     \ ___                     \       /   /)                 ___ /
      \    \_______________     \\ _ //   // _______________/    /
       \      //-  -    / \\__,- .\ /. -,((_// \   -  - \\      /
        \    //   ****************) (*****************   \\    /
         \  //   /****************,_,*****************\   \\  /
          \// __/ *               THE                * \__ \\/
          /       *              INNER               *       \
                  *              CIRCLE              *
                  *************M***\/***M*************
                             TIC WALKTHROUGHS

NCMUD DIRS
Reedited by Elite
 
centaurs is s 3e 2s 5w 4n e n 4w d u n

Sailor Moon
Entrance to zone from market square: 
------------------------------------
11w,n,3u,13n,u,2n,slide e twice

Equipment you can get with these directions: 
--------------------------------------------
Ice Patch, Bubble Ring, White Gloves, Fire Scrolls, 
Rune of Mars, and Jupiter Suit.

This part of the zone can be done with one mid-high level archmage and one mid-high level blade, assassin, or avatar.  
If you don't have an archmage you need 3 blades to do it :p
--------------------------------------------

=====Mercury=====
First mobs are non-agro Sammy, aggro mom and dad kill them then open door north. Go all north, all east, all north.  
Open door north.  Inside are student.s non-agro.  Kill all the students, they are in rooms to the west of first student.  
After students are dead go all east again, and open door north non-aggro Kill Melvin. Go south, 2 west, and unlock door 
north.  Open door and kill haruna.  Go south, 2 west again and unlock door north to mercury. Mercury is quaffable, and 
fleeable, but hunts, blinds, and freezes so try to stay organized in there.

=====Venus=====
From wherever you killed mars, find your way back to the room all north of mom and dad.  Then go all west and unlock the 
barricades to the north. From here, till you make it all north there are rooms with aggro spies in them.  The cast so 
put equipment away.  They are easy to kill.  When you've made it all north, Artemis is east.  North of Artemis is Venus. 
Venus casts but doesn.t freeze, or blind so it seems easy.   But Venus is a little bit harder to stun so watch out :p

=====Mars=====
From Venus, you go north until you get to intersection, then go all west. There are more spies along the way so be 
careful in there.  Chad is easy, kill him, unlock door, open, and go north, and all east kill grandpa for key to Mars.  
Mars is like the others, casts, is not fleeable, harder to stun than the previous two, and casts Solar Flare.  

=====Jupiter=====
From Mars, go e,s,and all east to get outside the arcade.  There might be more spies, so watch for them.  From all east, 
unlock door north, go in and kill Andrew. From Andrew to Jupiter there are like 4 or 5 rooms with 2 patrons in each.  
One patron to a person is easy to tank, 2 patrons could get ugly.  When you kill the last patrons you are west one room 
from Jupiter Jupiter is the strongest of all of them, blocks flee, casts, Just keep it stunned and rescue your archmage 
so he can keep stunning..:) that.s all folks..

Soundproof Zone:
Acid part
Youma's Spit Acid 2n door n all d 2n w n 2e s 2n w n (Escaped--room title) n all up n all east (2ppl rooms except last 
room east) n Jedite

Jedite --> Aggressive--Key
s all w n unlock rock
All n slide in room 2e n 2w n 3e n u n (intersection) all west north

Zosdite--->Homing Crystal (don.t remember about her) Key to Neflyte (end) 2s open door 
Go back to intersection

1n Malachite 2n Tuxedo Mask
Tuxedo Mask--->set wimpy max, non aggressive, pummel like hell, can kill a whole group at few scratches...n

Queen Beryl -->.......don.t' remember   open throne 2d Queen Serenity

Queen Serenity DP Only Anti-Backstab  all up n e n
More Youma's n e s e n n door n cell n Sailor Moon

Your done, recall and go back to the entrance
3e d 2n all west 2n all west all n unlock door Neflyte,
Neflyte-->Anti-Backstab,(dispel him)
Then Your finished... :)

Sailor Moon (shorter version use with other version to help)

     Sammy, d, Mom/Dad, open door, 2n, 3e, n, open door, n, w, open door,n, Melvin, s, 2w, unlock/open door, n, Haruna, 
s, 2w, unlock/open
door, n, Mercury (hunting), s, 5e, 2s, 6w, unlock/open barricades,
3n, w, n, e, n, 3e, Artemis, n, Venus (blocking), 3n, 4w, n, Chad,
unlock/open door, n, e, Grandpa, w, unlock/open door west, w,
Mars (blocking), e, 2s, 7e, unlock/open door, n, Andrew, e, n, e, s, e,
Jupiter (blocking), w, n, w, s, w, s, 3w, 3n, Molly, 2n, unlock/open
door, n, 2u, Guard, 2u, e, Luna, u, enter portal, 3n, open door, 3n,
4d, n, Guard, 2n, w, n, 2e, n, w, 2n, 2u, Guard, 2u, 3n, 4e, Guard,
open chamber, n, Jedite, s, 4w, unlock/open rock north, 2n, n (slide),
2e, n, 2w, 2n, 2e, n, Negaforce, u, n, 4w, open door, n, Zoisite, s,
4e, n, Malachite, n, Tuxedo, n, Guard, n, Beryl, open throne, d,
3 Guard, d, Queen (dispel/fleeable), 2u, n, u, 2n, e, s, e, 3n, e, s,
w, s, n, Shadow (dispel), open door, n, open cell, n, Moon

     Sailor Mercury Bubble Ring 5dam 4hit 12ac (ring)
     Ice Patch 2dam 3hit 9ac (tattoo)
     White Gloves 5dam 5hit 10ac (hands)
     Rune of Mars 2dam 30mana 8ac (rune) (magical)
     Sailor Mars Fire Scrolls 4dam 100mana (holdable)
     Sailor Jupiter Suit dam5 hit5 ac22 (body)
     Neflyte's Boots  dam6 hit6 ac10 (feet)
     Homing Crystal 11d5 dam6 hit6 (2attack)
     Imperial Badge of the Negaforce 2dam 3hit 9ac (badge)
     Black Cape of Tuxedo Mask dam6 hp75 ac12 (about)
     TopHat rent reducer (container)
     Imperium Crystal dam5 hp75 (light)
     Star Locket dam6 hit4 ac12 (neck)
     Moon Tiara dam7 hit7 ac17 (head)
     Crescent Moon Rod 9d7 dam7 hit7 (3attack)



Mortal Kombat
M[] 6w 3n 2e 5n 3e 5s 3e 3u 7n (open throne) d n (pick entrance) (open) d (open gate) north.

Subzero:
3w-- 2 Abominable Snowmen, no quaff no magic 6ppl needed. One has an ice
pick (unlock freezer) (open) w --Subzero no quaff no magic. Ring of Frost

Reptile:
From entrance 3n e n (open grass) d --3 baby acid spitting reptiles
no magic no quaff.  d --Reptile no magic no quaff  Reptile boots

Luikang:
From entrance 3n w n go west until you see island north to get to island 3 mobs blind all. pretty easy.  n 3u 2 mobs no 
quaff no magic, open north door for Luikang no magic no quaff.  Wristband

Kano:
From luikang--open secret u open door s 2w kill sheriff unlock cell (open) w --kano 2ppl room non aggressive hits very 
hard quaffable. Mask of Kano

Sonya:
All east kill sheriff unlock cell kill Sonya get key go 3w all n unlock
Bonegate. This comes to the Challenges - 1st 2nd 3rd All quaffable, last mob noobsabot. Is aggressive has key. Go all 
north unlock gate 4 north open chair--look for demons, hit very hard, but die at one backstab d s 4e 1n 3e open hatch u 
-The Armory--keeper has key.

Goro:
w 4n no magic no quaff Belt of Goro
Tsung Shung: n Robe or Tshung shung

Kintaro:
e Collar or Kintaro: pick door e

Shaolin:
Spear of Underworld
open treasure d, Fists of Mortal Kombat
That.s it

Scorpion:               
From entrance go east then north north eastern corner look for a
hidden door easy kill :)  harpoon
If you ever happen upon the protector run like hell.

Midnight Macabre!  - The nails portion
Entrance to zone - 8e,2u

From the entrance go 5 south, east, and 2 down.
There is a wolfman here, he blocks, and you can blind him, but watch out for the wandering crypt thing. South is a 
corpse, kill him and that's the key you need for dracula's altar.
Go back north, 2 up, west, south.... then 2 down, 2 south and there's another wolfman, although this one is a magic room 
so you can quaff.
South is the small dracula, blind him before you start to attack.
Down is the altar, which leads to the Big Dracula with the nails.
Unlock the altar with the key you got, and go down to blind dracula....
Now, you CAN flee from dracula, but you flee to random slide rooms which lead you to various mobs.
You CAN recall from those rooms, but if the mobs attack you, they might kill you, so it's probably better to leave wimpy 
OFF when fighting dracula.  He only hits about 600 hps or so per round when constricted, so that's not bad.  You should 
be able to kill him easily with 2 stunners.
After killing him, the easiest way to leave the room is to remove your anti summon eq and summon your  chars to town.

NOTE- Just about every mob in this section sacs, and sacs and believe me, some can even sac
your entire corpse. You should have a druid and since this part is all cold_rooms get like a gumby suit or something and 
put it on him so he doesn't shiver.  The mobs here do NOT see_shadow but most if not all are aggro, and ALL of the rooms 
are nomagic unless specified otherwise.

Also, do NOT forget to repair your nails after getting them, because they will break otherwise.


.	DROW
Courtesy of Onyxhawk.
Can be done with almost any fighting/cloaking char combination.

.	The Adamantite Bracers of Darkness equiped by The Drow Armourer - 2w, 2n of entrance. Kill guard, go north, kill 
mob.

.	The boots of speed equiped by The Drow Weaponsmith - 2w, 2s of entrance. Kill guard, go south, kill mob.

.	A blackened adamantium flail carried by The Drow Cleric - 6w,2s of entrance. Kil guard, go south, kill mob.

.	A black twisted belt-dagger equiped by The Drow Gate Guard - 4w, 2n, kill guard. Mob also has key to the palace 
gate.

.	The Helm of the Four Winds, The Ancient Badge Of The Seven Kingdoms, Spider-scrolled rune.
(a golden key carried by The Elite Drow Guard)
- Located in the palace. 4w, ,2n, kill guard, watch for wandering weaponsmith. Use cloaked char to slip past guards, and 
elite guards along the way.  Or just go in  mass and kill them. They group and spell.  Dirs. from gate: all north, up, 
2n, down. Kill elite guard with 'golden key'. Unlock/open golden. no-magic rooms. Mobs block. Sleep and kill etc. 2n, 
west. Kill mob get rune. West to get into treasure room for helm and badge.  (Note: going down at room 2n from golden is 
a DT.) The next four mobs have aggro, grouping mobs in the same room. Cloaked magic user can go in to sleep and/or blind 
them. And then take out main eq mob.

.	The Ring of the Ancient Wizard equiped by The Arch-Wizard of Drow
- Located 4 west, 4 south, all west and north of entrance.

.	The Battlemasters Gauntlets equiped by The Battlemaster of the Drow
- Located 4 west, 4 south, all west and south of entrance.

.	The Holy Relic Of Dai'Shan equiped by The High Bishop of the Drow
- Located 4 west, 4 south, all east and south of entrance.

.	The Shadow Leggings equiped by Someone (Thief)
- Located 4w,3or4 south, all east and north of entrance.

Now return to crossroads at 4w,4s and kill Drow Guardsman for adamanite key. Unlock/open gate. (A tiny key made of pure 
adamantite carried by an Imperial Drow Guardsman.)

.	The Wristband of the Goblin Army equiped by A psychotic goblin
- South, 3 west and north. Kill hamster and goblin to get wristband.

.	A bag of holding carried by The Mother Of The House
- s, e, s. Kill mother. Hits a lil hard.

.	Fire Shield (drow)
dam 5 hitr 5 ac 15
(The Pitchblack Robe of the Dragons equiped by Zalakharani'a Al' Lan Mandragoran the fire shield equiped by 
Zalakharani'a Al' Lan Mandragoran.)

Just get to center square, go all south, take out the imperial guard, unlock/open door, watch out for teenage girls. Go 
3 west I believe, 2 south, 3 east. Careful on last room some more teenage like mobs will be there, just go east south 
quickly, peek past the dt. It.s a fake and follow the path that goes up taking out the baby dragons. Take out the giant, 
keep going up and 2 south is the fire shield mob.
** Careful with the fire shield mob, he's in a no-magic room and spits fire.

.	Scale of Acid Worm (drow)
From entrance of drow go like 4w to the center square. Then go all south and kill guard, get key, and unlock gate. Watch 
for teenage goblins to walk in and kill them, then (A multi-colored phoenix feather carried by A hill giant) go south 
and hunt hill giant. You may get attacked by an agro mob real easy, just return hunt after kill it. You will come to 
baby dragons, kill them and go up. Kill giant and then kill baby dragons and get key from giant. Recall (or walk back) 
and go back to drow then go 4w and all north, kill mob, get key open gate watch for a walkin aggro mob. Then go north 
until you come to a fountain in a square like 3n. All west, unlock picture, open picture. 3n kill mobs as you go unlock 
cell at 3n open cell go west kill executioner, then queen, then pick dangerous, open dangerous, go west dispel acid 
worm, kill worm. 
(NOTE: Worm spits ACID so be careful.)



PHASED BRACELET  
2n, w, n, w, 7u, 3n (4th n is the vortex which is where
everything sinks to - slide room), w, n, 2w, n, w, 3n,
e, d, n, w, d, e, n, get all trash, e, s, unlock/open door
s, 2w, d, 2e, kill spider, 2n, d, 2s, w, open trapdoor,
d, n, e, w, s, u, w, open door, s, kill witch - get key,
n, u, n, e, s, unlock/open phaseportal, 3u (1ppl bottle-
neck to the top), kill head witch - get bracelet



STARWARS 
From Mystic Shop in Olympus: e,2s,e enter display.
On the way to Leia.
===================

(Most the mobs in this area other than the main mobs can't hit someone with -250 ac.)


Head 2n, killing jawas 2 open hatch n, n, kill jawas 3, e, kill jawas 4 no quaff for rest of jawas, u, kill jawas 5 w 
open door n, n, kill both c3po and artoo (both spellable) get key, s,e,d,w, unlock/open 
hatch n, 2n, kill 2 raiders open rock, e, kill obi wan open door n, 2n, open door w, w, kill 4.mob one w/ smelly key he 
flees - have one person follow him to make it quicker.  Then all w, all s, unlock/open door w,s,w, kill chewbacca 
guiness and blind, e,2n,w bash door w, w,n, pick cell n, open cell n, (2 person mob make sure it has eq first)
HINT: Silk Dress is most likely at limit.  Send someone who can see inventory to make sure it.s loaded before you kill 
:) open grate acid mob east - one person. Run through one at a time.  South is a flying 
DT, go all south killing mobs until doorway.  

Enter Doorway
n,w,n,e,w,2n,e,s,n rest go east until you get into cave mouth w/o sliding.  If you slide back to room right outside of 
cave..go east again. This area is soundproof. If you slide back to the beginning of the maze.. use the original 
directions I gave.. n,w,n,e,w,2n,e,s,n.... Once inside 2e,s kill wampa, open ice, w, 4n killing imperials, 
rebels assist so don't kill them e, get all from corpses food, quaff, and rebel keycard - key, w,n,e kill AT-AT anti bs 
and anti pummel he hurls bailfire - either set wimpy max, and stun your ass off..or wimpy off and use a druid to miracle 
very fast after you get hit w,n get rebel corpse, unlock/open door e, e,d,w,n enter doorway, 2e, kill mob, s open cave 
yoda is 2ppl room so 2 of you go east and rest sit, e, kill yoda(2 person room), w,s,w kill image, 

Enter Tree 
Open door s,s,e open door n, n, open door e, e open 730619476, open door n, n, pick door n, n kill Lando no quaff and he 
sacs - get key from strong box, 2s,w,s,2w, n,e,n, unlock/open door north,2n,2d slide room, 2s - Kill Bib, unlock/open 
gate south, 2s, open door west Han and Boush are west - Han sacs and Boushh dpunches - kill Han first he dies very 
quick, w, kill - get key from Boushh, e, unlock/open door south,s 

Jabba:
All but 1 or 2 on jabba and rest smugglers on smugglers. You can taunt guards out.
DO NOT DIE or you are very likely to have eq sac'd your corpse sinks into a room w/a saccing corpse here open grate, d, 
kill corpse saccing he can be solo'd, but hits kinda hard, to be safe quaff every round and don.t bother with 
stunning...that is if your group died and you are soloing him like me :) w, kill 2 corpses - saccing, w, kill rancor,

Enter Doorway
kill all mobs in way (watch at-DT.s hit very hard bikes are agro) going 5e, kill commander - get key, 3w,u unlock/open 
wood west(portal),(watch for Ewoks they are agro do not hit hard but are like Jawa's) u,e,u, unlock/open wood 
east(Wickett), e, kill wickett,w,d,w,d,w, 

Enter Doorway
 n (guards can be dispelled and guin)
kill guards (2), n - kill guards(3), get key - unlock/open door north, n - kill Vader(Vader, Emperor and Luke reflect 
damage), n - kill Emperor(he casts energy drain), n - kill Luke, n, enter doorway, get pins - FINISHED ZONE!!!

MOBS W/ EQ: 
            LANDO   - MASTER CONTROL            3dam 3hit   10ac badge
            KENOBI  - POWER OF FORCE            2dam 3hit    8ac rune
            LEIA    - FLOWING SILK DRESS        5dam 5hit   25ac body
            CHEWIE  - WOOKIE BELT               5dam 100hps 15ac about
            AT-AT   - HIGH POWERED SPOTLIGHT    5dam 50hps   -   light
            YODA    - PYTHON NECKLACE           5dam 75mana 10ac neck
            RANCOR  - RANCOR CLAWS              6dam 6hit   10ac hands
            WICKETT - EWOK SPEAR                6dam 6hit    -   hold 
            VADER   - MASK OF VADER             6dam 6hit   20ac mask
            EMPORER - DARK SIDE RING            6dam 100mana 8ac finger
            LUKE    - LIGHT SABER               8dam 6hit    -   hold


BC PILL QUEST
8e,d,3n,w,kill guard with key,unlock/open door,w,2n,w,
2n,3e,open door,2s,read note,kill dwarf with castle
key,2n,3w,2s,e,2s,w,open trapdoor,d,kill wraith and
get key,u,4e,2n,e,2n,unlock/open door,3n,unlock/open
door,e,3u,eopen door,n,get key,s,w,3d,w,5s,w,2s,unlock
/open door,e,d,2e,unlock/open door,n,e,2n,w,s there
are two exits w and n,d is a DT,w is the Mazekeeper.
this is a magic room so you can dispel, blind and guinness.
Set wimpy high and you can flee/quaff.

MIDGETS 
From Market Square:

8e,4n,2e,n, go all east get key , come back to main road, go 3 north, 3 
east, n, slide e, follow dirs to large doomed room, open door,n, get the key,s,d,3w,s,w, unlock/open curtains, 
5w,s,e,s,w, pick/open wall s, kill Lancaster, n,e,n,w,n,2w,n,w,s, kill fire breather, unlock/open curtains/ w, 
unlock/open glass, slide west, unlock/open gate, kill ringleader, d, and you are at the start of midgets.

(Ok in this part of midgets you must kill all the mobs in each room that you enter.  The mobs don't hit hard but they 
are aggressive and assist so do not stun them because if you get stunned by stunning, you may be dead before you know it 
so go in and type: kill midget, and then be ready to quaff, quaff.)

From here you want to go 2n,e,n,e,n,e (this is a slide room so go all e and kill),w,s,w - trap here,s,w,n (this is a 
slide room so go all n and kill),w,open rock,w,2n

Ok, now you are at the part where you can cloak a summoner and walk past a few mobs, so cloak and then go n, all w, u - 
then have everyone else recall out of the zone and summon them to where the cloaked person is.  

Now, go up and kill the next mob, then go up.  From here you will enter the trapeze - this is a tricky part and you 
cannot quaff here except at the safe house and at the top of the platforms.  SET YOUR WIMPY HIGH.
The mob you are going to be looking for is "Fazule"  so keep sliding til you get to him, then don't attack.  Just stand 
there and wait for him to attack you because if you try to attack him you will slide away.  The best way to do him is to 
have Black Scimitar from Avatar Graveyard because it is an auto-attack weapon. After you kill Fazule go to safe house 
and unlock/open curtains n.  (BY THE WAY, DO NOT EVER GO DOWN B/C RAVIOLI BLKS AND SEES THRU CLOAK AND SUCKS)
Once you have gotten the key and entered the curtains, go all n.  Have everyone meet all n, because it's slide rooms.  
After that you will go thru the flying DT maze.  Here are the dirs for the maze:

From safe house: All n, 3e,s,e,s,e,n,e,s,e,n,2e,n

You are now one room south of big cheesehead - take your bigtop ticket from the beginning of the zone and unlock/open 
spikeddoor.  Go n and kill cheesehead but leave a postman in case you all die.  Cheese blks dpunch and is no flee no 
quaff - hot room.

ONE LAST NOTE:  IF YOU DIE OR GET DISARMED AT FAZULE AREA YOUR CORPSE OR WEAPON WILL SINK TO EITHER THE SAFE HOUSE OF 
THE CIGAR ROOM SOUTH OF THE GYPSIE KING IN THE CARNIVAL

MALICE
From mk[] go s,4e,all s, enter ship
after you enter ship, 6w6s2ws2w3d3s3e3sw(use speed walk cause of thugs), w,n,2e,n 
Enter Hole(slide)
6e,s,w open mushroom d, kill mushroom boys (no magic, flee able)u,n, open 
mushroom d, u,4e,n,e open mushroom d, u,w open mushroom d, u, go south and find tree. 

open stem, u, open cap, u, kill caterpillar, enter hookah, 2es2e, (scare 3 mob fol it and kill it)go like n,n 
unlock/open gate,e,kill baby ( 1 backstab should do it, baby is blk_magic, best to set the group on dutchess and have 1 
person backstab baby) kill dutchess,(agro)
e, kill cook, open backdoor, go east until u see mouse and hare north when u peek north, goto mouse and hare, (DO NOT 
USE THE WORD MOB at hare or hatter), attack hare,e,kill hatter, all east,all south from here is jabberwock extremely 
hard hitter maims and reflects alot (have druids to group heal or die, it is quaffable though but better to keep it 
stunned), all n,unlock/open hedge e,white knight is no magic no flee, 2e, red knight, use backstab for both knights,at 
dead, after u kill the white and red knight, all east, 2s , w, unlock/open wood(key from a one of the blocking mobs,n 2u 
w, kill ringtail cat( flees), one west of mob is a DT (would use backstab if small group), e 2d s, go south until u see 
croquette field, all 1 way links and no magic room, every mob except 9th wicket (do not have to kill the other wickett's 
someone can solo the wickett does not hit hard)is NOT anti rune,all 1 way links and no magic room, after u kill 9th, e , 
pick/open portcullis, e, pick/open portcullis,hun, after the wickets don.t kill the guards walk a druid past them and 
summon everyone thru down from the guard room is the moat monster and you will flee into him and die a horrible death 
(he is killable though in case u mess up)so just walk past them they only block blades, get to the safe room and summon 
everyone, Next u will be searching to the north for a way north now it is time for the guards the guards are hard 
hitters and reflect so be on guard or they will kill u never fight more then 2 in a room at a time (You can flee but 
best not to u might flee in a room full of them). Make your way throughout the trail till u fight through all the guards 
and find the Captain(key) (captain is an agro aciding mob). After u get through him to the south is the garden west in 
the garden is Humpty after u find Humpty u will notice alot of mobs in his room.. Humpty is not agro through rune. There 
will be Humpty, horses(block magic), and guards(sacc),The trick here is to kill the guards first there are 4 guards and 
they have less hp.. make sure everyone has anti rune and split everyone on them (may need to get more help) then after 
they are killed kill the horses then humpty. Next go all the way back to the beginning and find the castle door open it 
the first mob u should find is the king, 2 person easy mob doesn't hit hard, next should be tweedle dee and tweedle dum, 
blind both and only have to kill the one with eq, next find the kings bedroom and unlock drawer and get all drawer 
should find nice amount of gold and a key. I have not had time to map the rest.

