STRATEGY_TXT (2).txt

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SOME STRATEGIES ### Note for solo storeporting mage: usually all underground area in smob zones ### is noport; if here in some strategy portable rooms are not mentioned - ### either I didn't found it, or no portable rooms there. Theddin's Mines (ancient spiders) Location: From BM secretary 2w max s, wait till Theddin comes and say him "explore" after long conversation; then go down. Though, dwarves will not allow evil-aligner to enter, but there is another entrance (heavydoor) from outside BM - decent str needed to open it though. Strategy: Zone is mudlled; at each repop the exits from all 100 rooms randomly change. But it is not true random: you will never be blocked in some rooms after repop because between each two rooms in these mines after each repop always is one way, and one only (exception - spiders' lair with secret exit). Spiders pop in their lair, and a while later they start to move randomly in the maze. They are about level 16, so they don't hit too hard and have an average amount of hps. Main danger of these spiders is that they can trap you in their web! This does not happen instantly, though. First you will get a message that the spiders start producing the web (it is not dangerous). Then you will see the second message: A great, dark spider quickly begins to weave a tight, sticky web around your body! Flee if you are solo, or be ready to flee if in group. Then you will see third: A great, dark spider burdens your movement wrapping you layer after layer! Flee after that! and spam around until you receive this message: After some struggle you remove the last web on you. If you don't flee, soon you will see message containing words "faster and faster around you". After this (fourth) message you will not be able to flee anymore - it is your last chance to narrate about your slow death in the cocoon. After fifth message you will become cocooned - that means you must wait for death (about half-hour rl) or wait for someone to come and free you. Inside the cocoon you will not be able to do anything, even check your inventory or narrate. Though, after the last change you can tell from inside coccoon. So: If you are a mage, always keep stored 2 fireballs (solo spider dies in 2 fireballs + 1-2 bolts). Warrior should have maxOB equipment and be in aggressive mood - just fight some/spam to remove webs. Same goes for thieves: spiders see sneakers, so backstab is impossible. On low hps spiders spamflee, so be ready. After finishing all spiders in the maze, go to their lair (s from large sign, always same exits). There are usually 2-3 spiders in the same room, so for mage will be good to store some earthquakes, but hitter must lure spiders outside one by one. After killing them, get key from one of the corpses, open cover down from main room in their lair, turn swim on and jump down. You must have at least 60-80% swim for swimming underwater. When you notice a glinting item, type reveal key. The spider's key is for the door before the chest (in north-western part of mines, some N of mineshaft up), glinting key is for the chest. Level: Hero mage with store/warrior/thief with good bow/cleric with blind; also needed ultra-stable link or(/and) labfriends ;) Loads: Steel-shafted mattock, metal wall shield, amethyst, some gold.

Transcript of STRATEGY_TXT (2).txt

SOME STRATEGIES

### Note for solo storeporting mage: usually all underground area in smob zones### is noport; if here in some strategy portable rooms are not mentioned -### either I didn't found it, or no portable rooms there.

Theddin's Mines (ancient spiders)

Location: From BM secretary 2w max s, wait till Theddin comes and say him"explore" after long conversation; then go down. Though, dwarves will not allowevil-aligner to enter, but there is another entrance (heavydoor) from outsideBM - decent str needed to open it though. Strategy: Zone is mudlled; at each repop the exits from all 100 roomsrandomly change. But it is not true random: you will never be blocked in somerooms after repop because between each two rooms in these mines after eachrepop always is one way, and one only (exception - spiders' lair with secretexit). Spiders pop in their lair, and a while later they start to move randomlyin the maze. They are about level 16, so they don't hit too hard and have anaverage amount of hps. Main danger of these spiders is that they can trap you in their web! Thisdoes not happen instantly, though. First you will get a message that thespiders start producing the web (it is not dangerous). Then you will see thesecond message:

A great, dark spider quickly begins to weave a tight, sticky web around your body!

Flee if you are solo, or be ready to flee if in group. Then you will see third:

A great, dark spider burdens your movement wrapping you layer after layer!

Flee after that! and spam around until you receive this message:

After some struggle you remove the last web on you.

If you don't flee, soon you will see message containing words "faster and fasteraround you". After this (fourth) message you will not be able to flee anymore -it is your last chance to narrate about your slow death in the cocoon. Afterfifth message you will become cocooned - that means you must wait for death(about half-hour rl) or wait for someone to come and free you. Inside the cocoonyou will not be able to do anything, even check your inventory or narrate.Though, after the last change you can tell from inside coccoon. So: If you are a mage, always keep stored 2 fireballs (solo spider dies in2 fireballs + 1-2 bolts). Warrior should have maxOB equipment and be inaggressive mood - just fight some/spam to remove webs. Same goes for thieves:spiders see sneakers, so backstab is impossible. On low hps spiders spamflee,so be ready. After finishing all spiders in the maze, go to their lair (s fromlarge sign, always same exits). There are usually 2-3 spiders in the same room,so for mage will be good to store some earthquakes, but hitter must lurespiders outside one by one. After killing them, get key from one of the corpses, open cover down frommain room in their lair, turn swim on and jump down. You must have at least60-80% swim for swimming underwater. When you notice a glinting item, typereveal key. The spider's key is for the door before the chest (in north-westernpart of mines, some N of mineshaft up), glinting key is for the chest. Level: Hero mage with store/warrior/thief with good bow/cleric with blind;also needed ultra-stable link or(/and) labfriends ;) Loads: Steel-shafted mattock, metal wall shield, amethyst, some gold.

Amon Othar

Location: Northern Blue Mountains. Strategy: First find the crazed dwarf, kill him and get the pry-bar from hiscorpse (it doesn't always load). Go w n 6e n e from him, open bushytangle, killrattlesnake (hero thief can kill it in one fang/brd stab, otherwise get a casterwith remove poison). Then unlock/open tombstone (pry-bar is the key for it - youcan bash or break it though), go down and kill ghost. Next is the stone beast and 2 stone statues. Open block and start stab/flee orcast/flee. Kill beast first - it's more dangerous (bashes and poisons), buthas less HPs. Get key from beast's corpse, unlock/open force and go d, 2e. The passages will close before and behind you, type search (sometimes evenchar without "search" practised can find hidden plate). Note that 1) only 2players can search at the same time; the more PER you have, the faster you willfind plate; 3) alert paranoid helps too; 4) don't lose much time inside, orsearing oil will be poured on you: it does like 120 damage, so non-warriorsenter on full hps only! After that in the room 2w of you (where you were already) 3 more statues willappear and guard way back. Kill them first and go 3e again. Kill the last 3statues. To get the treasure you must have at least two chars with 16+ STR (Iwill name them Stout1 and Stout2). Stout1 must pull lever in the room that hadthe last 3 statues - this will open a passage s. Stout2 - go s. Stout1 - pushlever (passage s will close), Stout2 - pull lever in his closed room (will openpassage n from Stout1 and Co). Then someone (or even all group) - go n, gettreasure and go back s. Then Stout2 - push lever (passage n from group will beclosed), and THEN Stout1 - pull lever again to open passage s. If you willconfuse last two operations, Stout2 will die... Amon Othar is nonarrate; zonewill not repop while at least one player is in rooms under force. W from block are portable rooms, others noport. Level: Hero mage with earthquake (slow); hero mage with sleep (sleep 2 out of3, nuke/flee one by one); legend defence mage (just nuke/flee!); legend magewith 4 charmies and heal (fast); hero thief + healer/blinder; hero buffer + 2-3casters. And also 2 lowbies to push levers. Loads: Mighty dwarven axe, metal wall shield, embellished longbow, lacedquiver with 12 silver-tipped arrows in it, opal, 5 gold, huge silvery bracer(on statues).

New BM zone

Location: zone n from Forlond Strategy: first you need to receive the oaken rod from either the young Dwarfor the Shepherdess (just enter their rooms, and: ask dwarf in Khuzdul about'Unnumbered Tears', or ask elf in Sindarin 'Nirnaeth Arnoediad'). Listen longstory, after that one of them will get rod from sack and give you (though, itloads rarely, chance is like 10-15% per zonerepop). Go to the mystical rings some sw of Shepherdess and look at glyphs on the rod.There are seven different types of glyphs on the rod, and the mystical ringscontains of seven stones with diffenrent paintings. Now simply place the rod(ex. "put rod wedding") in the right stone and in the right order. Here is alist of glyphs vs. stonepaintings.

Mistletoe - Wedding Tree - Hunt Flame - Battle Cloud - River Star - Mountain Harp - Feast

Crown - Funeral

If you did this right, then stonedoor to the west will open. Go w, and nowyou're inside. Just small advice before entering: don't be afraid of all thesemessages about "something cold touches your arm", "something moving in thecorner of your eye" - it's just mudlle effects, they don't hurt at all :) Go s, e, d, n, push or pull handle (no difference). If you don't, to thenorth is a trap and you will fall down one room. 2 mobs here - mottled snakeand watersnake, kill them. In this room a trapdoor is locked up and a secretwest, hiddenladder, open it and go w. Now you're back from room you fell down from. There is hidden exit w (wall) -it is another way out. Now you should go e. In this room are 1 stone beast and1 stone statue, you must at least kill the statue to be able to go s. This roomhas exit s and a hidden exit e (dragonhead). Go s first, now you're in the lever room. The levers should be set to todaysdate, by either pulling or pushing it. I guess it will clean up the load roomfrom water, so you don't have to fight the mobs underwater. After this go skill statue, go either es or se and kill 1 beast and 1 statue. Here is a hiddenexit e (secretdoor), open it and go e and loot all. Now go back to lever roomand go n. Open dragonhead and go e, d and s. Here are 2 nonaggresive dwarf statues anda sarcophagus. If you try loot they will attack you. Kill them and loot helmet. Level: Same as for Amon. Loads: Large warmasked helmet, full ringmail set, battle axe, 2H axe andsometimes thin plate.

