MUME QUESTS There are a lot of quests in MUME. Some of them can be solved by level 1 chars; some designed for legends only. For solving some of them you will gain a little bit of exp and gold (or maybe some item too), others give you a very important herblore or some other knowledge. Anyways, I here is some info which (I hope) will help you to gain some knowledge about these quests and also some hints for solving them... Most quests in MUME are level-dependant, i.e. the higher level you are, the more complicated the quest is. Thats why when experienced players start a new character, they solve all quests where they need to "find some items and bring em to ..." during their first few levels. Or ask their labfriends to help them ;-) In most cases all you have to do is ask the mob about 'herblore' to get a herblore quest. 1) Aldereon's quest (any level) Location: Elven village n of Road to Grey Havens. Quest: Aldereon will ask you to deliver letters (around 5 for level 1 to more than 15 for high legend) to his friends. The higher your level is, the farther away you will have to travel to meet the mobs. Better to do this quest at the level one: then Aldereon will ask you to visit just two mobs - librarian and priest in Forlond. Legends very often are forced to travel to Rivendell... Other recipients for his letters are: Old Wise Hobbit (not far east from Aldereon, but you have to swim across a small lake), various guildmasters in most cities, and - main problem! - various hermits who live in most noone-ever- goes-here places in Arda. GH hermit lives 1 zone w from Aldereon (some mudlled exits though), Shire hermit - some w and n from Mishel Delving, Fornost one - 10s 3e d 2s from gates, road to Tharbad - from Bree s gate max s, e, max s, e until no exit s, then max e, open bush. Reward: walking herblore, 300 exp for each mail. 2) Nordri quest (any level) Location: Upper level of the Blue Mountains dwarven city. Quest: "Find and bring". Ask Nordri about "herblore", then he will yack for a while. When he says "blah blah price." say "price?" and then nod when Nordri asks if you agree. Listen to him, write down what he wants and go collect the items. Lowlevels can find required items/weapons/herbs around BM or even inside city - just ask some dwarf to check private dwarven shops inside. Legends can be asked for the crystal from Willow, a topaz from Mormaeg or even golden nuggets from Moria... Reward: soothing-draught herblore, 1000 exp. 3) Vig's quest (dwarf only, newbie level) Location: Bottom level of dwarven city, w of stairs. Quest: Vig the Smelter sometimes runs out of logs for his fire. When he does, he will ask people who come into his shop if they're willing to go out and get him some wood. Assuming that you agree to do so, you should go get an axe, and then go out into the Dense Forest just east of the Dwarf Homes (from "End of the Worn Trail", s 3e). Wander around the Dense Forest, and eventually you will find a "majestic looking tree" (it will be clear, when you see it, that this is *the* tree, not just one of the innumerable trees in the forest). In case this tree is chopped already, or simply not popped - there are two other such trees, one s 2w 6s 4e 4s from the same place, and also somewhere n of river, like s 3e 2n 5e. Chop it down, get the wood, bring it back to Vig, and collect the reward money. Just a small warning: the Dense Forest is a maze (i.e. if you go east from tree, then west, there's no guarantee that you'll wind up where you started). If you need to get out of it in a hurry, spam north/west and type 'exits' after each step - to see where the exit out to the trail is (works during theday only though). In this forest pop 3 huge black wolves, so it's kinda dangerous for low level characters. Reward: 15 silver, ??? exp 4) Giant's quest (any level) It's nice to know how to cook delicious bannocks for any player who doesn't have 'create food' spell. Bannocks will fill you for the whole day (same as lembas wafer), but it will cost almost nothing for you to make them. To gain bannock's recipe you must find the lonely giant and solve his quest. Location: I know five places where giant repops in The Shire: one room N from Mishel Delving fountain; E from Green Dragon in Hobbiton; N from marketplace in Dwaling; in Rushey; at "slight depression" (up from the fox hole). I heard also rumours that he pops at NW from Wittforrows and in Hills of Scary. If you can't find the giant - ask any mage to locate him ('locate life' spell). He doesn't always load. Quest: One more "find and bring". You must find a LOT of herbs and other things and bring them to him. He frequently asks for: HONEYCOMB EGG APPLE SACK OF FLOUR STRAWBERRIES BLUEBERRIES BLACKBERRIES BLACKCURRANT