MUME Supermobs and Solutions
From Mumepedia
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The Black Buckler, star sapphire, small tin ring; plate vambraces, heavy set | The Black Buckler, star sapphire, small tin ring; plate vambraces, heavy set | ||
and some other metal, chain, battle axes, dark broadsword and other swords, key | and some other metal, chain, battle axes, dark broadsword and other swords, key | ||
- | for Bloodwight | + | for Bloodwight AND on undeads. |
- | + | ||
==Bloodwight== | ==Bloodwight== |
Revision as of 02:49, 13 December 2008
Theddin's Mines
(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!
Flee if you are solo, or be ready to flee if in group. Then you will see third:
A great, dark spider burdens your movement wrapping you layer after layer!
Flee after that! and spam around until you receive this message:
After some struggle you remove the last web on you.
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. 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
Location: Northern Blue Mountains. 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. 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
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.
Mistletoe - Wedding Tree - Hunt Flame - Battle Cloud - River Star - Mountain Harp - Feast Crown - Funeral
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. Level: Same as for Amon. Loads: Large visored helmet, full ringmail set, battle axe, 2H axe and sometimes thin plate.
Nagrorh the Abomination
Location: From Greenholm junction - 4w 2s 2w open trunk(fungi) s e open crypt d e pick/open plaque s. 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. Level: Hero thief/caster; takes VERY much time for solo warrior. Loads: Enruned robe, 5 gold.
Old Man Willow
Location: From hunting place near Bombadil's house: w n 2w s 2w n w n 2e (exits mudlled) 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! 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
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 ;)). Level: Hero buffer+cleric with sanc, blind & remove curse+hero mage. Loads: The Black Sword.
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. 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
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). Level: hero buffer + hero cleric with sanc + some mages. Loads: Dunadan blade, 5 gold.
Light shields
Location: See Maps 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.
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.
Necromancer
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. 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
Location: From Nen-i-Sul bridge 5w, 2n, open slab, 2d, insert rod runedoor, open runedoor, e is his area. 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. 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
Location: From OER some east from brush (there is also clover loading on the road) - 3s 2e 2n open door n 2u. 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 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
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. 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
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. 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
Location: One entrance is from e priest bottom level (from room with exit e cast dispel magic on door, 2w kill guardians), second is from Last Bridge Fortress (bottom level too, n 3e d e open rubble - 30 str needed [added with 2 ppl]). Strategy: If you enter via Fortress and it's darkie popped - do mobs first (3 guards at door, snaga orc s of door, 3 orcs behind bronzedoor, then e n w w u n n, kill 2 orc sentries). Not that important, but helps in case you need to retreat. Beast area changes after each repop (so remap it each time you do beast), beast even can dig new exits while you fight him. But these exits are neither random and nor mudlled - which means u n d s from some room always brings you back in same room. Now it divides into with or without Drake-slumber lore. 1) With lore: mix the lore, one person enters and finds the beast. Hold flask, 'throw flask beast' and go get the rest. Then just nuke it while it's helpless. But beware: the beast is not instantly affected by poison. While not affected by it yet, he is enraged - so better to wait 1-2 ticks before going to nuke. It is why better to solo it: while you get it to wounded solo, will pass enough time for sure. Also this poison quickly goes off (around 10 mins since you poison it), so better poison beast when it's hurt already (if solo). 2) Without lore, its really hard and exciting. One buffer and 2 mages with stored spells or even solo mage can work. Just cast on it till its wounded, then it flees. This means it starts to "whip" down the cave into a dt whenever someone spells it. SO! In, cast ONE spray, flee, DO NOT REENTER that room for few seconds - otherwise you will dt. Beast even can make cave-in which blocks some dead-end room from entering at all (never can be done on crossing with more than one exit though). Repeat until dead. If you do beast solo, use stored spells only, and wear metal armour. Keep magic armour fresh too, and after you unstored sprays go rest to Underground Cavern 3w from stone guardians - beast can't come there. Beware: beast doesn't hit very hard, but it can bash, and also have special 'bite' attack that inflicts like 100 damage in one hit. Like 16 sprays is usually enough (including it's regen while you sleep mana) - or 12 sprays/11 fireballs/6 harms + dispel/9 dispels if you do it with buffer. Better do not use fireballs on beast: it is dragon and eff vs fire (but if you have no spray, fireballs work as well - just take more mana). Butcher corpse to get treasure. The higher is you level, the higher is chance to get something valuable - so in case in group, let highest level in group butcher. Though, as well as with butchering everything else, wilderness helps a lot - so best choose is to let lev50+ warrior with maxed wilderness to butcher. Only portable area is LB fort yard (non-INDOORS rooms only). Level: Legend defencive shining buffer + legend attack caster; legend high-hp warrior + legend cleric with sanc, harm and dispel; legend buffer + 2 hero+ casters; solo nicelinked legend caster in [thick] metal set. Loads: Always gleaming belt, random thick/heavy metal, random jewel (can be even corberyl, but can be nothing).
