Keys for questing and leveling
This guide is designed to help with obtaining keys, which are necessary for faster leveling or questing. It isn’t meant to help with exploration or goal solving, so empty rooms or rooms used only in goals are omitted here.
It’s still WIP, so feel free to comment if you notice any inconsistencies or are willing to fill in any blanks.
The version with color highlighting is here
The version in table form is here
Lvl 1:
Art of Melody (1-15):
Backstage (non-passable): a bunch of heavy keys – a guitar tabulature – Guard room
Hidden Antique Storeroom (non-passable): old rusty keys – Sophia the old caretaker (somewhere on the second floor)
Lowlands Paradise ’96 (1-5):
In Between the Tents (passable): an orange catering band – a catering volunteer – Snack Stand
Alpha Tent – Backstage (passable): an Orange-Green Backstage Band – an enschede ploeg volunteer – In Between the Tents
Alpha Tent – Dressing Rooms (passable): a Red Stage Band – a Shallow Grave – On stage in Echo Tent
Tournament Camps (1-10):
Tarob’s room (passable): a small silver key – a fortress guard – A tiny landing
Lvl 5:
Aardwolf Zoological Park (5-35):
Zoo Director’s Office (passable): a small, brass key – Missy – Administrative offices
Brightsea and Glimmerdim (5-35):
Harbor Master’s Private Office (non-passable): a fishing rod – a local fisherman – wanders around
The Amber Mines (non-passable): a pass to the mines – can be bought – Entrance to the Amber Mines
The basement of a dark home (non-passable): a dark key – a thief in training – First Ave
Captain Morgan’s Home (non-passable) and The Ship’s Hold (non-passable): a skeleton key – the Master Thief of Brightsea – The basement of a dark home
Chaprenula’s Laboratory (5-15):
The Aviary (passable) and The Paddock (passable): a gate key – Pancjo – The Overlook
Cloud City of Gnomalin (5-35):
The governor’s mansion (passable): the Cloud Key – the Ancient Leader – Floating Cloud Sanctuary
Dortmund (5-25):
A log cabin (non-passable): a spare key – in the desk – Darkon’s house
Bloke’s room (passable): a tiny key – in the long bar – The Fish Eye Inn
A jail cell (non-passable): a jail key – a jailor – A simple guard room
The First Ascent (5-15):
Dark and forgotten (non-passable): a thin dragonscale key – can be bought – A room with a view! (Atop the platform)
The Gauntlet (5-30):
Main Entrance to the Hidden Temple (passable): a stone key – a disguised guard – Stone Room
The High Priestess’s Private Chamber (G) (): ? – ? – ?
Giant’s Pet Store (5-20):
All locked doors (non-passable): an employee’s keyring – say see a manager (Checkout Counter (G) – shakes Bob – Manager’s Office (G) (no need if the goal is complete)
Jotunheim (1-40):
A Mountain Path (non-passable): a black key – a chained dragon – The Gates of Ymir
The Shrine of Ymir (passable): an ebony key – kill Jarnivor, unlock a large chest – The Forgotten Lair
The Land of the Beer Goblins (1-20):
The Crystal Stein Meeting Hall (passable): a Crystal Stein Meeting Hall key – Harris the Barkeep – The Inn’s Bar
The Inn Water Closet (G) (passable): a water closet key – Harris the Barkeep – The Inn’s Bar
A Trashed Suite (G) (passable): a Trashed Suite key – Harris the Barkeep – The Inn’s Bar
The Beer Keg Suite (passable): a Beer Keg Suite key – Harris the Barkeep – The Inn’s Bar
Siren’s Oasis Resort (5-15):
A Suite Facing the Beach (non-passable): a Hotel Suite Key – a hotel manager – A-Row Seats 21-30
Secret Storeroom (non-passable): a secret key – a lady in a bikini – Golden Sands
The Town of Solan (5-35):
Town vault (passable): a depository key – the Town treasurer – Town treasurer
Lvl 10:
Fort Terramire (10-35):
A Civilian Burrow (non-passable): a shiny key – a security guard – An Intersection
Gallows Hill (1-20):
Entering the fog (non-passable): a gate key – William and ? – The forest gate and ?
