MJORIN - Overview

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By Buzz__KAM May 20, 2006

original June 1997

Contributors: Kwang__JIHAD 1998

Angela__DOA March 1998

Bullseye__FURY Oct 2005

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Mjorin is basically known as a martial artists area. Contrary to popular belief, it definitely isn’t. I would have to say that anyone 13th level in martial arts skill and up could survive pretty well there.

You arrive in Mjorin completely naked. All psionic disciplines are stripped. Any disciplines gained from the "fates" are stripped. Teleport / mass teleport memorized locations for that "alt" of Nork will be erased. There are a couple of Trainers scattered around to re-learn a few basics disciplines like enmiss, detect, darkness, fireball, protice, door, assault, mend, and critcure. Sorry, but I do not have any information as to what Disciplines are re-learnable by Thief class. Be aware that there are no IH sellers - best you can buy is 80 to 100 point Mend potions -- and that Major Con's no longer restore your health to you base Nork hit points.

** Tiers are NOT allowed to be used in Mjorin. Disciplinary action can be taken against offenders as listed under the Drakkar Rules of Conduct. **

Once you reach Mjorin and explore for a little while, you’ll realize that keys are the most important part of the quest. There’s a different key for each locked door in Mjorin. You do NOT want to close any door in Mjorin that you open after it being locked. The special keys are 1 time use. All opened doors in Mjorin revert back to closed with each week's game reset. Also - you never want to fight while standing on a locked door's hex, because if you node - that door will close and lock. It can take many days to assemble all of the keys that you will need to attempt the Princess Anne Quest.

At MA skill of 18, you can still die due to combat stuns. Basically, there is no way anyone could possibly solo the Princess Anne Quest -- and you must have someone to cast "door" or do a CHI Wallbreak. Having alot of MA skill is beneficial in general, but for the final, tough fights its important to have bow skill -- and a high skill Healer can do a ton of comparative damage with Assault. There are NO lockers in Mjorin, so most adventurers also bring one of there spare characters to act as a "locker crit". The game's janitor seems to clear most ground hexes at least once a day.

The first thing you need to do upon landing in Mjorin is to head west and a bit north to get into South Town, to set Recall.

South Town

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Once inside South Town, its best to close the door (it does not lock) -- so that the baddies do not come inside. It's the courteous thing to do since people sometimes go AFK while standing inside of South Town. Find and set RECALL on the healer NPC. This will allow you to stay in Mjorin after you die and use the Restore command. If you don't set recall - restore will take you back to Nork. Normal deaths in Mjorin only lose a con point - but no loss of hit points. Inside of South Town are a couple Sellers, and a couple Trainers.

The area outside of South Town contains various baddies. The orc's sometimes drop a key - the front door key (unlimited use) to the Orc Castle. The Orc castle area is off to the west of South Town - with a climb down from a strip of air hexes.

Directly west of South Town is a small building. This is the Pumphouse.

To the southwest of South Town is a single air hex. This drops you down into the Bubbler Caves.

To the north and northeast of South Town are a pair of NPC's named Maker and Crestrion. Maker will give you a red gem (value = worthless) for one of your purple gems (found off denaba's in Bubbler caves). Crestrion will give you a scale armor (studded leather, value = 250 coins) for the red gem. This scale armor encumbers a Barbarian & Martial Artist, and wipes out any MA skill that you may be relying on for all classes.

Along the wall to the north-northwest of South Town - there is a climb up hex at the center of pond's north wall - this will take you to a Mentalist class Trainers for re-learning of one of your disciplines.

In the extreme Northeast corner from South Town is a small puddle of water. Stepping on the northwest water hex portals you to a very large lake -- sometimes referred to as the Shark Tank (there are sharks in the lake, and they sometimes drop white pearls, value = 50 coins).

Just north of where you entered the Shark Tank is a small island. There you will find a healer; the only healer that will critically cure your fallen comrades. This is a good time to reset your RECALL for the next phase of your visit to Mjorin. This island Healer NPC's hex can also be used to intentionally die on - because he will not only CritCure you - but will leave you back at full health. To the west and north across the lake from the Healer Island is North Town.

North Town

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You will not be able to get inside north town until you pay 10 coins to the guard right in front of town. He’ll then give you a key (single use) to open the gate. It's best to leave this door OPEN. Skip down to "Prison" to learn how to get some coins for the purchase of the North Town door key.

Inside North Town is a bank, more trainers, and 2 more shops. The shops sell mend bottles, weapons, and a key to open the portal room just east of the king’s chambers. The highest price MEND potion will only heal you for 80 to 100 points. The Mjorin Bank is completely seperate from the Nork Bank, and coins are not that easy to come by in Mjorin, until you can fight the Orc King and Gnoll King.

The King and portal room are here too. The portal room door is initially locked - and the key (single use) can be bought at either the east side sellers or from the front door key seller outside of North Town. This portal takes you back to Nork. Make sure you leave any Mjorin gear / keys with someone before going back to Nork - since once you are back in Nork, you can NOT bring these items back to Mjorin.

Talk to the King and he will give you a scroll. With this scroll held in either hand, Princess Anne will follow you to her father. Just like Betty (in Nork) and her dad's doll...

Prison

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Next, southwest of North Town is a set of stairs that takes you to the prisons. Here you will find orcguards (red flagged) and prisoners (white flagged). You will want to open up the cell doors to let the prisoners loose so that they can kill the guards. Off of the guards you will be able to get leather armor, cloaks, and wooden shields. Make sure you equip only gear and shields that tie to you. They also carry keys that open several doors in the prisons. North of the stairs are two rooms. In the east room is an npc named Selowt. You need a +1 longsword to trade for the key he holds (Platinum key, multiple use). This key opens the door to the black dragon lair in the room just west of where Selowt stands. It also opens the key to the OrcKing lair in orc castle.

The black dragon in the Prison has it’s uses. He can clear the area of guards and such. And it also tans to give you a set of Black Dragon scales. A search of the dragon's corpse yields a black skeleton key. It opens the south lair exit door that’s locked inside the lair - so you MUST kill the dragon to get out of the lair. The BD scales can also be traded for a +1 halberd, at an NPC named Smells upstairs in the Orc Castle. Some people find the BD scales useful to wear, but if you are relying on your MA skill to survive - its best to wear leather armor. When the Black Dragon respawns, it is useful to let him roam the prison. Occasionaly pop in and check his lair for the rare red gem encrusted key, since the BD strips his victims to his lair hexes.

Now, for the most important part of the quest. In the prisons, you MUST stir up the fight between the guards and prisoners over and over until you find a black skeleton key encrusted with a RED gem. This is the most difficult and time consuming key to find in Mjorin. So be careful when looking at your keys before discarding any. Just remember that and you’ll be well on your way to a successful completion of the Princess Anne Quest. After getting at least 1 Red Gem key (single use), you should be pretty much done with the northern section of mjorin.

Your first Coins

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Getting your first coins can be difficult because of the running around you have to do while taking water damage back and forth across the big lake. First, you need to gather up untied wooden shields from the prison. These trade for a plain longsword at a blue flag NPC at the far eastern alcove of the outside lake. Once you have a bunch of plain longswords on your belt, head back west across the lake to the far Northwest. There you'll see another blue flag NPC that will trade your plain longswords for +1 Longswords. Now you can head to South Town and sell the +1 longswords for 10 coins each -- this will allow you to buy a key (single use, costs 10 coins) to get into North Town. This front door key for North Town also opens the locked "Exit to Nork" portal room, and can also be purchased inside North Town at the far eastern side Vendor for 10 coins.

Bubbler Caves

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Southwest of South Town is a single air hex that drops you down into the Bubbler Caves. Explore the area and watch out for denabas. Sometimes you have to jump around to avoid having 3 denabas on a hex - which will block your way. In the eastern area, you’ll find several Psi class trainers to re-learn another discipline, and just south of them is a hole that you can drop down. Once you drop down, you will find the King’s Spy. He will trade the plate you got from the Orc King for a GREEN gem key - this is another very important key (single use).

To the far northwest of the caves is an NPC named Bubbler -- he will trade a major Con for each white Shark pearl. The exit climb up hex is located a few hexes away to the east from Bubbler, and when you step onto that climb up hex - you'll see a message of "you detect a breeze".

The monsters in the caves occasionally drop some loot - purple gems (value = 8 to 15 coins), low level protice / protfire gold ring (value = 1 coin), and sometimes a small amount of coins. The purple gem trades for Maker's red gem (outside area Northeast of South Town, and Maker's red gem trades to NPC Crestrion for scale armor).

There is an NPC near the class trainers / King's Spy - who is holding an arrow. To date, I know of no one who has been able to interact with this Arrow NPC = named Splunky (I just found this, I'm really a Rock collector). Splunky does NOT want Gnoll King Club, nor his chainmail armor, nor purple gem - red gem - white Shark pearl, - or the gems in 2 gem combinations, nor Crestrion's scale armor, nor Orc King's spear, nor gold denaba ring, nor green glow Helm, nor 1/1 combat ring. If you ever find out what this "arrow" NPC wants - or what the arrow does, please let me know.

Orc Castle

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If you walk west of south town and a tad North, you will see an area with sky hexes blocking off another larger area. If you drop down, then walk west a little bit more, you will find yourself in front of orc castle. Take note of where you land after dropping down, because thats the 1 hex where you can climb back up - using command of "Climb up;SE". There are several types of baddies surrounding the Orc Castle, and the gnolls can drop a different key (unlimited use) - the outside door for the Pumphouse.

Inside the ground floor of the Orc Castle is a locked door leading to stairs UP in the NW section. Nearby Orc's can drop this key, but having a martial artist Chi Wallbreak or a mentalist "door" the northwestern wall will get you into the stairs room quicker. Go up and explore the area.

Through the first door east of the stairs, you will find 2 more doors. Head south and follow the rooms until you reach another NPC named Smells. This is where you trade the black dragon scales for the +1 halberd, which may be handy if your party has any Halberd users. Enemies on this second floor have a chance of dropping a 1/1 combat ring (1 in 200 drop rate from Orc Lords), and orcs can drop the first floor stairway door key. Go back northeast, then head through the remaining door. You will find yourself in a fairly large room with another door just south that is locked. Open the door with the key you got from Selowt in the prison (platinum key, multiple use,appraises for 10 coins). The OrcKing will be waiting, and he moves 4 hex at a time. Kill him several times and hold onto the plate armor he drops (he regenerates every 5 minutes or so). The Orc King also drops a better Spear (staff type, tied item, value = 50 coins). This is also a good way to fill up your bank with some decent amount of coins, and the OrcKing can also drop occasional items like a respirate helm, regular helms (kabuto's), a green glow 0/2 defense helm, and Respirate boots. The OrcKing's plate trades for the Green Gem key (single use) in the Bubbler Caves to an NPC named The King's Spy.

Pump House

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The Pumphouse is located directly west of South Town. On the top level you will find a set of stairs heading down. On this next level there are two locked doors. One door leads to the Gnoll King's lair, and the other locked door to the Northwest leads to another set of stairs down. The stairway room door is opened by a key (single use), and is a rare drop off of nearby Gnolls, but you can bypass this with Ment "door"/ Chi Wallbreak.

Gnoll King

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The door to the north is locked and leads to the Gnoll King. Open it with the RED gem key from the prisons and take on the Gnoll King. You might want to farm him maybe 50, possibly 100 times. He gives you a platinum key (single use,appraises for 20 coins) that opens the door to Anne’s room. The Gnoll King also drops alot of coins and can drop a Respirate Kabuto (Helm) (1 in 100 chance),a kabuto that looks like a nork hit point helm (no tie = worth 200 coins, ties = 5000 coins), leather boots (appraised value of 100 coins), as well as his tie-ing Club and Chain Mail. The Gnoll King moves 4 hex at a time and he respawns after 4 to 5 minutes. The Gnoll King's chain mail armor is pretty useless and trades to no one.

Bottom Floor Pumphouse

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On the next level down is a variety of rooms and a few secret walls. Inside one of the rooms is a locked door (green gem key = single use) that contains the exit teleporter to the King's antechamber in North Town. Also on this level to the southwest, is a mini-cave area where another Ment "door" / Chi Wallbreak gets you through to an outer cave loop leading towards the area where Princess Anne is being held captive. Before you can get to her, you have to get thru the "gauntlet" of Orc Archers.

Orc Archers

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These archers are now very beefy, and are arranged in pairs - one to the north and one to the south in 1 hex rooms that are blocked by a counter. There are 5 pairs of Orc Archers (10 total) - and they autostrip you if they kill you - and your gear winds up on their inaccessible hex behind the counter. So as a general precaution, most people strip down of any rare or essential items - as well as keys - and leave them to the west.

Each Orc Archer takes alot of time to kill (15 minutes each for a skill 17 Bow zerked fury Barb & a skill 29 bow pally), re-target almost every round, and they now respawn in 1 hour. Since they are behind counters, you will need to damage them with either a Psi attack or a Bow. So the best method of dealing with them is to fight each of them down to a "sliver" of health remaining -- then finish them all off within a short span of time.

Three quarters of the way eastward towards Anne's locked cell door is an "auto-close door" hex. It's wise to leave Anne's cell door closed until you have killed all of the Orc Archers so you dont waste a key by stepping on that hex. At the east end of the "gauntlet" is a locked door where you will need the key (single use) from the Gnoll King to open.

Inside is Princess Anne, who has very few hit points, and will follow you out if you have the King's scroll in your hand. Her respawn interval is between 20 and 26 hours. You might want to park a spare character in Anne's room with a bunch of Gnoll King exit keys and King's scrolls. That way, you can log onto that crit to see if she is home, before you set up to fight the Orc Archers. With the Orc Archers dead, and Princess Anne in tow - it's pretty easy to lead her out to the wallbreak - and after the exit route baddies are killed -- to lead her to the exit portal to her father, the King. You definately want to pause with Anne at the "door" / Chi wallbreak hex in the caves to send a person or two ahead to clear the way before walking Anne the rest of the way out.

Quest Completion

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In exchange for the princess, the king will ATONE your alignment a notch (up to G/G like Betty's father in Nork), and give you a luck potion that gives you permanently +2 luck and 5 million coins worth of paid ahead training in all of your skill categories. Hopefully your luck is an even number. The maximum luck you can receive is then 20. If it’s an odd number, then the maximum is 19.

The luck potion can be taken back to nork -- and drinking the potion in Mjorin immediately teleports you back to Nork town default recall hex. So do NOT drink the potion unless you have transferred all of your gear, items, keys over to a Mjorin "locker character", because once back in Nork, you can not carry anything back to Mjorin. The Mjorin luck potion does not tie, and only the person who "turns in" Anne is rewarded by the King. The Mjorin luck potion is a light blue bottle -like one of the cheapy,east side Nork town, MEND potions or a Betty willpower potion. The Mjorin Luck potion appraises for 1000 coins, but doesnt sense. The Betty willpower potion appraises for 1 coin.

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