MMUDHEAD

Sunstone Wristband Quest

Multi-Step Level 20+
nekojin elder Start NPC
Ornate Tent (Scorching Desert) Location
Say "traders" to begin — 12 ability steps total Trigger
DaoLordQuest (134) Ability
sunstone wristband + 10,000,000 XP Reward
Before You Start

Buy a dwarven ale before starting — you will need it for Step 9. Available at the General Store (Silvermere) or Arlysia Tavern.

Bring a waterskin — the Scorching Desert drains health without one. Available at the same shops.

This is a long quest spanning multiple areas. You will need to visit the Scorching Desert, Silvermere, the Golden Spire, and the Great Pyramid. The final fights (Pharaoh Rastep and Dao Lord) are serious — come prepared.

Steps
1
Go to Ornate Tent and say "traders" to nekojin elder
The elder tells you about the traders and sets you on the quest.
Ability 134 → step 1
2
Kill saracen raiders for a saracen head, then go to the Small Pyramid
Only saracen raiders in the Saracen Hideout drop heads (25% rate). The saracen raiders in the open desert do not drop them.
You only need 1 saracen head.
3
The sergeant takes your saracen head as proof of your worth. This unlocks the east passage deeper into the pyramid.
Ability 134 → step 2
4
Tolgard gives you a heavy box to deliver.
Receive the heavy box.
5
Deliver the heavy box to Meia — say "box" at Curio Shop (Silvermere)
Meia accepts the delivery. You can also say "tolgard" or "package".
Ability 134 → step 3
6
Return to Master Trader Tolgard and say "return"
Tolgard acknowledges your delivery. This unlocks the north exit to the Seeress's Den.
Ability 134 → step 4
7
Say "accept" to the seeress at Small Pyramid, Seeress's Den
The seeress tasks you with researching ancient knowledge in the Golden Spire.
Ability 134 → step 5
8
Go to Golden Spire, Secret Library"peruse blue book" then "peruse red book"
The Secret Library is accessed from Golden Spire, Library through a door that requires 1000 picklocks or strength, or by using "turn stand" in the Library. The blue book advances to step 6, the red book advances to step 7. The red book has an Intellect check (30) — if you fail, wait a moment and try again.
Ability 134 → steps 6 and 7. Requires Intellect ≥ 30 (probabilistic — keep trying).
9
Return to the seeress and say "return"
The seeress acknowledges your research.
Ability 134 → step 8
10
The old man takes your dwarven ale and reveals information about the Great Pyramid. You can also say "temple" or "dark one" first to learn more about the temple's history.
Ability 134 → step 9. Requires dwarven ale in inventory.
11
Go to Small Pyramid, Living Area and say "gazmuldduhaz"
Speaking the word of power opens the hidden north passage (to Concealed Chamber), which leads down to the Scorched Caverns and eventually the Great Pyramid. Without this step, the passage is inaccessible.
Requires ability 134 at step 9.
12
Navigate the Great Pyramid

The pyramid is a large maze with multiple levels. Each level ends at a stone sphinx whose riddle you must answer to proceed up. A map is highly recommended.

Level 1: Navigate the maze corridors, pushing blocks at dead ends to open hidden passages. You have 5 minutes to reach the sphinx before you fall into the firepits and must start over. The timer starts when you go up into the pyramid — you can reset it by going back down and up again. At the sphinx, "ask sphinx fire", then go up. The timer ends once you reach level 2.

Level 2: Same maze mechanic, no timer. "ask sphinx sun", then go up.

Level 3 (Doors level): Some doors open by themselves, some you can bash, and some do not open. Follow these directions:

e, e, n(wait), w, w, n, n, e, e, e, e(wait), e, e, s(wait), w, s, s, w, w (get golden lion key quickly), e, s(wait), w (golden lion key), w, s, e, "ask sphinx stars", u

Level 4 (Riddle level): Follow in the path of the answer to the riddle to spell out "fourteen":

w, w, n, n, n, n, e, e, s, w, s, s, e, s, e, e, n, n, n, w, s, u

Level 5: At the top, "ask sphinx e" to open the hidden passage to the tomb.

Grab the golden lion key from the floating key quickly — it decays.
13
When Pharaoh Rastep dies, a dying pharaoh and a grey portal appear.
Ability 134 → step 10
14
"go portal" — then kill the Dao Lord on the Elemental Plane of Earth
The grey portal teleports you to the Elemental Plane of Earth where the Dao Lord awaits. Killing the Dao Lord awards 10,000,000 XP.
Ability 134 → step 11. Requires level 20+.
15
Say "dao" to Orfeo Talespinner at Common Room
Orfeo rewards you with the sunstone wristband. You can also say "dao lord" or "pharaoh". Quest complete!
Ability 134 → step 12. Sunstone wristband received!
Key Items
Item Source
saracen head saracen raider (Hideout, 25% drop)
heavy box Given by Master Trader Tolgard
dwarven ale General Store or Arlysia Tavern
golden lion key floating key in Great Pyramid (100% drop, decays)
sunstone wristband Quest reward from Orfeo Talespinner
Notes

Pharaoh Rastep (~8.6M combat XP) and the Dao Lord (~11.2M combat XP) are serious fights. The Dao Lord uses earthfist magic attacks. Come well-equipped and consider bringing a group.

