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== Theddin's Mines (ancient spiders) ==
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== Theddin's Mines ==
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* Location: From BM secretary 2w max s, wait till Theddin comes and say him "explore" after long conversation; then go down. Though, dwarves will not allow evil aligner to enter, but there is another entrance (heavydoor) from outside BM - decent str needed to open it though. Strategy: Zone is mudlled; at each repop the exits from all 100 rooms randomly change. But it is not true random: you will never be blocked in some rooms after repop because between each two rooms in these mines after each repop always is one way, and one only (exception - spiders' lair with secret exit). Spiders pop in their lair, and a while later they start to move randomly in the maze. They are about level 16, so they don't hit too hard and have an average amount of hps. Main danger of these spiders is that they can trap you in their web! This does not happen instantly, though. First you will get a message that the spiders start producing the web (it is not dangerous). Then you will see the second message:
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(ancient spiders)
 +
 
 +
Location: From BM secretary 2w max s, wait till Theddin comes and say him
 +
"explore" after long conversation; then go down. Though, dwarves will not allow
 +
evil-aligner to enter, but there is another entrance (heavydoor) from outside
 +
BM - decent str needed to open it though.
 +
Strategy: Zone is mudlled; at each repop the exits from all 100 rooms
 +
randomly change. But it is not true random: you will never be blocked in some
 +
rooms after repop because between each two rooms in these mines after each
 +
repop always is one way, and one only (exception - spiders' lair with secret
 +
exit). Spiders pop in their lair, and a while later they start to move randomly
 +
in the maze. They are about level 16, so they don't hit too hard and have an
 +
average amount of hps.
 +
Main danger of these spiders is that they can trap you in their web! This
 +
does not happen instantly, though. First you will get a message that the
 +
spiders start producing the web (it is not dangerous). Then you will see the
 +
second message:
A great, dark spider quickly begins to weave a tight, sticky web around your body!
A great, dark spider quickly begins to weave a tight, sticky web around your body!
Line 13: Line 29:
After some struggle you remove the last web on you.
After some struggle you remove the last web on you.
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If you don't flee, soon you will see message containing words "faster and faster around you". After this (fourth) message you will not be able to flee anymore - it is your last chance to call for help. After fifth message you will become cocooned - that means you must wait for death (about half-hour rl) or wait for someone to come and free you. Inside the cocoon you will not be able to do anything, even check your inventory or narrate. Though, after the last change you can tell from inside coccoon. Also, if you sleep in mines, spiders will cocoon you instantly, without any message, so NEVER sleep there! So: If you are a mage, always keep stored 2 fireballs (solo spider dies in 2 fireballs + 1-2 bolts). Warrior should have maxOB equipment and be in aggressive mood - just fight some/spam to remove webs. Same goes for thieves: spiders have very high awareness, so backstab is nearly impossible (legend pure thief has chance though). On low hps spiders spamflee, so be ready. After finishing all spiders in the maze, go to their lair (s from large sign, always same exits). There are usually 2-3 spiders in the same room, so for mage will be good to store some earthquakes, but hitter must lure spiders outside one by one. After killing them, get key from one of the corpses, open cover down from main room in their lair, turn swim on and jump down. You must have at least 60-80% swim for swimming underwater. When you notice a glinting item, type reveal key. The spider's key is for the door before the chest (in north-western part of mines, 2 n of mineshaft up), glinting key is for the chest.  
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If you don't flee, soon you will see message containing words "faster and faster
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* Level: Hero mage with store/warrior/thief with good bow/cleric with blind; also needed ultra-stable link or(/and) labfriends ;)  
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around you". After this (fourth) message you will not be able to flee anymore -
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* Loads: Steel-shafted mattock, metal wall shield, amethyst, some gold.
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it is your last chance to call for help. After fifth message you will become
 +
cocooned - that means you must wait for death (about half-hour rl) or wait for
 +
someone to come and free you. Inside the cocoon you will not be able to do
 +
anything, even check your inventory or narrate. Though, after the last change
 +
you can tell from inside coccoon.
 +
Also, if you sleep in mines, spiders will cocoon you instantly, without any
 +
message, so NEVER sleep there!
 +
So: If you are a mage, always keep stored 2 fireballs (solo spider dies in
 +
2 fireballs + 1-2 bolts). Warrior should have maxOB equipment and be in
 +
aggressive mood - just fight some/spam to remove webs. Same goes for thieves:
 +
spiders have very high awareness, so backstab is nearly impossible (legend pure
 +
thief has chance though). On low hps spiders spamflee, so be ready. After
 +
finishing all spiders in the maze, go to their lair (s from large sign, always
 +
same exits). There are usually 2-3 spiders in the same room, so for mage will
 +
be good to store some earthquakes, but hitter must lure spiders outside one by
 +
one.
 +
After killing them, get key from one of the corpses, open cover down from
 +
main room in their lair, turn swim on and jump down. You must have at least
 +
60-80% swim for swimming underwater. When you notice a glinting item, type
 +
reveal key. The spider's key is for the door before the chest (in north-western
 +
part of mines, 2 n of mineshaft up), glinting key is for the chest.
 +
Level: Hero mage with store/warrior/thief with good bow/cleric with blind;
 +
also needed ultra-stable link or(/and) labfriends ;)
 +
Loads: Steel-shafted mattock, metal wall shield, amethyst, some gold.
==Amon Othar==
==Amon Othar==
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* Location: Northern Blue Mountains.
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Location: Northern Blue Mountains.
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* Strategy: First find the crazed dwarf, kill him and get the pry-bar from his corpse (it doesn't always load). Go w n 6e n e from him, open bushytangle, kill rattlesnake (hero thief can kill it in one fang/brd stab, otherwise get a caster with remove poison). Then unlock/open tombstone (pry-bar is the key for it - you can bash or break it though), go down and kill ghost. Next is the stone beast and 2 stone statues. Open block and start stab/flee or cast/flee. Kill beast first - it's more dangerous (bashes and poisons), but has less HPs. Get key from beast's corpse, unlock/open force and go d, 2e. The passages will close before and behind you, type search (usually even a char without "search" practised can find hidden plate). Note that 1) only 2 players can search at the same time; the more PER you have, the faster you will find plate; 3) alert paranoid helps too; 4) don't lose much time inside, or searing oil will be poured on you: it does like 120 damage, and can't be absorbed by the armour spell, so non-warriors enter on full hps only! If you are (or have if your group) a thief with high per and decent awareness, you might open passage instantly after entering the room, without even typing 'search' - in this case statues on the way back won't appear! After that in the room 2w of you (where you were already) 3 more statues will appear and guard way back. Kill them first and go 3e again. Kill the last 3 statues. To get the treasure you must have at least two chars with 16+ STR (I will name them Stout1 and Stout2). Stout1 must pull lever in the room that had the last 3 statues - this will open a passage s. Stout2 - go s. Stout1 - push lever (passage s will close), Stout2 - pull lever in his closed room (will open passage n from Stout1 and Co). Then someone (or even all group) - go n, get treasure and go back s. Then Stout2 - push lever (passage n from group will be closed), and THEN Stout1 - pull lever again to open passage s. If you will confuse last two operations, Stout2 will die... Amon Othar is nonarrate; zone will not repop while at least one player is in rooms under force. W from block are portable rooms, others noport.
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Strategy: First find the crazed dwarf, kill him and get the pry-bar from his
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* Level: Hero mage with earthquake (slow); hero mage with sleep (sleep 2 out of 3, nuke/flee one by one); legend defence mage (just nuke/flee!); legend mage with 4 charmies and heal (fast); hero thief + healer/blinder; hero buffer + 2-3 casters. And also 2 lowbies to push levers.
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corpse (it doesn't always load). Go w n 6e n e from him, open bushytangle, kill
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* Loads: Mighty dwarven axe, metal wall shield, embellished longbow, laced quiver with 12 silver-tipped arrows in it, opal, 5 gold, huge silvery bracer (on statues).
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rattlesnake (hero thief can kill it in one fang/brd stab, otherwise get a caster
 +
with remove poison). Then unlock/open tombstone (pry-bar is the key for it - you
 +
can bash or break it though), go down and kill ghost.
 +
Next is the stone beast and 2 stone statues. Open block and start stab/flee or
 +
cast/flee. Kill beast first - it's more dangerous (bashes and poisons), but
 +
has less HPs. Get key from beast's corpse, unlock/open force and go d, 2e.
 +
The passages will close before and behind you, type search (usually even a
 +
char without "search" practised can find hidden plate). Note that 1) only 2
 +
players can search at the same time; the more PER you have, the faster you will
 +
find plate; 3) alert paranoid helps too; 4) don't lose much time inside, or
 +
searing oil will be poured on you: it does like 120 damage, and can't be
 +
absorbed by the armour spell, so non-warriors enter on full hps only!
 +
If you are (or have if your group) a thief with high per and decent awareness,
 +
you might open passage instantly after entering the room, without even typing
 +
'search' - in this case statues on the way back won't appear!
 +
After that in the room 2w of you (where you were already) 3 more statues will
 +
appear and guard way back. Kill them first and go 3e again. Kill the last 3
 +
statues.
 +
To get the treasure you must have at least two chars with 16+ STR (I will
 +
name them Stout1 and Stout2). Stout1 must pull lever in the room that had the
 +
last 3 statues - this will open a passage s. Stout2 - go s. Stout1 - push lever
 +
(passage s will close), Stout2 - pull lever in his closed room (will open
 +
passage n from Stout1 and Co). Then someone (or even all group) - go n, get
 +
treasure and go back s. Then Stout2 - push lever (passage n from group will be
 +
closed), and THEN Stout1 - pull lever again to open passage s. If you will
 +
confuse last two operations, Stout2 will die... Amon Othar is nonarrate; zone
 +
will not repop while at least one player is in rooms under force.
 +
W from block are portable rooms, others noport.
 +
Level: Hero mage with earthquake (slow); hero mage with sleep (sleep 2 out of
 +
3, nuke/flee one by one); legend defence mage (just nuke/flee!); legend mage
 +
with 4 charmies and heal (fast); hero thief + healer/blinder; hero buffer + 2-3
 +
casters. And also 2 lowbies to push levers.
 +
Loads: Mighty dwarven axe, metal wall shield, embellished longbow, laced
 +
quiver with 12 silver-tipped arrows in it, opal, 5 gold, huge silvery bracer
 +
(on statues).
 +
 
==Visored helmet zone==
==Visored helmet zone==
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* Location: zone n from Forlond
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Location: zone n from Forlond
-
* Strategy: first you need to receive the oaken rod from either the young Dwarf or the Shepherdess (just enter their rooms, and: ask dwarf in Khuzdul about 'Unnumbered Tears', or ask elf in Sindarin 'Nirnaeth Arnoediad'). Listen long story, after that one of them will get rod from sack and give you (though, it loads rarely, chance is like 10-15% per zonerepop). Go to the mystical rings some sw of Shepherdess and look at glyphs on the rod. There are seven different types of glyphs on the rod, and the mystical rings contains of seven stones with diffenrent paintings. Now simply place the rod (ex. "put rod wedding") in the right stone and in the right order. Here is a list of glyphs vs. stonepaintings.  
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Strategy: first you need to receive the oaken rod from either the young Dwarf
 +
or the Shepherdess (just enter their rooms, and: ask dwarf in Khuzdul about
 +
'Unnumbered Tears', or ask elf in Sindarin 'Nirnaeth Arnoediad'). Listen long
 +
story, after that one of them will get rod from sack and give you (though, it
 +
loads rarely, chance is like 10-15% per zonerepop).
 +
Go to the mystical rings some sw of Shepherdess and look at glyphs on the rod.
 +
There are seven different types of glyphs on the rod, and the mystical rings
 +
contains of seven stones with diffenrent paintings. Now simply place the rod
 +
(ex. "put rod wedding") in the right stone and in the right order. Here is a
 +
list of glyphs vs. stonepaintings.  
  Mistletoe - Wedding
  Mistletoe - Wedding
Line 38: Line 121:
  Crown - Funeral
  Crown - Funeral
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If you did this right, then stonedoor to the west will open. Go w, and now you're inside. Just small advice before entering: don't be afraid of all these messages about "something cold touches your arm", "something moving in the corner of your eye" - it's just mudlle effects, they don't hurt at all :) Go s, e, d, n, push or pull handle (no difference). If you don't, to the north is a trap and you will fall down one room. 2 mobs here - mottled snake and watersnake, kill them. In this room a trapdoor is locked up and a secret west, hiddenladder, open it and go w. Now you're back from room you fell down from. There is hidden exit w (wall) - it is another way out. Now you should go e. In this room are 1 stone beast and 1 stone statue, you must at least kill the statue to be able to go s. This room has exit s and a hidden exit e (dragonhead). Go s first, now you're in the lever room. The levers should be set to todays date, by either pulling or pushing it. I guess it will clean up the load room from water, so you don't have to fight the mobs underwater. After this go s kill statue, go either es or se and kill 1 beast and 1 statue. Here is a hidden exit e (secretdoor), open it and go e and loot all. Now go back to lever room and go n. Open dragonhead and go e, d and s. Here are 2 nonaggresive dwarf statues and a sarcophagus. If you try loot they will attack you. Kill them and loot helmet.
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If you did this right, then stonedoor to the west will open. Go w, and now
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* Level: Same as for Amon.
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you're inside. Just small advice before entering: don't be afraid of all these
-
* Loads: Large visored helmet, full ringmail set, battle axe, 2H axe and sometimes thin plate.
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messages about "something cold touches your arm", "something moving in the
 +
corner of your eye" - it's just mudlle effects, they don't hurt at all :)
 +
Go s, e, d, n, push or pull handle (no difference). If you don't, to the
 +
north is a trap and you will fall down one room. 2 mobs here - mottled snake
 +
and watersnake, kill them. In this room a trapdoor is locked up and a secret
 +
west, hiddenladder, open it and go w.
 +
Now you're back from room you fell down from. There is hidden exit w (wall) -
 +
it is another way out. Now you should go e. In this room are 1 stone beast and
 +
1 stone statue, you must at least kill the statue to be able to go s. This room
 +
has exit s and a hidden exit e (dragonhead).
 +
Go s first, now you're in the lever room. The levers should be set to todays
 +
date, by either pulling or pushing it. I guess it will clean up the load room
 +
from water, so you don't have to fight the mobs underwater. After this go s
 +
kill statue, go either es or se and kill 1 beast and 1 statue. Here is a hidden
 +
exit e (secretdoor), open it and go e and loot all. Now go back to lever room
 +
and go n.
 +
Open dragonhead and go e, d and s. Here are 2 nonaggresive dwarf statues and
 +
a sarcophagus. If you try loot they will attack you. Kill them and loot helmet.
 +
Level: Same as for Amon.
 +
Loads: Large visored helmet, full ringmail set, battle axe, 2H axe and
 +
sometimes thin plate.
 +
 