Hotel Orlando (1-20):
all locked doors (passable): a room key – on the front desk and Mr. Spade – Manager’s Office
Keep of the Kobaloi (10-80): (no need if the goal is complete)
Before a Stone Gate (passable): an entry pass – can be bought – A Cramped Cave
Entrance to the Palace (passable): a Kobalos Palace pass – can be bought – A Cramped Cave
A Steep Shaft (passable): a fishing permit – can be bought – Tackle Shop
The Trapped Ponds (passable): a heavy iron key – can be bought – Tackle Shop
New Thalos (10-35):
The Grand Entrance (passable): the palace key of New Thalos – a tax collector – wandering around The Market Square
Cell (8 rooms) (passable): the jail key – the jailor – Jailor’s Room
Sho’aram, Castle in the Sand (10-30):
A Strange Tunnel (non-passable): a small, black metal key – a ghostly caretaker – A Crypt Passageway
Storm Mountain (10-35):
A Buried Avalanche Shelter (non-passable): a small silver key – a mountain goat – Trail Around the Mountain
The Temple of Shouggoth (10-50):
Room of the High Priest of Yuggoth (passable): a corroded green key – kill a decaying scribe, open a desk – Dusty Study
Cavern of Summoning (passable): an ethereal key – an ethereal wraith – Bottom of the Stairs
Lvl 15:
Aerial City of Cineko (15-30):
A jail cell (passable): the jailhouse key – annoy Rerlduo until the key is dropped – Entering the jailhouse
A storage room (non-passable): a cloudy key – Nupkiim – A cloudy building
The windhouse’s roof (non-passable): a rusted key – Selfsar – The windhouse
Kerofk (5-100):
Cells (passable) and The Blue Temple (passable): an odd scroll – inside a chest – MouseRider’s Temple
Kul Tiras (15-30):
In a Secret Hallway (non-passable): a crystal ball (persistent) – Madam Ave – Madam Ave’s Tent
Necromancers’ Guild (15-30):
An old grave (non-passable): a large shovel – a large, fat rat – wanders around
A storage room (passable): a key to the storage room – a teacher of necromantic arts – Classroom
A cell (non-passable): a cell key – a cell keeper – Dungeon entrance
The Wood Elves of Nalondir (5-30):
A Collapsed Throne Room (passable): the Crest of Wood (persistent) – the castle guard – Path to the Throne
Mage School (passable): a magic staff key – an elf mage student – wanders around
Soldier’s Barracks (passable): Crossed Swords Key – Yarrol, the Master Soldier – Advisors’ Table
The Underground Caverns… (non-passable): a Wand of Earth Displacement (persistent) – Peryana, the Master Mage – Advisors’ Table
Lvl 20:
Atlantis (20-40):
Entering The Sunken City (passable): a small coral key – a hidden merfolk – The Ocean Floor
The Vault (non-passable): a small key with a golden emblem – Percival, the ancient king – The Throne Room
The Cell (passable) – a cell key – a prison guard – The Prison Hallway
The Fractured Lands (20-40):
Dungeon Cell (non-passable): a cell key – a Black Knight – In the Guild’s Dungeon
King Ahknarr’s Quarters (passable): the King’s Key – King Ahknarr – King’s Throne Room
The Infestation (5-35):
Branches Leading Everywhere… (non-passable): the Shrew’s key – the forest Shrew – The Shrew’s Bed
Kingdom of Ahner (20-50):
Dungeon Cell (non-passable): a skeleton key – the Butcher – Walk of Death
Realm of the Zodiac (20-30):
Taurus the Bull (non-passable): a large gate key – a Fecal custodian – End of the Hallway
Swordbreaker’s Hoard (5-50):
Entryway to the City (passable): a golden key – a dwarven gate guard – Before the Massive Gates
The Palace Entrance (non-passable): a shining gold key – a dwarven palace guard – At a Grand Intersection
Inside a Magma Tube (non-passable): the amulet of flames (persistent) – Tbir the Swordbreaker – An Opulent Throne Room
Thandeld’s Conflict (20-50):
The grand foyer (passable): a small golden key – a guarding vampire – Standing before a gigantic mansion
Top of the stairs (non-passable): the basement key – the vampiric head chef – A huge kitchen
Lvl 25:
Sheila’s Cat Sanctuary (25-35):
Quarantine (passable): a skeleton key – Lady Sheila – wanders around
The naughty room (non-passable): an iron key – Lady Sheila – wanders around
Lvl 30:
The Labyrinth (30-60):
a large, heavy iron key – just give it to Queen Jula if you can’t get inside
Lvl 35:
The Blighted Tundra of Andarin (35-60):
The upper caverns (passable): a silver key covered in blood – a bloody carcass – An ice cold room
A hidden library (passable): a silver key covered in blood – a bloody carcass – An ice cold room
