Miragul's Nightmare

Quick Facts

Type:
Outdoor

Expansion:
House of Thule

Instanced:
No

Keyed:
Yes

Level Range:
90 - 95

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House of Thule Information & Guides: Overview | Group Progression | Raiding | Armor

This is your chance to explore the dreaming mind of a madman... Miragul, having made the choice to become a lich, is locked within his phylactery. The dream keeps the waking horror at bay. Or does it?

Here, you'll see what looks like remnants of Old Paineel. It's surprising empty, with no sign of living beings anywhere. Delving deeper into Miragul's Nightmare, adventurers will discover the growing madness and despair of the once great mage. They will directly confront Miragul's greatest fears.
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The Port-In to Miragul's NightmareMany Hidden Dangers Here...Feasting RavensOne of Many Burning BuildingsThe First ClearingOne of the Blackened RunesShadowy Creatures Lurk About the Palace EntranceThe Nightmare EmissaryThe PalaceThere's a Prisoner in That Portal...Gilibus the Unseen Hangs Out in the LibraryOutside Miragul's Phylactery
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scary
# Feb 24 2018 at 11:07 AM Rating: Decent
12 posts
Garfield's stuffed bear Pookie is scared of this zone.
"Do you dream in colour"
# Sep 13 2012 at 1:49 PM Rating: Decent
Avatar
**
309 posts
So what determines whether someone sees this zone in 100% grey scale, mostly grey scale, and in normal colour? It's not class nor race, doesn't seem to be based on AA's. Can't see that it's based on gear. Not important or anything, just wondering.
"Do you dream in colour"
# Oct 30 2013 at 6:42 AM Rating: Good
*
171 posts
I know this post is old but, it's based on if you have "Post Effects" turned on in options.
"Do you dream in colour"
# Aug 15 2014 at 6:22 AM Rating: Decent
Sage
*
99 posts
Post Effects is found under Options, Display tab, then click on Advanced to find it
safe spot
# Jan 18 2011 at 4:02 AM Rating: Good
***
1,308 posts
+762 +354 + 96
There are two darkshadow golems very close to here, but they can't see you. It's very close to a fallen erudite. Can camp fire here, no roamers. This is right before the "big room" entrance to the castle, before you open the doors.

Edited, Jan 18th 2011 4:19pm by Bonesmasher
See Invis mobs
# Dec 26 2010 at 11:03 AM Rating: Decent
Sage
***
3,017 posts
A shadow mephit and a sorrowful shade both sometimes see thru all invis, and they usually wander too. The shades come in both flavors, see invis and not, so don't just con one, note that it didn't see you, and then merrily run ahead.

After the second big room from the zone-in, there is basically NO safe spot in this zone. A see-invis wanderer will aggro on you basically wherever you set up, usually the mephit. I did find one "safe-ish" spot, behind the Nightmare Emissary quest mob, but it's not a good spot to pull to and probably only safe for hanging out, not for fighting, since a mephit paths real close by.

A good zone to make the hairs on the back of your neck stand up!




Edited, Dec 26th 2010 12:04pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
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