Nagrorh the Abomination

Location: From Greenholm junction - 4w 2s 2w open trunk(fungi) s e open cryptd e pick/open plaque s. Strategy: When you open one-way plaque, he will instantly cast sanctuary onhimself, so either go west from him, or rest outside for 3 ticks. Then startcast/flee or stab/flee him. Remember, after last changes he tracks inside his2 rooms, so be careful! Irondoor e from him is way out, door s is locked withhis black key. If you have his bone key already, room s is safe to rest (or tolock Naggie in s room, and rest outside) - because he doesn't lock/unlock oreven close/open this door even if he has key himself ;) Don't stay too muchtime in his room, because he summon spectres (max 2 of them). Spectresdisappear in some ticks (5?), you can kill them though. Level: Hero thief/caster; takes VERY much time for solo warrior. Loads: Enruned robe, 5 gold.

Old Man Willow

Location: From hunting place near Bombadil's house: w n 2w s 2w n w n 2e(exits mudlled) Strategy: He is the mob that loads the blue crystal - a component that isneeded for all foci items. He hits very hard - about 50 damage. He is notaggressive, but if you attacked him at once, fled and came back - he hitsINSTANTLY. He is a legend mob, and solo player will get 100k xp for killing it. For thief: stabbing him is piece of cake as he have very bad awareness. Juststab/flee. For mage: cast shield; {cast armour; (control weather until lightning; store2 calls; unstore em on willow; sleep full) x 2} - until dead. For warriors: cleric sanc warrior with max wil, heal him during fight, noattack spells, just plainly hit it to death. For buffer+casters: plainly nuke it to death, usually in 2 rounds. He's smartmob btw, and if whole group re-enters, he will not hit the buffer but will pick

a caster (maybe lowest hps). That's why it's good to send buffer in first onsecond round. For charmies: charmer goes in and orders all 'hit willow'. After that allcasters unstore their mana on willow while it's killing one butterfly per hit! Level: Legend thief; legend mage with call lightning; hero thief+cleric withsanc; some warriors+legend cleric with sanc; hero buffer+cleric with sanc++several mages; legend buffer+some mages; 4+ mages, one of them with 12-15charmed lev1 mobs (like snakes, butterflies, etc - the higher is charmies level,the harder is to charm that much). Loads: Blue crystal.

Willow Soul

Location: Sleep at the roots of Old Man Willow and you will find it! ;-) Strategy: Once willow drags you inside, his soul will remove all eq from you.So better remove eq before the fight and give it to a friend who will standoutside. If no friends around - remove your eq and put it in your container(backpack). After the fight just pick up your backpack. Drink from your skin and eat as late as possible before giving away/removingyour eq - because you will not be able to pick up container with food or waterinside willow. After all of the party wakes up from willow's magical sleep, sanc your bufferand nuke soul - he hits almost as hard as willow, but has much less hps. Afterthe soul is dead, you will be able to pick up your eq again, but DO NOT type"get leather", "get all.leather" etc, because black sword loads in leathersatchel! This sword is mudlled - it auto attacks EVERYONE who is in the sameroom as you. Once you get the satchel, it will jump into your hands and youwill instakill your naked friends. Anyone who wants black sword must remove his weapon first - because swordwill force him to drop it otherwise. Then cleric must blind him (remove allspellsave eq before it). Then blinded he must get sword from satchel, it willjump in his hands - but as it is cursed, impossible to remove it. Cast removecurse on person with sword, and call Tom Bombadil to get out. One with swordmust SPAM "remove sword" all the time while his friends and (especially!)Bombadil is in his room. And also small note: if someone outside starts killingwillow while you are inside - you will mobdie! Btw, as calling Tom is ONLY way out - try NEVER be caught by willow as darkie(because Tom doesn't help darkies to get outta willow for some reason ;)). Level: Hero buffer+cleric with sanc, blind & remove curse+hero mage. Loads: The Black Sword.

Wight Lord

Location: From Bombadil's hunting place: max e open hatch 2d 3s w s e openbarrel 2d s 2e s 2d e 2s - e is his area (random exits); back from lord's room- w n 2e n max w. Strategy: In lord's 6-8 rooms with random exits walk 6 wight nobles, and 2more always stay in his room. Kill these 6 first (for solo player - label onenoble, nuke him to death, rest full and repeat). Then kill nobles in lord'sroom, flee (non-engaged just walk west) and rest full again. There is ONE saferoom to rest in lord's area - n from Sacrificial Hall (e from this safe room isway out - one-way). Lord and the nobles are undead, so colour sprays rocks vs them. Hedrains mana from casters, so either get enough casters or have bows also (notspells only!). Lord hits hard, but not as hard as willow and kraken, so no sancfor buffer needed. After lord dies, get loot and key, open statue e from him, go e, unlock/openchest and get all from it; key breaks after you unlock chest.

Level: Legend cleric or thief; hero buffer + some hero casters; legend buffer+ legend caster. Loads: On lord: fine grey cloak, ruby ring, wightblade (all rarely), heavymorningstar (if blade not popped), key for chest (always); in the chest: bluescroll.

Kraken

Location: Old Fornost, from great hall: s open door d s w open floorstone d s. Strategy: Kraken is large evil octopus, it lives in the old lake under OldFornost. All group members should have boats (even ones who swim well - becauseone or two failed swims while fleeing from Kraken means mobdeath). First waitfor two tentacles and kill them - otherwise tentacles will drag all who fleefrom kraken back to his pool, which means mobdeath too. Then rest for fullhps/mana, walk in and nuke it. Always sanc your buffer before fight, because kraken hits very hard (almostsame as willow), and if tentacles repop during fight - buffer will be deadfor sure, and some casters maybe too: they can't free their hands (read: can'tcast) if trapped by tentacles. Kraken is in water, so fireballs (or any other fire) are ineffective vs him.After it dies, open secret rock, go east and quickly type: open chest, getall chest - because the strong current will move you away from chest some secslater (and of course stream is one-way). Level: hero buffer + hero cleric with sanc + some mages. Loads: Dunadan blade, 5 gold.

Light shields

Location: See Maps Strategy: To achieve shield of Cardolan you must go to Malardil's castle somenw of Tharbad and kill Malardil. All doors in his castle are locked, and mostcan be opened with castle key. Two mobs load this key: Malardil himself androgue above hatch (s u from entrance). First kill gypsy woman: she casts.Malardil is soloable by any legend level char, and also easy to stab at herolevel. Shiny dagger, amethyst and silver key for MA picks upgrade (in thepouch) loads on Malardil too. All castle is portable.

Arthedain loads on the ground in Bill Ferny's house. Kill Ferny and all histhugs (they all soloable by any class on hero level), get root from Bill'scorpse - it's key for secret wall east of him (wall flagged NOFLEE btw); goeast, pick/open floorboards and go down: shield doesn't always load btw.Ferny's room is portable, dunno about backrooms.

Gilted loads on a ghost some e from Bree. It isn't much harder to kill thanother undeads on Arda. Kill black crow near entrance to Old Wight (with magic/arrows, because it flees), loot key, go to Noble's House, u from it is lockeddoor n. Unlock it with this key, go n. Then you will need to 'winch' untilplatform goes up. Go n, wait until platform goes down, and proceed d to ghost. Though, on high levels you can pass all this mudlle just by picking/bashingdoors (more than 80% pick needed), and also you must be good climber to go upto platform. Shield pops rarely (it is why even legends sometimes walk with Cardolan//Arthedain instead of gilted). Ghost also often loads b&s surcoat and eket.He can also cast fear, so, watch out and be ready to for running to your corpseif you are weak-hearted ;) Only portable room here is behind bushwall.

Necromancer

Location: From Nen-i-Sul bridge 5e, s, open hole, d is his area. Strategy: First kill the half-orc and get the pouch from his corpse - itcontains Necro key. Necro himself is located some north, behind closed andlocked door. Ways down before his door are dts! Once you go in, Necro willclose and lock door, so make aliases to unlock/open to flee if you aren't surethat you can kill him! This door is nobreak/nobash, btw. No point for buffer toattack him - skeletal warriors will rescue him instantly anyway. Don't nukeskeletals - they will die at the same moment that Necro dies, and even if youwill kill them, Necro will summon new ones instantly. Warrior must just buff skeletals and rescue caster, caster nuke Necro. Afterhis death, get ebony key from his corpse, unlock/open board and go e for histreasure. Then unlock/open grating and go out (down). Btw: board is noblock, soif you already have ebony key, no one will be able to trap you in here. Level: Hero maxabsorb warrior + hero caster; very hard but possible for solomage/cleric/shooting thief (nice link needed for solo). For cleric - blind himfirst. Loads: Red amulet in pouch; fear scroll, fang and key for DK entrance (silverrod) in his treasure room in chest.

