One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them In the Land of Mordor where the Shadows lie.
Note for solo storeporting mage: usually all underground area in smob zones is noport; if here in some strategy portable rooms are not mentioned - either I didn't found it, or no portable rooms there.
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).
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 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 :)
Mobs unique to the zone:
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).
Mobs unique to the zone:
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 soloable (backstab works) for scout only. If you have good weapon like brd, BW dies in 3 stabs.
But it is not always that easy. 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.
What is the cutoff for being able to pick this door? I tried with 66% skill and +6 picks (66 + 25 + 18 = 109%) and was not able to pick it from outside. From inside, same thing failed but with +4 picks (103% total). -Belamir
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. But if you are lucky, you can kill BW before he runs back into his lair (that goes only for solo scouts, if you kill BW with group he always recalls into home after some fighting). After he dies, from lair unlock/open sconce, go east and loot both chests.
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. BW does not sneak, so just step out of the room and wait for him, if he enters leave/reenter and try to backstab.
A warning: this valley floor takes a lot of moves, but if you have both fgc and gleaming belt you will manage I guess.
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).
A warning #3: don't stay to fight with him, always flee, because he bites during fighting and that can envenom you.
Well, that is basic information. Just use your brains and find the ways to outplay him when solo. When with group, no brains needed, just nuke - 3 mages and warrior kill bloodwight any time.
Note: It has been rumoured for some time now that it is no longer possible to solo the Bloodwight with a thief. - Belamir
Level: legend thief; 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.
Mobs unique to the zone:
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, 5 his guards and one more captain patrol which always follow 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).
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, some diary (for Amanrandil quest (see quests) to get sacred cloak/dagger); faintly glowing stone on the animist (one of guards).
Mobs unique to the zone:
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, if the zone repops while you are in, the door will close and lock - and you all mobdie). A warlock sits in the same room with chief and keeps himself and chief sanced, 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.
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.
An alternate method requires at least two (and preferably three) people: a buffer, a blocker, and a breaker. Pick/open the door to chief, and enter. Have the blocker close and block the door, and have the breaker break picture. Now you can regen up from picture while you follow the above described method to kill Chief, without worry about the rest of the cityguards bothering your group.
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.
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.
Mobs unique to the zone:
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 3/4waxing, 1 is full moon).
At moonrise, if you stand up slab, you see these messages: “As the full moon rises, a faint silver tracery appears on a mound.” “The outline of a trapdoor becomes clearly marked as the light increases to a bright blue glow.”
To open runedoor you need to kill Necro first and loot his silvery rod.
From runedoor 7e s e pick/open fireplace e loads a metal wall shield and a bastard sword in a locked chest.
From runedoor 5e 7s is Knight's 3×3 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 3×3 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 one quake 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 any “wrong” dirs lead back 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 3×3 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 have much hps and good defence, and also he's good-aligned (not anymore). 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.
Note that while the Sentinel blocks the exit west (to the palantir), it is possible to 'scout' past him. You can see if the palantir loaded this way (since it loads on the ground), so no need to suffer align-loss from killing the Sentinel if you see that it didn't load.
Level: Hero buffer + some hero casters; 5+ hero warriors; legend thief; legend mage with quake.
Loads: MW and bastard sword, fine metal gauntlets/breastplate on DK, fine chain leggings on skeletals; The Palantir.
Mobs unique to the zone:
Location: In the Dol Guldur zones, north of the Trail of Shadows. From the Dark Juncture (intersection of the Trail of Shadows and Road to Dol Guldur), entrance to its lair is 2W 2N 2W E.
Strategy: To open up the drake's lair, first find the exit 'scathedrocks' along the northern zone border. This door either needs two people to open (one person holds the door while the other goes through), or it can be bashed or broken. Behind this door are some lizards and a group of 3 stone statues. The room south of the statues (statues block the way) has a dragon skeleton in it - “get skeleton” and it will collapse, opening up the entrance into the drake. (Note that this collapse is not a timed DT - even though the messages make it look like it could be).
Now go back out and around to the drake entrance. From here you have to swim underwater to get into its lair (which means charmies cannot follow). In this area are a bunch of subterranean lizards, the drake (which hunts and wanders), and a grey spider behind a door.
Easiest way to kill the drake is to run past it into the grey spider room, and clear that room. This gives you a room to fight where mobs won't be wandering in (since you can keep door closed) and also helps mitigate one of the drake's mudlled attacks, which makes people flee. (Note however that the grey spider can repop while the group is in here.)
Have someone lure the drake into this room, and hit or nuke it dead. It's about the same size as scaly beast (maybe a bit bigger), and has a mudlled bash attack, the mudlled attack that makes people flee, and it can also engage casters somehow (so casters should escape after each spell to disengage, like in Unqua).
If you get into trouble, the room W N from the grey spider room is safe - none of the mobs in this area will wander into that room or track to it.
Once drake is dead, butcher its corpse to get a drake bone, which is the key to the loot room. It is extremely heavy - 100 pounds I think - so it's probably best not to swim back out the way you came while carrying it.
The entrance to the loot room is behind the earthdoor in the cave system 2E 2N 2E 2N 3E 2S D from the Dark Juncture. In here there are 4 stone statues blocking an exit east: kill them, and in the room past them is a dragon skull. “Put bone hole” to open the passage north into the loot room.
When you enter the first room of the loot area, 1 spider will spawn (with a slight delay) for each person that walks in (not guaranteed - there is a chance you can walk in and not spawn a spider). This will continue until up to 7 spiders have loaded. Kill them all, and then you can loot without being bothered.
