Genie’s Walkthrough by Mercutio


This is an updated version of the original guide. Someday I’ll update the other post (when I’m less busy)


From start of area,  vis;n;nod genie

Speedwalks to Area:

From Tree of Life (Starburst portal) – run d4eu

From War of Wizards (Honeycomb portal) – run 8ne2nu

From Recall – run 4swndn2s2wu

All of the above should be faster then doorway.


Useful  Aliases

Assuming speedwalk to area is GENIE

Mini – “GENIE;n;wish for peace;run 4n”

GenieBow – “GENIE;n;bow genie”

WFF – Wish for Forgiveness


WFA – Wish for Adventure

Useful  Aliases  Reasons

Mini – is used to get back to maze faster, group will reform at mini after each loop.

GenieBow – will let you get back to group after maze is finish (Note: You will need to be holding your **Tay al-Ard**).

WFF – activates a mobprog to get you out of the maze.  You will use this alot. *MUST HAVE*


WFA – activates a mobprog to get you into the maze.  You will use this alot.  *MUST HAVE*

Genie’s  Last  Wish  Parts

The Maze ~ The Fat Genie ~ The Dark Genie

The Maze

Wish for Forgiveness – custom mobprog that gets you out of the maze. It teleports you to the golden sands in Siren’s Oasis Resort. You need to move to the room with Graffiti, and enter trishaw there.  We may end up just having someone sit in that room for hunting.

Maze  Layout

From Mini “wish for adventure” to enter the maze, this takes you to R1(Random room).   Which has 6 random exits, one to each of the 5 loops, and one to a fake loop.

Each loop consists of two rooms connected by a Two-Way E-W locked door. R1 exits to the west room of each loop. In the west room of each loop, there is a down exit to jail, and a door east which we can open. In addition, there is a hidden door west connecting it to another, which we can’t open. In the east room room, there is a door west which we can open and a hidden door east connecting it to another loop, which we can’t open.

The hidden doors really mean nothing. They just connect the loops to make hunting a little harder.   Without this connection we could easily use hunt from R1 to see which loop is which.


Be Neutral,

Autoassist Off,

Autoloot on,

Autosac off,  

To not be overweight items

Please do not not quest between loops.


Leader will No-Follow everyone, you will need to move yourself.


NOTE: I believe the mobs give items on death even if you are overweight. But better safe than sorry so make sure you will loot them.

R1(Room-1 of each loop):


– Leader will start a countdown, A tank will WFA at 3,  On 0 everyone else will WFA (wish for adventure).


– Split tanks and Pheal, call for rescue if needed.


– Aim 1.Blizzard.   Reversers will reverse any red generals that spawn, Dispellers will Dispel Blizzard.   


– When Blizzard dies, Aim at a red aura General (do not kill the second blizzard)


– IF you Get Sand from Bizzard, give it to the keyholder ASAP.


– KeyHolder will retreat into loop1, and open door. If the door does not open we will have to kill the second Blizzard for other sand.




– After Door is open, Keyholder will tell group to WFF (wish for forgiveness).   Tanks can stay in the room for a few rounds to give weaker players a chance to get out safely.


– After you WFF, You will be teleported to the golden sands in Siren’s Oasis  Resort. You need to move to the room marked with Graffiti, and enter trishaw there. Then return to Mini, and pheal.



Basically, the strategy here is to get most of the party to the east loop room, then kill the blizzards for the sands, and have keyholder move into next loop with the sands(keys) and the rest of the group use WFF to exit the maze.


NOTE:  When you move in If you get attacked please stay in the room for 6 seconds, then use WFF to get out.  To not retreat to main group.   The reason for this is so that you act as a blocker for other group members.     The goal it to get as many into the room as possible with full health.  


– Leader will give a path before hand. (Assume path is NE for this example)  and start a countdown, A tank will WFA at 3,  On “0” everyone else will send the stack “WFA;run NE”.  Please be ready and send the stack on 0.


–  If you do not make to the third room,  stay put for two rounds then use WFF to get out.   Please do not retreat to the main group, by staying in the room you act as a blocker to let others get by without getting engaged.


– Split tanks and Pheal, call for rescue if needed.


– Aim 1.Blizzard.   Reversers will reverse any red generals that spawn, Dispellers will Dispel Blizzard.   We will kill both blizzards.


– IF you Get Sand from Bizzard, give it to the keyholder ASAP.


– Once the keyholder has both sands, KeyHolder will enter 4.sand and retreat to next loop, and open door.   


–  DO NOT Enter 4.sand, or follow the keyholder unless told to.


– After Door is open, Keyholder will tell group to WFF.   Tanks can stay in the room for a few rounds to give weaker players a chance to get out safely.


– After you WFF, You will be teleported to the golden sands in Siren’s Oasis  Resort. You need to move to the room with Graffiti, and enter trishaw there. Then return to Mini, and pheal.