Dead Knight

Location: From Nen-i-Sul bridge 5w, 2n, open slab, 2d, insert rod runedoor,open runedoor, e is his area. Strategy: If you have mounts, better to leave them behind culvert (s w n fromslab). To open slab you need to wait for moonrise (got to be full moon or almostfull moon [3/4 waxing]). Its possible to enter during 2 moonrises (1 is 3/4waxing, 1 is full moon). To open runedoor you need to kill Necro first and loot his silvery rod. From runedoor 7e s e pick/open fireplace e are heavy vambraces+greaves inlocked chest (good pick needed, like 80% (including picks)). Try several timesif you can't pick chest after first attempt - sometimes it takes like 10-20tries. From runedoor 5e 7s is Knight's 3x3 area. There lives DK himself, 10 or soskeletal warriors, and shadowy priest which summons shadows and 1 sanced spirit.Kill them all. If you are too few/have not too much time - just lure DK and 3his skeletals n from his 3x3 hall. But in this case lurer must be warned: ifthere is at least one skeletal on entrance - it will not let him pass back fromhall: need to lurk around and wait until skeletal goes out, or kill him. Andalso one more warning: Knight randomly switches targets, so buffer must spamrescue. Loot Knight's glass key, unlock/open flagstone in the center of thehall and go d. For solo it's easy to storequake skeletals (they die in like 3 quakes), butdont cast more than one quake at once: Knight bashes, which is deadly in thissituation. From this room starts the maze. Dirs in maze are individual, and written onlibram which loads on Necro: each must "read example" for exact dirs, and walkin the maze solo (is exactly 14 rooms from below the Great Hall). You even don'tneed to unfol leader - you will be not able to follow him in the maze anyway.BUT! If you want not just skip maze, but also kill all mobs in it - go step bystep: each uses his own dirs, but you all appear in same room! And also: iflibram doesn't load, it's still possible to pass maze: you just need to haveone person with dirs (i.e. one who did DK before). He must walk first, and drop1 to 13 copper pennies in each room; others just try to find a way from currentroom to a room with bigger amount of coins. If someone got lost - just try somerandom dirs until you get into start room with skeleton (pretty much of "wrong"dirs lead exactly to the start room), then start again. 8 souls pop there. After the group gathers again in the room with a mirror, "enter mirror". It

is portal to one more 3x3 area, with exit s "gateway". From behind gateway anyof 3 dirs will randomly lead you either to cloudy area (safe room, but you willarrive at 1hp, 0mov, 0mana, all exits lead to Nen-i-Sul area) or to sentinel(non-aggro mob which guards the palantir of Amon Sul). Sentinel have much hpsand good defence, and also he's good-aligned. To kill him is enough to have acaster with align over well-meaning (to not suffer from align loss), tho it'sfaster with buffer. Attack warrior can solo it too (bash/flee), dunno for thief. Level: Hero buffer + some hero casters; 5+ hero warriors; legend thief; legendmage with quake. Loads: Heavy greaves/vambraces, mw and bastard sword, 3 x thick gauntlets andsome regular/thin metal on skeletals; The Palantir.

Wight Captain

Location: From OER some east from brush (there is also clover loading onthe road) - 3s 2e 2n open door n 2u. Strategy: This place is quite small, like a tower, exits are only up/down. If you are caster - make sure your armour is fresh, and shield is up! There is a bunch of bodyguards you have to kill first. Wight bodyguards arequite easy to stab and with decent weapon they need 2 stabs. Better to usesharp thorn: spirit type undeads are ineff vs wood. Even WC himself dies in 2thorn stabs from legend thief! With an eket some stabs+some arrows. Also theydie in a few sprays/dispels. Note that, you must not stand on the stairs too long, because eventually theywill collapse, so if you get a message that something moves beneath your feet,then move out of room. There are 4 rooms in the tower where you can stand andnot ruin the stairs: n from the door; n 2u from the door; max up and max d. If you will ruin stairs and stay alive after fall, it is usually mobdeath towights who will come for you - as it is almost impossible to flee usingcollapsed stairs. ONLY way to get out is high climb (don't forget to turn climbon also!). When the bodyguards are dead, kill the captain. He is on the top of the tower,and usually has 2 bodyguards with him who follow him and don't move out of theroom. You'd better kill bodyguards there too, because if you start with thecaptain, you will get hurt, because bodyguards always instaassist captain, butnot each other and captain will not instaassist guards. As for the guards who move around in tower - it's better to kill them too,because if you attack captain, he calls them. For mage with call strategy is as easy as kill hobbit child. Just make clouds,store 2 calls, rest full, refresh armour - and kill WC: upper tower room is notindoors. All tower is portable. Level: Legend thief/caster; hero buffer+hero caster. Loads: Broad silver belt, metal plate, metal greaves, metal gauntlets andengraved silver ring - key for loading place of The Silvery Broadsword. Sworditself loads bit east of WC, at rolling plains. Dirs from ruined outlook are:2s, 2w, 2n, w, 4s, 5e, 2n, open tangle, w, unlock crypt, open crypt, w.

Mormaeg the Spider

Location: From the Last Bridge - w n 6w 3s 3w n e 3n 2w n e, d is it's area.You have to walk through mudlled Windswept plains, which eats moves a lot, havesome loop and one-way exits (not random, so *follow* given dirs), and whirlwindhere can randomly teleport you around. Strategy: Mormaeg area have web mudlle, which prevents you from leaving theroom, and thus causes mobdeath. Web can be burned with natural (non-magical)fire. There in Mormaeg's area loads lantern - don't forget to get it and checkif it's full (try light it)!

There is also instant-dt (scaling steam - so no death cry even), so examineevery exit w if you don't have map! On the half-way to Mormaeg there is one-way exit; after you pass it only wayout is kill Mormaeg or die: way out is down from it, and you will be not ableto pick it while spider is alive (he tracks). Kill all mobs (mostly spiders and undeads) on the way. Actually you can skipthem (Mormaeg doesn't call his fellow spiders), but you will just have moreplace to fight and less breaking concentration hits from lesser mobs. When youenter room s from last spider before Mormaeg, you will see first mudlled room:web will trap you! Just "burn web" (lantern/torch must be equipped), it isinstant command, you can do it even while fighting. Remember that new webs willcatch you every time you enter mudlled room, so burn it again every time. Thengo w and rest full. Mormaeg is s from this room with one more spider. Buffer must enter and hitMormaeg (not just spider - he is 2.spider in the room), then caster enters,burns the web and starts nuking it. It is low on hps, and dies in like 5 fballs.You must have remove poison, because buffer will be arachniated for sure. Afterhis death pick/open crack down, d open board s - and you are on the bend of OERnear Windswept again. You can solo it too, in this case thief need brown bottle ready (after lastchanges it will protect you from re-poison after you remove poison for the firsttime), and mage must have 5 stored quakes (will not kill Mormaeg, but will gethim down to bad/awful). And remember: you can't cast in mudlled (web) room evenif you already burned web - if you buff Mormaeg! Burn, walk to any other roomand cast there. Level: hero buffer+hero any class; legend mage; hero thief. Loads: topaz (in corpse, not always), sable pouch (on the ground).

East evil priest

Location: From the Last Bridge - 2e 2n e n 2e open irondoor 3e 2n. Strategy: Priest is soloable by any class. Just try to avoid his spells,because he blinds. Priest is perma-sanced, so don't use powerful spells likefireball or harm. The main danger when doing priest is the possibility of beingtrapped by other side players (e priest zone is active PK area). So the easiest, fastest (and safest) way to kill priest is to break bothdoors, blind priest and shoot him dead. Sometimes he loads shadow which is hardto do with defence warrior (must be legend with ob set and with ob sword, andwill end on wounded/bad which is dangerous in pk area). After last change priest calls orc guards from irondoor, so either kill themfirst (hard to stab though, but possible to shoot|hit/flee), or block doorbefore guards come. Portable rooms: Bell Tower and Guardroom at irondoor. Level: Any legend level player (may be slow with some classes). Loads: Fang, purple scroll (loads in priest's hand), black arm wrappings,antidote bottle in pouch.

Scaly beast

Location: One entrance is from e priest bottom level (from room with exit ecast dispel magic on door, 2w kill guardians), second is from Last BridgeFortress (bottom level too, n 3e d e open rubble - 30 str needed [added with 2ppl]). Strategy: If you enter via Fortress and it's darkie popped - do mobs first (3guards at door, snaga orc s of door, 3 orcs behind bronzedoor, then e n w w u nn, kill 2 lowbie orc mobs). Beast area changes after each repop (so remap it each time you do beast),beast even can dig new exits while you fight him. But these exits are neither

random and nor mudlled - which means u n d s from some room always brings youback in same room. Now it divides into with or without Drake-slumber lore.1) With lore: mix the lore, one person enters and finds the beast. Hold flask,'throw flask beast' and go get the rest. Then just nuke him while he ishelpless. Though beware: the beast is not instantly affected by poison. Whilenot affected by it yet, he is enraged - so better to wait 1-2 ticks beforegoing to nuke. It is why better to solo it: while you get it to wounded solo,will pass enough time for sure. Also this poison quickly goes off, so betterpoison beast when it's hurt already (if solo).2) Without lore, its really hard and exciting. One buffer and 2 mages withstored spells or even solo mage can work. Just cast on it till its wounded,then it flees. This means it starts to "whip" down the cave into a dt wheneversomeone spells it. SO! In, cast ONE fireball, flee, DO NOT REENTER that roomfor few seconds - otherwise you will dt. Beast even can make cave-in which blocks some dead-end room from entering at all (never can be done on crossingwith more than one exit). Repeat until dead. If you do beast solo, use stored spells only, and wear metal armour. Keepmagic armour fresh too, and when unstored fballs go rest to Underground Cavern3w from stone guardians - beast can't come there. Beware: beast doesn't hitvery hard, but it can bash, and also have special attack that inflicts like100-200 damage in one hit. Like 20 fballs is usually enough (including it'sregen while you sleep mana). Do not use colour sprays on beast: it's eff vslight. Butcher corpse to get treasure. Only portable area is LB fort yard (non-INDOORS rooms only). Level: Legend buffer + 2 legend mages; solo nicelinked legend caster. Loads: Always gleaming belt, random metal/random jewel (can be even corberyl).