The loot is hidden in this 6-room area. You know if there is still something hidden in a room, if you get the message “Something glitters in the rubble.” when you walk in. Once all loot is revealed in a room, this message will no longer appear when you walk in. Reveal the loot and loot the chests in one of the rooms. Note that if you are using “search” with no argument to reveal the hidden loot, the success rate will depend on your search skill, alertness level, etc. If you “reveal <keyword>”, however, it will work 100% no matter what, if that item is there to be found.
Note that the statues here can repop while you are inside. Not sure about the spiders.
Level:
Loads: Loads hidden in the loot room: gems (black spinel and polished agate for embedding, plus some minor gems), leaf-embossed shield, narrow runed awlpike, lightning-shaped pendant, coins, glittering pendant, and some non-magic rings to sell.
Loads in the chests: Green metal (just renamed fine metal, but unsized) and some chainmail.
Location: In the Dol Guldur zones, north of the Trail of Shadows. Look for the room “Deep, Dank Gloom” along the northern edge of the map - there should be a tree (item, not mob) in the room.
Strategy: To open up her area, you first need a rotten core, which loads on a group of oaks that appear at intervals to attack groups of orc mobs in the zone. When the oaks appear, the orcs in that room will yell for help.
Places the oaks can appear, from Dark Juncture (the intersection of Trail of Shadows and Road to Dol Guldur):
1. E S
2. 3W N
3. 2E 2N 2E N E
The oaks don't stay in their room forever after they appear, so once you hear the mobs yell, go kill them quickly and loot the rotten core.
Take the core back to the room with the tree in it and put the core in the tree. The tree will turn into a tree mob (not a hard one - just one of the Old Forest tree mobs), and once you kill that the exit north will open.
Druidess wanders in the 2×2 area in the far northeast corner of this area. Also in this area are multiple rooms with roots (Mirkwood roots - not regular roots - so you can escape them, it just takes a few tries), wandering vines, and a room with 6 (!!) of the Mirkwood oak tree mobs.
Kill the roots first, avoiding the Druidess as she wanders, so that you can walk freely in her area. Then kill the wandering vine mobs, and then kill the oaks (which are in the farthest northeast room). Oaks do not see through shroud, so easiest way to kill them is to either store quake them, or to shroud/quake/flee them. Once the Druidess is alone in her area, just hit or nuke her dead (she is sancted, so need to use low damage spells). During the fight, after she has taken some damage, she will teleport herself to the far northeast room (where the oaks were) - this is why it is important to kill those before fighting her.
Alternate strategy: druidess will summon the oaks out of the NE room into her room while she is fighting, so a group without quake or enough firepower could theoretically clear roots and vines from her area, and do the oaks one by one: wait for her to wander into a room where she is solo, then have someone buff druidess until she summons an oak, then everyone flees and waits for her to wander out of THAT room, then kill THAT oak, and then repeat until all oaks are dead. The difficulty with this strategy is that at low fine she will teleport into the NE oak room, and remain there until she heals up before she starts wandering again. So if the group accidentally damages her enough to make her teleport while trying to get her to summon an oak, there will be a long delay before you can continue.
When she is dead, take her phial to either Dolion (white side) or Adragor the Numenorean in the Morgundul Camp (dark side) for your reward.
Level:
Loads: Root ring (on the Druidess), and then either supple pair of leather gloves (white side) or ashen blade and citizenship in the Morgundul Camp (dark side) for turning in the phial.
Citizenship in the Morgundul Camp allows trolls to mend (but not resize) armour, and allows BNs to buy a black steed (warhorse equivalent?).
Root ring is an icy ring equivalent, except for earthquake instead of fire spells, and can also be “used” to make any tree that loads things, load those things (e.g., can make an empty oak tree load a perfect oak branch).
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. 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.
Note: This entire area is no-narrate.
Level: Hero, any class (maybe hard for warrior).
Loads: Vellum scroll, gem-inlaid knife, opal and some other stuff.
Location: Southern Dunland, jump down 2w s of lodgedboulder (costs like 100 hps though). A Half-Elf managed to drop to -13 hps from 177, so it probably depends on your weight/climb skill how much damage you will take. /Alf
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 HURTS - 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 same 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).
Can anyone confirm this axe load? It is an item I have never seen in game or heard mentioned, ever. - Belamir
I can confirm the load, have looted it at least 3 times. - Staub
Mobs unique to the zone:
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.
Location: From the forest gate in the northern Vale (on the western border of Mirkwood), go 6e and 2s. It works to simply spam a bit east and then a bit south, since randoms in this area will force you into Eblees's area whether you want to go there or not.
Strategy: Once you are inside, there will be two rooms open to you: Eblees's room, and the room south of him. In Eblees's room, all directions except south lead back to Eblees. The room south of him is no-cast, but otherwise reasonably safe, since neither Eblees or the mobs he summons will follow you there.
If you wander into here and cannot kill him, you will be able to leave if you wait until you hear the “moan.” This is a message something like “A low moan arises from the trees”, and when you hear this, the north, east, and west exits in Eblees's room will no longer lead back to Eblees, and you will be able to leave his area. The moan occurs every sunrise and sunset and lasts exactly one mume hour (60 seconds) before the sigh.
To kill him, first make sure everyone knows how to get in, since your group will often become separated in the randoms at the entrance.
A warrior and a blinder can kill Eblees without much problem, although it will be slow. Have the warrior buff Eblees while the cleric blinds it, and then have the warrior flee. Kill whatever Eblees has managed to summon while you were trying to blind. Then have the warrior hit Eblees, and flee after Eblees summons one mob.
After several studies it would appear that Eblees will summon 6 mobs:
Eblees takes “mana” to summon his mobs, the faster you kill him the fewer he attempts to summon. If you take forever (more than an hour) over killing him he may summon more than the usual 6 mobs. He does not summon the gnarled tree.
