Genie’s Walkthrough by Mercutio


This is an updated version of the original guide. Someday I’ll update the other post (when I’m less busy)


From start of area,  vis;n;nod genie

Speedwalks to Area:

From Tree of Life (Starburst portal) – run d4eu

From War of Wizards (Honeycomb portal) – run 8ne2nu

From Recall – run 4swndn2s2wu

All of the above should be faster then doorway.


Useful  Aliases

Assuming speedwalk to area is GENIE

Mini – “GENIE;n;wish for peace;run 4n”

GenieBow – “GENIE;n;bow genie”

WFF – Wish for Forgiveness


WFA – Wish for Adventure

Useful  Aliases  Reasons

Mini – is used to get back to maze faster, group will reform at mini after each loop.

GenieBow – will let you get back to group after maze is finish (Note: You will need to be holding your **Tay al-Ard**).

WFF – activates a mobprog to get you out of the maze.  You will use this alot. *MUST HAVE*


WFA – activates a mobprog to get you into the maze.  You will use this alot.  *MUST HAVE*

Genie’s  Last  Wish  Parts

The Maze ~ The Fat Genie ~ The Dark Genie

The Maze

Wish for Forgiveness – custom mobprog that gets you out of the maze. It teleports you to the golden sands in Siren’s Oasis Resort. You need to move to the room with Graffiti, and enter trishaw there.  We may end up just having someone sit in that room for hunting.

Maze  Layout

From Mini “wish for adventure” to enter the maze, this takes you to R1(Random room).   Which has 6 random exits, one to each of the 5 loops, and one to a fake loop.

Each loop consists of two rooms connected by a Two-Way E-W locked door. R1 exits to the west room of each loop. In the west room of each loop, there is a down exit to jail, and a door east which we can open. In addition, there is a hidden door west connecting it to another, which we can’t open. In the east room room, there is a door west which we can open and a hidden door east connecting it to another loop, which we can’t open.

The hidden doors really mean nothing. They just connect the loops to make hunting a little harder.   Without this connection we could easily use hunt from R1 to see which loop is which.


Be Neutral,

Autoassist Off,

Autoloot on,

Autosac off,  

To not be overweight items

Please do not not quest between loops.


Leader will No-Follow everyone, you will need to move yourself.


NOTE: I believe the mobs give items on death even if you are overweight. But better safe than sorry so make sure you will loot them.

R1(Room-1 of each loop):


– Leader will start a countdown, A tank will WFA at 3,  On 0 everyone else will WFA (wish for adventure).


– Split tanks and Pheal, call for rescue if needed.


– Aim 1.Blizzard.   Reversers will reverse any red generals that spawn, Dispellers will Dispel Blizzard.   


– When Blizzard dies, Aim at a red aura General (do not kill the second blizzard)


– IF you Get Sand from Bizzard, give it to the keyholder ASAP.


– KeyHolder will retreat into loop1, and open door. If the door does not open we will have to kill the second Blizzard for other sand.




– After Door is open, Keyholder will tell group to WFF (wish for forgiveness).   Tanks can stay in the room for a few rounds to give weaker players a chance to get out safely.


– After you WFF, You will be teleported to the golden sands in Siren’s Oasis  Resort. You need to move to the room marked with Graffiti, and enter trishaw there. Then return to Mini, and pheal.



Basically, the strategy here is to get most of the party to the east loop room, then kill the blizzards for the sands, and have keyholder move into next loop with the sands(keys) and the rest of the group use WFF to exit the maze.


NOTE:  When you move in If you get attacked please stay in the room for 6 seconds, then use WFF to get out.  To not retreat to main group.   The reason for this is so that you act as a blocker for other group members.     The goal it to get as many into the room as possible with full health.  


– Leader will give a path before hand. (Assume path is NE for this example)  and start a countdown, A tank will WFA at 3,  On “0” everyone else will send the stack “WFA;run NE”.  Please be ready and send the stack on 0.


–  If you do not make to the third room,  stay put for two rounds then use WFF to get out.   Please do not retreat to the main group, by staying in the room you act as a blocker to let others get by without getting engaged.


– Split tanks and Pheal, call for rescue if needed.


– Aim 1.Blizzard.   Reversers will reverse any red generals that spawn, Dispellers will Dispel Blizzard.   We will kill both blizzards.


– IF you Get Sand from Bizzard, give it to the keyholder ASAP.


– Once the keyholder has both sands, KeyHolder will enter 4.sand and retreat to next loop, and open door.   


–  DO NOT Enter 4.sand, or follow the keyholder unless told to.


– After Door is open, Keyholder will tell group to WFF.   Tanks can stay in the room for a few rounds to give weaker players a chance to get out safely.


– After you WFF, You will be teleported to the golden sands in Siren’s Oasis  Resort. You need to move to the room with Graffiti, and enter trishaw there. Then return to Mini, and pheal.




The trick here is we will need the whole group in the east room of loop5 before  we can move on.  And we will need to clear all the mobs in the east room of loop5.


-Group moves to east room of loop5, similar to when doing loops 1-4.  Again do not retreat if engaged instead act as a blocker for two rounds then WFF.


-Anyone that got agro’ed return to mini and pheal.


-IF you make it to the east room, split tanks and pheal, and aim at the called target.   IF we kill both Blizzard, two more will spawn on repop.   IN most cases we will kill 1 blizzard then Yellow Blue and Red Generals, leave the second Blizzard alive till the area repops.


-Once Inside group is stable,  Outsiders can try to move in again.   Tank will tank R1, then tell others to go.   


-This process can be repeated till everyone is with group.


