First you need to find the tomb in the graveyard north-east of Silvermere. To get there from the graveyard entrance head east, east, and then north.
First Level Crypt Second Level Crypt Third Level Crypt
▼ ▲ Q
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| | | \ / | \ / │ ▲ = Up / ▼ = Down
L # L # # # │ @ = Statue
| │ L = Lever
▼ │ Q = Quest Area Door
Then head down the stairs and go north till you hit a 4-way intersection. Going east/west then south will lead you to two levers. Pull each of these quickly with PULL LEVER and then come back to the intersection.
Then run all the way north until you find a secret passage. Go north then down.
In this room, search south for a secret passage. When you find it go south and then head south (the level is shaped like a diamond, so you can go SE or SW) until you find a statue.
At the statue, PUSH BUTTON and go south till you hit the stairs. Go down.
Head north (you'll have to go around a fork in the path first) all the way till the path ends. You will only be able to enter this final room if you are level 10.
You'll need to kill a mummy (who should be sitting in this final room), who will drop a bone key. Use this key (with use bone key north), or pick the lock (with pick north) if you can, then open north to open the door and head north.
This is the quest area. There are no monsters in this large room, so its safe to rest.
You will find a number of paths leading off of this room. you will only be allowed to take one. Try them all until you find the one for your class. This is your "quest path". The path for each type of character is different, and you will have to discover what is required to complete your particular quest. At the end of your path is a "spirit". This spirit will give you your "quest item" which should be laying on the floor as you come in (but only if you are the first from your class to enter the quest room, since there is only one quest item for each class in the game). The spirit will also train you for L11 when you are ready. Once you train for L11, you will no longer be permitted to enter the tomb.[1]
If you are a keen observer you will notice that along the path to your spirit trainer there are traps set. If your trap skill is high enough you can search the exit directions, search west for example, to detect and then disarm, disarm trap west for example, the traps before you set them off. This will save you a lot of heartache and time (spent resting it all back) on the way there.
Class | Level | Item | Type | Dmg | Speed | Str | AC | Acc | BS Acc |
Enc | Limit | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bard | 10 | jeweled main gauche | armour | n/a | n/a | n/a | 5/0.0 | 0 | 0 | 40 | 1 | Magical +3 Quality +50 BS Min Damage +5 Crits +5 |
Mystic | 10 | clawed gloves | armour | n/a | n/a | n/a | 3/0.0 | 0 | 0 | 50 | 1 | Magical +3 Punch Damage +3 Kai Regen +150% |
Witchunter | 10 | mithril cutlass | 1H Sharp | 8-20 | 1550 | 45 | 2.0 | 5 | 0 | 10 | 1 | Quality +50 Magic Resist +5 Casts: sharp blade 10% (Damage 2, Spell Casting -10, Accuracy -3 for 5 rounds) |
Warrior | 10 | golden battleaxe | 1H Sharp | 8-21 | 1500 | 60 | 2.0 | 5 | -10 | 130 | 1 | Magical +2 Quality +50 Room Illumination +100 Casts: rip 5% (Damage 2 to 4, Affects Living Only, for 8 rounds) |
Warlock | 10 | flametongue | 1H Sharp | 4-18 | 1300 | 45 | 2.0 | 6 | 0 | 10 | 1 | Magical +2 Quality +50 Spell Casting +2 Mana Regen +10% Room Illumination +200 Casts: flame hits %100 (Damage 1-3) |
Ninja | 10 | ebony ninjato | 1H Sharp | 5-20 | 1200 | 40 | 2.0 | 6 | 1 | 75 | 1 | Magical +2 Quality +50 Stealth +5 |
