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Lan shook his head sightly. 'He was better. But he thought I was finished, with only one arm. He never understood. You surrender after you're dead.'

Robert Jordan, New Spring
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The Citadel of Nightmares (by Sypher)

[Zone Name]: The Citadel of Nightmares

[Difficulty]: 10

[Overview]: Deep within the sanctity of the Stedding Gamamiel, a foul taint has begun to spread, unhalted by all the efforts of the Stedding's wisest sages. A black Citadel, the likes of which the world has never seen, lies at the heart of the taint, seemingly abandoned to its nightmarish tenants. What mysteries lie unanswered within the depths of the Citadel, what wrongs may be righted?

Directions

The journey into the Citadel of Nightmares begins at the Stedding Gamamiel. Find the Ogier Gatewarden who has they key to the entrance. Make sure you have breathe water and follow the path to the subterranean fly-trap. Kill the fly-trap (Pelt), then move on to the room 2 north of the ogier scout. Wait and let the hidden mob transform into the nightmare beast, then kill it.

Find the sentinels in the corners of the area north of the nightmare beast and kill them all. There is a 4 way intersection, this will be a starting point you will be returning to and directions to the Lords will be from this point.

First you must kill Syltan'es the Dark Satyr (nenw). After you kill Syltan proceed to the first set of sigil (nen). At the sigil you head down. The Scourge's Eye will turn into the Flesh Scourge. Kill it and you will open the hallway to Straunek. Find the notched spine of bone on the ground and pick it up. Find Straunek past the acid-dripping tentacles and kill him.

Straunek -
a war horn chiseled from a curved goat horn
a crystalline jar filled with blood-red spiders
a golden sphere orbited by two diamonds

Return to the starting intersection. The next lord is Cebris (ne2nes2wse). Attack the Blood Friar. Then a good aligned character can go to the south west and beckon Brendis who will dispel the wards at Cebris. Kill Cebris and return to the starting point.

Cebris -
a crystalline war hammer tipped with a barbed spike
the Cape of Deepest Shadow
a silver sphere orbited by two rubies

The next lord is Ooldat (ne2ne2n2w). You must first kill the glowing form of Ooldat and the shadowed form of Ooldat. Then you can kill the True Nightmare Lord Ooldat. Once you have killed the true Ooldat get the leaf from the bookcase and return to the starting point.

Ooldat -
a chain of delicate silver links
an ivory sphere orbited by two black pearls

The next lord is Lubriscus (ne2ne2nw). Find the cngealed puddle of blood in one of the deep puddles of blood. Find the room with Lubriscus and enter. He will spawn the Flesh Golems (Pelt). Kill them and get the figurines they drop. Go to the statue east of Lubriscus and put the figurine of Heliax in the right hand, Kleth in the left hand, and Alabaster in the center hand. Kill Lubriscus then return to the starting point.

Lubriscus -
a filth-encrusted crystalline stiletto
the Ring of Sorrows
an adamantine sphere orbited by two sapphires

The next lord is Heccatu (ne2ne2n2wnw2swn2sn). Kill Ystria the Blood Healer (the sash of the white archmagi). Get the key from her corpse, unlock the door, and kill Morashk the Warrior of Night (a black steel gauntlet lined with barbs). Get the key, unlock the door south, and kill Greer the Phantom Archer (a one-handed crossbow mounted upon a darkwood spear, an ornate arrow inscribed with dark runes). Get the key and unlock the door, kill Heccatu. Get the tortoise shell from the cottage in Heccatu's room, then return to the starting point.

Heccatu -
a lead sphere orbited by two jade baubles
a crimson shirt embroidered with a violet triangle
a mithril tower shield emblazoned with the image of a white tiger
The Robe of the Marid
a pulsing orb of flesh atop a crystalline staff

The next lord is Agnul (ne2ne). Kill Ke'Irnadia the First Assassin. Get the key, unlock the door north, then talk to the librarian. He will want the green leaf etched with red veins, the congealed puddle of blood, the notched spine of bone, and the leathery tortoise shell. Once you give these items to him get the Journeys of the Destroyer from the blue bookcase and get the key from inside the book. Unlock the door west and kill Agnul, then return to the starting point.

Agnul -
a color-refracting crystalline rapier, 'Warpblade'
a plain lead circlet capped with an uncut ruby
a prismatic sphere orbited by two shadowstones

The next lord is Beltaros. The mobs before Beltaros must be killed in order. Kill the toddler, then the child, then the young man, then the elderly man, then the rotting corpse, skipping the middle-aged man. Then go to Beltaros and say RESTART. Beltaros will then attack you, kill him, then return to the starting point.

Beltaros -
a crystalline ring flecked with streaks of crimson

The next lord is Xix (ne2ne3n5w6se, enter crev, nen). The Watchful Eye of the Nightmare will turn into Xix. From Xix head down to Morgh'suhl the Disillusioned. There are 6 Morg'suhls total, once you kill one a door will open and keep killing him.

Xix -
a blackened and twisted staff of treesung oak
an interlocking bracelet of dwarven finger bones

Morg'suhl -
the razor-edged net of the Dreamfisher
a chromatic sphere orbited by two shadowy cubes
Robe of Shoggoth

In the last room a medallion loads on the floor. This medallion will kill the little annoying mobs that are spread throughout the zone if you wear it.

written by: Sypher



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