*****************************
Teenage Mutant Ninja Turtles Zone
 
This zone is a relatively easy zone and is pretty short. It also
has a few nice pieces of equipment so it's all fun :) Make sure
your whole group has rune. It sucks when you have to put up with
a retarded groupie who gets the group killed cuz of this... Alright
to start go 3south, down, south, all east, 2north, east, north, and
down. This is the first room in the zone. Go 2north, east, north, east.
Kill all of the rats you come across along the way. Not sure how many
there are. Rats have alot of hp but don't hit too hard. The next mobs
you'll come across are Old, Moldy pizzas or something like that. These
mobs suck alot of ass but are not agro through rune so have rune. They
acid and sac and all that good stuff so i'd use a naked druid for this
part instead of bringing the whole group along. With naked druid go 2n,
east and scare all of the mobs out of the room because they block. Open
wall north, go north, then close wall south. The next few rooms are two
person rooms and have cobwebs in them. Cobwebs are like Dark Priests in
tapis zone so they hit really hard and suck if they gang up on you. Go
north, west, north, east killing all the cobwebs then go south. Splinter is in this room and he has a key. He isn't agro 
through rune so make sure group has rune and get everyone in the splinter room. Kill splinter and give the key to a 
naked druid. Have the druid go north, west, south, east, south, west, 2south scaring all the pizzas out of the way. 
Unlock/Open manhole u. Up, east, south, east, south, west. Casey is not
agro through rune so spell him up. Kill him. He has the  Easton Batbag
which holds 1000 midgets. The bats inside the bag are just trash. Get
all dumpster. Unlock/Open door north. 2north, all west killing wandering reporters. They're easy mobs. North and kill 
vern. Get the keys from him. go back south. (South of here is bern. He's a copy of the mouse in malice so don't mess 
with him). All east, south, unlock/open door east. Bebop and Rocksteady are east. They hit kinda hard but are 
dispellable and die easily. Go east and kill them. Then enter hole and you'll slide to "Abandoned Corriodor..." This is 
the start of a sorry excuse for a maze.
The maze is quite simple just stay out of the rooms that have the word
"An" in the room name. The directions through the maze are
n,e,d,n,s,e,d,w,u,w,s,w,n,n,u... Up, go all north killing every foot
elite mob. There are 12. All north and get mark. Go east and kill krang
and shredder. Krang has weaker HP so he'll die fast. Get claws from
shredder. Have group enter screen and stun Donatello (Brain). Then
north and kill Michelangelo (Numchucks). Go east and kill Raphael (Armbands) Go south and kill leonardo (Blade). Then go 
down and you're done!

Earth Prime
From mk[] 7w,6s,4e,d,all n
Part one has: ID Badge, Core's Tattoo, Quartz Ring, 
Cool Shades, and .45 Vest Auto.

From all n, east is warhawk he carries ID Badge (easy mob, nonagro), kill him and go up. Cops assist but are pretty easy 
to kill if you have someone to heal you, or you can gust and kill one at a time. Go all north, e is Calliber, he has 
quartz ring, and key to the sewers that you need to do the rest of the zone. On the way to Caliber the down exit go east 
two guards, kill them, and north is Core. On the way to Caliber, 
the up exit and all north to the Captain and he has a key you only need to get this key if you want cool shades or .45 
vest auto. get the key, doors to shades and vest that is 1 south and east and west.
(There is a short cut by only killing the caliber mob and getting the key u can skip the rest especially if u are in a 
hurry.)

Part two has:  Billowing Cape, Interpersonal Combat Armor 

From the room all n, just before Warhawk, look down. unlock the 
covering with the key from Caliber. Down is a maze with aggressive 
assisting mobs called Slayers. There can be 1-4 slayers in a room,
they breath, group up, and hit pretty hard unless your ac is really high. Dirs thru the maze are s,4w,n . The last room, 
after 4w, is a 2-person room with 3 Slayers. After the last slayers are dead, bring the group all north (remember the 
2-person room). East is a mob, and north of that another mob called Avenger. Avenger carries Billowing Cape. If your 
group doesn.t want the Cape skip that part. Instead go west. Peek w, and peek n. The way has the least security drones, 
choose that direction. Split the group on the 2 drones and go in guns blazing. If you went west, next mob is north, if 
you went n, next mob is west. The next mob Template, carry's Interpersonal Combat Armor. After you kill him, enter the 
portal.  

Part three has: Redemption's Power Harness, Silver Cross, Rune of 
                Immense Power, Samus's Cosmic Gauntlet, and Burner.

This area has several rooms full of mobs called Legionarre (confirm the spelling). They group, and breath, and hit kinda 
hard when they gang up. they can be blinded by a shadowed druid. Work your way all e, all n blinding them with your 
druid making them easy kills. The next mobs u run into are kreeghor's two of them they are hard to stun so be careful. 
Then going north is a non-agro mob forget name go in and spell and kill. Up is Captain Derner and Derner is the key name 
here but he hits extremely hard. Enter Portal. This area is set up with a main north/south corridor. You can skip any 
one of the three areas and still get the others. The Angels are not aggro, and they don't group but they hit pretty hard 
so get the whole group on one and kill them all. Working your way north, the first exit to the west leads to Redemption. 
Killing Angels work your way to Redemption. He is in the last room, with an exit down. You.ll want to summon all the 
help in the world, Redemption is a bitch. Reflects, no spells on him he's aggro. Switches, is no flee, hits extremely 
hard and maims. If you can't stun him a round your whole group could die(Can go down and spell Redemption now with a 
naked druid). Best way is to have about 3 druids. One druid starts out group healing, and as soon as his mana runs out, 
another starts. If the fight lasts a long time the third druid may start group healing. If you kill Redemption you'll 
want to let your guard down. DON'T. From the main north/south path east heads to Gabriel the mob (easy mob) with silver 
cross, the Druid earring. If you don't want the cross you can skip that part. All north on the north/south rooms is 
Samus.  Samus is remarkably like Redemption, except Samus has less hps. Don't underestimate him. From Samus unlock 
airlock d/open airlock d, down, north is the Weapon.  It is also a very strong mob. Kill it and you are done. Must go 
south and use Group recall to exit the zone. 
  
Canals

By : Andrew W.

Equipment : Star of David, Circle of Star,  Severed Hands of Napoleon, 
Logical Conclusion, Gunner's boots, Spirit's Dagger,  Pointed Tooth,
Moment of Inspiration,  Tiger Stripe, Mummy Bandage, Shaman's Belt, 
Rembrant's Brush,  Guru's Whisker,  Crystal of Light.

Acid Mobs : Bog, Prisoners.

Saccing Mobs : Anne Frank, The Curse, Sponges, Prisoners, Hails,  and Hoarders.

Mobs in canals don't have good hitroll so low ac is recommended.
To get to Canals, from Market Square go all east until 'Inside the East Gate of Midgaard', then 2 south, 1 east, enter 
train, go south, all west, north, kill all German tourists (quaffable, assist, 3 disintegrates each), go north, kill 
Gloria, get the canaltrip ticket.  After you get the ticket, go 2 south, go 3 east, 2 south, all west, and unlock boat 
to the west, go west.

Inside the Boat
Go all north, enter door.  Make sure everyone is with you, because there are 3 waffens in the next few rooms, they do 4 
disintegrates, they assist and block. go north, east, north, up, west. Once you pass the waffen,  you need to go up and 
kill officer (2 persons room, no magic, no flee, 4 Obliterates) so choose someone with low ac and high hp, or 2 blades 
might work. After the officer is dead, enter page and inform the others to go up and enter page.  

Make sure everyone in your group has rune of protection, since prisoners aren't aggressive. Do NOT attempt to kill or 
attack prisoners, well you can but it's useless.   Always peek before you go to the next room.  The room where you 
appear after you enter page is no mob room, so you'll be safe there (leaving a postman in the safe room is a good idea). 
There are DT's in this room so always peek before you go to the next room.  The room 2 north from safe room is DT, so 
watch out.  Since guards wander, always peek before entering a room, they might be more than 2 or more guards in the 
room. When you're fighting guards, watch out for your weapon, since they disarm. (Tip it takes awhile so if u have time 
have a naked arch shadow and make all the guards sleep this way u can walk all the way to the officer not fighting or 
risk of sacced eq) If you get disarmed, pick your weapon right away before a prisoner picks it up and sacs your weapon 
(I got my crystal of light sacrificed this way).  After all the guards are dead, go back to the safe room.  From the 
safe room go east, north and kill officer (4 obliterates, block, quaffable), and then go north and rest.  The trick to 
get Star of David and Key to the treasure room is simple. Get a naked newbie or char, make sure he has detect invis, 
sense life and infravision.  Get a shadowed naked char to follow the newbie, go 2 north fast and I mean fast to by pass 
the commander, order the newbie to kill Anne, after Anne is done killing the newbie (it will be less than 1 second) have 
the shadowed char to 'Tell Anne safe'.  You have to do this fast otherwise she will be going back to sleep and you have 
to do it over.  If you do it in time she will give you Star of David and key to the treasure room without fighting 
(Don't worry she still would give you the items even though you're shadowed or cloaked).   Once you get the key and eq 
go 2 south and tell everyone to enter way and get ready for the parts in Museum.

Museum

The nice thing about canals is you get to choose which eq you want to get first (except for Guru's Whiskers and Crystal 
of Light).  So feel free to choose which part you prefer to do first.  After you enter back, go west, and 1 north or 2, 
anyway you should end up in a room called Groundfloor Lobby. This is going to be the room I base on to get to each part 
of the museum.  It is also recommended to leave a postman in this room at all time.

Gunner's Boots and Severed Hands of Napoleon.

From Ground floor Lobby go north, kill provoost (Breathe fire, 4 vaporizes about 15000 hp), enter 'Waterloo' and get 
ready to fight  English soldiers (aggressive, wander, assist, 2-3 disintegrates).  Have everyone with you before you go 
on since they might be more than 3 soldiers in a room.  After you enter waterloo, go all west, south (watch out for 
soldiers) and then go east, kill officer (reflects, quaffable, 3-4 vaporizes), get the change order, go back west, 
north, all east and unlock barricades to the north.  After you unlock and open barricades watch out for wandering French 
soldiers, they are as hard as English soldiers.  Peek before you go any room.  Anyway, go all north, and all east, kill 
cannonnier (reflects, 4-5 vaporizes, blocks) and get the boots. After you get the boots, go all west, north open tent, 
watch out for more wandering officers, they hit harder and they hunt.   You can avoid them by running to napoleon really 
fast.  The dirs to get to Napoleon after you open the tent is 2 east and north.  Napoleon does 4 conjures through 
sanctuary, but you can quaff so he is pretty easy.  After Napoleon is dead, get the hands, proceed to north and kill 
Josephine, and get the key.  Then you're done with Napoleon.

Mummy's Bandage

Go west, from Ground floor Lobby, kill provoost, then enter 'Sarcophagus'. Watch out for wandering Egyptians (assist, 
block, and non-agro).   Go all, north and all west, north, kill high priest (3-4 obliterates, quaffable, blocks), open 
altar, go down (1 person room), pick up key, recall, or use insignia. Have someone to summon the person back.  Go back 
south, all east, all south, east, unlock pyramid to the east.  Get ready to fight 2 spirit guards (each does 3-4 
vaporizes, assist, block), if you feel that they're too hard, have a shadowed druid or archmage to dispel and blind 
them. After you unlock the pyramid go all east and all north (2 spirit guards in each room), While fighting the guards, 
watch out for The curse since he wanders around.  If he enters the room while you're fighting the guard, make sure you 
stun the curse every round because he hits pretty hard and he SACS. If it's possible, have someone who has low ac to 
attack the curse, since the Curse has awful hitroll.  If the curse does not enter the room while you're fighting the 
guards, you need to hunt him and kill him, since he has the key to the mummy.   The door to the main mob is located to 
the north east, so you need to go to all the way north and east (go to the room that only has south and west as the 
exits), unlock hieroglyph to the north, go north and kill mummy (4 conjures thru sanc, blocks, quaffable), get the key 
and bandage afterwards.  The end of pyramid part.

Tiger Stripe and Shaman's Holy Belt
 
From Groundfloor Lobby go east,  kill provoost and enter 'Fire' leave a
postman, go west, look for the ox that carries a branch.  Oxen wander and assist so if it is possible, try to cast sleep 
on the oxen that don't have branch.  After you get the branch hunt the postman.  >From there go south, kill tiger (3-4 
vaporizes, quaffable, block), go another south, go east to fight 2 tigers.  Get the tiger stripe after they're dead.  Go 
south, unlock limb to the west, and get ready to fight acid mob which is the bog (quaffable, 3-4 obliterates, fleeable).  
The bog is pretty easy once he's spelled up, so make sure he's spelled up before you attack him.  Once the bog is dead, 
get the key, go east, north, west, all north (kill cave dwellers on the way, 2 in each room, easy mobs), then east.  
Unlock boulder north and kill shaman (quaffable, block, 4-5 conjures, really hard to stun).  After shaman is dead, get 
the belt and key from his corpse; proceed back to the groundfloor lobby.

Rembrandt's Brush

From Ground floor lobby go up and north, kill provoost, and enter nightwatch. This part is really tricky because, after 
you enter nightwatch everyone will be isolated.  You will end up in a hot room by yourself with 2 random exits. You have 
to find the hidden room called strand. So look around you and find the hidden exits.  The other trick is, you need to 
find the right exit, which is called ' Hovering above reality'.  If you open an exit to a room called 'Plunging into 
reality' close it immediately since it'll lead you to a DT.  So always peek before you enter a room after you find the 
exit.  For anyone who can't peek in the group they're better off to stay away from this part. After you find the exit to 
'Hovering above reality' go to that direction, and get ready to fight 2 shards (no magic, no flee, assist,  kick, 
disarm, dpunch) to the north.  Most people die while fighting the shards since they kick, disarm, dpunch and assist, but 
don't worry if you get disarmed or killed, your corpse and weapon will drop to the room right before you enter 
nightwatch.  So if you die, just have your postman to summon you back and go up and north to pick up your eq.   If you 
succeed in killing those shards, go north and wait for the others there.  The room after the shard is a safe room, and 
you can quaff.  Since it's a safe room, you can't kill the mob in the room with you (too bad since that mob blocks 
summon in).  After you manage to get everyone in the room with you, get a cloaked assassin to go north, east, north and 
envenom all the shards in the room (there are about 15 shards in the room). After they're all envenomed, have the 
assassin to backstab the shards (the assassin should have his wimpy set to max).   Since shards only block north, it 
means that you can flee to the south.  The room where the assassin will be fleeing to after he flees is the safe room, 
so you can quaff.  Repeat this process until all the shards are dead.   After the shards are dead, lead everyone to 
north, east north from safe room, do this fast, real fast, because the twilight.s are aggro, hunt, disarm and assist, 
worst of all, they scavenge and you can't quaff.  So avoid fighting the twilights by running north, east and north 
really fast.  Once you pass the twilights, you'll end up in a room with Rembrandt, make sure everyone in the room has 
rune of protection.   Rembrandt himself is not too hard, he only conjures 4-5 times but you can quaff, so you shouldn't 
have any problem killing him.  After he's dead get the brush and key from his corpse and go north.  End of Rembrandt


Logical Conclusion

From Ground floor lobby goes up and south, kill provoost and enter 'Red'. 
Getting to the main mob is almost impossible if you don't know the solution to the maze.  After you enter red, you'll 
end up in a room with 4 exits (also the beginning of the maze), The solution of the maze is : red, white, blue, blue, 
white, red, yellow  (north, south, east, west, south, north, south, north, east, west, north, south, west.) The first 
time you enter a color room there are only 2 flakes in the room, after that every time you enter a color room the number 
of flake increments. You'll end up fighting 7 yellow flakes at the end.  The hardest flake is white flake, since white 
flake reflects, and by the time you encounter white flakes for the second time you'll be fighting 5 of them, so assign 
your group wisely. The only rooms where you can quaff are the center room and red flake room, so check your hp before 
entering and fighting other flakes beside red. After you manage to kill 7 yellow flakes, get ready to fight the main 
mob. Logical hits really hard (about 800 hp per round, no magic), you can flee when fighting Logical, but you'll be 
fleeing to the room where the maze starts, and you have to go thru all the rooms again before coming back to Logical.  
My advice is, if you have archmages or druids in your group, let them regenerate their mana before fighting logical. 
Once the logical is dead, get the eq and key from his corpse.

Pointed Tooth

From the Ground floor lobby go up and west, kill provoost, enter 'VanGogh' and kill fox.  Go east, kill gentleman (3-4 
liquifies, quaffable, blocks), then have a cloaked assassin to envenom the next mobs to the north. Make sure everyone 
can fly before proceeding to the north since it's Flying DT.  Get a cloaked assassin to go north, and envenom all 25 
ravens (ravens have about 200 hp each), so if you want to wait for a few minutes, they would probably die from envenom 
or else you can have an assassin to backstab them really fast after they're envenomed. Once they're dead, go north, and 
send a shadowed druid or archmage to the south to blind and dispel hails (there are 4 in the room), they assist, and 
sac.  But they're easy once spelled up.  After they're dead, go east and follow the path, most mobs you'll encounter are 
easy mobs; they only do about 3-4 vaporizes.  The main mob at the end only does 3-4 conjures, just make sure that he is 
stunned.  After moment is dead, get the eq and key. 
End of Tooth.




Moment and Circle of stars.

From Ground Floor Lobby, go up and east, kill provoost and enter 'Magritte'. After you enter, be ready to fight 
wandering tears, they assist, and disarm. You might want to avoid fighting more than 3 tears in a room.  Find the tear 
with borax, kill it and get the borax.  To get to the drain, from the room after you enter magritte, go all east, north 
and unlock drain to the west.  Go all west and kill Finger, go one more west (room iris) and get ready to fight 5 
sponges down.  Sponges Sac, assist and cast solar flare, they hit 3-4 obliterates, quaffable.  After you manage to kill 
them, go north and be prepared to fight neurons in the next few rooms.  Neurons wander, assist and they vaporize 3-4 
times in a round.     Once again, try to avoid fighting 3 or 4 neurons in a room.  The Directions to get to the main mob 
is east, all north and up.  Be sure to peek first before entering the next room to check the number of neurons in the 
room.  The main mob conjures 4-5 times in a round, quaffable, no-flee, and pretty hard to stun.  Once the mob is dead, 
get the eq and key and then you're ready for the steps.


Guru's Whiskers and Crystal of light.

Before proceeding to the steps, make sure you have a total of 8 keys with you.   Each key can only be used once, (they 
disintegrate you open the doors). So if you don't think you have at least 30 mins to 1 hour to finish the zone. I 
suggest you to do the steps some other time (the keys are rent-able). If you do have time, here's the big finish. To get 
to the steps, from Ground floor, go all the way up, look up, and unlock the door with the right key (I am not sure the 
sequence of the steps). The only aggressive mobs in the steps are hoaders and chaos, all the other main mobs are not 
aggressive, but make sure you have rune of protection casted on you.   All the other rooms beside chaos room have 
hoarders in them, and the number of hoarders increases as you go to the higher step.   Before attacking main mobs, make 
sure all the hoarders in the room are dead, because they sac.  Hoarders only have about 500 hps, and they don't see thru 
cloak, in fact none of the mobs in steps see thru cloak (the last time I did the zone at least), This makes it the step 
a whole lot easier, especially when you have to fight chaos.   Anyway, after you open the first door, go up, kill all 
hoarders, kill main mob, look up, and unlock the second step.  Repeat this process until you get to the room called 
chaos.   This is probably one of the most annoying part of Canals.   In Chaos room, there are 3 chaos mobs in the room, 
they all assist, no flee, and they REFLECT.   So if you have to fight 3 of them at once, you'd probably be spammed to 
death.  The trick is to have a shadowed archmage to cast sleep on them, It might take a while but it's worth than dying 
over and over.   Once you got at least 2 of them asleep, then it's easy.   After you manage to kill all of them.  Repeat 
the same process as before, unlock the next step, kill more hoarders, and kill main mobs last, the only differences are 
there are a lot more hoarders in each room and the main mobs are tougher.  The last 2 main mobs (Guru, and the other one 
I am not sure hat the name is) reflect, and they are really hard to stun, they also do about 1000 hp per round, so be 
really careful, dying is no big deal as long as the hoarders are dead, since none of the main mobs sacs.   The trick to 
kill guru the easy way is to summon elite guards, charm them and order them to dpunch guru.   After Guru is defeated, 
unlock treasure room up (hoarders sometime wander down, so kill them fast when they go down), get a shadowed naked druid 
or archmage, go up, get the money and crystal from the chest and use insignia or cast recall, get everyone out of the 
zone.  And you're done!!


AMSTERDAMN

From MK[]:  s, all e, enter train, all s, w, all s, (working way to Rich's Palace). s, e (elevator), all w, open door, s 
(Manager - no quaff - 2 advanced can kill him easy get key) n, all e, 3w, all n (back up to dam), unlock/open entrance, 
w.

Inside the Palace:  w, u, s, w, kill mob (queens robe), 2n, 2w, kill mob (prince's charm), kill mobs (they blind and 
blk_recall - prince's favorite scavenges, can bs - prince has key to cellar), down the stairs, 1 or 2 w, all n, kill mob 
(royal ring), down the stairs, west until you come to garden, all n (royal couch - gold), n, e, unlock/open cellar, n, 
2d, u, w, s, e, n, s, w, n, e, all n, kill mob (get as many people to help as possible), d, n (glass of death)

EQ IN ZONE:    
                QUEENS ROBE  -  DR5  HR5  AC15  WAIST EQ
             PRINCE'S CHARM  -  DR5  HR3  AC8   NECK EQ
                ROYAL RING   -  DR5  HR3  AC10  FINGER EQ
             GLASS OF DEATH  -                  PK HOLD

Red Light District.
(Most the gear in the beginning of the zone sucks, fortunately you get to pick what eq you want to go get. If ya want 
the red light go to where I have marked to get red light.)

From mk square, s, 7e, enter train. Go s, 2 west, north. Kill tourists (they group). North, kill willy, get metro 
ticket.
- From here.. go 2s, 2e, s, 2e. unlock/open metro d. (from train, dirs would be 2s, 2e).
- Kill rats, aggro, grouping, non-blocking. Head 3 north, open debris e,  u. Safe room.
- Might want to leave naked magic users here. Maze dirs. 2 north, 2 west, north. Kill wandering aggro mobs. They breath 
and will kill naked magic users pretty fast. 
- You should now be in Zeedijk (safe room). And reference point to all the eq below. If ya want Red light eq stuff skip 
to that part.

A Freebie Ticket carried by A Naked Gal
- 3 north, pick/open door e. Kill groupers. Immune sleep, blind, flash, but can be taunted. They flee. Kill naked gals, 
they group. Get ticket. 

A Freebie Ticket carried by Kareltje the Bartender
- 2 north, pick/open door e, kill mob. Key to -
A Pound of Hashies equiped by An Old Hippie (mage/clr hold)
- north, pick/open door e, kill grouping mobs, east, spell up and kill mob.