Bill, Bert, Tom

Location: 4n 2w from Small Stream Crossing on OER (next zone e from e priest),open tangle d n fall down to their 2 rooms. Strategy: It is quite easy, buffer buffs, casters nuke. If only one caster,make sure he has like +4 attack and 105%+ fireball, with 3 casters its eveneasier. And of course, this is legend warrior we are talking about, it's 3badass trolls hitting you while bashed! Just remember to have full mana etc when you enter tangle. Go north, and -INSTANTLY! - stand, climb off. It's very important to remember to stand there,since you fall to the ground, and never try to climb because otherwise youmight flee up (climbexit) and fall back again. Buffer must spam rescue castersfor a bit - since no one knows who will be 1.player after you fall down, and nopoint to flee here: fall damage is worse here than trolls hit damage (in caseone who got hit did not/had not time to turn off climb). If you see you aregoing to die - try walk to room where you felt from above, and type "climbhole" (just rumour though). Kill 3 trolls and loot key, they usually load shadows. Then go west, openboulder, south, unlock stonedoor, open stonedoor, north open rock, west, reveal<swordyouwant>. "get all chest", "get all 2.corpse". Exit is e s e. Levels: Legend maxabsorb/maxdefence warrior, 1-3 casters. Loads: 3 ARTIFACT ELVEN SWORDS: Glamdring, Orcrist & Sting. Not enough? Largemetal wall shield and heavy vambraces too :)

Ghostly Captain

Location: From small hut near way to DT - u e n s e e n e s n e w openshatteredbranches n kill undeads get key unlock/open rockdoor n w w pick/opendoor w; back from rock face - open vegetation s w s e w d. If lost: general

dirs in - ne, out - sw, and spam 'exits' after each dir of course, no dts here.If you have cleric in group, skip first 6 undeads, and just break rockdoor. Strategy: First nuke all undeads inside and rest full. Someone with good pickskill must unfollow leader and leave outside GC door. After group enters hemust spam pick/open door - in case someone of group or whole group gets beaten:captain closes and locks his door after anyone enters his room. Nuke captain,loot all and flee out afterwards. Level: legend maxabsorb buffer + some legend mages; 2 legend maxabsorbwarriors with good rescue + 2-3 hero any class; plus any level/class with goodpick. Loads: bastard sword or (sometimes) great warsword, metal buckler or (rarely)The Black Buckler, star sapphire, small tin ring; plate vambraces, heavy setand some other metal, chain, battle axes, dark broadsword and other swords, keyfor Bloodwight - on undeads.

Bloodwight

Location: From DT door - 2w 5n 4w 2n 4e 2s d e d n e d 3e 2s 2e d 2n, behindirondoor is his hideout. Strategy: BW is soloable (backstab works) for scout only. If you have goodweapon like brd, BW dies in 3 stabs. But it is not always that easy. First you need the key to the inner caves ofbloodwight, the key loads at GC area and the key is not norent, but i guessthere can be several keys for BW in game. If you have good overall pick skill(over 100% including picks) you can enter bw caves by picking the door. BW caves are full of spirit beings like spirits, wraiths and spirit soldiers.There are 2 wraith's and 2 soldiers in BW's lair. But if you are lucky, you cankill BW before he runs back into his lair (that goes only for solo scouts, ifyou kill BW with group he always recalls into home after some fighting). Afterhe dies, from lair unlock/open sconce, go east and loot both chests. BW area begins with the valley floor. If you enter Valley floor, he appearswith a message like "large bat arrives with bang" or smth. BW does not sneak,so just step out of the room and wait for him, if he enters leave/reenter andtry to backstab. A warning: this valley floor takes a lot of moves, but if you have both fgcand gleaming belt you will manage I guess. A warning #2: BW casts spells - sleep to you and heal to himself and he makesfirestorm as well, which is quite troublesome, because he seems to be able tofirestorm endlessly (after some time, he stops healing and sleeping - he doesn't have too much mana). A warning #3: don't stay to fight with him, always flee, because he bitesduring fighting and that can envenom you. Well, that is basic information. Just use your brains and find the ways tooutplay him when solo. When with group, no brains needed, just nuke - 3 magesand warrior kill bloodwight any time. Level: legend thief; maxabsorb warrior + some casters. Loads: Engraved broadsword and bejewelled shield in one chest, clear-thoughtslore in the other chest + plate metal set, metal wall and silver cloakpin onhim and other mobs in zone, sometimes mottled cloak and dark broadsword too.

Mithnaur the Dragon

Location: NOC area (see Maps) Strategy: First go to Eoghha (4e 4n 4e 8n 12e from Rivendell moors). Say"lead dragon" (be sure he can see you). Follow his instructions (pay him like20 gold). Meet him at crude camp (some w of slag), follow him there - he willget you to entrance and will open it. Thing is that if you get attacked while following Eoghha, he will get scared,

and will stop unless you ask him again "lead dragon", then he will want anotherpayament and you can continue. Also he doesn't stop for bob, etc, so its betterto get group at entrance and then follow him solo. (There is a bug that u canspamfollow him and he will then walk megafast to the entrance). To kill him you need group of at least 1 buffer and 4 casters. Safer with 5casters. Also sanctuary is useful if your buffer has average/low defence.Dragon casts firestorm which is a room fire spell, that can do massive damage,it helps if you wear shield so you can hide behind it. It has happened to meseveral times that Dragon simply casted too many firestorms and some of mycasters didn't survive. Stored sprays help here, as you can cast while engagedfrom firestorms, instead of flee-return or disengage. Otherwise DISENGAGEBEFORE EVERY SPELL. Dragon also has special paralysing attack that can freezeyou for several combat rounds (very dangerous if you buff him at low hps), butI think he cannot paralyze more than 1 char at a time. Maybe it is obvious, but I must say it: dragon is immune to fire. He justeats your fire spells, and his fire breath is DEADLY after that! I think the point is (no confirmation on this but seems so): the more pplengaged with dragon the more he firestorms. Also better not try to bash him ;) If you decide to flee, he will start chasing you. He always tracks the onewho moved as last in the zone (each move triggers his track), but when he isdone with that victim he will start to track others. There are 2 deathtraps inthe zone (see the NOCAREA map). Way out is underwater so be sure all yourfollowers have swim. Dragon doesn't follow down underwater (I think), but hesure doesn't go w of rocks. Also room e u from rocks has fall-down mudlle(anything dropped will fall down, including corpse with shadow). Now I am not sure again about the rocks, maybe it's rock. Better be ready forthat. Level: Legend maxabsorb buffer + 4-5 legend casters. Loads: Copper ring, tower shield, ornamented sheath, The Gleaming Broadsword,adamant, fragile parchment, some gold.

NOC area vellum place Location: 2s 4w d e open stonetrap d from NOC crossing Strategy: First kill mountain troll on stonetrap. Go down, nuke/flee ologs tothe west. Get green iron key from the corpse of one of them, unlock/openprisondoor and go n. If there is popped noble prisoner (not just prisoner!),beckon him. Lead him outside prison, then he will give you vellum scroll asrevard for saving his life. Of course noble will follow whitie only - orcs/etccan't take scroll in this place even if they kill prisoner. Need I say that NOC area is not the best area to walk as whitie? Even yourlevel is not as important as zone knowledge, and ability to spam to Rivendellif orc players find you while doing mobs. Level: Hero thief/caster, hero buffer + hero any class. Loads: vellum scroll.

Morthan Blacksoul

Location: Greenway (road to Tharbad). Strategy: When you enter his room, he will close both obstructions (n and s),and will start to rob you for money. Don't try to open obstruction and flee -he closes it faster than you can open it. But if you attack him, he will notclose it anymore! So: make alias "open obstruction", and start nuke/open/flee.There is also a secret underbrush w from Morthan. Btw, do not start cast anything in Morthan's room before giving him money -he will instahit you. But if you really want to cast inside without getting hit(if chasing opposite side player) - first give him his money. Though you needto do it each time when you leave/reenter him (conclusion: bn who wants to nuke

whities in Morthan must enter with minimum 20 gold ;) ). Morthan room is portable. Level: 15 thief, 18 mage with earthquake, hero mage, legend maxabsorb warrior. Loads: Double edged eket on Morthan, forest green cloak on Thena, swords//shields/bows for at least 15 gold.

Spirit Knight

Location: From Morthan s 2w 4s e 2s w, wait till midnight and say "opendurin" (in any language). Though, door will be opened for dwarf at any time. Strategy: To get into knight's rooms, first find iron pick in the underwaterroom (3s 2e 2s 2e 2s d n from entrance), wield it and start "dig east" from theroom under entrance. When you finish digging, the pick will break in your hands.Go east. In that room loads about 20 small and middle snakes - so mage withquake will rock here. First quake small snakes, let warrior go in, rescue mageand finish 4 green snakes. Then go east, fall down, quickly stand and nuke slaves (they are very low onhps and will die pretty fast - but they parrysplit and cast). After slaves die,start killing knight: keep him bashed - he hits hard (though not as hard aswillow/kraken, and has much less OB). Exit back is up from knight's room (wherehe pops and where you will fall from above), secret - rottenvines. Also, to goback up, you must lure him to south room cause he won't let you go up when he'sin room. He tracks in those 2 rooms but he's slow. If zone repops while you are doing SK, the hole will close too. Secret backfrom snakes - earthwall. Btw, it's impossible to do SK during winter - due to frozen water (no way toget pickaxe from underwater). Level: Hero thief; legend caster; hero buffer + hero hitter/basher or herocaster. Hero mage can do him too, though it takes much time, and also store andquake needed. Loads(sometimes): Engraved warhammer, thick metal plate, great helm;usually: regular plate, full metal helmet; 3 large warhammers on slaves.

