. If you feel I have missed/misunderstood something vital, please tell me. If you feel sad, lonely, angry or unhappy, please tell moe.