Dragon Pit is the most difficult cave in the game. Here's how to run it and (mostly) survive. Special thanks to LilBitSassy, Seacrystal, SOB, WizardOfAhhs, and Pail for help with some of the various tips and strategies.
Dragon Pit is located in Fafnir's Swamp, 9 up and 15 right from the Wen teleporter. It is divided into three sections which are really complete caves of their own: the Hatchery, the Library, and the Maze/Fafnir's Lair (not to be confused with the aboveground Maze area, just north of Forest of Death). Each section has one or more "named" or "boss" dragons at the end, that can drop the coveted Dragon Pit gear.
Here's a map. (Click to download a larger version, or right-click and save for the compact version.) Note that the Maze section wraps around on itself, that is, going up from the top row takes you back to the bottom row, and going right from the far right row takes you back to the far left row. Also note that yes, there really is a fight on almost every screen. Four squares in you come to a crossroads. Going to the left takes you to the Library, the right takes you to the Hatchery, and straight up takes you to the Maze and then to Fafnir.
Most, if not all of your group should be 1k for DP, and any toon under 750 really has no business even trying. Some people do HoZ parts of the cave, but this is extremely chancy and requires a friend or an alt that isn't grouped following you around to pick up what you drop when you die. Since this is a guide to surviving Dragon Pit, I'm only going to cover group hunting, and the kind of group that can finish the entire cave. This is the makeup of the group I run DP with, that works very well. You don't have to follow it to the letter, but whatever toons you use should be similar. All toons should have RoDs or RoPs if possible, as well as any other DP gear that's available. If the warriors don't have a BPoB, then a PoI is advisable.
First: ASGW, wearing a Ranger/HoP/HoK, using a BC or an IC.
Second: AEGW, with a Ranger/Hop/HoK and also a Magical Helm like Marvin sells. Weapon should be a BC or IC and a Fafnir's Fang. (I'll explain the reason for the Marvin helm and the dagger shortly.)
Third: ASGW, wearing a Ranger/HoP/HoK, using a BC or an IC.
Fourth: ASGW, wearing a Ranger/HoP/HoK, using a BC or an IC, or an ASGT in a Ranger/HoP/HoK, with a Duach's Thorn. (The ASGT could also lead.)
Fifth: Elf warrior, wearing a Ranger/HoP/HoK, mythril plate (not a PoI), using a Wrath, Odin's Edge, or a Gram.
Sixth: AIEW, with a Mage Hat (preferable) or an HoS.
As many toons as possible should have EB, and it's an absolute requirement for the caster toons in fifth and sixth position.
The Library is the easiest section by far. It can be done with only 2 giant hitters and 1 wizzie to keep them invulled and healed. Moin and Goin are the end fights here, they are large blue Storm Dragons with health in the 90k to 110k range. They cast a pretty wicked Electric Fury, but they aren't grouped. Just tank them, stay invulled, and make sure no one's missing a Lightning Shield chant, and you'll be fine. The Library is known to drop Rings of Power and Rings of Destruction, Amulets of Adventure, and occasionally mage or warrior armor. It is also the only location known to currently drop the spells Mabon's Forced Flee and Despothes' Wrath, but these are extremely rare finds.
The Hatchery is considerably harder than the Library. There are four end fights here, each one a different kind of Dragon Brood Mother, with a group of Hatchlings. The easiest of the four is Svafnir, the Swamp Brood Mother. She's located 1 down once you enter the Hatchery proper. Before starting the fight, the toon in second should put on the Marvin helm and equip the Faf Fang. The helm causes you to take 50% less melee damage, but it also makes you miss 50% of the time, and has a heavy cast resist. So the toon wearing it won't be doing much damage, but that's fine, they are there to keep the heavy hitter dragons off the rest of the group. The Faf Fang is used because it has a 1 square range, and this pushes the dragon back, away from the rest of the group. So, cast defenselessness on Svafnir to start the fight, then first round everyone tries to freeze a hatchling. (The Brood Mothers themselves cannot be frozen.) Second round the AEGW in second starts in on Svafnir, while the rest of the group takes out the hatchlings one by one. Once Svafnir is pushed well away from the rest of the group the AEGW should switch back to his or her BC, and once the hatchlings are finished, then he or she should switch helms, too. Swamp dragons cast Poison Bolt, so an EB may or may not be needed at some point.
Next up, and next easiest is Ofnir and her swarm of Moor Hatchlings, on the right side of the Hatchery. The strategy here is exactly the same as for Svafnir. Moor dragons don't cast, but they hit harder than Swamps, and have natural immo as well as a poisoned bite.