The Great Pyramid's archway passages check your quest progress (ability 134 step 9). If you have the correct quest state, you pass safely. Otherwise, you take damage from a fire trap.

The golden lion key decays quickly — grab it from the floating key and use it on the locked door immediately.

There is also an optional side quest available after step 9: you can mine red iron ore at Red Iron Mine, Black Pit (requires a pickaxe) and have Master Smith Martok at Forge of Khazarad forge a class-specific red iron weapon for 100,000 gold. This is not required for quest completion.

Blood Keep Class Quest Shops

Class Restricted Level 80+ 25 Classes
None — shop access only Start NPC
Blood Keep (Valley of the Undead) Location
Navigate class-gated corridors to reach your shop — no keywords or NPCs required Trigger
None Ability
Class-specific weapon, armour, and accessory/spell Reward
Overview

Deep in the Blood Keep lies a quest hall with class-gated corridors. Each class has a unique path leading to a dungeon containing one or more shops with powerful level 80 equipment. Some classes (Paladin, Ninja, Maestro, Mystic, Wardancer) have 3 separate shops spread throughout their dungeon, each selling a single item.

The quest hall monsters are high level — come prepared. Bring money — these are shops, not loot drops. Bard and Skald share a path with no class gate. Thief and Rogue share the same dungeon and shop.

Getting There
1
Navigate to Blood Keep in the Valley of the Undead
The Blood Keep is deep in the Valley of the Undead, accessed from Valley of the Undead, Blood Keep.
2
Go Down from Blood Keep (1/6294) to enter the Quest Hall hub at Blood Keep Quest Hall (1/6295)
This is the central hub. From here, five corridors branch out to class-specific areas.
3
Follow your class corridor (see tables below) to the gate room, take the class-gated exit, then navigate the dungeon to find your shop
Each corridor has a gate room at the end with 4 class-restricted exits. After passing through your gate, you'll enter a dungeon maze leading to your quest shop.
North Corridor — 3 North from Hub (1/6298)

From 1/6295: go North 3 times to reach 1/6298, then take your class-gated exit.

Class Gate Exit Items
Warrior SW Nexus Warblade, Golden Platemail, Ring of War
N, N, N, SW, SW, [warp], N, NW, E, E, S, E, N, N, N, D
Witchunter NW Eradicator Blade, Ancient Scalemail, Confessor Cape
N, N, N, NW, SE, [warp], N, N, NW, NW, NW, SW, SW, SW, SW, E, E, SW, E, SW, D
Thief NE Demonic Sabre, Black Tunic, Rogue's Cape
(shared shop)
Rogue SE
Thief: N, N, N, NE, NE, [warp], N, NE, NE, NW, NW, D
Rogue: N, N, N, SE, SE, [warp], N, NE, NE, NW, NW, D
West Corridor — 3 West from Hub (1/6304)

From 1/6295: go West 3 times to reach 1/6304, then take your class-gated exit.

Class Gate Exit Items
Paladin NE Scroll of Paladin Heal, Shimmering Platemail, Starmetal Broadsword
(3 separate shops in dungeon)
W, W, W, NE, NE, [warp]
Shop 1: N, N, NE, NE, NW, SW, SE, NE, NW, SW, D, N
Shop 2: continue N, D, N, NW, NE, NW, NE, NW, NE, D, N
Shop 3: continue N, D, SE, SW, NW, NE, D
Priest NW Sapphire Crozier, Moonlight Robes, scroll of divine sacrifice
W, W, W, NW, NW, [warp], N, N, N, N, N, N, N, N, N, N, N, D
Necrolyte SE Staff of the Undead, Bleeding Robes, Scroll of Pagan Heal
W, W, W, SE, SE, [warp], W, S, E, N, N, E, S, W, D, N
Missionary SW Divinity Blade, Runed Chainmail, Scroll of Divine Intervention, Sunburst wrist-guard
W, W, W, SW, SW, [warp], SW, E, SE, W, D
South Corridor — 3 South from Hub (1/6307)

From 1/6295: go South 3 times to reach 1/6307, then take your class-gated exit.

