\ ___ \ / /) ___ / \ \_______________ \\ _ // // _______________/ / \ //- - / \\__,- .\ /. -,((_// \ - - \\ / \ // ****************) (***************** \\ / \ // /****************,_,*****************\ \\ / \// __/ * 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