Once maze is clear, the group will “bow genie” to receive yellow **Tay al-Ard**. After you receive your yellow **Tay al-Ard**, you can recall, quest, restock. If your not neutral, please get neutral. To come back, you are to wear the yellow **Tay al-Ard** and GenieBow (NOTE: See aliases at top of walkthrough).   

Fat  Genie

Remove your aard aura and cast sanc.  If you’re not neutral, get neutral.  I want everyone neutral for Dark Genie,  I will start Fat Genie when 75% of the group is back.

This boss is fairly easy. After you quest ect.. (GenieBow) to get back, the battle will start with 3 players sending the command “FIND THE LAMP”, then 15 seconds later everyone else can try to  “FINDTHE LAMP”.

When you “Find The Lamp“, you will enter a solo battle with a guardian. After you kill it, you will be sent the dark genie, and given and autoequip an aura that will keep you in the room for 30 seconds.

When you get bumped from fat genie room, “Find the Lamp” again to fight your way back.

We need to keep cycling into the fat genie room. If the room becomes empty, then the fat genie will heal to 100%. If that happens, then we just keep cycling.

Suggestions for Fat Genie Part

We can pheal in Fat Genie room. In addition, you need to try to blast your guardian as fast a possible. For your information, there are only 6 guardian rooms. So, you need to keep trying to “Find the Lamp” till one is empty.

If you find your guardian is to hard for you to kill, then you will need to wait till after the Fat Genie is dead to make the battle easier.

After  Fat  Genie’s  Death

After Fat Genie is dead, the group will enter LAMP. If you are not with group, then you will need to “Find the Lamp”. After the guardian battle enter LAMP. (Note: Use (GenieBow) to get back to the section if you are outside of the area.   The portal has a timer, but everyone should have ample time to get to party if they are not AFK.   Group will equip Yellow **Tay al-Ard** “bow genie”  to get a blue **Tay al-Ard**. DO NOT RECALL! We will be move to next boss right away.)


While you are waiting to bow, quaff your mana to max and pheal.    After everyone has full hps/mana we will bow to move to next stage.

Dark Genie

This section is a 3×3 square. The main battle room is in the center. The rooms around the center have immune agro mobs which can be cleared with lamp oil. The only rooms in the section where you can quaff are west and northwest of center. All the rooms have a negative heal rate.

For this section you might need a holy weapon, an easy option is the Crusaders Tomahawk. (Note: Gullinbladnir – Freyr in Yggdrasil, [At recall, run wuwu5s8eu;enter portal;run u;enter up;run e;open up;run u]) Mercutio will bring a few Tomahawks in case some do not have one. In addition, we also need Lamp Oil from the pup section of genies. Idealy, some will be on the floor already in the section.

Lamp Oil – If the aggro mobs on the outside are targeting someone holding the lamp oil they will be cleared. So, if your tanking one pick up a lamp oil off the floor or ask someone to give you one.


Ideally there will be Lamp Oil in the NW room and the room East of the Genie.   Do not pick up the oil unless you need it.

To get back to section, wear blue Tay al-Ard and GenieBow. (NOTE: See aliases at top of the walkthrough.)

KEEP AUTOASSIST OFF,  key here is do not damage the Dark Genie,  BlackSmiths should use a holy weapon or have autoswing off.   Everyone else can use their normal damtype as long as they have autoassist off and aim of Dark Genie if they are targeting him.

The Battle

Phase 1:

– Group Enters

– Clear auras.


If you die or retreat, (GenieBow) and goto the NW to quaff/heal. Do not come back to center till you are told too.


Phase 2:


– When only 1-2 auras left, those not in center can return to center.

Phase 3:

Dark Genie Spawns side mobs at 80%/60%/40%/20% HP. You need to use normal weapons to drop genie to next spawn point. After spawn, you need to equip Holy weapons and target ranger. Once targeting ranger, you are to re-equip normal weapons.

Keep autoassist off, dark genie will kick you out of combat. If you have autoassist,on then you will be targeting the dark genie, which we do not want.


If you die or retreat, (GenieBow) and goto the NW to quaff/heal. Do not come back to center, but you should stay in the section because you need center quickly when the mob is dead.

After last spawn is clear, those not in center should east of center.

After Dark Genie’s Death

After Dark Genie is dead, the group will enter portal. Anyone not with group GenieBow To get back, go to the center room and enter portal, there is a 120 second timer on the portal, be quick!

Wear your Red Carpet(keyword carpet) (NOTE: If it’s your 1st run, then you will get one) and blue **Tay al-Ard**.

The command will be – Bow Genie;wear Red;Wish for Glory



Epic Guide – A Genie’s Last Wish

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SO… Another epic! Wire brought us a new epic, which he got after Trollemite abandoned the development. This one by far is the most cooperative epic that we have on main port, except for the mini epics.
This epic is divided into three steps, with progressive and adjusted difficulty: lower tiers receive mobs adjusted to their capabilities. Each step has a mob that spawns when you do some action: this mob always have three different versions adapted to your tier range.

The three phases at this epic are:

  • Sands Maze
  • Fat Genie
  • General

This epic has a rejoin mechanic similar to Oradrin: you receive a token after doing the first part and it upgrades between the other two phases. The area also has a run counter similar to inferno’s lodestone which you have to hold before the run ends or you’ll receive another and doesn’t receive the rank count for this one.

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The entrance to the area has only one path to the genie, which room holds 2 cexits: one lead to the epic part (wish for peace) and the other leads to the pup zone (wish for chaos). At the pupping area, you can collect magical oil which is used in the last part.

To rejoin after you have the item (Tay al-Ard): hold the item, go to area, walk n (genie room) and bow to genie.