Class Gate Exit Items
Gypsy NE Demonic Throwing Knife, Tunic of Trickery, Scroll of Magi Heal
S, S, S, NE, NE, [warp], SE, SE, W, W, D
Mage NW Sunbeam Staff, Shimmering Gold Robes, Scroll of Magi Heal
S, S, S, NW, NW, [warp], N, E, S, S, W, W, N, N, E, D
Wardancer SE Occult Warblade, Metallic Battle-Robes, Scroll of Magi Heal
(3 separate shops in dungeon)
S, S, S, SE, SE, [warp]
Shop 1: SE, E, S, E, N, N, W, S, E, S, W, D, N
Shop 2: continue N, D, SW, SE, NE, NW, SW, SE, NE, W, S, D, N
Shop 3: continue N, D, E, N, W, S, D
Battlemage SW Magiblade, Runed Scalemail, Scroll of Magi Heal
S, S, S, SW, SW, [warp], S, S, S, S, S, E, E, E, E, E, D
East Corridor — 3 East from Hub (1/6301)

From 1/6295: go East 3 times to reach 1/6301, then take your class-gated exit. Shaman uses the Down exit instead.

Class Gate Exit Items
Arborean NE Darkwood Masamune, Arborealite Shroud, scroll of greater mend
E, E, E, NE, NE, [warp], N, SW, SW, E, N, SE, S, S, D
Druid NW Starbeam Staff, Leafwoven Robes, scroll of greater mend
E, E, E, NW, NW, [warp], W, SE, N, SE, NE, NW, SW, NW, D
Archer SE Demonic Bow, Titanium Scalemail, Archer's Cloak
E, E, E, SE, SE, [warp], SW, SW, N, N, D, S, E, N, N, W, W, S, S, E, N, D
Ranger SW Starmetal Spear, Witchwood Corselet, scroll of ranger fury
E, E, E, SW, SW, [warp], S, S, E, S, W, N, D, N, N, N, N, D
Shaman Down Voodoo Doll, Shamanic Robes, scroll of greater mend
E, E, E, D, N, [gate], N, N, N, N, N, D, S
Lower Hub — Down from Hub (1/6340)

From 1/6295: go Down to reach 1/6340, then take your class-gated exit. Bard and Skald share an unrestricted NE path to a shared shop.

Class Gate Exit Items
Ninja N Mithril Masamune, Titanium Battle-Armour, Death Stone
(3 separate shops in dungeon)
D, N, N, [warp]
Shop 1: N, N, NE, E, NE, NE, NW, NW, D, N
Shop 2: continue N, D, NE, NW, NE, NW, NE, NW, D, N
Shop 3: continue D, N, SW, NW, NE, SE, D
Samurai S Demonic Katana, Titanium Chainmail Tunic, Dao Stone
D, S, S, D, N, SE, SW, S, E, S, D, N, E, S, W, D
Maestro E Virtuoso Staff, Maestro Jacket, songsheet of harmony
(3 separate shops in dungeon)
D, E, E, [warp]
Shop 1: E, E, E, SE, S, S, SE, SW, SW, SE, S, S, D, E, E
Shop 2: continue D, E, SE, NE, SE, NE, SE, NE, SE, NE, SE, SE, NE, NW, SW, NW, SW, NW, D, E, E
Shop 3: continue D, E, NE, SE, SW, NW, NE, SE, SW, NW, D
Wizard W Staff of the Sun, Wizard's Robes, scroll of boulder assault
D, W, W, [warp], W, NW, S, E, N, W, S, D
Mystic SE Demonic Staff, Enigma Robes, Glowing Kai Stone
(3 separate shops in dungeon)
D, SE, SE, [warp]
Shop 1: E, E, E, NE, SE, E, N, W, S, E, N, W, D, E
Shop 2: continue E, D, SW, SE, NE, NW, SW, E, D, E
Shop 3: continue E, D, W, S, E, N, D
Templar SW Starmetal Battle-Axe, Shimmering Scalemail, Holy Cross
D, SW, SW, [warp], S, S, SE, SE, SE, SE, D, NW, SW, SE, N, SW, D
Bard NE Jeweled Adamantite Pike, Golden Mesh Tunic, songsheet of harmony
Skald NE Mithril Hammer, Shining Platemail, songsheet of harmony
D, NE, NE, [warp], NE, W, SE, N, D, N, N, NE, NE, NE, D
Notes

All items in these shops require level 80 to use. Items are class-restricted — you can only equip gear designated for your class.

Thief and Rogue share the same dungeon entrance and shop. Both gates lead to the same destination.

Bard and Skald share an unrestricted NE path from the lower hub. Their shop contains items for both classes, but each item is class-restricted.

Shaman accesses their corridor via the Down exit at the end of the East corridor (1/6301). The class gate is at the first room of the dungeon (2/9145) rather than in the quest hall.

Classes with 3 separate shops (Paladin, Ninja, Maestro, Mystic, Wardancer) have their items spread across different rooms within the dungeon — you'll need to explore to find all three shops.

The quest halls contain high-level monsters. Come prepared for combat while navigating the dungeons.

The Wounded Messenger

Good Alignment Level 10+ Tier 1
wounded messenger Start NPC
Temple Healer (Silvermere) Location
Say "mission" to the wounded messenger to begin Trigger
Good Alignment (126) Ability
white gold ring + 300,000 XP Reward
Before You Start

You must be good-aligned to start this quest chain. If you are neutral or evil, this quest will not be available to you.