High Heels equiped by The Blonde
- From entrance.. Zeedijk. n, all west, unlock/open door s. Kill mob.
Need freebie ticket from bartender.

Leopard Skin Suit equiped by The Asian Babe
- >From entrance, Zeedijk. n, all west, unlock/open door w. Kill mob. Need freebie ticket from naked gal.

A Sexshop Credit Card carried by The Dominatrix
- From entrance. n, all west (2), north, pick/open door e.
Aggro thru rune, and reflects. Key to door w, north, e. unlock/open door e. Cloaked.. sleep mobs (sex shoppers). Take 
them out.
- north of sex shoppers is video addict.
A Video equiped by The Video Addict (neck eq)

Horns of the Satyr equiped by The Satyr
- From entrance, n, all west, n, west. Follow path and take out grouping mobs on the way. Mob is in museum and the end 
of path, up. No-magic room I believe. An Invitation to Yab Yum carried by The Piercer
- Key to door housing mobs with the 5 pieces below.

(Get red light and eq below)
From 'Zeedijk' go 2 north, pick/knock door w, kill groupers (babes can be blinded with flash), kill piercer.
- Then go n, e, s, 2w, all north. Unlock/open door n. Head all north
and down. Kill Domino. Get 'DoorKey'. (A Doorkey carried by Domino)
- Head all up. This is reference point 'Top of Stairs'.

A Garter Belt equiped by Saliva Sue
- Key: Doorkey. unlock/open door s. Kill mob.

A Mirror equiped by Frank Anne
- Key: Doorkey. unlock/open door w. Kill mob.

An Umbrella equiped by Charming Carla
- Key: Doorkey. unlock/open door e. Kill mob.

The Twin Paradox equiped by One of Thee Twins
- Key: Doorkey. north, unlock/open door e. Mobs aggro thru rune and group. Cloaked magic user to sleep second twin. Kill 
mobs.

Master Key carried by Big Bertha
- Key: Doorkey. north, unlock/open door w. Kill mob.

The Red Light equiped by The Big Master Boss Mob
- Key: Master key. north, unlock/open door n, north. Mob is not aggro thru rune, with hippie non-aggro mob in the same 
room. Cloaked magic user to spell up (can't dispel), sleep blond babe. Kill mob.(You can scare the master boss out of 
the room to one south.) 
Done.

Green Goo:
From Market: s, all east, enter train, s, w, 2n, kill tourists, n, kill Artise get ticket(key to tram)2s or so, s, e, s, 
e, until you find tram leading south, unlock/open tram, s,3e,n Follow the trail. Get key at the end of trail from wolf, 
go back out to the intersection, 2s
unlock/open door s,e. 
(NOTE --- it helps to have a cleric dual, then all you.ll need is dispel/blind/sink/guin goo mob.)
He is not agro but he will remember you. You can flee. If your ac is half way decent , you wont even flee or need to 
quaff. Super easy. Wolf.s at the end of the maze assist, but they have crappy hitroll, like maybe hit  me once with my 
233ac. That.s all there is to it. The mob spell.s up with like one or 2 zaps of the spell.


TIMEQUEST
From MK[]:  13w, 2s, e, n, 2w, s, w, 2s, n, kill guard(key), u, kill ghost, u, kill ghost, u, unlock/open hatch, s, kill 
timetraveller, unlock/open hatch,s, w, s, kill bandits(key), u, unlock/open door, w, s, say code (leave a summoner here 
if available) 2w, n, 2w, n, d, 2n, u, n, d, n, w, 2n, say code,u, n, 2u, unlock/open hatch, 2s, 2w, s, e, pick/open 
barrier, w, 2n, open wall,w, open metal, w, s, open door w, w, kill mob(key), e, n, e, s, unlock/open hatch s, e, use 
switch, 2w, use switch, e, 2n, w, unlock/open glass n,open hatch e, e, 3n, open hatch n, n, kill mob(remote), e, kill 
mob(key), w,4s, w, s, e, 2s, w, use switch, 2e, use switch, w, 2n, e, 2s, unlock/open glass, 2s, say code, use button, 
s, n, unlock/open throne, d, kill mo (key),unlock/open door, w, "enter <code>" (guessing missing digits), open barrier, 
n get all from treasure chamber.  Done!

SILICON NIGHTMARE
By Ruinan updated by Sir

LIST OF ACID SPITTERS:  Drunken Immortals, Goofy Wizard

LIST OF SACCERS:  (In order of appearance) Blue Mockingbirds, Intel
Employees, Tiny Electrons, Gigantic Magnet, Fusebox, Bill Gates, and Binary
Numbers.

LIST OF EQUIPMENT:  (In order of availability) Exoskeleton Armor, Axe of Negative Infinity, The Power of the Atom, 
Sticky Data Tape, Weird
Hollowed-Out Fuses, A Pair of Dorky Glasses, Cyber Cloak, and Silicon Chip.


To get to SN, go from M[]:  6w,3n,2e,5n,3e,2n,e,
                            Go north till you can go east to viewpoint

STAGE 1

Flowers block but are NOT aggressive.
Birds are aggressive, hits kinda hard, and is a SACCER.  Make sure to kill them first! From entrance to SN, go north 
till you can go west.  Kill the tree since the tree blocks(not aggro).  Then kill the Doe and get the shovel off the doe 
(you can flee from the doe, and doe hits hard, but if you haven't killed the tree, then you can't flee from the doe  :)  
Take shovel, go east, unlock hole, open hole, go down sliding passage.  Make sure not to go all the way down until you 
have everyone with you!  When you.re ready, go all down to... 
The Infinite Grid:
The grid is a 4x4 grid with the top, bottom, and sides linked to the other side, making it look like an infinite grid :) 
When you enter the grid, go south, then east and look down, and there should be a chip door down there. Gate a demon to 
mark this room to make this room easier to find after you've gotten the key..  In the grid, NONE of the mobs sac, but 
there are 3 wandering drunken immortals who spits acid.  They are NOT aggressive, so leave them alone until you are 
ready.  There are 4 different types of mobs on the grid:
Resistors, Capacitors, Span, and the Drunk Immortals.  Only the Capacitors and Span are aggressive.  Make sure to kill 
Capacitors when you see them as they hit quite hard and can walk in on you.  Also these mobs SNEAK, so do NOT use the 
name "mob" since you might accidentally hit an immortal as he sneaks in and acid you all.


In total, there are three immortals.  You only HAVE to kill one of them (the one carrying the Chip Extractor, its a 
key).  The other two just carries maps through the mazes further into SN.  Once you have gotten the chip extractor, go 
back to the chip door and open it...
Down is the Great Spark, which is an aggressive mob, blocks pummel and
dpunch and backstabs.. So use circle.  You can flee upward from it though. After you kill the spark, you have a 
choice...(from now on, I will refer to this room as the Spark Room)You can go north to fight the infamous Pentiums *OR* 
you can skip them and go east to kill the Whirring Fan to get the Fan Blade (which is a key to unlock the cables on the 
west wall of the Spark Room). 
If you wish to skip the Pentiums then don't read the following part and skip straight to the part about the Fan and 
Cable Door...

STAGE 2:

PENTIUMS - FIRST EQ
Be VERY careful in this part.  There are three chips:  The P5, the P6, and the P7.  The P5 is fairly wimpy, has only 2 
swings or so, the P6 is tougher, has 3 or 4 swings.. and the P7 is the toughest of all with 6 swings.. But their hitroll 
aren't as good as the other SN main mobs, so make sure to have -100ac or more  :)  Also, there are Intel Employees 
guarding the chips.  The Intels are SACCERS, so these must die ASAP.  They aren't that strong, only have 2000 hps each, 
and 2x disintegrate per round, but the chips are ALSO aggressive, so watch out!  Also, be warned that this whole area is 
NO-MAGIC. Only the Spark Room is safe, the mobs can't hunt you there, and you can quaff in the Spark Room.  You can flee 
from the Intels and chips, but the chips are hunters so you DON'T want to flee into the chip rooms before you are ready 
and have them hunt you back to your group and wreak havoc...

There is 2 ways to do this:  Kill the P5, then the P6, then finally the P7 (the safest way), or you can take your 
chances and go directly to the P7. Be warned that there are links from the P7 to the P5 and P6 rooms, so if you happen 
to flee from the P7 without killing the P5 and P6 first... you get the picture. Here's the safe way:  From the Spark 
Room, go n, w, have someone take on the Intel, while the rest of the group pummel the P5.  Once this room is cleared, go 
e, s back to Spark Room and heal up.  Then for the tricky part..Go 2n to wipe out the 3 intels in this room. If you 
manage to clear out these 3 intels without anyone fleeing then bully for ya and go back to Spark Room and heal up again.  
Go 2n again, then e to the P6 room...have someone take on the Intel, while the rest of the group pummels the P6...after 
that, go back to spark room, heal up, then finally go all north to the P7 room, kill intel and P7 (safe to use wimpy now 
as the other intels and chips are dead).  The P7 gives you the Exoskeleton Armor.  Once you are done here, go back to 
spark room to continue...

WHIRRING FAN
From the Spark Room, go east, and go all east till you stop sliding.  Wait till everyone is with you, then switch to 
your non-piercing weapon as the Fan is varnished, and can resist piercing weapons  :)  When you are ready, go down to 
kill the Fan.  The fan blocks pummel, so dpunch it.  After the fan's corpse sinks, go down then the loot.  You'll be 
back in the infinite grid again.  Make your way through the grid back to the spark room (see why I said to gate a demon 
to mark that spot?)

STAGE 3:

From the spark room, unlock (cut with the razor-sharp fan blade)  the cable door to the west, then open it.  Then go w, 
w, w, u, e to get through the bus maze.  This is a good spot to gate another demon.  From this room, you'll need to go 
north into another NO-MAGIC spot (only safe quaffing spot is the end of the bus maze).  All north, then east is the 
Flaming Chip, who holds the Wire Cutter Key.  All north, then west is the CRAY super-computer, who holds the magnetic 
key.  The wire cutter key unlocks the door to the mobs with the Axe, so if you want to skip the axe part, then skip the 
flaming chip as well.  You HAVE to kill the CRAY and get its key though.  Flaming Chip blocks dpunch and CRAY blocks 
pummel, so plan your strategy accordingly (remember that this is all no magic, but you can flee back to the end of the 
bus maze).  After you have killed them, you can go back to the end of the bus maze then go get the Axe if you want to, 
or if you want to skip it, then skip this next part...(just go all south of end of bus maze to continue) 

THE TRI-WIRING ROOM
From the end of the bus maze, go s, then unlock the wiring to the east.
Open it, go east.  The south are 3 wires:  Omega Wire, Gamma Wire, and the Main Power Cord.  The Omega and Gamma are 
relatively weak with only 2000 hps but the hit ***HARD***.  Trust me, you and your group will probably die many times in 
here cuz they all hit so hard :)  In fact if anyone misses a pummel on a mob, you are likely to die in a round if you 
are being attacked (2 at the most).  Its easier to get rid of the Gamma and Omega wires ASAP then focus your attack on 
the Main Power Cord.  Max out your wimpy(and then some) then rush in and fight till they are dead!  (Don't worry, they 
don't sac so dying isn.t a big deal).  The Main Power Cord has the Axe of Negative Infinity and also wearing a varnish 
so you will have to attack the main cord with non-piercing weapons.

AFTER THE AXE (OR YOU SKIPPED AXE)
Go all south from end of bus maze and unlock the barrier with key you got from the CRAY.  To the south is the Goofy 
Wizard.  He's not anti-rune, but he spits acid.  He's pretty weak so go kill him and get his key.  After you have gotten 
the key, go north, unlock and open the wafer down...

ELECTRONS AND ATOMS
Before you go down, choose some 50 level avatar as a postman and have that person stay above the wafer, as its all 
NO-MAGIC down there and once you enter, you CAN"T get back out until you have killed the Borg.  Once you have decided on 
someone, then go down and backstab the electrons FAST!  And I do mean FAST.  The electrons are pretty wimpy as they only 
have 90-100, and are not sancted.  However, there are a LOT of them and they hit kinda hard once they gang up on you 
(yes they are aggressive).  They are also SACCERS, so whatever you do, make sure that they die!  What I do is set an 
alias to "Backstab electron", then I run down and hit that alias like mad.  The electrons also wander around, so be 
careful not to get jumped.  Go all down, then all south(clearing out electrons).  This is a safe room, mobs cant enter 
this room, so catch a breather here or if you fuck up and miss a backstab and cant help but flee, then pray that you 
flee to this room.  It.s still NO-MAGIC in this room, so you will have to have the postman summon you out if you are low 
on hps.  From the safe room, you can go west to the Mega Proton (holding the Atom), or you can go east to the Borg.  I 
strongly recommend that you go east and kill the Borg first since he has the key out of this no-magic place.  Clean out 
the electrons to the east FIRST (the Borg's not aggro so don't worry about him till electrons are dead).  You can then 
call in your postman for extra help against the Borg but he's pretty weak anyway. Once you kill the Borg and get the 
wire key off him, you can go 2w back to the safe room, unlock the glass floor down to the Infinite Grid where you can 
quaff up if needed.  Make your way back to the wafer and postman and then everyone can go down and south back to the 
safe room to the take on the Proton.  Kill electrons to the west, then you can either wait for the electrons in Proton's 
room to come out, or you can run in and have one person backstab electrons while the rest pummel the proton(yes the 
proton is aggro).  Once you kill them all, get the Atom, then east and down back to the infinite grid...

STAGE 4:

From where you went through the glass door back to the grid, just go east and look up...unlock the box with the Borg's 
wire key, and go up.  You are in yet another maze (directions are given in a map carried by a drunken immort but here 
they are: e, w, u, s, e, n, w, d, u.  Don't worry if it looks like you passed through the grid again.. It.s an illusion  
:)  You should be at the end of the maze (DONT drop anything here, its a drop-to room, drops back to the grid)  Up from 
here is the Lazy God.  It.s a 2-person room, so choose 2 people to go up and take on the god.  You can flee from the god 
back downwards to quaff.  However, the God reflects and can cause a bit of span, and he also dpunches and disarms, so 
watch your weapon.  Once the god is killed pick the Alpha door to the west and open it.. Now you are ready for...

THE INFAMOUS BOTTLE-NECK TRAP
Because of the 2 person room the god was in (I'll call it the God Room), you are going to have to feed your group 
through 2 at a time :)  Plan your group out so that you can make an organized rush up and west to fight the three DATS 
(its ok to use the name 1.mob, 2.mob, 3.mob here).  The DATs are aggessive and will attack the first two people who 
enter the room, so make sure to plan this as well (plan your rescues etc).  Once you have killed the DATs, you are ready 
for the next EQ mob:  The Gigantic Magnet.  Just down from the 3 dats is the magnet and another DAT.  Choose someone to 
take care of the DAT, while everyone else pummels the magnet(and make sure to kill the magnet before your whole group 
dies as the magnet hits hard and SACS!)  The magnet's also vanished...meaning don't use piercing weapons.  Get the 
Sticky Data Tape from the Magnet and the Beta key from the DAT's corpse.  (At this
point i'm not sure if you can burn keys by breath attacks, so if the DAT dies before the magnet, try to drop the key 
ASAP before it fries to be on the safe side).

You are now ready to go up and send someone out to unlock the beta door to the south with the beta key, and open the 
door.  Now plan your rush through the god room again, going east, then south to the 3 electrical
arcs.  This'll be trickier because the arcs hit HARD so if the group is slow in going in, then it.ll just be like a meat 
grinder here with 2 advanced dying at a time :)

Also, this room is underwater, which spams you a little with the drowning messages.  Once the arcs are dead, you are 
ready to go down where there is another arc guarding the fusebox.  Choose someone to take on the arc, while everyone 
else pummels the fusebox (same thing as magnet...fusebox has to die ASAP before the whole group!)  Fusebox is also 
varnished so no piercing. Get the Weird Fuses from the fusebox, and Chi key from the arc corpse and get out of there 
(up, north, down for example).  Now have someone go into the god room, unlock the chi door north, open it, and then plan 
yet another organized group rush to fight the 3 Win95 mobs.  Kill em and you are ready to go down to Bill Gates and 
another Win95 mob.  Someone take on the Win95,everyone else pummel Bill (again, Bill HAS to die before group does, he 
SACS).  Yep Bill's varnished too, no piercing.  Get Dorky Glasses from dear old Bill's corpse, and Delta key from WIn95.  
Finally go up, send someone to unlock and open the Delta door, leading to the 3 Binary Numbers.  Plan your group rush as 
usual, but be wary, as the Binary Numbers SAC, but they are not that tough (quite a bit easier than the Win95 mobs).  
Clean em out and congratz!  You have killed all the saccers in the zone!  Now you are ready to laugh and smash Unknown's 
face in...Do so and get his password (heh-heh), unlock the account up from the god room, then go up there and re-group 
up there... now you are ready for the Dreaded Prisms.

STAGE 5:

This part is probably the nastiest part of the zone and has claimed the most deaths, but yet at the same time, arguably 
the most fun part  :) Its ironic too since the prisms don.t really hit all that hard.  However, they do reflect, and 
cause one HELL OF A SPAM!!  For the first prism, just pummel it and keep an eye on your hps, quaffing every now and then 
to stay alive.  Try not to lose link or you'll die!  Once the prism is dead, the next room has two prisms.  Split your 
group up to take on the prisms separately and this time the spam's a LOT worse.  Most likely you wont even be able to 
tell what's going on, so just keep quaffing even though you think your hps full up (and this is NOT the time be miserly 
with your ambrosias because dying and losing a con point is a LOT more expensive than using up 200 ambrosias!).  When 
the two prisms are finally dead, gate a demon and get more vials as the next room has three prisms!  Split your group up 
again, and just run in and try to have one prism per person and just basically start quaffing blindly as the spam will 
even be worse than ever.  You are probably going to use up around 200 ambrosias or more here.  You are also
probably going to lose link if you have a slow connection.  When they are finally dead, take a well-deserved deep 
breather :)  You are now ready for...

JOBE, THE LAWNMOWER MAN
This part is either nastier or easy, depending on how you play it.  Jobe's got 10 shards in the room with him, and the 
shards hit a little hard and group up against a single person.  I'd probably suggest having 2 people deal with the 
shards (they only have about 500 hps each) while the rest pummel Jobe (also a varnished mob).  Get the Cyber Cloak from 
Jobe (whoohoo!) Finally you are ready for the last battle...

THE UNREPEATABLE BUG!
At long last you are finally able to kill that stupid bug that's been
taunting you the whole time!  From Jobe's room, go up.  Do NOT even try to take on Chaos (Chaos spits acid, SACS, and 
its a slide room to Ancient Evil, The Curse, Midnight Macabre, and other nasty spots).  Read the sign, heed its warning 
and just go back down :)  (Don.t worry, you are not REALLY going back the way you came, it.s an illusion :)  Once again, 
from Jobe, go up, down, then south.  Look up and you'll see a barrier.  Pick the barrier and open it, then gate a demon 
as the room above is a NO-MAGIC room and doesn't lead back down once you go up.
When you are ready, all healed up, and spelled up, go up and you are ready to take on the Bug!  The bug blocks pummel, 
so dpunch him.  Also he can blind everyone in the room, so set up an alias to heal yourself if (when) you get blinded.  
You can flee from the bug back to the NO-MAGIC room (how nice).  However if you can get the bug to hunt you into the 
NO-MAGIC room, even better!  The bug's room is magic allowable so you can quaff in there, so, if you can lure him out, 
then the room is safe for quaffing and removing blind after you flee from the bug in the no-magic room.  Once the bug is 
dead get the silicon chip.

PLAYBOY DIRECTIONS

From MK[]:  s,3e,2s,2w,3s,e,s,e,n,e,2n,2e,n,w(before the gates), open gate n, 2n,open door n, 2n - Main Hallway 
intersection - dirs from here to rest of zone:
w,n,open panel,n,d,s,e,n,e,2s,kill Larry Flint open bars,u  - slide 
until you reach room w/ a south exit - s - kill bambi(no quaff,flee or
summon - have at least 4-5ppl to dpunch her - blk pummel),d - back in
main hallway intersection -  EQ: DESTROYER CLASS VIBRATOR
2w,kill mobs - no quaff, no flee.  Have a archmage or druid cloak and 
blind the 4 employees.  Guarantees a safe and happy ending. w -
kill hugh.  EQ: LOAFERS
2e,2n,3e,n,e,2s,e,2n - kill instructor - EQ: PAIR OF DUMBELLS
2u,w,2n,e - kill all mobs and get soap from one of them in shower
EQ: SOAP ON A ROAP
2u,2e,open shelf east, e(leave a postman here - after portal is sound
proof) enter painting, (kill all virgins and nuns in zone) s,e,n,e,2s
(1 nun),e(2 nuns),(summon postman here) - south is a slide room that 
takes you to mother superior - she is no quaff, no flee so, either 
have 4ppl or remove all anti summon and have postman summon ppl out 
before they die...in any case always remove any anti summon eq
all go all south at the same time - dpunch or pummel
EQ: METALLIC CHASTITY BELT
2n(at the pool) e,n,(to the west you are in the pool),n,2w,2s,e - it 
loops around the pool - I have not found any eq out here but there is
a magazine somewhere in the zone...most likely here I think...?

Pizza Hut
EQ: Manager shirt, Pizza Pan, Black Pants, Rolling Pin, Credit card, 
Cook's Apron, Pizza Hut Badges, and Misplaced Wallets.

SACCERS:  Billy, Janitors, and applicants. 
DEATH TRAPS:  There are few death traps, and rooms that make you stuck.

DIRECTION:  M[], all east, n and follow path

STAGE 1:  The first mob you come to will be the hostess.  This mob blocks, so you will need to kill her.  She carries 
the menu key, which you won't need (unless you want the rollerblades).  Rollerblades sucks, so I usually skip it.  If 
you want to get the blades goto the end of this file for directions on how to get there.  Okay after hostess you will go 
west, then all south. Make sure to peek south for aggressive mobs:  Fat Pizza boy.  Then wander around so you should 
watch out for them, they hit a bit hard.  From all south go west until you come to the BusBoy mob, he has key and 
headphones. Kill Busboy for the Back door key.  Once dead go back up to where you killed the Hostess, all east all north 
and 1 east. From the Hostess mob, with the key go all north then east and follow path.  You have to kill some of the 
customers, but not all.  Some of the customers only block certain directions so to save you some time, try to see if you 
can walk by them. If not kill the ustomers, they easy. Once you get to the end of the path, you will end up with the 
Rotten Vegetable mob.  Kill mob for the carrot key.  He hits hard and flees alot. Once you get the Carrot Key go to 
where the JukeBox description is. This room should be all north from the Hostess.  From the JukeBox go all west.  Open 
the Steel door north with the Back door Key.  Get someone high enough to summon everyone in group to walk pass the 
janitors.  Janitors SAC, I usually get a cloaked person to walk through.  They are aggressive, but do not block.  You 
can tank the janitors if you want but there are usually 3 to 4 of them, and its time consuming.  From the steel door go 
n, all east, n, and west until you come to a room with no mobs.  There should be 3 directions in the room, east 
(janitors), west (waitress mobs) and south (more janitors).  I forgot the name of the room, but it.s the room 1 east of 
the Waitress Station.  Summon your group back.  Everyone must leave the zone in order to be summoned, zone is anti 
summon if you are in the area. The Waitress Station there are usually about 3 waitress mobs in a room. Some of the mobs 
block certain directions.  If you can get a shadowed druid to blind the mobs it would help, but take a while since they 
take long to spell up.  If your group is large enough, get everyone to tank a waitress mob.  They flee very easily.  
Once they flee, you can Backstab them to make them flee again if there are too many mobs in a room.  Find the waitress 
mob with the Waitress Tray, that is key to next mob.  You would have to kill all of them to get the tray since they flee 
alot and block.  Follow the path in the waitress station, you will end up going all east.