A hidden passage (passable): a small shiny key – a huge, black crow – A crow’s nest
The hidden corridor (non-passable): a dragon’s charm – a large trunk in An igloo – opened with a bone key (a massive white dragon)
Diamond Soul Revelation (35-85):
Inside a dingy cell (3 rooms) (passable): Marie Antoinette’s key, Ellyde’s key and Navin’s key – the jailor – Inside the jail
Magnificent View (non-passable): an amethyst key – read the graffiti and follow the instruction – Corrupted Stairway(G)
Onyx Bazaar (35-55):
Private show (non-passable): a gambling pass – a burly guard – Guards
A Dimly Lit Passageway (non-passable): the slave quarter pass – the Boss – Boss’s Personal Chamber
Lvl 40:
The Darkside of the Fractured Lands (40-60):
The Castle Doors (passable) and Inside Castle Liavango (passable): a short iron key – a werewolf – At the Gates
Hatchling Aerie (5-45):
A tunnel to the heart of the mountain (passable): a key to the gauntlet – Ladon the Guardian – Before the heart
All the subsequent keys are held by the subsequent guardians
Kingsholm (1-50):
The General’s Quarters (passable): a silver key – a guard – The Military Corridor
The Dungeon (passable): a small key – a patrolling guard – A Quiet Intersection
The Seal of Ymani and the rest (all non-passable): the keys are held by guardians in previous rooms starting from Entrance to the Seals of Kingsholm
The Silver Volcano (30-100):
Forge (non-passable): the horseshoe – the soul of a horse – One of the pens
The Entrance to the Silver Volcano (non-passable): a chunk of silver rock – the Balrog’s Adept – A turn in the road
The Wobbly Woes of Woobleville (40-60):
A Storage Room (passable): Icky Gooey Slime – a stinky, slimy sea snake – wanders around
A Tiny Space Above the Coral Reef (passable): a concealable key – a sneaky sea snake – A Hidden Passage
A Stone Tunnel (11369) (passable): a rusty key – a sea snake guard – A Stone Tunnel (11367)
Dungeon Cell (passable): Ill-gotten Gains on a Ring – a sea snake guard – In the Great Hall
Zangar’s Demonic Grotto (40-60):
A Glowing Chamber (non-passable): a grumbling key – a grot with a goatee – wanders around
A Cozy Chamber (non-passable): a mumbling key – a burrowing grod – A Mineral Labyrinth
Markle’s Hideout (non-passable): a crumbling key (short-living) – give a treatise on vampires to Don Crumble, then kill it – An Amethyst Sea (6200)
Lvl 50:
Castle Vlad-Shamir (50-80):
Inside the Main Courtyard of the Castle (passable): a misty potion (persistent) – a castle patrol guard – Before the Grand Gates of Castle Vlad-Shamir (G)
Dungeon Cell (passable): a ring of cell keys – a cell keeper – A Hallway of Cells (G)
Hallway of Shimmering Stars and Lights (passable): a black key – Valkur’s lab guard – Passing Under Some Iron Gates
Valkur’s Treasure Room (non-passable): a dark amulet – on the floor – Inside the Weapons Closet
The Flying Citadel (50-70):
Under the labyrinth (non-passable): an Iron Key (short-living) – HUGE hellhound – The Labyrinth
The Dark Guardian’s Lair (non-passable): a large hammer (persistent) – a werewolf – A blocked path
The otherside of the doors (non-passable): a trick – a centaur guard – The castle gates
The Imperial City of Reme (30-100):
A Fortress Courtyard (non-passable): a small bronze key – a stocky Reman centurion – Inside the Great Gates – there’s a way around the door
Mine Shaft (non-passable): a heavy silver key – a mortally wounded legionnaire – A Road Ending at a Mineshaft
Tilule Rehabilitation Clinic (50-80):
The janitor’s closet (non-passable): the janitor’s closet key – a clinical janitor – A bright hallway
Lvl 60:
Realm of Deneria (60-85):
Throne Room (passable): the throne key – Mirlanda – In the Gates
Rosewood Castle (60-150):
A Secret room… (non-passable): a key – a lord inquisitory – A plain looking Cell (G)
The Ruins of Diamond Reach (60-120):
Common Square (non-passable) or Path to the Mines (non-passable): a large iron key – a cityguard – Path to the Mines and cityguards in different rooms
Before the Tower (passable): the same key
Lvl 65:
Imperial Nation (65-201):
Captain’s office (passable): a small red key – an Imperial soldier – Imperial guardroom
Entrance to the Mad Scientist’s Lair (passable): a small leaf – an Imperial city guard – Finian Lane
Castle Holding Cells (passable): a small blue key – Jereck – The Antechamber