Bill, Bert, Tom
Location: 4n 2w from Small Stream Crossing on OER (next zone e from e priest), open tangle d n fall down to their 2 rooms. Strategy: It is quite easy, buffer buffs, casters nuke. If only one caster, make sure he has like +4 attack and 105%+ fireball, with 2-3 casters its even easier. And of course, this is legend warrior we are talking about, it's 3 badass trolls hitting you while bashed! Just remember to have full mana etc when you enter tangle. Go north, and - INSTANTLY! - stand, climb off. It's very important to remember to stand there, since you fall to the ground, and never try to climb because otherwise you might flee up (climbexit) and fall back again. Buffer must spam rescue casters for a bit - since no one knows who will be 1.player after you fall down, and no point to flee here: fall damage is worse here than trolls hit damage (in case one who got hit did not/had not time to turn off climb). If you see you are going to die - try walk to room where you felt from above, and type "climb hole" (just rumour though). Kill 3 trolls and loot key, they usually load shadows. Then go west, open boulder, south, unlock stonedoor, open stonedoor, north open rock, west, reveal <swordyouwant>. "get all chest", "get all 2.corpse". Exit is e s e. Levels: Legend maxabsorb/maxdefence warrior, 1-3 casters. Loads: 3 ARTIFACT ELVEN SWORDS: Glamdring, Orcrist & Sting. Not enough? Large metal wall shield and heavy vambraces too :)
Ghostly Captain
Location: From small hut near way to DT - u e n s e e n e s n e w open shatteredbranches n kill undeads get key unlock/open rockdoor n w w pick/open door w; back from rock face - open vegetation s w s e w d. If lost: general dirs in - ne, out - sw, and spam 'exits' after each dir of course, no dts here. If you have cleric in group, skip first 6 undeads, and just break rockdoor. Strategy: First nuke all undeads inside and rest full. Someone with good pick skill must unfollow leader and leave outside GC door. After group enters he must spam pick/open door - in case someone of group or whole group gets beaten: captain closes and locks his door after anyone enters his room. Nuke captain, loot all and flee out afterwards. Level: legend maxabsorb buffer + some legend mages; 2 legend maxabsorb warriors with good rescue + 2-3 hero any class; plus any level/class with good pick. Loads: bastard sword or (sometimes) great warsword, metal buckler or (rarely) The Black Buckler, star sapphire, small tin ring; plate vambraces, heavy set and some other metal, chain, battle axes, dark broadsword and other swords, key for Bloodwight AND on undeads.
Bloodwight
Location: From DT door - 2w 5n 4w 2n 4e 2s d e d n e d 3e 2s 2e d 2n, behind irondoor is his hideout. Strategy: BW is not soloable anymore. After it was changed, even scouts can't solo it. First you need the key to the inner caves of bloodwight, the key loads at GC area and the key is not norent, but i guess there can be several keys for BW in game. If you have good overall pick skill (over 100% including picks) you can enter bw caves by picking the door. BW area begins with the valley floor. If you enter Valley floor, he appears with a message like "large bat arrives with bang" or smth. Nuke his some, then he recalls into his home. A warning: this valley floor takes a lot of moves, but if you have both fgc and gleaming belt you will manage I guess. BW caves are full of spirit beings like spirits, wraiths and spirit soldiers. There are 2 wraith's and 2 soldiers in BW's lair. If your group is not big enough, some warrior should lure BW from his lair down, then nuke him some again and he recalls again. Then enter the lair and finish. After he dies, from lair unlock/open sconce, go west and loot both chests. A warning #2: BW casts spells - sleep to you and heal to himself and he makes firestorm as well, which is quite troublesome, because he seems to be able to firestorm endlessly (after some time, he stops healing and sleeping - he doesn't have too much mana). Level: maxabsorb warrior + some casters. Loads: Engraved broadsword and bejewelled shield in one chest, clear-thoughts lore in the other chest + plate metal set, metal wall and silver cloakpin on him and other mobs in zone, sometimes mottled cloak and dark broadsword too.
Mithnaur the Dragon
Location: NOC area (see Maps) Strategy: First go to Eoghha (4e 4n 4e 8n 12e from Rivendell moors). Say "lead dragon" (be sure he can see you). Follow his instructions (pay him like 20 gold). Meet him at crude camp (some w of slag), follow him there - he will get you to entrance and will open it. Thing is that if you get attacked while following Eoghha, he will get scared, and will stop unless you ask him again "lead dragon", then he will want another payament and you can continue. Also he doesn't stop for bob, etc, so its better to get group at entrance and then follow him solo. (There is a bug that u can spamfollow him and he will then walk megafast to the entrance). To kill him you need group of at least 1 buffer and 3 casters. Safer with 4-5 casters. Also sanctuary is useful if your buffer has average/low defence. Dragon casts firestorm which is a room fire spell, that can do massive damage, it helps if you wear shield so you can hide behind it. It has happened to me several times that Dragon simply casted too many firestorms and some of my casters didn't survive. Stored sprays help here, as you can cast while engaged from firestorms, instead of flee-return or disengage. Otherwise DISENGAGE BEFORE EVERY SPELL. Dragon also has special paralysing attack that can freeze you for several combat rounds (very dangerous if you buff him at low hps), but I think he cannot paralyze more than 1 char at a time. Maybe it is obvious, but I must say it: dragon is immune to fire. He just eats your fire spells, and his fire breath is DEADLY after that! I think the point is (no confirmation on this but seems so): the more ppl engaged with dragon the more he firestorms. Also better not try to bash him ;) If you decide to flee, he will start chasing you. He always tracks the one who moved as last in the zone (each move triggers his track), but when he is done with that victim he will start to track others. There are 2 deathtraps in the zone (see the NOCAREA map). Way out is underwater so be sure all your followers have swim. Dragon doesn't follow down underwater (I think), but he sure doesn't go w of rocks. Also room e u from rocks has fall-down mudlle (anything dropped will fall down, including corpse with shadow). Now I am not sure again about the rocks, maybe it's rock. Better be ready for that. Level: Legend maxabsorb buffer + 4-5 legend casters. Loads: Copper ring, tower shield, ornamented sheath, The Gleaming Broadsword, adamant, fragile parchment, some gold.