==Nagrorh the Abomination==
==Nagrorh the Abomination==
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* Location: From Greenholm junction - 4w 2s 2w open trunk(fungi) s e open crypt d e pick/open plaque s.
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Location: From Greenholm junction - 4w 2s 2w open trunk(fungi) s e open crypt
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* Strategy: When you open one-way plaque, he will instantly cast sanctuary on himself, so either go west from him, or rest outside for 3 ticks. Then start cast/flee or stab/flee him. Remember, after last changes he tracks inside his 2 rooms, so be careful! Irondoor e from him is way out, door s is locked with his black key. Don't stay too much time in his room, because he summon spectres (max 2 of them). Spectres disappear in some ticks (5?), you can kill them though. Nagrorh is level 20, spectres level 16. Also, the spectres are charmable once Nagrorh dies and before they disappear.  The have great moves for spirits and are pretty tough.
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d e pick/open plaque s.
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* Level: Hero thief/caster; takes VERY much time for solo warrior.
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Strategy: When you open one-way plaque, he will instantly cast sanctuary on
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* Loads: Enruned robe, 5 gold.
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himself, so either go west from him, or rest outside for 3 ticks. Then start
 +
cast/flee or stab/flee him. Remember, after last changes he tracks inside his
 +
2 rooms, so be careful! Irondoor e from him is way out, door s is locked with
 +
his black key. Don't stay too much time in his room, because he summon spectres
 +
(max 2 of them). Spectres disappear in some ticks (5?), you can kill them
 +
though.
 +
Nagrorh is level 20, spectres level 16.
 +
Level: Hero thief/caster; takes VERY much time for solo warrior.
 +
Loads: Enruned robe, 5 gold.
 +
 
==Old Man Willow==
==Old Man Willow==
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* Location: From hunting place near Bombadil's house: w n 2w s 2w n w n 2e (exits mudlled)
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Location: From hunting place near Bombadil's house: w n 2w s 2w n w n 2e
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* Strategy: He is the mob that loads the blue crystal - a component that is needed for all foci items. He hits very hard - about 50 damage. He is not aggressive, but if you attacked him at once, fled and came back - he hits INSTANTLY. He is a legend mob, and solo player will get 100k xp for killing it. For thief: stabbing him is piece of cake as he have very bad awareness. Just stab/flee. For mage: cast shield; {cast armour; (control weather until lightning; store 2 calls; unstore em on willow; sleep full) x 2} - until dead. For warriors: cleric sanc warrior with max wil, heal him during fight, no attack spells, just plainly hit it to death. For buffer+casters: plainly nuke it to death, usually in 2 rounds. He's smart mob btw, and if whole group re-enters, he will not hit the buffer but will pick a caster (maybe lowest hps). That's why it's good to send buffer in first on second round. For charmies: charmer goes in and orders all 'hit willow'. After that all casters unstore their mana on willow while it's killing one butterfly per hit!
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(exits mudlled)
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* Level: Legend thief; legend mage with call lightning; hero thief+cleric with sanc; some warriors+legend cleric with sanc; hero buffer+cleric with sanc +several mages; legend buffer+some mages; 4+ mages, one of them with 12-15 charmed lev1 mobs (like snakes, butterflies, etc - the higher is charmies level, the harder is to charm that much).
+
Strategy: He is the mob that loads the blue crystal - a component that is
-
* Loads: Blue crystal.
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needed for all foci items. He hits very hard - about 50 damage. He is not
 +
aggressive, but if you attacked him at once, fled and came back - he hits
 +
INSTANTLY. He is a legend mob, and solo player will get 100k xp for killing it.
 +
For thief: stabbing him is piece of cake as he have very bad awareness. Just
 +
stab/flee.
 +
For mage: cast shield; {cast armour; (control weather until lightning; store
 +
2 calls; unstore em on willow; sleep full) x 2} - until dead.
 +
For warriors: cleric sanc warrior with max wil, heal him during fight, no
 +
attack spells, just plainly hit it to death.
 +
For buffer+casters: plainly nuke it to death, usually in 2 rounds. He's smart
 +
mob btw, and if whole group re-enters, he will not hit the buffer but will pick
 +
a caster (maybe lowest hps). That's why it's good to send buffer in first on
 +
second round.
 +
For charmies: charmer goes in and orders all 'hit willow'. After that all
 +
casters unstore their mana on willow while it's killing one butterfly per hit!
 +
Level: Legend thief; legend mage with call lightning; hero thief+cleric with
 +
sanc; some warriors+legend cleric with sanc; hero buffer+cleric with sanc+
 +
+several mages; legend buffer+some mages; 4+ mages, one of them with 12-15
 +
charmed lev1 mobs (like snakes, butterflies, etc - the higher is charmies level,
 +
the harder is to charm that much).
 +
Loads: Blue crystal.
 +
 
==Willow Soul==
==Willow Soul==
-
* Location: Sleep at the roots of Old Man Willow and you will find it! ;-)  
+
Location: Sleep at the roots of Old Man Willow and you will find it! ;-)
-
* Strategy: Once willow drags you inside, his soul will remove all eq from you. So better remove eq before the fight and give it to a friend who will stand outside. If no friends around - remove your eq and put it in your container (backpack). After the fight just pick up your backpack. Drink from your skin and eat as late as possible before giving away/removing your eq - because you will not be able to pick up container with food or water inside willow. After all of the party wakes up from willow's magical sleep, sanc your buffer and nuke soul - he hits almost as hard as willow, but has much less hps. After the soul is dead, you will be able to pick up your eq again, but DO NOT type "get leather", "get all.leather" etc, because black sword loads in leather satchel! This sword is mudlled - it auto attacks EVERYONE who is in the same room as you. Once you get the satchel, it will jump into your hands and you will instakill your naked friends. Anyone who wants black sword must remove his weapon first - because sword will force him to drop it otherwise. Then cleric must blind him (remove all spellsave eq before it). Then blinded he must get sword from satchel, it will jump in his hands - but as it is cursed, impossible to remove it. Cast remove curse on person with sword, and call Tom Bombadil to get out. One with sword must SPAM "remove sword" all the time while his friends and (especially!) Bombadil is in his room. If something gone wrong, and person with sword hitted someone inside willow before blind go in - both engaged should try 'escape'. Room inside willow is mudlled as well - it's MUCH easier to escape here, even if you have no escape skill pracced. And also small note: if someone outside starts killing willow while you are inside - you will mobdie! Btw, as calling Tom is ONLY way out - try NEVER be caught by willow as darkie (because Tom doesn't help darkies to get outta willow for some reason ;)).
+
Strategy: Once willow drags you inside, his soul will remove all eq from you.
-
* Level: Hero buffer+cleric with sanc, blind & remove curse+hero mage.
+
So better remove eq before the fight and give it to a friend who will stand
-
* Loads: The Black Sword.
+
outside. If no friends around - remove your eq and put it in your container
 +
(backpack). After the fight just pick up your backpack.
 +
Drink from your skin and eat as late as possible before giving away/removing
 +
your eq - because you will not be able to pick up container with food or water
 +
inside willow.
 +
After all of the party wakes up from willow's magical sleep, sanc your buffer
 +
and nuke soul - he hits almost as hard as willow, but has much less hps. After
 +
the soul is dead, you will be able to pick up your eq again, but DO NOT type
 +
"get leather", "get all.leather" etc, because black sword loads in leather
 +
satchel! This sword is mudlled - it auto attacks EVERYONE who is in the same
 +
room as you. Once you get the satchel, it will jump into your hands and you
 +
will instakill your naked friends.
 +
Anyone who wants black sword must remove his weapon first - because sword
 +
will force him to drop it otherwise. Then cleric must blind him (remove all
 +
spellsave eq before it). Then blinded he must get sword from satchel, it will
 +
jump in his hands - but as it is cursed, impossible to remove it. Cast remove
 +
curse on person with sword, and call Tom Bombadil to get out. One with sword
 +
must SPAM "remove sword" all the time while his friends and (especially!)
 +
Bombadil is in his room. If something gone wrong, and person with sword hitted
 +
someone inside willow before blind go in - both engaged should try 'escape'.
 +
Room inside willow is mudlled as well - it's MUCH easier to escape here, even
 +
if you have no escape skill pracced. And also small note: if someone outside
 +
starts killing willow while you are inside - you will mobdie!
 +
Btw, as calling Tom is ONLY way out - try NEVER be caught by willow as darkie
 +
(because Tom doesn't help darkies to get outta willow for some reason ;)).
 +
Level: Hero buffer+cleric with sanc, blind & remove curse+hero mage.
 +
Loads: The Black Sword.
 +
 
==Wight Lord==
==Wight Lord==
-
* Location: From Bombadil's hunting place: max e open hatch 2d 3s w s e open barrel 2d s 2e s 2d e 2s - e is his area (random exits); back from lord's room - w n 2e n max w.
+
Location: From Bombadil's hunting place: max e open hatch 2d 3s w s e open
-
* Strategy: In lord's 6-8 rooms with random exits walk 8 wight nobles, and 2 more always stay in his room. Kill these 8 first (for solo player - label one noble, nuke him to death, rest full and repeat). Then kill nobles in lord's room, flee (non-engaged just walk west) and rest full again. There is ONE safe room to rest in lord's area - n from Sacrificial Hall (e from this safe room is way out - one-way). Lord and the nobles are undead, so colour sprays rocks vs them. Lord drains mana from casters, so either get enough casters or have bows also (not spells only!). Lord hits hard, but not as hard as willow and kraken, so no sanc for buffer needed. After lord dies, get loot and key, open statue e from him, go e, unlock/open chest and get all from it; key breaks after you unlock chest.  Because the exit from sacrificial hall is NOT random it can be helpful to kill the wandering mobs when they are in that room if you are soloing or if your group includes a fragile character.  Non-buffers can just walk north if too many mobs enter the room and engaged characters with the escape skill, like stabbers, can escape north safely.  It is also possible to scout south from the safe room so that you can avoid entering the sacrificial hall when there are too many mobs.
+
barrel 2d s 2e s 2d e 2s - e is his area (random exits); back from lord's room
-
* Level: Legend cleric or thief; hero buffer + some hero casters; legend buffer+ legend caster.
+
- w n 2e n max w.
-
* Loads: On lord: fine grey cloak, ruby ring, wightblade (all rarely), heavy morningstar (if blade not popped), key for chest (always); in the chest: blue scroll.
+
Strategy: In lord's 6-8 rooms with random exits walk 8 wight nobles, and 2
 +
more always stay in his room. Kill these 8 first (for solo player - label one
 +
noble, nuke him to death, rest full and repeat). Then kill nobles in lord's
 +
room, flee (non-engaged just walk west) and rest full again. There is ONE safe
 +
room to rest in lord's area - n from Sacrificial Hall (e from this safe room is
 +
way out - one-way).
 +
Lord and the nobles are undead, so colour sprays rocks vs them. Lord drains
 +
mana from casters, so either get enough casters or have bows also (not spells
 +
only!). Lord hits hard, but not as hard as willow and kraken, so no sanc for
 +
buffer needed.
 +
After lord dies, get loot and key, open statue e from him, go e, unlock/open
 +
chest and get all from it; key breaks after you unlock chest.
 +
Level: Legend cleric or thief; hero buffer + some hero casters; legend buffer
 +
+ legend caster.
 +
Loads: On lord: fine grey cloak, ruby ring, wightblade (all rarely), heavy
 +
morningstar (if blade not popped), key for chest (always); in the chest: blue
 +
scroll.
 +
 
