Mirror Mines
Continent: Lucetium
Description:
- An interesting area that has a ton of secrets to discover.
- The map is divided into three main parts
- A hobbit town
- A Dwarf mine
- A Gnome mine
- Area Quest: Mirror Mine
Equipment:
- A Bronze Shirriff's star
- +4 STR, +4% law
- Not a typo in the name...
- Obtained by killing the Shirrif
- Nasty-looking Adamantium Waraxe
- +1% alcohol tolerance
- Obtained by killing Steelarm Farmountain, the Dwarf warlord
- Outdoorsman's Belt
- 1% fishing, 3% hunting
- Obtained by killing the Shirrif
- Sinful Girdle of Gluttony
- +5 Con, -2 Hpr
- Gleaming Silvery Pick
- +2% minining, + light, +dispel earth grues with opal gems?!!
- Apparently player merchants can insert opal gems into this which helps them combat earth grues when they are digging mines.
- This is obtained by killing the golem minjob in the gnome labs.
- [Link]
- Swift Leather Boots
- +3 Dex, +2% hiking, +hobbit size wear only
- Tall White Puffy Hat
- +Invoke create food
- Pewter Ring Set With an Amethyst
- +Invoke instant fermentation
- Obtained by killing the dwarf brewer
- Vest With Many Small Items Hanging On it
- +1% tinkering, +1% blacksmithing
Open Questions:
- What happens if you deliver the letter from Nombo to Yorgen in Medowshire?
- Somehow I ended up with a dog biscuit in my inventory...
- What is behind the dwarf mine gates?
- Where do you get the key to the dwarf treasure room?
- What happens when you mess with the tanks in the gnome labs?
- What does the lever do in the gnome labs?
- There's vampires somewhere around this area but I haven't found them yet.
- Still working on the area quest...
Map:
Notes:
Entrance:
- The core of Mirror Mines is a four block of "valley tiles" leading to the three other sub-areas and "out" of the Mirror Mines.
- In the center of this is an alter with three objects on it. A plate, a goblet, and a candle.
- I suspect one of each of these objects can be found in the three sub-areas for the Area Quest
Hobbit Burrows:
- The entrance to the hobbit burrows is guarded by two guards and two guard dogs.
- They won't stop you, but if you get in a fight you'll need to kill all of them which can be tough.
- The guards will also cast heal spells on themselves...
- Entering the mess hall you can order food if you want
- Type "menu" to see the list.
- This is also a good place to rest and regen since there is a bonfire that will heal you.
- To the southwest is Perimon Rootburrow, the world famous chef
- If you type "assist chef" the chef will give you a list of ingredients they want.
- This list changes per boot.
- You will need a combination of hunting, fishing, and plant lore (or know someone who has those) to get most of the ingredients.
- Important: You need to give him around 25 items, but they can be any combination from the list he provides you. So for example you could bring him 25 carrots to satisfy his requirements.
- To the northwest is the north dining annex
- What's interesting here is a cauldron of slop which you can fill a bowl up with
- Syntax is "spoon up <size> meat <size> carrots <size> potatoes into <bowl>"
- If you fill your bowl up with meat that is too big, you will choke on it and lose the bowl. So don't get greedy. Not sure if the size you can eat is influenced by your character's size.
- To the northeast is the shirrif's quarters and kennel
- If you "search locker" you will find a letter from the shirrif to his brother Yorgen
- The letter says that Yorgen should reconsider helping the Efiilas since the Fellspar have been helpful and nice, but the Efiilas have been killing them to prevent their influence from growing.
- I have to admit, I thought the Efiilas were the "good" faction, so this was interesting for me to read.
- Yorgen is a medowshire guard captain if you are interested in delivering the letter to him.
- If you "pull lever" it will release two dogs and suddenly everyone in the room will attack you.
- I don't recommend pulling the lever.....
- Side note, the number of dogs kept increasing.... So suddenly I had three dogs in the room.
Gnome Caves:
- These caves contain well lit workshops, and as the name implies, populated mostly by gnomes
- Like the hobbit burrows, the caves are guarded by two guards and some angry badgers. If there is any fighting in the room they will all turn aggressive.
- In the main workroom, if you "search tables" you will find random items. Examples:
- nail
- adamantium scrap
- bronze scrap
- Southeast of the main workroom is the ore processing station
- There is a catalogue of all the material types in batmud (143 types). They are ranked in some sort of order, but I haven't been able to figure it out.
- If you "search machine" you will find random hunks of unprocessed material.