Master Assassin

Location: From Tharbad n gates - n open oakendoor e open pegs d openmoldywall 3s open metaldoor s. Strategy: MA is not a very strong mob himself, but he calls tons (usually 4-6,but well-known old bug can cause even 10) hero level guards to help him. Sodon't even try to kill MA in his room: lure him outside! Old strategy of catching him above pegs and blocking pegs doesn't workanymore: pegs are noblock now... Good place to catch him is room with rats e from Long, Dark Corridor - LargeEchoing Storeroom. Door to this room is not locked by default, but it ispickable, so one in group must have like 70-80% pick (including picks) for fastpicking MA inside. Lurer must go to MA, hit him, flee to this room and spamsearch. Not _flush_: don't hit MA before picking woodendoor because if he willsee group attacking him, he will use his flash powder and leave while you standblind! After he comes (and instantly got revealed) one with good pick must asfast as he can close woodendoor and pick it. Nuke MA, he got like 600-800 hps,so mana of one hero nuker is enough usually. After you finish him, rest full,pick door and quickly leave (or go down for master's treasure) ONLY on full hps(for casters - with fresh armour too), because 10 MA guards can kill you inless than 3 rounds. Master assassin is also soloable for thief. You just have to kill experiencedassassins and brown-skinned men behind greystonewall to the east (doorwardensalmost unstabable). Master is quite easy to backstab, after 2 stabs (when helooses hps below wounded) he uses flash powder, flees and runs away. Usually he

runs down to sewers (so you have to know all MA area with 10+ secretdoors),swims across catacombs and hides himself at smugglers there. But you can gethim out of hide with entering the room without sneak. He attacks and wont hideanymore, then just stab him once more. Btw, in case of his guards were killedhe can block himself inside to wait for guards to repop. And also: if youmanage to stab him to bad/awful, he walks very slow - thus it's possible tostab him once more even before he reaches catacombs. Almost same goes for warriors: kill all mobs in MA area (even rats - theirhits don't hurt but break tracking), one must rest inside, other go to MA room,open carpet (one-way down - to prevent master from going back), hit him and tryflee/go down. Then just hit him to death. Keep him bashed - he have INSANEdefence. Same tracking strategy as for thief. Just remember: his nasty guardsnever go up from under pegs, and never go south from e 2d of e greystonewall. Level: Hero buffer/lurer/picker + hero nuker; legend thief with nice link;2 legend or 3 hero warriors. Loads: Slender dagger or eket, upgraded picks, sometimes venom vial and venomlore, key to joist - on Master; small pouch (flash powder), opal and 5 gold -in his treasure chamber above joist, in chest which opens with Malardil key,

Chief of Tharbad

Location: From n gates of Tharbad - 7s w 3s w 2n e s. Strategy: First, find a caster with 'break door' or warrior with good bash todestroy door to chief (otherwise after you pick/open his door and enter, chiefwill close and lock it again - and you all mobdie). A warlock sits in the sameroom with chief and keeps himself and chief sanced, sleep warlock first (orjust kill him - shoot to death, preferably with venomed arrows). He is probablythe most dangerous mob here - his fireballs ROCK. It is also a good idea tosleep 1.guard, he has key and closes/locks chief's door. After the warlock dies, wait till sanc on chief wears off, and start tocast/flee him (or stab/flee). If you are worrying about your alignment - don'tworry anymore: chief is evil as hell. And last: if you don't want to becomewanted in Tharbad, kill all of chief's guards and all city guards that saw youwhile killing chief. Again, better to start with 1.guard. It is a little easier for solo cleric: break door, blind warlock before hesancs chief, and just nuke chief with fast/quick spells. Btw, for caster with warrior there's another popular tactic: someone destroysdoor, mage follows warrior, warrior goes in and hits chief, mage casts fireballand leaves n (he's unengaged), then warrior flees. Chief dies in like 10 fballsfrom legend mage. But only cast one spell at a time, otherwise the warlockis going to do something nasty :) Also, it's a one-exit room with lotsa mobs on you, so it's hard to flee fromthere. I've seen ppl mobdying from failed flees even when using PANIC! trigger.That's especially true when warlock is still alive (fireball). And also: if youdied here, NEVER pray to Tharbad on hurt/wounded. N gate guards are notaggressive only when they stay in the n gate! But sometimes they move 1s (wherearrive all who pray to Tharbad), and they can instakill naked caster with nospell up. ALWAYS wait till fine - it's easier to reequip than to gain levels. And last thing: rumored that chief's 1.guard doesn't lock door anymore (aftersome change not much time ago), but anyways better to not take a risk and getbreaker/basher :) Chief's room is of course noport. Level: Hero thief/legend mage (preferably with quake) + cleric/warrior tobreak/bash door; legend cleric. Loads: Iron ring, notrack boots.

Wuda

Location: s Hollin road, near demon wolf cave (1 zone w Wyrdda). Strategy: Enter yard of his house and kill all warriors first (Wuda calls allalive warriors to assist him). Yard is outdoors (of course), so call lightningrocks here. Then rest full, lure Wuda from indoors, do 2 warriors which alwaysfollow him. Then rest full again and finish Wuda. Level: Legend caster/thief; legend buffer + hero any class. Loads: Hemlock poison vial and (rarely) this poison lore, antidote bottle,herbal kit.

Wyrdda Location: Follow Hollin road to Eregion/Dunland border, then follow road sfrom ford. Strategy: He lives in a small village (10 rooms). He isn't a very tough moband doesn't have many guards. Just nuke/flee, exits fleeable. After his deathopen door of his stables, go n w. For cleric with break it's even easier - don't even needed to kill Wyrdda.Just pick/open corral east from village entrance, e, break gate - and e isRohirrim! Level: Same as for Wuda. Loads: Steel-shafted spear, wooden wall, Horse of Rohirrim.

Overseer

Location: From Wyrdda ford 4n 4e 4n 5w n open turf. Strategy: First get the key from under trapdoor s 3e n e d from turf. Thenenter turf, kill widow and cavebear. Wait until sunrise and say: "By the might of Aule I command thee to open"It can be said by any race, but you must speak Khuzdul well. Slab opens, enterit and clear all mobs inside (3 pairs of crazed dwarves and 3 pairs of blackspiders). Be warned: crazeds hit not only the buffer, but 2.player too, sobuffer should have good rescue! Unlock irondoor using engraved key fromtrapdoor, enter it and kill overseer+another pair of dwarves. Get small ironkey from overseer's corpse, unlock/open carpet down to his treasure room withchest. Nuggets load (if they load at all) n e irondoor. Just remember, if any member of the opposite race notices your tracks leadingin - 99% it will be turf/slab trap (they will have ENOUGH time to gather trapgroup)! Level: Legend caster/thief, legend buffer + 1-2 hero any class. Loads: Sometimes (much more often than in Amon Othar) MDA, always 2H axe,rarely golden and silver nuggets.

Tall Orc

Location: From Wyrdda ford follow road: 3n 3e n 3e n e n 2e n open brush 2w ne open floor d open runes d. Strategy: Tall Orc is an uruk in my opinion, and 5 lowbie orcs follow him -so solo warrior can't handle them all. For solo, good strategy is nuke/flee.But watch out: members of opposite race can easily trap you inside - just blockfloor. In such occasion quickly go: w open obsidian u s pick/open statue 6s w sopen boulder w s w open foliage u. Though, statue is hard to pick (over 50% pickplus upgraded picks needed), but it is bashable. After last change tall calls for help if attacked, and all orcs/wolves inarea come to join him. Only portable rooms are 1w and 2w from brush. Level: Legend caster/thief; legend buffer + legend any class. Loads: Full regular metal set + thick metal boots + broad scimitar.