==Kraken==
==Kraken==
-
* Location: Old Fornost, from great hall: s open door d s w open floorstone d s.
+
Location: Old Fornost, from great hall: s open door d s w open floorstone d s.
-
* Strategy: Kraken is large evil octopus, it lives in the old lake under Old Fornost. All group members should have boats (even ones who swim well - because one or two failed swims while fleeing from Kraken means mobdeath). First wait for two tentacles and kill them - otherwise tentacles will drag all who flee from kraken back to his pool, which means mobdeath too. Then rest for full hps/mana, walk in and nuke it. Always sanc your buffer before fight, because kraken hits very hard (almost as hard as willow), and if tentacles repop during fight - buffer will be dead for sure, and some casters maybe too: they can't free their hands (read: can't cast) if trapped by tentacles. Kraken is in water, so fireballs (or any other fire) are ineffective vs him. After it dies, open secret rock, go east and quickly type: open chest, get all chest - because the strong current will move you away from chest some secs later (and of course stream is one-way).
+
Strategy: Kraken is large evil octopus, it lives in the old lake under Old
-
* Level: hero buffer + hero cleric with sanc + some mages.
+
Fornost. All group members should have boats (even ones who swim well - because
-
* Loads: Dunadan blade, 5 gold.
+
one or two failed swims while fleeing from Kraken means mobdeath). First wait
 +
for two tentacles and kill them - otherwise tentacles will drag all who flee
 +
from kraken back to his pool, which means mobdeath too. Then rest for full
 +
hps/mana, walk in and nuke it.
 +
Always sanc your buffer before fight, because kraken hits very hard (almost
 +
as hard as willow), and if tentacles repop during fight - buffer will be dead
 +
for sure, and some casters maybe too: they can't free their hands (read: can't
 +
cast) if trapped by tentacles.
 +
Kraken is in water, so fireballs (or any other fire) are ineffective vs him.
 +
After it dies, open secret rock, go east and quickly type: open chest, get
 +
all chest - because the strong current will move you away from chest some secs
 +
later (and of course stream is one-way).
 +
Level: hero buffer + hero cleric with sanc + some mages.
 +
Loads: Dunadan blade, 5 gold.
 +
 
==Light shields==
==Light shields==
-
* Location: See Maps
+
Location: See Maps
-
* Strategy Cardolan: To achieve shield of Cardolan you must go to Malardil's castle some nw of Tharbad and kill Malardil. All doors in his castle are locked, and most can be opened with castle key. Two mobs load this key: Malardil himself and rogue above hatch (s u from entrance). First kill gypsy woman: she casts. Malardil is soloable by any legend level char, and also easy to stab at hero level. Shiny dagger, amethyst and silver key for MA picks upgrade (in the pouch) loads on Malardil too. All castle is portable.  Shields of Cardolan also load on the Excavators in Ost-In-Edhil.  But it's easier and safer in most cases to get one from Malardil.
+
Strategy: To achieve shield of Cardolan you must go to Malardil's castle some
 +
nw of Tharbad and kill Malardil. All doors in his castle are locked, and most
 +
can be opened with castle key. Two mobs load this key: Malardil himself and
 +
rogue above hatch (s u from entrance). First kill gypsy woman: she casts.
 +
Malardil is soloable by any legend level char, and also easy to stab at hero
 +
level. Shiny dagger, amethyst and silver key for MA picks upgrade (in the
 +
pouch) loads on Malardil too. All castle is portable.
-
* Strategy Arthedain: Arthedain loads on the ground in Bill Ferny's house. Kill Ferny and all his thugs (they all soloable by any class on hero level), get root from Bill's corpse - it's key for secret wall east of him (wall flagged NOFLEE btw); go east, pick/open floorboards and go down: shield doesn't always load btw. Ferny's room is portable, dunno about backrooms.
+
Arthedain loads on the ground in Bill Ferny's house. Kill Ferny and all his
 +
thugs (they all soloable by any class on hero level), get root from Bill's
 +
corpse - it's key for secret wall east of him (wall flagged NOFLEE btw); go
 +
east, pick/open floorboards and go down: shield doesn't always load btw.
 +
Ferny's room is portable, dunno about backrooms.
 +
 
 +
Gilted loads on a ghost some e from Bree. It isn't much harder to kill than
 +
other undeads on Arda. Kill black crow near entrance to Old Wight (with magic/
 +
arrows, because it flees), loot key, go to Noble's House, u from it is locked
 +
door n. Unlock it with this key, go n. Then you will need to 'winch' until
 +
platform goes up. Go n, wait until platform goes down, and proceed d to ghost.
 +
Though, on high levels you can pass all this mudlle just by picking/bashing
 +
doors (more than 80% pick needed), and also you must be good climber to go up
 +
to platform.
 +
Shield pops rarely (it is why even legends sometimes walk with Cardolan/
 +
/Arthedain instead of gilted). Ghost also often loads b&s surcoat and eket.
 +
He can also cast fear, so, watch out and be ready to for running to your corpse
 +
if you are weak-hearted ;)
 +
Only portable room here is behind bushwall.
-
* Strategy Gilded: Gilded loads on a ghost some e from Bree. It isn't much harder to kill than other undeads on Arda. Kill black crow near entrance to Old Wight (with magic/ arrows, because it flees), loot key, go to Noble's House, u from it is locked door n. Unlock it with this key, go n. Then you will need to 'winch' until platform goes up. Go n, wait until platform goes down, and proceed d to ghost. Though, on high levels you can pass all this mudlle just by picking/bashing doors (more than 80% pick needed), and also you must be good climber to go up to platform. Shield pops rarely (it is why even legends sometimes walk with Cardolan//Arthedain instead of gilded). Ghost also often loads b&s surcoat and eket. He can also cast fear, so, watch out and be ready for running to your corpse if you are weak-hearted ;) Only portable room here is behind bushwall.
 
==Necromancer==
==Necromancer==
-
* Location: From Nen-i-Sul bridge 5e, s, open hole, d is his area.
+
Location: From Nen-i-Sul bridge 5e, s, open hole, d is his area.
-
* Strategy: First kill the half-orc and get the pouch from his corpse - it contains Necro key. Necro himself is located some north, behind closed and locked door. Ways down before his door are oneways out; though, if you fail climb there, climbdamage is pretty high. Once you go in, Necro will close and lock door, so make aliases to unlock/open to flee if you aren't sure that you can kill him! This door is nobreak/nobash, btw. No point for buffer to attack him - skeletal warriors will rescue him instantly anyway. Don't nuke skeletals - they will die at the same moment that Necro dies, and even if you kill them, Necro summons new ones instantly. Warrior must just buff skeletals and rescue caster, caster nuke Necro. After his death, get ebony key from his corpse, unlock/open board and go e for his treasure. Then unlock/open grating and go out (down). Btw: board is noblock, so if you already have ebony key, no one will be able to trap you in here.  
+
Strategy: First kill the half-orc and get the pouch from his corpse - it
-
* Level: Hero maxabsorb warrior + hero caster; very hard but possible for solo mage/cleric/shooting thief (nice link needed for solo). For cleric - blind him first.  Thieves will find this much easier if the use envenomed arrows and let the poison do most of the work.
+
contains Necro key. Necro himself is located some north, behind closed and
-
* Loads: Red amulet in pouch; fear scroll, fang and key for DK entrance (silver rod) in his treasure room in chest.
+
locked door. Ways down before his door are oneways out; though, if you fail
 +
climb there, climbdamage is pretty high. Once you go in, Necro will close and
 +
lock door, so make aliases to unlock/open to flee if you aren't sure that you
 +
can kill him! This door is nobreak/nobash, btw. No point for buffer to attack
 +
him - skeletal warriors will rescue him instantly anyway. Don't nuke skeletals
 +
- they will die at the same moment that Necro dies, and even if you kill them,
 +
Necro summons new ones instantly.
 +
Warrior must just buff skeletals and rescue caster, caster nuke Necro. After
 +
his death, get ebony key from his corpse, unlock/open board and go e for his
 +
treasure. Then unlock/open grating and go out (down). Btw: board is noblock, so
 +
if you already have ebony key, no one will be able to trap you in here.
 +
Level: Hero maxabsorb warrior + hero caster; very hard but possible for solo
 +
mage/cleric/shooting thief (nice link needed for solo). For cleric - blind him
 +
first.
 +
Loads: Red amulet in pouch; fear scroll, fang and key for DK entrance (silver
 +
rod) in his treasure room in chest.
 +
 
==Dead Knight==
==Dead Knight==
-
* Location: From Nen-i-Sul bridge 5w, 2n, open slab, 2d, insert rod runedoor, open runedoor, e is his area.
+
Location: From Nen-i-Sul bridge 5w, 2n, open slab, 2d, insert rod runedoor,
-
* Strategy: If you have mounts, better to leave them behind culvert (s w n from slab). To open slab you need to wait for moonrise (got to be full moon or almost full moon [3/4 waxing]). Its possible to enter during 2 moonrises (1 is 3/4 waxing, 1 is full moon). To open runedoor you need to kill Necro first and loot his silvery rod. From runedoor 7e s e pick/open fireplace e are heavy vambraces+greaves in locked chest (good pick needed, like 80% (including picks)). Try several times if you can't pick chest after first attempt - sometimes it takes like 10-20 tries. From runedoor 5e 7s is Knight's 3x3 area. There lives DK himself, 10 or so skeletal warriors, and shadowy priest which summons shadows and 1 sanced spirit. Kill them all. If you are too few/have not too much time - just lure DK and 3 his skeletals n from his 3x3 hall. But in this case lurer must be warned: if there is at least one skeletal on entrance - it will not let him pass back from hall: need to lurk around and wait until skeletal goes out, or kill him. And also one more warning: Knight randomly switches targets, so buffer must spam rescue. Loot Knight's glass key, unlock/open flagstone in the center of the hall and go d. For solo it's easy to storequake skeletals (they die in like 3 quakes), but dont cast more than two quakes at once: Knight bashes, which is deadly in this situation. From this room starts the maze. Dirs in maze are individual, and written on libram which loads on Necro: each must "read example" for exact dirs, and walk in the maze solo (is exactly 14 rooms from below the Great Hall). You even don't need to unfol leader - you will be not able to follow him in the maze anyway. BUT! If you want not just skip maze, but also kill all mobs in it - go step by step: each uses his own dirs, but you all appear in same room! And also: if libram doesn't load, it's still possible to pass maze: you just need to have one person with dirs (i.e. one who did DK before). He must walk first, and drop 1 to 13 copper pennies in each room; others just try to find a way from current room to a room with bigger amount of coins. If someone got lost - just try some random dirs until you get into start room with skeleton (pretty much of "wrong" dirs lead exactly to the start room), then start again. 8 souls pop there. After the group gathers again in the room with a mirror, "enter mirror". It is portal to one more 3x3 area, with exit s "gateway". From behind gateway any of 3 dirs will randomly lead you either to cloudy area (safe room, but you will arrive at 1hp, 0mov, 0mana, all exits lead to Nen-i-Sul area) or to sentinel (non-aggro mob which guards the palantir of Amon Sul). Sentinel has much hps and good defence, and also he's good-aligned. To kill him is enough to have a caster with align over well-meaning (to not suffer from align loss), tho it's faster with buffer. Attack warrior can solo it too (bash/flee), dunno for thief.
+
open runedoor, e is his area.
-
* Level: Hero buffer + some hero casters; 5+ hero warriors; legend thief; legend mage with quake.
+
Strategy: If you have mounts, better to leave them behind culvert (s w n from
-
* Loads: Heavy greaves/vambraces, mw and bastard sword, 3 x thick gauntlets and some regular/thin metal on skeletals; The Palantir.
+
slab). To open slab you need to wait for moonrise (got to be full moon or almost
 +
full moon [3/4 waxing]). Its possible to enter during 2 moonrises (1 is 3/4
 +
waxing, 1 is full moon).
 +
To open runedoor you need to kill Necro first and loot his silvery rod.
 +
From runedoor 7e s e pick/open fireplace e are heavy vambraces+greaves in
 +
locked chest (good pick needed, like 80% (including picks)). Try several times
 +
if you can't pick chest after first attempt - sometimes it takes like 10-20
 +
tries.
 +
From runedoor 5e 7s is Knight's 3x3 area. There lives DK himself, 10 or so
 +
skeletal warriors, and shadowy priest which summons shadows and 1 sanced spirit.
 +
Kill them all. If you are too few/have not too much time - just lure DK and 3
 +
his skeletals n from his 3x3 hall. But in this case lurer must be warned: if
 +
there is at least one skeletal on entrance - it will not let him pass back from
 +
hall: need to lurk around and wait until skeletal goes out, or kill him. And
 +
also one more warning: Knight randomly switches targets, so buffer must spam
 +
rescue. Loot Knight's glass key, unlock/open flagstone in the center of the
 +
hall and go d.
 +
For solo it's easy to storequake skeletals (they die in like 3 quakes), but
 +
dont cast more than two quakes at once: Knight bashes, which is deadly in this
 +
situation.
 +
From this room starts the maze. Dirs in maze are individual, and written on
 +
libram which loads on Necro: each must "read example" for exact dirs, and walk
 +
in the maze solo (is exactly 14 rooms from below the Great Hall). You even don't
 +
need to unfol leader - you will be not able to follow him in the maze anyway.
 +
BUT! If you want not just skip maze, but also kill all mobs in it - go step by
 +
step: each uses his own dirs, but you all appear in same room! And also: if
 +
libram doesn't load, it's still possible to pass maze: you just need to have
 +
one person with dirs (i.e. one who did DK before). He must walk first, and drop
 +
1 to 13 copper pennies in each room; others just try to find a way from current
 +
room to a room with bigger amount of coins. If someone got lost - just try some
 +
random dirs until you get into start room with skeleton (pretty much of "wrong"
 +
dirs lead exactly to the start room), then start again. 8 souls pop there.
 +
After the group gathers again in the room with a mirror, "enter mirror". It
 +
is portal to one more 3x3 area, with exit s "gateway". From behind gateway any
 +
of 3 dirs will randomly lead you either to cloudy area (safe room, but you will
 +
arrive at 1hp, 0mov, 0mana, all exits lead to Nen-i-Sul area) or to sentinel
 +
(non-aggro mob which guards the palantir of Amon Sul). Sentinel has much hps
 +
and good defence, and also he's good-aligned. To kill him is enough to have a
 +
caster with align over well-meaning (to not suffer from align loss), tho it's
 +
faster with buffer. Attack warrior can solo it too (bash/flee), dunno for thief.
 +
Level: Hero buffer + some hero casters; 5+ hero warriors; legend thief; legend
 +
mage with quake.
 +
Loads: Heavy greaves/vambraces, mw and bastard sword, 3 x thick gauntlets and
 +
some regular/thin metal on skeletals; The Palantir.
 +
 