All east will take you to a locked panel.  Unlock panel with the waitress tray key.  Next mob is Jack Nickson, 
maintenance man, he hits hard and alot of you will miss trash.  Jack has screwdriver key, which leads to the Credit Card 
that will be discussed later.  After Jack dies the room east of it is 2-person room, after the 2-person room is the one 
of the Assistant Manager's.  Ask everyone to walk quickly east and south and trash/tank mob.  Manager has the Manager's 
Shirt, make sure your group comes in and trashes, because he hits hard.  Room is Hot or cold room. After you get the 
Manager's shirt go 1 west to where Jack Nickson's corpse lies. 

From there go west until you see a door north (forgot what the name
of the door is) unlock the door.  The next mobs, Table workers, is a 2
person room, so get 2 people with alot of hp to tank.  You can flee and
quaff from these mobs, make sure to set wimpy near high.  After the 3
table workers are dead, go east and tell your group to come all north and east.  Everyone should be together for 
re-grouping.  Follow the path, and kill the rest of the table workers.  One of the workers will have Pizza slice Key, 
this will open door to Cutter. Next part you will end up in a room with east and west and south.  South was where you 
came from killings all the workers along the path.  From that room go all east, unlock door east (think name of door is 
wall), then go east and all south, to the next mob.  This will be the Pizza oven mob, since you are inside an oven room, 
will be Hot.  Kill mob to get the Key (oven key I think)  then from oven mob go east and all north to the table cutter 
mob (maims) who has the Pizza Cutter.  

After cutter go back to where the open panel or wall was (from cutter mob that.s all south, west, 2 north,and west). 
From the Panel or wall door go all west ( there might be still some tableworkers wandering around ) there should be a 
door to the west, dishwasher. This leads to Cook's Apron and Lid key to get to the next part.  Unlock dishwasher and 
follow path.  Kill the mob, (think name is dishwasher mob) to get the lid key.  You can skip the Cook's apron if you 
like, but if you want the apron, just continue along the path until you come to the mob Rowanda. Rowanda hits hard, and 
you will miss alot of trashs.  Get key and apron and go back to the dishwasher door.  From the dishwasher door go east 
and look north until you see a description about some reinforced door.  Unlock reinforced with the lid key you got from 
the dishwasher mob.

Next phase is the employees mobs.  Kill them, they don't hit hard,
usually about 2-3 in a room, go all north from there.  You will come
across a dead end, but each direction are locked doors.  Look to the
east you will see a description about a walk, pick it.  If there are too many employees mob in 1 room (about 4) wait a 
few seconds until they walk out.  Go 2 east to get the crowbar.  The crowbar is guarded by 1 table worker mob and 1 
pizza employee (if it didn.t wander out) kill it.  The go all west, back to where the locked doors are.  With crowbar 
unlock Dough door which is to your left (west).  There will be more employees. Go all west and then north to tank the 
Dough mixer mob.  He hits as hard as Rowanda, get the ball dough that is key.  Then go back to the locked doors.

From the room with the locked doors (not locked now, only 1 should be
locked) unlock the brass with the dough ball key.  This next part will
lead to another assistant manager.  Go 1 north from the brass door and
post a high avatar there, this room will be the only room where you can
use magic and quaff. From there you will go all north and all west to where the manager is located.  Make sure to kill 
all the employees around the area since they block.  If an employee and manager is in the same room, either wait for the 
employee to wander out or either get a shadowed druid to blind it. Manager takes awhile to blind. If you got a large 
group then you don't need to blind manager.  If you got a small group make sure to set wimpy high and once you flee go 
quickly all east and all south to heal (where druid was posted). Manager will hunt the last person who fled. Also 
managers blocks North and south so make sure you get to the room first to heal or else manager will block your way.  
Manager should have Pizza shield, and a few daggers (trash).  

After you killed one of the managers, from the posted avatar go all north and all west (to where the manager was located 
before) go north and all up.  This is nearing the end of the zone.  The next set of blocking mobs are the pizza 
applicants, they sacc so don't die :)  After you come all up, go north and all west (kill applicants).  Usually there 
are 2 applicants in a room and they hit kinda hard, so pair up your group to tank 1 applicant and the other set tank 
2.applicant.  Keep doing this until all applicants are dead, you will come to Manager's office.  The Assistant Manager 
with the Pizza Shield should have the key to unlock the office (Key name is Manager's Keycard).  Unlock manager is the 
name of the door.  From the manager's door, all north will be where the Manager and Peite are located.  Get a person in 
your group to go in and stun peite and flee out, Petie will hunt you out and run right into your group with everyone 
waiting on him. Manager doesn't hit hard, but Peite does.  Manager should have black pants, but it might be at limit.  
Last I check there was none. After these two mobs are dead, open cobweb.  The Big Ass Cockroach is next guarding the 
Rolling pin weapon.  You can either kill the mob or get a shadowed druid to create clone.  Make sure to clone in room 
outside of the cockroad.  Let the mob go north along with the shadowed druid and order the clone to pick up pin.  After 
clone picks up pin you have to gust him out, since mob blocks.  The druid will have to leave by using their insignia.  
Then kill clones and get the rolling pin :)

Last phase Credit Card mob.  Get eveyone to recall, and walk back to where the juke box descriptions.  This should be 
all north from where the Hostess mob was, from Juke box go east and follow path until you come to a dead end.  Unlock 
the vent from the screwdriver you got from Jack.  Go east and kill rodents.  Follow path until you come to exits up and 
down.  Down is DT! Go all up and kill those rodents.  Okay this next part is a tricky maze if you forgot which way you 
went you would have to recall out and start over.  Once you go all up,n, go east, south, west, down, north, east and up.  
Kill all rodents that you come across.  Next mob 9safe is agro through shadow) is very tough.  Make sure to post someone 
south of Safe door mob. Mob have envenom with holds the Credit Card.  After the credit card, go north to kill the last 2 
rodents, and get all.  Missed placed wallets and some gold. That is the end of Pizza Hut.  I enjoy doing, and re-doing 
this zone. Everyone who's with you in the group should walk away with some satisfied eq, gold, and probably gained a few 
levels (if ya didn't die).  Whelp, hope you enjoy my directions.

>Pentara Walkthrough by Ganja!

>Might want to read the comments at the end, although it's not really totally necessary, 
just a few hints and tips - 

>m[] 4e 6s enter ship 6w 6s 2w s 2w all d all s 3w s w 3s 3w open
>gate (MAZE)
>w s s e n e w 3n e exit to maze 2 n
>Plains of Disgust, here you have to use a a level 1 newbie and use sleep staffs and
>summon your druid back untill all spirits are asleep (hot rooms and spirits are aggro),
>then you have to find the spirit with the skeleton key. Dirs are n e e e s n , from
>present location unl/op slab,n - morgue: unl cabinet e, blind/dispel/kill slaughter, 2w
> open drawer, w blind/dispel/kill plague, (naked druid) 2e unl/open window, (use a level 
1 for getting this rod off the ground and recall)e get rod, recall.
>recall and summon back. Unl/open portal,(from central morgue room) u blind/dispel/kill
>conquest. Open window can sleep mobs, (can use sleep/staffs), rushing past is easier.
>dirs from window :n w n e s w s (Suggest you drop different number of tarts in each room
>East is the 8 hydra heads (acids/maims) scare out 6.hydra with naked druid. dirs are w,w,e from heads.
> 2n (equinox here, next room is anti-magic, corpse drops to end of zone)
>blind/dispel/scare kill 2 mystic warriors (try not to get killed), open portcullis, 
>spell up,kill spiritual guaaas
rdian(2), n open rocks all north, open portcullis,
>send naked druid (can be cold, depending on time of day, so watch out!!!)
>north and close portcullis, then have druid gust mobs until he is all
>up, it is better to
>gust mobs here than fight cause the baby hydra maim like a bitch.n d w w blind/dispel
>kill guardian,get amulet corpse, unl/open gates, n follow path and sleep mobs along the
>way. blind/dispel/kill 2 Cerebus (Corpse drops to end of zone,blind w/ cloaked), 
than go all east and all north blinding/sleeping mobs(optional) along the way than west
>until you come to a north, go north open corral,n move group 1 south of corral, so mobs
wont wander in from morbis' room. then gust/scare morbis to the room south of where he 
pops in and blind, and bring the group north, to morbis. Then go s,w,w kill Hell hound, get
bone corpse, alle, alls,west till you hit the intersection (a three way fork intersection) 
Unlock doors with bone, shadow w/ naked druid, go n,7u, scare warrior, and slide s,w,n north is death.
>Remember how slide rooms work, so do it right, then you will reach the Grimm Reaper. 
Go north from him, portal to your naked druid, and prepare the group. Grimm reaper maims
and blocks get, so be careful, hits fairly hard, and reflects. get black key from corpse
unlock trapdoor down, go down with a naked arch, or druid who can blink back to another 
place, loot the room and the chest, and blink. You are done. Congratz!

-NOTES-: - alot of the sleeping is optional, well all, except the case of the area with
the skeleton key. Just make sure to be cloaked/shadowed/camo'd! Best to use a level 1
dual with sleeps staffs and summon back when he/she/it dies.

-Also remember most of the areas in the mortuary (the ones with fights in them, thats is)
are sink rooms, like the room with twohell hounds (first one) so be careful.

-Morbis can walk out of the room, you dont have to scare him, but so can some of the ghosts
(well spirit is the name, but the desc, and sdesc is ghost, use spirit as the keyword!)

-Mystic warriors pop in no magic rooms, so it might be a good idea to equinox before you
go in with your druid to scare them out.

-The last mystic warrior can be scared into alot of rooms, such as ones youve been in 
before, and the next one you go into, so if you scare it, continue on with your druid till
you hit death, and re scare it if you have to, of course when you hit death, go north,
and summon/portal the rest of the party.

-Hydra Heads are AGGRO, ACID, and MAIM, if you go into the room with the heads, with your
naked druid, that yer getting to the area with warriors with, move OUT FAST, go w,w,e,
and get yer other chars to post there, and be careful when you scare the mystic warriors to
blind first, so they dont attack the people if they get scared into the room with them!

-Helm of Acid Resistance: 

Object 'acid helm', Item type: ARMOR
Wearable Locations: TAKE HEAD
Item will give you following abilities: IMMUNE_SUMMON
Item is: GLOW LIMITED ADVANCED NOBITS
Weight: 1, Value: 50000
Condition: Perfect
Minimum Level: None.
Bane Strength: Pathetic
AC-apply is 0
Can affect you as :
Affects : HIT By -5
Affects : ARMOR By -10

-Scythe of the Grimm Reaper

Object 'scythe pentara', Item type: WEAPON
Wearable Locations: TAKE WIELD
Item will give you following abilities: INVISIBLE SNEAK PARRY HASTE
Item is: GLOW INVISIBLE ANTI-GOOD LIMITED ADVANCED ELOG NOBITS
Weight: 12, Value: 16960
Condition: Excellent
Minimum Level: None.
Bane Strength: Pathetic
Damage Dice is '6D10'
Can affect you as :
Affects : DAMROLL By 10
Affects : HITROLL By 6


-Boots of Mercury (These can upp) 

Object 'mercury boots', Item type: ARMOR
Wearable Locations: TAKE FEET
Item will give you following abilities: FLY
Item is: INVISIBLE LIMITED ADVANCED DRUID
Weight: 1, Value: 25000
Condition: Perfect
Minimum Level: 24 Advanced Class.
Bane Strength: Pathetic
AC-apply is 13
Can affect you as :
Affects : DAMROLL By 5
Affects : HITROLL By 5

-Morbis' Bit and Bridle


Object 'bridle morbis bit', Item type: ARMOR
Wearable Locations: TAKE NECK
Item will give you following abilities: DETECT-INVISIBLE PROTECT-EVIL
Item is: LIMITED ADVANCED NOBITS
Weight: 3, Value: 1
Condition: Perfect
Minimum Level: None.
Bane Strength: Pathetic
AC-apply is 12
Can affect you as :
Affects : DAMROLL By 5
Affects : HITROLL By 5

-Unholy Shield of Satan

Object 'unholy shield', Item type: ARMOR
Wearable Locations: TAKE SHIELD
Item is: LIMITED NOBITS
Weight: 20, Value: 33920
Condition: Perfect
Minimum Level: None.
Bane Strength: Pathetic
AC-apply is 0
Can affect you as :
Affects : ARMOR By -20
Affects : DAMROLL By 6


-Blackjack

This is is magical, It's stats are: 
8d7
DAMROLL BY 5
HITROLL BY 5

-Dont ask me how i know! I remember from a looong time ago.

-Helm of Reverse Alignment
I think you can guess this one, if yer good and holy, wear it your pure evil.. 
It's anti neutral though.

Oh yeah I guess I'll let you guyz in on a few stats on the mobs. None of the mobs in 
Pentara see shadow. Although at some times of the day some rooms are hot or cold,
some hot in the desert, and burning up in the hydra head room (which you dont do), and
a few cold rooms by the baby hydras.

Spirits/Ghosts:
They are like 2 vapor's or if you are blade disen's to liq's.
You only have to kill these in the plains of disgust, and a few in the mortuary you don't 
have to fight any scorpions or hydras. (cept if you want to the maiming ones later, 
(between the two guardians, and the one with the amulet)

The mobs in the Morgue:
You only have to kill Slaughter, Plague, and Conquest, they are all very easy, a few
vaporizes, magic rooms, no mob rooms, very easy. Unlimited person rooms too. (aggro) 

Mystic Warriors:
Hit very hard, to an assassin around 900 damage a round, after you scare them into magic/
non sink rooms, they are fairly easy to solo, just have a druid ready to miracle you, and
have 2 eq'd chars stunning well. (aggro) 

Hell Hounds:
These are like 5 vaporizes, and cast cleric and druid spells i believe. They cast spells 
of a cleric, and I think solar flare and stuff too. It's best to blind these first, not
only aggro, and primarily in sink rooms, but they realize the weaker opponent. They are
of course, aggro. (anti rune) (when i say aggro i mean anti rune)

-Morbis
He's aggro, and he wanders south if you let him. He cant wander 2 south of where he pops
thought because its a no mob room. He's blindable but you cant dispel him. You can also
flee from him.

-Death, the Grim Reaper!
He's aggro, and he blocks_get. He hits fairly hard, maims, and reflects, so be careful.
You can flee, and walk out of the room to the north, if you want. The room he's in 
is no magic. So i'd advise equinoxing your druids to group heal. You can dispel him.
He's fairly easy.

Hydras/scorpions: 
These are found in the plains of disgust, except for the hydra heads, none are aggro 
through rune. No reason to fight, the scorpions sting and poison you, though.

Guardians:
Not aggro, spellable (blind/dispel) a little weaker than a hell hound, slighty more
life.

THE TREASURE ROOM!
Contains:
Mercury Boots
Acid Helm
Helm of Reverse Align
Unholy Shield of Satan
Inside the chest, in the treasure room is:
400 gold flakes (100k each)
Blackjack
Scythe of the Grim Reaper! ;-) 

Morbis Bit is from Morbis

I say to skip the maze at the beginning direct dirs through, it's best to speedwalk or 
whatever, but brass knuckles are in there, if you want to get them. Although i never do!
<> 


Narnia:

Zone Directions: 5W U 10W S 2W 2S W S E Upgraded by Ganja!

Move North to 3 An American Tourist(tourist)
Move North to 3 An American Tourist(tourist)
Move North to 3 An American Tourist(tourist)
Move North for 2 An American Tourist(tourist) and A Tour Guide(guide)
Move South
Unlock/Open Shed East
Move East for 2 A Pit Bull(bull) (sac, maim)
Move West then North
Move West for 3 An American Tourist(tourist)
Move S for 4 An American Tourist(tourist) -SINK AREA, to pit bull area-
move south for 4 An American Tourist(tourist)
move down for 4 An American Tourist(tourist)
Move U for 3 An American Tourist(tourist) -END of SINK (might not be totally exact 
around there is sink- after next room
move south for 3 An American Tourist(tourist)
Move Up to 3 Cleaning Lady(lady) NO MAGIC
Move North to 3 Cleaning Lady(lady) NO MAGIC 
Move North to 4 Cleaning Lady(lady)
Open door East
Move East to Mrs. McCready(mrs)
Enter wardrobe
Move east and spell up
Move South for 3 rats(rat)
Move east for 4 rats(rat)
Move east for 4 rats(rat) again
Move south for 4 rats(rat)
Move east then west
Gust all winds except 1 out of room, kill (or just gust all, which is what i do) 
Have Hero taunt winds from the south
Move south and taunt wind west
Move 2 west and wear eq with breathe water flag

----Need Breathe Water Eq----Underwater Mazze Section----Sink Area----

Those With Breathe Water EQ, makesure you have 3 blades and 1 druid minimum
Slide South for 4 Something(something)
Move East for 3 Something(something)s
Move Up for 3 Something(something)
Move East for 3 Something(something)
Move West for 4 Something(something)
Move West for 3 Something(something)
Move Down for 4 Something(something)
Move East for 3 Something(something)
Move South for 4 Something(something)
Move Down for 3 SOmething(something)
Move West for 3 Something(something)
Move South for 3 Something(something) (get key from corpse) 
Unlock/Open Sheet Up, Go Up 

---- End Breathe Water EQ ----

Move 2 North for 2 Outter Barrier(outer) NO MAGIC
Move North for 3 Inner Barrier(inner) NO MAGIC 
Move North for The Castle Wall(wall) 
Move East For The castle Wall(wall) NO MAGIC 
Move East for 2 A Wolf Pack(wolf)
Move North for 1 A Wolf Pack(wolf) & 1 Maugrim(maugrim)
Move South and 3 West for A Castle Wall(wall)
Move North For The Castle Guard(guard)
Unlock Open Gate East
Move East for 3 Stone Giant(giant)
Open Door North
Move North for 3 Stone Giant(giant)
Get A Key To Stairwell(stone)
Move South and Unlock Stairwell Up
Move Up Then South For The Castle Guard(guard)
Slide East for The White Witch(witch)

----Servants----Stealing Mobs---Mass Quantity near 60----
Ok get a level 50 dragon and dbreath the servants one by one, have a druid there restoring you as your dbreath keeps 
backfiring, do this till u can no longer dbreath (dbreath expires in 20 hrs is max) about 20 times. Then wait it out or 
kill the char, and do that again, you
have to do this about twice, if there are just a few servants left u can finish with solar flare. AND remember TO SANC 
the naked char, as dbreath will still do twice damage it would without sanc.
Or feud with a druid and gust yourself past.

From first room of servants 
Move North dbreath 1 by 1
Move West dbreath 1 by 1
Move West 
Move North For A Castle Guard(guard)
Move South
pick, open kitchen to the south,

go south with a black scimitar used to be aggro, or no rune on. I recommend blades fer 
this part. When cook is dead go e,e,s, and get the key from the corpse,go n,w,w,n, unlock
the door, make sure you have the jadis key from castle guard, give it to a newbie, or naked 
char, go e, and follow the path quickly till it hits a dead end, unlock open the door with
the jadis key, go east. Portal to your newbie, or if its a druid summon chars, next is the
last room !! 

Last room:
Cloak a druid, go north, constrict edmund and lucy, spell up as desired, you can dispel
edmund.
When ready split group in two halves, edmund will die first being dispelled and all

Move North and Fight Edmund & Lucy Both Aggro
Kill Peter
Kill Susan
Kill Jester
Move West for Money around 50 mil.


---- Beastiary ---- In Order of Appearance ----

The American Tourist(tourist) (aggro, assist) 100k coins
A Pit Bull(bull) (Sentinal, Scavange, Sacrifice, Reflect, Anti-Rune, Maim)
A Tour Guide(guide) (aggro, Reflect, Sanctuary)
A Cleaning Lady(lady) (reflect, assist, aggro) 100k coins
Mrs. MaCready(mrs)(anti-stun) 500K coins
A Large White Rat(rat) (anti-stun, assist, aggro) 60k coins
A Blistering Wind(wind) (non-aggro, assist, maim, wander) 40k coins
Something Dark, Cold, and Hungry(something) (aggro, assist)
The Outter Barrier(outer) (aggro, assist, anti-stun, reflect, maim) k coins
The Inner Barier(inner) (aggro, assist, anti-stun, reflect)
The Castle Wall(wall) (aggro, anti-stun, reflect) 300k coins
The Wolf Pack(wolf) (reflect, maim, assist) 
The Castle Guard(guard) (aggro, maim) 700K coins
Stone Giant(giant) (non-aggro)
Servant(servant) (aggro, steal) (NOT AGGRO, LIQUID IS A DUMBFUCK) 
The Cook(cook) (non-aggro)
The Jester(jester) (scavange)


---- Boss Mobs ---- Equiptment ----
Maugrim(maugrim)
EQ: Maugrims Shadow
Gold: 300,000
Known Flags: Aggro Reflect Maim
-----------------------------------
The White Witch(witch)
EQ: The Crown of Frost
Gold:
Known Flags: Aggro Anti-Stun Maim 
-----------------------------------
Edmund, The Just
EQ: A Crystal Ring of Power
Gold:
Known Flags: Aggro Reflect Anti-Stun Scavange Sacrifice
-----------------------------------
Lucy, The Valiant
EQ: None
Gold:
Known Flags: Aggro Anti-Stun Reflect Scavange Sacrifice
-----------------------------------
Peter
EQ: Gold Hilted Sword, Shield of The Lion, The Roar of The Mighty Lion
Gold: 2,000,000
Known Flags: Non-Aggro Reflect Anti-Stun Sacrifice Scavange
-----------------------------------
Susan
EQ: Quiver of Arrows
Gold: 1,000,000
Known Flags: Non-Aggro Reflect Scavange Sacrifice


---- Items -----------------------------------------
The Mighty Roar of the Lion(roar,lion)
Flags:
Extra Flags:
Ac-apply 10
Affect1: Damroll +5
Affect2: Hitroll +5
----------------------------------------------------
Gold HIlted Sword(hilt, sword)
Flags: No-Ident
Extra Flags:
Damage Dice: 
Affect1: Damroll +7
Affect2: Hitroll +7
----------------------------------------------------
Shield Of The Lion
Flags:
Extra Flags:
Ac-apply: 0 
Affect1: Damroll +6
Affect2: Armor -25
----------------------------------------------------
Maugrims Shadow
Flags: No-Ident 
Extra Flags: Haste
Ac-apply: 10
Affect1: Hitroll +4
Affect2: HitPoints +25
----------------------------------------------------
Quiver of Arrows --VERY RANDOM ALWAYS DIFFERENT, avg around) 
Flags: Limited Cost-Change Advanced Elog
Extra Flags:
Ac-apply: 0
Affect1: HitPoints +100
Affect2: Hitroll +7
----------------------------------------------------
A Crown of Frost
Flags: Glow Hum Limited Advanced Elog
Extra Flags: Sense-Life Infravision Immune_Silence
Ac-apply: 20
Affect1: Damroll +5 
Affect2: Hitroll +7
----------------------------------------------------
A Crystal Ring of Power
Flags: NO-Ident 
Extra Flags: Haste
Ac-apply: 14
Affect1: Damroll +5
Affect2: Hitroll +7
<> 