- Northeast of the main workroom is the tool sharpening room
- If you "search table" you will find a file (tool)
- The gnome here will sharpen tools and weapons
- I haven't found any items yet that they will sharpen though. Most of the items I showed them were already "sharp enough"
- To the northwest of the main workroom is the laundry room
- If you look at the gnome launderer, their description says they might be able to help you
- If you give them any clothing item, they will look at it and clean it if needed. Afterwards they will drop the item.
- If you "search tub" you will find random pieces of clothing
- To the southwest of the main room if the Tinkerer's Shop
- If you type list you can find all sorts of random interesting items to buy
- In particular, there is a lot of stuff concerning ship mines...
- Gnokimedion the gnome tinkerer seems like he will answer questions
- If you "ask gnome about tinkering" he will respond that you can bring him two items and he will combine them for 500 gold on weekdays, and 50 gold on weekends.
- Command: tinker <item 1> and <item 2>
- If you "ask gnome about mega-tinker" he will give you a list of items that he needs. This is likely for the area quest. The list of required items changes per boot.
- Moving south, there is a smoky room with two gnome guards
- The guards will block you from moving south into the library
- If you have invisibility or skulking you can sneak by them though.
- To the east and west of the smoky room are two living spaces.
- In the living spaces are some locked trunks. I tried to force them open but was unsuccessful.
- Much like forcing other items, forcing the trunks drains your EP and they can be trapped, doing damage to you.
- Coming back with my mage, I was able to open them with the spell lock biter.
- There were random items (e.g. torch, wand, match), random clothing, and lots of low value coins in the trunks.
- If you sneak past the guards into the laboratory:
- You will encounter a gnome researchers who will immediately yell "They discovered the top secret project" and then run to the area behind the bars. They do this even if you are invisible.
- At the southwest is a box full of tinkering items
- There is also a wandering aggressive golem called minjob
- It is connected to the ceiling by four pipes with different colors.
- There is also a metal tanks in the laboratory with various warnings:
- The blue one's warning is: "contains under extreme pressure, do not open"
- The red one's warning is: "contains highly volatile, do not smoke near tank"
- The white one's warning is "contains highly alkaline, may damage clothing"
- The black one's warning is "contains organic substances, do not mix with beer"
- I'm going to assume that messing with the tanks will impact the golem's effectiveness.
- In the southeast is a set of bars that stop you from going further south. You can "squeeze through bars" if you are small enough.
- My duck riftwalker could do it. My catfolk monk could not
- Inside the room are all the gnome researchers that fled from you.
- There is also a large red lever. When I pulled it I heard a rattling noise from the north. I did notice any other changes though when I went back to the labs.
Dwarf Caves:
- At the entrance of the caves are two guards, and a table
- If you "search table" the guards will stop you from taking anything
- After killing the guards, when I searched the table I found two empty mugs...
- Going further in, at the mine entrance the eastern doors to the mine are closed and are too big to opened by strength alone.
- There is a lever, but the dwarf guards stop you from pulling it.
- In the bar to the south, Stal the bartender will ask how you are feeling when you enter.
- "say good" and he will ask you if you are willing to do a job for him.
- "say yes" and he will give you three boxes to deliver to other bars.
- Go to the bars listed on the boxes, and type 'deliver box' to deliver the boxes. Then return to Stal. Note: You will need to specify the correct box to deliver. Aka: "deliver box 2".
- Possible bars:
- Fat boy's Inn - City of Raven in Diggas
- Kitchen of the Dwarves' Castle - Tyr Farwyn / Iron Mines
- One-ton Tommys Bar and Grill - Hugoville
- The Brewery - ??? (Not the one in the Village of Shrea)
- Witches Brew Tavern - ???
- To the north is the dwarf warlord Steelarm Farmountain
- There is a locked door leading to a vault from his room.
- I don't know who has the key, but I would assume you need to kill Steelarm to obtain it.
Kill Tracker:
- A hobbit waits on the tables
- 2500 exp
- Drops an apron (various colors)
- A gnome is here, on his lunch break
- 5000 exp
- Drops a random food item
- Drops a random piece of clothing
- A hobbit wanders by
- 4000 exp
- Drops a random piece of clothing
- A gnome walks past
- 6000 exp
- Drops a random piece of clothing
- A gnome works the machines, processing ore
- 6000 exp
- Drops a random item
- A gnome guards this area
- 20000 exp
- drops a thick glass goggle
- drops a brigadine jacket
- Drops a random weapon or shield
- A half-naked hobbit stands here
- 5000 exp
- Drops a random piece of clothing
- A gnome is busy washing clothes
- 3000 exp
- Drops a random piece of clothing
- An armoured dwarf stands at attention
- 13000 exp
- Drops a long steel chainmail shirt
- Drops a massive combat axe
- A wandering dwarf
- 8000 exp
- Drops a random piece of clothing
- Drops a random alcoholic beverage

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