CINNAMON VANILLA BEAN CARDAMOM JUNIPER BERRIES RED ROSE WHITE ROSE WATER LILY HONEYSUCKLE FOXGLOVE FOXTAIL TARRAGON THYME ROSEMARY GOOSEGRASS CLOVER CLOVES SAGE ATHELAS MARJORAM FIGWORT GINSENG COMFREY Try to find all these things, but if you can't find such rare herbs as foxtail, ginseng, and comfrey, don't worry. Maybe he won't ask you for it. Do not crush the plants: sometimes he asks for leaves/flowers, sometimes for plant itself. When you find the giant, comfort him. Nod after he asks you if you want to help him, and he will start following you. Give him honeycomb, listen carefully what he wants and give him herbs. You have a very short time to solve his quest - 40-48 MUME hours, so all herbs must already be in your bbackpack - except things that are always available in GH herbalist shop (CINNAMON, CLOVES, VANILLA). You can run to GH with giant, but he can become moveless if you have nice link and spam fast - in such case leave him in some safe place (just flee from him), and return with herbs. After giving him all that he wants, ride him and he takes you to his house near Michel Delving and be happy listening to him. Btw, this quest is as level-dependant as others - so if you find him at level 1-2, he will teach you how to cook bannocks just for the honeycomb! Legends can be asked for ginseng, comfrey and foxtail - each of these herbs load just in ONE place on Arda, so almost impossible to find them without knowing where they pop... And also small hint: all components for bannocks can be found either in/around elven village on the road to GH (eggs - in the hawk's nest), or in Bree - honey and flour in bakery, eggs in bazaar. Reward: Baker herblore, 1000 exp. 5) Shopkeeper's quest (level 1-4) Location: Hobbiton, 2e s from central. Quest: Shopkeeper will ask you to find his daughter as soon as you enter his shop - if your level is appropriate, and if no one did this quest just before you :) Daughter is usually located somewhere in Shire, I know two locations: 2e open branches s 4e n w from A Spring in hills of Scary, 7w 6n 5e open door e from Brandywine Bridge, some down from MD and some south/east from Bwb. Just enter her room and she will start following you. Lead her to her father, but don't forget that you may not cast even bob even when on this quest and daughter became exhausted ;) Reward: FGC, 1000 exp, 1 gold. 6) Trapper's quest (low level - no higher than 10) Location: All n, all w, all n, e, n, w from Forlond gates Quest: Trapper will offer his quest only if you sell him enough pelts or furs (if he's out of money, buy some pelts from him and sell back ;)), and if noble stag loaded. Then he will start talking about old times - just wait and nod when he asks you if you agree. After you are on the quest, go and kill the noble stag - e n w n w 2n 3w s are his 6 rooms. You are not forced to kill him yourself, you are even allowed to not have him on trophy - just ask some highbie friend to help you ;) Butcher corpse, bring antlers to trapper and give it to him. You can solve this quest max 2 times - second time you need to give (not sell!) him like 10+ furs/pelts (if you lose or hide ;) bow). Reward: Yew longbow, quiver with 12 ash arrows. 7) Bree smith's quest (level 4-7) Location: Bree, Weapon shop Quest: You will be asked to find and bring "valuable" rusted dagger - just enter shop at the proper level. This dagger is held by the chief of the ruffians, Scarred, under the bark in forest some n of Bree (see Maps for more exact info). Kill him (or just ask some friend to kill him) and bring dagger to smith. You can not start quest after 7 level, but if you did it before and leveled since that, smith still gives the reward if you bring him the dagger. Reward: Whetstone, 2 gold. 8) Shire citizenship quest (any level) Location: Michel Delving, secretary Quest: Only hobbits who prayed to Shire on creation can gain citizenship here for free. Others must kill great wolf from Shire wolfpack and bring his fur to secretary in order to receive citizenship. Wolfpack repops each winter in a random place in Shire, once per winter. Usually it consists of 4 pack leaders (great black wolves) and 18 grey/black/huge black/starving ones. Each who needs citizenship needs his own silvery fur and also needs to have great black wolf in trophy. Great wolves are strong enough - I even have seen legends die to them. Though, mage with stored quakes or cleric with buffer and good fear can do wolfpack easily. Reward: Shire citizenship, 3 gold 9) Dunadan Ranger quest (hero level+) Location: Near Weathertop (from Nen-I-Sul bridge: 6w, 2n, open culvert, e) Quest: Ranger will teach his lore to well travelled (2.5k tps * level needed) and good aligned persons ("sent to Arda" is enough, maybe "firm believer" fits too) when they complete his given task. The task involves three objects that must be brought to the ranger. The items may be different for each person, the following items are known as possible quest items. White fur from the Huge White Bear in the southern Misty Mountains. A claw from a Cavern-wing in Moria (actually any Cavern-wing will do). Though, only leader of cavern-wings is butcherable. The heart of the Ice-Demon in the northern Misty Mountains. A sickly green mushroom. You must find these items ALONE (means: no same side player can be in the zone when you pick up these items). Reward: Travelling herblore 10) Dagnir's ghost's quest (any level?) Location: Lothlorien, 3n 1-2e from marshes Quest: Ghost is visible at night only. When you approach him, he starts talking. Nod when he asks if you want to listen him, and listen. After he finishes, go to marshes and let the mud suck you into a small cave (message looks like a bog timed dt - but it isn't dt). There in the cave live 4 mottled snakes and 2 new mobs - subterranean lizards. They have decent ob and awareness, but sucky defence - just take them one-by- one. In southern room of caves lies a skeleton - loot it. To get out you need to kill both lizards and drag their corpses to the central room - you can only climb up stepping on the lizard corpses (mottled corpses don't fit). Walk back to ghost and give him medallion from skeleton. Listen to him until his trapped soul goes free, then try to pick up the medallion. It will crumble and reveal a jade-encrusted key. Go east, open hatch, down, unlock/open archeddoor, 2 south, open curtain, west and loot eket, amethyst and softly glowing green cup. When you drink cup, you are affected by +10 maxmana, maybe it increases regen too (for like MUME day). Reward: Eket, amethyst, softly glowing green cup 11) Nagash's quest (orcs only, any level?) Location: Vale of Anduin, sw corner of sw zone; needed 30 str to open door down Quest: Nagash will ask you to bring him a silver goblet. It loads on the spectre in a tomb in the ne corner of the Vale. Spectre calls up to 4 undeads to help him if attacked, so beware. It's pointless to kill soldiers before spectre: it will just summon new ones. After it dies, the empty goblet falls to the ground - bring it to Nagash. He will sacrifice twins and fill the goblet with blood. Reward: Goblet of blood, if quaffed affects you by Blood of Sauron (+2 STR) 12) Ost-in-Edhil quest (anyone, any level) Location: Eregion, s from Hollin at cliffs Quest: Both darkies and whities can solve this quest, thus I will write solutions for both sides. Whities get the quest from Elrond, darkies from the BN sage: ask them about 'Ost-in-Edhil' (not case-sensitive). Ask Elrond in any language, Sage in Morbeth. They will start to talk if no one is solving this quest at the same time (if they don't it means someone is solving it already, just wait a bit), and then they will give you a key. Then go to the castle in Ost-in-Edhil and find the tower in the center of it. Beware: there are tons of different dts in the area - eastern part of zone is 6 instant dts; near are 3 times ones (slowly drag you to the east - and there instant dts kill you); vines trap you and slowly kill (considered dtdeath though) - but you can kill vines of course, like hero level needed; n and e from the mother eagle on the top of tower are dts too (noflee, as usual). At the bottom of tower there is door which can be opened with amethyst: type 'put amethyst inset'. To get it back later, indeed, 'get amethyst inset'. Wait till door opens and proceed n. You can get gem back (as both close and open are delayed), but then you will be trapped inside - so be sure that you know how to do monsters/get away via underwater. Here starts a noport area. In the center of this hidden square is one more instant dt. Somewhere in this area loads hidden main quest item - Book of Kormanole (just try reveal in each room). There are 2 excavators in this area, and they will ask you to give them book: don't - they are minions of Saruman. If you give them book, they will reward you with whole 2 gold, give you 'treasure map' leading to dt, and disappear (no way to track, kill and get book back). Kill them instead, they load Cardolan+russet+aged flask (useless, but can be sold). They shoot/flee after attacked, so just stay in room after they flee, and spam search q/nuke. Then the quest divides into two parts: either bring the book and the key to Elrond or Sage and get your reward (from Elrond - silver-leaf brooch; from sage - around 20 gold), or claim the book and forge a ring. If you decide to forge, in the northern part of the square is the entrance to the underground part. There live several