Melnibones  
Estimated time is 3 hours (my lead time) to 7 hours(Kiv's lead time)
Bring around 6 ppl minimum..The more the easier and better off
------>No WIMPY<-----(unless you would like to get sacced or scavenged)
5eu8enw2ns2e3n2e2nw2nu4w4n7e2s3e3s3w3u4e6n4w3s2e2n enter portal(This gets you to the vipers and start of the maze)
From start of zone...
e,sentry north,4 screams aggro scavenging disarming blocking magic anti magic.. Can flash and do advanced area affect 
spells(sphere of fear/Envenom). After dead 3 warrior e..4 screams same stats..Flash a few minutes then go in and kill.. 
One of hardest parts of zone here..Make sure to have a few ppl..They disarm and pick up your weapon. n,w are 2 water 
elemetals..not too hard be sure to keep stunned..Do around 700 a round. No magic. e and heal up..w, u to more 
waters..Same thing then go d e and heal up. w u open gate..(wandering fire elemental and air elementals.. Pretty 
difficult and try to kill them 1 by 1), n 4e 3u open closet(corpse drop place)Keep a post in there cause there.s prolly 
gong have a few corpses drop in there.w 3d 3w n. Ni'ir will be north.(Maiming hot room reflecting alotta hp hard stunner 
no magic and you HAVE to group heal or die..Your choice..Have stunn power..)has Midden sleeves..15 ac +5+6 all main 
bits.(rune fly sanc..) 2s all e 3u e get all from midden and have everyone heal up and such. w, all d, 2w, n ,Earth 
elemental down(acids, dies in a few rounds.LOW hp mob but keep stunned or get acided)If ya wanna die unlock and open 
cells but I suggest not cause ya don' wanna die.. After earth dead go u s 2e 3 u unlock/open door Theleb north which has 
mournblade..ac -15 +6 dam 300 midget container (same as Ni'ir but doesn't maim) Corpse drops s e in closet once 
again..Have post there for sure. after everyone back in closet go w n d..Here u NEED a FEW cloakers or ya gonna have to 
do it the really Hard way w/deaths guarantee. Get a few cloak/gust/cloning druids and have them follow a leader. kinda 
one way so you need to go in n.gust all blockings. e s w to intersection..You gotta chance its gonna take more then 10 
mins so be SURE your damn shadow doesn.t wear off or your good as scavenged/dead. Ok then once your here summon everyone 
here and proceed with rest of zone:) this place should be called like intersection and Ya gonna have to swallow your 
balls and hack thru some Laws or Chaos and Laws of Force..Hard reflecting mobs about half the strength and hp's of 
Midden and Thelb..Follow path north of intersection until right before law..Be SURE to stop before mob LAW this is an 
EXTREMELY bad mob ya don.t wanna go in not ready. LAW(Refelcting..Alotta hp if you get hit you die need group heal keep 
stunned hard trasher throws balefire) kill him and get key and follow path back to intersection now go w from 
intersection and follow path north and kill laws of force and chaos on your way. Be SURE to have a summoning post incase 
yall all die..Then yall are SHIT OUTTA LUCK...stop before you come to LORD...About as hard as Laws so kill him get key 
then retrace path back to intersection. From here go all west(like 1 or 2) and unlock Law Portal west. Next mob is 
Guardian, which is semi hard, but u should be able to take him without worry. About as hard as LAW but don't hit as hard 
and not as many hp's..
Open CHAOSPORTAL and go west..Then get ready for Elric. Elric (LAST MOB) is SACCING<------ and about as hard as a dredd 
with no restore on self.. He maims throws balefire alotta hp's reflects and if you don't have a group healer..Consider 
yourself SACCED!  Cause his dam thru reflect he does to you is about double yours and it.s no quaff..Dt east so don.t 
go..When killed get his shit and make sure everyone is ready then unlock door w with horn..OK..West looks lie a dt but 
its only a slide room to mallins so don't have anyone chicken out..(mournblade = +100 hp about same dice  as scythe +9 
hit STABBER..Just the ultimate pk weapon in other words)Split equip with ppl and give cash/other goodies th those who 
don't have anything and thank god for you not getting sacced and coming out alive thank yourself for completing NC's 
hardest zone

Melinbones(Rathus Directions)

For speedwalkers: 5eu9e3n2e2nw2nu4w4n7e2s3e3s3w3u4e6n4w3s2en

Estimated time is 3 hours
Bring around 6 ppl minimum..The more the easier and better off

Be sure wimpy is OFF.  Be sure to have rune, especially for the first
few rooms in the Sea of Chaos.  Vipers see thru cloak and are aggro
without rune.

From start of zone...
n enter portal w e u s all n.  Cloakers dispel shadows w, blind 2.shadow. Kill shadows and repeat this process up.  
Don't die on the shadows, the rooms drop-to the room after Myshella.

The next 4 rooms are quiet, and the next 3 mobs are not aggressive thru
rune.

Now go west to golem, spell him up, kill.  He has a key and the gears of the golem (+3str +25ego insignia).  Unlock 
shadowgate, n u, kill aubec, e kill myshella for a key and the orb of obsidian (+4dam -10ac dual light).  Unlock/open 
mosaic, u, get all (gold, coins from corpses, and anything that dropped from the shadow rooms), d.

Enter crack.  N is a 2-person hot room, so have everyone ready to stun
checkalakh.  Have your two best high-hps stunners go n and one of them
leave another character behind to tell the rest of the group when they
go, since they're sitting in a quiet room.

You don't want to die at Checkalakh: he's aggressive, in a hot room, and blocks get.

The two lead characters open portal and go down and stun checkalakh,
tell everyone else to run n d and stun checkalakh.  Kill him for the
Symbol of Chaos (ac-apply 10 +2+2 badge rune).  Enter membrane, Demon
Lord is not aggressive, but reflects and blocks most spells.  Kill
Demon Lord for the Ring of Kings (ac-apply 12 +4+5).

At this point I send everyone but a few naked druids back to club to
repair, since there's no hot rooms for a while.

With a naked druid, get sanctuary and mana shield, then: s and VERY
QUICKLY: s, open mirage, d, enter sphere.

If your naked druid gets attacked, summon him back to demon room.  I
do this to skip one hot drop-to room with like 3 mobs and a 2-person
hot room with about 4 mobs.  The destination of the drop-to room is
about 7 rooms from Demon Lord...  Anyway, summon everyone.

Next few rooms have "echo" mobs, they're aggressive but a cloaker can
dispel (and flash if there's more than one).  They wander, assist, and
do about 400+ damage per round, each.  Kill them n, u, u, and then
kill Voilodion e.  If there's an echo in with Voilodion, a cloaker can
gust it out to the rest of the party.  If anyone died in the desert
after Demon Lord, their corpses are s (door name is treasure).

Enter mirror (back in hot desert).  N are 2 komoto dragons, cannot
blind or dispel.  W of them are 3.  To kill those 3 I usually cloak
and flash until I get the first one, so you only have 2 to fight.
S to Donblas (hot room, aggressive, reflecting).  Kill him for the
Symbol of Law (ac-apply 12 +2+2 tattoo earring glasses).


If you're ready for the HARD part of the zone, which starts in an
empty anti-magic room, enter portal.

Sentry north, 4 screams, aggressive, scavenging, disarming.  He's a
wuss, just run in and kill him.  Get a post here who can summon,
since the next mobs are nasty. After sentry is dead, there are 3 warriors e; 4 screams each, same stats.  They block the 
N exit (but not west).  They cannot be blinded, dispelled, slept, gusted or scared.  They appear to see thru shadow SOME 
of the time but not all, and they are aggressive.  I use a naked druid with sanc, mana shield, and wimpy max to flash 
them; hopefully he'll flee back w if attacked.  If you're really fast you can summon him.  This is one of the hardest 
rooms of the zone.  Make sure to have a few people on each one, since they disarm and scavenge.  You can constrict and 
venom them also.  You used to be able to scare them, but not anymore.

After the 3 warriors are dead go n and get equinox on a naked druid,
shadow and go w.  Flash until you get one of the water elementals.
There's 2 of them, they're aggressive and assisting in an anti-magic
room, and do about 700 damage/rd each.  E and heal up.  Then w, u to
2 more waters; same thing with equinox and flash, then go d e and heal
up.

Next is the castle with wandering elementals, both fire and air, but
just use elemental.  They wander around, do about 400 damage/rd,
aggressive and breathe (fire & lightning, respectively).  There's only
one anti-magic room that they can wander into.  There's also an earth
elemental that does not wander but breathes acid.  He has a key that
you need to get to Mournblade, Shroud of Time, and Stormbringer.
We'll leave him until the last possible moment, but there might be
fire/air elementals wandering in and out of his room.  If so, wait
for them to wander out.  The area looks like this:

         N     A   T
         |    /    D
         +   +     *-C-S
         |   |    /
     +---+---+---+
         G

Legend:

G: gate where you enter     A: earth elemental (acid mob)
+: normal room              *: Anti-magic room
N: Midden Nir (sleeves)     T: Theleb Ka'arna (mournblade)
C: closet door              S: safe room (drop-from Nir and Theleb)
/: stairwell up-down        D: door to rest of zone, need key from A
-: hallway                  |: hallway


GILGAMESH (I have 2 sets that pretty much cover it al use both)
From MK[]:  s,4e,s - kill mad, w - open timemachine, w,s,w,n - kill harlot get key, s,w,2n,e,2n,2w,s,w - kill son 1st, 
then kill hunter, open hide west, w - kill son, e,3s(summon a postman) - then, w, unlock/open gate west, (have postman 
summon another player so you can't get gusted back east) - gust one of you thru the gate past the guards, kill slaves 
then summon other player out. dirs from this point just west of gate to all mobs:

NINSUN:  n, kill rogue,2n,u - 2 priestesses who dpunch and disarm and free men who pick up your weapons,you can scare 
ninsun out and flee from it.
CAUTION: UNLESS YOU HAVE GOOD HPS AND INCREDIBLE AC YOU BOTH WILL DIE IN THIS ROOM SO GET YOUR POSTMAN TO JUST WEST OF 
THE GATE TO SUMMON YOU BOTH OUT..YOU HAVE TO USE SUMMONING TO FIGHT THESE MOBS... kill all priestess and then spell up 
ninsun, kill ninsun - EQ: NINSUN RING - 5 dam 5 hit 10 ac and some bits

ENKIDU & GILGAMESH:  2w,n(summon postman-same as first guards),n - gust past guards(TIP get a blade and use shockwave to 
knock em down), kill bodyguard(dies 1 backstab), w, kill enkidu - EQ: ENKIDU PANTS - then: e,n - gust past guards until 
one of you gets blown east into gilgamesh.s room - kill priest(dps and disarms), summon other player in - THINGS TO 
KNOW: south is virgin, she is a saccing mob, but is not aggressive, so you can flee from king - also, king disarms, and 
once he does you can't pick up weapon til he is dead so either have a lot of extra weapons, or - summon a cleaner in 
there to pick up weapons then kill cleaner and get all from corpse - wa la!! 
EQ: GILGAMESH ARMOR

ANU:  ANU'S SKYSHIELD - should be all south only

ENLIL:  ENLIL'S SPIRIT BOOTS

HUMBABA & SHAMASH & ISHTAR:  8w,open hole,w,2n(have other person wait here), n open cedar(sets off sleep trap - have 
other person come n and dispel you), wake/stand - open cedar, n - from here:
HUMBABA - roams thru-out the cedar forest so just walk around peeking
for him - no DT's you can walk into here 
EQ: Shrivelled head of HUMBABA - rent container

SHAMASH - 3w,3n,e,n - kill shamash (no dp or pum - circle only - wimpy
from here to ishtar:

ISHTAR: open heaven east(from shamash), e,s - kill bull, s
kill ishtar(no quaff - set wimpy max, and I recommend
leaving postman 2n in case your proudness keeps you
from fleeing...)   
EQ: ISHTAR'S JEWELLED NECKLACE OF HEAVEN
UTNAPISHTIM - EQ: UTNAPISHTIMS LIGHT OF ETERNAL LIFE

Gilgamesh

s, 4e, s, Scientist, w, open timemachine, w, s, w, n, Harlot, s, w, 2n, e, 2 Lion, n, 2 Lion, n, 2w, s, w, 
Hunter(1man)/Son, open hide west, w, Son, e, 2s, Beggar, s, 2 Beggar, w, 6 Guard (dispel/envenom),    unlock/open gate, 
w, n, Rogue, 2n, u, 2 Priestess/Ninsun, d, 4s, Rogue,
s, 2 Priest/Anu, 2n, 2w, n, Rogue, n, w, 2 Priest/Ea, e, 3s, Rogue, s,
Priest/Enlil (flee), 2n, 3?e, 2n, 3 Guard, n, Bodyguard, w, Enkidu, e,
n, 6 Guard (dispel), unlock/open bedroom, e, Priest/Gilgamesh, w, 4s,
6w, open hole, w, s, Man/Woman, unlock/open mountain s, w, 2s, 3w,
Siduri, n, Urshanabi, n, w, 2n, 2e, Utnapishtim, 2w, 2s, e, 2s, 3e, 2n,
e, 5n, open cedar (sleeptrap), open cedar, 2n, w, n,<Humbaba> w, 2n,
Shamash (flee), open heaven, e, s, Bull, s, Ishtar (dispel, flee).

     Hunter Gloves 5dam 4hit 10ac 25dual hands (4/4/7)
     Ninsun Ring 5dam 4hit 10ac 30adv ring (6/6/13)
     Anu Skyshield 5dam 6hit 20ac 10adv shield
     Paintbrush 6d6 3attack 5dam 5hit 10adv Bite weapon
     Enlil Spirit Boots 5dam 5hit 12ac 30adv feet
     Enkidu Pants 5dam 4hit 15ac 20adv legs (4/3/12)
     Gilgamesh Armor 5dam 6hit 22ac 30adv body (5/5/19)
     Siduri Earring 2dam 8ac 40mana 10adv ear
     Utnapishtim Light 6dam -10armor light (5/8)
     Shamash Circle 5dam 6hit 8ac belt 25adv  (6/6/11)(4/5/5)
     Humbaba's Head container rent reduce towel
     Ishtar Necklace 5dam 10ac 35hp 20adv neck


Artic Circle 

For groups of levels 35-40 (or avatars) before trying it. It may be soloed by high hp avatars. From 
Mk[],s,3e,2s,10w,s,3u,s, 2w,s,2w,n,2w,n,e,3n,w,n. At the landing go w,n and you will be in the Arctic Circle(Permafrost 
Forest). Eq includes Owl Wings, Polar Bear Gauntlets, Whalebone Plate, Walrus Tooth, and some other good stuff. The cold 
causes you to lose about 1 hp per shiver so you need good hp or mana for healing. Blue whale has whalebone plate, and he 
is hard...Polar bears are somewhat hard because the mob hunts you. So have backup and rescue a lot. There are no dt's 
that I know off, so when you get to zone you can just hunt the mob with the eq you want. The mobs are sca- vengers and 
will loot your corpse if you die, so do not die. Going after the blue whale you must go under water. This will cause you 
to lose 15 hp every breath and magic does not work in the whale's room, so be cautious here. Gate demons and hunt them.



Castle Northwind From Market: 7w, 6s, 4e, u n (flying DT, all have fly) n: 3 Gusts of Wind , 5 arrows [] n, w, u: 2 
arrows [not anymore? , 2 or 3 arrows w/ ranger now?] u: arrow u: 2 arrows u, 3 arrows, A Skilled Ranger , A key to 
darkness 3 arrows now? 4d, 2e, slide d: A Wall of Darkness unlock/open darkness e, e, 2n: Master Torturer, 3million 
coins, The Mark of Death open pit d, d, get A Gate key.., ent gate unlock Gate n, open gate: 2 Arrows , 2 Berserkers 
(guard), 1 million coins n: 2 berserkers (guard) n: 3 berserkers (guard) n: 2 Rays , Crystal Golem , 4 million coins, 
Diamond Bands of Force.. (5/6) e, e: 4 A Novice Swordman 2 million coins n: 5 A Man of the Staff 1 million coins e: 2 
Students , 1 million coins, 4 Daggers e, n: 2 A Nasty Maze Monster not aggro w: A Nasty Maze Monster w: 2 A Nasty Maze 
Monster w: 3 A Nasty Maze Monster 2n: The Weaponsmaster A Bladed Shield. (6/8, ac 15) enter portal, n, u: 2 A Lightning 
Bolt u: 1 Bolt 2u: A Swirling Wall of Force , A bit of FORCE.. (5/6 light) ent green, n: A Lightning Bolt, A Bolt of 
Energy, 1 mil coins n, e: 2 A Force of Magic (Not Aggro, Guinness to sleep?) [gustable now?] n: 4 Force of Magics w, n: 
2 Knights, 1 million coins n: Lord Northwind , Supple Leather Boots (5/6 boots) 3 million coins, A key to treasure. n, 
enter portal enter blue, 3n: rats n: 3 Guards , 1 million coins n: A Man of MaDDnESS , 2 million coins, A Coil of Rope.. 
n, enter portal Unlock hidden, open hidden, n, slide all d until mob room, or adjacent room (1 move to mob from any 
adjacent room) The Guardian , The Wind Badge (2dr, -6 armor, 8 ac), A Sawtooth Dagger (6/7, 8d7, 3 hit) ent portal 



DC
mk[] go s,4e,3s,enter ship, have group cloak if possible (to run thruaggro mobs), go 6w,s,e, enter bus.here you can do 
two diff. parts of the zone.  One part has thebracelet, and the homicidial psycho jungle claws.  The otherhas Plaid 
Sock, Wireless Headset, White Stockings, Wedding Ring, andSuit.  To get to the Bracelet, and Jungle Claws, head 
east,head north.you go north...,u, kill driver.  head all west killing drivers, cloak and blind whenare two.  kill 
ambulance when you get to it.  when you've made it west, start going north.  more ambulances, and a fire truck is in 
thelast room north.  east of fire truck are two helicopters.  blind one kill them.  all the mobs up through the 
helicopters are easy for 2to do.the helicopters there is a two-person room east.  send all the players e,n.  when it is 
safe, send uncloaked players.  you arein a area about 6x3 with several types of mobs.  Bikers are aggro, and.  Don't 
hafta kill any bikers.  Cars are saccers.  Limos block.  Alltypes group.  The only way to do it is wait for a limo or 
car to geta room with no other of the same type, and take that one out quick.for mobs to walk in and assist.  Be ready 
to rescue.  To get to sock: from first room after the two-person room, go n, and all westthe cars/limos as you go.  This 
can take a while.  When you arethe 7-11 (all west) pick stairs, and go down.  Kill habib(plaid sock).the sock, and get 
all the gold from the safe too.  Habib, go up, then to the extreme northeast coroner of the area.you go down and get 
ready to take a nap while your druids and clonesthe flys.  flys are acid mobs that assist.  so have everyone sit, and 
all the druids in your group go blind the 4 of them to the east.they blind, bring group in and kill them, they die 
pretty quick.  sit again, cause theres 5 more flys to the north.  after you doflys, sit once again, and have your druids 
blind those 4 flys, and bug west.  after you kill the flys, kill the bug, 2 n is a mob called.  kill it and then you are 
ready for more eq mobs..aggressive grouping mobs. Fortunately these ones don't block.  Here the best way to do it. 
recall with everyone who can't cloak. then cloak rest. have the group go all n,u,w,s and wait there. have a druidthe 
blades who couldnt cloak to there. if your group is large,go in and kick ass on the mob Secret(wireless headset). if 
youris smaller you might want to send a druid/archmage in to blind and the secret. but it is a nomagic room, so this can 
waste your mana.  , after you kill the secret have the blades recall and get summonable . bring the cloaked group all n, 
e, d, 2s, 3w.  Look north. if there isnt door n, go west again and look n.  open door, go north. kill bubbalou for. s, 
all w, unlock sliding, open sliding, n.  kill maid (white stockings)blades recall again.  take cloaked group s, all e, 
and blind the.  after attendant is blind, send a druid west, and have him gustthe mobs out. after gusting the mobs all 
out, summon blades, go east,kill attendant(pocket knife - key).  attendant reflects, so if you, have a druid group heal 
a couple times.  he also breathes so make sure is safe. from attendant go up, open trapdoor u.  send someone up cloaked 
blind susan. go up and kill uhm, the other mob (forgot name).  d, n,hillary(wedding ring).  e, kill chelsea, s, kill mob 
in there. unlockeast.  you gotta do the area from attendant to here fast causeof the keys only has 6 hours on it.  go 
thru emergency door, and Southbill(jogging suit).  have your cloakers spell him up, its easy, he hitshard, around 1000+ 
hps pre round.  but he's pretty easy to stun. sohim and get jogging suit. the spot where you end up after enter bus 
follow the path along toold man.  you can take him out, or blind/dispel him first either way.go 2n, and blind/dispel 
lady, kill dog, kill lady, get key from her.s, open door e, forgot name.  kill billy? i think, get key. w,s,/open bush. 
all e, all up, kill mob (friendship bracelet) she istough. only way out of there is to take a slide, so regroup at the.  
slide is south, be careful other exit is DT.  from bottom ofgo w, until you are back in room you killed old man in. then 
go, w, the radio is a switch to unlock door in next room. e, open thedown. to jungle claws will follow.


Homicidal Cat Claws (in DC):
Claws are 6hitroll 5dam 8D6 3attack peirce advanced wield. Best done with 3 or more equipped advanced, I'd suggest a 
druid and/or archie. It's possible to do with 2 equipped stunners, and a druid if you have hairy balls.

From mk[]: 
1s,4e,3s, enter ship, (cloak if you can to run by aggro mobs), 5w,1s,1e, enter bus Once in DC: 2e,1s,1e.
First mob is "Old Man" - He's easy, though aggro, just run in and smack him around. Once he's dead, open wooden, 1n,1w, 
push button, 1e, open floorboard. Sliding down is "Chubacabra" (I know it's misspelled but that's how the zone spells 
it) - Aggro through rune,  dispellable, - Just stun/tank him with a char, stun with another, and dispel with whomever is 
left. Once "Chubacabra" is dead, go 1n.  2 "Wizbaach" - Non aggro, but assisting - Blind/Dispel them, kill them. They're 
easy ,Go 1w, 2 more "Wizbaach," do the same thing as the others . After the 2nd set of "Wizbaach," north is 
"Freakalakka."   Aggro through rune, though easy. - Run in and kill him. After first "Freakalakka," there's a second 
north, do the same as the first. Once 2nd "Freakalakka" is dead, go 1n,1e,1n,1w,3e. Up is 2 "Green Fuz Nuts of Death" - 
Non aggro, looting, assisting, anti blind/dispel, anti dpunch (I think) - Easiest way is to send a cloaker up, 
sink/guin/constrict/mystical mist/confusion, then send in the tankers - 1 stunner per mob is possible, though I prefer 2 
per mob. They're the hardest part. After they're dead, north is the eq mob.
"Homicidal Jungle Cat"
Aggro through rune, looting, flame breath (so put away eq!), anti
dispel/blind - Mob is fleeable, though I wouldn't suggest it as there is only 1 room exit that will allow you to leave 
the mob. Best way is to run in, start stunning it, have any druids/archies sink/guin/constrict/mystical mist/confusion 
and be ready on heals. Not that hard to kill.
fin!