The Prince’s Chambers (G) (non-passable): a mystical key – on the floor – The Inner Sanctum
Lvl 70:
Aardington Estate (70-90):
Trophy room (non-passable): a skeleton key – inside a large mahogany desk – The Earl’s den
The Fabled City of Stone (70-130):
Stone Avenue (non-passable): a gatekey – a gateguard – Stone Archway – no need for good aligned players
Dungeon (non-passable): a stone key – Brax – Jailor’s room
A Very Smelly Chamber (non-passable): a Jewelled Key – wizard’s apprentice – The Wizard’s Secret Chamber
The Relinquished Tombs (70-100): (no need if the goal is complete)
A dark storage room (non-passable) and An overstuffed tomb (non-passable): a huge iron key – inside a corpse – An abandoned tomb
Inside the tombs (non-passable): a wooden key – inside a chest – The preparation room
A glowing tomb (non-passable): a golden key – grab key – Standing before the tombs
Floating in the mist (non-passable): a tiny key – an intangible being – wander around
Wayward Alehouse (70-90):
In the stockroom (non-passable): the stockroom key (short-living) – a waitress – wanders around
The Unicorn Stable (non-passable) and all the guestrooms (passable): the Alehouse keyring (short-living) – Brandt (also has the stockroom key) – In the Alehouse
Lvl 80:
Anthrox (80-110):
Underwater prison (passable): a rusty key – kill the puking troll (A Troll House), give a bucket to Xixaxu, get key – Xixaxu’s Home
Deathtrap Dungeon (80-130):
Chamber of Chaos (non-passable): a whisper of Chaos – can be bought – Chamber of Darkness
A dungeon cell (6 rooms) (non-passable): a cell key – a Cell Guard – A dungeon hallway
The Gladiator’s Arena (80-100):
Peasants’ Seating – Wooden Benches (non-passable) and Nobles’ Seating – Plush Individual Chairs (non-passable): a master key – a troll guard – West Entrance to the Peasants’ Seating and West Entrance to the Nobles’ Seating
Island of Lost Time (80-110):
The Prehistoric Jungle (passable): a crystal figurine – Shaman – Shaman’s Hut
The Keep of the Asherodan (80-90):
A Green Obelisk (non-passable): a brass key – *greet statue – An Uncommon Sculpture (G)
Cells (12 rooms) (non-passable): a metallic key – an ogre guard – wanders around
Kobold Siege Camp (80-100):
A dangling cage (passable): a rough iron key – a kobold detention center guard – A rarely used path
The Realm of the Hawklords (80-100):
The mines (non-passable): a mine key – a mine guard – The guard room
The Silver Volcano (30-100):
Dracos’ Chamber (passable): a Dragon Head Key – a dragon guard – The Guard Room
Snuckles Village (80-100):
Shay’s Atelier (non-passable): a silver and gold locket (persistent) – give 10000 gold Dan – Path Into Snuckle Village
Storm Ships of Lem-Dagor (50-100):
The Room of Conspiracy (non-passable) and some other rooms: a Wave Runner master key (short-living) – a Wave Runner jailor (Before Two Locked Doors) and the Wave Runner Captain (The Captain’s Quarters)
Wedded Bliss (80-100):
The Lord’s Room (G) (non-passable): a golden key – the father of the bride – Steps to Comfrey Manor
Lvl 90:
Dark Elf Stronghold (90-125):
Prison Cell (passable): a cell key – the cellkeeper – Prison Guard Cave
The Monastery (90-120):
Entrance to Monastery (passable): a stone key – a robed sentry – Inside Sentry Reprieve
Entrance to the Foyer (non-passable): a blue key – a martial monk – wanders around
Pompeii (90-110):
Armory (non-passable): a war scroll – inside a table – House of the Civic Crown
Palaestra Atrium (non-passable): an invitation (short-living) – Proculus – Armory
Chamber of Faun (non-passable): a small silver key – the wife of Faun – House of Faun
House of the Wild Boar (non-passable): >xxxxx(seal of the Wild Boar)xxxxx< (persistent) – a retired gladiator – House of the Hunt
The Scarred Lands (90-110):
A steep path (non-passable): a powder keg – kill a persistent miner, give a pick a wounded miner – A small camp
A path into the mountains (non-passable): a powder keg – kill a dragonsnake, give a head Pete (Pete gives it automatically if the goal is complete) – A small camp
Lvl 95:
Halls of the Damned (95-115):
The temple entry (non-passable): a star key – kill eight-armed skeleton (A large, lit cavern), give a belt to a wounded warrior (A cavern), give an eye to an exorcising priest (A rough hewn passageway of stone), give a cross to Darkon (Outside a dark cave (G))
