Location: From Nen-i-Sul bridge 5w, 2n, open slab, 2d, insert rod runedoor, open runedoor, e is his area.

Strategy: If you have mounts, better to leave them behind culvert (s w n from slab). To open slab you need to wait for moonrise (got to be full moon or almost full moon [3/4 waxing]). Its possible to enter during 2 moonrises (1 is 3/4waxing, 1 is full moon). To open runedoor you need to kill Necro first and loot his silvery rod.

From runedoor 7e s e pick/open fireplace e loads a metal wall shield and a bastard sword in a locked chest.

From runedoor 5e 7s is Knight's 3×3 area. There lives DK himself, 10 or so skeletal warriors, and shadowy priest which summons shadows and 1 sanced spirit. Kill them all. If you are too few/have not too much time - just lure DK and 3 his skeletals n from his 3×3 hall. But in this case lurer must be warned: if there is at least one skeletal on entrance - it will not let him pass back from hall: need to lurk around and wait until skeletal goes out, or kill him. And also one <fc #ffffff>more</fc> warning: Knight randomly switches targets, so buffer must spam rescue. Loot Knight's glass key, unlock/open flagstone in the center of the hall and go d.

For solo it's easy to storequake skeletals (they die in like 3 quakes), but dont cast more than one quake at once: Knight bashes, which is deadly in this situation.

From this room starts the maze. Dirs in maze are individual, and written on libram which loads on Necro: each must “read example” for exact dirs, and walk in the maze solo (is exactly 14 rooms from below the Great Hall). You even don't need to unfol leader - you will be not able to follow him in the maze anyway. BUT! If you want not just skip maze, but also kill all mobs in it - go step by step: each uses his own dirs, but you all appear in same room! And also: if libram doesn't load, it's still possible to pass maze: you just need to have one person with dirs (i.e. one who did DK before). He must walk first, and drop 1 to 13 copper pennies in each room; others just try to find a way from current room to a room with bigger amount of coins. If someone got lost - just try some random dirs until you get into start room with skeleton (pretty much any “wrong” dirs lead back to the start room), then start again. 8 souls pop there.

After the group gathers again in the room with a mirror, “enter mirror”. It is portal to one more 3×3 area, with exit s “gateway”. From behind gateway any of 3 dirs will randomly lead you either to cloudy area (safe room, but you will arrive at 1hp, 0mov, 0mana, all exits lead to Nen-i-Sul area) or to sentinel (non-aggro mob which guards the palantir of Amon Sul). Sentinel have much hps and good defence, and also he's good-aligned (not anymore). To kill him is enough to have a caster with align over well-meaning (to not suffer from align loss), tho it's faster with buffer. Attack warrior can solo it too (bash/flee), dunno for thief.

Note that while the Sentinel blocks the exit west (to the palantir), it is possible to 'scout' past him. You can see if the palantir loaded this way (since it loads on the ground), so no need to suffer align-loss from killing the Sentinel if you see that it didn't load.

Level: Hero buffer + some hero casters; 5+ hero warriors; legend thief; legend mage with quake.

Loads: MW and bastard sword, fine metal gauntlets/breastplate on DK, fine chain leggings on skeletals; The Palantir.

Mobs unique to the zone:

  • The Dead Knight
  • The shadowy priest
  • A lost soul
  • A brass hound
  • The Sentinel

mume.org
The Great Hall of Celepharn The huge hall if responsibly lit would be an impressive sight, but in the gloom its grandeur designed for King Celepharn of Arnor is lost. The stone carvings on dark granite depict scenes from the lives of the Dunedain nobility. The floor is more mundane, consisting of large closely fitting flagstones of slate. The Dead Knight stands before you wielding a great sword. A Skeletal Warrior is staring angrily at the surroundings. A Skeletal Warrior is staring angrily at the surroundings. A Skeletal Warrior is staring angrily at the surroundings. Exits/emulated: north, south, west.

  • mobs/dead_knight.txt
  • Last modified: 2022-09-14 16:57
  • by Admin