The trick here is we will need the whole group in the east room of loop5 before  we can move on.  And we will need to clear all the mobs in the east room of loop5.


-Group moves to east room of loop5, similar to when doing loops 1-4.  Again do not retreat if engaged instead act as a blocker for two rounds then WFF.


-Anyone that got agro’ed return to mini and pheal.


-IF you make it to the east room, split tanks and pheal, and aim at the called target.   IF we kill both Blizzard, two more will spawn on repop.   IN most cases we will kill 1 blizzard then Yellow Blue and Red Generals, leave the second Blizzard alive till the area repops.


-Once Inside group is stable,  Outsiders can try to move in again.   Tank will tank R1, then tell others to go.   


-This process can be repeated till everyone is with group.


Once maze is clear, the group will “bow genie” to receive yellow **Tay al-Ard**. After you receive your yellow **Tay al-Ard**, you can recall, quest, restock. If your not neutral, please get neutral. To come back, you are to wear the yellow **Tay al-Ard** and GenieBow (NOTE: See aliases at top of walkthrough).   

Fat  Genie

Remove your aard aura and cast sanc.  If you’re not neutral, get neutral.  I want everyone neutral for Dark Genie,  I will start Fat Genie when 75% of the group is back.

This boss is fairly easy. After you quest ect.. (GenieBow) to get back, the battle will start with 3 players sending the command “FIND THE LAMP”, then 15 seconds later everyone else can try to  “FINDTHE LAMP”.

When you “Find The Lamp“, you will enter a solo battle with a guardian. After you kill it, you will be sent the dark genie, and given and autoequip an aura that will keep you in the room for 30 seconds.

When you get bumped from fat genie room, “Find the Lamp” again to fight your way back.

We need to keep cycling into the fat genie room. If the room becomes empty, then the fat genie will heal to 100%. If that happens, then we just keep cycling.

Suggestions for Fat Genie Part

We can pheal in Fat Genie room. In addition, you need to try to blast your guardian as fast a possible. For your information, there are only 6 guardian rooms. So, you need to keep trying to “Find the Lamp” till one is empty.

If you find your guardian is to hard for you to kill, then you will need to wait till after the Fat Genie is dead to make the battle easier.

After  Fat  Genie’s  Death

After Fat Genie is dead, the group will enter LAMP. If you are not with group, then you will need to “Find the Lamp”. After the guardian battle enter LAMP. (Note: Use (GenieBow) to get back to the section if you are outside of the area.   The portal has a timer, but everyone should have ample time to get to party if they are not AFK.   Group will equip Yellow **Tay al-Ard** “bow genie”  to get a blue **Tay al-Ard**. DO NOT RECALL! We will be move to next boss right away.)


While you are waiting to bow, quaff your mana to max and pheal.    After everyone has full hps/mana we will bow to move to next stage.

Dark Genie

This section is a 3×3 square. The main battle room is in the center. The rooms around the center have immune agro mobs which can be cleared with lamp oil. The only rooms in the section where you can quaff are west and northwest of center. All the rooms have a negative heal rate.

For this section you might need a holy weapon, an easy option is the Crusaders Tomahawk. (Note: Gullinbladnir – Freyr in Yggdrasil, [At recall, run wuwu5s8eu;enter portal;run u;enter up;run e;open up;run u]) Mercutio will bring a few Tomahawks in case some do not have one. In addition, we also need Lamp Oil from the pup section of genies. Idealy, some will be on the floor already in the section.

Lamp Oil – If the aggro mobs on the outside are targeting someone holding the lamp oil they will be cleared. So, if your tanking one pick up a lamp oil off the floor or ask someone to give you one.


Ideally there will be Lamp Oil in the NW room and the room East of the Genie.   Do not pick up the oil unless you need it.

To get back to section, wear blue Tay al-Ard and GenieBow. (NOTE: See aliases at top of the walkthrough.)

KEEP AUTOASSIST OFF,  key here is do not damage the Dark Genie,  BlackSmiths should use a holy weapon or have autoswing off.   Everyone else can use their normal damtype as long as they have autoassist off and aim of Dark Genie if they are targeting him.

The Battle

Phase 1:

– Group Enters

– Clear auras.


If you die or retreat, (GenieBow) and goto the NW to quaff/heal. Do not come back to center till you are told too.


Phase 2:


– When only 1-2 auras left, those not in center can return to center.

Phase 3:

Dark Genie Spawns side mobs at 80%/60%/40%/20% HP. You need to use normal weapons to drop genie to next spawn point. After spawn, you need to equip Holy weapons and target ranger. Once targeting ranger, you are to re-equip normal weapons.

Keep autoassist off, dark genie will kick you out of combat. If you have autoassist,on then you will be targeting the dark genie, which we do not want.


If you die or retreat, (GenieBow) and goto the NW to quaff/heal. Do not come back to center, but you should stay in the section because you need center quickly when the mob is dead.

After last spawn is clear, those not in center should east of center.