Next is Grabak, the Bog Brood Mother, in the top room of the Hatchery. She can (and will) cast Acid Rain for up to 9k damage, so if your wizzie is using an Uruz, or anyone is wearing a HoD, now's the time to take it off. The strategy here is mostly the same, except you will be EBing often.
Grafvollud, to the left, is the most difficult of the dragon mamas because of the Earthquakes she and her kiddies cast. EQ is especially nasty because not only does it do massive damage, it can stun you for up to 3 rounds and fumble your weapon. The plan here is for 5 toons to attempt to freeze the hatchlings, while one of the giants (either 1st, 3rd, or 4th) EBs first round. Second round and beyond, the AEGW pushes Grafvollud back while the rest attack, but the wizzie should be EBing every round, and the second caster should be watching closely to take over EB duties for a round or two if the wizzie gets stunned. If both casters are stunned, then one of the giants needs to do it.
The Hatchery drops both mage and warrior armor. It does not drop any of the DP weapons, or the level 500 required items (like the Shield of Infinite Thought), those are Fafnir only drops.
The shortest route through the Maze to Fafnir's Lair is 3 up and 3 right from the lever that's marked green on the map. In the square with that lever is an NPC named Old Man. He sells scrolls, potions, and mana at prices that would make even Marvin blush, but he's a good place to repair your gear if you're doing more than one section. On the way to Fafnir, through the Maze are a couple of smallish dragon fights, 2 groups of NPC Thieves with insane hp and weilding Mist weapons, and a really annoying fight consisting of 12 Slimes and Sludges. Mass zerk both the Thieves and the goo, and don't let the latter box in any of your group.
Once you're past the lever marked yellow on the map and into the straight run up to Fafnir, it's all dragons. When you start seeing 3 or more large dragons on the screen the strategy is for your wizzie to freeze one, while everyone else tries to freeze one of the others - the same one. The worst potential hazard is about 3 screens away from the Lair, and it is 4 Legendary Mire Dragons. Treat them like you did Grafvollud and her brats, by EBing every round. There's no need for the AEGW to switch to the dagger and Magical Helm however, until Fafnir.
Fafnir is a Swamp dragon, with up to 190k health. He has 2 Dragon Guardians grouped with him, who are Bog dragons with roughly 100k health each. Fafnir cannot be frozen, however the Guardians can, so first round the wizzie tries to freeze one, the secondary caster and 2 of the giants try to freeze the other, one giant EBs, and the AEGW in the hot seat prepares to get smacked around a whole lot. If both freezes take, you're in great shape. The wizzie should refreeze the Guardian the secondary caster and the giants froze first round, while the secondary caster EBs, the AEGW changes weapons and hat, and the other 3 giants start in on Fafnir. (If Fafnir casts first and second round instead of attacking, the giants should guard. Don't go to him.) The refreeze may or may not take second round, if it doesn't, the wizzie should keep trying while the backup caster keeps EBing. Yes, EB every round. The Guardians may be frozen, but they can still do 15-20k damage if they both Acid Rain at the same time.
If one of the Guardians doesn't freeze, all is not lost. The AEGW needs to push that Guard back and away from the group while everyone else works on Fafnir. If neither Guardian freezes, you're toast. If the entire group dies, Fafnir will always go for the item on the floor with the highest shop food value first, and he seldom ever redrops what he picks up. So, here's a tip to save your HoK: Each toon in the group should be carrying a bottle of 100k hair dye. (Those are the regular colors.) First toon to bite the dust should drop their bottle of dye, then whichever toon that doesn't die last, and has the fastest connection, should bring up the Alt-T treasure window and get ready to click. As each toon dies you will see what they've dropped in that window, but you won't be able to pick it up until everyone is out of the cloud. Once the last toon falls out, right-click (do not left-click and click take, that's too slow, so is "take all") on the items you want to save, starting with the helms, if any. Ignore any 1k stacks, they aren't worth it. Fafnir will go for the dye first, buying you some time, but he's still quick, so you have to be quicker. More than one person can and should be grabbing for what drops, don't worry if it's yours or not, just grab what you can and give it to the proper owner once everything is picked up.
Remember to keep yourself invulled, and your AEGW too, because they won't be able to reliably do it themselves as long as they're wearing the Marvin hat
Good luck!
I originally posted this on the official message boards a few years ago Those boards are gone, but FHP hasn't changed a bit. An AIEW should be able to do everything but the 9 Lich and 7 Fury fights by level 100-150.
More Than You Ever Wanted to Know About Festering Hate Pool
by VeraGemini
Festering Hate Pool (FHP) is located 6 up and 6 right from the Wen teleporter, in Zender's Woods. It's a good cave for any mid-low level toon, but it is especially good for wizards, as it is one of the few caves we can solo at an earlier level than the ASGWs. To survive FHP, you need at least GM Thaum, Myst, Med, and Thowing Dagger, shift potions, and greater invis potions (or the spell).