NOC area vellum place
Location: 2s 4w d e open stonetrap d from NOC crossing. Strategy: First kill mountain troll on stonetrap. Go down, nuke/flee ologs to the west. Get green iron key from the corpse of one of them, unlock/open prisondoor and go n. If there is popped noble prisoner (not just prisoner!), beckon him. Lead him outside prison, then he gives you vellum scroll as revard for saving his life. Of course noble will follow whitie only - orcs/etc can't take scroll in this place even if they kill prisoner. Is it needed to say that NOC area is not the best area to walk as whitie? Even your level is not as important as zone knowledge, and ability to spam to Rivendell if orc players find you while doing mobs. Level: Hero thief/caster, hero buffer + hero any class. Loads: vellum scroll.
Ebon wraith
Location: random room at border of the Mirkwood. Strategy: As well as for BBT - presanc your buffer and insta stand after you fall down. The place has just one exit out (up) - but it's closed by default. So, buffer rescues, secondary buffer opens exit up, and all nuke men, then wraith. As he is sanced, use low damage fast spells; weapons work well too - he has not much defence, and anyone with 100+ OB hits him almost always. Also, he got pretty low hps, but it's insane sanc lets just max 10 hps to go through. Once you get it him to bad (like 500 hps down), his soul recalls away and his eq drops to the ground. Casters and shooters should not engage, as wraith switches to weakest (lowest hps) target - with delay, though. He is nobash, as he is spirit and doesn't use shields; and also eff vs mental. He can cast different spells - fireball, fear, lightning bolt, black breath and maybe some more (no area damaging spells though), and also has special chill attack - but not very painful. There are 2 lesser mobs with him in this room - shadowed men - which are not sanced and die pretty quick. You can flee up and quickly cure after you do them (wraith doesn't hunt); but if you waste too much time, wraith disappears, being left without his slaves. Oneway exit up from wraith is delayed, but no STR requirment (hurts some while opening though). Level: legend stout buffer sanced by legend caster, one more legend nuker, plus some 2 hero+ nukers or hitters of any class; without sanc it works too - but more than one buffer is needed then, to rescue each other. If none of the buffers got shining eq, maybe even 3 needed. Loads: black runed sceptre, black hooded cloak and fine silver bracelet. Sceptre is pretty nice weapon with very good defence and bonus to mana regen - but wraith wants it back as well! ;) So he will hunt sceptre's new owner over the whole Arda, excluding good-aligned areas, cities and indoors rooms - so wielder should permanently travel in group capable to rekill the wraith at every repop. Sceptre can't be given away to anyone but wraith; can be dropped though. Sometimes it casts certain offencive spell when wielder is fighting someone - not very damaging, but cool!
Eblees
Location: northern Mirkwood. Strategy: if you have no map and have no clue where Eblees is located, enter Mirkwood from the south and gradually clear it. When leader starts losing followers in randoms - means you are close: spam random dirs until you arrive in his room; then go/flee south. When all groupmembers arrive, get full hps/ mana. This room is safe from mobs, but it is nomagic and silent; use 'order followers' command to talk, or just grouptell. When everyone regens full, go n. If casters need armour up, they cast it there first - in case things go wrong; then nuke everything that Eblees summons - as usual in Mirkwood, roots first, then vines, then oaks. Soon he runs outta mana and stops summoning. When his pets dead, kill him too (he's sanced, so no high damage spells; but anyway casters will be probably outta mana at that moment). Buffers rescue eachother, of course. After it dies, opens passage s e. There on the ground loads his hoard. If you manage to get in his 2 rooms alone or in small group, you won't be able to leave while Eblees is alive - exits w, n and e from his room will return you to the same room. So you will have to wait s until you see message like 'ground starts to moan' - during this tick once per day you can leave him. Level: 2 legend shining buffers (3 non-shining) plus 2 legend nukers. Loads: totally random stuff - from plain to shining, including gems, legend weapons and so on.
Morthan Blacksoul
Location: Greenway (road to Tharbad). Strategy: When you enter his room, he will close both obstructions (n and s), and will start to rob you for money. Don't try to open obstruction and flee - he closes it faster than you can open it. But if you attack him, he will not close it anymore! So: make alias "open obstruction", and start nuke/open/flee. There is also a secret underbrush w from Morthan. As warrior first open underbrush and kill highwaymen in it first - otherwise Morthan calls them, and it's pretty hard to handle Morthan+Thena+5 men at the same time. Morthan doesn't prevent anyone from entering underbrush, but still it's better to bash it in case darkie(s) enter while you inside. Btw, do not start cast anything in Morthan's room before giving him money - he will instahit you. But if you really want to cast inside without getting hit (if chasing opposite side player) - first give him his money. Though you need to do it each time when you leave/reenter him (conclusion: bn who wants to nuke whities in Morthan must enter with minimum 20 gold ;) ). Morthan room is portable. Level: 15 thief, 18 mage with earthquake, hero mage, legend maxabsorb warrior. Loads: Double edged eket on Morthan, forest green cloak on Thena, swords/ /shields/bows for at least 15 gold.