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The path to the entrance of the epic: from the genie – wish for peace, run 4n – wait for leader command to wish for adventure. At any time, you can get out of the maze using – wish for forgiveness (you will be teleported to siren’s maze)

Sands Maze:

This part is similar to a clan maze and the approach is analogous to a raid. Here we have a “fixed path” to follow and we don’t need to crack the complete path each run: from the first room, run leader need the hunts for sands. With the hunt result, the leader can figure the path to use during this run to collect the keys. With the 12 keys, we can proceed to the next part, but…

Here’s the catch: every time a player walks inside there is a chance to spawn an aura of general. If you die, wait at the room BEFORE wish for adventure to not spawn extra mobs. Only move when the run leader says so!

Another thing: we frequently pacify the sands (have tons of HP and can wait until we finish the auras) so don’t use any kind of AoE during these rooms.

So, let’s talk about strategy: typically the leader enters and pacifies the first room sands (each main room have 2). The group follows and handle the general auras that will appear. A companion (normally a low tier with a hunt script) will get the hunts for each of the side rooms to find the path. After that, the leader will nominate a group holder while he walks through the rooms pacifying the other sands.
After collecting all 12 keys, it is time to start the second run part.

Fat Genie:

This is a fun part, which you need to pay a lot of attention and to be fast. After you get your first **Tay al-Ard**, you’ll find yourself in a cave without exits: the only way to proceed is to use a room prog “find the lamp.” At this point remove your aura, cast/renew sanctuary before the next step. When you type it, you will be transported to kill a mob adjusted to your tier (strong, insane and xxx). After you kill the mob, you’ll wear a protective aura which protects you from the fat genie prog. You will hit him for a while, the aura will rot and the genie prog will kick you back to the cave. Find the lamp again, kill the guardian and hit the fat genie until he dies.

The problem here is: if the fat genie room stays empty, he regenerates to 100% quickly. The idea here is to cycle consistently players through the lamp and keep hitting him always.

After the fat genie dies, all players who are still in the cave need to “find the lamp” to rejoin the main group. When the group is in the same room, all should wear the Tay al-Ard and proceed: leader enters the portal, gives the fat to the genie and each player will bow to the genie, converting the Tay al-Ard into the new version. Now you are in the last part.

Dark General:

Boring mob: you land in a vast cavern, similar to Oradrin generals area. Each room have a genie immune to all: to clear these rooms you need to have the oils collected at the pup zone and a prog will implode the mob. Walking through the rooms, you’ll find an alcove where the dark general lies.

The General room have the same prog used at the maze part: when you enter, there is a chance to spawn an aura. If you die, do not rejoin so there are fewer opportunities the group dies for the red auras (yellow and blue doesn’t present a real threat).

The General call waves of four mobs which rescues each other. If you keep hitting the General, double waves will spawn and it will be a wipe. We must clear the entire wave before killing the general or he regenerates to full.

After you kill the mob, wear your blue Tay al-Ard and bow the genie to receive a red Tay al-Ard. Next step you only have to wear the red Tay al-Ard AND the carpet (track your runs) to do the last step: wish for glory. Different from inferno, genie doesn’t alert you if you’re not wearing the lodestone, so take care.

And that’s it. It is a smaller epic, but still really hard and need more attention from attending players.

We still don’t have any idea about rewards. Considering the repop takes 4 days, it will take some time until we see the first rewards. When the time comes, I’ll do a new post with the rewards.

Rank Rewards – Inferno

This is the list of RANKED rewards and the NON-RANKED special rewards. There are other raw rewards useful (tier eq with good stats) NON-RANKED but they are not listed here (yet).

  • Special Rewards:

Holding this item while at peace will heal any wounds.