This is the first tier of the good alignment quest chain. Completing all three tiers will take you from level 10 through level 30+ content.

Steps
1
Go to Temple Healer and say "mission" to the wounded messenger
The wounded messenger tells you about a crisis and asks for your help. This begins the good alignment quest chain.
Ability 126: 0 → 1. Requires: good alignment, level 10+.
2
Go to Guildmaster's Office and say "messenger" to the Guildmaster
The Guildmaster acknowledges the situation and advances you in the quest. You can also say "wounded messenger".
Ability 126: 1 → 2.
3
Return to the wounded messenger at Temple Healer and say "accept"
You formally accept the quest and commit to helping the cause.
Ability 126: 2 → 3.
4
Go to Large Office and say "letter" to Chancellor Annora
Chancellor Annora hears your report and sends you on a delivery mission. You can also say "messenger".
Ability 126: 3 → 4.
5
Go to Outpost, Officer's Quarters and say "letter" to Commander Markus
Commander Markus reads the letter and gives you a locked wooden box to deliver back. You can also say "chancellor annora" or "chancellor".
Ability 126: 4 → 5. Receive: locked wooden box.
6
Return to Chancellor Annora at Large Office and say "return"
Chancellor Annora takes the locked wooden box and rewards you with a white gold ring and 300,000 XP. Tier 1 complete! You can also say "box", "Markus", or "quest".
Ability 126: 5 → 6. Requires: locked wooden box in inventory.
Notes

This is a delivery/courier quest with no combat required. All NPCs are in safe, non-combat areas.

The white gold ring is a solid early-game ring.

After completing this tier, speak to Chancellor Annora again at level 20 to begin the second tier.

Goru-Nezar

Good Alignment Level 20+ Tier 2
Chancellor Annora Start NPC
Large Office Location
Say "missions" to Chancellor Annora to begin Trigger
Good Alignment (126) Ability
Class-specific Divine Stone + 4,000,000 XP Reward
Before You Start

You must have completed Tier 1 (The Wounded Messenger) and be at least level 20.

Goru-Nezar is a powerful necromancer boss. He uses necromantic beam, mana storm, and colour spray. Come well-equipped or bring a group.

Steps
1
Go to Large Office and say "missions" to Chancellor Annora
Chancellor Annora tells you about the threat of Goru-Nezar and tasks you with eliminating him.
Ability 126: 6 → 7. Requires: Tier 1 complete (ability 126 = 6), level 20+.
2
Find and kill Goru-Nezar and loot the severed head of Goru-Nezar
Goru-Nezar is a roaming boss. He drops the severed head of Goru-Nezar at 100% rate. He uses necromantic beam, mana storm, and colour spray — all magical attacks. High magic resistance is recommended.
Get the head from his corpse.
3
Return to Chancellor Annora at Large Office and say "head"
Chancellor Annora takes the severed head as proof of Goru-Nezar's defeat and rewards you with a class-specific Divine Stone and 4,000,000 XP. Tier 2 complete!
Ability 126: 7 → 8. Requires: severed head of Goru-Nezar in inventory.
Divine Stone by Class

Each class receives a unique Divine Stone with different stat bonuses. All Divine Stones are usable items (not equippable).

Class Divine Stone
WarriorDivine Stone
WitchunterDivine Stone
PaladinDivine Stone
NecrolyteDivine Stone
PriestDivine Stone
MissionaryDivine Stone
NinjaDivine Stone
ThiefDivine Stone
BardDivine Stone
GypsyDivine Stone
ArboreanDivine Stone
MageDivine Stone
DruidDivine Stone
RangerDivine Stone
MysticDivine Stone
TemplarDivine Stone
BattlemageDivine Stone
ArcherDivine Stone
MaestroDivine Stone
RogueDivine Stone
WardancerDivine Stone
SamuraiDivine Stone
WizardDivine Stone
SkaldDivine Stone
ShamanDivine Stone
Notes

Goru-Nezar uses necromantic beam, mana storm, and colour spray. He is a serious threat for level 20 characters.

After completing this tier, speak to Chancellor Annora again and say "missions" at level 30 to begin the third tier.

Spirit Dagger of Goijar

Good Alignment Level 30+ Tier 3
King Kulgar (via Annora) Start NPC
Say "missions" to Annora for briefing, then "business" to King Kulgar Trigger
Good Alignment (126) Ability
golden chest + 15,000,000 XP Reward
Before You Start

You must have completed Tier 2 (Goru-Nezar) and be at least level 30.

This is the longest and most involved tier. You will craft a dagger through several NPCs, fight a spectral knight that triggers an automatic enchantment, and then travel to the Gulguthra's lair for the final battle.

The dagger crafting chain transforms: gleaming shardgleaming daggerenchanted daggerSpirit Dagger of Goijar → consumed in final battle.