Chamber of the cauldron (non-passable): a secret key – Alister – Alister’s study
Insanitaria (95-115):
High-Security Area (non-passable): a puzzling ring (persistent) – kill Tnyikmeja, get the key from the desk – The Great Magician’s Study
Pink Room (non-passable): a ball of light (persistent) – Cha’tai – The Room of Sleep
Lvl 100:
Ascension Bluff Nursing Home (100-120):
The Janitor’s Storage Room (passable): a small key etched with a J – Chief Nurse Executive Helene – around The Lounge
The Staff Room (passable): an all-purpose lock pick – Winston the Janitor – The Janitor’s Storage Room
Into the Long Night (100-200):
A Candle Lit Room (passable): ? – ? – ?
First Baptist Church (passable): ? – ? – ?
First Parish Church (passable): ? – ? – ?
Convent Entrance (passable): ? – ? – ?
Academy Courtyard (passable): ? – ? – ?
A Long Narrow Hallway (passable): ? – ? – ?
First Floor Hallway (passable): ? – ? – ?
Above the Courtyard (passable): ? – ? – ?
A Small Wooden Landing (passable): ? – ? – ?
A Long Concrete Porch (passable): ? – ? – ?
An Entryway (passable): ? – ? – ?
Free Baptist (passable): ? – ? – ?
Regina’s House (passable): ? – ? – ?
The Wilkerson’s (passable): ? – ? – ?
The Bancourt’s (passable): ? – ? – ?
Prosper’s Island (100-201):
The Brig (non-passable): the key to the brig – Calabus – Calabus’ Post
Outside the Sea Witch (non-passable): kill Witch Sycorax
In the Grain Silo (passable): the key of the silo – One of Sycorax’s spies – A Commonly used Path
A Hotel Room (non-passable): a Share Ownership of Hotel Royale – AQ
Sanctity of Eternal Damnation (100-201):
A Zombie-Infested Cell (non-passable) and A Caved-in Cell (non-passable): a small key (short-living) – a cell keeper – A Long, Dusty Hallway
A Secret Passageway (non-passable): an old dragonscale key – a runaway kobold – A Hidden Passageway (wanders around)
A Damp Cave (non-passable): a bent key – king zombie (short-living) – A Dusty Cave
Entrance to a Grand Courtyard (non-passable): a large iron key – king skeleton – A Damp Cave
On the Mansion’s Front Porch (non-passable): an ornate gate key – the nightmare spectre – Middle of the Courtyard
Inside a Kitchen (non-passable): a secret key – an evil jacket – A Walk-in Closet
Tai’rha Laym (70-110):
The Necromancers Vault (non-passable): a Shard of Darkness – kill The Necromancer and Ishta, then get shard – The Dark Altar (G)
Xyl’s Mosaic (100-120):
A Corridor of Cinnamon and Silver (398) (non-passable): Devil’s Hand (persistent) – say handsome devil – Gates to Mosaic
(multiple rooms) (non-passable): a rock key – a rock bandit – Rock Garden
(multiple rooms) (non-passable): a rubber key – kill Gas Rat (Rose Ether, noscan & nohunt mob), give a sack Rubber Baron – Rubber Garden
(multiple rooms) (non-passable): a green key – lick Dhrip – Rose Ether
Lvl 110:
Christmas Vacation (110-150):
Inside Santa’s Cabin (G) (passable): a Key to Santa’s Cabin – the Snowman – The North Pole (G)
Inside the Cell (passable): a Key to the Prison Cells – an Elf guard – The Entrance to the Cells
Lvl 120:
The Broken Halls of Horath (120-150): (no need if the goal is complete)
The Second Gate (non-passable): the demon key – Fane – Dwarven Mines
The Third Gate (non-passable): the demon key – Umli – Umli’s Hidden Chamber
The Fourth Gate (non-passable): the demon key – Wysoda of the Green Caverns – Servants’ Quarters
Vast Cavern (non-passable): the demon key (short-living) – Aiwiss – The Mist
The Eighteenth Dynasty (120-140):
The Royal Corridor (non-passable): a tiny copper rose – Hapuseneb – Hapuseneb’s Private Chambers
The Tomb of Pharaoh Hatshepsut (non-passable): a lover’s bracelet (persistent) – Senmut – The Pharaonic Chambers
Gilda And The Dragon (120-140):
Lady Esthar’s Quarters (non-passable): a pitted and scarred key – SubDuran – Great Hall
Magician’s Quarters (non-passable): a silver and gold key – SubDuran – Great Hall
Dragon’s Lair (non-passable): a LARGE lever – Chisel – Before A Huge Stone
The Sanguine Tavern (120-140):
Private Room (passable): Blue Key – a suspicious patron – Private Room
Stairs leading down into the dark (non-passable): a glowing figurine – give 5000 gold Count von Tokil – A Dark, Secluded Corner of the Tavern
The School of Horror (120-175):
A Bloody Stairway (non-passable): a demon school gate key – a security guard – A Dark Forest Path
The Slaughter House (120-145):
The Chamber of Titanus (passable): ? – ? – ?