bats and 4 scaled guardians. These mobs instafollow, call eachother, instahit, choose random targets and can instaheal themselves for like 1/3 hps. So: at least 1 buffer and 2 nukers need to kill them. Guardians can't follow further north than 2s from entrance, and also to Gem/Gless/etc works (max w and max e rooms), so rest there after each one is killed. First buffer enters, guardians hit him, then casters enter, nuke one dead and leave n, then only buffer flees. Have swim off while doing guardians, otherwise you can flee into water (central room); 2n from it is instant dt, and as one who flees from guardians will spam n to reach safe room, it can ends in dt here. Though, if someone dies here, corpse will be recoverable: current will drag it southwards, away from dt. Before you fight, unfollow everyone in case you flee. You don't want to meet up after flee and lead each other onto the collapsing bridges. After you kill first, go 2e one by one - otherwise bridge will collapse under your feet, throwing you into current below. Kill second guardian (now safe room ne from it), get full, then someone must lure guardians from the central room - nuke them dead too. Then find golden band (in each room in this area - random too), it is sometimes hidden, sometimes just lies on the ground. The level is symmetrical here: ! S*=*S +@+ S*=*S ! is where you enter = is collapsing bridge S are safe rooms * are Coruscate Hall + are rooms with a single guardian @ has 2 guardians and the dt to north. Central room is start of noboat current. 2n from this room is dt; some s/d (follow current) - underwater room where in the skeleton loads hammer which helps to fix your armour (even fine/shining!) as whetstone fixes weapons. All swim on. One (not leader) must wear harness (on chain in room 1w from central). He must enter central room and open silverpanel. It is delayed door in room with current, but harness will keep him there while he opens door. When door is open, narrate for others to come, and quickly go d. Wait till water goes away and metaldoor opens, then go 2w to noldor statues. Btw, you cant remove harness while fighting, and cant flee either - so dont wear it while mobs alive, and try not be caught by opposite side players ;) You can not forge ring by your own choose. At the one time one ring can be forged only; which one exactly is written in the book. Ring must be forged from the band and some gem. There are four types of jewelled rings. Book can give you a hint - which ring can be created on current repop: it's colour of gem. Red glow goes for ruby, maroon for garnet, hard and rare blue for topaz, and fiery blue for opal. These rings are considered powerrings, and can not be worn at the same time as old powerrings (ruby/iron/copper). Btw, don't be scared by Elrond's/Sage's words that reading book can be harmful ;) Still no one died while reading it. To forge ring rest full, and try pass statues. The higher your will, the higher chance you have (no alignment involved though). If you fail - just rest full and try again (more chance to pass with full stats). Noldor can pass statues without any problems; Unqalome bracelets can help non-noldor to pass, rumours that Elrond's brooch does the same are groundless. If you are neither Noldo, nor know Unqa zone to get bracelet, get dispeller here: statues are not alive (not mobs but items, in MUME terms), they don't block entrance themselves - their magic does. With no dispeller, just try to walk inn (sometimes takes hour rl or more). Once you are in, wield band, hold gem (or vise versa) and 'forge ring' (it's delayed though). Once you leave zone all mobs repop straight away. Its nice xp to go round in circles ;) Some more notes: Only the person who read the book can forge. The knowledge decays so you can only do it for a limited (random) period of time after. Don't know how long exactly but sumetimes 2 rl days is too long, and sometimes rl week is ok... To use cross-pein hammer you must make a camp fire, hold hammer, remove armour then 'use hammer <armour>'. It seems you can mend most things to 'brand new' but thick/heavy metal and ring/chain mail can only be repaired to 'used'. There is complete list of "gem - effect". red ruby - manaregen +4, affects you by 'lethargy' when you remove it (slows manaregen and -10 attack spell) topaz - +2str once per day, affects you by 'tiredness' when you remove it (1.5x slower moveregen for 4 ticks) garnet - cure critic once per day, affects you by 'hagardness' when you remove it (-5 ob) opal - scouting ring (allows you search adjacent rooms for enemies, blinds you at beginnings of next 6 ticks when you remove it); to use it - 'look <dir>' Reward: Brooch from Elrond, gold from Sage, or jewelled ring.