Missionary | 10 | jeweled scimitar | 1H Sharp | 5-20 | 1200 | 40 | 2.0 | 6 | 15 | 80 | 1 | Magical +2 Quality +50 Spell Casting +2 Mana Regen +10% |
Gypsy | 10 | silver rapier | 1H Sharp | 6-19 | 1200 | 40 | 2.0 | 1 | 20 | 70 | 1 | Magical +2 Quality +50 Spell Casting +2 Mana Regen +10% Casts: bright blade 5% (BlindUser +100, AC -5, Accuracy -8, for 2 rounds) |
Thief | 10 | crystal shortsword | 1H Sharp | 5-16 | 100 | 25 | 2.0 | 1 | 15 | 60 | 1 | Magical +2 Quality +50 BS Max Damage +10 BS Min Damage +5 Traps +10 Picklocks +10 |
Druid | 10 | darkwood staff | 2H Blunt | 5-18 | 1300 | 40 | 3.0 | 6 | No | 10 | 1 | Magical +2 Quality +50 Spell Casting +5 Mana Regen +15% Casts: entangle 10% (HoldPerson +100, for 4 rounds) |
Paladin | 10 | shimmering greatsword | 2H Sharp | 8-25 | 2000 | 45 | 2.0 | 8 | No | 90 | 1 | Magical +2 Quality +50 Casts: sword major bless 40% (Accuracy +10, for 60 rounds) Casts: silvery mace 40% (Damage 1 to 3) |
Ranger | 10 | witchwood spear | 2H Sharp | 6-22 | 1400 | 45 | 2.0 | 6 | -10 | 10 | 1 | Magical +2 Magic Resist +5 Spell Casting +1 Mana Regen +5% Casts: entangle 5% (HoldPerson +100, for 4 rounds) |
Priest | 10 | platinum mace | 1H Blunt | 5-16 | 1200 | 45 | 2.0 | 12 | 0 | 120 | 1 | Magical +2 Quality +50 Mana Regen +15% Spell Casting +3 Recharge +10 Uses: 3x/day Casts: heal (1 to 20 hps) |
Cleric | 10 | black flail | 1H Blunt | 7-22 | 1700 | 70 | 2 | 6 | No | 70 | 1 | Magical +2 Quality +50 Spell Casting +2 Mana Regen +10% Uses: 10x/day Casts: iron faith (Magic Resist +0+(0.5*Level) to 10+(0.5*Level), for 30 rounds) |
Mage | 10 | obsidian runestaff | 2H Blunt | 5-18 | 1200 | 30 | 3.0 | 6 | No | 10 | 1 | Magical +2 Quality +50 Spell Casting +5 Mana Regen +15% Casts: burning death (Damage 5+(1*Level) to 10+(2*Level), Evil in Combat) |
From MudVille:
The Weapons Quest
All characters must complete this quest if they want to try for their quest weapon. You can avoid this by training at one of the other trainers. Each class has its own trail of torture - some harder than others.
From MudCentral:
First go into the tomb in the graveyard (e, e, n of entrance), go down the stairs and go north till you hit a 4 way intersection. Going east/west then south will lead you to two levers. Pull each of these quickly and come back to the intersection. Then run north all the way and you will find a secret passage. Go n then d. In this room, search south for a secret passage. When you find it go south and then head south (the level is shaped like a diamond, so you can go SE or SW) until you find a statue. PUSH BUTTON here and go south till you hit the stairs. Go down. Head north (you'll have to go around a fork in the path first) all the way till the path ends. You will only be able to enter this final room if you are level 10.
You'll need to kill a mummy (who should be sitting in this final room), who will drop a bone key. Use this key (or pick the lock if you can) to go north. This is the quest area. There are no monsters in this large room, so its safe to rest. You will find a number of paths leading off of this room. you will only be allowed to take one. Try them all until you find the one for your class. This is your "quest path". The path for each type of character is different, and you will have to discover what is required to complete your particular quest. At the end of your path is a "spirit". This spirit will give you your "quest item" which should be laying on the floor as you come in (but only if you are the first from your class to enter the quest room, since there is only one quest item for each class in the game). The spirit will also train you for L11 when you are ready. Once you train for L11, you will no longer be permitted to enter the tomb.