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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 and filtering is here

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