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Keys for questing and leveling

Monday, 10 March 2025 by Taenaran

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) (): ? – ? – ?

 

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