Steps
Optional: Say "missions" to Chancellor Annora at Chancellor's Office
Annora briefs you on the next mission and directs you to King Kulgar. This is not required to progress but provides helpful context.
1
Go to King's Hall, Throne Room and say "business" to King Kulgar
King Kulgar tells you about a demonic threat plaguing the dwarven lands and asks for your help. You can also say "accept" for additional dialogue, but the quest advances on "business" alone.
Ability 126: 8 → 10. Requires: Tier 2 complete (ability 126 = 8), level 30+.
2
Go to Ancient Library and say "demons" to Loremaster Thulgraf
The Loremaster shares ancient knowledge about the demons and tells you how to forge a weapon to defeat them. You can also say "permission" first to learn more.
Ability 126: 10 → 11.
3
Kill a metallic monstrosity and loot the gleaming shard
The metallic monstrosity drops the gleaming shard at 100% rate. It uses tentacle rips and lightning bolts.
Obtain the gleaming shard.
4
Bring the gleaming shard to Master Smith Martok at Forge of Khazarad and say "forge"
Martok takes the gleaming shard and forges it into a gleaming dagger.
Ability 126: 11 → 12. Requires: gleaming shard in inventory.
5
Bring the gleaming dagger to the gnome enchantress at Home of the Enchantress and say "enchant"
The gnome enchantress enchants the dagger, transforming it into an enchanted dagger. Her home is behind a locked door (2 picklocks or bash).
Ability 126: 12 → 13. Requires: gleaming dagger in inventory.
6
Kill a spectral knight while carrying the enchanted dagger
When the spectral knight dies, the enchanted dagger begins to glow and the spirit is drawn into it, transforming it into the Spirit Dagger of Goijar. You remain in the same room.
Ability 126: 13 → 14.
7
Travel to Scorched Tunnel (6/3108) and kill the Gulgulthra
The Gulgulthra is a powerful demon in its lair. Upon killing it, the Spirit Dagger of Goijar is consumed. It uses flesh-eater and area flesh-eater attacks — come prepared for a tough fight.
Ability 126: 14 → 15. The Spirit Dagger is consumed when the Gulgulthra dies.
8
Return to King Kulgar at King's Hall, Throne Room and say "return"
King Kulgar congratulates you on defeating the demon and gives you a golden chest.
Ability 126: 15 → 16. Receive: golden chest.
9
Return to Chancellor Annora at Large Office and say "success"
Chancellor Annora recognizes your accomplishment and awards you 15,000,000 XP. Tier 3 complete!
Ability 126: 16 → 17. Receive: 15,000,000 XP.
Key Items
Item Source
gleaming shard metallic monstrosity (100% drop)
gleaming dagger Forged by Master Smith Martok
enchanted dagger Enchanted by gnome enchantress
Spirit Dagger of Goijar Created on spectral knight death (auto-trigger)
golden chest Reward from King Kulgar
Notes

The dagger crafting chain is the core of this quest. Each NPC transforms the weapon: shard → dagger → enchanted dagger → Spirit Dagger. The Spirit Dagger is then consumed during the Gulguthra fight.

You can optionally talk to Champion Gudruk at Dwarven Temple and say "demon" for additional lore about the demonic threat.

The spectral knight (~1.7M combat XP) and Gulguthra (~3.2M combat XP) are both tough fights. The Gulguthra uses flesh-eater attacks and has high damage output. Prepare accordingly.

Steps 6 and 7 are separate — killing the spectral knight upgrades the dagger in place. You then need to travel to the Gulguthra's lair at Scorched Tunnel for the final fight.

After completing this tier, speak to Chancellor Annora again and say "missions" at level 40 to begin the fourth tier.

Dark Phoenix

Good Alignment Level 40+ Tier 4
Chancellor Annora Start NPC
Large Office Location
Say "missions" to Annora for briefing, then kill the dark phoenix Trigger
Good Alignment (126) Ability
Class-specific back item + 60,000,000 XP Reward
Before You Start

You must have completed Tier 3 (Spirit Dagger of Goijar) and be at least level 40.

The dark phoenix is a powerful boss with high damage output and a fear-inducing phoenix terror ability. This is a serious fight — come well-equipped or bring a group.

You will need a feathered key to access the phoenix's lair, or 301 picklocks/strength to force the door.

Steps
Optional: Say "missions" to Chancellor Annora at Large Office
Annora briefs you on the dark phoenix threat. This is not required to progress but provides helpful context.
1
The giant efreeti drops the feathered key at 25% rate. You need this key to unlock the east door to the phoenix's lair, unless you have 301 picklocks or strength to force it.
The feathered key has 2 uses before it is consumed.
2
The dark phoenix uses beak rips, talon rips, phoenixfire, and phoenix terror (fear). It also drops valuable chests. Killing it automatically awards 60,000,000 XP.
Ability 126: 17 → 18. Requires: Tier 3 complete (ability 126 = 17), level 40+, good alignment.
3
Return to Chancellor Annora and say "foe"
Chancellor Annora rewards you with a class-specific back item (see table below). Tier 4 complete!
Ability 126: 18 → 19. Receive: class-specific back item.
Class Reward Items

Each class receives a unique back-slot item with different stat bonuses. All items are class-restricted.