Unqalome the Great Dark

Location: Max sw from Dunland troll forest, open ancientslab (50 str needed),s is it's area. Strategy: Leave your mounts 2n 3w 4s 3e from entrance - you will arrive hereon way back (don't leave inside ancientslab because someone in group can die,and thus leave you without possibility to open slab again). From behindancientslab go e s 2e. From there you must go one-by-one: leader 2d s w opencrack w open algae w get key pile e u w, others just 2d s 2w u w (solo - justbecause you can fail swim while following leader and be lost in the underwater).Kill shade, unlock/open granite and go w. There starts noflee area. Tons exits lead to the Deep Chasm, where you getmudlled 50 to 400 damage, and land (you or your corpse) w from Unqalome. Thedamage you get from fall depends on which room you fall. Deeper in the zone youare, less damage you get for fall (as you are slowly descending when goingdeeper). Damage also probably depends on your weight. So better to set wimpylow (like 30-50), and have aliases to rescue casters and cure buffers. Killspirits, 3w s w kill spiders and get webbing (it can contain silvery elvenbracelet btw). Go e n e, "tie web" and "throw web" ("toss web"). After that allrest (or unfollow leader), and go s on webbing one-by-one. If you don't tossweb, or try walk here all together, you will fall to room w Unqalome and getlike 150 damage. After you successfully regroup on the other side of chasm, go s w s 3w openmossdoor w. You can kill spirits by the way, or just spam by (same strategy -noflee, rescue and nuke). Kill funguses, get small steel key from corpse. Go3e s w - second bracelet can load here. Key is for slab 2e d from you. Down from slab is oneway to Grey Spider area. There starts slippery rooms -if you fall, type "exits" and go to room where group is (where room is lit). Isuppose it is whitie group you are going in (thus having light) - *expirienced*darkies should do Unqa without this file :P You can't slip into chasm, btw.Spider doesn't sit in one room, but wanders around, so beware. Kill mobs allhere: spider can load bracelet, and any random mob can load fragile stone key for stonedoor. Go 2e s 3e, open crack n d n 2w s w - one more bracelet loadshere. And at last, e u w d e is room where you meet Unqalome for the first time. Target gloom, buffers buff, casters nuke and disengage after each Unqa spell- as when you fight dragon. Use fireballs of colour sprays - dunno which isbetter... I already heard rumours about it's icy mob (it lives in icy cavernsafter all), as well as it's spirit (non-bashable); but don't use lightning forsure - it reflects half the damage. After it goes below hurt, it flees throughlocked stonedoor down (you can't prevent it) and makes door frozen shut. Castsome fireballs or burning hands on it (like 500 fire damage needed), unlock/open it and go down. There are few rooms where Unqalome tries to hide behind animated undeads.No dts, no slipping, just few passages and 3 rooms with 3 uruks + 1-2 shadowsin each. Don't enter non-locked door: Unqa is there inside! Enter 2 others andkill shadows there: you will fight there later, so less mobs - less parrysplit.Though, you can't destroy non-animated uruks :( Then only go for next Unqalomefight. Try wait when shadow goes out and enter after that. Bracelets can loadon these shadows too. In the most deeper room shackles can trap you and prevent from leaving (whichmeans mobdeath of course). Others who get trapped just go out (if non- engaged)after Unqa flees or before buffer flees (sometimes 8 attempts needed). Bufferhits Unqa, basher spams bash dis 1./2./3.uruks, casters nuke Unqa. If 3warriors in group - third assists buffer, if 4 - no spam bash dis, just everywarrior takes his uruk, and buffer buffs gloom. After gloom flees again, fballdoor (like 80 fire damage), all flee (uruks can be killed later after gloomdies, they are no longer bound to their room when gloom is dead so u can takethem 1 by 1) and go for next portion: it chooses random room where uruks are

still not animated. Same strategy. In last room Unqalome will fight to death;rings and one rock loads in it, gems in corpses of uruks, other rocks just lieon the ground in uruk rooms (if loaded). It is also wise to let someone scout the room before charging with whole room,as it takes some time till uruks are summoned by gloom, and gloom can use roomattack and engage all buffers before uruks get summoned. If you let anyonescout, Unqalome will summon them right away. Also it is good to be very carefulwhen scouting, because zone can pop when you are in and you might mobdie lockedin room with gloom. Another bad thing that can happen is this: you enter room,gloom engages you, but since it is low it instaflees, freezes the door and youmobdie to uruks, unless some friend fireballs door from outside. So betteralways scout these rooms with friend ready to pick/fireball door from outside. If you are fast and don't let Unqalome regen, it usually instaflees aftersecond attack (actually 3rd attack if you count the very first encounter withgloom). Way back from stonedoor: w u 2e s u 2w n u 3e s d 2e open fracturedfloor d.Same idea: if you slip, stand and go to group. Just remember - the more youcarry, the more you slip. To get out pull lever and quickly swim e 2d 2w u(while irongrid is up) - and you arrive in room with your horses. All area is noport; all d from underwater also nonarrate. Level: 4-5 legends, at least one of them must be good buffer, and at leastone must be mage with fireball or burn. Loads: Icy ring, banded (3db/3pb or +10 ob/-10db) ring, up to 3 twisted rocks,diamonds/emeralds, grey fluid-sack (if loads), up to 6 silvery bracelets. Stillno one figured what is use of bracelets (rumours about save vs shackles aregroundless, though I already heard rumours about help with passing statues inthe new Ost-in-Edhil zone; btw, do not wear them on both wrists - othervisethey explode immediately). P.S. Credits to Duke for sending me most features of this place :)

Dunland vellum place

Location: Dunland (see Maps) Strategy: Not very tough mobs - just 2 stone guardians and some wraiths. Mainproblem are doors. First do all undeads under altarstone (or alike doorname).Then open bones, go n, kill first statue - it loads key for sarcophagus. Go s,open shelf, s, kill second beast. Unlock/open sarcophagus down, go and nuke//flee rest mobs. Then you need a star sapphire. Insert sapphire [in] hole -passage opens n. In this room in the chest loads all treasure. Dunno howto get sapphire back - one-off item maybe? Level: Hero, any class (maybe hard for warrior). Loads: Vellum scroll, gem-inlaid knife, opal and some other stuff.

Dwarven statue

Location: Southern Dunland, jump down 2w s of lodgedboulder (costs like 100hps though). Strategy: Statue is not aggressive, it even doesn't remember these whoalready attacked it. It is VERY hard to stab, and his hits HURTS - it is whyalmost impossible to solo it. Though, usual strategy for any non-soloable mob(hey, I'm maxbuffer, with group of 7 casters we will clear Arda!) doesn't notwork here as well as usual: statue is the one mob in MUME (except Sage) whichquakes! So: cleric must sanc hitters and rest outside, they go leather/aggressive andjust hit statue to death, rescuing each another. Cleric enters when statue isawful to get exp. For mages it takes MUCH more time. They must store 2 fballs or 3 sprays andwear spellsave eq. If buffer is cleric, he must sanc himself. Just enter,

buffer hits, mages unstore spells and flee, then buffer flees too. Be sure thateach can survive 3 quakes (they same fast as stored sprays with staff). Statueis in cave (indoors), which means call doesn't work here. Do not forget to restore armour after EACH round - because statue switches,and if non-fresh armour will drop after second or third quake, and statue willswitch on this mage - he will be dead for sure. To get back go max w and "pull lever" to open a mountaingate. Level: 3 legend attack warriors + legend cleric with sanc; buffer (preferablycleric with sanc) + 2 legend mages; superlegend thief. Loads: Double-headed axe (ONE 20 OB cleaver), black horn short bow onskeleton (with low probability).

Broghha

Location: max southern Dunland (see maps). Strategy: Main problem here is that there is like 20 high level mobs in like20 rooms, and also gatekeeper and Broghha himself calls all captains with theirsoldiers if got attacked. They all (except shopkeepers and one thief) areoutdoors, so mages with call will ROCK here. First get up clouds, restore armour/shield spells and rest full. Warrior mustgo maxdefence/maxabsorb. Mages follow (dunlendings do not switch tagrets),enter and nuke 2.man (The Gatekeeper). Call on him, flee and rest - otherwise3 Captains and their 6 soldiers will arrive, and escape will be hard. Then justtake out patrols one by one (they do not call each other). Do not kill mobsthat are indoors (except thief (skulks)) - they all are good-aligned. After 3 patrols will be dead, go to 'Remnants of Paving', west of this room('A Large Open-Air Tent') exists Broghha himself, 5 his guards and one morecaptain patrol which always follow Broghha. These 9 are piece for cake forquaker, but if he fails like 3-5 flees... So for solo only possible solutionis wear full thick metal to quake here. For group strategy here is: in, bufferhits, mages get in ONE call and go out (5e), then buffer flees (quite importantfor buffer to know zone well - because Broghha tracks). Repeat until Broghhadies, after that soldiers will have no one to follow - just kill them one byone (2 calls needed for each). Level: legend mage with quake and in thick metal (slow); legend metal buffer+ 2 legend mages with call. Loads: steel-tipped spear, small silver pendant; faintly glowing stone on theanimist (one of guards).

Black Numenorean Sage

Location: OOC, n 2e n 3w s 2w n e from entrance. Strategy: Sage calls his guards if attacked, and comes to assist guards - ifguards get attacked. Guards always follow sage, so the trick is to split sageand guards and kill them separately, it is much easier and requires smallergroup. Kill orkish torturer first to get a key to for rack/prisondoor. Then killorc in prisondoor. Then someone should lure sage and guards to prisondoor andlock them inside. Entire group should stand w of prisondoor and buffers should spam hit 1.guardand 2.guard. Couple of ticks later sage will break prisondoor and head back tohis room without assisting guards when they are hit. Kill guards, regen fullmana/hps and go finish sage. Sage absorbs ANY attack spell - if he is standing.So keep him bashed, and nuke him with low damage spells (spell should bestarted when sage is bashed). Also it's possible to shoot or plainly hit him todeath. Sage can cast fireball, earthquake, black breath or heal self. But asany caster, he runs out of mana, so it may be wise to poison him with psyloniaif available. If you got trapped by opposite side (rockface blocked), there isanother way out (one-way): unlock/open rack, n from orkish torturer.