Kill the mob, then repeat until all his summons have been killed. Kill Eblees. He is not terribly difficult; just don't use high-damage spells on him since he is sancted. I suggest you kill roots first since they make fleeing hard, then vines because arachnia destorys regen in the room s, then oaks then Eblees. Eblees is easily bashable and can be hit dead by warrior and cleric while blind and bashed.
Once he is dead, two things will happen: First, the 'maze' will open up, and you will be able to leave his area. Second, the exit east in the room south of Eblees will open, allowing you to access his treasure hoard.
If you die in Eblees's room, your corpse will disappear and in its place a mob called “an animated tree-horror” will appear. Your equipment will be moved to Eblees's treasure hoard. Animated tree-horrors will rescue Eblees if you try and hit him.
It looks like if you die to Eblees, your focus item will NOT be moved to his treasure room. At least, we had a mage with a staff die twice, and both times the staff was left on the ground in Eblees' room, whereas the rest of his gear was moved to the treasure room. /Belamir
Level: Legend buffer and blinder are the minimum required.
Loads: The equipment that loads is random, with some restrictions. The usual junk eq he loads is:
Beje and Dunadan blade appears to load quite frequently. /Kegger
Iron ring and Ruby ring have loaded but only once in 6 attempts. Bej has loaded twice, eng bs 3 times, dunadan twice, azure scroll 3 times, purple scroll twice, fine grey cloak once. /Elemmire
Mobs unique to the zone:
Location: random room at Mirkwood border.
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, and all nuke 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, 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 - just ignore them until wraith flees, they do no damage and almost don't parrysplit.
If you see that you are losing, someone disengaged (usually manaless caster) should open exit up (it's delayed, but no STR requirment) - then you can flee and retreat to Ingrove.
Level: legend stout buffer sanced by legend caster plus some 2-3 hero+ nukers or hitters of any class; without sanc it probably works too - but more than one buffer are needed then, to rescue each other.
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 nolocate 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!
Mobs unique to the zone:
Location: New mirkwood zone, east side. 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: Only two people can fight Frychra. If she sees more then two people, she will flee and will not return. Charmies, mounts, and other followers count against this limit. Safespot is south of grey spider. Cleric sancs two warriors. Two warriors clean the grey spider room and room 1n of grey spider. Kill green spiders first and fast or they will wrap you into cocoons. If webs are getting heavy, flee out and wait 1s of grey spider room for the webs to drop. 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.
After the room north from grey spider is clear, two warriors heal up, make sure sancs are up and go in Frychra lair. She will summon green spider adds so make sure those go down first. You can always retreat back to south of grey spider if needed. Play it safe, make sure you're not getting webbed and make sure only two people enter in Frychras' room. Frychra tracks within her area.
NOTE: Frychras' room is nocast. You _can_ cast but the spiders will hide behind cocoons and you will just waste mana.
Frychra can be killed by a warrior+cleric duo as well. Blind+shoot works.
Level: 2 legend warriors, 1 cleric. Has been done with 1 warrior+cleric.
Loads: healing herblore, 3 gold, Dśnadan blade, forest green cloak
Mobs unique to the zone:
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.
*Note: At first, 4 people can enter the room of GC.
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 - on undeads.
Mobs unique to the zone:
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 same 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.
Location: Under the lake outside the west gate of Moria.
Strategy: Significantly harder than the Fornost Kraken because the kraken itself is underwater, and because it has eight (!!) tentacles.
Wait north from outside the west gate of Moria for tentacles to appear (because from there it is one extra room that they have to drag you before you end up underwater). Everyone kills tentacles first - and hope you don't get dragged all the way to the kraken - and then regroup.
Next cleric sancs the buffer, and buffer leads in to kraken room. Hitters all assist buffer/hit kraken, then after one hit, escape (to disengage instantly) and go up (can also “escape up” instantly/successfully as long as you aren't buffing). Hitters must reset mood to aggressive after doing this, because escape automatically sets mood to wimpy. Buffer flees, finds his way back to group, and then all repeat this until the kraken dies. This “hit-fleeing” is necessary because the kraken is underwater - stand and fight and you will drown.
Looting involves finding your way through an underwater maze, which starts S D from the kraken. This maze is like the maze in DK, except you have to figure it out yourself (and the directions aren't fixed over time, so you've got to do it again each time you do the kraken). The directions, at least, are stable one-way (your way into the maze will be repeatable, but trying to backtrack will get you lost). So have someone with good swim (and very low encumbrance) start mapping it out with coins, and writing down which directions lead to each room (e.g., N D N = 3 coins, N D N E = 4 coins, N D N W = 5 coins, etc.). There are a total of 9 - 12 rooms, and at the end of the maze is a skeleton that has the loot.
Note that getting back to the surface when mapping this maze can be a bit hairy, since you can't just retrace your steps to get out. All you can do is run around and look for the exit out, and hope you find it before your air runs out.
Having one (or more) bobbers there to bob the person mapping the maze (after each attempt) will make things go much, much quicker.
Level:
Loads: Winged metal helmet, MDA, white chain gloves, white chain leggings, opal
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.
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 to for running to your corpse if you are weak-hearted ;)
Only portable room here is behind bushwall.
Gilded also loads on Maranwe in Ost-in-Edhil. Solo BN can do it with charmies. Order eagle hit Maranwe, order tarantula assist. Then nuke him dead with magic missiles, burns or missiles. He switches if you assist, and he will kill a tarantula fast.
Location: In the Dol Guldur zones - east of the Morgundul Camp, look for a stone bridge with a closed exit east. From inside that door, 2 S and E enters the area of the magus.