Go load up the FHP map at http://www.realmoracle.com in a seperate window or tab for this tutorial, as I'll be referring to specific room numbers. Go load it up now, I'll wait.
Go invis, invul, and drink a shift before entering. The entrance (000 on the map) contains the "Gatekeeper" (who is really just a garden-variety Wraith), a sarc, 2 buttons, and a lever. Kill the Gatekeeper (Light Dart or a throwing dagger will take him out fast. Wraiths are undead, and 100% myst resistant, so don't waste your time casting Hold.) and go through the sarc. This will take you to room 002 on the map, where you will find a small group of Screeching Horrors. They have 0 MR, so cast Mass Hold and then Multiblade. Go 1 down (room 001) for a larger group of Screeching Horrors, then go back up 2, left 1, and then up 1 to room 056 where you will find 2 Dark Faeries. (You can go from the bats up 2, left 2, and down 1 to kill 1 Hellhound if you'd like. It only ever drops a pelt, so this is up to you.)
After you've dispatched the Dark Faeries, go up 1 and right 3 to room 015, and a group of 5 Troll Kings. (This is also a good point to re-shift, and re-invis) Troll Kings like to cast Earthquake, which can tear up a low hp toon, so I recommend summoning a Faery Queen (or better yet, a Daemon if you have GM necro) right into the middle of the group. Troll Kings cast, but they seem to prefer melee attacks when there's a target within range. Mass Hold next round, then keep summoning, casting on them, winging daggers, whatever you like.
Go 1 up and 1 left from the Troll Kings to the bonepile in room 018. It often contains an obs cowl or a pair of Boots of Nimbleness, and I've found a few Belts of Carrying here as well. (Always ID boots or belts found here before putting them on, I've found many pairs of Boots of Tripping, and not a few Belts of Load or Belts of Weakness here too. FHP is a cave with a twisted sense of humor.) There may or may not be one low-level monster (Ratlings, assorted bats, Pixies, occasionally a wasp.) here. Then go right 1 and through the trap door.
(Yes, I'm aware there's a whole left side to the first floor of FHP, but in my opinion, running through it is pointless. There are low-level, low-exp, low-treasure monsters like Undead Necromancers and Ratlings guarding an empty sarc, followed by the 5 Fury and 7 Lich fights that can kill a low level wizard, and really aren't worth the trouble at higher levels. There can be good treasure in the sarc behind the Liches, but there's an alternate route to get there. If you really want to take on the Undead Necromancers, in the hopes they might drop a spellbook like Unlock, Greater ID, or Mass Fumble, they can be found in room 053 of the Oracle map. In my experience, the Wraiths later on are much better bets for spellbooks.)
Once through the trap door, you'll find a single Cyclops. 1 left is a group of 7 Imp Kings. Imp Kings can be tough for a low-hp toon, but the experience is good, and I've gotten Bonecrushers, Fin Shoes, Fin Bracers, and Wraths from this fight. Imp Kings are 75% MR, so it's best to get some summons out to soak their damage before trying to myst them. Imp Kings cast Light Dart, Flame Orb, Ice Orb, Combat Teleport, and occasionally Lightning Bolt, but they don't cast any mass spells like the Troll Kings.
Go back 1 right from the Imp Kings and through the door, then go 1 right and 1 down to the Bounty Hunter group. Mass Zerk is nice here, as is Mass Fumble if you have it. (Those obs and adm weapons can add up to a nice little pile of gold.) Go back up 1, left 1, down 1, and left 1 for a small group of Screeching Horrors. Don't pull the lever here, it will take you back to the entrance. 1 down from the bats is a group of 2 Furies. I like Gust of Wind or Sandstorm for Furies, if you have those spells. If not, Stoning does a number on them. Another good Fury strategy is to drop a Faery Queen right in the middle of them, and hope they Fireball themselves to death. Watching that never gets old. :)
From the Furies, go up 2, right 1, up 1, and through the trap door. This will take you to room 021. Invul, re-shift, and re-invis here, and put on a Thaum ammy if you have one now. Go down 1 and kill the Devils. Summon FQs, myst them, then cast WoG, devils are pretty easy, and they will ignore you as long as you're invisible and have some summons on the screen. Devils are also a good source of Fin Shoes and Fin Bracers. Once they're dead, pull the lever. (Praying at the altar on this screen does nothing.)