Class Item
Warriorhero's tabard
Witchunterinquisitor's cloak
Paladinfirebrand cape
Necrolytecloak of faith
Priestfolds of worship
Missionaryfaith keeper
Ninjadeath's shadow
Thiefblacknight
Bardlyrist's companion
Gypsyshawl of fortune
Arboreannaturalist's mantle
Mageruned cape
Druidleafwoven cloak
Rangermantle of the woodsman
Mysticpeasant cloak
Templarcrusader's cape
Battlemagetails of battle
Archermarksman's quiver
Maestrocloak of the muses
Roguebandit's cloak
Wardancershawl of the furies
Samuraicape of honor
Wizardoccult cape
Skaldskald's cloak
Shamancloak of the astromancer
Key NPCs
NPC Location Role
Chancellor Annora Large Office Quest briefing and reward turn-in
giant efreeti Volcano, Near the Heart Drops feathered key (25%)
dark phoenix Volcano, Above the Heart Kill target
Dark Phoenix Drops
Item Drop Rate
smoking blackwood chest20%
golden chest20%
adamantite chest20%
black iron chest20%
Notes

The dark phoenix is one of the toughest bosses in the quest chain. It uses phoenixfire and phoenix terror (fear). High magic resistance is recommended.

The feathered key has 2 uses before being consumed. The giant efreeti spawns right outside the door at Volcano, Near the Heart.

The 60,000,000 XP reward is granted automatically when the dark phoenix dies — no turn-in needed for the XP. Annora's turn-in awards the class-specific back item only.

After completing this tier, speak to Chancellor Annora again and say "missions" at level 50 to begin the fifth tier.

Zanthus the Lich

Good Alignment Level 50+ Tier 5
Pastor Lander Start NPC
Say "missions" to Annora for briefing, then "annora" to Pastor Lander Trigger
Good Alignment (126) Ability
Class-specific weapon or spells + 450,000,000 XP total Reward
Before You Start

You must have completed Tier 4 (Dark Phoenix) and be at least level 50.

This is the longest tier in the good alignment chain, spanning many NPCs and locations across Arlysia (Map 17). You will interact with temple clergy, investigate an undead threat, and ultimately face two powerful bosses: the Dark Mage and Zanthus the Lich.

You will need a crowbar to pry open a coffin in one step (or you can tip it instead).

Steps
Optional: Say "missions" to Chancellor Annora at Large Office
Annora briefs you on the new threat in Arlysia. This is not required to progress but provides helpful context.
1
Pastor Lander acknowledges Chancellor Annora's directive and sets you on the path to investigate the undead threat in Arlysia.
Ability 126: 19 → 20. Requires: Tier 4 complete (ability 126 = 19), level 50+.
2
The Bone Cavern is accessed by saying "enter tapestry" at Bone Room. The ghost shares information about the evil forces at work.
Ability 126: 20 → 21.
Combat Tip

Before engaging Ozrinom, configure your MegaMud monster priorities for the Grand Chamber:

  • FIRST: Vampire Elder (roomer)
  • HIGH: Ozrinom (boss), Magus (caster)
  • NORMAL: Vampire Acolyte (caster)
  • LOW: Vampire Minion (melee)
  • LAST: Vampire Fledgling (melee), Vampire Mist (wimps)
3
"tip coffin" or "pry coffin" at Grand Chamber — kill the Death Mist of Ozrinom
Interacting with the granite coffin summons the Death Mist of Ozrinom. "pry coffin" requires a crowbar in inventory; "tip coffin" does not. Killing the Death Mist automatically gives you a massive black gem. Note: Ozrinom the Vampire Lord is the lair boss in this room — clear him first.
Receive: massive black gem. Requires ability 126 = 21.
4
Pastor Lander examines the massive black gem and advances your quest.
Ability 126: 21 → 22. Requires: massive black gem in inventory.
5
Say "gift" to the old hermit at Library Steps
The old hermit takes the massive black gem and gives you a jagged bone key in return. The key unlocks the Library at 17/1792.
Ability 126: 22 → 24. Requires: massive black gem in inventory. Receive: jagged bone key.
6
Kill the rotting beholder at Monstrous Den (17/2019)
The Monstrous Den is accessed via hidden exits from Inner Sanctum rooms (17/2018 SE or 17/2021 SW). The beholder drops a rotten eye and rotted tongue — pick up both, you'll need them later.
7
"pull lever" at Monstrous Den (17/2019)
Pulling the lever teleports you to the Filthy Room (17/2020) where the old man is.
8
Say "prophecy" then "portal" to the old man at Filthy Room (17/2020)
The old man shares the prophecy and opens a portal. Saying "portal" teleports you to the Island of Bones (17/1759).
Ability 126: 24 → 25.
9
Travel to the hideous face at Island of Bones (17/1753)
From your arrival point at 17/1759, follow the path: N, NE, E, E, S, S to reach 17/1753 where the hideous face is mounted on the wall.
10
"place eye in socket" then "place tongue in hole" at 17/1753
Place the rotten eye in the socket first, then the rotted tongue in the hole. A mirror portal appears.
Requires: rotten eye and rotted tongue in inventory (from step 6).
11
"enter portal" at 17/1753
Enter the mirror portal to continue deeper into the Island of Bones.
12
"enter tapestry" at Bone Room — kill the Dark Mage
Entering the tapestry teleports you to Bone Cavern and summons the Dark Mage. Killing it awards 350,000,000 XP and drops a yellow bone portal.
Ability 126: 25 → 26.
13
"enter portal" at Bone Cavern — kill Zanthus the Lich
Enter the yellow bone portal dropped by the Dark Mage. This summons Zanthus the Lich. Killing it awards 100,000,000 XP.
Ability 126: 26 → 27. Steps 12 and 13 happen in the same room visit.
14
Say "knowledge" to Chancellor Annora at Large Office
Chancellor Annora recognizes your victory and bestows a class-specific reward — either a powerful weapon or new spells depending on your class (see table below). Tier 5 complete!
Ability 126: 27 → 31. Receive: class-specific weapon or spells.
Key NPCs
NPC Location Role
Chancellor Annora Large Office Quest briefing and final reward
Pastor Lander The Arlysian Temple, Altar Say "annora" (step 1) and "gem" (step 4)
Ghost of Justice Darkbane Bone Cavern Say "pastor" (step 2)
old hermit Library Steps Say "gift" (step 5)
old man Filthy Room Say "prophecy" (step 8)
rotting beholder Monstrous Den Kill for rotten eye + rotted tongue (step 6)
Key Items
Item Source
massive black gem Dropped by Death Mist of Ozrinom (step 3), taken by old hermit (step 5)
jagged bone key Given by old hermit (step 5) — unlocks Library at 17/1792
rotten eye Dropped by rotting beholder at Monstrous Den (step 6) — place in hideous face socket (step 9)
rotted tongue Dropped by rotting beholder at Monstrous Den (step 6) — place in face hole (step 9)
yellow bone portal Dropped by Dark Mage (step 10) — enter to summon Zanthus
Class Rewards

Annora bestows a class-specific reward when you say "knowledge" after defeating Zanthus. Melee classes receive a random weapon; caster classes learn new spells.

Classes Reward Type
Warrior, Paladin, Ninja, Ranger, Wardancer Random weapon: diamond longsword, anointed morningstar, or Holy Wrath and Righteous Fury
Witchunter Random weapon: obsidian trident, Demonslayer, or Judicator
Templar, Battlemage, Skald Random weapon: spiritual warhammer, white gold flail, or great mithril battle-hammer
Missionary, Thief, Bard, Gypsy, Arborean, Rogue, Samurai Random weapon: diamond scimitar, Solarblade, or moonstone rod
Mystic Random weapon: Angel's talon or white oaken staff
Necrolyte Learns: exalted word, divine healing, angelic halo
Priest Learns: exalted word, divine healing, angelic halo
Druid, Shaman Learns: lunar protection, lunar beam, nature's mercy
Mage, Wizard Learns: manashield, asteroid storm, energy beam
Maestro Learns: hymn of angelic protection, hymn of divine wrath, hymn of purification
Archer Ability advancement only
Notes

This quest takes place primarily in the Arlysia region (Map 17). Expect dangerous undead encounters throughout the area.

The Death Mist of Ozrinom is summoned from a granite coffin in the same room as Ozrinom the Vampire Lord (lair boss). Clear Ozrinom before interacting with the coffin.

Steps 8 and 9 happen in sequence at Bone Cavern — killing the Dark Mage drops a portal, and entering it immediately summons Zanthus the Lich. Be ready for two consecutive boss fights.

The jagged bone key has 1 use and unlocks the Library at 17/1792 (1000 picklocks/strength without it).

The total XP from boss kills in this tier is 450,000,000 (350M from the Dark Mage + 100M from Zanthus). The class-specific weapon or spell reward is given by Annora at the end.