Strategy: The entrance to the magus's tower is not a visible exit nor is it a hidden door. Just go east - the wall is a fake wall. Inside, there are 4 rooms (all up/down) that the magus will wander and chase within - top room, beyond a door, is outdoors, so trolls need to be careful of sun.
Magus has an extremely strong armour spell and also is sancted, so whittling it down just takes time. Blind is very helpful here, especially paired with a bow - otherwise just hit it down/nuke with low damage spells.
The danger here is that during the fight, the magus will create “copies” of itself. When this happens, everyone fighting will be automatically disengaged from the fight, and four extra copies of the magus will appear to assist it. These copies are much easier to kill than the magus (lower hitpoints and/or no armour spell - they die quickly), but they hit just as hard and they track FAST within the tower. Trying to buff all at once is not recommended, so best strategy is for the buffer/group leader to be spamming “down” while fighting (all down, west is safe), so that the instant the magus creates the copies (and disengages everyone), the group simply walks to safety.
Give it a little bit for the copies to start wandering the tower on their own, and then go kill them one by one as they end up solo in a room. You'll need to have a group member physically walk into the tower to check when the best opportunity is to do this, since you cannot scout through the fake wall.
(The copies will also disappear on their own after a while, but it is probably much faster/easier to just kill them one by one instead of waiting. Note also that “old” copies will disappear if the magus summons “new” copies - so you'll never end up running from, say, 8 of them.)
Then just go back to killing the magus, repeating as necessary (it can summon copies multiple times in a fight). Loot will be on the magus's corpse (the copies do not leave corpses).
It is possible to fight the magus in the top (outdoors) room at night, to get the bat swarm (big group of bat-like creatures that will appear and attack in player's room at night in any of the outdoor rooms in the eastern part of the DG zones) to land in that room and fight the magus for you. However, testing has shown that the bat swarm is unlikely to take out the magus by itself.
Level:
Loads: Dusky robe (+20 attack_spell for blind and fear spells only), smoky obsidian amulet (reduces casting time and cost for the darkness spell only, and has an unknown malus “torpor” if removed), and heightened-senses herblore. Also loads the key to the underground cave system (which is through the door N E D W D from outside magus's little 4-room area).
Also loads (from butchering the corpse of the magus) the magus's hand, which trolls can give to the troll mother in the northeast corner of the DG zones in exchange for a collar that deals a small amount of damage every tick (which would wake you up if you were magically slept).
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!
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 got 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 ← Not true, they die in 2 stabs easy. Norby). 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.
Norby thief edit: I have not managed to get him to fight in smugglers. You either enter sneaking or not, he spams to nearest 1 room area and blocks himself in. When block wears off, there is a chance of entering the room and stabbing him to death. But if you fail the backstab, he will block two of you in together. Since his defence is quite high and he hits hard, its difficult or even impossible to shoot him to death and best strategy is to try to escape fight and wait for backup or him to flee out eventually. It can take a long time tho, since he casts block every time he engages you. ONLY strategy which seems to work for me is to kill all the mobs in his neibourhood (bodyguards, doorwardens and especially assassins downs stairs), lure him behind the stonewall (n e from his room), lock the door and stab him there. When MA gets bad, he still uses powder, but gets stuck behind the door for some reason and you have a chance to end his existence.
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.
MA is also solo-able by a legend mage. To do this, store a block, and go lure him to above pegs (make sure oakendoor is unlocked). Standing up from pegs with pegs closed; when you see the pegs open, instantly close and block them. MA should now be blocked inside oakendoor. Since he has very good OB, you will probably need to use stored spells; quakes or fireballs work nicely. It should take around two rounds for him to die; the safest place nearby to regen is inside Shady. Beware when pegs unblock - his guards, if not killed earlier, will now all come, even if he has already died. Also beware that if oakendoor pops (and locks) while you are inside nuking MA, you may be in a lot of trouble. Since this room is portable, it may be a good idea to have a teleport stored while doing this. (Note: I'm actually not sure if the zone, including doors, will repop while anyone is inside. Can anyone confirm this either way? -Belamir)
It is also possible to kill MA in one bash-round, which allows you to loot his small (powder) pouch off his corpse, since he will not get a chance to use it. To do this, you will need a warrior with high OB (to be able to bash MA), and at least 3 staffed, legend nukers. Begin by luring MA into the storeroom d s e of pegs. Have ONE groupmember stand in there, with the door closed, waiting; have the rest of the group stand up from pegs. When MA enters the storeroom, you will see the door open; the person standing inside must immediately go west, close the door, and pick it shut. Now, get the group together and clear ALL of MA's guards. Once they are dead, have the warrior go aggressive, and have someone pick and open the door you have locked MA behind. The warrior should -instantly- go east, solo, and bash MA. Once bashed, the warrior yells for the rest of the group to come, and they nuke MA either with stored spells cast thorough, or quick spells.
Level: Legend mage; Hero buffer/lurer/picker + hero nuker; legend thief with nice link; 2 legend or 3 hero warriors; Max-OB warrior + 3 (or more) legend, staffed mages.
Loads: Slender dagger or eket, upgraded picks, sometimes venom vial, key to joist, small pouch (flash powder) - on Master; small pouch (flash powder), opal, venom lore and 5 gold - in his treasure chamber above joist, in chest.
Mobs unique to the zone:
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 4 casters. Safer with 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.
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).
Level: Legend maxabsorb buffer + 4 legend casters or alternatively powerful cleric and 4+ legend warriors.
Loads: Copper ring, tower shield, ornamented sheath, The Gleaming Broadsword, adamant, fragile parchment, some gold.