Spirit Knight
Location: From Morthan s 2w 4s e 2s w, wait till midnight and say "open durin" (in any language). Though, door will be opened for dwarf at any time. Strategy: To get into knight's rooms, first find rusty pickaxe in the underwater room (3s 2e 2s 2e 2s d n from entrance), wield it and start "dig" from the room under entrance. When you finish digging, the pick will break in your hands. Go east. In that room loads about 20 small and middle snakes - so mage with quake will rock here. First quake small snakes, let warrior go in, rescue mage and finish 4 green snakes. Then go east, fall down, quickly stand and nuke slaves (they are very low on hps and will die pretty fast - but they parrysplit and cast). After slaves die, start killing knight: keep him bashed - he hits hard (though not as hard as willow/kraken, and has much less OB). Exit back is up from knight's room (where he pops and where you will fall from above), secret - rottenvines. Also, to go back up, you must lure him to south room cause he won't let you go up when he's in room. He tracks in those 2 rooms but he's slow. If zone repops while you are doing SK, the hole will close too. Secret back from snakes - earthwall. Btw, it's impossible to do SK during winter - due to frozen water (no way to get pickaxe from underwater). 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 quake needed. Loads(sometimes): Engraved warhammer, thick metal plate, great helm; usually: regular plate, full metal helmet; 3 large warhammers on slaves.
Master Assassin
Location: From Tharbad n gates - n open oakendoor e open pegs d open moldywall 3s open metaldoor s. Strategy: MA is not a very strong mob himself, but he calls tons (usually 4-6, but well-known old bug can cause even 10) hero level guards to help him. So don't even try to kill MA in his room: lure him outside! Old strategy of catching him above pegs and blocking pegs doesn't work anymore: pegs are noblock now... Good place to catch him is room with rats e from Long, Dark Corridor - Large Echoing Storeroom. Door to this room is not locked by default, but it is pickable, so one in group must have like 70-80% pick (including picks) for fast picking MA inside. Lurer must go to MA, hit him, flee to this room and spam search. Not _flush_: don't hit MA before picking woodendoor because if he will see group attacking him, he will use his flash powder and leave while you stand blind! After he comes (and instantly gets revealed) one with good pick must as fast as he can close woodendoor and pick it. Nuke MA, he got like 600-800 hps, so mana of one hero nuker is enough usually. After you finish him, rest full, pick door and quickly leave (or go down for master's treasure) ONLY on full hps (for casters - with fresh armour too), because 10 MA guards can kill you in less than 3 rounds. Master assassin is also soloable for thief. You just have to kill experienced assassins and brown-skinned men behind greystonewall to the east (doorwardens almost unstabable). Master is quite easy to backstab, after 2 stabs (when he looses hps below wounded) he uses flash powder, flees and runs away. Usually he runs down to sewers (so you have to know all MA area with 10+ secretdoors), swims across catacombs and hides himself at smugglers there. But you can get him out of hide with entering the room without sneak. He attacks and wont hide anymore, then just stab him once more. Btw, in case of his guards were killed he can block himself inside to wait for guards to repop. And also: if you manage to stab him to bad/awful, he walks very slow - thus it's possible to stab him once more even before he reaches catacombs. Almost same goes for warriors: kill all mobs in MA area (even rats - their hits don't hurt but break tracking), one must rest inside, other go to MA room, open carpet (one-way down - to prevent master from going back), hit him and try flee/go down. Then just hit him to death. Keep him bashed - he have INSANE defence. Same tracking strategy as for thief. Just remember: his nasty guards never go up from under pegs, and never go south from e 2d of e greystonewall. Level: Hero buffer/lurer/picker + hero nuker; legend thief with nice link; 2 legend or 3 hero warriors. Loads: Slender dagger or eket, upgraded picks, sometimes venom vial and venom lore, key to joist - on Master; small pouch (flash powder), opal and 5 gold - in his treasure chamber above joist, in chest which opens with Malardil key,
Chief of Tharbad
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 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
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. Level: Legend caster/thief; legend buffer + hero any class. Loads: Hemlock poison vial and (rarely) this poison lore, antidote bottle, herbal kit.
Wyrdda
Location: Follow Hollin road to Eregion/Dunland border, then follow road s from ford. 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! Level: Same as for Wuda. Loads: Steel-shafted spear, wooden wall, Horse of Rohirrim.
Overseer
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. 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
Location: From Wyrdda ford follow road: 3n 3e n 3e n e n 2e n open brush 2w n e open floor d open runes d. 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 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
Location: Max sw from Dunland troll forest, open ancientslab (30 str needed), s is it's area. 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. 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
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 - 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
Location: Southern Dunland, jump down 2w s of lodgedboulder (costs like 100 hps though). 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 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
Location: max southern Dunland (see maps). Strategy: Main problem here is that there is like 20 high level mobs in like 20 rooms, and also gatekeeper and Broghha himself calls all captains with their soldiers if got attacked. They all (except shopkeepers and one thief) are outdoors, so mages with call will ROCK here. First get up clouds, restore armour/shield spells and rest full. Warrior must go maxdefence/maxabsorb. Mages follow (dunlendings do not switch tagrets), enter and nuke 2.man (The Gatekeeper). Call on him, flee and rest - otherwise 3 Captains and their 6 soldiers will arrive, and escape will be hard. Then just take out patrols one by one (they do not call each other). Do not kill mobs that are indoors (except thief (skulks)) - they all are good-aligned. After 3 patrols will be dead, go to 'Remnants of Paving', west of this room ('A Large Open-Air Tent') exists Broghha himself, 4 his guards, animist which tries to counter attack spells, and one more captain patrol which always follows Broghha. These 9 are piece for cake for quaker, but if he fails like 3-5 flees... So for solo only possible solution is wear full thick metal to quake here. For group strategy here is: in, buffer hits, mages get in ONE call and go out (5e), then buffer flees (quite important for buffer to know zone well - because Broghha tracks). Repeat until Broghha dies, after that soldiers will have no one to follow - just kill them one by one (2 calls needed for each). As solo mage with quakes you need to start right after repop, because it takes around halfhour to finish them all even wearing full thick metals, and zonerepop time is exactly halfhour. Lev35+ (better 40+) doesn't hurt as well - the higher is your level, the less chance that animist counters your spell. Solo mage with calls won't make it in time. Level: legend mage with quake and in thick metal (slow); legend metal buffer + 2 legend mages with call. Loads: steel-tipped spear, small silver pendant; faintly glowing stone on the animist.
Black Numenorean Sage
Location: OOC, n 2e n 3w s 2w n e from entrance. Strategy: Sage calls his guards if attacked, and comes to assist guards - if guards get attacked. Guards always follow sage, so the trick is to split sage and guards and kill them separately, it is much easier and requires smaller group. Kill orkish torturer first to get a key to for rack/prisondoor. Then kill orc in prisondoor. Then someone should lure sage and guards to prisondoor and lock them inside. Entire group should stand w of prisondoor and buffers should spam hit 1.guard and 2.guard. Couple of ticks later sage will break prisondoor and head back to his room without assisting guards when they are hit. Kill guards, regen full mana/hps and go finish sage. Sage absorbs ANY attack spell - if he is standing. So keep him bashed, and nuke him with low damage spells (spell should be started when sage is bashed). Also it's possible to shoot or plainly hit him to death. Sage can cast fireball, earthquake, black breath or heal self. But as any caster, he runs out of mana, so it may be wise to poison him with psylonia if available. If you got trapped by opposite side (rockface blocked), there is another way out (one-way): unlock/open rack, n from orkish torturer. Level: Legend buffer (good basher), some 2-3 casters/shooters. Double this amount for whitie group - because a) all mobs in OOC aggressive to whities (of course!), and b) darkies can trap whitie group, even if whities outnumber them! Loads: Black runed dagger, black hooded cloak (on sage, not always), chunk of metal, black scroll (in his treasure room).
MORIA
Fabled place, tons mobs, some dts, most legend eq load spots. However, it is not as dangerous as breelegends describe it ;) More exactly: is not dangerous at all for clueful legend with good map and some info about tricks/smobs of this place (such as this file). Good map is problem, though ;) Map it as legend scout, and be ready to eat like 5 dt deaths, and maybe even some mobdeaths too (depends on your skill), so before mapping ask your friend to collect like 5-8 22 pb+ shields/chanted ekets/fgcs/plain picks, and be online all time while you map/die. Before going inside store some food/oil flasks, one walking/travelling lore isn't excess too. MUME Moria water sources are not poisoned as JRRT describes it, so no point much in storing water. To enter Moria via west gate you must solve some kind of quest. You must prac detect magic spell (decay it later if non-mage). Go to some n from gate (don't wait at gate, or tentacles will drag you to Moria kraken - 99% mobdeath), wait till moonrise, cast detect, go to gate and type 'exa inscription'. It must be night (if month is wrong, moon can rise after sun, and go down before night comes). If you see "Doors of Durin bla bla" - quest solved :) Later you can enter Moria at any time/month, and even without detect - just come to gate and say 'friend' in Sindarin. If you don't know Sindarin well - spam say! ;) After you enter Moria via wgate, it will be blocked for 20-30 mins (but it will not when you _leave_ it). Well, some general info about dts. n and s from Durin's Bridge are instant dts, noflee though. Also one instant dt is in Shaghosh area (nw part). All other dts are either timed or