Level: Legend buffer (good basher), some 2-3 casters/shooters. Double thisamount for whitie group - because a) all mobs in OOC aggressive to whities (ofcourse!), and b) darkies can trap whitie group, even if whities outnumber them! Loads: Black runed dagger, black hooded cloak (on sage, not always), chunk ofmetal, black scroll (in his treasure room).------------------------------------------------------------------------------- MORIA

Fabled place, tons mobs, some dts, most legend eq load spots. However, it isnot as dangerous as breelegends describe it ;) More exactly: is not dangerousat all for clueful legend with good map and some info about tricks/smobs ofthis place (such as this file). Good map is problem, though ;) Map it as legendscout, and be ready to eat like 5 dt deaths, and maybe even some mobdeaths too(depends on your skill), so before mapping ask your friend to collect like 5-822 pb+ shields/chanted ekets/fgcs/plain picks, and be online all time while youmap/die. Before going inside store some food/oil flasks, one walking/travellinglore isn't excess too. MUME Moria water sources are not poisoned as JRRTdescribes it, so no point to store water. To enter Moria via west gate you must solve some kind of quest. You must pracdetect magic spell (decay it later if non-mage). Go to some n from gate (don'twait at gate, or tentacles will drag you to Moria kraken - 99% mobdeath), waittill moonrise, cast detect, go to gate and type 'exa inscription'. It must benight (if month is wrong, moon can rise after sun, and go down before nightcomes). If you see "Doors of Durin bla bla" - quest solved :) Later you canenter Moria at any time/month, and even without detect - just come to gate andsay 'friend' in Sindarin. If you don't know Sindarin well - spam say! ;) Afteryou enter Moria via wgate, it will be blocked for 20-30 mins (but it will notwhen you _leave_ it). Well, some general info about dts. n and s from Durin's Bridge are instantdts, noflee though. Also one instant dt is in Shaghosh area (nw part). Allother dts are either timed or mudlled. For example, one more dt in Shaghosharea triggers like 1 sec after you enter it (lose balance and fall); RuinedAvenue ruins if many heavily eqipped players enter it (like 4-5 metal dwarves),though it is timed too. Other places are not dts actually - just some damage.Boulder room (where you hear 'click' when enter) is delayed 150-200 damage, butmagic armour can absorb it; heavy wheels in Shaghosh area (west from MineOffice) do like 150 damage too, but with high dex you can dodge em. Thesewheels can also trap you if you fail to run out, in such case just wait untilzone pops. All Moria can be mapped easily by legend scout, but I must point to somedangerous places. General rule: in most cases exits down lead to more dangerousareas than exits up, so if in trouble - spam up anywhere you can ;) Not far from wgate are 2 oneways leading to jade bracelet area - there canload up to 6 patrols of 6-7 mobs in each, if just 2-3 patrols loaded - consideryourself lucky and map it. Boulder exists in this area, and oneway down from itleads to zone with even more mobs, and two secret out named 'rockdoor'. Some n of it is Shaghosh area, with tons hardhitting mobs/secrets/dts/etc.You should always remember how to run back to safe rooms from it (drop somecoins on important crossroads maybe). Patrols near egate are nastier, but there always loads same number of patrols(like 3), and two more not moving (one guarding barricade). Middle part of theMustering Stairs is here too, and down from it is area with most concentrationof mobs in whole Moria: 13-mob patrols are common here. Bottom area (Hwain's way) is most dangerous. It is patrolled by black uruks,which track over half of area (you should run like 15 rooms to make them stoptracking you). There are just 4 entrances to this area: via whirlpool (oneway),down from 'Intersection of roads', 2d from 'Cavern crossroads' and one more viasecret w from Durin's bridge. In this area located Muranog, Hshkhlahk andBalrog. From room named 'deep shaft' oneway down leads to the Deeps of Moria -

there live 3 worms (nobash, eff vs mental, bashing and hardhitting), and arearepops every *7 seconds*. Exit out is locked 'shaft', you must have high pickto get out, or break it - othervise it is 100% mobdeath for solo player. If youfall here, quickly walk w or s from room where you fall to, and drop somethinghere - so you will know which room has exit. Any mob(s) in Moria except Balrog can be done by group of legend buffer(preferably defwarrior in thin metal or fine/white chain, attack warrior onwimpy in thick metal goes too), legend cleric with blind and legend mage withsleep. Solo mage in metal with stored spells can manage pretty much too, justMezagor (due to bash attack) is impossible. Balrog is not supposed to be soloedby mage with charmies, but you can seek yourself if you can charm enough nastymobs to do him ;) HINT: Moria as an area is too complex to rely only on written info, butperhaps this will give you some insight on what to expect...

Small hints

1) Packrats will never repop until someone kill one with key, loots it andloots chest. If there are no visible packrats in Moria - means somewhere inUmuk or Shaghosh area hides last one with key ;) 2) As far as I know, no zone in Moria will repop when player is in - so don'tbe afraid of doing some locked in rooms mobs like boil-infested troll. 3) There is bridge-type place, with 3 exits down in a vertical row. Under itlive some snakes and 2 orms, and of course in watery rooms. They are nice exp,but dangerous without boat/canoe. Canoe loads in Shaghosh area, but dont jumpdown from bridge with it: mudlle will force you to drop it, and it will beshattered (which can lead to drow/mobdeath). Get rope with hook near circletchest, keep it in inventory - and then you will be able to move down 1e frombridge, without falling (and get back same way).

Bulag/Grey Spider

Location: upper halls of Moria, from Intersection of roads u max e max sw isarea where he wanders. Strategy: Not harder than epriest, same warning: try avoid blinding. May besome problems though is trolls follow him - in this case just blind them. Lootsmall stone key from corpse and go to north-eastern part of zone, to room with3 trolls. They block exit e, so kill them or blind to pass. Unlock/openstonelatch, e is Grey Spider which guards some treasure on the ground and chestwith fine chain and jewel-encrusted key. Loads: Fine chain leggings (very rarely), Balrog key, opal and some gold.

Karcarak

Location: from Central Gathering Hall (with water-drake) 2n w. Strategy: nothing unusual, just tough monster and 3 big trolls following him.Better blind/sleep lesser trolls before doing Karc - it's hard for any bufferto buff 4 trolls at the same time ;) And also: as this is egate area, everyonein group must know how to run from patrols (better hide behind panel wn bridge,or behind statuary w of it). Loads: Fine chain shirt (rarely), fell blade (sometimes) or heavy morningstar,belt of pearls and crystals.

Umuk

Location: from Cavern Crossroads 6e open greydoor nww and kill a small orc

for intricate steel key. Then 2e s 3w 3n 2e 2n 2e 5s, d is his area. Strategy: There will be up to 20(!) trollmobs before and behind entrance toUmuk. Better to clear all trolls that move before going d. Then there are twodoor to w and e, blackslab and bloodydoor. Prudent to open the doors and letthe trolls out one at a time. Proceed inside wseenw to check that you havekilled all, then Umuk + bulky cavetroll is wses. Kill them and open dirtfloorto loot some coins and harp (alive Umuk blocks exit down). Then open lichen andfollow to the chest with BDA. If you are just 3, killing all trolls will take like 20-30 mins. In this casefirst kill trolls, then go check orc for key - this key decays very fast. Loads: Thick gauntlets on Umuk, blackened dwarven axe and full plate metalset in the chest.

Shaghosh

Location: from Cavern Crossroads 3e 4n 3w open crag w s open irondoor, s w s2w s 2w open redeye w n. Strategy: Shag located in dangerous area, tons patrols here, so everyone musthave map to be ready to flee out to Durins way. Only broad orcs non-aggressivehere. You can kill all mobs of course, but if you are just 3, better to justskip patrols. Before redeye stands patrol of commanding orc and 2 cave trolls - dangerouseven for 3 legends. But! This room is NO_MOB, and once patrol leaves it - itcan't neither follow you now track you back in ;) So, just lure patrol outsideand go rest to redeye. Behind redeye is patrol of commanding (5.) orc and 4 lesser orcs, and n ofthem is Shaghosh the Durghash orc chieftain + 2 bulky trolls + 2 dire wolves.Kill them all, though better to sleep higher mobs first, and do lesser whileboss slept ;) Get huge iron key and bwf from Shaghosh corpse, open secretstairsd, go and loot another bwf. Then go back u s, unlock/open steeldoor, go w andloot all treasure. Loads: 2 black warg furs, emerald and fine chain leggings.

Mezagor

Location: from white fountain e Azaghal's way 4w s open tile d 2e 3n w sopen irondoor s kill orc open door e. Strategy: Mezagor is fearsome beast, which is not bashable, but has himselfsome strange attack like continuous bash - his victim can't do ANYTHING untileither he or Mezagor dies. Door to his room is not locked by default, but assoon as someone enters, Meza locks it. So: better destroy door before enteringif you are not sure that you can manage him (in this case only buffer dies, butall non-engaged can leave). Meza have like 1200-1500 hps, so can be prettyeasely fried by fballs/harms from 2 casters. It loads 2 keys: bloody for it'sdoor and one of Balrog doors; stonekey for Armoury. Backway from Meza: gorydoor. After doing him begins boring part. Go w 2n 2w 5s e s e. There loads patrol,but don't kill it there ;) Lure n e! This is entrance to armoury, and to enterit you need 3 things: weight, key and word. After killing patrol here go w s w3n 4e 6n - it is place where load boulders. Bring at least 5 of them to armouryentrance (command "push boulder <dir>"). When enough weight will be in thisroom (5 boulders, corpses of 1 patrol and 3 players is usually enough), youwill hear *click* and see floor message. After that go w s w 3n 2e n opendwarfdoor e, kill both statues (they block exit up), open hatch and go up.There is page containing word (you must know Khuzdul well to read it). Returnto entrance, and someone (any race) must say this word in any language - openskeyhole, then you should quickly unlock and open pillars to the east. Loads: Balrog key in corpse; fine chain shirt, white chain sleeves, warmattock and tons metal in the armoury.