==Wight Captain==
==Wight Captain==
-
* Location: From OER some east from brush (there is also clover loading on the road) - 3s 2e 2n open door n 2u.
+
Location: From OER some east from brush (there is also clover loading on
-
* Strategy: This place is quite small, like a tower, exits are only up/down. If you are caster - make sure your armour is fresh, and shield is up! There is a bunch of bodyguards you have to kill first. Wight bodyguards are quite easy to stab and with decent weapon they need 2 stabs. Better to use sharp thorn: spirit type undeads are ineff vs wood. Even WC himself dies in 2 thorn stabs from legend thief! With an eket some stabs+some arrows. Also they die in a few sprays/dispels. Note that, you must not stand on the stairs too long, because eventually they will collapse, so if you get a message that something moves beneath your feet, then move out of room. There are 4 rooms in the tower where you can stand and not ruin the stairs: n from the door; n 2u from the door; max up and max d. If you ruin stairs and stay alive after fall, it is usually mobdeath to wights which come for you - as it is almost impossible to flee using collapsed stairs. ONLY way to get out is high climb (don't forget to turn climb on also!). When the bodyguards are dead, kill the captain. He is on the top of the tower, and usually has 2 bodyguards with him who follow him and don't move out of the room. You'd better kill bodyguards there too, because if you start with thecaptain, you will get hurt, because bodyguards always instaassist captain, but not each other and captain will not instaassist guards. As for the guards who move around in tower - it's better to kill them too, because if you attack captain, he calls them. Skip them in case you have more than one nuker only (thus making it fast to finish captain). For mage with call strategy is as easy as kill hobbit child. Just make clouds, store 2 calls, rest full, refresh armour - and kill WC: upper tower room is not indoors. All tower is portable.
+
the road) - 3s 2e 2n open door n 2u.
-
* Level: Legend thief/caster; hero buffer+hero caster.
+
Strategy: This place is quite small, like a tower, exits are only up/down.
-
* Loads: Broad silver belt, metal plate, metal greaves, metal gauntlets and engraved silver ring - key for loading place of The Silvery Broadsword. Sword itself loads bit east of WC, at rolling plains. Dirs from ruined outlook are: 2s, 2w, 2n, w, 4s, 5e, 2n, open tangle, w, unlock crypt, open crypt, w.
+
If you are caster - make sure your armour is fresh, and shield is up!
 +
There is a bunch of bodyguards you have to kill first. Wight bodyguards are
 +
quite easy to stab and with decent weapon they need 2 stabs. Better to use
 +
sharp thorn: spirit type undeads are ineff vs wood. Even WC himself dies in 2
 +
thorn stabs from legend thief! With an eket some stabs+some arrows. Also they
 +
die in a few sprays/dispels.
 +
Note that, you must not stand on the stairs too long, because eventually they
 +
will collapse, so if you get a message that something moves beneath your feet,
 +
then move out of room. There are 4 rooms in the tower where you can stand and
 +
not ruin the stairs: n from the door; n 2u from the door; max up and max d.
 +
If you ruin stairs and stay alive after fall, it is usually mobdeath to
 +
wights which come for you - as it is almost impossible to flee using collapsed
 +
stairs. ONLY way to get out is high climb (don't forget to turn climb on also!).
 +
When the bodyguards are dead, kill the captain. He is on the top of the tower,
 +
and usually has 2 bodyguards with him who follow him and don't move out of the
 +
room. You'd better kill bodyguards there too, because if you start with the
 +
captain, you will get hurt, because bodyguards always instaassist captain, but
 +
not each other and captain will not instaassist guards.
 +
As for the guards who move around in tower - it's better to kill them too,
 +
because if you attack captain, he calls them. Skip them in case you have more
 +
than one nuker only (thus making it fast to finish captain).
 +
For mage with call strategy is as easy as kill hobbit child. Just make clouds,
 +
store 2 calls, rest full, refresh armour - and kill WC: upper tower room is not
 +
indoors.
 +
All tower is portable.
 +
Level: Legend thief/caster; hero buffer+hero caster.
 +
Loads: Broad silver belt, metal plate, metal greaves, metal gauntlets and
 +
engraved silver ring - key for loading place of The Silvery Broadsword. Sword
 +
itself loads bit east of WC, at rolling plains. Dirs from ruined outlook are:
 +
2s, 2w, 2n, w, 4s, 5e, 2n, open tangle, w, unlock crypt, open crypt, w.
 +
 
==Mormaeg the Spider==
==Mormaeg the Spider==
-
* Location: From the Last Bridge - w n 6w 3s 3w n e 3n 2w n e, d is it's area. You have to walk through mudlled Windswept plains, which eats a lot of moves, have some loop and one-way exits (not random, so *follow* given dirs), and whirlwind here can randomly teleport you around.
+
Location: From the Last Bridge - w n 6w 3s 3w n e 3n 2w n e, d is it's area.
-
* Strategy: Mormaeg area has web mudlle, which prevents you from leaving the room, and thus causes mobdeath. Web can be burned by any fire (natural or magical), but it requires to drench webs with alcohol or oil. There in Mormaeg's area loads lantern - don't forget to get it and check if it's full (try light it)! There is also instant-dt (scaling steam - so no death cry even), so examine every exit w if you don't have map! On the half-way to Mormaeg there is one-way exit; after you pass it only way out is kill Mormaeg or die: way out is down from it, and you will be not able to pick it while spider is alive (it tracks). Kill all mobs (mostly spiders and undeads) on the way. Actually you can skip them (Mormaeg doesn't call it's fellow spiders), but you will just have more place to fight and less breaking concentration hits from lesser mobs. When you enter room s from last spider before Mormaeg, you will see first mudlled room: web will trap you! Have oil or whiskey in inventory, and make short aliases to "pour oil/bottle web", "burn web" (lantern/torch must be equipped). Both are instant commands, you can do it even while fighting. Remember that new webs will catch you every time you enter mudlled room, so pour and burn it again every time. Then go w and rest full. Mormaeg is s from this room with one more spider. Buffer must enter and hit Mormaeg (not just spider - it's 2.spider in the room), then nuker enters, burns the web and starts nuking Mormaeg. It is low on hps, and dies in like 5 fballs. You must have remove poison, because buffer will be arachniated for sure. After it's death pick/open crack down, d open board s - and you are on OER near Windswept again. You can solo it too, in this case thief need brown bottle ready (after last changes it will protect you from re-poison after you remove poison for the first time), and mage must have 5 stored quakes (will not kill Mormaeg, but will get it down to bad, then quickbolts with staff work almost always). And remember: you can't quake in mudlled (web) room even if you already burned web! Burn, flee to any other [non-webbed] room and quake there.
+
You have to walk through mudlled Windswept plains, which eats a lot of moves,
-
* Level: hero buffer+hero any class; legend mage; hero thief.
+
have some loop and one-way exits (not random, so *follow* given dirs), and
-
* Loads: topaz (in corpse, not always), sable pouch (on the ground).
+
whirlwind here can randomly teleport you around.
 +
Strategy: Mormaeg area has web mudlle, which prevents you from leaving the
 +
room, and thus causes mobdeath. Web can be burned by any fire (natural or
 +
magical), but it requires to drench webs with alcohol or oil. There in
 +
Mormaeg's area loads lantern - don't forget to get it and check if it's full
 +
(try light it)!
 +
There is also instant-dt (scaling steam - so no death cry even), so examine
 +
every exit w if you don't have map!
 +
On the half-way to Mormaeg there is one-way exit; after you pass it only way
 +
out is kill Mormaeg or die: way out is down from it, and you will be not able
 +
to pick it while spider is alive (it tracks).
 +
Kill all mobs (mostly spiders and undeads) on the way. Actually you can skip
 +
them (Mormaeg doesn't call it's fellow spiders), but you will just have more
 +
place to fight and less breaking concentration hits from lesser mobs. When you
 +
enter room s from last spider before Mormaeg, you will see first mudlled room:
 +
web will trap you! Have oil or whiskey in inventory, and make short aliases to
 +
"pour oil/bottle web", "burn web" (lantern/torch must be equipped). Both are  
 +
instant commands, you can do it even while fighting. Remember that new webs
 +
will catch you every time you enter mudlled room, so pour and burn it again
 +
every time. Then go w and rest full.
 +
Mormaeg is s from this room with one more spider. Buffer must enter and hit
 +
Mormaeg (not just spider - it's 2.spider in the room), then nuker enters, burns
 +
the web and starts nuking Mormaeg. It is low on hps, and dies in like 5 fballs.
 +
You must have remove poison, because buffer will be arachniated for sure. After
 +
it's death pick/open crack down, d open board s - and you are on OER near
 +
Windswept again.
 +
You can solo it too, in this case thief need brown bottle ready (after last
 +
changes it will protect you from re-poison after you remove poison for the first
 +
time), and mage must have 5 stored quakes (will not kill Mormaeg, but will get
 +
it down to bad, then quickbolts with staff work almost always). And remember:
 +
you can't quake in mudlled (web) room even if you already burned web! Burn,
 +
flee to any other [non-webbed] room and quake there.
 +
Level: hero buffer+hero any class; legend mage; hero thief.
 +
Loads: topaz (in corpse, not always), sable pouch (on the ground).
 +
 
==East evil priest==
==East evil priest==
-
* Location: From the Last Bridge - 2e 2n e n 2e open irondoor 3e 2n.
+
Location: From the Last Bridge - 2e 2n e n 2e open irondoor 3e 2n.
-
* Strategy: Priest is soloable by any class. Just try to avoid his spells, because he blinds. Priest is perma-sanced, so don't use powerful spells like fireball or harm. The main danger when doing priest is the possibility of being trapped by other side players (e priest zone is active PK area). So the easiest, fastest (and safest) way to kill priest is to break both doors, blind priest and shoot him dead. Sometimes he loads shadow which is hard to do with defence warrior (must be legend with ob set and with ob sword, and will end on wounded/bad which is dangerous in pk area). After last change priest calls orc guards from irondoor, so either kill them first (hard to stab though, but possible to shoot|hit/flee), or block door before guards come. Portable rooms: Bell Tower and Guardroom at irondoor.
+
Strategy: Priest is soloable by any class. Just try to avoid his spells,
-
* Level: Any legend level player (may be slow with some classes).
+
because he blinds. Priest is perma-sanced, so don't use powerful spells like
-
* Loads: Fang, purple scroll (loads in priest's hand), black arm wrappings, antidote bottle in pouch.
+
fireball or harm. The main danger when doing priest is the possibility of being
 +
trapped by other side players (e priest zone is active PK area).
 +
So the easiest, fastest (and safest) way to kill priest is to break both
 +
doors, blind priest and shoot him dead. Sometimes he loads shadow which is hard
 +
to do with defence warrior (must be legend with ob set and with ob sword, and
 +
will end on wounded/bad which is dangerous in pk area).
 +
After last change priest calls orc guards from irondoor, so either kill them
 +
first (hard to stab though, but possible to shoot|hit/flee), or block door
 +
before guards come.
 +
Portable rooms: Bell Tower and Guardroom at irondoor.
 +
Level: Any legend level player (may be slow with some classes).
 +
Loads: Fang, purple scroll (loads in priest's hand), black arm wrappings,
 +
antidote bottle in pouch.
 +
 
==Scaly beast==
==Scaly beast==
Line 407: Line 759:
Level: Hero thief; legend caster; hero buffer + hero hitter/basher or hero
Level: Hero thief; legend caster; hero buffer + hero hitter/basher or hero
caster. Hero mage can do him too, though it takes much time, and also store and
caster. Hero mage can do him too, though it takes much time, and also store and
-
quake needed. Legend warrior can hitflee slaves dead then kill SK.
+
quake needed.
Loads(sometimes): Engraved warhammer, thick metal plate, great helm;
Loads(sometimes): Engraved warhammer, thick metal plate, great helm;
usually: regular plate, full metal helmet; 3 large warhammers on slaves.
usually: regular plate, full metal helmet; 3 large warhammers on slaves.
 +
==Master Assassin==
==Master Assassin==
Line 457: Line 810:
==Chief of Tharbad==
==Chief of Tharbad==
-
* Location: From n gates of Tharbad - 7s w 3s w 2n e s.
+
Location: From n gates of Tharbad - 7s w 3s w 2n e s.
-
* Strategy: First, find a caster with 'break door' or warrior with good bash to destroy door to chief (otherwise after you pick/open his door and enter, guard will close and lock it again - and you all mobdie). A warlock sits in the same room with chief and keeps himself and chief sanced, so sleep warlock first (or just kill him - shoot to death, preferably with venomed arrows). He is probably the most dangerous mob here - his fireballs ROCK. It is also a good idea to sleep 1.guard, he has key and closes/locks chief's door. After the warlock dies, wait till sanc on chief wears off, and start to cast/flee him (or stab/flee). If you are worrying about your alignment - don't worry anymore: chief is evil as hell. And last: if you don't want to become wanted in Tharbad, kill all of chief's guards and all city guards that saw you while killing chief. Again, better to start with 1.guard. It is a little easier for solo cleric: break door, blind warlock before he sancs chief, and just nuke chief with fast/quick spells. Btw, for caster with warrior there's another popular tactic: someone destroys door, mage follows warrior, warrior goes in and hits chief, mage casts fireball and leaves n (he's unengaged), then warrior flees. Chief dies in like 10 fballs from legend mage. But only cast one spell at a time, otherwise the warlock is going to do something nasty :) Also, it's a one-exit room with lotsa mobs on you, so it's hard to flee from there. I've seen ppl mobdying from failed flees even when using PANIC! trigger. That's especially true when warlock is still alive (fireball). And also: if you died here, NEVER pray to Tharbad on hurt/wounded. N gate guards are not aggressive only when they stay in the n gate! But sometimes they move 1s (where arrive all who pray to Tharbad), and they can instakill naked caster with no spell up. ALWAYS wait till fine - it's easier to reequip than to gain levels. If you were citizen of Tharbad before killing chief, your citizenship will be taken off; but you won't become wanted in Tharbad in any case. And last thing: rumored that chief's 1.guard doesn't lock door anymore (after some change not much time ago), but anyways better to not take a risk and getbreaker/basher :) Chief's room is of course noport.
+
Strategy: First, find a caster with 'break door' or warrior with good bash to
-
* Level: Hero thief; legend mage (preferably with quake) + cleric/warrior to break/bash door; legend cleric.
+
destroy door to chief (otherwise after you pick/open his door and enter, guard
-
* Loads: Iron ring, notrack boots.
+
will close and lock it again - and you all mobdie). A warlock sits in the same
 +
room with chief and keeps himself and chief sanced, so sleep warlock first (or
 +
just kill him - shoot to death, preferably with venomed arrows). He is probably
 +
the most dangerous mob here - his fireballs ROCK. It is also a good idea to
 +
sleep 1.guard, he has key and closes/locks chief's door.
 +
After the warlock dies, wait till sanc on chief wears off, and start to
 +
cast/flee him (or stab/flee). If you are worrying about your alignment - don't
 +
worry anymore: chief is evil as hell. And last: if you don't want to become
 +
wanted in Tharbad, kill all of chief's guards and all city guards that saw you
 +
while killing chief. Again, better to start with 1.guard.
 +
It is a little easier for solo cleric: break door, blind warlock before he
 +
sancs chief, and just nuke chief with fast/quick spells.
 +
Btw, for caster with warrior there's another popular tactic: someone destroys
 +
door, mage follows warrior, warrior goes in and hits chief, mage casts fireball
 +
and leaves n (he's unengaged), then warrior flees. Chief dies in like 10 fballs
 +
from legend mage. But only cast one spell at a time, otherwise the warlock
 +
is going to do something nasty :)
 +
Also, it's a one-exit room with lotsa mobs on you, so it's hard to flee from
 +
there. I've seen ppl mobdying from failed flees even when using PANIC! trigger.
 +
That's especially true when warlock is still alive (fireball). And also: if you
 +
died here, NEVER pray to Tharbad on hurt/wounded. N gate guards are not
 +
aggressive only when they stay in the n gate! But sometimes they move 1s (where
 +
arrive all who pray to Tharbad), and they can instakill naked caster with no
 +
spell up. ALWAYS wait till fine - it's easier to reequip than to gain levels.
 +
If you were citizen of Tharbad before killing chief, your citizenship will be
 +
taken off; but you won't become wanted in Tharbad in any case.
 +
And last thing: rumored that chief's 1.guard doesn't lock door anymore (after
 +
some change not much time ago), but anyways better to not take a risk and get
 +
breaker/basher :)
 +
Chief's room is of course noport.
 +
Level: Hero thief; legend mage (preferably with quake) + cleric/warrior to
 +
break/bash door; legend cleric.
 +
Loads: Iron ring, notrack boots.
 +
 
==Wuda==
==Wuda==
-
* Location: s Hollin road, near demon wolf cave (1 zone w Wyrdda).
+
Location: s Hollin road, near demon wolf cave (1 zone w Wyrdda).
-
* Strategy: Enter yard of his house and kill all warriors first (Wuda calls all alive warriors to assist him). Yard is outdoors (of course), so call lightning rocks here. Then rest full, lure Wuda from indoors, do 2 warriors which always follow him. Then rest full again and finish Wuda.
+
Strategy: Enter yard of his house and kill all warriors first (Wuda calls all
-
* Level: Legend caster/thief; legend buffer + hero any class.
+
alive warriors to assist him). Yard is outdoors (of course), so call lightning
-
* Loads: Hemlock poison vial and (rarely) this poison lore, antidote bottle, herbal kit.
+
rocks here. Then rest full, lure Wuda from indoors, do 2 warriors which always
 +
follow him. Then rest full again and finish Wuda.
 +
Level: Legend caster/thief; legend buffer + hero any class.
 +
Loads: Hemlock poison vial and (rarely) this poison lore, antidote bottle,
 +
herbal kit.
 +
 
==Wyrdda==
==Wyrdda==
-
* Location: Follow Hollin road to Eregion/Dunland border, then follow road s from ford.
+
Location: Follow Hollin road to Eregion/Dunland border, then follow road s
-
* Strategy: He lives in a small village (10 rooms). He isn't a very tough mob and doesn't have many guards. Just nuke/flee, exits fleeable. After his death open door of his stables, go n w. For cleric with break it's even easier - don't even needed to kill Wyrdda. Just pick/open corral east from village entrance, e, break gate - and e is Rohirrim!
+
from ford.
-
* Level: Same as for Wuda.
+
Strategy: He lives in a small village (10 rooms). He isn't a very tough mob
-
* Loads: Steel-shafted spear, wooden wall, Horse of Rohirrim.
+
and doesn't have many guards. Just nuke/flee, exits fleeable. After his death
 +
open door of his stables, go n w.
 +
For cleric with break it's even easier - don't even needed to kill Wyrdda.
 +
Just pick/open corral east from village entrance, e, break gate - and e is
 +
Rohirrim!
 +
Level: Same as for Wuda.
 +
Loads: Steel-shafted spear, wooden wall, Horse of Rohirrim.
 +
 
==Overseer==
==Overseer==
-
* Location: From Wyrdda ford 4n 4e 4n 5w n open turf.
+
Location: From Wyrdda ford 4n 4e 4n 5w n open turf.
-
* Strategy: First get the key from under trapdoor s 3e n e d from turf. Then enter turf, kill widow and cavebear. Wait until sunrise and say: "By the might of Aule I command thee to open" It can be said by any race, but you must speak Khuzdul well. Slab opens, enter it and clear all mobs inside (3 pairs of crazed dwarves and 3 pairs of black spiders). Be warned: crazeds hit not only the buffer, but 2.player too, so buffer should have good rescue! Unlock irondoor using engraved key from trapdoor, enter it and kill overseer+another pair of dwarves. Crazeds are not aggressive to dwarves, and overseer isn't aggressive to anyone, so start with crazeds. Get small iron key from overseer's corpse, unlock/open carpet down to his treasure room with chest. Nuggets load (if they load at all) n e irondoor. Just remember, if any member of the opposite race notices your tracks leading in - 99% it will be turf/sod/slab trap (they will have ENOUGH time to gather trap group)! All doors in the area are blockable but turf/sod, all are breakable but carpet/slab; all area is noport but room between turf/sod and stonedoor/slab.
+
Strategy: First get the key from under trapdoor s 3e n e d from turf. Then
-
* Level: Legend caster/thief; legend buffer + 1-2 hero any class.
+
enter turf, kill widow and cavebear. Wait until sunrise and say:
-
* Loads: Sometimes (much more often than in Amon Othar) MDA, always 2H axe, rarely golden and silver nuggets.
+
"By the might of Aule I command thee to open"
 +
It can be said by any race, but you must speak Khuzdul well. Slab opens, enter
 +
it and clear all mobs inside (3 pairs of crazed dwarves and 3 pairs of black
 +
spiders). Be warned: crazeds hit not only the buffer, but 2.player too, so
 +
buffer should have good rescue! Unlock irondoor using engraved key from
 +
trapdoor, enter it and kill overseer+another pair of dwarves. Crazeds are not
 +
aggressive to dwarves, and overseer isn't aggressive to anyone, so start with
 +
crazeds. Get small iron key from overseer's corpse, unlock/open carpet down to
 +
his treasure room with chest. Nuggets load (if they load at all) n e irondoor.
 +
Just remember, if any member of the opposite race notices your tracks leading
 +
in - 99% it will be turf/sod/slab trap (they will have ENOUGH time to gather
 +
trap group)!
 +
All doors in the area are blockable but turf/sod, all are breakable but
 +
carpet/slab; all area is noport but room between turf/sod and stonedoor/slab.
 +
Level: Legend caster/thief; legend buffer + 1-2 hero any class.
 +
Loads: Sometimes (much more often than in Amon Othar) MDA, always 2H axe,
 +
rarely golden and silver nuggets.
 +
 
==Tall Orc==
==Tall Orc==
-
* Location: From Wyrdda ford follow road: 3n 3e n 3e n e n 2e n open brush 2w ne open floor d open runes d.
+
Location: From Wyrdda ford follow road: 3n 3e n 3e n e n 2e n open brush 2w n
-
* Strategy: Tall Orc is rather easy mob, and 5 lowbie orcs following him are just harmless - but watch out: members of opposite race can easily trap you inside. In suchoccasion quickly go: w open obsidian u s pick/open statue 6s w s open boulder w s w open foliage u. Though, statue is hard to pick (over 50% pick plus upgraded picks needed), but it is bashable. As quaking mage do it as fast as possible - because every darkie nearby that hears quakes will come in no time: these is nothing else to quake in that zone, except Tall. After last change tall calls for help if attacked, and demon wolves in area come to join him. Only portable rooms are 1w and 2w from brush.
+
e open floor d open runes d.
-
* Level: lev15 mage qith quake; hero thief; legend warrior; hero buffer +hero any class.
+
Strategy: Tall Orc is rather easy mob, and 5 lowbie orcs following him are
-
* Loads: Full regular metal set + thick metal boots + broad scimitar.
+
just harmless - but watch out: members of opposite race can easily trap you
 +
inside. In such occasion quickly go: w open obsidian u s pick/open statue 6s w
 +
s open boulder w s w open foliage u. Though, statue is hard to pick (over 50%
 +
pick plus upgraded picks needed), but it is bashable. As quaking mage do it as
 +
fast as possible - because every darkie nearby that hears quakes will come in
 +
no time: these is nothing else to quake in that zone, except Tall.
 +
After last change tall calls for help if attacked, and demon wolves in area
 +
come to join him.
 +
Only portable rooms are 1w and 2w from brush.
 +
Level: lev15 mage qith quake; hero thief; legend warrior; hero buffer +
 +
hero any class.
 +
Loads: Full regular metal set + thick metal boots + broad scimitar.
 +
 
==Unqalome the Great Dark==
==Unqalome the Great Dark==
-
* Location: Max sw from Dunland troll forest, open ancientslab (30 str needed), s is it's area.
+
Location: Max sw from Dunland troll forest, open ancientslab (30 str needed),
-
* Strategy: Leave your mounts 2n 3w 4s 3e from entrance - you will arrive here on way back (don't leave inside ancientslab because someone in group can die, and thus leave you without possibility to open slab again). From behind ancientslab go e s 2e. From there you must go one-by-one: leader 2d s w open crack w open algae w get key pile e u w, others just 2d s 2w u w (solo - just because you can fail swim while following leader and be lost in the underwater). Kill shade, unlock/open granite and go w. There starts noflee area. Tons exits lead to the Deep Chasm, where you get mudlled 50 to 400 damage, and land (you or your corpse) w from Unqalome. The damage you get from fall depends on which room you fall. Deeper in the zone you are, less damage you get for fall (as you are slowly descending when going deeper). Damage also probably depends on your weight. So better to set wimpy low (like 30-50), and have aliases to rescue casters and cure buffers. Kill spirits, 3w s w kill spiders and get webbing (it can contain silvery elven bracelet btw). Go e n e, "tie web" and "throw web" ("toss web"). After that go s on webbing one-by-one(no need to rest or unfollow leader - webbing won't let more than one person to enter anyway). If you don't toss web, you fall to room w Unqalome and get like 150-200 damage (can't be absorbed by armour). After you successfully regroup on the other side of chasm, go s w s 3w open mossdoor w. You can kill spirits by the way, or just spam by (same strategy - noflee, rescue and nuke). Kill funguses, get small steel key from corpse. Go 3e s w - second bracelet can load here. Key is for slab 2e d from you. Down from slab is oneway to Grey Spider area. There starts slippery rooms - if you fall, type "exits" and go to room where group is (where room is lit). I suppose it is whitie group you are going in (thus having light) - *expirienced* darkies should do Unqa without this file :P You can't slip into chasm, btw. Spider doesn't sit in one room, but wanders around, so beware. Kill mobs all here: spider can load bracelet, and any random mob can load fragile stone key for stonedoor. Go 2e s 3e, open crack n d n 2w s w - one more bracelet loads here. And at last, e u w d e is room where you meet Unqalome for the first time. Target gloom, buffers buff, casters nuke and disengage after each Unqa spell - as when you fight dragon. Use fireballs of colour sprays - Unqa is eff vs both, fballs do more damage, but it's less chance that spray gets interrupted by Unqa's freeze area attack (because spray is faster). Don't use lightning for sure - it reflects half the damage. After it goes below hurt, it flees through locked stonedoor down (you can't prevent it) and makes door frozen shut. Cast some fireballs or burning hands on it (like 500 fire damage needed), unlock/ open it and go down. There are few rooms where Unqalome tries to hide behind animated undeads. No dts, no slipping, just few passages and 3 rooms with 3 uruks + 1-2 shadows in each. Don't enter non-locked door: Unqa is there inside! Enter 2 others and kill shadows there: you will fight there later, so less mobs - less parrysplit. Though, you can't destroy non-animated uruks :( Then only go for next Unqalome fight. Try wait when shadow goes out and enter after that. Bracelets can load on these shadows too. In the most deeper room shackles can trap you and prevent from leaving (which means mobdeath of course). Ones who get trapped just go out (if non-engaged) after Unqa flees or before buffer flees (sometimes 8 attempts needed). Buffer hits Unqa, basher spams bash dis 1./2./3.uruks, casters nuke Unqa. If 3 warriors in group - third assists buffer, if 4 - no spam bash dis, just every warrior takes his uruk, and buffer buffs gloom. After gloom flees again, fball door (like 80 fire damage), all flee (uruks can be killed later after gloom dies, they are no longer bound to their room when gloom is dead so u can take them 1 by 1) and go for next portion: it chooses random room where uruks are still not animated. Same strategy. In last room Unqalome will fight to death; rings and one rock loads in it, gems in corpses of uruks, other rocks just lie on the ground in uruk rooms (if loaded). It is also wise to let someone scout the room before charging with whole group, as it takes some time till uruks are summoned by gloom, and gloom can use room attack and engage all buffers before uruks get summoned. If you let anyone scout, Unqalome will summon them right away. Also it is good to be very careful when scouting, because zone can pop when you are in and you might mobdie locked in room with gloom. Another bad thing that can happen is this: you enter room, gloom engages you, but since it is low it instaflees, freezes the door and you mobdie to uruks, unless some friend fireballs door from outside. So better always scout these rooms with friend ready to pick/fireball door from outside. If you are fast and don't let Unqalome regen, it usually instaflees after second attack (actually 3rd attack if you count the very first encounter with gloom). Way back from stonedoor: w u 2e s u 2w n u 3e s d 2e open fracturedfloor d. Same idea: if you slip, stand and go to group. Just remember - the more you carry, the more you slip. To get out pull lever and quickly swim e 2d 2w u (while irongrid is up) - and you arrive in room with your horses. All area is noport; all d from underwater also nonarrate.
+
s is it's area.
-
* Level: legend defensive buffer in shining (or 2 metals buffers) plus 1-2 legend casters, at least one of them must be mage with fireball or burn.
+
Strategy: Leave your mounts 2n 3w 4s 3e from entrance - you will arrive here
-
* Loads: Icy ring, banded (+10 ob/-10db, or any two of 3ob/3db/+10 attack/-10ssave) ring, up to 3 twisted rocks, diamonds/emeralds, grey fluid-sack (if loads), up to 6 silvery bracelets. Bracelets can be used to pass statues in OiE forge, for non-noldor. Rumours about save vs shackles are groundless. Btw, do not wear them on both wrists (othervise they explode immediately). P.S. Credits to Duke for sending me most features of this place :)
+
on way back (don't leave inside ancientslab because someone in group can die,
 +
and thus leave you without possibility to open slab again). From behind
 +
ancientslab go e s 2e. From there you must go one-by-one: leader 2d s w open
 +
crack w open algae w get key pile e u w, others just 2d s 2w u w (solo - just
 +
because you can fail swim while following leader and be lost in the underwater).
 +
Kill shade, unlock/open granite and go w.
 +
There starts noflee area. Tons exits lead to the Deep Chasm, where you get
 +
mudlled 50 to 400 damage, and land (you or your corpse) w from Unqalome. The
 +
damage you get from fall depends on which room you fall. Deeper in the zone you
 +
are, less damage you get for fall (as you are slowly descending when going
 +
deeper). Damage also probably depends on your weight. So better to set wimpy
 +
low (like 30-50), and have aliases to rescue casters and cure buffers. Kill
 +
spirits, 3w s w kill spiders and get webbing (it can contain silvery elven
 +
bracelet btw). Go e n e, "tie web" and "throw web" ("toss web"). After that go
 +
s on webbing one-by-one(no need to rest or unfollow leader - webbing won't let
 +
more than one person to enter anyway). If you don't toss web, you fall to room
 +
w Unqalome and get like 150-200 damage (can't be absorbed by armour).
 +
After you successfully regroup on the other side of chasm, go s w s 3w open
 +
mossdoor w. You can kill spirits by the way, or just spam by (same strategy -
 +
noflee, rescue and nuke). Kill funguses, get small steel key from corpse. Go
 +
3e s w - second bracelet can load here. Key is for slab 2e d from you.
 +
Down from slab is oneway to Grey Spider area. There starts slippery rooms -
 +
if you fall, type "exits" and go to room where group is (where room is lit). I
 +
suppose it is whitie group you are going in (thus having light) - *expirienced*
 +
darkies should do Unqa without this file :P You can't slip into chasm, btw.
 +
Spider doesn't sit in one room, but wanders around, so beware. Kill mobs all
 +
here: spider can load bracelet, and any random mob can load fragile stone key  
 +
for stonedoor. Go 2e s 3e, open crack n d n 2w s w - one more bracelet loads
 +
here. And at last, e u w d e is room where you meet Unqalome for the first time.
 +
Target gloom, buffers buff, casters nuke and disengage after each Unqa spell
 +
- as when you fight dragon. Use fireballs of colour sprays - Unqa is eff vs
 +
both, fballs do more damage, but it's less chance that spray gets interrupted
 +
by Unqa's freeze area attack (because spray is faster). Don't use lightning for
 +
sure - it reflects half the damage. After it goes below hurt, it flees through
 +
locked stonedoor down (you can't prevent it) and makes door frozen shut. Cast
 +
some fireballs or burning hands on it (like 500 fire damage needed), unlock/
 +
open it and go down.
 +
There are few rooms where Unqalome tries to hide behind animated undeads.
 +
No dts, no slipping, just few passages and 3 rooms with 3 uruks + 1-2 shadows
 +
in each. Don't enter non-locked door: Unqa is there inside! Enter 2 others and
 +
kill shadows there: you will fight there later, so less mobs - less parrysplit.
 +
Though, you can't destroy non-animated uruks :( Then only go for next Unqalome
 +
fight. Try wait when shadow goes out and enter after that. Bracelets can load
 +
on these shadows too.
 +
In the most deeper room shackles can trap you and prevent from leaving (which
 +
means mobdeath of course). Ones who get trapped just go out (if non-engaged)
 +
after Unqa flees or before buffer flees (sometimes 8 attempts needed). Buffer
 +
hits Unqa, basher spams bash dis 1./2./3.uruks, casters nuke Unqa. If 3
 +
warriors in group - third assists buffer, if 4 - no spam bash dis, just every
 +
warrior takes his uruk, and buffer buffs gloom. After gloom flees again, fball
 +
door (like 80 fire damage), all flee (uruks can be killed later after gloom
 +
dies, they are no longer bound to their room when gloom is dead so u can take
 +
them 1 by 1) and go for next portion: it chooses random room where uruks are
 +
still not animated. Same strategy. In last room Unqalome will fight to death;
 +
rings and one rock loads in it, gems in corpses of uruks, other rocks just lie
 +
on the ground in uruk rooms (if loaded).
 +
It is also wise to let someone scout the room before charging with whole
 +
group, as it takes some time till uruks are summoned by gloom, and gloom can
 +
use room attack and engage all buffers before uruks get summoned. If you let
 +
anyone scout, Unqalome will summon them right away. Also it is good to be very
 +
careful when scouting, because zone can pop when you are in and you might
 +
mobdie locked in room with gloom. Another bad thing that can happen is this:
 +
you enter room, gloom engages you, but since it is low it instaflees, freezes
 +
the door and you mobdie to uruks, unless some friend fireballs door from
 +
outside. So better always scout these rooms with friend ready to pick/fireball
 +
door from outside.
 +
If you are fast and don't let Unqalome regen, it usually instaflees after
 +
second attack (actually 3rd attack if you count the very first encounter with
 +
gloom).
 +
Way back from stonedoor: w u 2e s u 2w n u 3e s d 2e open fracturedfloor d.
 +
Same idea: if you slip, stand and go to group. Just remember - the more you
 +
carry, the more you slip. To get out pull lever and quickly swim e 2d 2w u
 +
(while irongrid is up) - and you arrive in room with your horses.
 +
All area is noport; all d from underwater also nonarrate.
 +
Level: legend defencive buffer in shining (or 2 metals buffers) plus 1-2
 +
legend casters, at least one of them must be mage with fireball or burn.
 +
Loads: Icy ring, banded (+10 ob/-10db, or any two of 3ob/3db/+10 attack/
 +
-10ssave) ring, up to 3 twisted rocks, diamonds/emeralds, grey fluid-sack
 +
(if loads), up to 6 silvery bracelets. Bracelets can be used to pass statues in
 +
OiE forge, for non-noldor. Rumours about save vs shackles are groundless. Btw,
 +
do not wear them on both wrists (othervise they explode immediately).
 +
P.S. Credits to Duke for sending me most features of this place :)
 +
 
==Dunland vellum place==
==Dunland vellum place==
-
* Location: Dunland (see Maps)
+
Location: Dunland (see Maps)
-
* Strategy: Not very tough mobs - just 2 stone guardians and some wraiths. Main problem are doors. First do all undeads under altarstone (or alike doorname). Then open bones, go n, kill first statue - it loads key for sarcophagus. Go s, open shelf, s, kill second beast. Unlock/open sarcophagus down, go and nuke/ /flee rest mobs. They all are following spirit, so after you kill it, they get disbanded and start coming up, so you can whack them one by one. Then you need a star sapphire. Insert sapphire [in] hole (with the command "put sapphire hole" - opens passage n. In this room in the chest loads all treasure. You can not get sapphire back - it works like one-off key.
+
Strategy: Not very tough mobs - just 2 stone guardians and some wraiths. Main
-
* Level: Hero, any class (maybe hard for warrior).
+
problem are doors. First do all undeads under altarstone (or alike doorname).
-
* Loads: Vellum scroll, gem-inlaid knife, opal and some other stuff.
+
Then open bones, go n, kill first statue - it loads key for sarcophagus. Go s,
 +
open shelf, s, kill second beast. Unlock/open sarcophagus down, go and nuke/
 +
/flee rest mobs. They all are following spirit, so after you kill it, they get
 +
disbanded and start coming up, so you can whack them one by one. Then you need
 +
a star sapphire. Insert sapphire [in] hole (with the command "put sapphire hole" - opens passage n. In this room in
 +
the chest loads all treasure. You can not get sapphire back - it works like
 +
one-off key.
 +
Level: Hero, any class (maybe hard for warrior).
 +
Loads: Vellum scroll, gem-inlaid knife, opal and some other stuff.
==Dwarven statue==
==Dwarven statue==
-
* Location: Southern Dunland, jump down 2w s of lodgedboulder (costs like 100 hps though).
+
Location: Southern Dunland, jump down 2w s of lodgedboulder (costs like 100
-
* Strategy: Statue is not aggressive, it even doesn't remember these who already attacked it. It is VERY hard to stab, and it's hits HURT - it is why almost impossible to solo it. Though, usual strategy for any non-soloable mob (hey, I'm maxbuffer, with group of 7 casters we will clear Arda!) doesn't not work here as well as usual: statue is the one mob in MUME (except Sage) which quakes! So: cleric must sanc hitters and rest outside, they go leather/aggressive and just hit statue to death, rescuing each another. Cleric enters when statue is awful to get exp. For mages it takes MUCH more time. They must store 2 fballs or 3 sprays andwear spellsave eq. If buffer is cleric, he must sanc himself. Just enter, buffer hits, mages unstore spells and flee, then buffer flees too. Be sure that each can survive 3 quakes (they are as fast as stored sprays with staff). Statue is in cave (indoors), which means call doesn't work here. Do not forget to restore armour after EACH round - because statue switches, and if non-fresh armour will drop after second or third quake, and statue will switch on this mage - he will be dead for sure. To get back go max w and "pull lever" to open a mountaingate.
+
hps though).
-
* Level: 3 legend attack warriors + legend cleric with sanc; buffer (preferably cleric with sanc) + 2 legend mages; superlegend thief.
+
Strategy: Statue is not aggressive, it even doesn't remember these who
-
* Loads: Double-headed axe (ONE 20 OB cleaver), black horn short bow on skeleton (with low probability).
+
already attacked it. It is VERY hard to stab, and it's hits HURT - it is why
 +
almost impossible to solo it. Though, usual strategy for any non-soloable mob
 +
(hey, I'm maxbuffer, with group of 7 casters we will clear Arda!) doesn't not
 +
work here as well as usual: statue is the one mob in MUME (except Sage) which
 +
quakes!
 +
So: cleric must sanc hitters and rest outside, they go leather/aggressive and
 +
just hit statue to death, rescuing each another. Cleric enters when statue is
 +
awful to get exp.
 +
For mages it takes MUCH more time. They must store 2 fballs or 3 sprays and
 +
wear spellsave eq. If buffer is cleric, he must sanc himself. Just enter,
 +
buffer hits, mages unstore spells and flee, then buffer flees too. Be sure that
 +
each can survive 3 quakes (they are as fast as stored sprays with staff).
 +
Statue is in cave (indoors), which means call doesn't work here.
 +
Do not forget to restore armour after EACH round - because statue switches,
 +
and if non-fresh armour will drop after second or third quake, and statue will
 +
switch on this mage - he will be dead for sure.
 +
To get back go max w and "pull lever" to open a mountaingate.
 +
Level: 3 legend attack warriors + legend cleric with sanc; buffer (preferably
 +
cleric with sanc) + 2 legend mages; superlegend thief.
 +
Loads: Double-headed axe (ONE 20 OB cleaver), black horn short bow on
 +
skeleton (with low probability).
 +
 
==Broghha==
==Broghha==
Line 531: Line 1,069:
* Strategy: There isn't a whole lot of strategy to this area.  But it is important to understand how it works and what is happening.    Be careful the room in the NE corner of this area is a DT.  Also, the only exit up in this zone is a one-way out of it.  Note: the water is not drinkable down here.  Bring plenty of food and water or be caster who can create them if you do this solo.  When you first enter this area, there will be a few Grey Mists, a Tentacled Beast, and some Roots.  The first thing to do is to kill all of the existing mobs.  Once you have, the area will repop with harder mobs.  There will still be some Grey Mists and a Roots, but there will also be some Black Mists which only load in this area.  The next step is to kill this wave of mobs.  You should do so from the south end of the area to the north end.  The last mobs you kill shouble be in the NW corner.  When the last mob in the zone dies for the second time, a secret door will open in the NW corner of the zone.  Going through this exit will lead you into the final area with the Black Ice which you will not be able to exit until the Black Ice is killed.  It will only remain open for a short time, so you must go through even if you are not full.  Just be aware that the "boss" of the zone is going to hit you once you do.  Once the Black Ice hits you, you can flee and regen to full.  Kill the Black Ice.  He isn't too bad.  He has a lot of hp, is unbashable, and he casts offensive spells.  But it's nothing crazy.  Once he dies, take the Shard of Black Ice that sometime loads after his death.  You can then exit the zone normally.   
* Strategy: There isn't a whole lot of strategy to this area.  But it is important to understand how it works and what is happening.    Be careful the room in the NE corner of this area is a DT.  Also, the only exit up in this zone is a one-way out of it.  Note: the water is not drinkable down here.  Bring plenty of food and water or be caster who can create them if you do this solo.  When you first enter this area, there will be a few Grey Mists, a Tentacled Beast, and some Roots.  The first thing to do is to kill all of the existing mobs.  Once you have, the area will repop with harder mobs.  There will still be some Grey Mists and a Roots, but there will also be some Black Mists which only load in this area.  The next step is to kill this wave of mobs.  You should do so from the south end of the area to the north end.  The last mobs you kill shouble be in the NW corner.  When the last mob in the zone dies for the second time, a secret door will open in the NW corner of the zone.  Going through this exit will lead you into the final area with the Black Ice which you will not be able to exit until the Black Ice is killed.  It will only remain open for a short time, so you must go through even if you are not full.  Just be aware that the "boss" of the zone is going to hit you once you do.  Once the Black Ice hits you, you can flee and regen to full.  Kill the Black Ice.  He isn't too bad.  He has a lot of hp, is unbashable, and he casts offensive spells.  But it's nothing crazy.  Once he dies, take the Shard of Black Ice that sometime loads after his death.  You can then exit the zone normally.   
* Level: Hero Thief (Bring a lot of arrows for the water rooms).  Legend warrior (Slow).  Hero Buffer + Hero Caster.
* Level: Hero Thief (Bring a lot of arrows for the water rooms).  Legend warrior (Slow).  Hero Buffer + Hero Caster.
-
* Loads: Shard of Black Ice.  The Shard is a quest object for the Gnarled Touch quest.
+
* Loot: Shard of Black Ice.  The Shard is a quest object for the Gnarled Touch quest.
==The Witch-King of Angmar==
==The Witch-King of Angmar==
* Location: See Galadriel in Lorien.
* Location: See Galadriel in Lorien.
-
* Strategy: After looking through Galadriel's mirror, you will all wake up naked in a shack in Angmar.  First priority is to load up on eq.  You can find it in pegs, on corpses, and in the cabinet.  You won't have enough eq to fully load everyone.  But make sure the two best buffers get metals sets and shields.  All warriors will need a weapon.  The best choices are claymore, ebs, engraved hammer, and battle axe. Make sure everyone has a lantern and a belt or a ruby ( 1 loads).  there is also a copper ring in one of the corpses.  If you have a piercing character, get the slender dagger from one of the corpses.  Be sure to also grab water skins.  You must get this eq QUICKLY.  This whole "dream sequence" is timed.  If you don't move fast enough or win quickly enough you will die in fire.  But don't be too scared.  Deaths in Angmar don't count as mob deaths and you won't lose XP.
+
* Level: ??? (Probably requires at least two to trigger)   
-
* Level: 7 legends.  At least one cleric for sancing.  Ideally warriors will all use different weapon types. (Probably requires at least two to trigger)   
+
* Loot: Golden Belt, Elven Longbow, Small Box(grows herbs somehow), Mallorn Brooch, and more.
-
* Loads: Given semi-randomly by Galadriel.  Golden belt, elven longbow, finely-woven hood, finely woven cloak, small box(grows herbs somehow), mallorn brooch, and more.
+
==Frychra The Spider==
==Frychra The Spider==
* Location: Approximately one zone north and east of the cottage which is north of the Old Forest Road in Mirkwood.  Secret exit down from an orc camp leads through some spider mobs and secret exits to Frychra's area.  A grey spider loads in the room just outside Frychra's domain.
* Location: Approximately one zone north and east of the cottage which is north of the Old Forest Road in Mirkwood.  Secret exit down from an orc camp leads through some spider mobs and secret exits to Frychra's area.  A grey spider loads in the room just outside Frychra's domain.
* Strategy: I don't really know.  I've never managed to kill her.  But I do know that only two characters at a time can enter her area.  If more enter at one time, she will disappear for a while.  Charmies, mounts, and other followers count against this limit.  Frychra tracks within her area.  Her area is also home to a few green spiders which can cocoon a player. A cocooned player can cut their way out of the cocoon but it takes a long time and the character must have a knife in hand or worn on belt BEFORE being cocooned.  Other than cutting your way out, most actions are impossible in the cocoon.
* Strategy: I don't really know.  I've never managed to kill her.  But I do know that only two characters at a time can enter her area.  If more enter at one time, she will disappear for a while.  Charmies, mounts, and other followers count against this limit.  Frychra tracks within her area.  Her area is also home to a few green spiders which can cocoon a player. A cocooned player can cut their way out of the cocoon but it takes a long time and the character must have a knife in hand or worn on belt BEFORE being cocooned.  Other than cutting your way out, most actions are impossible in the cocoon.
-
* Level: I've heard that it can most easily be done with a legend mage in metal and a legend warrior.  It also helps to have a cleric waiting just outside Frycha's area to sanc, heal, and remove poison.  In my opinion, it is still quite difficult with that group.
+
* Level: I've heard that it can most easily be done with a legend mage in metal and a legend warrior.  In my opinion, it is still quite difficult with that group.
* Loads: I've heard that it loads Healing herblore and silver tipped arrows.  More stuff might load there too.
* Loads: I've heard that it loads Healing herblore and silver tipped arrows.  More stuff might load there too.
Line 548: Line 1,085:
* Location: behind a secret exit south of the orc fortress that stands near the eastern end of the Old Forest Road in Mirkwood.
* Location: behind a secret exit south of the orc fortress that stands near the eastern end of the Old Forest Road in Mirkwood.
* Stategy: I don't know exactly how to kill this thing.  But here are some clues.  The layout of the area changes over time.  Listen for the forest to creak and groan.  Several exits are muddled and cannot be searched for or opened normally.  Instead you must type "hack bush".  You must have a slashing or cleaving weapon to be successful.  In four different rooms within this maze-like area you will confront the scarred fell beast.  Each room is behind a bush and contains a tree, a shadow serpent, and some snakes.  The fell beast will pop into the room, attack you, use a muddled fear effect to potentially make you flee, and then it will disappear via muddle.     
* Stategy: I don't know exactly how to kill this thing.  But here are some clues.  The layout of the area changes over time.  Listen for the forest to creak and groan.  Several exits are muddled and cannot be searched for or opened normally.  Instead you must type "hack bush".  You must have a slashing or cleaving weapon to be successful.  In four different rooms within this maze-like area you will confront the scarred fell beast.  Each room is behind a bush and contains a tree, a shadow serpent, and some snakes.  The fell beast will pop into the room, attack you, use a muddled fear effect to potentially make you flee, and then it will disappear via muddle.     
-
* Loads: Fellbeast Hide Belt.  Maybe more.
+
* Loot: Fellbeast Hide Belt.  Maybe more.
-
==Squaretooth the Troll==
 
-
* Location: Deep beneath the Warrens.  Accessible through tunnels under crusher or the stone giant colony north of the Warrens..
 
-
* Stategy: I'm not really sure how to kill this thing.  I did it once but my link was very flaky.  It's pretty much like Muranog with better spell-save.  The main difference is that he and his trolls come to you.  Some time as you penetrate deeper into his area and fight his trolls, he will come out and engage you.  Kill him.  Loot his key.  give it to the hobbit.  The hobbit needs to squeeze through a small opening to where the loot is.  There will be one more troll in there to kill. 
 
-
* Level: At least one hobbit to get the loot. 3-5 legends.
 
-
* Loads: Lobstered gauntlets, archaic copper wristband, tarnished copper wristband.
 
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Line 856: Line 1,388:
by legends):
by legends):
-
*'''White chain''' loads in Moria: hood on shaman, shirt on commanding orc near wgate and in jade bracelet chest, sleeves in mattock armoury and in silvery star coffin; and also on Glorfindel ;)
+
*'''White chain''' loads in Moria: hood on shaman, shirt on commanding orc near wgate and in jade bracelet chest,
 +
sleeves in mattock armoury and in silvery star coffin; and also on Glorfindel ;)
*'''Embroidered surcoat''' - w from Outcast below stoneblock in Tharbad zone.
*'''Embroidered surcoat''' - w from Outcast below stoneblock in Tharbad zone.
-
*'''FGC''' also loads on Eoghha and elven hunters near Rivendell (important for orcs/trolls).
+
*'''FGC''' also loads on Eoghha and elven hunters near Rivendell (important for orcs/
 +
trolls).
*'''Black cape''' - on black sorcerer and dark-robed man (bn mage and cleric gm's).
*'''Black cape''' - on black sorcerer and dark-robed man (bn mage and cleric gm's).
*'''Buttoned cassock''' - on Bill Ferny and ranger near Woodhall.
*'''Buttoned cassock''' - on Bill Ferny and ranger near Woodhall.
*'''Black warg fur''' - butcher warg pack leaders.
*'''Black warg fur''' - butcher warg pack leaders.
-
*'''Sacred cloak''' and '''ceremonial dagger''' - on Amanrandil in Eregion. As he isgood-aligned, kill him using poison or charmed mobs.
+
*'''Sacred cloak''' and '''ceremonial dagger''' - on Amanrandil in Eregion. As he is
-
*'''Black amulet''' can be also acquired by a darkie who brings to BN sage a whitie artifact.
+
good-aligned, kill him using poison or charmed mobs.
-
*'''Mithril circlet''', '''twisted crown''' and '''jewel-encrusted goblet''' - kill packrats (one of them loads ancient dwarven key), go e s 4e 2n e n 3e n e u 2w s from wgate, unlock/open flagstone, d s open trapdoor u. Goblet loads on the ground, other in the chest.
+
*'''Black amulet''' can be also acquired by a darkie who brings to BN sage a whitie
-
*'''Necklace''' and '''iron chain''' load in the underwater near Tharbad: from sw corner of Tharbad zone e 2n d e open plank e s - necklace; from there n d open plank s open boards s - chain. Both load hidden (reveal needed), both can be popped at same time.
+
artifact.
 +
*'''Mithril circlet''', '''twisted crown''' and '''jewel-encrusted goblet''' - kill packrats (one
 +
of them loads ancient dwarven key), go e s 4e 2n e n 3e n e u 2w s from wgate,
 +
unlock/open flagstone, d s open trapdoor u. Goblet loads on the ground, other
 +
in the chest.
 +
*'''Necklace''' and '''iron chain''' load in the underwater near Tharbad: from sw corner of
 +
Tharbad zone e 2n d e open plank e s - necklace; from there n d open plank s
 +
open boards s - chain. Both load hidden (reveal needed), both can be popped
 +
at same time.
*'''Small wooden box''' - in NOOC on Mordrath the Uroth-Ghish.
*'''Small wooden box''' - in NOOC on Mordrath the Uroth-Ghish.
-
*'''Piece of mithril''' loads hidden (reveal needed) in Moria, 5e s 2w u 3e s d 3w 2u from Hshkhlahk, but beware: d from it is Devastation room with same worms as in Depths of Moria.
+
*'''Piece of mithril''' loads hidden (reveal needed) in Moria, 5e s 2w u 3e s d 3w 2u
 +
from Hshkhlahk, but beware: d from it is Devastation room with same worms as
 +
in Depths of Moria.
*'''Topaz''' also loads in chest at statues in Woodhall (sw Khuzur).
*'''Topaz''' also loads in chest at statues in Woodhall (sw Khuzur).
*'''Opal''' also loads in warg pack leaders (butcher corpse to get).
*'''Opal''' also loads in warg pack leaders (butcher corpse to get).
-
*'''Chunk of metal''' also loads in cave just ne of the gate of mirkwood.  It requires a large amount of weight to break into the lower portion of the cavern and the fall damage can be intense.
+
*'''Flask of miruvor''' can be given to any whitie who brings and gives to Erestor
-
*'''Flask of miruvor''' can be given to any whitie who brings and gives to Erestor darkie power item (crown, chain, amulet, wightblade fits; dcs and mottled of course no ;)), chances are like 20-25% though. For darkie artifacts he can give you some power whitie items, like Dunadan blade, or even circlet! Erestor sees invisibility of course, so dont bother to hit yourself to remove shroud before giving him an item.  Flasks are also sometimes given for completing Tethel's quest and returning the book from Redhorn.  Rarely, a flask can also be found in Gwathion's recovered eq. See the Quests page.
+
darkie power item (crown, chain, amulet, wightblade fits; dcs and mottled
 +
of course no ;)), chances are like 20-25% though. For darkie artifacts he can
 +
give you some power whitie items, like Dunadan blade, or even circlet!
 +
Erestor sees invisibility of course, so dont bother to hit yourself to remove
 +
shroud before giving him an item.  Flasks are also sometimes given for completing Tethel's quest and returning the book from Redhorn.
*'''Bottle of antidote''' also loads on hunter near Woodhall, on hillman chief, and also (rarely) on Eoghha.
*'''Bottle of antidote''' also loads on hunter near Woodhall, on hillman chief, and also (rarely) on Eoghha.
*'''Herbal kit''' loads on hillman chief too.  Herbal kit also loads on Botanist in the Central Vale of Anduin.
*'''Herbal kit''' loads on hillman chief too.  Herbal kit also loads on Botanist in the Central Vale of Anduin.
-
*'''Smelly piece of worm hide''' can be given by BN sage to any darkie who bring him a glowsword (Sting preferably), chance to get it is like 1% though...
+
*'''Smelly piece of worm hide''' can be given by BN sage to any darkie who bring him
 +
a glowsword (Sting preferably), chance to get it is like 1% though...
*'''ElfHewer''' - on Great Goblin in NOC.
*'''ElfHewer''' - on Great Goblin in NOC.
-
*'''War mattock''' also loads on the one black uruk patrol that doesnt move. Exact dirs to the patrol from Cavern Crossroad is 3ds13e, its on the troll if it loads.
+
*'''War mattock''' also loads on the one black uruk patrol that doesnt move. Exact dirs
-
*'''Heavy warhammer''' - on Khuzur; also in cairn/cryptwall/coffinlid secretplace near Wuda, in rack.
+
to the patrol from Cavern Crossroad is 3ds13e, its on the troll if it loads.
-
*'''2H sword and buckler''': on whitie side - on the Old Wight near Bree; on darkie side - on GC (if he doesn't load warsword).
+
*'''Heavy warhammer''' - on Khuzur; also in cairn/cryptwall/coffinlid secretplace near
-
*'''Bastard sword''' also loads in the chest guarded by ghost in Harlond area; on the western evil priest; on the Outcast; in rack in secretplace near Wuda.
+
Wuda, in rack.
-
*'''Battle axe''' can be bought inside BM; crazed dwarves at Overseer, undeads at the Ghosthy Captain and some orcs in Moria load it too.
+
*'''2H sword and buckler''': on whitie side - on the Old Wight near Bree; on darkie
-
*'''Silvery morningstar''' - Moria, Halls of Mourning (from upper Mustering stairs w s 5e u 3w 4n 2e), in the sarcophagus.
+
side - on GC (if he doesn't load warsword).
 +
*'''Bastard sword''' also loads in the chest guarded by ghost in Harlond area; on the
 +
western evil priest; on the Outcast; in rack in secretplace near Wuda.
 +
*'''Battle axe''' can be bought inside BM; crazed dwarves at Overseer, undeads at the
 +
Ghosthy Captain and some orcs in Moria load it too.
 +
*'''Silvery morningstar''' - Moria, Halls of Mourning (from upper Mustering stairs w
 +
s 5e u 3w 4n 2e), in the sarcophagus.
*'''Sharp thorn''' - butcher giant spine-bush in Neni bushes.  Sharp thorns are also forcefully given out in some rooms near the Old Forest Road in Mirkwood along with large amounts of damage by timed muddle.
*'''Sharp thorn''' - butcher giant spine-bush in Neni bushes.  Sharp thorns are also forcefully given out in some rooms near the Old Forest Road in Mirkwood along with large amounts of damage by timed muddle.
-
*'''Gem-inlaid knife''' also loads (rarely) on the gaunt man (BN ranger) and on the Cinard the Master Thief in Eregion.  Can also load in the chest of the Bear Statue near Lorien.
+
*'''Gem-inlaid knife''' also loads (rarely) on the gaunt man (BN ranger) and on the
 +
Cinard the Master Thief in Eregion.  Can also load in the chest of the Bear Statue near Lorien.
*'''Steel-shafted spear''' - on Ohurk-uai orc chief on ABR.  Also loads on the Elven skeleton in the Mountains of Mirkwood zones.
*'''Steel-shafted spear''' - on Ohurk-uai orc chief on ABR.  Also loads on the Elven skeleton in the Mountains of Mirkwood zones.
*'''Steel-tipped lance''' - under shady bandit leader in Eregion.
*'''Steel-tipped lance''' - under shady bandit leader in Eregion.
*'''Yew longbow''' can be achieved from trapper n from Forlond (see quests)  Also sometimes given as a reward by Farmer Ocher near Ingrove for Buttercup quest.
*'''Yew longbow''' can be achieved from trapper n from Forlond (see quests)  Also sometimes given as a reward by Farmer Ocher near Ingrove for Buttercup quest.
-
*'''Bhsb''' also loads in NOOC (orkish caves in Dunland), in rack guarded by chieftain, and crossbow loads on chieftain himself. Chieftain blocks exit to bhsb, but he is a wimp, he shoots and flees around, so just lure him away if you can't manage NOOC solo and haven't group with you.
+
*'''Bhsb''' also loads in NOOC (orkish caves in Dunland), in rack guarded by chieftain,
 +
and crossbow loads on chieftain himself. Chieftain blocks exit to bhsb, but
 +
he is a wimp, he shoots and flees around, so just lure him away if you can't
 +
manage NOOC solo and haven't group with you.
*'''Darkened Orkish Axe''' - on an Ent in northern Fanghorn.  Examining shows the axe.  If you are good aligned, he will ask you to take it out, but it will be destroyed in the process.
*'''Darkened Orkish Axe''' - on an Ent in northern Fanghorn.  Examining shows the axe.  If you are good aligned, he will ask you to take it out, but it will be destroyed in the process.
*'''Rough Wooden Horn''' - on an Beechbone the Ent in northern Fanghorn.  I suppose darkies could kill him for it.  If you are good aligned, you can ask him "why sad".  Answer him honestly and promptly and he will give you a simple quest.  If you perform it, he will give you the horn.
*'''Rough Wooden Horn''' - on an Beechbone the Ent in northern Fanghorn.  I suppose darkies could kill him for it.  If you are good aligned, you can ask him "why sad".  Answer him honestly and promptly and he will give you a simple quest.  If you perform it, he will give you the horn.
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*''' Fletched Arrow ''' Can be purchased from the Dunlending Exile in Rohan.  But he only deals with Men (Including BNs) because he is racist.  Also, he only stocks a few at a time.
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*''' Fletched Arrow ''' Can be purchased from the Dunlending Exile in Rohan.  But he only deals with Men cause he is racist.  Also, he only stocks a few at a time.
*''' Steel Claymore ''' - Possible reward from Sauruman.  Bring him a focus, ring of power, or other major magical item and you may get one in return.
*''' Steel Claymore ''' - Possible reward from Sauruman.  Bring him a focus, ring of power, or other major magical item and you may get one in return.
*''' Watch Room Kit ''' - Possible reward from Sauruman.  Bring him a focus, ring of power, or other major magical item and you may get one in return.
*''' Watch Room Kit ''' - Possible reward from Sauruman.  Bring him a focus, ring of power, or other major magical item and you may get one in return.
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*''' Ebony Scroll ''' - Possible reward from Sauruman.  Bring him a focus, ring of power, or other major magical item and you may get one in return.
*''' Ebony Scroll ''' - Possible reward from Sauruman.  Bring him a focus, ring of power, or other major magical item and you may get one in return.
*''' Roughly Stitched Cloak ''' -  Loads on a man skeleton some SW of Isengard.  The corpse is behind a secret exit guarded by a cave bear.  BHSB also loads here some times.  A mithril key loads in the pouch on this corpse.  Sauruman will pay a couple of gold for the key if you give it to him.  
*''' Roughly Stitched Cloak ''' -  Loads on a man skeleton some SW of Isengard.  The corpse is behind a secret exit guarded by a cave bear.  BHSB also loads here some times.  A mithril key loads in the pouch on this corpse.  Sauruman will pay a couple of gold for the key if you give it to him.  
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*''' Elven Dagger ''' - Loads on a corpse in a troll forest SW of Ingrove.  May need to talk to the Elven Scout nearby first.  Evil players can just kill the scout for his (requires dispel magic to be usable by evil chars).  OR Loads on a captive Wood Elf in Mirkwood.  Good aligned players should rescue the elf by beckoning him and leading him out prison.  He will then produce an elven dagger and fight for you like a super-mercenary.  Killing him without rescuing him will not yield a dagger.
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*''' Elven Dagger ''' - Loads on a corpse in a troll forest SW of Ingrove.  May need to talk to the Elven Scout nearby first.  OR Loads on a captive Wood Elf in Mirkwood.  Good aligned players should rescue the elf by becoking him and leading him out prison.  He will then fight for you like a super-mercenary.
*''' Nimble Blade ''' - Loads in the final resting place of Gwathion the elven messenger.  Drink from the enchanted river in Mirkwood to find out where he died.
*''' Nimble Blade ''' - Loads in the final resting place of Gwathion the elven messenger.  Drink from the enchanted river in Mirkwood to find out where he died.
*''' Silven Satchel ''' - Loads in the final resting place of Gwathion the elven messenger.  Drink from the enchanted river in Mirkwood to find out where he died.
*''' Silven Satchel ''' - Loads in the final resting place of Gwathion the elven messenger.  Drink from the enchanted river in Mirkwood to find out where he died.
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*''' Scorched Leather Flask ''' - Dark-Draught.  Loads on corpse at Brood Mother in Mountains of Mirkwood.  All orcs can brew using the lore found in the pouches of some cunning shamans.  Z-Orcs can earn them by questing for Kral in the Mountains of Mirkwood.
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*''' Scorched Leather Flask ''' - Dark-Draught.  Loads on corpse at Brood Mother in Mountains of Mirkwood.  T-Orcs can brew using the lore found in the pouches of some cunning shamans.  Z-Orcs can earn them by questing for Kral in the Mountains of Mirkwood.
*''' Black Candle ''' Sometimes loads on the Liche in Dunland.  Loads on the ground in the back of the ruffian hideout under the bench halfway down the Greenway.
*''' Black Candle ''' Sometimes loads on the Liche in Dunland.  Loads on the ground in the back of the ruffian hideout under the bench halfway down the Greenway.
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*''' Vile Fetish ''' Loads on named D-Orc mobs in the Mountains of Mirkwood.  Also loads on Urdan patrol leaders, and (occasionally) on cunning shaman.  Type "Use Fetish" to break the fetish down and get the jewel from inside.  Jewel type seems random.  So far I've seen amethyst, garnet, onyx, opal, diamond, and ruby.  Z-Orcs also can trade these to Kral.
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*''' Vile Fetish ''' Loads on named D-Orc mobs in the Mountains of Mirkwood.  Also loads on Urdan patrol leaders, and (occasionally) on cunning shaman.  Type "Use Fetish" to break the fetish down and get the jewel from inside.  Jewel type seems random.  So far I've seen garnet, onyx, diamond, and ruby.  Z-Orcs also can trade these to Kral.
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*''' Ancient Metal Helmet (for Jeweled Helmet focus)''' Dwarven tomb south of GH.  See quests.
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*''' Pale Leathery Scroll (Dark Draught Lore)''' Loads on a random Cunning Shaman in the Mountains of Mirkwood.
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*''' Deep black orb ''' Loads in Beorn's chest.  Gotta kill him for the key.
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*'''  Star charm ''' BNs can get this by giving the Palantir to Azra-Zaira who dwells under the blackhatch in central anduin.
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