Mobs unique to the zone:
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 moves a lot, have some loop and one-way exits (not random, so *follow* given dirs), and whirlwind here can randomly teleport you around.
Strategy: Mormaeg area have web mudlle, which prevents you from leaving the room, and thus causes mobdeath. Web can be burned 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 cast in mudlled (web) room even if you already burned web - if you buff Mormaeg! Burn, flee to any other [non-webbed] room and cast there.
Strategy for scout:
1) Burn the webs then lure mormaeg into rooms some n,e where no webs re-grow and simply escape, wait for mormaeg to enter, stab (dont enter on him, lowers chances substantially)
2) Or not kill her. Go to her room, loot the Sable, burn the webs, go north. When she follows, go south, pick, and leave
Level: hero buffer+hero any class; legend mage; hero thief.
Loads: topaz (in corpse, not always), sable pouch (on the ground).
Mobs unique to the zone:
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.
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, ragged, blackened cloak on Thena, swords/ /shields/bows for at least 15 gold.
Mobs unique to the zone:
Location: Southwestern corner of the Anduin Vale.
Strategy: Nagash will switch between those engaged, so all warriors should go aggro and keep him bashed. 2 warriors will do him nicely. Darkies can just bring the silver goblet from Waulfa and Nagash will perform ritual after which he disappears. Equipment will stay on the floor including the goblet with “blood of Sauron”.
Level:
Loads: Black metal staff (not always), sacrificial knife (not always).
Mobs unique to the zone:
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.
Mobs unique to the zone:
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 dts! (Um, can anyone confirm this? I could have sworn all exits down before his door were a one-way exit from his area to the Nen-i-Sul area, with high climb percentage required. -Belamir) 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
will kill them, Necro will summon new ones instantly.
Note that the skeletal warriors he summons are actually different mobs from the skeletal warriors that load elsewhere on Arda (as far as the trophy-system is concerned). So - it can be good exp to kill these. If you blind Necro and then bash disengage him, you can kill all the skeletal warriors you want (well, since it takes mana for him to summon each one, they aren't endless); after each one dies, just have a warrior bash disengage Necro until he summons another. Make sure Necro himself stays blind until you're finished with his warriors.
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.
Note: Trying to solo the Necromancer is a very bad idea. After a short while he will become very upset and start instantly closing the door to his chamber when you try to open it. Instead of trying to spam it open and flee (which will not work), you must stop opening it for a moment or two - you will then be able to open it and flee without him instantly closing.
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.
Mobs unique to the zone:
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. (Note: If the key does not load, which sometimes happens, prisondoor is breakable/bashable.) 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.
Note that the scroll may be obtained by BNs with charm. Charm the noble prisoner, and lead him outside.
Seems to not be possible anymore for BNs to charm noble prisoner.
![ CW Mana:Warm>charm man [cast 'charm' man] You start to concentrate…
Ok. A noble-looking prisoner seems to be ruled by powers other than yours…
/Nelle
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.
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 (Aramel).
Mobs unique to the zone:
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. #NOTE: 26FEB2022: OVERSEER HAS CHANGED SOME - CAVEBEAR NO LONGER EXISTS BETWEEN TURF/SLAB, LIKEWISE, NO MORE SPIDERS AND ONE LESS CRAZED PAT DWELLS INSIDE…OVERSEER IS ONLY MOB IN ROOM NOW. A FORGE EXISTS - WHETHER REDRESSED OBJECT OR NEW OBJECT TO SERVE A FUTURE PURPOSE IS YET TO BE SEEN…
Wait until sunrise: [The rising sun illuminates the rolling landscape.]
Say “By the might of Aule I command thee to open” [in Khuzdul]
Once successful, following message will appear, allowing ingress: [A creaking sound is suddenly heard from the rock wall to the north.]
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. The (silver) nuggets can be mined (as dwarf) however these are pretty worthless.*
* OS is aggro to Zaug/Any after crazed are engaged by. /Veld * Silver nuggets can be mined by *anyone*; picks load everywhere inside. /Veld
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/slab(mudlled), 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, golden and silver nuggets can be mined in one of the rooms in the zone.
Mobs unique to the zone:
ADDITIONAL NOTE..APPEARS COUPLE MORE /MINE LIBS HAVE BEEN ADDED. ALSO, IT APPEARS MUDLLE TO ENTER HAS NOT BEEN CHANGED - NORMAL TIME PARAMETERS ARE STILL IN PLACE - NOT TESTED AS DWARF YET, HOWEVER…
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 lowbie orc mobs). 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 him while he is helpless. Though 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, 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 when unstored fballs 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 9-10 sprays/10-12 fireballs/harms 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 time).
Butcher corpse to get treasure.
Only portable area is LB fort yard (non-INDOORS rooms only).
Level: Legend defence shining buffer + legend mage; legend buffer + 2 legend casters; solo nicelinked legend caster. I recommend to use warrior + two casters for it. Then you will avoid any nasty situations, and scaly is easy as pie. /Kegger
Loads: Always gleaming belt, random metal/random jewel (can be even corberyl).
Mobs unique to the zone:
Location: South of the road at Emyn entrance, behind door brokenroots/severedroots.
Strategy: After you have entered brokenroots/severedroots you can leave your mounts there. Next room further to the east is one-way that leads to scarred fell beast area. NB! Be prepared to encounter 2 black roots+3 oak trees+2 vines from the start!
Overall idea of the area. Area is muddled - the rooms are always the same, they are on their right place, but the exits change. Mobs in the area can repop when you are in there and if that happens room with 2 roots+3oaktrees+2vines may repop also. You can scout north/south/east/west, but down are usually oneways. To get out of the area, just go down from one of the oneways, you should end up in a cave with exit heading north and just spam north from there - you will reach the road to Emyn area where you entered.