Sepulchrumalum’s Throne Room (non-passable): a screw of flesh – a zombie sentinel – The Root Cellar
The Uprising (120-160):
A Sleeping Dormitory (passable after the goal is complete): Goal
Verdure Estate (120-140):
The Storeroom (non-passable): a golden chain (persistent) – Lord Verdure – Verdure Castle
An ascending stone passage (non-passable): a silver bracelet adorned with silvery leaflets (persistent) – give a necklace to a petite waitress – At the Bar (G)
Lvl 125:
The Blood Opal of Rauko’ra (125-201):
(all locked doors) (non-passable) – kill a tower guard (any) for a key (any), open a chest for a golden key – Watchtower (any)
Tumari’s Diner (125-145):
Bar storage room (non-passable): a silver key (short-living) – a quickly moving bartender – Behind the bar
Lvl 130:
The Dark Temple of Zyian (130-150):
From A Dead End… to A Large Library (non-passable): the Necklace of Dark Fortune (persistent) – Goal
Before the Temple (non-passable): the Crest of Combat – Nyruk, the Black Mage – A Smaller Library…
Before the Temple (passable): the Crest of Magic – the Black Knight – A Battle Pit
The Drageran Empire (130-150):
The Outer Courtyard (non-passable): a heavy iron sturdy key – a gate guard – The Gatehouse
A Special Stall (non-passable): a stall key – a hostler – Entrance to the Stables
Morrowe’s Laboratory (non-passable): an ornate silver key – Luo the butler – The Castle Library
The Chamber of Eternal Torment (non-passable): A rusted key – a tormented spirit – The Antechamber
The Chamber of Unlife (non-passable): Glyph of Passing – Shalandra the Younger (open the cage) – The Chamber of Eternal Torment
A Dingy Cell (non-passable): the jailor’s key – The Keeper of the Dungeons – The Imperial Dungeon
An Audience Chamber (non-passable): An iron key – the Sergeant of the Guard – The Palace Gates
The Mountains of Desolation (130-175):
The Royal Bedroom (passable) and A Room of Glittering Gold and Fabulous Treasure (non-passable): a key of emerald – Eldar Krysten – The Throne of the Stone Giants
The Reman Conspiracy (130-170):
A Dungeon Cell (non-passable): a small black key – a drow lieutenant – Dungeon Hallway
A Small Twisty Tunnel (non-passable): a small silver key – a drow assassin – Hallway
Tir na nOg (130-150):
The Maze of Mirrors (non-passable): a heavy bronze key (short-living) – Goddess Airemed – Dian Cecht’s Apothecary
Lvl 140:
The Cougarian Queendom (140-160):
Come and Join the C.A.T.S.! (Cougarian Army: Tactical Squad) (non-passable) and Through a Rusty Gate (non-passable): an ivory key – a human doctor – A Medic Tent (G)
A Hidden Den (non-passable): a key to the Cougarian Magi guild – Jennara’s Bemet familiar – An Ancient Den
The General’s HQ (non-passable): a lock of Cougar’s hair (short-living) – Hevine, C.A.T.S. Sergeant – Cougarian Defense Line (14357)
The Empire of Aiighialla (140-180):
Inside the Front Gates (non-passable): a gate key – an Imperial White Guard – The Gates of Lochbuie, Holy City of Light
The Gathering Horde (140-170):
Behind the Gates (passable): the key to the |Horde| camp – a watchtower guard – Beneath an Imposing Watchtower
Imagi’s Nation (140-160):
The administration room (non-passable): a shiny key – Faellsa – The reception area
Unearthly Bonds (140-170):
A Gloomy Cell (passable): a large iron key – Ivrel – The Offices of the DIS (G)
Lvl 150:
The Cataclysm (150-201):
An Ancient Tomb (20015) (non-passable): a human bone key (short-living) – Something – Deep Inside the Catacombs (20012)
An Ancient Tomb (20016) (non-passable): a silver snake key (short-living) – a gilded mummy – An Ancient Tomb (20015)