| Keywords : Bronze Lion Figurine                                 |
| Name : a Bronze Lion Figurine                                   |
| Id : 1481874871                                                 |
| Type : Wand                            Level : 200              |        
| Worth : 2,000                          Weight : 2               |
| Wearable : hold                                                 |
| Score : 0                                                       |
| Material : bronze                                               |
| Flags : glow, hum, magic, held, burn-proof, nolocate,           |
| : noreown, heroonly, V3, recharged                              |
| Owned By : Thoraxis                                             |
| Keywords   : Tricolored Crystal                                 |
| Name       : a tricolored crystal                               |
| Id         : 1445050310                                         |
| Type       : Treasure                  Level  :   200           |
| Worth      : 2,000                     Weight :     1           |
| Score      : 0                                                  |
| Material   : crystal                                            |
| Flags      : glow, hum, magic, burn-proof, nolocate, noreown,   |
|            : heroonly, V3                                       |
| Owned By   : Thoraxis                                           |
| Keywords   : fiery ore inferno                                  |
| Name       : some red fiery ore from the Inferno                |
| Id         : 1339690111                                         |
| Type       : Raw material:Ore          Level  :   200           |
| Worth      : 10,000                    Weight :    30           |
| Wearable   : hold                                               |
| Score      : 0                                                  |
| Material   : metal                                              |
| Flags      : glow, hum, magic, held, burn-proof, nolocate,      |
|            : nosteal, V3                                        |
  • Rank 1 Rewards:
| Keywords   : Mist Blood Rank1Aura                               |
| Name       : a Mist of Blood                                    |
| Id         : 1355314575                                         |
| Type       : Armor                     Level  :   200           |
| Worth      : 2,000                     Weight :    20           |
| Wearable   : float                                              |
| Score      : 537                                                |
| Material   : air                                                |
| Flags      : unique, glow, hum, magic, held, burn-proof,        |
|            : nolocate, solidified, resonated, illuminated,      |
|            : noreown, heroonly, V3                              |
| Owned By   : Ast                                                |
| Found at   : Journey to the Inferno                             |
| Stat Mods  : Damage roll  : +41      Hit roll     : +35         |
|              Strength     : +5       Hit points   : +150        |
|              Luck         : +1       Wisdom       : +4          |
| Resist Mods: Bash         : +100     Pierce       : +100        |
|              Slash        : +100                                |
  • Rank 2 Rewards:
| Keywords   : Demons Dessicated Diaphragm Rank2Hold              |
| Name       : a Demon's Dessicated Diaphragm                     |
| Id         : 1502112215                                         |
| Type       : Armor                     Level  :   200           |
| Worth      : 2,000                     Weight :     4           |
| Wearable   : hold                                               |
| Score      : 10                                                 |
| Material   : leather                                            |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : noreown, heroonly, V3                              |
| Owned By   : Rauru                                              |
| Stat Mods  : Hit points   : +250     Constitution : +10         |
|              Hit roll     : +25      Damage roll  : +25         |
| Resist Mods: All physical : +30      All magic    : +30         |
  • Rank 3 Rewards:
| Keywords   : Demons Shriveled Eye Rank3Ear                      |
| Name       : a Demon's Shriveled Eye                            |
| Id         : 1401846365                                         |
| Type       : Armor                     Level  :   230           |
| Worth      : 3,000                     Weight :     4           |
| Wearable   : ear                                                |
| Score      : 28                                                 |
| Material   : flesh                                              |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : noreown, heroonly, V3                              |
| Owned By   : Ashon                                              |
| Found at   : Journey to the Inferno                             |
| Stat Mods  : Damage roll  : +30      Hit roll     : +4          |
|              Strength     : +7       Intelligence : +7          |
|              Dexterity    : +7       Constitution : +7          |
|              Hit points   : +200                                |
| Resist Mods: All physical : +20      All magic    : +20         |
| Keywords   : Reflection Inferno Rank3Light                      |
| Name       : A Reflection of the Inferno                        |
| Id         : 1186267346                                         |
| Type       : Treasure                  Level  :   230           |
| Worth      : 2,000                     Weight :     3           |
| Wearable   : light                                              |
| Score      : 4151                                               |
| Material   : light                                              |
| Flags      : unique, glow, hum, magic, held, burn-proof,        |
|            : nolocate, solidified, resonated, illuminated,      |
|            : noreown, heroonly, V3                              |
| Owned By   : Promal                                             |
| Found at   : Journey to the Inferno                             |
| Stat Mods  : Damage roll  : +45      Strength     : +6          |
|              Intelligence : +6       Wisdom       : +6          |
|              Dexterity    : +6       Constitution : +6          |
|              Luck         : +6       Hit points   : +150        |
|              Mana         : +100                                |
  • Rank 4 Rewards:
| Keywords   : Bracers Platinum Chain Rank4Bracers                |
| Name       : Bracers of Platinum Chain                          |
| Id         : 1451140816                                         |
| Type       : Armor                     Level  :   250           |
| Worth      : 4,000                     Weight :    20           |
| Wearable   : arms                                               |
| Score      : 240                                                |
| Material   : platinum                                           |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : noreown, heroonly, V3                              |
| Owned By   : Thoraxis                                           |
| Stat Mods  : Hit roll     : +50      Damage roll  : +22         |
|              Strength     : +7       Intelligence : +7          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : +250     Mana         : +100        |
| Resist Mods: All physical : +45      All magic    : +45         |
| Keywords   : Boots Efreeti Rank4Feet                            |
| Name       : Boots of the Efreeti                               |
| Id         : 1487939394                                         |
| Type       : Armor                     Level  :   255           |
| Worth      : 4,000                     Weight :    10           |
| Wearable   : feet                                               |
| Score      : 220                                                |
| Material   : skin                                               |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : noreown, heroonly, V3                              |
| Owned By   : Thoraxis                                           |
| Stat Mods  : Hit roll     : +47      Damage roll  : +47         |
|              Strength     : +8       Intelligence : +7          |
|              Constitution : +7       Hit points   : +250        |
| Resist Mods: All physical : +25      All magic    : +25         |
  • Rank 5 Rewards:
| Keywords   : Fire Burns Scars Heat Rank5Neck                    |
| Name       : Scars from the Heat                                |
| Id         : 1483800513                                         |
| Type       : Armor                     Level  :   271           |
| Worth      : 5,000                     Weight :    28           |
| Wearable   : neck                                               |
| Score      : 200                                                |
| Material   : fire                                               |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : noreown, heroonly, V3                              |
| Owned By   : Thoraxis                                           |
| Stat Mods  : Damage roll  : +30      Hit roll     : +30         |
|              Strength     : +5       Intelligence : +5          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : +300                                |
| Resist Mods: All physical : +45      All magic    : +45         |
| Keywords   : Burakumin Cloak Rank5Body                          |
| Name       : A Burakumin Cloak                                  |
| Id         : 1445050205                                         |
| Type       : Armor                     Level  :   270           |
| Worth      : 5,000                     Weight :    20           |
| Wearable   : body                                               |
| Score      : 700                                                |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : noreown, heroonly, V3                              |
| Owned By   : Wire                                               |
| Found at   : Journey to the Inferno                             |
| Stat Mods  : Hit points   : +400     Hit roll     : +50         |
|              Damage roll  : +50      Strength     : +5          |
|              Intelligence : +5       Dexterity    : +5          |
|              Constitution : +5                                  |
| Resist Mods: All physical : +50      All magic    : +50         |

I will probably do a new post with the regular inferno items.