Castle Northwind From Market: 7w, 6s, 4e, u n (flying DT, all have fly) n: 3 Gusts of Wind , 5 arrows [] n, w, u: 2 
arrows [not anymore? , 2 or 3 arrows w/ ranger now?] u: arrow u: 2 arrows u, 3 arrows, A Skilled Ranger , A key to 
darkness 3 arrows now? 4d, 2e, slide d: A Wall of Darkness unlock/open darkness e, e, 2n: Master Torturer, 3million 
coins, The Mark of Death open pit d, d, get A Gate key.., ent gate unlock Gate n, open gate: 2 Arrows , 2 Berserkers 
(guard), 1 million coins n: 2 berserkers (guard) n: 3 berserkers (guard) n: 2 Rays , Crystal Golem , 4 million coins, 
Diamond Bands of Force.. (5/6) e, e: 4 A Novice Swordman 2 million coins n: 5 A Man of the Staff 1 million coins e: 2 
Students , 1 million coins, 4 Daggers e, n: 2 A Nasty Maze Monster not aggro w: A Nasty Maze Monster w: 2 A Nasty Maze 
Monster w: 3 A Nasty Maze Monster 2n: The Weaponsmaster A Bladed Shield. (6/8, ac 15) enter portal, n, u: 2 A Lightning 
Bolt u: 1 Bolt 2u: A Swirling Wall of Force , A bit of FORCE.. (5/6 light) ent green, n: A Lightning Bolt, A Bolt of 
Energy, 1 mil coins n, e: 2 A Force of Magic (Not Aggro, Guinness to sleep?) [gustable now?] n: 4 Force of Magics w, n: 
2 Knights, 1 million coins n: Lord Northwind , Supple Leather Boots (5/6 boots) 3 million coins, A key to treasure. n, 
enter portal enter blue, 3n: rats n: 3 Guards , 1 million coins n: A Man of MaDDnESS , 2 million coins, A Coil of Rope.. 
n, enter portal Unlock hidden, open hidden, n, slide all d until mob room, or adjacent room (1 move to mob from any 
adjacent room) The Guardian , The Wind Badge (2dr, -6 armor, 8 ac), A Sawtooth Dagger (6/7, 8d7, 3 hit) ent portal 



Benden Weyr From MK[] you go 7w,3n,2e,5n,3e,2n,e,n,w,n,e,n,w and then enter RIP. From here go w,s,w,2n then open 
cupboards and get key from them. Then= unlock/open window. From here go e,d,e and then send a cloaked person south= to 
blind 2. And 3. Weyrling. Once they are blinded all go in and kill weyrlings only one at a time. Send= cloaker s and 
blind 2. And 3. Weyrling again and then kill them. Once again= send cloaker southa and blind 2. And 3. Weyrling - this 
time all be ready= to quaff because this set of weyrlings reflects. Now go west and kill= k'nebel and get the fence key 
from him. Ok from this point send a cloaker thru the acid part. There are two mobs in= this part - threads and wherrys. 
Threads are acid but don't block, and= wherrys aren't acid but do block. From K'nebel's room send cloaker 2w,n,w= then 
unlock/open gates south. Go s,3w and then enter break. Whew!!! You= made it through. Oh one little hint - send a cleric 
throught this part so= you can gust the wherrys out of the way - otherwise it'll take a lot= longer. Once you have 
entered the break, summon everyone from your group to= where you are. Ok from this point you go n and kill the 
runnerbeasts. These mobs are easy= to kill but hit very hard so count down and have all stun mob at once. No= need to 
blind these mobs as they do not assist, but if you don't stun them= they do over 2000hps a round damage, so be 
forewarned. Once they are dead,= go w and kill runnerbeasts - same as the room you just left. Ok the next= mob is 
briaret and it is a 2 person no quaff - no flee room. It is best to= have 2 blades to do this mob. Oh and one little 
secret here is to send in a= cloaked druid to blind and dispel the mob and then use word of recall to= get the druid out 
of the room. Once the mob is dead, get the key from him Ok this next part has acid mobs so, once again send a cloaked 
summoner= through. From briaret you go n,e,n and then unlock/open great. Then go east= and close great. You have 2 
choices now, the room you are in is a hot room,= but is a safe room. You can either choose to summon your group here 
and= then kill all the dragonettes, OR you can speedwalk the dragonettes first= and then summon them all past them. My 
opinion is don't summon yet. From= this room you must speedwalk the following directions: e,2s,e,2s,e,2s,e and= then 
enter fissure. Cool, you made it past the dragonettes!! Now from here you enter the famous sinking maze. Go d. Ok now 
listen to this part VERY carefully. If you do as I say this maze will= take you all but about 2 minutes. Go east and as 
you enter each room, read= the room descriptions. You are looking for a room that has the words Red= Star Passes1. At 
the end of the description. From this room you need to go= e,2s,2n,e - the room you are looking to slide into is called 
Old Timers= Room. Now you will probably not make it in this room the first time= around, but just keep walking those 
above dirs from Red Star Passes1. Until= you get in there - It usually takes me about 3 or 4 times to get in the= room. 
From Old Timers Room, enter hole. You are now at Wansor which is the first EQ mob. This mob has the far-seer.= Don't 
worry, it is safe to summon here because this mob is not aggressive.= Summon your group and kill this mob. From here 
enter hidden to go on. Once= you enter hidden go u and then blind 2. And 3. Dragonrider. These mobs are= not aggressive 
but do assist and have a good amount of hitpoints. Kill= these three mobs and get the wingleaders badge from 
2.dragonrider. go u and= kill these 2 dragonriders, blinding 2. Now go u and blind 2. And 3.= Dragonrider, then kill all 
of them getting the tattooed scar from one of= them. Go u. this room is a safe room, and you should post a summoner 
here= in case you die in end part of the zone. Once a summoner is posted, go n and kill flar. This mob holds the 
weyrhide= cap which unfortunately is normally at limit. You cannot flee from flar,= but you can quaff. Ok, something 
real important you need to know for these= last 4 mobs is that they have a spec_proc on them. They brain blast which= is 
sort of like energy drain and comes once a tic and does like 200-300hps= damage to every player. So be ready to quaff 
even if you are not tanking= the mob. Once flar is dead go s and heal up. One n of flar is mnementh.= This mob has the 
bronze scale and works the same as flar EXCEPT this mob= reflects - so quaff quaff quaff or you will die die die, BUT 
don't forget= to stun mob. Once mnementh is dead go 2s and heal up. Ok, lessa is the= next mob and is one w of mnementh. 
Lessa has the weyrhide jacket and is= about as hard as flar was. She does not reflect, but don't forget about= brain 
blast. Once she is dead go back and heal up again. Ok, now for the= mother mob. Next is ramoth, he holds the tridactyl 
claw. You can flee from= this mob, but more than likely unless you have 1900+ hitpoints like me, you= will not get a 
chance to flee as he does 1200 hitpoints a round damage. = Stun this mob like a mother and no one will die. You can 
quaff on this mob= and he has very good hitroll so more than likely you will miss quite a bit= on him, but make sure to 
stun him. One thing I found helps quite a bit on= these last 4 mobs is if you have a level 40 or above druid cast= 
constriction on these mobs, especially ramoth. Once you have killed= ramoth, get the claw and go back and heal up BUT be 
careful that no one= moves but leader of the group as there are dt's all around throughout the= last 4 mobs. The last 2 
mobs lessa and ramoth maim, so be sure and get all= eq off of ground and cast regen to heal before going on to next mob. 
Ok= you are just about done. The last two things are the healers ring and benden wine sack



><><>| VELEUSIAN PALACE |<><><>

From m[], 5e, open gate 3e, 5n.
From there up are the Fifth Evolutions.  Have your group together
THERE.  Do NOT try to get through this part without at least 3
stunners.  They have about 1,000 hitpoints and do about 800 hps a
round.  They have about 250 hitroll.  Partition your group with one
stunner a mob.

Get your crs done quickly. =) Then head all north.  You should
encounter some "Fast Travellers." They are dispellable etc, however
it would probably just be faster to just kill them outright.  They
are blk_envenom.  Attack with your primary tanker and have your group
assist.  This is just because you often have these guys flyin in and
spankin up your party.  These guys do about 250 hps a round through
sanc.  They get 2-3 attacks. Head east (remember this by going against
the way the room desc tells you too.)  Head all east and then go south
killing the travellers along the way.  Then go up.  Post a druid/summoner here to summon you.  This is where the drop_to 
for the whole zone is going to be.  Rest here and drink some Gatorade. =)  Its an oliveroom to boot!

Ok, after you post your summoner head down north and west.  Keep heading west (killing the travellers) until you hit the 
Intersection.  When everyone is there, take a head count and make sure everyone is there. When you feel you are ready, 
SLIDE north.  (Also, if you miss the inter-section and accidentally go to the cattle, have your druid summon you out of 
there.)  After you slide north, you encounter elementals.  These bitches REFLECT.  The best thing to do is sleep them.  
You can't dispel or envenom the mothers, so you will just have to take it.  They each have about 1000 hps.  Its good to 
have a group healer do about 4 or 5 group heals.  At least thats all I think you will need.  After these guys are dead, 
take stock.  Then head north . . .

This is where the first group (ie "us") died.  Up ahead are the dogs. They each have about 500 hitpoints but do about 
400 a round.  It should follow the 2 3 2 order. One of the dogs through here has the key to the apocalypse. Have your 
summoner in the mattress room get the key from the corpse of the dog that falls into the room.

In the first room there should be 2 dogs, second room north there are 3 and third room 2.  In the next room, you can 
peek but I believe there are 2. Each of these rooms are NO_MAGIC except for the second or third one.

Just rest or heal up there.  After you kill all the dogs,
(split up your group with stunners on each one) head all north and you will see 4 corpses.  One of those corpses is not 
like the others.  It has a Crystal of Light in it.  (There isn't really a COL in there, its just something the creator 
of the zone put in as some cruel, evil joke.)  After you enter the corpse, you will see some photographers.  Make sure 
all your group is with you, because you can't blind these guys.  The photographers GROUP and they MAIM.  One of my 
blades got his head maimed off here so make SURE your group comes in.  Assign your group wisely as well.  After you 
enter the portal and kill the photographers there, head north.  Kill them too.  West is a DT so watch yourself.  Go east 
and kill photographers, open darkroom north, and go north.  Kill photographers again and head east, north, east, and 
unlock office down.  When you are ready, head down and kill stuball. He breathes fire and is pretty much like any other 
big mob you've ever fought.  He has the Fire of Eternal Glory (5 hit 5 dam light) and a key. 

After you kill him, go north and you are back to the Veleusian Palace Entrance. 

The next phase is the Me'lach's Double Banded Ring.  He also has a key that will open the treasure chest which holds the 
Veleprocation Crystal, but we'll get to that in all good time.  When you are at the entrance you would want to go west.  
You will be at the Pool of Death.  When you have your group together enter pool.  The first mobs you see will be the 
Balisongs.  They can be rather bothersome, since they are essentially just like the photographers.  Head north (what 
other direction does he use?) and kill some more until you get to the soundproof cavern.  This is a hot room but you 
will be in here for quite a while.  Unlock stalagmite n and open stalagmite.  Have your group rest here and get a really 
good blade to kill the rabbit 2 north.

The rooms ahead are 2 person and 1 person rooms respectively.  My suggestion is to have a druid come with you to miracle 
you as you are fleeing out. So in the 2 person room north, have a druid and a blade.  Have the druid spell up the blade 
before he goes in.  Have the blade set his wimpy to %80.  When he is ready, the opponent he is fighting is the most 
foul, cruel, and bad tempered rodent you've ever laid eyes on.  He's a killer! (for you monty python fans).  Envenom the 
bastard and start trashing.  He hits about 500 through sanc so be ready with the
druid's miracle as he is fleeing out.  (Make sure you don't have any lag before you go in to avoid any messy crs.)  If 
you die here, which is a possibility with lag, get another character to head north and go after him.  The rabbit doesn't 
sac, but i believe he does scavenge.  He has the JanSport Backpack.  It is rent reducer and you can wear it on your 
arms.  It also holds 3-400 midgets so its pretty good.  After you get done here you have 2 options.

You have a underwater section ahead.  The directions through it from the soundproof cavern are all n,2w,d,u,d.  After 
you reach these directions there is a mob here which SACS.  He is the Second Evolution (SAC).  My suggestion to you is 
to either have a druid or an archmage cast their most damaging spells you can and have the whole group summon them back. 
Since the mob only has about 500 hitpoints, he will die quick if you can get a system going.  Wrath or Wizfire and 
summon him back.  He should die with about 10-15 hits.  While your group is growing hair, building a house, or god help 
them, doing another zone - you will be saving their asses from a serious saccing. oh, btw, the stream is a 2 person 
maze.  If you can get your group through here and want to take him on, be my guest - but it's not advisable in my 
opinion.  After the Second Evolution is dead, either summon or wake your group up and go u.  The mob to the north is 
Me'lach, so be on your guard.  He ACIDS so put on your non-upped, whatever eq before you go in.  Keep him stunned and he 
should be no problem.  This mob has the Key for the treasure chest and Me'lach's Double Banded Ring.  (5hit 5dam 15ac) 
After you kill him, head out to the Entrance.

Make sure all your group is ready again and get ready to fight the Raptors.  They are east from the entrance.  Each of 
them have about 5000 hitpoints and can do some damage if not fought and stunned properly.  There is a max of 4 in each 
room so just watch yourself and make sure you split your group up well. =)  When you get to the Concrete thing you are 
at the foot of the Castle Entrance.  When you are ready, go up.

The Veleusian Palace (The Castle Part I)

BEFORE YOU GO UP:
Know that in this direction there are Veleprocation Guards and these mothers can tear the fuck out of your group.  Split 
up your group wisely because they each have about 10,000 hitpoints each.  They group and are anti-rune.  They pretty 
much breathe everything but acid.  So like I said, come in stunning.  After all these guys are dead head west.  (One 
more thing, they also scavenge, so if you die here, mobilize another group to get your corpses and equipment.)  When you 
head west, you will encounter many fiends.  There are wandering acid fiends and veleprocation fiends. They group and 
assist with their own kind, and the acid fiends are anti rune.  My advise would be to just come in stunning and kill as 
many as you can find, because they will tear your group up in a hurry if they wander in and attack a non-tanking member 
of your group.  The directions are as follows after you head west from the entrance: 
2n and east.  (This is the quickest route, but if you want to kill all of them to avoid walk ins, the format is just a 
3x3 square.  Kill all of them you can find.)After you do the 2n,e thing, get ready to attack more evolutions.  These 
mothers SAC as well so be on your guard.  There should be 2 or 3 up.  Divide your group wisely and put a stunner on each 
of them because they do about 500 damage through sanc.

You may want to post a summoner *HERE*.

To the west are the Crystamar Guards.  To the east is Temptation.  Go to the east and kill temptation mobs first.  One 
of them has a key.  Get a stunner on each of the 3 of them.  They each have about 5000 hitpoints and do 300 damage 
through sanc. 
These stats mirror those of the Crystamar Guards.  After all the temptation mobs are dead, go 2 west and kill all of the 
Crystamar Guards.  After they are dead you are ready to go through the maze to the cage where Dan Marino is being held 
hostage. ;-)

This is a tough part because all of the mobs in the maze SAC.  The mobs have about 800 hitpoints though, so they aren't 
that tough.  They don't do too much damage, but they can get to be a handful because they GROUP.  The directions through 
this maze are:

u,d,s,d,e,n,u

You will have to kill hollow hoarders along the way.  They aren't aggro, but keep in mind that they do SAC.  After you 
are to the room that says "Out of the Hollow!" you will find Dan Marino 2 north.  Get the key to the bearcage out and 
unlock cage n.
Dan Marino is a toughie.  He has like 30,000 hitpoints and can kick some major butt if you let him.  He hurls balefire 
through sanc, and he breathes frost and stuff.  He does not spit acid though, so thats good.  Just come in wielding hell 
and brimstone and you should kick ass.  Dan is modeling the lovely and yet professional Isotoner Gloves which retail at 
K-Mart and Dillards for 19.95. (hit 6 dam 6 ac 8).  You can exit east and head back to the entrance.  Have your summoner 
at the Foyer summon you to where they are.

When all of your group is summoned to the foyer, go east.  Its time to go after the VELEPROCATIONIST!

The Veleusian Palace (Part II) (aka the short part)

After you go east, go north and you are in the morgue.  (Read the room 
descriptions here they are really cool!) ;-)  The directions through this maze are:

d,w,n,2d

As soon as you are here, you should be at the bloody floor.  To the north is a door.

*POST A SUMMONER HERE*

You need to get the key for this, of course, so head east.  You will slide to a small maze.  It is "Hanging Over the 
Bloody Floor."  One of the zombies through here have two keys.  When you kill the zombies, their corpses fall to the 
bloody floor. The zombies group.  They do about 200 hitpoints damage through sanc.  They are not aggro, so you can look 
at each of them and see which one has a key.  Be prepared though, for the group attack.  Have your summoner look through 
all of the corpses you kill to get the key and you can either kill the zombies to get out.  (>From the drop from the 
slide room, you can go north and west and pick citrene west) or once you've found the key to the Venerum, have your 
summoner summon your group out.  The Citrene is the other key, but you don't need that one.  All you need is the Key to 
the Venerum. Either way you choose, (summon or north, west, pick citrene, west) you will end up back where you first 
slid.  Take roll, and then unlock venerum n.  Open it and get ready to face the Veleprocationist.

North is the Veleprocationist.  He is a nasty mob which is the reason for the whole zone.  He is a lot like Dan Marino, 
but he breathes frost and fire.  He has about 30,000 hitpoints as well.  Go in stunning and then after he is dead, 
unlock chest and open it to get the Veleprocation Crystal and Vitavitavegemen.  Crystal is (6 6 9d5 bite weapon.)  
Vitavitavegemen is a Cumulus Nimbus potion with armor and magical vestment.

Make sure you are grouped with someone before you use it.  Also the chest is a container you can take with you.  It is a 
400 midget container too.  Not bad. ;-) 
After you are done looking at everything and making sure everyone has all thier limbs in tact, enter way.

Veleusian Palace (Part III) (The End)

You should be at the Veleusian Palace's Glorified Entrance.  This can be the hardest part of the zone right here.  There 
are RIOTER'S north.  The Rioters have 250 hitroll and can do roughly 400 hitpoints a hit.  Get a stunner on each of 
them.  Then Tear them up.  The directions through this maze are:

2n,u,s,u

When you get here, open carpet down.  north from here are the veleprocation pins. (300 midget containers you can wear as 
insignias; like SW insignias).  Get them and come back. When you are ready, you have Chaos Rapians down.  You can take a 
choice.

1.) You can kill each of these mobs with your group and risk a severe 
decimation, because they can hit really hard.

2.) You can speedwalk past them and kill the last set of rapians before 
tribulation.

The directions are as follows:

n,e,2d

Either one you choose, be on guard, because they are all anti-rune.  They will attack you right off the bat and do about 
800 hitpoints damage.  When you get to the last room you will find apocalypse down.  Unlock and open apocalypse.  If you 
are looking for the key,
it was on one of the dog spector's corpses.  Get the key from the matress room or fromyour box if you have it in there 
and unlock apocalypse d.  Get ready to face Tribulation.

Tribulation is a nasty mob which I would recommend you come in stunning.  He has about 30,000 hitpoints and can wipe the 
floor with you because he SACS.  This isn't that much of a problem since the room is drop_to anyway.  If you die, your 
corpse will drop into the mattress room.  You can exit and go to the matress room if you want, or you can face one of 
the ultimate terrors - The 50 DT.

The 50 DT is special.  The reason it is called that is because you have a 50 percent chance of sliding into a DT and a 
50 percent chance of getting to the mob you want. 
This would turn back pretty much every group, but there is that haunting piece of equipment ahead of you called the 
Abercrombie Cap.  It is a 6 dam 6 hit 20ac head piece.  It also has a minlevel.  Abercrombie also has the Timberland 
Boots which are 5 5 15ac.  
Not bad eq to risk a dt for, eh?

A trick I've found is to have a naked druid slide and if he dts, just summon him back.  He will slide into a dark room 
and abercrombie does not have infravision.  Cast infravision on the druid and have the group remove their lights before 
summoning them in.  Cast infra-vision on the rest of the group and summon them in.  Since the dark code was changed, you 
also may not be able to see.  Drow Assassin/clerics are best since they can summon in dark places really well.  When you 
are ready, you can either wear your lights and start fighting Abercrombie, or you can fight him with infravision.  It's 
your choice.  After you kill Abercrombie, the corpse will slide to the matress room.  Have your summoner summon you to 
the matress room and get the Abercrombie Cap and the Timberland Boots.  You can rest up there and get your last drink of 
Gatorade before you split up the eq in mallins.  Open the matress to get to mallins from the matress room.

-End

== KYUDEN BAYUSHI WALKTHROUGH == Zone and Walkthrough written by: Shoju Version 1.0 NOTES: *Kyuden Bayushi has a lot of 
gold on it's mobs. *There are good levelling mobs in the field s,w from where the caravan drops you off. *There are 
other techniques that would work for doing the Labyrinth and other sections of the zone, be creative. *If you see any 
errors, or things you think I should add, feel free to e-mail me at soshi_uguri@hotmail.com. Remember this is 
Walkthrough version 1.0. *Enjoy! :) KEY: Instructions on this line are required mobs, and zone directions. Instructions 
on this line are special things you have to do. Anything on this line is a continuation of the last line. D: equals 
rough average total amount of damage per round through sanc assuming all attacks hit. Mobs with a * after the name are 
EQ mobs. PART ONE: THE PALACE What you will need: 2 Druids, 1 Archmage, 3+ stunners (the more you have, the safer things 
are going to be), 1 newbie [from market square] 13e,3s Gaijin Merchant (D:100, agg, blk stun, brth fire, wimpy, no 
memory, blocks) enter caravan Gaijin Merchant s Gaijin Merchant s Gaijin Merchant s Gaijin Merchant s (Two person, no 
magic, soundproof, sinking) 2 Bayushi Bushi (D:150, reflect, agg, fight smart, blocks, warrior class, groups) n Send 
newbie 2s,d,2n,w (If a mob blocks you, try another way, or wait for it to move) open portal to newbie (leave newbie in 
that room) enter portal s (no magic, sinking, soundproof) Ninube* (D:850, agg/anti-rune/see-shadow, maims, reflects, 
brth frost, fight smart, blocks) e rest up send newbie 2w,s,n (If mob blocks wait for it to move) enter portal cast 
'mark' open door e Bayushi Aramoro (D:650, agg/anti-rune/see-shadow, fight smart, saccing, resist magic, blocks) 2e u 
(rooms are two person, so instruct group on directions) 2n d Bayushi Courtiers (D:250, saccing, reflect, maims, blk 
take, wimpy, blocks, wanders, blk stun, HP:10000) s Bayushi Yojiro* (D:650, saccing, reflect, blocks, fight smart) cast 
'blink' and summon group back 2e unlock and open door n n Retrieve any corpses, get treasure, egg and any maimed items. 
cast 'mark' here and leave the newbie here as a sentry. s u (Room is two_person, instruct group on directions) n (sinks) 
Bayushi House Guard* (D:500, agg/anti-rune/see-shadow, fight smart, blocks, maims, reflect, thief class) e Bayushi 
Dairyu* (D:400, maims, blocks, reflect, fight smart) w open door n n (Room is two person, bring two good stunners) close 
door s Kiko (D:280, thief class, blocks, blk stun, wimpy, reflects, no memory, fight smart, scavenger, HP:30000) unlock 
and open door n open door s s organize party (heal, spell up) 2n (remember first room is two_person, and room with mob 
is advanced only, no magic, soundproof, sinking, cold) Bayushi Shoju* (D:1200, reflects, agg/anti-rune/see-shadow resist 
magic, blocks, maims, fight smart, warrior class) If you are not prepared for more of a personal challenge, you may want 
to quit here. The next section is mostly two person, and has a lot of difficult parts. Get someone to equip up a druid 
(or two). cast 'blink' and summon rest, or open portal to newbie s,u,4n,3d (for two Druids only, at least one equipped) 
Bayushi Shindei (D:250, reflects, fight smart, thief/mage class, no memory) recall back to party PART TWO: THE CAVES At 
this point, you will need to re-organize your party. I would suggest getting together with one other player and making 
two groups of two (So you both have one character in both groups). So if you die at any point here, you can have a 
second group go to take your place and make sure you don't get sacced. :P s,e unlock and open door e e d (starting from 
here, unless noted, rooms are two person, soundproof) n n (one person) 3 Black Bats (D:150, agg/anti-rune/see-shadow, 
brth frost, reflects, blocks south/down , blk stun, HP:2500) n (no limit on group size) Get token (consider using this 
for the breath water bit in the next couple of rooms) s open rubble d d (one person) Black Bat n (next two rooms are 
water dive) 2 Water Snakes (D:300, agg/anti-rune/see-shadow, maims, fight smart, blk stun, resist magic, blocks) n 2 
Water Snakes u (one person) Shadow* (D:270, maims, brth gas, blocks, HP:12500) Get Obsidian Hand d,2s,u,2s,w Get torch w 
Gigantic Spider (D:500, brth acid, agg/anti-rune/see-shadow, wimpy, hunting, blocking, HP:4000) unlock and open web w w 
(room is not two person) Gigantic Spider close web e open web n Gigantic Spider n n 2 Undead Bushi (D:270, grouped, 
saccing, brth frost, reflect agg/anti-rune/see-shadow, blk stun, fight smart, HP:7000) n 2 Undead Bushi n d pick and 
open door s s (room is not two person) Bayushi Baku* (D:320, agg/anti-rune, brth fire, reflect, fight smart, blk stun, 
blocking) n,u,n e (and slide) d (room is not two person, but is no magic) 3 Undead Berserkers (D:450, 
agg/anti-rune/see-shadow, reflect, HP: 2500, blocking) u (one person, no mob) Get Scrolls Find the secret room and fight 
the last mob yourself. :P KB EQ LIST: WEAR: MOB: GRADE: Shosuro Cloak Ninube A Junshin's Collar Yojiro B Mon of the 
Scorpion Clan Guard C+ Bayushi's Mask Dairyu B Itsuwari Shoju A Token of Crystal D+ Obsidian Hand Shadow A- Ancient 
Wristband of the Scorpion Baku B Scrolls of Uikku C+ Yashin 



CS
Castle Spultzeer:
Dirs to zone - 13w2swsws2wswne
Special things - lots of acid, maiming mobs, some saccers, BLK_SCAN
flag on zone so it helps to have a person who can peek. (NOTE: -250 ac or better recommended..2-person zone.)