In a Lavishly Decorated Chamber (non-passable): a crimson silverback key snake (short-living) – a zombified corpse – An Ancient Tomb (20016)
The Ruins of Stormhaven (150-201):
Cells (several rooms with different names) (non-passable): a cell key – a castle guardian – The Dungeon
Lvl 160:
The Covenant of Mistridge (160-201):
The Entrance to the Tower (non-passable): a large iron key – an elven guard – The Outer Field – no need for good aligned players
The Cellar (non-passable): a Small Key Made of Bone – Felix Necromius – wanders around
The Great Hall (4449) (other): kill the magical room – The Western Hall (G)
Dread Tower (160-180):
High Mages Chantry (non-passable): a permission card – give 15000 gold to a lazy guard – Grand Entrance Hall (G)
Underwater Enchanted Herb Garden (non-passable): key of Trials – say I have to the mage – High Mages Chantry
Hallway (non-passable): a Grate key – complete the trial (AQ) – Atlantean Test Ground
Helegear Sea (160-180):
Yeti Village (non-passable): a gate key – a yeti guard – Iceberg of the Yeti
Ice Troll Fort (non-passable): a fort key (short-living) – a troll guard – Iceberg of the Ice Troll
The Witches of Omen Tor (160-201):
A Cell (non-passable): the housekeeper’s key – Hellewis the Housekeeper – Elvina’s Chambers
Lvl 170:
Avian Kingdom (170-190):
Harpy Holding Cell (non-passable): Harpy Holding Key – Narok of the Rook Order – Avian Prison Entrance
Avian Courtyard (non-passable): Crystal key – a stratus guard – Before the Avian Kingdom
Eternal Autumn (170-201):
Before the Great Hall (non-passable): an iron key – an unholy sentinel – At the Base of the Stair
Lvl 175:
Black Rose (175-201):
The Mayor’s Home (non-passable): a small gold key – Goal
Slave Quarters (): key small stone – jailor – A Stone Hallway
A Well Furnished Room (): key black rose – revelyin – ?
Intrigues of Times Past (175-201):
Tavern of Balmtor (G) (non-passable): Mr. Key – a snail – Mad Gerald’s Keep
The Keep of Kearvek (175-201):
Within the Keep of Kearvek (other): some mystical gems – can be bought (Nearing the Keep), give the gems to Coran – The Mighty Gates of the Keep
Before the Vampiric Tower (non-passable): a magical key – Lunix – Shrouded in Darkness (29749)
Before the Dungeons (non-passable): a mysterious key – Knizak – Top of the Vampiric Tower
The Dungeons (non-passable): a mystical key – Rydra – Before the Dungeons
Mount duNoir (175-201):
Resurrection chamber (non-passable): a heavy wooden key – Degiri – Banished Meeting Chamber
Cell (non-passable): a blood-splattered key – a vicious guard dog – Opulence
Lvl 180:
The Astral Travels (180-201):
Falling into Darkness (non-passable): Key to Eternity – get a golden grain of sand (The Room of Spirits), give Golden Grain of Sand to an insomniac – A Black Room
The Partroxis (180-201):
Outside the Great Tree (non-passable): Grax’s Trust – kill Hendry the Assassin (A Ledge), give accursed dagger to Grax – The Opus
The Warloxan Palace (non-passable): Grax’s Ambition – kill Elf (The Viewing Chamber), give vision to Grax – The Opus
Streets of Octantis (non-passable): Grax’s Hope – kill Dwarf (Streets of Octantis or Before the Palace), give map to Grax – The Opus
Rebellion of the Nix (150-190):
Xavier’s Prison (non-passable): Nita Privo’s key – say horn at Nita Privo – Before a Great Barrow
The Temple of Shal’indrael (180-201):
The Point of Balance (non-passable): a Yin-Yang Chakram (persistent) – Goal
The Heart of Purity (non-passable): a ray of light (short-living) – the Being of light – The Throne Room of Light
The Heart of Darkness (non-passable): a skeleton key (short-living) – Dar’karath – The Lair of Dar’karath
