I did so much hunting in Crushbone that I think it might be about time to drop something here on what to do, where to go, solo or in a group. Perhaps it is of some help for new characters or generally peeps who have never been there.
Crushbone is an orc castle. A corridor at the entrance opens into a wide space. To the left you can go over a bridge. Following that path further over some rocks gets you to the slave caves area. Straight ahead there is a bridge guarded by some orcs. To the right there is a path going along the outer wall, around a hill. The hill is the so called Trainer Hill. Going around it gets you to a path divided by a low wall. Going right of the wall gets you to an area where some orc slavers and guards can be found, taking the left way brings you in front of the castle.
You should not stay in the entrance area. This is due to trains that occur quite often. Never forget that CB is also a newbie area! Going there at early levels I would suggest you always group. Around level 10 you should not try soloing somewhere else than near the entrance area (but be highly aware of trains and stay away from the zone when you see one).
Being grouped at early levels you should try to set up a camp at the slave caves. Three or four people, depending on their level, can be sufficient. Getting there can be a little tricky though. When you come over the rocks you look down into an area where there is a small hut followed by a house on the left and further behind the slave caves to the right. Stay on the hill with your group and pull anything that might be in the small hut first. Then go down, set up camp at the right side of the house. Send someone into the house and pull the orc slaver to the group. All of this is neccessary to get rid of possible unwanted adds.
Opposite to your camp are the slave caves. Two entrances are leading into the caves, but from my experience there is no good or bad entrance. They both get the same adds.
The first pull will always be painful. You get hurt a lot, so be prepared. Have your mana up, be buffed and prepared to run when things go terribly wrong. You will get several orc slavers and perhaps the warden. There is also a dwarf that could join in the fight. Not funny but once you have made it you can relax.
Further behind the orc caves there is a slaver camp. Some tents are standing there and a building. Be very careful with the building, there is quite a nasty caster inside. If you keep left of the slaver camp you will come to a ledge with some orcs where you can find a legionnaire. Pull with a ranged weapon or have SoW because getting hit by a lego at level 10 or 11 is not funny.
You will often hear people shouting for members for a throne room (TR) group. I would not suggest going there if you a) have no group of at least five people or b) are too wimpy (level 10). The only thing tougher than TR is trying to kill ambassador D'Vinn.
There are two other places to camp after the slave caves. One is opposite to the castle entrance with the moat between you and the castle. You can pull legos and cents from the bridge, from the corridor in the entrance area of the castle and the wandering orcs between the moat and the castle. Especially the legos can keep a group occupied. If you feel comfortable there I would suggest you take TR as soon as your group is big enough.
The other place is when you go along the right side of the dividing wall to an opening beside a pit and set up camp in the corner of the path opposite to the opening in the wall where some guards are standing. The first time you go there you might have to kill the guards so be prepared as a lego or two could be there. Then you have an interesting area at your service. The pits offer some slavers and also a nasty... erm... gnome (?) magician. The opening in the wall and the bridge behind are guarded by some orcs you can pull. When meditating there you can sometimes get aggro from a wandering cent. If you don't want to get adds from the bridge at the same time you should retreat into the corner of the path for medding.
Trainer Hill is a nice place for soloing at higher levels (13, 14) or with a small group at lower levels. The orc trainer is manageable and when you pull carefully you get a maximum of three orcs. Some usually con green at level 13 or higher, that's why soloing is quite safe then. Spawn times are ok, there is a total of seven spawns. Last not least: The pathing for the orcs sucks so you have a good chance to get away if things don't work as planned.
Now the Throne Room. Nice place and great experience with the right group. People usually sit on the table and wait for the mobs to spawn in the room. There are some not-so-nice things that could happen though.
There is an oracle spawn point behind the table. It can happen that the oracle spawns when you are in a fight, attacks a caster medding on the table and interrupts or just kills him. Not funny. You need casters, especially those that can do some sort of crowd control or healing. Always pay attention to adds attacking your helping hands which happens often. Groups can die quickly in the TR without casters.
Don't let down times get too long. The room can be filled rather fast if you don't pull continiously and keep it clean. Better kill something even when low on mana than being outnumbered a minute later. And always pull back to the table to prevent adds from further back in the room.
If the group has four or less people I would suggest you head back to the bridge or be VERY sure that you can still manage the room. Don't discuss for too long because you will not get out when things are getting tight.
How about escape? I can only say that it's a long way to the zone. If you have SoW you are lucky, if not you are propably just dead. Jumping out of the TR window has helped some people but it is no guarantee you make it to the zone. I'd rather say: Find a nice place to die. And please: Shout that there is train heading for the zone so people can get out of the way.
One thing left: D'Vinn. Never pull him. It is as easy as that. He is an approximately level 20 undercon and can kill a level 15 group. Be satisfied with your TR mobs, make xp and level but don't try D'Vinn. I will not say you can not win as I was there with groups that did. But I say it is not worth the risk. That's all. It is your decision after all.
Crushbone is an orc castle. A corridor at the entrance opens into a wide space. To the left you can go over a bridge. Following that path further over some rocks gets you to the slave caves area. Straight ahead there is a bridge guarded by some orcs. To the right there is a path going along the outer wall, around a hill. The hill is the so called Trainer Hill. Going around it gets you to a path divided by a low wall. Going right of the wall gets you to an area where some orc slavers and guards can be found, taking the left way brings you in front of the castle.
You should not stay in the entrance area. This is due to trains that occur quite often. Never forget that CB is also a newbie area! Going there at early levels I would suggest you always group. Around level 10 you should not try soloing somewhere else than near the entrance area (but be highly aware of trains and stay away from the zone when you see one).
Being grouped at early levels you should try to set up a camp at the slave caves. Three or four people, depending on their level, can be sufficient. Getting there can be a little tricky though. When you come over the rocks you look down into an area where there is a small hut followed by a house on the left and further behind the slave caves to the right. Stay on the hill with your group and pull anything that might be in the small hut first. Then go down, set up camp at the right side of the house. Send someone into the house and pull the orc slaver to the group. All of this is neccessary to get rid of possible unwanted adds.
Opposite to your camp are the slave caves. Two entrances are leading into the caves, but from my experience there is no good or bad entrance. They both get the same adds.
The first pull will always be painful. You get hurt a lot, so be prepared. Have your mana up, be buffed and prepared to run when things go terribly wrong. You will get several orc slavers and perhaps the warden. There is also a dwarf that could join in the fight. Not funny but once you have made it you can relax.
Further behind the orc caves there is a slaver camp. Some tents are standing there and a building. Be very careful with the building, there is quite a nasty caster inside. If you keep left of the slaver camp you will come to a ledge with some orcs where you can find a legionnaire. Pull with a ranged weapon or have SoW because getting hit by a lego at level 10 or 11 is not funny.
You will often hear people shouting for members for a throne room (TR) group. I would not suggest going there if you a) have no group of at least five people or b) are too wimpy (level 10). The only thing tougher than TR is trying to kill ambassador D'Vinn.
There are two other places to camp after the slave caves. One is opposite to the castle entrance with the moat between you and the castle. You can pull legos and cents from the bridge, from the corridor in the entrance area of the castle and the wandering orcs between the moat and the castle. Especially the legos can keep a group occupied. If you feel comfortable there I would suggest you take TR as soon as your group is big enough.
The other place is when you go along the right side of the dividing wall to an opening beside a pit and set up camp in the corner of the path opposite to the opening in the wall where some guards are standing. The first time you go there you might have to kill the guards so be prepared as a lego or two could be there. Then you have an interesting area at your service. The pits offer some slavers and also a nasty... erm... gnome (?) magician. The opening in the wall and the bridge behind are guarded by some orcs you can pull. When meditating there you can sometimes get aggro from a wandering cent. If you don't want to get adds from the bridge at the same time you should retreat into the corner of the path for medding.
Trainer Hill is a nice place for soloing at higher levels (13, 14) or with a small group at lower levels. The orc trainer is manageable and when you pull carefully you get a maximum of three orcs. Some usually con green at level 13 or higher, that's why soloing is quite safe then. Spawn times are ok, there is a total of seven spawns. Last not least: The pathing for the orcs sucks so you have a good chance to get away if things don't work as planned.
Now the Throne Room. Nice place and great experience with the right group. People usually sit on the table and wait for the mobs to spawn in the room. There are some not-so-nice things that could happen though.
There is an oracle spawn point behind the table. It can happen that the oracle spawns when you are in a fight, attacks a caster medding on the table and interrupts or just kills him. Not funny. You need casters, especially those that can do some sort of crowd control or healing. Always pay attention to adds attacking your helping hands which happens often. Groups can die quickly in the TR without casters.
Don't let down times get too long. The room can be filled rather fast if you don't pull continiously and keep it clean. Better kill something even when low on mana than being outnumbered a minute later. And always pull back to the table to prevent adds from further back in the room.
If the group has four or less people I would suggest you head back to the bridge or be VERY sure that you can still manage the room. Don't discuss for too long because you will not get out when things are getting tight.
How about escape? I can only say that it's a long way to the zone. If you have SoW you are lucky, if not you are propably just dead. Jumping out of the TR window has helped some people but it is no guarantee you make it to the zone. I'd rather say: Find a nice place to die. And please: Shout that there is train heading for the zone so people can get out of the way.
One thing left: D'Vinn. Never pull him. It is as easy as that. He is an approximately level 20 undercon and can kill a level 15 group. Be satisfied with your TR mobs, make xp and level but don't try D'Vinn. I will not say you can not win as I was there with groups that did. But I say it is not worth the risk. That's all. It is your decision after all.
Dernost - a Magician
Geybril - a Monk
Sioden - an Enchanter
Citizens of Xev, Lions of the Heart
Geybril - a Monk
Sioden - an Enchanter
Citizens of Xev, Lions of the Heart