Epic Guide – Inferno

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So you want to be a hero?™

This is a guide to help you on your first and subsequent Aardwolf MUD Inferno runs. This is a reviewed guide based on original guide posted on ChAoS site with extended info written by Androg and Yowza and some years of experience.

  • Duration: 1h – 1:30h (average, a bit longer if we do an explore run);
  • Group size: 25 to 50;
  • Who can go: Any SH. Below 15khp is most sure to die in most rooms since you can find lots of roomprogs or mobprogs that cause massive damage;
  • Deaths: High chance to die, but you can come back. This is a Morgue Area, so if you die we do not have to recover your corpse (you respawn with your items);
  • Rewards: Several Hero Only EQs, some of them are the best in the game (but they are rare). Your best chance to get one of them is to do most runs you can;
  • Ore: Some mobs on Battlefield can randomly drop (M)(G)(H) some red fiery ore from the Inferno (200), which is one of the best ore in the game. There is a chest at the tower, which ALWAYS have an ore inside. As a rule of thumb, this piece goes to the Run Leader for the effort to organize a run;
  • Area Portal: Ultra Very Rare and it is limited to run organizers right now;
  • Speed walk: There is one, but no need to worry since run organizers will always set a pet mob up from the entrance;
  • From Entrance (Door Mob) to Alai (Transporter Mob): run des2desw3d (every time we ask for you to go to Alai, you will door <petmob> and walk this path);
  • Ranks: Inferno follows Aardwolf Rank system, which gives you a better chance to get better rewards proportional to your completed runs number. Your run count is on your lodestone: you get this item when you complete your first run, and you have to hold it every time on your last step. If you do not hold it, you will receive another lodestone and this run will not count on your runs/rank number. You can see a lodestone identify below:

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The number after your player name is your run count. If you rename someday, remember the imm doing the rename to correct your lodestone. If not, the lodestone will not work at the end of the run.

About the ranks: you reach a new rank after a set number of runs:

Rank Nº of Runs
1 00 – 14
2 15 – 34
3 35 – 74
4 75 – 130
5 130+

What you need to know for inferno is: if you do more runs, you have more chance to get better rewards.

Run Preparation:

As almost all Super Hero activities, there are a few rules for you DO NOT BE THAT GUY. Most of those rules are common knowledge to Inferno Runs, Oradrin Chosen Runs, Cracks of Terra Runs, Icefall Runs or Raids, so carry these rules in your mind and heart forever for your mud life. If you pay attention and follow these rules and the commands said on gtell, you are already a winner.

The rules are simple:

  • Scribe at least five 3x (if you have 600 INT/WIS/LUCK) Incomplete scrolls or 10 2x (If you have lower INT/LUCK). We need those for the last mob;
  • Wimpy set to 0 (if you flee, you’ll die anyway, so stick with the group);
  • Check yours SPAMREDUCE settings to something that is good to you;
  • Minimize channel spam to pay attention to order, going quiet/deaf is a good option during the run;
  • Damage 2 is ideal to reduce attack spam;
  • Stock up MANA potions, you’ll use a lot party and incomplete healing;
  • Bring a Shield to reduce damage (15%).


The run have 7 distinguished parts, each one of them with specific rules. They are:

  1. Bridge Cleaning
  2. Medallion Run
  3. Battlefield
  4. Orbs
  5. Artisural Split
  6. Death and Sacrifices
  7. Run Finish

I am going to explain each part and some parts you do not have an explicit role if you are not a max T9, but I recommend that you pay attention to everything. As most runs, 90% of the work are on leader’s hand, you just have to pay attention and follow the rules sent via group tell channel.

Yowza made this full map some time ago, showing the entire area and we will cover all points in this post.




This goal is almost automatic. There are two steps that you must do besides be together with the party during the entire run:

  • Type ASK at Alai to open the goal (before the beginning of the battlefield);
  • Type NOD KAARE at… Kaare! (Run Leader will warn both steps).


During the 1st through the 3rd part of the run, the leader must gather six runes. These runes are needed to figure where the orbs go (4th part). The runes are colored (RED OR BLUE) and you must Copy/Paste it with colors to the leader. Their localization are:

  1. Lantern Rune: You must identify the Charon Lantern item (need high INT/WIS to look the rune) [identify lantern to get it];
  2. Spire Rune: localized ES from the landing room of Spire [Look rune to get it];
  3. Fountain Rune: Start of the Battlefield, room 2S (need high CON/WIS to drink the fountain and gather the rune) [Drink Spring to get it];
  4. Plutus Stomach: During the fight with Plutus (one of the battlefield mid-bosses, a mobprog will trigger and drop you at this room) [Look Rune to get it];
  5. East/Barrel Battlefield: After killing Plutus, the path open to get this rune (special occasion: Minos mid-boss can teleport you to this room) [Look Rune to get it];
  6. West Rune: After killing Malebranche mid-boss, the path open to get this rune (special occasion: Minos mid-boss can teleport you to this room) [Look Barrel to get it].

Some runes example are (missing one):


At the beginning of the area, you have a bridge composed of 8 rooms and an annoying roomprog: the group must walk together. If you do not follow the path, the entire group is teleported to the closest bridge end and the bridge is closed for about 5 minutes. If the bridge is closed, Alai transport mobprog do not work, and the group cannot get medallions. DO NOT BE THAT GUY and pay attention to the orders from the bridge clearing leader to know which direction to move and DON’T SLACK. NORMALLY ONLY A SMALL GROUP CLEAR THE BRIDGE. There is a map from the bridge part down:BRIDGE CLEANING


The procedure is simple, the room 2W from the room marked with a # is the first real room of the bridge, and the rectangle comprise the entire sector. From the west room (The / \ room) the Run Leader will call the moves and clear each room of the bridge. A clearing follows the path ESENESENSE. After the bridge, you must kill a demon and the FIRST MID BOSS: CHARON. The boss call waves of small mobs (if he has time). When he dies, you will find Charon’s Lantern on the floor. The Run Leader gets the lantern, and identify to get the LANTERN RUNE to the Run Leader. If the Run Leader doesn’t have 551 INT/WIS, someone needs to identify and copy/paste it at the personal board. This step is finished when the Bridge Cleaning Leader drops the lantern in the right room to open the path.


