Gilgamesh Walkthru ================== s4es, , w, open timemachine, wswn, , sw2ne, 2 Lion, n, 2 Lion, n2wsw, , open hide west, w, , e2s, , s, 2 Beggar, w, 6 Guard (dispel/envenom), unlock/open gate, w, n, , 2n, u, 2 Priestess/Ninsun, d4s, , s, 2 , 2n5wn, , nw, 2 , e2s, , s, (flee), 2n3e2n, <3 Guard>, n, , w, , en, <6 Guard> (dispel), unlock/open bedroom, e, <1st Priest/Gilgamesh>, w4s, 6w, open hole, ws, , unlock/open mountain s, sw2s3w, , n, , nw2n2e, , 2w2se2s3e2ne5n, open cedar (sleeptrap), open cedar, <**Humbaba>, 2nwnw2n, (flee), open heaven, es, , s, (dispel, flee). Hunter Gloves: 5dam 4hit 10ac 25dual hands Ninsun Ring: 5dam 5hit 10ac 30adv ring Anu Skyshield: 5dam 6hit 20ac 10adv shield Paintbrush: 6d6 3attack 5dam 5hit 10adv weapon Enlil Spirit: Boots 5dam 5hit 12ac 30adv feet Enkidu Pants: 5dam 4hit 15ac 20adv legs Gilgamesh Armor: 5dam 6hit 22ac 30adv body Siduri Earring: 2dam 8ac 40mana 10adv ear Utnapishtim Light: 6dam -10armor 30adv light Shamash Circle: 5dam 6hit 8ac 25adv belt Humbaba's Head: container rentreducer towel Ishtar Necklace: 5dam 10ac 35hp 20adv neck *sw2s section to take out, and then for the 3w part there are some weird mobs you can just run past.... **Humbaba: Humbaba wanders around here, you have to look for him, then go back to this point and fol dirs to Shamash. Also be careful, around the edges of the woods are midget type mobs that will attack you, avoid them as best you can. Benden Weyr Walkthru ==================== Suggested Group: 2 or more Blades 2 Druids As many Archmages as possible. From MK[] you go 6w,3n,2e,5n,3e,2n,e,n,w,n,e,n,w and then enter RIP. From RIP go w,s,w,2n then open cupboards and get key from them. Unlock/open window. From here go e,d,e and then send a cloaked person south to blind 2nd And 3rd Weyrling. Once they are blinded all go in and kill Weyrlings only one at a time. Send cloaker south and blind 2nd And 3rd Weyrling again and then kill them. Once again send cloaker south and blind 2nd And 3rd 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 through 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. You made it through. TIP - 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 north 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 west 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. TIP - Here is to send in a shadowed druid to blind and dispel the mob and then use word of recall to get the druid out of the room and summon with other druid. 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 2nd And 3rd 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 2nd Dragonrider. Go up and kill these 2 Dragonriders, blinding 2nd. Now go up and blind 2nd And 3rd Dragonrider, then kill all of them getting the Tattooed Scar from one of them. Go up. this room is a safe room, and you should post a summoner here in case you die in end part of the zone. TIP - Be careful that no one moves but leader of the group as there are dt's all around throughout the last 4 mobs. Once a summoner is posted, go north 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 south and heal up. One north 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 west 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! The last 2 mobs lessa and Ramoth maim, so be sure and get all eq off of ground and cast regen. Recall.