After Dark Genie’s Death

After Dark Genie is dead, the group will enter portal. Anyone not with group GenieBow To get back, go to the center room and enter portal, there is a 120 second timer on the portal, be quick!

Wear your Red Carpet(keyword carpet) (NOTE: If it’s your 1st run, then you will get one) and blue **Tay al-Ard**.

The command will be – Bow Genie;wear Red;Wish for Glory



Epic Guide – A Genie’s Last Wish

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SO… Another epic! Wire brought us a new epic, which he got after Trollemite abandoned the development. This one by far is the most cooperative epic that we have on main port, except for the mini epics.
This epic is divided into three steps, with progressive and adjusted difficulty: lower tiers receive mobs adjusted to their capabilities. Each step has a mob that spawns when you do some action: this mob always have three different versions adapted to your tier range.

The three phases at this epic are:

  • Sands Maze
  • Fat Genie
  • General

This epic has a rejoin mechanic similar to Oradrin: you receive a token after doing the first part and it upgrades between the other two phases. The area also has a run counter similar to inferno’s lodestone which you have to hold before the run ends or you’ll receive another and doesn’t receive the rank count for this one.

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The entrance to the area has only one path to the genie, which room holds 2 cexits: one lead to the epic part (wish for peace) and the other leads to the pup zone (wish for chaos). At the pupping area, you can collect magical oil which is used in the last part.

To rejoin after you have the item (Tay al-Ard): hold the item, go to area, walk n (genie room) and bow to genie.

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The path to the entrance of the epic: from the genie – wish for peace, run 4n – wait for leader command to wish for adventure. At any time, you can get out of the maze using – wish for forgiveness (you will be teleported to siren’s maze)

Sands Maze:

This part is similar to a clan maze and the approach is analogous to a raid. Here we have a “fixed path” to follow and we don’t need to crack the complete path each run: from the first room, run leader need the hunts for sands. With the hunt result, the leader can figure the path to use during this run to collect the keys. With the 12 keys, we can proceed to the next part, but…

Here’s the catch: every time a player walks inside there is a chance to spawn an aura of general. If you die, wait at the room BEFORE wish for adventure to not spawn extra mobs. Only move when the run leader says so!

Another thing: we frequently pacify the sands (have tons of HP and can wait until we finish the auras) so don’t use any kind of AoE during these rooms.

So, let’s talk about strategy: typically the leader enters and pacifies the first room sands (each main room have 2). The group follows and handle the general auras that will appear. A companion (normally a low tier with a hunt script) will get the hunts for each of the side rooms to find the path. After that, the leader will nominate a group holder while he walks through the rooms pacifying the other sands.
After collecting all 12 keys, it is time to start the second run part.

Fat Genie:

This is a fun part, which you need to pay a lot of attention and to be fast. After you get your first **Tay al-Ard**, you’ll find yourself in a cave without exits: the only way to proceed is to use a room prog “find the lamp.” At this point remove your aura, cast/renew sanctuary before the next step. When you type it, you will be transported to kill a mob adjusted to your tier (strong, insane and xxx). After you kill the mob, you’ll wear a protective aura which protects you from the fat genie prog. You will hit him for a while, the aura will rot and the genie prog will kick you back to the cave. Find the lamp again, kill the guardian and hit the fat genie until he dies.

The problem here is: if the fat genie room stays empty, he regenerates to 100% quickly. The idea here is to cycle consistently players through the lamp and keep hitting him always.

After the fat genie dies, all players who are still in the cave need to “find the lamp” to rejoin the main group. When the group is in the same room, all should wear the Tay al-Ard and proceed: leader enters the portal, gives the fat to the genie and each player will bow to the genie, converting the Tay al-Ard into the new version. Now you are in the last part.

Dark General:

Boring mob: you land in a vast cavern, similar to Oradrin generals area. Each room have a genie immune to all: to clear these rooms you need to have the oils collected at the pup zone and a prog will implode the mob. Walking through the rooms, you’ll find an alcove where the dark general lies.

The General room have the same prog used at the maze part: when you enter, there is a chance to spawn an aura. If you die, do not rejoin so there are fewer opportunities the group dies for the red auras (yellow and blue doesn’t present a real threat).

The General call waves of four mobs which rescues each other. If you keep hitting the General, double waves will spawn and it will be a wipe. We must clear the entire wave before killing the general or he regenerates to full.

After you kill the mob, wear your blue Tay al-Ard and bow the genie to receive a red Tay al-Ard. Next step you only have to wear the red Tay al-Ard AND the carpet (track your runs) to do the last step: wish for glory. Different from inferno, genie doesn’t alert you if you’re not wearing the lodestone, so take care.

And that’s it. It is a smaller epic, but still really hard and need more attention from attending players.

We still don’t have any idea about rewards. Considering the repop takes 4 days, it will take some time until we see the first rewards. When the time comes, I’ll do a new post with the rewards.