From this point until the end of the run, PAY ATTENTION to all Run Leader commands on gtell. Some commands are timed and if you do not type quick enough (no more than 30 seconds), you will lock yourself out of the current run.

The medallion run step is crucial. In this step, you will get one neck EQ that have particular use during the battlefield and the end of the run (3rd and 7th steps). YOU MUST USE THIS EQ ALL THE TIME IN THE NEXT STEP (Battlefield). If you do not use it, Orc Troopers will appear and cause trouble. DO NOT BE THAT GUY. You must wear the medallion before the end of the run, or you do not get your reward.

After cleaning the bridge, Run Leader will call everyone to door to the pet mob set at the entrance of Inferno. Cast doorway as quick as possible to not delay the start of the run. After the group gathers, Run Leader will walk the group to the room 2w from the room marked with # in the last picture. In this room, you must enter the command STARE SPIRE (Run Leader will call the command). You will land in a room with a mob who lock your moves and it will transfer the group after a while.

After the transfer, Run Leader gets the SPIRE RUNE and after walks to the Shade room. THIS NEXT STEP IS TIMED, SO DO NOT JUMP THE GUN AND DO NOT IDLE. When Run Leader send the command at gtell, type as soon as possible (the command is greet shade). When you type it, you will be transported to a room at the bridge with the medallion. I suggest that you KEEP it (help keep) before WEARING it.

After the ENTIRE group greet shade (and Run Leader kicks who did not greet shade during the right time), the BRIDGE HOLDER will walk north and stay there. The Run Leader will command the group to walk NW to get out of the bridge without locking it. When the entire group passes, the BRIDGE HOLDER walks west to join the group.

Double Check to guarantee that everyone is USING the Medallion and Run Leader walks to Alai run, who will transfer the entire group to the end of the bridge. Run Leader will escort the group to the threshold of the battlefield, where he asks to the MAIN TANK to walk south. At this point, the group needs to walk manually south after the MAIN TANK did (this room have a roomprog that prevent the Run Leader move the group). Here starts the next step:


This step comprises a pyramid of 34 rooms, four runes and five mid-bosses. During quick runs, we can SKIP ROOMS to reduce the time crossing the battlefield. There are three parts on the battlefield that we clear only during EXPLORE RUNS. These are:

  • Tower (6 rooms)
  • East Rune Rooms (3 rooms)
  • West Rune Rooms (4 rooms)


We can skip a few other, but most of the time we do not skip them to let them easy to cross at the next runs (each repop add mobs to these runs, sometimes turning impossible to skip it). There is another detail: you must kill the bosses in order, or else they respawn.

The group leader will walk the group, sending the MAIN TANK forward and moving after. If you are a T9, you have to RESCUE THE MAIN TANK or ATTACK THE MOBS. During the attack, ENTIRE GROUP must be PARTY HEALING to out heal the damage taken. Some of the mobs (Burning Souls) explode when die so that some small HP players can die during these rooms. IF YOU DIE, GO BACK TO ALAI ROOM ASAP: with 3 players at Alai room, this subgroup will get transferred to the other side of the bridge. Here you walk e2sd2s back to the first room of the battlefield.

At the second battlefield room, a player with more than 551 CON/WIS must get the SPRING RUNE and post (in color) at the personal board to the run leader).

This is the list of resistances for BATTLEFIELD MID BOSS:

MINOS Mental, poison, water
PLUTUS Fire, mental Slow kill until someone gets eaten and post the STOMACH RUNE
GERYON Acid, air, cold, earth, energy, fire, light, electric, mental, shadow, sonic, water Must poison before kill
MALEBRANCHE Mental Cannot flee from his room, mobprog kills who does it.
NIMROD Bash, pierce, slash, mental Cannot quaff in his room while he is alive.


Next step is the FIRST BATTLEFIELD MID BOSS: MINOS. This boss can punch you through the battlefield, sometimes landing in one of the West/East Rune room. If Minos teleport you, recall and go back to Alai ASAP. If you get one of the runes, remember to send at personal board noting that side the rune is.

After Minos, it is time to kill the SECOND BATTLEFIELD MID BOSS: PLUTUS. This is a tedious task: it starts with a skip room (remember, AUTOASSIST always OFF here) to clear the east room to this boss, phealing thanks to the exploding mobs. After this step a small group of T9s goes west so the MAIN TANK can bring the mob down to approximately 89% or until the mobprog trigger and Plutus eat someone. The player in stomach run must get the STOMACH RUNE and post it on personal to Run Leader. When the Run Leader confirm, all T9s go to the boss room and kill him and the side mobs.

After this, is time to kill the THIRD BATTLEFIELD MID BOSS: GERYON: You must poison and disease Geryon before killing her. Outside this warning, just keep an eye in your HP and you will be okay. After killing him, look if you are webbed, since this mob cast web, disease and poison all the time.

Before the next boss, a tank player must get the EAST/BARREL RUNE (if we do not get with the group). After getting this rune, it is time to kill the FOURTH BATTLEFIELD MID BOSS: MALEBRANCHE. This boss have a special mobprog that kills anyone who tries to flee from him.