When you enter the area after the first oneway you might encounter 2black roots+3oaktrees+2vines. I advise you to keep main buff sanced in there. Will save a lot of time and mobdeaths. Kill roots first just to make sure you can get out if needed. Open area has lots of snakes running about, but that's about it. Don't forget to scout before you move just to be sure what you are facing.
To kill the scarred fell beast you need to first kill all shadow serpents, and 2black roots+3oaktrees+2vines mobpack in the area. And after you have done it, you can kill the beast. But shadow serpents and hoary trees are behind muddled 'hack bush' rooms.
There are 4 places where you can 'hack bush' in the area - NW, SW, SE corners and one in the middle. To find these rooms you can just move around the area and 'hack bush' per every room. To 'hack bush' you need to wield a slashing or a cleaving weapon (cleaving supposedly faster). These bushes that you hack, will grow back fast. If bushes hacked, enter and there should be another 'hack bush' room 1-2 rooms away. 'Hack bush' again and behind that room you will find a hoary tree and a shadow serpent. Be sanced, enter, kill serpent and tree. When you hit them, fell beast will arrive - it can cast 'fear' to flee you from the room and just does some heavy damage. Fell beast hits hard. Kill serpent first - it hits harder, but has less hps, while tree has more hps and takes a little more time. You can nuke beast too from the start, but I haven't seen much difference between the time you kill serpent or nuke beast to make it flee. After beast flees from the room, it summons different snakes. Exit from these rooms are down with a closed door.
One of the rooms that loads serpent and/or hoary tree has a second second exit (other than down) which leads to the beasts lair (room name also suggests that). If you hit beast in the lair before you killed all serpents, all the serpents will be summoned there. If that happens, ouch. Nothing is ruined, just it will be more difficult to finish. After all serpents are dead, the beast will face you off in its lair. There just nuke it dead and kill all the snakes that it summoned.
Butcher corpse to get the loot.
Level: 2 legend warriors, 2 nukers (one with sanc). I believe it is possible to do with just 1 warr, 2 nukers, but will be VERY risky. The more, the easier.
Loads: Belt of fell hide, black heart.
Mobs unique to the zone:
Location: From Morthan s 2w 4s e 2s w, and say “open durin” (in any language). Dwarves can open it anytime, other races between midnight and 3am.
Strategy: To get into knight's rooms, first find iron pick in the underwater room (3s 2e 2s 2e 2s d n from entrance), wield it and start “dig east” 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.
Mobs unique to the zone:
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 an uruk in my opinion, and 5 lowbie orcs follow him - so solo warrior can't handle them all. For solo, good strategy is nuke/flee. But watch out: members of opposite race can easily trap you inside - just block floor. 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.
Only portable rooms are 1w and 2w from brush.
Level: Legend caster/thief; legend buffer + legend any class.
Loads: Full regular metal set + thick metal boots + broad scimitar.
Mobs unique to the zone:
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 narrate about your slow death in the cocoon. 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.
If multiple spiders are engaged to you, can they cocoon you that many times faster? I've always been afraid to find out by, for instance, quaking a room with 3 or so of these spiders in it. -Belamir
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 see sneakers, so backstab is impossible. 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, some 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.
Mobs unique to the zone:
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 all rest (or unfollow leader), and go s on webbing one-by-one. If you don't toss web, or try walk here all together, you will fall to room w Unqalome and get like 150 damage.
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 :)
Mobs unique to the 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(exa glyphs). There are seven different types of glyphs on the rod, and the mystical rings contains of seven stones with different paintings(exa stones). 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
To reset the order insert into random stone until this message: “A loud clicking noise can be heard, coming from somewhere deep below the ground.”
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. Left lever is date, right is month, just make it same as from “time”. 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: Solo legend any class.
Loads: Large visored helmet, full ringmail set, battle axe, 2H axe and sometimes thin plate.
Mobs unique to the zone:
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 will ruin stairs and stay alive after fall, it is usually mobdeath to
wights who will 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!). (- not really true, you can word or port out 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.
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.
Mobs unique to the zone:
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.
Alternately, from outside 'fissures' - open fissures s e n w s e n 3e to above hatch.
Another way to get from above hatch to the sign east of the hunting place - w n e s.
From sign to get out of randoms - 2s w e 2n w.
Strategy:
In the 6-8 rooms with random exits around the Wightlord (room names 'The Noble Room', 'The White Room', 'The Sacrificial Hall', and 'The Wightlord's Chamber') are ten wight nobles and the wight lord himself. Eight of the nobles wander in all of the above listed rooms, while the other two stay with the wight lord in his chamber.
Kill all the wandering wight nobles first. Since this zone will not repop while players are in it, the rooms other than that with the wight lord will now be safe. Gather the group at 'The Sacrificial Hall' - the wight lord and his two nobles will be east. Kill the nobles first, then kill the wight lord.
The wight lord will drain any damage spells cast on him, but not always. There are two (unverified) strategies to reduce the chance of having him drain spells - have the casters go aggressive, and bless the casters.
The wight lord is eff vs. sanctuary (this is also unverified), so it is actually best NOT to sanct the buffer for his room, even though he hits quite hard.
There are TWO safe rooms in this zone. One is the first 'The Noble Room' upon entering (just east of 'The Pillar Room') - you WILL want to make a campfire upon entering this room, so people will be able to know it is a saferoom if things go badly. The other safe room is 'The Underground Beach', which is just north of 'The Sacrificial Hall'.
After the wight lord dies, get the loot and key, open statue e from him, go e, unlock/open chest and get all from it; key breaks after you unlock the 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.