Walk u,4n,w, kill - 5/6 rogues, envenom and kill them, fleeable, assist, die in about 2 wiz fires, walk w, kill - 5/6 
more rogues, same tactics enter portal. Walk n, enter destiny, walk s, 
(NOTE - south of here are changelings, they're aggressive and assisting but you can walk past them, and it's a good idea 
to do so.)
Walk 2s, 3 butterflies, envenom them, fleeable, if you flee butterfly will hunt you. Walk s, 3 shades, not aggo, 
dispel/constrict them, they
assist, hit hard, and stun. Walk s,e, dispel 2 wyverns. Kill wyverns, they maim and assist, I attack first one with my 
tanker and wait
for the other to assist, and stun 2.wyvern with my other char.
Walk e, two doors here, pick/open door n, n.
(NOTE - north of here there are 3 petals and a rose, rose acids but you don't have to kill them, they do scavenge items 
though.)
Walk n, envenom 1-3 petal, stun petal, walk n, 2 petals, walk n, 3 petals, walk e, 3 petals (NOTE - south is eq mob, 
lady (mark of beauty, -7armor 4ac 3hit, arch glasses, assassin 5tattoo.) 
Screams 4 times a round, room is no_mob so can't clife, walk s.
Kill lady, aggro, doesn't see cloak, constrict her/envenom, then kill her. Walk n,w,4s,e,open oaken e. (NOTE - east are 
3 guards, they hunt you as soon as you open the door, they're fairly easy though and you should be able to dispatch them 
quickly and easily.)
Walk e, kill 3 guards, one at a time. Walk e, kill captain, he isn't to hard and is fleeable. Walk u,2s, (NOTE - 2 
servants here, acid and sac, safest to run in with a naked druid and scare them out, time consuming as hell though.) 
W,dunslan, aggro, see_shadow, dunslans ring (15ac +4+5). Walk - e2n East leads to Head Steward (scuffed leather boots 
4dr 5hr 13ac and a stairwell key). Directly east are about 8 apparitions (see through cloak?.use envenom to kill them), 
these mobs are like midgets, nearly die in a backstab, and assisting so use a tank 
with good hps and make sure they quaff. These mobs also scavenge and I think they might maim or disarm too. After 
killing them go east, and south is Steward, and cloak then dispel/blind him before fighting.Go back to top of staircase 
and go 2 north, turn wimpy off here since it?Ts a hot room and you can flee into a slide room to market, or 
accidentally hit a DT. The golems are not aggro and can be dispelled ad blinded. Kill them and go west, kill two more 
golems, and 3 north is Marble (mob maims, freezes vials. Has marbles robes 5dr 10ac -10 armor about eq) she can be 
dispelled and blinded, and she block south. Kill her go back 3s, then 3 east.Kill the two golems, Maleffluent is north 
(holdable container with -12 armor 50 hps) kill him and go back to top of staricase. Gos down, pick the door south, and 
go south, south again are two guards, aggro, but cant see through shadow, so dispel them first before killing. Go west 
and up are 3 gargoyles, cloak and 
blind them before killing, east are 4 more, and east again is Gnell the 
harpy (tarnished breastplate 5dr 6hr 22ac) you can flee from her BUT 
there?Ts a DT east of her. Harpy also acids and maims and hist pretty hard, I think you can cast some spells on her 
before fighting. After harpy is dead, go west, west, down, east, north, and east are two more guards, kill them, go 
south and down is Yardgdaar you can dispel but he ACIDS alot. Kill him and unlock secret east, go east open Chest and 
get dagger chest, go back to top of staircase now. Open stairwell up, go up, unlock entrance north, go north, minions 
hit pretty hard, but don.t have infra so if you remove all you lights and cast infra before going in, they wont attack 
or assist. Kill them and go north until Kartak (ethereal plate.6hr 10ac -10armor leg eq) Kartak is in a no magic room, 
and you can flee BUT there are links to DTs to the east, west, and south, dispel kartak before fighting, he hits pretty 
hard but dies quickly enough (ACIDS??).Back at the bottom of the stairwell 
is another door leading east to mob with Blackflame (piercing 3 hit that is 5 6 with dice like undy spear). Usually not 
worth getting since tomes sac. Mob with blackflame is fleeable, hits hard and maims


Phantom Magrid 

Studd?s Hairpiece A) Go all east and north. Kill the mob. B) Go w/up and look at the mob. Then I think you tell him rent 
or something, get the key once he?s dead. Go back to market square and go 3east and then unlock/open north. North is a 
mob, kill it. Go nwn I think and there?s nixodorf. Kill him. C) Use a giant to shockwave, once all the bunnies are down 
take them 1 by 1. Be careful, they acid. D) Once all mobs in this room are dead you have a tricky part. There?s a portal 
in the room that leads to a One_Person room with another portal in it. Once you enter the second portal you are at 
studd, who?s very hard. Best way to do it is to put your best stunner in the One_Person room. E) Once studd is dead 
enter portal Cleric Guild A) 2w, N is a guard. He?s not aggro so go in and spell him up, kill him B) go north once guard 
is dead C) west are clerics they wander but don?t have anti-rune. So go in there and blind/taunt them or do it however 
you wanna do it. One of these clerics has a key. Along the northern wall somewhere there?s a door called sanctuary? 
.hopefully you get the idea D) 2 north is liru, 2 person room. He?s aggro so go in and kill him. Once he?s dead have 
group go north and enter the portal Thief Guild A) s/2e unlock thief. South is a guard, who?s easy B) two east and south 
and you?re at some thiefs. This part?s easy, just take nekkid druids and cloak them, run in and guiness all the thiefs 
in the room (more wander in) They?ll keep following you and eventually they?ll fall over sleeping when they follow you. 
C) They don?t have anti rune, kill them t?s a big cluster fuck but it?s fun. THey steal eq so make sure you?er watching 
what?s going on. D) Keep going s, killing thiefs, one of them has a key. Finally you get to a door called slive, unlock, 
open it. South is slive. He?s a asshole. You need to maim him first off, he has good AC, second, he?s really speedy. 
Anyways, kill him Warriors Guild A) go to the warriors guild? south is a guard B) east then south are young knights. 
They might wander, but don?t see cloak so go in and blind/dispel them then kill them quick like. C) Keep going all south 
killing knights in the same way. One of them has a key D) all south is a door, unlock and open it E) Kruik is 2 south 
from the door. Aggro thru rune, get group ready and kill his ass. Enter portal when done. MAGE GUILD A) 3w unlock/open 
south. Kill the guard south B) Now go south east I think it is. South are Magi?s. They?re aggro-anti rune and wander. 
But die fast. So do it however you want. One of them has a key. C) Along the south wall of the maze is a door called 
inferno. Use the key ?illusion? to open the inferno. 2s is raspu and 3 apparations. The apparations are aggro and anti 
rune and see thru cloak. Raspu is sleeping. So go in, kill the apparations and then spell raspu up and kill him. Enter 
portal after this. ANTIMATTER-CONTAINMENT SUIT A) go 4w and neil armstrong is north. He sacs but is easy as hell. kill 
him 1) NOTE: IF YOU DIE IN ANY OF THE BELOW ROOMS YOUR CORPSE WILL DROP INTO THIS ROOM, SO MAKE SURE NEIL IS DEAD! 
BECAUSE HE FLEES/SACS B) Now next part is a maze. Send a nekkid char nwuweenu and then portal to him. C) There's a acid 
spitter east, but he's pretty easy. So go east and kill him. D) Next is a famous bottle neck part of PM. 1) Frist room 
up is one person and has 1 mob 2) Second room up is 2 person and has 2 mobs. 3) Third room up has no limit on chars and 
has 4 mobs 4) Fourth room up has no limit on chars and has 4 mobs E) I'm doing this from memory, but I think the room 
east from the top room is clear. So go in there. North is another mob, kill it. F) Now up is a one person room with Gas 
of mars in there. Envenom and Decay all of the gas but do it quick, cuz they're aggro and balefire and stuff. G) Once 
the gasses are dead, send the group 3u/s. H) Now go north and kill the mob. Get the suit and key and enter portal EYE OF 
STORM A) Go 2n. DO NOT ATTACK!!!! 1) Neither mob is agressive. But you only have to kill the human 2) It's smart to 
blind the priest because he sacs. DON'T ATTACK PRIEST THOUGH! HE'S LIKE THE DOORMOUSE AND THERE'S NO REASON TO KILL HIM! 
B) Once human is dead, there's two hidden exits in this room, one west and one up. Inspect em and figure it out. I think 
the one up is cloud and the one west is fido, but not positive. C) Go west and get all from the fridge. They're Sky 
Potions and Cloud Key 1) Sky potions give breathe_water. Hold onto them, you'll need em. D) Go back to the room with 
priest in it. Up is another bottle neck part 1) First room is one person and has one mob in it 2) Second room is two 
person and has two mobs in it. 3) Third room has no charater limit and has 4 mobs in it. 4) Fourth room is same as third 
room. BOZO?s A) you got a key from someone called bozos, so unlock bozos and open it as soon as you get to market B) Now 
this is tricky. first room is 1 person only, and has 1 flying fish. so tanker go kills that. one up from there has 2 
flying fish and is 2 person. 1 up from the two person room has 4 flying fish and dosent have a limit on chars. I don?t 
know of a good way to do the 3rd room since it?s a bottle neck. So do your best I supose. C) up from here is master and 
a clown. the master is aggressive and clown isn?t. The clown sacs. So when you go up there, have the group kill the 
master, and have someone blind the clown, the blinder has to be wearing eq. After they?re both dead, enter the portal. 

THE MAUSOLEUM A) This is a breathe-water area. Believe me when I say that you want all the people in your group to have 
breathe-water. Luckily there?s about 20 breathe-water sky rations provided within the zone. Go 2n and kill the slave, I 
think it?s the slave anyways. Then go west and they?re in some kinda fridge or something. Anyways, they?re 2n/w from 
market square. B) Now back to the Mausoleum. This part?s like Bozo?s only harder. Breathe-Water, The Zephyr?s maim and 
your eq drops to the room before dax. So it?s important not to die, because if you do, you?re in a really really bad 
way. 

Yupa's Rifts WT, Rough *Will make a good one when I get a chance, this is all off the top of my head* From Market: s, 
3e, 2s, 5w, 4n, e, n, 4w, 3d, e, 4d, s, ent rift, open cover, u From this central point, follow directions to EQ of your 
choice <


Bionic Arms/Legs - Right in this room is the Borg; no Magic Room *Naruni Camoflauge - Wilderness Scout wanders to the 
west area. Skelebots are aggro, but can be put to sleep by a cloak char. *SAMAS - RPA wanders in the east/northeast 
quadrant from the central point. He sees cloak, is aggro, and hits hard, so be careful. Also, skelebots are also in the 
area. *Newbie Hammer - Vagabond wanders to the east; hammer is a key for getting Psi-Sword *Xiticix Gland - Xiticix 
Scout, wanders in same area usually. Another key for getting Psi Sword. *Psi-Sword - go a few north, then walk the NW 
quadrant til you find a Xiticix Hive. Unlock wax, send a cloaked character up and hunt queen. Open wax if you get stuck, 
there's several levels w/ closed doors on each. Queen won't see cloak, can be spelled up, but room is no magic! After 
killing queen, unlock cell (w/ newbie hammer), and kill Cyber-Knight. Note: Other xiticix in the hive are aggro, hence 
sending a cloaked character to hunt. *Plasma Pistol, RMK, Juicer Collar, MOM Implant - NW quadrant from cetnral point. 
Go a few north, then move NW. Look for Tolkeen. EQ mobs shouldn't be hard to find once you're there. *Cybernetic Hands, 
Coalition ID - go 2n, pick hatch up, up. No Magic room. Mobs spellable. Can flee. Hands EQ mob hits hard, but fleeable. 
*Vibro-Claws, laser scalpel, Vibro-Sword, Work Order - after getting ID from lyboc, go down, unlock gates, d, e. Dog 
Boys wander, aggro. Cloak up, put em to sleep. One of them has Vibro-claws. Watch out for thief, and other dog boys, 
make sure they're all asleep before you start killing. follow the path, find an up exit. Mob in here is aggro. Go up, e, 
n, w, n for Cyber-Doc. He maims, can hit hard, so watch out. After that, go s, all e, n for Operator. He flees so keep 
at it. When he's gone, from the original room he was in, go s, w, s, e, s for Psi-Stalker. He's aggro, but can't see 
cloak. *Imperial Signet Ring - after getting work order, follow path back to the of Chi-Town. Now slide north. Go east, 
kill mob, open door d (can't remember the name offhand). D, work your way w,n, and follow til you hit the forcefield. 
Dead Boys wander, aggro, assist around here, can either blind em or cloak/gust. Unlock forcefield w/ work order, go 2s, 
w for Prosek. He doesn't see cloak, so you can spell him up first. *Force Field, Burster Boots, Mystic Power Armor - 
from Central, go a few north, then work your way NE until you find lazlo. Once you go up, work your way e. Going north 
at the fork takes you to Scholar. Get past the wandering Repo-Bots first; they're aggro and maim. They don't see cloak 
though, so putting them to sleep makes it easier. No Magic rooms though. Boots and Armor are also in this area, but I 
don't usually do it so I can't help ya there. Boots has a few rooms w/ several mobs to contend with, and I think there's 
a few DTs near mystic armor, so watch out. *Boom Gun - You'll need the Signet Ring for a key. >From central point, go 
westish til you find Lone Star Labs. Unlock, go in. Think you can cloak and pass most of the stuff, dunno exactly. 
*Globe of Daylight, Psi-Shield, Runic Scroll, Ring of Ithan Armor - From Central Point, go s, open bush, down. 4 items 
in this area. Get past Avatars first. They wander, are aggro, but don't see cloak. Find the right rooms, but there are 
also links to other places in the mud so don't take the wrong one. Walker, Shifter, and Melter don't see cloak, so can 
walk in and spell up first. I don't recommend doing Ithan unless you have a good group; the mob has incredible AC 
(therefore maiming him is a must), is in a no magic room, blocks get, and maims! *Mechanoid Power Crystal - You'll need 
the runic scroll to get past this. Safest way to do this is to send an unequipped, cloaked druid for this next part. 
From the Central Point, go n, 3e, open hole d, follow the path west. There's a few DTs in here, and I can't recall the 
directions exactly at the moment. first one is to the west, next 2 to the north. You want to work your way to a room 
with a door called vent to the south. Open vent, s, d, open pedestal, d. Now, summon your characters in, unlock rift n, 
send a cloaked char to spell up the mob, and go at it. EQ Bionic Arms - Dam 5, str 5 Arm Bionic Legs - Dam 5, move 100 
Leg SAMAS - 4/5 armor Naruni Camoflauge - 5/5 about cybernetic hands - 5/5 hands psi-sword - 6d6, 6/6 2-hitter, 
wield/hold Boom Gun - 10d15, dam 10, dex -3 or so, 1 hit wield MOM Implant - dam/100 mana head Juicer Collar - dam 5/age 
25 neck. Liquid container Plasma Pistol - Solar Flare Wand RMK - No-Rent Miracle potion force field - dam 5, hp 100 
waist bursters - think it's like 5/5 boots mystic armor - hit 5, mana 100 or so vibro claws - 5/5 wrist/wield laser 
scalpel - 6d6, 7/7 3-hit wield vibro-sword - 8d7, 7/7 wield/hold Imperial Signet Ring - 5/5 ring Globe of Daylight - 5/5 
Light Psi-Shield - 5/5 shield Ring of Ithan Armor - dam 5, hp 100 ring Mechanoid Power Crystal - 4/5 neck/hold 


Robotics Factory (5eu14en) from market square WARNING: THIS ZONE IS HARD AS A MOTHER FUCKER. A) Getting Started 1) 2n4w, 
open door n, go north 2) there's a stall east, open it. 3) East is a 1_Person room/no_magic room with a mob in it a) 
Best way is send in a nekkid druid and dispel it then quit with the druid and send in a Hero to kill it. 4) Once HH2 is 
dead, go ws and unlock/open door w a) East are 3 Securo bots in a magic room (one of like 3 or 4 magic rooms in the 
zone.) 5) Once Securo bots are dead go 3u a) Up from here are 6 robots. Split the group up. b) 5 of these robots are 
pussies, one is different and balefires 6) Once they're all dead east are 6 more 7) Once they're all dead east again are 
6 more 8) Once they're dead, there's 6 more east. 9) Now unlock/open door s. Go south and kill the guard. a) He has 2 
keys. go north. b) Now unlock/open door n. north are 2 robots, kill them c) North again are 2 more robots, kill them. 
*NOTE*: In this room you'll notice that the rooms east and north are loaded with mobs, don't go in there. 10) Go back to 
the hallway and go all w and unlock/open door n a) This is the General Assembly Area. There's only one type of mob here 
that's agressive, the worker robots. It's smart to kill the HH2's though since they block. *NOTE*: All of these rooms 
are sink. They sink to the garbage dump. 11) From "The Top of the Stairs" directions through the assembly area are 2n/2e 
open chute n. a) The chute is a slide room. On the other side of the slide room are 3 Metal eaters or something. Split 
the group and slide north and kill them. 12) From "Garbage dump" go 2u (which are both 1 person rooms) and unlock/open 
door s. South is a stationary ELITE robot, and possibly some worker robots (they wander). It's a bottle neck, so do it 
smart. The ELITE hits hard. 13) Once you get this first room cleared HOLD IT. most likely people died and corpses went 
back into the Garbage Dump. Wait for them to get equipted. Once your group is intact again.... 14) In every one of these 
next rooms is going to be a elite robot and possibly some worker robots. My advice is to taunt the worker robots out of 
the room before killing the elites. Anyways. 15) Go 2e/s. Unlock/open door e. East is that room with 20 mobs in it. 
Yeah, not pretty huh? There's 3 elites in there and I think 10 or so, scraps or something. Anyways, taunt the scraps out 
and kill them. Then go on the elites. 16) North from here are 3 more Elite Robots. Kill them. 17) North from there is a 
door unlock/open it and kill whatever is inside i forget. This mob has a key. 18) Go south from here the room is called 
"the security station" and unlock/open door e. East is a 1_person room with a acid spitter inside. Kill it. 19) now's a 
tricky part. In this 1_person room is a portal (elevator) on the other side of the elevator is a destroyer class robot 
and 2 other robots who's name are either nano and/or microscopic. a) There's a hitch, as soon as you enter that room, 2 
nano's are going to hunt you down. So be careful. Make sure your group knows what they're doing and make sure you tell 
them not to clog the one_person room. **NOTE** IMPORTANT TO POST SOMEONE HERE 20) So now you're on the other side of the 
elevator. head east killing all that you see. 2e is a door. On the other side of this door is 1 or 2 nano's that will 
hunt you as soon as you open the door. Be ready. 21) Inside the room are 4 security guards. Kill all of them. (also, 
this room is a magic room.) 22) Now go w and unlock/open door n. go north. Now is another tricky bottle neck part. The 
room west is one_person. west from there are 3 nano's and the robo securo-bot or something. So split the group and do 
the best you can. People are gunna die by the way. Just try and keep it to a minimum. *NOTE*: NOW BEGIN THE CLUSTER 
FUCK! THIS PART IS A HUGE CLUSTER FUCK AND UNLESS YOU READ THIS VERY CAREFULLY YOU'RE ALL GOING TO DIE A FUCKING TON. 
23) Ok, go back east (to the one person room) unlock/open door n. a) North is a random slide room. You randomly slide 
into like 4 different rooms. Each room has a CYBORG in it. All of these rooms are sinking too. The corpses sink to the 
1_person room. b) Tell the group what's going down, and have them slide and kill all of the cyborgs. *NOTE* Make sure 
that they know if 3 or 4 equipted chars slide into the same room that means that there's someone out there tanking one 
of the cyborgs solo. So once they kill their cyborg, make sure they know to go find the other people. c) How do you find 
the other people? Simple. Tell them to just start sliding around. This is one gigantic slide maze/part whatever. There's 
no saccing/acid etc.. just connected slide rooms. Once all the cyborgs are dead get everyone except the post into the 
same room, it dosen't matter which room. 24) Now take a naked druid and start sliding around closing chambers. In every 
room there are two exits. One of those exits is a open door named "chamber" so close all the chambers. Once all the 
chambers are closed go back to the room with the group in it. a) Now open the chamber in the room with the group in it 
and send a naked char through the chamber. Once that char is through, close the chamber behind him. The naked char is 
now in a breathe_water slide room. Only he can't slide anywhere because all the chambers are closed! Tricky huh? b) Now 
very quickly with the naked char open the portal and quit out. About 12-18 mobs are going to be hunting through that 
portal as soon as you open it. c) Keep all the chambers closed. Get that naked char back to the group. Send him a couple 
slide rooms away, and have him open a chamber and quit out again. d) Get ready now. Those mobs are going to be hunting 
your happy-ass like there's no tommorow. I'd almost reccomend using black scimitars. Anyways. 1) First type of hunting 
mob is going to be Incomplete Robots. They die quick, but hit hard. Second type is going to be POWERFUL CYBORG. He's a 
asshole who balefires. It'll take a while, and you can even open the chamber in the room the group's in and taunt some 
of them out. Anyways. Once the mobs are dead, get your group back to the security station. by having them slide south a 
whole bunch, eventually they'll end up in the "TEST AREA" one person room. From there tell them to go ese. BTW, get all 
from the corpse of the powerful cyborg, which is in this room. 25) Once the group is togeather go 2w and unlock/open 
door s. 26) This part's easy. There's 4 types of mobs. Fidos, Cityguards, technicians and furballs. They all hit hard as 
fuck. a) Cityguards only have 1 hp b) Furballs aren't agressive c) Technicians Sac 27) start heading south killing 
everything you have to (techs, cityguards, fidos) There is a key on a technician somewhere. Get it. And 4s from the 
entrance is a door named "vault" unlock/open it and south from there is dredd. he's simple. AND YOU'RE DONE! 