When he dies, is time to get the WEST RUNE (same stuff as East). With this rune, is time to kill the LAST BATTLEFIELD MID BOSS: NIMROD. This room have a nasty mobprog attached that triggers every time someone quaff/recite in his room. If you need mana/heal, you must flee from his room (only one direction available) and quaff in the safe room east from him. After Nimrod is dead, the place is safe, and you can quaff there. Nimrod drops an item called ENLIGHTENMENT needed to open the path to the 4th part. Whoever gets the kill receive the item (Remember, autoloot on and do not have a crowded inventory). Give the item to the Run Leader and he will deliver the item to the mob who opens the path to the 4th part: ORBS.



Here you do not use the medallion anymore, so you can wear your normal neck gear (remember that you need this item to end the run, so do not drop it). Also, you can do a quick quest when the Run Leader is preparing the position of the puzzle.

This step is simple but gives much work to complete. Run Leader search this small area for the matching runes for this run and go to a control room. When most people of the group come back from their quests, the Run Leader will send a color and a direction. This is the command for the ORB PUSHERS know where they must push a mob called BLUE/RED ORB to complete the puzzle. There are six runes, so this step consist in push six orbs WITHOUT KILLING THEM. When the orb appears, some side aggro mobs appear together with them. You must clear this room and warn the Run Leader that you finished it.




When the sixth orb is in position and the central room is clear, the Run Leader will issue a command and you change automatically to another room. The Run Leader will move the group to the center room, and a path down will be open. There lies the ORBS MID BOSS: GUARDIAN. His room is no magic, and it hits hard. His room cannot be empty before he dies, or he will go back to 100% health.

The strategy is simple: all T9s must go down to attack him while the small tiers AND T9s without maximum HP stays at the up room casting party healing all the time. When a T9 drops too much, he must flee to this room and start party healing too, so everyone heal faster. When it ends, we group again and keep party healing until everyone goes full health. After that, we move to the 5th step of the run: ARTISURAL SPLIT.



This part is quick and probably the most difficult part of the run: There are five rooms and the group splits between those rooms to kill five mid bosses and two side mobs. Below we have which mobs are in each room and theirs immunities and details

Direction Mob Immunity Details
North Robert pierce, air, cold, earth, fire, electric, mental noquaff room
South Jacob bash, slash, air, light, mental nospell room
Down Emilie slash, earth, light, electric, mental, poison, shadow
Up Victor bash, light, mental
Center Artisural pierce, cold, mental, poison, shadow

When you clear a room, someone must remain sitting in that room. If any room goes empty before all mobs killed, the entire group go to the FAIL ROOM, and everyone must die. Again, DO NOT BE THAT GUY. The last mob killed drops a key, which the Run Leader needs to open the path to the 6th step: DEATH AND SACRIFICES.



The Run Leader will lead the group to a room with one mob called Kaare. This room is the path to the LAST AND MAIN BOSS: DEATH.

When the Run Leader enters this room: IMPORTANT! IMPORTANT! IMPORTANT: DO NOT MOVE until he says so. If you move, everyone must recall and regroup in this room.

Here, Run Leader assigns some orders and roles before the showdown. The steps are:

  1. Give all brewed potions and scribed scrolls to one (or more) players who will stay at death room;
  2. For healers, it is time to quaff until your mana is full;
  3. For goal doers, nod Karee.


The roles are:

  1. SACRIFICES: The three sacrifices (west, east, and south) must walk WHEN THE RUN LEADER SAY SO and will stay still until death is killed. If you move, we have to start again, and we can afford to do it again because the lack of potions and scrolls. Every time the serpent (mob in your room) do a mobprog and you lost HP, you ONLY have to type report and NOTHING ELSE;
  2. SACRIFICE HEALER: Your role is to keep your assigned sacrifice healed. Use only incomplete heals to do it and do it every time it reports. Also, people who drop in the room can ask you for random heals. Pay attention, keep your sacrifice healed in first place and keep your mana high;
  3. DEATH TANK: Simple as that, who will be the main tank for the mob;
  4. DEATH HITTERS: Who can help hitting death;
  5. WAVE HITTERS: Every time death goes down by 10%, he calls a wave of mobs. This group must kill these mobs.
  6. TANK HEALER: Title says all, you must use the scrolls (dropped on the floor) to keep the main tank healed. If you lack scrolls, use incomplete heal.
  7. CANNON FODDER: People with low HP, you probably die during this part… just go back to Alai if you die. Also stay only with sacrifices and never go to the central room.

Run Leader defines the sacrifices, permanent sacrifice healers, and tank. Tank typically assign extra hitters if needed. All the others are Wave Hitters and Tank Healers (if you do not see your name listed, you already know your role).

Death is a time-consuming kill, but after that, we only have the 7th step: RUN FINISH. When Death dies, all sacrifices can stand up, and everyone will reunite in the central room. Who gets the kill must give the SEAL item to the Run Leader ASAP.



First, the Run Leader will regroup the entire party at the central room. Everyone must WEAR MEDALLION and HOLD LODESTONE to be ready to finish the run. If this is your first run, you will receive the lodestone at the end. The Run Leader will lead the group through a portal (timed portal, so it is important that everyone rejoin before moving) and wait in the reward room. The last mob will appear after a while (Buramukin Scout) and the command is BOW BURA to get your prize.

Some people like to tip the Run Leader with a Trivia Token or the gold equivalent for the effort leading the group. This is not a rule, but we appreciate it since these runs are time expensive to organize.

And that’s it! Send extra information or corrections directly to me on Personal Board – note to Koala.