The Witches of Omen Tor (160-201):
Aethelswyth’s Chamber of Stars (non-passable): a gift of hope – kill Athri Chieftain (A Misty Bog), give Headdess to Cwenhild – Council Chamber
Lvl 190:
The Deadlights (175-201):
In the Hold (non-passable) and The Cavern of Shadows (non-passable): an iron key of ancient design – the spirit retainer – The Path of the Dead (16938)
At the Center of it All (non-passable): a silvery mystical key – a greater karmic being – The Sea of Eternal Torment (16945)
Concentrated Shafts of Pure Whiteness (non-passable): a battered age-ridden seal – a large sea turtle – The Holding Chamber
Imperial Nation (65-201):
Inside the Laboratory (non-passable): a mystical key – an Imperial sentry – The Dungeon Tower
A Bloody Workshop (non-passable): an Identification card – an Imperial sentry – The Dungeon Tower
The Trouble with Gwillimberry (190-201):
The Botanical Gardens (non-passable): a ticket to the Botanical Gardens (persistent) – can be bought – The Ballroom
Umari’s Castle (190-201):
A Castle Cache (non-passable): a large iron key – Hathil the Half-Griffon – The Wizard’s Workdesk
Among the Many Pages of the Books (non-passable): a red key – A Red Book – The Western Wing of the Castle Library
A Sea of Ink and Floating Paper (non-passable): a blue key – A Blue Book – The Western Wing of the Castle Library
Yggdrasil: The World Tree (180-201):
Den of Iniquity (non-passable): a skull key – a rebel – Within the Halls of Judgement
Lvl 200:
Afterglow (200-201):
The Lower Vault (): vault key – sentry chief
The Showcase (): vault key – sentry chief
The Blood Sanctum (180-201):
A Dungeon Cell (non-passable): Shadowbound Key – Shadow Jailor – Dungeon Hallway
A Dungeon Cell (non-passable): Deathbound Key – Lich Jailor – Dungeon Hallway
A Dungeon Cell (non-passable) and Half-destroyed Cell (non-passable): Frostbound Key – Wraith Jailor – Dungeon Hallway
The Nyne Woods (200-201):
The Calm (): a shimmering shadow key – ? – ?
Qong (200-201):
Hall of the Rat (non-passable): a Lobster key – an unctuous functionary – Hall of the Inoshishi
Inside the Bookshelf (): a paper key – pet lobster, say appetite – ?
Realm of the Sacred Flame (200-201):
A cell (non-passable) and The hidden cell (G) (non-passable): a prison key – a prison guard – The dungeons
The Earth Lords (200-201):
Entrance to the Earth Village (non-passable) – a stone key – a hulking guardsman – The Earthen Valley
A Hidden Garden (non-passable) – a stone key – the wife (random drop) – An Adobe Home
Lvl 201:
Bloodlust Dungeon (201):
The Vault Corridor (non-passable): the vault key – kill all the heirs in order from Krahtal the first to Domanal the seventh
The Council of the Wyrm (190-201):
The Ivory Court (): a jet black key – the Guardian – At the brink of Darkness
Rift of Despair (), A Foreboding Hallway () and The door from The Pit of Insanity (): a steel key silver shining – The Mad Priest Derrick – The Pit of Insanity
The Origin of Evil (): a bright silver key – a manifestation of Sirkaroth – Pillar of Unholy Power
A Stairway Leading to Nothingness (): a ring skull naga key – a Behir – Rift of Despair
Crynn’s Church (195-201):
Bloody Masses (): a bloody key – angarr – ?
Main Altar (): the Crynn’s key – say I have the orbs – ?
Shadow’s End (200-201):
Trench Foot (): key ancient design(?) – say key at an archivist – ?
An Isolated Mausoleum (): a crooked key – on a deceptive thief, give mullet from purple to zebra(?) – ?
The Eastern Mausoleum (): a twisted key – on a dead fish, give mullet from purple to zebra(?) – ?
(the rest of the rooms) (): ? – ? – ?
- Published in Public, Public-Guides