Spider Man (5wuw3ned) **NOTE** I think every mob in this zone maims. A)Main Streets 1) Have everyone slide down. 2) 
North are the main streets. There's 3 types of mobs here a) Cops - Not agressive thru rune b) Citizens - Aggro thru 
rune, wandering, etc... c) Dirty Thief - Thieves steal/sac eq from players, even if you're wearing it. They die quick 
though. 3) Best way to do this is designate one person in the group to spam stun thief the entire time you're doing the 
main streets. No matter what, he spamms stun thief, otherwise you're gonig to get eq sacced. 4) Head all north taunting 
citizens, killing cops/thieves. Once you get to the condemned building, go back all south. B)Feathered Wing 1) From the 
first room "SPIDER-MAN to the rescue!" of the zone go 2nw. 2) West are 3 Young Reporters, they aren't agressive. a) kill 
them 3) unlock/open n. north is a secretary, kill her. 4) unlock/open w. West are more young reporters who wander. They 
aren't agressive, but they assist. 5) go 2u, killing reporters along the way. 6) go d unlock/open door e. Inside are 3 
more young reporters 7) kill them and go into the room. unlock/open n. a) north is a mob jameson. Kill him. 8) Go swu 
and unlock/open e. a) East is first eq mob. The Vulture. he reflects and is in a no magic room, so have druid group 
heal. Kill him and go back to the beginning. C) Spidey Tracer 1) From the first room "SPIDER-MAN to the rescue!" go 3ne. 
a) From here go east and unlock/open n. b) North is Aunt May, she's like the vulture. **NOTE** You can't actually get 
the tracer yet, but it's easier to get may out of the way here. 2) Go back to "SPIDER-MAN to the rescue!" D) Electrical 
Burn 1) From "SPIDER-MAN to the rescue!" go 5nw. 2) West are Scared employees. Head west killing them a) You can taunt 
scared employees. 3) Once you've made it 4w, there's a exit down with some employees and two thugs. a) Taunt the 
employees out first. b) Split the group, kill the thugs. 4) Once thugs are dead have the group rest. 5) The rooms east 
and west are both two_person. Send equipted chars in there to kill the thugs. They're both no_magic. a) Inside of these 
two_person rooms are panels. The panels are portals 6) Once the thugs are dead have 4 equipted chars simutaniously enter 
the portals and stun electro, then send other equipted chars/druids through the bottle neck and through the panels. a) 
Electro is like the vulture. No magic, reflect etc...etc... 7) Go back to the first room of the zone "SPIDER-MAN to the 
rescue!" E) A Line in the Sand 1) go 6ne from "SPIDER-MAN to the rescue!" 2) East are Bank Clients (tauntable) . They're 
not aggro and die quickly. a) Once they're dead, go east and kill more. b) Once they're dead, go north and kill more. 3) 
Now you're in a room with 3 doors. unlock/open the doors east and west, and kill both the mobs in there. 4) Now 
unlock/open the door north and kill the thug and teller. 5) Now go all south and there's a door east. DON'T OPEN IT! a) 
Inside of the room are 3 guards. They hunt you as soon as you open the door, and they SAC! so split your group up prior 
and when you're ready, open the door and spam stun. 6) Once the guards are dead go all n and unlock/open n. a) Inside is 
sandman. Sandman is like Vulture/May/Electro. b) The room sandman is in is a sinking room. It sinks into the room the 
security guards were in. 7) Once he's dead, go 5se and get all from sandman. 8) Go back to the first room of the zone 
"SPIDER-MAN to the rescue!" F) A Shimmering Illusion 1) From the first room of the zone "SPIDER-MAN to the rescue!" go 
7nw 2) West are 10 kids. They aren't aggro. My advice is to envenom/decay them and wait for them to die. 3) west from 
the kids is a tour guide. Kill it 4) Unlock/open w, go west (empty room) 5) Unlock/open n. north are 5 museaum 
employees, all agro. Kill them. 6) Unlock/open e. East is a mummy, kill it. 7) East is a farmer and a knight, kill them, 
both aggro and HIT HARD. 8) North is a sun god, a moon god, and a rain god, 3 mobs. Kill them, all agressive. 9) West 
are 5 roman gladiators. Kill them. 10) North is a random slide room, on the other side of the slide room is mysterio. 
*NOTE* If you slide incorrectly, you were in before, so try sliding again. a) Mysterio's just the same as the rest, 
no_magic, reflect... etc. 11) Once he's dead go back to the mean streets, and go all north. G) Jack-o-Lantern Pumpkin 1) 
This is all north from "SPIDER-MAN to the rescue!" 2) Up are 2 types of mobs, whores and roaches. a) roaches are 
agressive/tauntable b) whores are non-aggro/ blocking. 3) Go up and kill all the roaches first, then taunt more out of 
the north. 4) Go north, then east, killing all the roaches/whores you find. 5) South is a slide room. On the other side 
of the slide room are 3 roaches. Split your group then all simutaniously slide south and kill em'. 6) unlock/open n. 
North is a Dog. Kill it. 7) Open grass/g all grass. unlock/open d. 8) Down is hobgoblin. a) he spits acid. but is 
otherwise like every other eq mob. 9) Once he's dead go nse and unlock/open cover. H) Spider-Man's Mask, Spidey's 
Web-Shooter 1) Down are the NYC sewers. directions from the cover are dedsensed 2) Along the way there are rats. Rats 
don't see through shadow and are sleepable. But they're also tauntable. So taunt if you can, otherwise sleep em. 3) Once 
you've made it through the maze you're in a room with a portal named "pipe". On the other side of the pipe is spiderman, 
who's aggro so everyone enter the pipe simutaniously and stun spidey. I) Massive Metallic Arm. 1) From the room with 
spiderman go down. 2) From each eq mob you got keys named "key one" "key two" "key three" "key 4" **NOTE** the mobs you 
get them from are: Mysterio, Electro, Vulture, Sandman. 3) Get out the keys and unlock/open n. a) North is 1 Robotic 
Guard 4) Once he's dead unlock/open n. a) North again are 2 robotic guards. 5) Once he's dead unlock/open n. a) North 
again are 3 robotic guards. 6) Once they're dead unlock open n. a) Inside is Doctor Octopus. b) You need to maim him. c) 
He wears resist piercing eq. 7) Doctor Octopus has 4 massive metallic arms. 1 is the real one. the others are fakes. if 
you like, you can just type drop all.fake. J) Getting Tracer. 1) Recall and go back to Aunt May's house. 2) unlock/open 
u. unlock/open desk. the tracer's in the desk DONE 

=============== Tapis - Heathen =============== Speedwalk to Tapis: s3e2s5w4ne4n2e5n3u2e d (Yeti) Path to threads : n 
(Zombie) w (Giant) s  (Runaway) d Addict e (Shopkeeper) u (incarnation) d (Crab) s (Congress woman) u (Giant) n 
(Criminal) w (Spark) w (Tritan) w (Worker) e (Deer) e (Librarian) u (Master) All mobs reflect starting with this one. d 
(Beast) d (Oasis) u (Charion) e (Barney) w (Witch)  d (Pope) n (2 gate guards, Not aggressive Shockwave em and spell em 
up.)  e,n (Rosebush . non agro spell up Sacs) e,n,w,w,n.e,e,n to threads. Paths thru threads: white: - shroud Mob is non 
aggro but acids: 2w2n2dse2d4wu (ac up the ass, acid, not aggro) black: - tapis : 3s2w3su2es cyan: - hulk : dndsenus2u 
(not aggro) green: - mindflayer : 3eses4u (not aggro) red: - gorgon : dnes2dw2nd yellow: - krakan : unenu3ese (not 
aggro) magenta: - couatl : 2wn2dswnus 



To Get Elven Chainmail: You have to kill a Furball, and get the furball's scarf (it's like a 5/5 neck wrist thingy) That 
is the key... Furball is usually in African Plains now you have to go to penny lane (The MArble Labryinth in the 
directory file) in town and there is a fountain, if you look down, there is a door, unlock the door with the scarf, go 
down, This is the labryinth, and there are several elves around this place, you have to find the one with the chainmail 
and kill it. There are a few traps, no death traps, but no exit traps around, so just watch out. It's also pretty god 
damn easy :) [nav] undefined 



Mechanoid

EQ:
s,3e,2s,5w,4n,e,n,4w,3d,e,4d,s,<enter rift>
that brings you to the entrance of rifts
<open hatch>,u,3e,<open hole>,d,s,2w,n,2w,2s,w,2n,w,n,w,s
<open vent>,s,d,<open pedestal>,d,<unl/open rift>
and mech is north

Key:
you have to go thru zone cloaked tho
and key needed is called "runic scroll"
key is from ithan section
from the entrance it's <open hatch>,u,s,<open bush>,d,s,w,w,w,w
but there are avatars in that zone
I usually just go into the room with the mob with the key....
spell it up and summon in my tankers and hammerers
so I'm sure not to flee out into avatars
key mob name 'shifter'

More Rifts directions:
From Borg:
Burster Boots - 4n,2e,opengate,u,2n,all e,fol path s 4n,2e,open gate,1u,2n,All e,Follow Path South killing Backdrafts (3 
to a room not hard though) Peek till u get to Burster he hits hard so make sure u have good stunning.

Laser Scalpel - 2n,d,e,n,e,s,e,2n,w,u,kill sheelob,u,e,n,w,n Cyberdoc. 
2n,1d(key is on the mob up he is easy to kill watch because there are 2 mobs in the room only kill the first one for the 
key).
e,n,e,s,e,2n,w,u, Kill Sheelob (easy),u(all nonmagic rooms go back to where sheelob is to quaff),e,n,w,n Cyberdoc (hits 
hard) does not see through shadow.

Psi Sword - (From Sheelob)u,all e,s 
Mob hits hard so make sure u have stunners.              

Psi Shield:
From Borg:  s, open bush d, 2s,e,s  Mind Melter aggressive (but not through cloak). Take naked char in to blind and 
spell then summon in other chars.

GLOBE OF DAYLIGHT:
Open bush, d,n,w,2n same style as killing mind melter.

CYBERNETIC HANDS:
From Borg: 2n,pick hatch/open hatch up,room is no_magic
equinox a druid dispel/spell up eq mob - other mob isn.t aggressive
wimpy high run in stunning, flee after getting hit quaff up
run in stunning repeat. (NOTE: Mob hits like a bitch so be careful.)

Misc. Directions:

Acid Repair
     
s, 7e, enter train, 2s, w, 5s, w (look west to see if
entrance is already opened, if so skip to part 2), from there
you can hunt Manager and open the door south OR go south until
you are in Rich's Store, all east, s, e, you should be in elevator
then west until Managers door is south(should be about 4w)Manager is south from there, it's a no magic room and 2 
person, but he dispels easy, have a druid or archmages cloak do it, after killing and
getting Invitation recall and go back to entrance(s, all east enter train, 2s, w, 5s, w)part 2- you can hunt through by 
hunting repair , but only if cloaked go west and west from there is 4 agent (someone needs to cloak and blind them) 
since they assist and are aggro, if you do happen to die the Servants pick up eq, so watch out, 3 south should be 3 more 
Agents, then south after killing them, west to 2 more Agents and north is Cook, he's not aggro so dispel him, then go 
west and all south to repairer.


Khakis
To get khakis from market:
3s,d,s,d,w,10s,10d, open wall n,u,open grate u,e, enter tv,2n,
all west,3n,kill willy (agro),unlock trapdoor/open trapdoor.
OK, now the hard part is over. All ya do is have a druid that can gate. give them a container. send them down, cast 
'gate', or give khakis {DRUID}, put khakis {CONTAINER}, cdon container, quit {DRUID}
much easy :) (NOTE: The mob is easy and solable..don.t see the point in using the druid, personal decision.)

Trainers

ARCHMAGE
15w,2s,e,s,w,s,2w,s,w,n,3w,n,w,3n,3s,
w,s,n,kill golem,n,3e,open door,2n,u,
3w,4s,4e,4n,u,4w,4s,4e,2n,open door,e

ASSASSIN
8e,4s,3w,e,n,2w,2n,w,2n,e

BLADEMASTER	
s,3e,2s,2w,4s,e,n,2e,2n,3u,n,d,n,hunt 
Kahuna,kill Guard,open door, w

DRUID TREE
s, 3e, 2s, 13w, 7n, 2e, n, e, n, e, n, w, open door, n, 
u, 2n, 2w, 2s, e

LIFELIKE UZI     
e, s, e, open door n, 6n, 2w, open backdoor, w, n, w, 3n,
3e, 2s, u, 3n, 3w, 3s, u, 2n, e, s, kill tim - get uzi

 El Cid's Leggings     
     from market go 9w,3s,4n,2e. Then go n,w,s,e do this for about 4 times but you have to unlock the barred door on a 
couple levels. Once you have reached the 5th level go n and cast mark before the door. You have to go east and kill the 
rapist so you can get the badge. The badge is in a sack so you can't just look at the rapist for the key you have to 
kill most of them or all of them. Once you get the badge cast blink so you will return just outside of the door. From 
that spot go 1e,1n,1e make sure that you can see in the descrption (Your steps sound as if you were walking on an empty 
wooden trunk.) With the badge open wooden go down then type open dumas then go n and kill Sarah then you can go e to 
kill Jack. First blind all the fan's and kill them all. Then you can spell up jack for El Cids'. You can cast mark in 
the room with Sarah or in the room with Jack, but I think it's best to cast mark in Sarah's room so you can fill up with 
choco or get ambrosia before you kill Jack but move fast I've notice that the fans have repopped just when I attack 
Jack.

Black Dragon Shield     
     
     From market go 1s,3e,2s,5w,4n,1e,1n,4w,3d,1e,4d,2e,1s, peek e first before going east. Dragon sprays acid, you need 
to have acid equipment. Most of Hell equipment is acid equipment. The way I did it was I ran east cast dispel magic and 
ran back west. Keep doing this until you either dispel Dragon or it attacks you. You can only wear acid equipment remove 
all other equipment put away towel. Your container should be ok but put away your liquid containers. Bring a lot of 
ambrosias.

Luzinia's Orb

From m[]:
s, open cover, d,3n,2w,n,e,2d,2s,e,2s,d,e,2s,2e

Along the way,2 guards and Rendoxoll
Luzinia flees, but she ain't tough.

Xmen
(Directions to front steps)
from M[] 21eunwn2enwn
open entrance,n,w,s,Xavier,
open underground,d,3e,n,Forge,open simulator.
Simulator 1 is Mastermold(ARMOR)
Simulator 2 is Magneto(CAPE)
Simulator 3 is Famine(GLOVES),Death(SPEAR),Pestilence(ROBE),War(BOW),
& Apocalypse(ARMOR).

Hell:
From Market[]:
5e,u,9e,3n,2e,2n,w,2n,u,4w,4n,7e,2s,3e,3s,3w,3u,4e,6n,4w,3s,4e
Open rock, n,4d,e,3d,s,2e,3s,3w,2s,e,n,4d,e,3d,s,2e,3s,3w,2s,e
OK, for the next part there are little mobs with very small hp.s, when you walk in cast fire storm or whirl with a 
blade.
Down, all east, 2 north, down OK, 2 east, guardian (use hell) argo, hits like a bitch, maims,cant dispel. Envenom and 
Constrict, kick his ass. has way to much hp:p un door north, open door. n w 3s e s - little mobs, take it slow. down to 
hellions, enven/constrict. hit hard, disarm and SAC. cant dispel. down, kill beast. (NOTE: EQ mobs can be dispeled, but 
they are argo, so do it with a druid that isnt fighting.) Kill beast, get key/lava. 2u,n,e,2n,w,3n,e,3n,w,2n - walk 
slow, little mobs. Now, go north and have your team members go north east, its a bottle neck room. Then go all east 
south. Hellions, unlock door/open door, east, kill Vorpalist (dispel, etc.) west, north, be careful go 3 west - next 
room is bottleneck room. All west, north. Hellions. Unlock door west, open door west. West, kill ezekial (dispel). un 
door/open door west. west, guardian (hell). un lock portal open portal, west. Easy through here, argo mobs that suck. 
W,2e,s,u,s - south hellions, up Leviathon (dispel). Un door east open door east, east guardian. un/open portal s,3u,3e - 
slow, agro mobs. North hellions, north Bane (dispel) 2s,6w,4u,n,5e - slow. Kill KEEPER (not guardian can dispel no eq) 
unlock/open gates north, 2n,e,2n,2w, north - yet again, slow kill Guardian FIRST, hellions second since they aren.t 
agro. unlock/open door north Hellicia (dispel)

Cats Eye and Red Rose of Love
From market all east and south to get to entrance:
Eye: 4hit 4dam 10ac ring/neck
Rose: 10con 10dex hold/wrist/head (leveling eq)
Eye: Blades work best with this, soloable with a 50 blade and a bright light. 5e1u16e 2s 3e, hunt Catwoman, stop hunting 
by typing hunt when you're at The Intersection, go south and whirl about 15 times, south whirling again, east whirling, 
and then whirl south, but make sure to trash the huge Black Cat. She has Cats Eye.
Rose: 5e 1u 15e 2s 2e 2s 1e kill Bob (or guy), unl/open door, east, kill Knox, unl/open green, north, kill Clerk. Clerk 
has red rose.

Sack of Frozen Grass
(Holdable rent reducer)
5w u 2w 6s 4e 2n w n, kill Ent, kill Wyvern, open boulder west, kill 3.Wyvern

Centaur Isle
     s,3e,2s,5w,4n,e,11n,e,6n,2e,3n,2w,s,3e
     Stockboy (Black Hole) 5e,n Potions 3e,s,w
     Weapons 3e,2s,e

Computer World
     17e, u, n, Greeter(Silver Key), hunt 2.Manager(gold key), go all e/s to corner, unlock/open door, s (cold room), 
Manager(keys)  
   (a) Silk Necktie- unlock/open door(s), s (2 Guards-aggro/grouping),s(2 Guards), s, mob(Necktie)(b) Static Boots- all 
n, all w, unlock/open door(w) w, s (2 Techs-aggro/grouping), s (2 Techs), s (2 Techs), w (2 Techs), w (2 Techs),     
enter butt, u, Manager (Boots 5dam 4hit 10ac)(c) Laptop- from boots, s, enter butt, w (2 Guards), w (2 Guards), s, 
e,enter butt, e (2 Guards), e, e (2 Guards), e, (aggro mob) have wimpy set (safe to flee).

Narshe
     Narshe & Ranma 1/2: 
     Illumina Sword
     Top of Narshe
     hunt Mantodea, blind Mantodeas, kill Mantodeas, cloak and go
     spellup Emperor, kill Emperor, 3 or so north, kill Atma, north is
     flying DT so make sure you have fly, kill Kefka, corpse sinks, 
     from  top of mountain just cross the first 4 way junction, at the 2nd go east then  
     north, and open secret, d, get all Kefka
     11w,n,3u - (Narshe Entrance or NE)
     Celes: NE- 13n,u,2n,4w,n,u,n,2e,s (FORCE ARMOR).
     Void: NE- 8n,e,n,open secret down,d (EVERYTHING DROPS TO VOID)
     Nelson: NE- 13n,open secret down,d,n,
     Deep 13: NE- n,5w,open rock,2n,3e,d,n,open secret (INVENTION)
     Urd/Belldandy: NE- 4n,e,n,open secret down,4n (URDS LEGGINGS),
     3s,unlock door east,e (BELLDANDY'S COLLAR).
     Ranma/Akane/Genma: NE- open passageway west,w,4n,4e,2n,
     w - Happosai (KEY), 2e - Kodachi (KEY),
     w,2s,2e,unlock door north, hunt Ranma,
     Akane(BELT), & Genma(WEAPON).
     Ukyou: NE- open passageway west,w,4n,4w,n (UKYOU SPATULA).
     Ryouga: from south of Ukyou- 2e,2n (KEY), 2s,3w, open gate north,
     hunt Ryouga (BACKPACK).

The Web
       (Gremlins nice exp for leveling but sacc and watch for Jason agro roaming mob.)
     8e 2u 2s e 3s e s e 3d 4w 2s 2d n 2e s
     Leprechaun (Leprechaun Shoes, 10mil coins)
     3n - Godzilla (breathes fire)(Key) unlock/open door d
     4d 3s e - Elephant Man (Key, Baggy Pants)
     w s - Leatherface (disarm him)(Chainsaw)
     open door s, s - Freddy Kreuger (Bladed Glove)
     Soloing Freddy seems to be almost impossible, i would suggest a group as he hits extremely hard and attacks 4 
times.

XFiles (to Remove Aliens Flag).
Courtesy of Meph., Edited by Onyxhawk.

(Note: Dirs aren't exact so keep someone who can peek in there)
It.s a 2 person zone so what I did was use a camo'ed hero and an arch,
the zone isn't hard, you can spell up almost every mob in there.

From market go 9 west 3 s and about 2 north and enter TV.
- Slide and go north to spellup and kill the terrorist, 
- north and kill the other terrorist. 
** Careful with the molotovs don't drop them or you'll go boom.
- north, east to find the keys in a small closet, n, e, unlock open door.
*one person room*, 
- spellup/takeout skinner; corpse sinks south.
- Get passcard and go all west, all down, all south, unlock/open door to Mulner, 
- Get key from him then 2n,2u,3e, all north,
** Careful with fbi's cause they block, also they assist each other, 
** Meph recommends 'sleep and blind them', then quickly take them out. 
** Remember to cloak up after the fight.
- At the metal door unlock and open it, go all east to spellup/take out Scully, 
- Get key and go all west /all north, believe you need to take out the sergeant and soldiers on the way, 
- The disinfection chamber is a bottleneck, so be careful of that.
- Soldiers aren't hard, just blind one and take them out one by one. 
- All east; gust scientists out of the way to get through the observation areas, 
- Keep going east till you get to a place where you slide down, 
- Open backdoor and go towards the alien space craft, keep going west 
and north till you get to an 'Intersection', 
- Go 2 west and north to get the metal then back at the intersection, go east and unlock/open wall,
- North, east, south, drink from the cow, east, get all avatar, w, n, s, w and back at the intersection go north and 
open the hatch. 
- Follow the tunnel
** CAREFUL of the DT, so be sure to peek wherever you go. 
- Kill the two scientist, east is cancerman dispel/takeout him and get the key from his corpse. 
- Go west, unlock/open north dispel/kill kimbo, unlock/open east go 
east and I beleive the evil comm is south from there, not sure, 
- But dispel/and kill the fuck outta the damn comm that invented aliens.!!!
HAIL TIC!!
Mephisto


I would like to give out a special thanks to all  who helped me put these directions together.
Onyxhawk
Mephisto
Zandu
Ages
Despair: edited
Rama: the original creater
Hell

If I have left off any names I appologize and let me know.
If I am missing any directions you have let me know and I will add them.
Thank you all,
Itherian/Elite/Njord/Deathbringer