Epic Guide: Oradrin’s Chosen

2016-02-20 23_42_58-MUSHclient - [Aardwolf]

  • Who can go: Any superhero
  • Group Size: 10+ So long as we have enough to handle the boss mobs
  • Duration: 15-30 minutes
  • Deaths: it happens, but you can come back
  • Rewards: 2 Rank1 items (Oradrin’s Gift, light slot & Cloak of the Deep, body slot), 2 Rank2 items (Mantle of the Deep, head slot & Destiny, Eyes slot), plus some other goodies.
  • Area Portal: will be handed out by run leader based on run count when it becomes available. Shaelynne tracks runs here:
  • Speedwalk: run 2s8w21s43we or use the door mob run leader sets up
  • Tracking: You’ll get a Mark of Oradrin when you complete a run. You’ll want to save it for subsequent runs, but it doesn’t track anything, so if you lose it you’ll just get another one.

Note: Please keep in mind if you have strict socials on. You’ll want to write the full command out.

Run Preparation:

  • Autoloot on
  • Autosac off
  • Practice party heal
  • Practice incomplete heal
  • Have a couple of weapons with different damtypes
  • No PK during an Epic Run (this will get you banned)
  • Remove group triggers
  • Keep group talk to a minimum
  • Pay attention to run leader directions
  • If you go AFK during a run, you will be left behind.

For the Goal:

Go to the beginning of the area, listen storyteller to open goal, and kill the mobs in the first 9 rooms.

Collect the following runes and give to the Storyteller. Goal completes when you finish your first run.

  • Star Rune
  • Solar Rune
  • Shadow Rune
  • Heart Rune
  • Wave Rune

The Run is divided in four parts:

  • Gates
  • Maze
  • Generals
  • Final Boss



There are four boss mobs standing guard at gates that you must kill within about 30 seconds of each other. Before you can kill the boss mobs, you have to clear the Guardians that are with them.

  • If you banish or disintegrate guards use “banish guardian”
  • If you banish a boss mob we will have to reset by killing a second one
  • Boss mobs and guards are down from the direction of their gate
  • North: always leave one acolyte alive or more will spawn
  • West has no guards
  • East hits the hardest
  • Be sure to clear side rooms for guards as well

Gate Directions:

  • North – Arizan (neutral, always leave one acolyte in the room)
  • South – Joshua (neutral, progs push you outside the room)
  • East – Lai (lowest hp, highest damage)
  • West – Sherizai (lowest damage, highest hp)

· Run leader will assign tanks for each of the four gates

· Everyone else will spread out evenly

· West starts, South starts at 30%, All Blast at 25%

· If your boss dies, get back to the area and help kill another boss

· Uncurse Emerald and give it to run leader

· If a run leader calls for another strategy, follow their directions



After all four bosses are cleared you meet in the down center room (#), it will be unlocked after all four boss mobs die.

If you’re not with the group door mobname, run ednds

  • Run leader: will give the Emerald to the Guardian. Entire group must be at the central room or they’ll not be recognized and cannot do the next step.
  • Type DOWN for green signet and move with the group
  • This is timed (25 secs!). Go AFK and you will miss out.
  • If you don’t disconnect from aardwolf and you are willing, you should place a pet at the end of the maze. Much appreciated.

This section is a 9 room maze called The Deep, with 5 valid rooms to end the path (other 4 are only for explore runs). If there is a hunt mob placed, it’s significantly easier. The run leader will follow a tank through the maze and everyone will rescue the tank ASAP. Do not move on your own unless you are the tank.

Run leader: will either hunt the mob or assign someone else to hunt and announce on group the next room direction. The leader will rename the group to maze directions. Leader will follow tank after they move.

Tank: be sure to go visible before you move into the next room and the current room is entirely cleared before moving.

Runner: If there is no hunt mob placed, the run leader will need a tank and two volunteers to check for directions. The directions are generally broken down into two sections “NED” and “SWU”.

  • The correct room will have mobs and (G) graffiti mark (note that you have ONE fake room with a Madrox graffiti). The last room does have graffiti and you have more mobs (9) in the room.
  • Move into the room and recall ASAP – or it will kill you
  • Door mobname, EDNDS, wear sig, nod keeper, follow directions back to group
  • Announce next direction in group ASAP
  • Repeat process until all five directions are called
  • Pay close attention, if there is (G) but no mobs, it’s the wrong room.
  • You’ll want max health and stats

DO NOT BREATH IN THE LAST ROOM. The keeper is immune to everything and you’ll need to recall and walk back. The run leader will warn you about it.

Whoever do the last hit at the guardians: Give Sapphire and Crystal Key to run leader.

  • Wear signets
  • Run leader will give sapphire to Keeper
  • Type: bow arb (timed, also 25 secs)
  • Receive blue signet





There are three (3) bosses in this section (D’vinara, Arkeld and Zavin). If one of them is in the room, target it quickly since they do HEAVY prog damage (don’t need to ask for rescue, they hit the entire room) if they are together. The last one will give the ruby to pass to the next (and last) step.

Tank will move through each room in the rectangle. The runner leader will follow and group will rescue. After all the mobs are cleared, the run leader will move group to the room NED from the start point (#).

  • Give Ruby to run leader
  • Run leader will give ruby to Keeper
  • Wear signets
  • Type BOW ARB
  • Receive red signet


Final Boss:

  • If you have low health, sit right away
  • All others, go down
  • Damp & Reverse Asvarien
  • Blast & Terminate
  • Ignore all other mobs, focus on Asvarien
  • Flee if low

IF YOU DO THE LAST HIT: Give Diamond and Rune to run leader

  • Wear signet
  • Wear mark
  • Run leader will give diamond Keeper


Congratulations, you made it through Oradrin’s Chosen