Mobs unique to the zone:
Location:
Sleep at the roots of Old Man Willow. After a while, you will be dragged into him and affected by 'sleep' (cannot wake up until it wears off).
Strategy:
Once Willow drags you inside, his soul will remove all eq from you and place it on the ground. You cannot pick up any item in here while Willow's Soul is still alive - if you try, the Soul will move all the items in the room from the ground into its inventory (minus the black sword, so don't worry).
The first person to wake up should wake the rest of the group - either bash disengage them, or just hit them. The inside of Willow is mudlled so that it is easy to 'escape' even if you don't have the skill practiced - so don't worry about being engaged to a groupmate in a no-exit room. Just have both people fighting 'escape'.
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 fewer 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. 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 goes wrong, and the person with the sword hits someone inside willow before the blind goes in - both engaged should try to 'escape' (see above).
NOTE: If someone outside starts killing Willow while you are still inside, YOU WILL MOBDIE! Make sure to check 'where' occasionally while inside, just to head off any Willow groups that show up.
The ONLY way to get out from inside Willow is to call Tom Bombadil. This means that there is NO WAY to get out as a dark-side player - so this smob is not do-able by the dark side.
Level: Hero+ buffer and a Hero+ mage or cleric. If you want the black sword, the caster needs blind (also works if the buffer has an opal jewelled ring - just remove the ring and you're affected by blind for a short time), and the caster needs remove curse as well.
Loads: The Black Sword.
Mobs unique to the zone:
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.
Mobs unique to the zone:
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. He calls all the dunlending trappers/hunters in the zone so its best to pick the front gate shut first.
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!
Orc shamans (or BNs with 95% awareness/nightvision spell, or just cast unstored earthquakes) can cast darkness and just kill mobs one by one, they can't see in the dark so they wont assist each other.
Level: Same as for Wuda.
Loads: Steel-shafted spear, wooden wall, Horse of Rohirrim.
Mobs unique to the zone:
Location:
Eastern edge of Anduin Vale zone.
Strategy:
Best to have at least 1 cleric and 2-3 warriors. Start at max southern edge of the forest, Sanc primary buffer, and go east until you find mobs. When you encounter a group of trees, there will ussually also be some roots. The roots do very little damage, so unless you are unsure of your groups ability to handle Mirkwood do roots last. Now, in all of Mirkwood there is ONE gnarled tree. When you attack any other tree, it comes to help them. Gnarled tree bashes and hits VERY hard, MUCH harder than any other trees in Mirkwood, so its VERY important that as soon as gnarled tree comes, all casters nuke it, all non-buffing warriors disengage and hit gnarled. Once gnarled is dead, Mirkwood is much safer place to xp in until zone repop. Gnarled should come on the first group of mobs, if not the second. Once first group of trees is dead, proceed to clear the forest going 3e, 1n, 3w, 1n, 3e.. OR 10n, 1w, 10s, etc whichever you prefer.
Now, any time you move in the forest there are 2 places that someone can fall. One person (maybe more than one at a time, but ussually not whole group) can fall down to Grey spider. If this happens, they should flee/go north, and open exit and wait for group to come clear mobs above. Second place you can fall is more dangerous. Whole group (individual members can save) can fall to Ebon Wraith… if this happens buffer must quickly rescue casters, while someone opens exit (delayed). Blind/bash dis both men and wraith also if you can. Don't nuke Ebon Wraith, it has an awesome sanc. If group must flee, there is a high chance that Ebon Wraith will teleport away before you can heal up to try again, so make your best effort to kill it the first round. It is rumoured that you only fall down to Ebon Wraith at night, so be more careful then, but I have not confirmed this myself.
The forest is divided into two sections, with a “safe” strip between them (Where Ushurg is) - look at the arda map if you don't know what a mean. Clear the southern section first, the groups of trees here are larger and more dangerous, but the forest is much less random here. Nearly all the large packs are along the far eastern edge, but there are a few that aren't. Now the northern section is very random, contains Eblees himself, but has very few large groups of mobs. Before trying to find Eblees, have all casters refresh defensive spells (Armour/shield) as they will not be able to do so once you reach Eblees. Walk around (I tend to go north/west) killing mobs as you proceed, until you find Eblees himself, then quickly go south and wait for the rest of your group to catch up. Any mobs in the general vicinity that you failed to kill will come to help Eblees when you attack him, so try to not skip too many but its ok if you miss a few. Once whole group has arrived safely 1s of Eblees, have warrior tank, blind and bash dis everything, and if there are very many mobs, nuke/kill roots first. Eblees himself is not very strong, 2-3 warriors and a cleric kill it quite easily unless tons of trees come (Such as if zone just repopped). If you somehow find that you are not going to be able to manage to kill him, you can walk out of Eblees area at dawn (There will be a message that says the trees seem less dense or something to let you know its time). Once Eblees is dead, go south, east, and on the ground there will be ALOT of random equipment. Pick up anything valuable. Typical loot includes items such as Bejewelled Shield, BSB, BHSB, some gems, etc - as well as the equipment of any players who died to Eblees recently. When done, go w n and a few west to leave the forest.
A few general notes:
The roots in Mirkwood are not so bad as the roots in other places, you will nearly always be able to escape them before you die, unless perhaps you are armourless caster in plain cloth against many trees…
Elf warrior is the best to buff Mirkwood, since they are eff vs. wood - same goes for Willow/Fangorn/Old Forest too obviously. Sanced elf def warrior is a very good tank here.
Followers who don't have any (or very poor) track will get randomed more often. Follower with 100% track will almost never get randoms in southern mirkwood, but it may still happen around Eblees area even with high track. If you only have 1 warrior who has no track, make him lead if he can.