mudlled. For example, one more dt in Shaghosh area triggers like 1 sec after you enter it (lose balance and fall); Ruined Avenue ruins if many heavily eqipped players enter it (like 4-5 metal dwarves), though it is timed too. Other places are not dts actually - just some damage. Boulder room (where you hear 'click' when enter) is delayed 150-200 damage, but magic armour can absorb it; heavy wheels in Shaghosh area (west from Mine Office) do like 150 damage too, but with high dex you can dodge em. These wheels can also trap you if you fail to run out, in such case just wait until zone pops. All Moria can be mapped easily by legend scout, but I must point to some dangerous places. General rule: in most cases exits down lead to more dangerous areas than exits up, so if in trouble - spam up anywhere you can ;) Not far from wgate are 2 oneways leading to jade bracelet area - there can load up to 6 patrols of 6-7 mobs in each, if just 2-3 patrols loaded - consider yourself lucky and map it. Boulder exists in this area, and way south from it leads to zone with even more mobs, and two secrets out named 'rockdoor'. Some n of it is Shaghosh area, with tons hardhitting mobs/secrets/dts/etc. You should always remember how to run back to safe rooms from it (drop some coins on important crossroads maybe). Patrols near egate are nastier, but there always loads same number of patrols (like 3), and two more not moving (one guarding barricade). Middle part of the Mustering Stairs is here too, and down from it is area with most concentration of mobs in whole Moria: 13 mobs in the same room are common here (read: quakeheaven). Bottom area (Hwain's way) is most dangerous. It is patrolled by black uruks, which track over half of area (you should run like zone to make them stop tracking you). There are just 4 entrances to this area: via whirlpool (oneway), down from 'Intersection of roads', 3d from 'Cavern crossroads' and one more via secret w from Durin's bridge. In this area located Muranog, Hshkhlahk and Balrog. From room named 'deep shaft' oneway down leads to the Deeps of Moria - there live 3 worms (nobash, eff vs mental, bashing and hardhitting), and area repops every *7 seconds*. Exit out is locked 'shaft', you must have high pick to get out, or break it - othervise it is 100% mobdeath for solo player. If you fall here, quickly walk w or s from room where you fall to, and drop something here - so you will know which room has exit. Any mob(s) in Moria except Balrog can be done by group of legend buffer (preferably defwarrior in thin metal or fine/white chain, attack warrior on wimpy in thick metal goes too), legend cleric with blind and legend mage with sleep. Solo mage in metal with stored spells can manage pretty much too, just Mezagor (due to bash attack) is impossible. Balrog is not supposed to be soloed by mage with charmies, but you can seek yourself if you can charm enough nasty mobs to do him ;) HINT: Moria as an area is too complex to rely only on written info, but perhaps this will give you some insight on what to expect...
Small hints
1) Packrats will never repop until someone kill one with key, loots it and loots chest. If there are no visible packrats in Moria - means somewhere in Umuk or Shaghosh area hides last one with key (or someone just hoards key) 2) As far as I know, just one zone in Moria will repop when player is in - so don't be afraid of doing some locked in rooms with mobs like boil-infested troll. Only exception is a zone with stupid-looking trolls - but exit from it has no lock (is hidden, though). 3) There is bridge-type place, with 3 exits down in a vertical row. Under it live some snakes and 2 orms, and of course in watery rooms. They are nice exp, but dangerous without boat/canoe. Canoe loads in Shaghosh area, but dont jump down from bridge with it: mudlle will force you to drop it, and it will be shattered (which can lead to drow/mobdeath). Get rope with hook near circlet chest, keep it in inventory - and then you will be able to move down 1e from bridge, without falling (and get back same way).
Bulag/Grey Spider
Location: upper halls of Moria, from Intersection of roads u max e max sw is area where he wanders. Strategy: Not harder than epriest, same warning: try avoid blinding. May be some problems though is trolls follow him - in this case just blind them. Loot small stone key from corpse and go to north-eastern part of zone, to room with 3 trolls. They block exit e, so kill them or blind to pass. Unlock/open stonelatch, e is Grey Spider which guards some treasure on the ground and chest with fine chain and jewel-encrusted key. Loads: Fine chain leggings (very rarely), Balrog key, opal and some gold.
Karcarak
Location: from Central Gathering Hall (with water-drake) 2n w. Strategy: nothing unusual, just tough monster and 3 big trolls following him. Better blind/sleep lesser trolls before doing Karc - it's hard for any buffer to buff 4 trolls at the same time ;) And also: as this is egate area, everyone in group must know how to run from patrols (better hide behind door leading to Mustering Stairs, or behind statuary w from Bridge). Loads: Fine chain shirt (rarely), fell blade (sometimes) or heavy morningstar, belt of pearls and crystals.
Umuk
Location: from Cavern Crossroads 6e open greydoor nww and kill a small orc for intricate steel key. Then 2e s 3w 3n 2e 2n 2e 5s, d is his area. Strategy: There will be up to 20(!) trollmobs before and behind entrance to Umuk. Better to clear all trolls that move before going d. Then there are two door to w and e, blackslab and bloodydoor. Prudent to open the doors and let the trolls out one at a time. Proceed inside wseenw to check that you have killed all, then Umuk + bulky cavetroll is wses. Kill them and open dirtfloor to loot some coins and harp (alive Umuk blocks exit down). Then open lichen and follow to the chest with BDA. If you are just 3, killing all trolls will take like 20-30 mins. In this case first kill trolls, then go check orc for key - this key decays very fast. Loads: Thick gauntlets on Umuk, blackened dwarven axe and plate metal set in the chest.
Shaghosh
Location: from Cavern Crossroads 3e 4n 3w open crag w s open irondoor, s w s 2w s 2w open redeye w n. Strategy: Shag located in dangerous area, tons patrols here, so everyone must have map to be ready to flee out to Durins way. Only broad orcs non-aggressive here. You can kill all mobs of course, but if you are just 3, better to just skip patrols. Before redeye stands patrol of commanding orc and 2 cave trolls - dangerous even for 3 legends. But! This room is NO_MOB, and once patrol leaves it - it can't neither follow you now track you back in ;) So, just lure patrol outside and go rest to redeye. Behind redeye is patrol of commanding (5.) orc and 4 lesser orcs, and n of them is Shaghosh the Durghash orc chieftain + 2 bulky trolls + 2 dire wolves. Kill them all, though better to sleep higher mobs first, and do lesser while boss slept ;) Get huge iron key and bwf from Shaghosh corpse, open secretstairs d, go and loot another bwf. Then go back u s, unlock/open steeldoor, go w and loot all treasure. Loads: 2 black warg furs, emerald, golden necklace and fine chain leggings.
Mezagor
Location: from white fountain e Azaghal's way 4w s open tile d 2e 3n w s open irondoor s kill orc open door e. Strategy: Mezagor is fearsome beast, which is not bashable, but has himself some strange attack like continuous bash - his victim can't do ANYTHING for alot of time or until either he or Mezagor dies. Door to his room is not locked by default, but as soon as someone enters, Meza locks it. So: better destroy door before entering if you are not sure that you can manage him (in this case only buffer dies, but all non-engaged can leave). Meza have like 1200-1500 hps, so can be pretty easely fried by fballs/harms from 2 casters. It loads 2 keys: bloody for it's door and one of Balrog doors; stonekey for Armoury. Backway from Meza: gorydoor. After doing him begins boring part. Go w 2n 2w 5s e s e. There loads patrol, but don't kill it there ;) Lure n e! This is entrance to armoury, and to enter it you need 3 things: weight, key and word. After killing patrol here go w s w 3n 4e 6n - it is place where load boulders. Bring at least 5 of them to armoury entrance (command "push boulder <dir>"). When enough weight will be in this room (5 boulders, corpses of 1 patrol and 3 players is usually enough), you will hear *click* and see floor message. After that go w s w 3n 2e n open dwarfdoor e, kill both statues (they block exit up), open hatch and go up. There is page containing word (you must know Khuzdul well to read it). Return to entrance, and someone (any race) must say this word in any language - opens keyhole, then you should quickly unlock and open pillars to the east. Loads: Balrog key in corpse; fine chain shirt, white chain sleeves, war mattock and tons metal in the armoury.
Muranog the High Lieutenant
Location: Muranog loads on his throne on the bottom-most level of Moria, reachable (w/o killing mobs) from the Intersection of roads (wgate) d 4e s e s 15e n open stairway 2d open crevice w n e n 5e s e n open mahogany e OR from Durin's bridge (egate) w open statuary s w 3d e 3d n open door (stairwell from other side) w 2n 4w n open mahogany w n. He can wander nearby also. Strategy: Mura loads with 3 black olog trolls folling him, and killing all 4 at the same time is hard work. Always better to split them. If you kill Muranog when trolls are in throne room where they loads, he will pop so that trolls won't fol him after repop. This can be done in two ways: if trolls following him - sleep them in throne room, and then kill Mura; if not - just lure him out, and kill anywhere. He's quite easy if group knows what they're doing (since black uruk patrols patrol the area - it's important that all know how to get out unless you wanna risk mobdeaths). Just (cast|stab)/flee if solo, or nuke if in group. 2 casters in most cases have enough mana to spray/dispel him dead - he has like 2000 hps. And beware: Mura can switch targets, so either casters should cast non-engaged, or buffer should have good rescue. As Mura is eff vs fire, it's better to spray him than fireball. For orc scout it's harder to stab Muranog than for elf (due to maluses in stats/sneak), but for orc there is another strategy: go from mahogany s max w s 6e s 5w, kill Hshkhlahk the Dark Claw, butcher corpse for obsidian eye and stab Muranog blind! Whities can kill claw with nightvision/seeing herblore/95%+ awareness only: it snuffs ANY light, even staff glow. Only possible strategy for group of whities is enter without light, let one buff Claw while another makes camp - and then nuke. Though, if you got group - you can manage Muranog even without killing Claw... Shining key on him is key to his treasure rooms. With the key you can unlock archeddoor (from Throne room s 2e 2n). Fine chain sleeves can load there in 3.chest. You will get blinded when you enter this room (unless you save - like 5% chance) so might be wise to lock archeddoor (same name from inside and from outside) after you're in. Of course, never enter when door is already open - means someone trapping inside! And also, this room is nocast, so it's wrong place for trapping as mage ;) 2s from it is oakdoor. Fine sleeves can load inside oakdoor too, n from central room, hidden. S of central room is a cabinet which you can open with good pick skill/picks (over 60% total), it loads mithril key for Balrog. Loads: Either ornate warhammer or HBM or iron-shod mace, corberyl (in left hand), great helm, thick plate/boots, regular vambraces/gaunts/greaves; fine chain sleeves in his treasure rooms. Level: Legend caster/thief can manage him too.