Muranog the High Lieutenant

Location: Muranog loads on his throne on the bottom-most level of Moria,reachable (w/o killing mobs) by endless stairs (portal needed) OR from theIntersection of roads d 4e s e s 15e n open stairway 2d open crevice w n e n 5es e n open mahogany e OR from Durin's bridge w open statuary s w 3d e 3d n opendoor (stairwell from other side) w 2n 4w n open mahogany w n. He can wandernearby also. Strategy: Mura loads with 3 black olog trolls folling him, and killing all 4at the same time is hard work. Always better to split them. If you kill Muranogwhen trolls are in throne room where they loads, he will pop so that trollswon't fol him after repop. This can be done in two ways: if trolls followinghim - sleep them in throne room, and then kill Mura; if not - just lure himout, and kill anywhere. He's quite easy if group knows what they're doing(since black uruk patrols patrol the area - it's important that all know how toget out unless you wanna risk mobdeaths). Just (cast|stab)/flee if solo, ornuke if in group. 2 casters in most cases have enough mana to fireball him dead- he have like 2000 hps. And beware: Mura can switch targets, so either castersshould cast non-engaged, or buffer should have good rescue. For orc scout it's harder to stab Muranog than for elf (due to maluses instats/sneak), but for orc there is another strategy: go from mahogany s max w s6e s 5w, kill Hshkhlahk the Dark Claw, butcher corpse for obsidian eye and stabMuranog blind! Whities can kill claw with nightvision/seeing herblore/95%+awareness only: it snuffs ANY light, even staff glow. Only possible strategyfor group of whities is enter without light, let one buff Claw while anothermakes camp - and then nuke. Though, if you got group - you can manage Muranogeven without killing Claw... Shining key on him is key to his treasure rooms. With the key you can unlockarcheddoor (from Throne room s 2e 2n). Fine chain sleeves can load there in3.chest. You will get blinded when you enter this room (unless you save - like5% chance) so might be wise to lock archeddoor (same name from inside and fromoutside) after you're in. Of course, never enter when door is already open -means someone trapping inside! And also, this room is nocast, so it's wrongplace for trapping as mage ;) 2s from it is oakdoor. Fine sleeves can loadinside oakdoor too, n from central room, hidden. S of central room is a cabinetwhich you can open with good pick skill/picks (over 60% total), it loadsmithril key for Balrog. Loads: Either ornate warhammer or HBM or iron-shod mace, corberyl (in lefthand), great helm, thick plate/boots, regular vambraces/gaunts/greaves; finechain sleeves in his treasure rooms. Level: Legend caster/thief can manage him too.

The Balrog

Location: from Muranog s w s w s 7e 3n w s 4w s w n; from here n is his area. Strategy: To do Balrog you need 4 keys. They load at:

Muranog - in cabinet - mithril keyMezagor - in corpse - bloody keyGrey spider - in chest - jewel-encrusted keyunderwater - behind crack - great bone key

Even if you already have Muranog's mithril key, go and kill him - otherwiseBalrog will call him, he will arrive with his 3 trolls, block doors, and it iskinda hard to manage Balrog+Muranog+trolls at the same time... Also need 7 strange golden rings that will save you from Balrog's heat. Ringsload below water-drake. Sleep/blind/kill drake (for kill you have to dive -

dangerous, as drake has special mudlle that drags u underwater). Swim & climbon, go 2d, open wellrocks, go e, unlock/open trapdoor, go up. (I think its theunderwater key that's needed for trapdoor). Then there are 3 other doors.Behind doors to east and west are pillars. You have to cast 'dispel magic' oneach pillar. Then cast 'dispel magic' on field (in central room), unlock/openmithril door, go n and loot The Morgul Blade, emerald, bronze medallion andrings in wooden box (all 4 keys needed there). NB! To get it working, you musttype it fully, "cast 'dispel magic'", without speed modifier (and maybe case-sensetive too). Then go from well with water-drake (Central Gathering Hall): 16w 3d s 9e nopen stairway n 2d open crevice w n e n 5e 2s 7e 3n w s 3w s w. North of thisroom is entrance to Balrog, guarded by 2 dragon columns. They are not so tough,but they breath fire, just like Mithnaur. So before entering remove/put incontainer all that burns: arrows, receipts, all metal, fine chain and shining(it will damage too and lose absorbtion due to it). After dragons' death casters must stop following warriors and rest in dragons'room (Before the Dread Portal). Warriors must go and kill all mobs in Balrogarea, because he calls them. Then begins last part. All rest full. Each cleric chooses his 2-3 warriors.First, clerics strength their warriors, rest full again. Warriors must go furand leather (max ob weapons too) - armour will not protect from Balrog's insanehits anyway. They must have at least 150 (better 160) ob on aggressive, becauseBalrog have insane defence too! After that casters bless their warriors, restfull. Each warrior must wear strange golden ring, because otherwise Balrog'sheat will damage them even more than his hits. Last thing: clerics sanc theirwarriors and go sleep for mana. Warriors go berserk - anyway it's impossible toflee from Balrog if you already hit him: his whip will drag you back! Then warriors must go, find Balrog and hit him to death (or at least to bad/wounded), rescuing each other. When Balrog starts to flee: either return tocasters if low hps and quickly get 1 heal each; or spamfollow and spamhit himotherwise. Be warned: Balrog regens VERY FAST - he drains health from lava. Soof course better to fight him in a non lava room, and do not lose even excesssecond! :) Also: as Balrog is spirit-type mob, better to hit him with eff vsspirit weapon (which means BDA: engraved bsword and thorn do too low damage). After he dies, loot his key and eq (2 darkie artifacts!), return back tocasters, get them and go for loot: 2n e 2n e n w n unlock/open laen n w nunlock/open crystal w loot all (robe from chest, treasure); e unlock/openglimmer n loot all (tunic and treasure from chest); s e unlock/open iron s 2e nunlock/open obsidian n loot all (shield and plate); s e unlock/open marble nloot all (vambraces and greaves); s unlock/open golddoor e loot all (axe andhelm); w 2s open bronzedoors s e 3s 3w 2s back to Before Portal. Do not forget before going back go metal and set wimpy again :) Also: Balrog zone can repop while players are in, but not Balrog himself - sodon't be scared of being caught by a fresh Balrog on way back from treasurerooms. Loads: The Huge Flaming Sword, The Black Many-Tailed Whip (on Balrog), TheAxe of Durin, The Dragonhelm, full shining set (breastplate/greaves/vambraces),shield of Balli, white robe, grey tunic, diamond ring, wooden ring, lotsagold/gems/coins. Level: 7 (not more, not less!) legend warriors, preferably offence + 3legend clerics with sanc; 1 mage with dispel to get rings. Hard but possible tohave just 2 clerics (pbs's needed in such case).=============================================================================== Load spots of stuff that was not mentioned above (all mobs soloable at leastby legends):

White chain loads in Moria: hood on shaman, shirt on commanding orc near wgate, sleeves in mattock armoury; and also on Glorfindel ;)Embroidered surcoat - w from Outcast below stoneblock in Tharbad zone.FGC also loads on Eoghha and elven hunters near Rivendell (important for orcs/

trolls).Black cape - on black sorcerer and dark-robed man (bn mage and cleric gm's).Buttoned cassock - on Bill Ferny and ranger near Woodhall.Black warg fur - butcher warg pack leaders.Sacred cloak and ceremonial dagger - on Amanrandil in Eregion. As he is good-aligned, kill him using poison or charmed mobs.Black amulet can be also acquired by a darkie who brings to BN sage a whitie artifact.Mithril circlet, twisted crown and jewel-encrusted goblet - kill packrats (one of them loads ancient dwarven key), go e s 4e 2n e n 3e n e u 2w s from wgate, unlock/open flagstone, d s open trapdoor u. Goblet loads on the ground, other in the chest.Necklace and iron chain load in the underwater near Tharbad: from sw corner of Tharbad zone e 2n d e open plank e s - necklace; from there n d open plank s open boards s - chain. Both load hidden (reveal needed), both can be popped at same time.Small wooden box - in NOOC on Mordrath the Uroth-Ghish.Piece of mithril loads hidden (reveal needed) in Moria, 5e s 2w u 3e s d 3w 2u from Hshkhlahk, but beware: d from it is Devastation room with same worms as in Depths of Moria.Topaz also loads in chest at statues in Woodhall (sw Khuzur).Opal also loads in warg pack leaders (butcher corpse to get).Flask of miruvor can be given to any whitie who brings and gives to Erestor darkie power item (crown, chain, amulet, wightblade fits; dcs and mottled of course no ;)), chances are like 20-25% though. For darkie artifacts he can give you some power whitie items, like Dunadan blade, or even circlet!Bottle of antidote also loads on hunter near Woodhall, and also on hillman chief.Herbal kit loads on hillman chief too.Smelly piece of worm hide can be given by BN sage to any darkie who bring him a glowsword (Sting preferably), chance to get it is like 1% though...ElfHewer - on Great Goblin in NOC.War mattock also loads on the one black uruk patrol that doesnt move. Exact dirs to the patrol from Cavern Crossroad is 3ds13e, its on the troll if it loads.Heavy warhammer - on Khuzur; also in cairn/cryptwall/coffinlid secretplace near Wuda, in rack.2H sword: on whitie side - on the Old Wight near Bree; on darkie side - on Zaugurz uruk in NOC.Bastard sword also loads in the chest guarded by ghost in Harlond area; on the western evil priest; on the Outcast; in rack in secretplace near Wuda.Battle axe can be bought inside BM; crazed dwarves at Overseer, undeads at the Ghosthy Captain and some orcs in Moria load it too.Silvery morningstar - Moria, Halls of Mourning (from upper Mustering stairs w s 5e u 3w 4n 2e), in the sarcophagus.Sharp thorn - butcher giant spine-bush in Neni bushes.Gem-inlaid knife also loads (rarely) on the gaunt man (BN ranger) and on the Cinard the Master Thief in Eregion.Steel-shafted spear - on Ohurk-uai orc chief on ABR.Steel-tipped lance - under shady bandit leader in Eregion.Yew longbow can be achieved from trapper n from Forlond (see quests).Bhsb also loads in NOOC (orkish caves in Dunland), in rack guarded by chieftain, and crossbow loads on chieftain himself. Chieftain blocks exit to bhsb, but he is a wimp, he shoots and flees around, so just lure him away if you can't manage NOOC solo and haven't group with you.