Level:
SMOB group of fairly well geared legend players, preferably including at least 1 cleric and 2-3 warriors.
Loot:
Random, can be nearly anything. Sometimes you just get junk like water skins and backpacks, sometimes you get several legend items like Bejewelled shield etc.
Mobs unique to the zone:
Location: Dunland
Strategy: Main point of this strategy is to avoid mobrips (which are frequent here). Do tower first, and then do the patrol under tile (which is secret d from guardroom). Get the key that loads on the patrol. It works on the door dww of tile. Now people usually mobrip due to repop of dunland orc caves. If you lure 2 patrols from central cave area, and lock them in under tile, then you can xp safely in the caves. Leave the locked-away patrols alone - they are mobs that you will get a lot of trophy on soon enough anyway.
Patrols will NOT go up tile, and if gate-guards are alive, you can not go down tile. Note that patrols also prevent you from going up tile, so be extremely careful here.
Level:
Mobs unique to the zone:
Location: Fangorn.
Strategy: The basic idea is that killing trees in Fangorn works much the same way as trying to kill citizens inside a city, with a few notable differences.
Wanted status: Trees and Ents count as citizens. Like in any other city: attacking or killing a citizen is a crime and if there is a witness to that crime that isn't fighting, it may report you. Aside of that camping and using fire or lightning magic is considered a crime too. Camp fires seem to attract trees who then make you wanted if they find you hanging at the camp fire. Once you are wanted you will get several warnings to leave the forest and then become wanted dead at which point any tree you run past will start to hunt you. They can cross water.
However, until you are wanted, you can kill the trees in Fangorn without much difficulty. While they will assist each other, they are usually solo, and do not hunt.
After you have attacked or killed a tree, you need to start being careful in your movements through the forest. The longer you stay in a room with any tree-mob, the more likely they will be to inform you that you are (or will become) wanted. It does not seem to matter if there were any witnesses to this crime or not. However, there is one way (besides avoiding the tree-mobs) to avoid getting flagged wanted: while a tree is fighting, it will not advance your wanted status. This means that if you only attack trees that are solo, and always hit them instantly upon entering their room, you can delay getting wanted for a long time. (Note: this is kind of a mix of untrue and inaccurate information. Clarification: Thing is if you aren't reported yet killing only solo trees helps you remain unreported. Then it doesn't matter how fast you hit them. If your crime was reported, then hitting trees instantly prevents them to give you warning about leaving forest - as they can only do so while not engaged - hence it allows you to stay in the forest bit longer (you become wanted dead with the 5th warning) - this works in other cities too, only the warning is different. Of course if you are already reported it doesn't matter anymore whether they are solo or not, as there is no difference to being wanted for 1 or more crimes in Fangorn. /Elestir)
Also, note that one aspect of city justice works much the same in Fangorn: if you are fighting a citizen (in this case, a tree), flee from it, and re-enter its room, it is very likely it will advance your wanted status. (Clarification: that's because the victim itself is a witness, and the only reason it didn't report you before was, that it was prevented from doing so because of being engaged in combat. /Elestir)
Once you have become wanted dead, it becomes very difficult. Not only will the trees hunt you, but if you start fighting any tree, there is a good chance that trees nearby will converge on you.
Alignment of trees: If you are a BN, you need not worry about alignment loss.
If you are playing a good-side character, stick to trees with keyword “huorn” if you want to avoid losing alignment. The giant yew, haughty elm, mature linden, ancient oak, and black alder trees all have this keyword, and are safe to kill without any drop in alignment. Aside of these, also tall ash trees are killable and non-good.
In addition to these, there are several more trees that are “borderline.” These trees are very slightly good aligned, so you can kill quite a few before you see your alignment drop visibly. The slender hornbeam and tall scots pine fall under this category.
The imposing beech tree and birch trees are significantly good aligned, so do not kill them unless you want to spend a lot of time fixing your alignment. (The same goes for the named Ents, obviously.)
Other information: There are 12 different types of trees that are solo-able in Fangorn if you are a BN, and 6 (or 8, if you're willing to lose a bit of alignment) different types if you are playing a good-side race.
The trees are stabbable, but realize that stab/fleeing is likely to make you become wanted rather quickly.
Trees seem to be EFF vs MISSILE.. I guess? I tried a (regular) crossbow with enchanted metal-cased bolts (which is a very high damage combination even against a non-metal-clad opponent) and it was literally doing “lightly shoot and tickle” every single shot. With 2 parrysplitters. Missile seems to be totally useless against these things. -Belamir
A solo mage with a charmie (mother eagle works quite well) can solo Fangorn easily. Have the eagle buff, and trees die in 4 fireballs plus change. Since trees start off being worth upwards of 20k apiece, this means that for a BN, Fangorn is an easy 3M exp or so (approx. 200 ents).
Do not try to solo Beechbone, Treebeard, or Leaflock. (Treebeard required 68 fireballs and a bit under 2 hours for me, yielding approx. 160k xp - Scad)
Some trees switch, and most are not bashable. All trees have a mudlled bash attack which can damage your sword and shield, and can make you unwield/remove them.
There is exactly one tree in Fangorn that you can kill without any risk of getting wanted. A bit northwest of the Ford in the River Limelight (at the northern border of Fangorn), there is a hidden exit north named 'foliage.' Behind this is one black alder tree mob, one black alder tree item, and a clump of roots. This tree seems to be outside the 'justice' system of Fangorn.
MANY THANKS to Kvetak, who provided most of this information.
Level: Hero mage or cleric with charm, or legend thief.
Mobs unique to the zone: