Map is obviously buggy... good luck or try second THG walkthrough here.
THG apparently by Krandor
The Hunting Grounds Map
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o
|\
o o
Sulpher | \
River o o
| \
g o o
|\ | riley Tusks
g-g-g-g o-o o-o o o-o-o
! ! ! | | |
g-g-g o 9 o-o-o-h-o-c-o
! ! ! | ^ | | |
g-g-g o-o-o | o-o-o-o Village o-o-o-o-o-o-o-o-o-o o-c-c A(c)
! | | | | | | | | | / | /
o---o o-o o-x-D-o-o-r-o-T o o-o-o-o-o c-o o-o-o o-o-o-o c c
! ! | | | | | | | | | | | | | |/ | /
o = o-o o-o o o-o-o o o o-o c o o G o o-c
! | | | | | | | | | | | | | |
@-o-o o o-o o-o-o--> o-o-o o o o-o-c o o-o-o c Tunnels
| | | | | | | | | | | | |
o-o o-o-o o o o o-o 9 A c o l-o-c-c
| | | | | | | /
o o-o-o o c o c(f)
| | | /
o N-o-c o B(f)
| |
City Walls-> o o
| |
o-o-o-o-o-o-o-o-o-o
f-f-f-f
| | | |
TOWER f-B-f-f
----- | |
o-o-o o-2 3 o-o f-f
| | | / | | \ Furnace
T-o-o 1 o 4-o M-o-o 4
| | | | \ | |
o-1 o o 3 o-o-p
/
2
x=village ent
T=tower
p=Duke
N=niram
D=Dwigo
M=Mad Archer
r= Reference point(See Walkthrough Below step 5)
h= Reference point(See Walkthrough Below step 6)
l= Reference point(See Walkthrough Below step 9)
G= Magic Booth
c= Cramped room
f= fire room
g= Gas Room
Map is incomplete, only shows 201 rooms, whereas Announcement 544 states 203 rooms.
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Demonforge Map
0
|\ 0 0 5 ? ?
0-0 0 5 | | | | |
| | | 0-0-0-0-0-0-0-0-p-0-0-?
3-2 0 0 / | | | | |
| | 0 0 0 0-0-0 0-K-10
0-1-0-0-0-0-0-0-0-0 | | |
/ | \ 0-0 0
(Elites/Dhau Area Df1) 0 0 | |
Not Required This Map | \ L M
0 0
| |
?-0 A
|
?-0-0-0-0-0
| | | | |
?-0-0-S-0-0
| | | |
0-0-0-0
0
0-0 /
| | 0
11 0-H-0-# /|
? 0 6
|/
0 0-0
| | |
11 0 0 T-0-0-6
|/| |
0 0-0-0
|
2 0
| |
0-0-0
S: Smithy
1: Guardian
2: Map guide to next area
3: Kanchenjunga(wanders)
4: Removed
5: Map guide to Karakoram/Lhotse area (Dhaulagiri hand opens)(Handprint)
6: Map guide to next area
7: Removed
8: Removed
9: Removed
10: Karakoram Crate and Storage Room
11: Map guide to next area.
L: Lhotse
K: Karakoram
D: Removed
A: Acid Blob
C: Removed
H: Heart of the Demonforge(Sagarmatha)
M: Kamet, apprentice Mage
T: Tuolemne
p: Reference Point(See Walkthrough below Step 10)
#: Entrance to The Hunting Grounds
______________________________________________________________________
Required Items: Dhaulagiri Hand
Step 1: Opening The Hunting Grounds
Once again you need to find Makalu and find DF entrance. Then you need to run DF day 1.5 in order
to open The Hunting grounds. The steps to completing this are in my Demonforge walkthrough.
Step 2: Tuolemne
Go to point T on the Demonforge Map, this is CPK. When you walk into the area Tuolemne will shout
‘Help’, so everyone will know you’re there. Tuol is the (Blue Aura) mob fighting some evil mobs.
Ice the evil mobs and Tuol will give you a bracelet and vanish.
Step 3: Dwigo
After you’ve completed Demonforge 1.5, Sagarmatha will be dead and the entrance to The Hunting
Grounds will be open. Take form(or forms) to point D on THG map and ice Dwigo.
Step 4: Opening Tower and Rosco
Walk to the room west of point T on THG map and wear Tuol bracelet, then type ‘Knock gate’. The
gate to the tower will open and allow access to Rosco and the Mad Archer. Rosco loads at point
3 on THG map but he does wander a few rooms each way, not much so he’ll be close.
NOTE: It is STRONGLY advised that you clear out ALL mobs anywhere near Rosco before you
attempt to fight him. When you engage Rosco, he’ll summon two acolytes to protect him. Rosco
charges and casts cleric spells while the acolytes tremor and cast cleric spells. It is EXTREMELY
important that you have people charging so all 3 mobs are down ALL THE TIME. Target acolytes dis them
and ice them, then target/ice Rosco.
Step 5: The Mad Archer
After Rosco is iced, have form regen full then take them to the room east of point M on THG map. Ice
every mob along the way making sure there is nothing there but TMA for when you fight him.
Note: Once again, TMA will summon two acolytes that are the same as Rosco’s to protect him.
Once again, you need to dis/ice acolytes then ice TMA. Also, TMA has a proc where he will randomly
grab a person from the form and throw him from the tower. If someone gets thrown, they are thrown to
point r on the THG map. Dirs back to TMA for this person are e e e s u e u n n n u w u w s w to get back
to TMA.
Step 6: The Duke
After TMA is dead, leader solos from form to point p on THG map. The Duke of the Tower will give you
‘A heavy golden staff’, say some things, and disappear.
Step 6: Riley and Tusks
Take form to point h on map. Unform and have people go e e n. West from here is Riley. Get form together
and ice Riley. Riley loads a crystal and a mace. After Riley is iced go e e and ice Tusks, they all load
the same maces that Riley loads.
NOTE: These are difficult
Step 7: Niram
After Riley is iced, get form back through cramped and take them to point X on THG Map. From here go
all north and all east. Unform and have everyone go s w s s w s s s w and reform. Niram is west.
NOTE: Niram is a motherbitchfuckingpain piece to fight so be freakin careful. Keep it blind
due to the fact that you WILL need to flee and you WILL need to tick and it WILL chase you. Keep
Niram down and ice. Niram loads some eq and ‘several lodestone bands’, blanket door keyword
Step 8: Lodestone Golem and the Staff of Anti-Magic
Once Niram is iced, bring form to point A on map, point A is cramped so be aware of this fact. From here
have people go d d w and refol, icing mobs along the way. Now, using ethereal, work form all n and all w.
Icing all the mobs along the way. Here the cramped rooms stop and dirs are d w w w w d n w s, these rooms
are ANTIMAGIC so be careful. Work your way to point G on THG map.
Leave form here and solo almost back to the beginning of the zone. Go towards the Sulphur River area of
the map past the gas rooms, and check rooms by typing ‘p crystal divot’. I can’t remember the right room
for this I apologize. But once you find the divot type, P crystal divot. When you do this a beam of light
will strike the crystal and turn it into the sunstone and it will fall to the ground. Type g sunstone then
go back to where you left form. Give the tusk maces to members of your form and have them wield them.
The Lodestone golem is !melee except for those maces.
divot is, from @ 2e all n all e n d,search, put crystal divot
Now, with the heavy golden staff from duke, the sunstone, and the lodestone bands from Niram in
your inventory. Sanc form and then type ‘make staff’. This will summon the lodestone golem which loads
the ‘Staff of Anti-Magic’ Ice golem and loot staff.
Step 9: Furnace
Once golem is iced take form to above Furnace as designated point l on THG map. Have one person solo down into furnace and lure magma elementals out of furnace up towards form. They will not come all the way up but they’ll
come into cramped room so you only have to fight one at a time. Once the elemental is in the cramped room 1d
from point l have form ethereal down and ice golem then go back up. Repeat this step until there are no magma
elementals on sense pres. Note: Furnace is all fire rooms.
Step 10: 1.Karakoram
After the Magma Elementals are iced, take form out of THG and have them phase sitter at Smithy in DF. Tick full
Give Anti-Magic staff to someone that’s not going to tank for Karakoram and have them hold it.
NOTE:NOTE:NOTE:NOTE: Person with anti-magic staff SHALL NOT WILL NOT MUST NOT remove anti-magic staff from
held position for any reason. IF HE DOES KARAKORAM KILLS EVERYONE. Your wis/con etc stats will all be re-rolled
to a random number between 13 and 17. You will lose all your gold. You will get looted by Kara. So PERSON WITH
ANTI MAGIC STAFF MUST ALWAYS KEEP IT HELD UNDER ALL CIRCUMSTANCES AND MUST ALWAYS ALWAYS ALWAYS BE ENGAGED TO KARA
AND FOR THE LOVE OF GOD DO NOT LET PERSON WITH ANTI-MAGIC STAFF DIE.
Take form to point p on DF map. Karakoram loads in the 4-room square east of this point. Find Karakoram and engage
him.
NOTE:NOTE:NOTE: YOU MUST GET INIT ON KARA DO NOT LET HIM INIT YOU. If Karakoram init’s you, he paralyzes
you, sleeps you, loots your gold and 1 item, then teleports you to random point on Med Wilderness.
When you engage Kara he’ll summon two ‘Captain of the Demonforge Elite’ mobs. These mobs charge and hit very hard.
IT IS IMPORTANT TO KEEP THESE MOBS DOWN. Have people charge to do so. Target captains ice captains, then hit Kara
with full force.
When Kara gets to roughly 10% health, he ports to the furnace and starts a 30 minute timer. You now have 30 minutes
to ice 2.Karakoram or the entire mountain BLOWS UP and everything and everyone inside the zone dies.
Step 11: 2.Karakoram
After 1.Kara is iced, run form as fast as you possibly can back to point l on THG Map. Anti-Magic staff doesn’t
matter for 2.Kara, point of fact I think it poofs after 1.Kara ports. Anyway, Kara ports to the northeast corner
of the Furnace. Note: This is a Fire-Room. Hit Kara, keep him down, and ice within the 30 minute timer.
Note: 2.Kara hits rather hard, and if someone dies to him, IT IS A CPK DEATH, IE: Level loss. So don’t let
anyone die. After 2.Kara is iced, loot and walk back out of THG and phase sitter at smithy. Done.
15 MINUTE TIMER!