The lever takes you to room 040. Invul, shift, invis again and go 2 right to a group of 5 Devils, who will promptly jump you if your hp are low enough. Kill them, then raid the bonepile behind them. This bonepile is often where the best treasure in FHP will be, Bonecrushers, Wraths, SoTs, Fin gear... or, you might find a nice pair of Iron Sollerets. Treasure ain't ever guaranteed. Go back 1 left, kill the Cyclops, then go through the door. Go up 2, kill the group of Thieves, then go 1 right and raid the chests. Don't forget to check the backpack on the floor, sometimes it contains a nice orb or wand. Backtrack 1 right and 2 down, back through the door, and take the stairs. Go 2 down and kill a group of Wraiths. (Semi-rare spellbooks can be found in this fight, like GiD, Summon Doppelganger, Mass Fumble, or Acid Rain. However, don't expect to find Enid's Blessing or Anti-Magic Aura.) Then, go 1 down, kill the single Ghost if you feel like it, and check the bonepile. It is often empty, but I've found several Orbs of Holding in it before.
Backtrack 3 up, go back through the door, and kill the Cyclops there if you haven't already. Then, go 1 left and 1 up to the Control Center, a/k/a "The Lever Room". This is a good place to drop off any heavy loot you've picked up, as you'll be coming back here several times, but kill the Cyclops guarding the levers first, so he doesn't pick it all up. Pull the middle right lever first, the one that appears gray on the Oracle map. This takes you to room 024. go 1 down, then 1 left, where you will find a large group of Warriors. The same tactics that work for the Bounty Hunters work here as well. Once they're dead, go back 1 right, 1 down, 1 left, and 1 down, to a large Medusa group. The same tactics for Devils apply to Medusae. This is an especially nice fight, for experience and shop food. Medusae often drop mundane helms, and once I got 4 Wizard's Hats from this fight.
After the Medusae, go 1 left, where you'll find 1 Devil and 1 Warrior. Also a lever, but don't pull it yet. Kill those 2, then go 1 up where you'll find a couple of Wraiths guarding a chest. Kill, raid, then go back 1 down and pull that lever now. It will take you back to the Lever Room. Drop the heavies (the chest with the Wraiths often contains obs weapons), then pull the bottom right lever, the one that is green on the Oracle map. You'll appear in room 044, where there will be 1 Wasp Worker and 1 Wasp Warrior. One square to the right you will find a mixed group of Wasps, including 1 queen, and another lever to take you back to the Lever Room. You can kill these bugs or not, doesn't matter. You can also skip the green lever entirely if you prefer. The wasps can be ok for experience, but seldom if ever drop anything good.
Back in the Lever Room, pull the middle right lever - the one that is peach-colored on the Oracle map. This takes you to room 044, one right of there you will find a group of 5 Cyclopi. Summoning Daemons is good here, as well as Mass Hold or Mass Zerk, and Mass Fumble if you have it. Those adm clubs alone can recoup your mana and repair costs for the entire cave. Also, this fight has been known to yield up Bonecrushers and Fin items. Once they're dead, pull the lever back to the Lever Room and pick up anything you've dropped on the floor there. You've reached the Point of No Return, and the end of the cave, as far as fights go. Pull the top right (orange) lever, which will take you to room 049, the sarc behind those nasty Liches I mentioned earlier. Raid the sarc, then 'port out and sell your goodies.
Dark Gauntlet is the cave associated with Duach's temple. If your alignment is Malevolent, Evil, or Demonic, praying at the altar will give you glowie red/black hair and 90% poison resistance (meaning you only take 1 out of every 10 poison counters you would have otherwise) for 6 game hours or 360 combat rounds. Any other aligmnent will get you cursed, giving you gray skin with a red outline, cursing you with Defenselessness, and making all shield magics (including Invulnerability) not work for you for 6 game hours or 360 combat rounds. Game hours are the time you are logged in to Realm, not real time.
To get to Dark Gauntlet, go 7 squares left from the East Leinster teleporter and pray at the altar in Duach's Grotto, then go 2 right and 1 down from the screen you're teleported to. Once inside you will probably be ambushed on the first screen. (The usual ambushes are Undead Necromancers, Daemon Ratlings, mixed Fenris groups, or, if you're really unlucky, 2 Banshees and 2 Furies. Plus the bonus no extra cost free Hell Soul, of course.) Fight the ambush, then go 1 right and 1 down, where you'll fight 2 Daemon Ratlings. Go 1 right after that and type Vanity in the room tab to open the door. Go 1 down, 1 right, then 4 more down. Go 2 left and fight 3 more Daemon Ratlings. Go 1 left, 2 down, 1 left, 1 down, 3 left, 1 up, 1 left, and 1 more up for the biggest fight of this route, 2 Flame Daemons and 2 Daemon Ratlings. Finish them off, go 1 up, 2 right, 2 up, and 1 right for the last fight, 2 more Daemon Ratlings. After that, go 1 down, and pray at the altar.
There are other ways through, but this is the quickest. No treasure drops in DG, and your alignment will not change from fights within the cave.