The Balrog
Location: from Muranog s w s w s 7e 3n w s 4w s w n; from here n is his area. Strategy: To do Balrog you need 4 keys. They load at:
Muranog - in cabinet - mithril key Mezagor - in corpse- bloody key Grey spider - in chest - jewel-encrusted key underwater- behind crack - great bone key
Even if you already have Muranog's mithril key, go and kill him - otherwise Balrog will call him, he will arrive with his 3 trolls, and it is kinda hard to manage Balrog+Muranog+trolls at the same time... Also need 7 strange golden rings that will save you from lava heat. Rings load below water-drake. Sleep/blind/kill drake (for kill you have to dive - dangerous, as drake has special mudlle that drags you underwater). Swim & climb on, go 2d, open wellrocks, go e, unlock/open trapdoor, go up. (I think its the underwater key that's needed for trapdoor). Then there are 3 other doors. Behind doors to east and west are pillars. You have to cast 'dispel magic' on each pillar. Then cast 'dispel magic' on field (in central room), unlock/open mithril door, go n and loot The Morgul Blade, emerald, bronze medallion and rings in wooden box (all 4 keys needed there). NB! To get it working, you must type it fully, "cast 'dispel magic'", without speed modifier (and maybe case- sensetive too). Then go from well with water-drake (Central Gathering Hall): 16w 3d s 9e n open stairway n 2d open crevice w n e n 5e 2s 7e 3n w s 3w s w. North of this room is entrance to Balrog, guarded by 2 dragon columns. They are not so tough, but they breath fire, just like Mithnaur. So before entering remove/put in container all that burns: arrows, receipts, all metal, fine chain and shining (it will be damaged too and lose absorbtion due to it - while mending shining/ fibechain is pretty expencive). After dragons' death casters must stop following warriors and rest in dragons' room (Before the Dread Portal). Warriors must go and kill all mobs in Balrog area, because he calls them otherwise. Then begins last part. All rest full. Each cleric chooses his 2-3 warriors. First, clerics strength their warriors, rest full again. Warriors must go fur and leather (max ob weapons too) - armour will not protect from Balrog's insane hits anyway. They must have at least 150 (better 160) ob on aggressive, because Balrog has insane defence too! After that casters bless their warriors, rest full. Each warrior must wear strange golden ring, because otherwise lava will damage them even more than Balrog's hits. Last thing: clerics sanc their warriors and go sleep for mana. Warriors go berserk for more ob. Then warriors must go, find Balrog and hit him to death (or at least to bad/ wounded), rescuing each other. When Balrog starts to flee: either return to casters if low hps and quickly get 1 heal for each low one; or spamfollow and spamhit him otherwise. Be warned: Balrog regens VERY FAST - he drains health from lava. So of course better to fight him in a non lava room, and do not lose even excess second! Also: as Balrog is spirit-type mob, better to hit him with eff vs spirit weapon (which means BDA: engraved bsword and thorn do too low damage). After he dies, loot his key and eq (2 darkie artifacts!), return back to casters, get them and go for loot: 2n e 2n e n w n unlock/open laen n w n unlock/open crystal w loot all (robe from chest, treasure); e unlock/open glimmer n loot all (tunic and treasure from chest); s e unlock/open iron s 2e n unlock/open obsidian n loot all (shield and plate); s e unlock/open marble n loot all (vambraces and greaves); s unlock/open golddoor e loot all (axe and helm); w 2s open bronzedoors s e 3s 3w 2s back to Before Portal. Do not forget before going back go metal and set wimpy again :) Also: Balrog zone can repop while players are in, but not Balrog himself - so don't be scared of being caught by a fresh Balrog on way back from treasure rooms. Loads: The Huge Flaming Sword, The Black Many-Tailed Whip (on Balrog), The Axe of Durin, The Dragonhelm, full shining set (breastplate/greaves/vambraces), shield of Balli, white robe, grey tunic, diamond ring, wooden ring, lotsa gold/gems/coins. Level: 7 (not more, not less!) legend warriors, preferably offence + 3 legend clerics with sanc; 1 mage with dispel to get rings. Hard but possible to have just 2 clerics (pbs's needed in such case).
Load spots
Load spots of stuff that was not mentioned above (all mobs soloable at least by legends):
- White chain loads in Moria: hood on shaman, shirt on commanding orc near wgate,
sleeves in mattock armoury; and also on Glorfindel ;)
- Embroidered surcoat - w from Outcast below stoneblock in Tharbad zone.
- 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).
- Buttoned cassock - on Bill Ferny and ranger near Woodhall.
- Black warg fur - butcher warg pack leaders.
- Sacred cloak and ceremonial dagger - on Amanrandil in Eregion. As he is
good-aligned, kill him using poison or charmed mobs.
- Black amulet can be also acquired by a darkie who brings to BN sage a whitie
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.
- 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).
- Opal also loads in warg pack leaders (butcher corpse to get).
- 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.
- Bottle of antidote also loads on hunter near Woodhall, and also on hillman chief.
- Herbal kit loads on hillman chief too.
- 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.
- 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.
- Heavy warhammer - on Khuzur; also in cairn/cryptwall/coffinlid secretplace near
Wuda, in rack.
- 2H sword and buckler: on whitie side - on the Old Wight near Bree; on darkie
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.
- Gem-inlaid knife also loads (rarely) on the gaunt man (BN ranger) and on the
Cinard the Master Thief in Eregion.
- Steel-shafted spear - on Ohurk-uai orc chief on ABR.
- Steel-tipped lance - under shady bandit leader in Eregion.
- Yew longbow can be achieved from trapper n from Forlond (see quests).
- 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.