Smash Quest

Class Restricted Level varies by class
Aldreth Start NPC
Say "training" then "heads" Trigger
Smash (32) Ability
Smash skill — break doors & locks Reward
Steps
1
Go to Darkwood Tree, Small House and say "training" to Aldreth
Aldreth tells you about the training he can offer. The room is accessed from 1/2304 via a locked door (6 picklocks or strength).
Requires: Eligible class at minimum level (see requirements below).
2
Collect 50x orc-head by killing orcs
Orc heads are rare drops from various orc monsters (see drop rates below). This is a grind — expect to kill hundreds of orcs.
Pick up dropped heads with "get head". They stack, so keep collecting until you have 50.
3
Return to Aldreth and say "heads" to turn in your orc heads
Aldreth takes your 50 orc heads and gives you a quest token as proof of your accomplishment.
Requires: 50 orc heads in inventory.
4
Say "return" to Aldreth while holding the quest token
Aldreth checks that you have the quest token and teaches you the Smash skill. Quest complete!
Requires: Quest token in inventory + eligible class/level.
Class Requirements
Class Min Level
Witchunter15
Warrior20
Wardancer20
Paladin25
Ranger25
Templar30
Battlemage30
Skald30
Notes

The orc captain and orc lieutenant have the best drop rates at 3%. Focus on these for faster progress.

Black orcs are found in the Black Orc Caves (Silvermere). Regular orcs spawn in multiple areas throughout Darkwood and beyond.

The Smash skill lets you break down doors and locks by force instead of using picklocks. Useful for classes that don't have lockpicking abilities.

Once learned, Smash is permanent. You can use "smash [direction]" to attempt to break a door.

Meditate Quest

Class Restricted Level varies by class
Dhelvanen Start NPC
Luxurious Room (Smuggler's Den) Location
Say "reward" with 50x black diamond, then say "return" Trigger
Meditate (187) Ability
Meditate skill + 5,000 XP Reward
Elven Races Note

Elven races already have Meditate innately! If you are an Elf, Half-Elf, Dark-Elf, or Wood-Elf, you do not need this quest — you already have the Meditate ability from the start.

Steps
1
Collect 50x black diamond
Black diamonds are obtained from nanati monsters in the Nanati Mines (see drop rates below) or purchased from Shop #9019. The lady of the dark has a guaranteed 100% drop.
Stack them until you have exactly 50.
2
Go to Luxurious Room and say "reward" to Dhelvanen
Dhelvanen takes your 50 black diamonds and gives you a magical rune.
Requires: Eligible class at minimum level (see requirements below) and 50 black diamonds in inventory.
3
Say "return" to Dhelvanen while holding the magical rune
Dhelvanen checks that you have the magical rune and teaches you the Meditate ability. Quest complete!
Requires: magical rune in inventory and eligible class/level.
Class Requirements
Class Min Level
Mage15
Priest15
Druid15
Maestro15
Necrolyte20
Wizard20
Shaman20
Missionary25
Bard25
Gypsy25
Arborean25
Templar25
Battlemage25
Paladin30
Ranger30
Wardancer30
Skald30
Black Diamond Sources
Monster Drop Rate
lady of the dark100%
nanati / nanati10%
nanati shadow5%
nanati sorceress3%
nanati deathweaver1%
nanati bladesman1%

Black diamonds can also be purchased from the Arborean Village, Gems shop. Nanati monsters are found in the Nanati Mines.

Notes

The lady of the dark is the most efficient source with a guaranteed 100% drop, but is a tough fight. For easier farming, the basic nanati has a 10% drop rate.

The quest also awards 5,000 XP upon completion.

Once learned, Meditate is permanent. Use "meditate" while resting to increase your mana regeneration rate.

This ability is especially valuable for spellcasting classes who need to recover mana quickly between fights.

Perfect Stealth Quest

Class Restricted Level varies by class
Kill master assassin, then say "secret" to dying NPC Trigger
Perfect Stealth (186) Ability
Perfect Stealth — enhanced stealth abilities Reward
Stealth Classes Note

Classes with innate stealth abilities already have Perfect Stealth! If you are a Ninja, Thief, or Rogue, you do not need this quest — you already have the Perfect Stealth ability.

Steps
1
The master assassin is a tough level 50+ enemy with 1712 HP, 65 MR, and deadly attacks (up to 180 damage). Come prepared!
Requires: Eligible class at minimum level (see requirements below). This is a high-level dungeon.
2
When the master assassin dies, a dying master assassin appears
The dying assassin is summoned automatically when the master assassin is killed. Act quickly before it despawns!
The dying master assassin doesn't last long — speak to it immediately.
3
Say "secret" to the dying master assassin
The dying assassin shares the secret of Perfect Stealth with you. Quest complete!
Requires: Eligible class at minimum level. Classes that already have stealth abilities innately receive a different message.
Class Requirements
Class Min Level
Missionary50
Bard50
Gypsy50
Arborean50
Maestro50
Ranger60
Mystic60
Wardancer60
Samurai60
Archer70
Notes

The master assassin is a formidable opponent. Consider bringing a group or being well-equipped.

The Darkened Tunnels are accessed through the Underworld areas. Make sure you know the route before attempting this quest.

Perfect Stealth improves your ability to move undetected and perform stealth-based actions more effectively.

Once learned, Perfect Stealth is permanent and applies automatically when using stealth abilities.

Crafting Quests

Coming Soon
Work in Progress

Crafting quest guides are being developed. Check back soon!