Companion to Survey Plate 10 · Lesser Faydark, Faydwer
Castle Mistmoore — Navigation Map
The zone changes twice a day, and so does the spell that hides you
Zone in at
−295, 123
Rooms
23
Named plotted
21
Repop
06:00 & 20:00game time
Exits
1Lesser Faydark
Respawn
≤22:00
01Reading the map
Two halves and an upper floor. The outer grounds sit west — graveyard, tomb, pit, canyon, jail, courtyard, fountain and tower. The castle sits east. Six named live on the castle's Level 2, marked with a hollow ring; that is the only vertical information any source gives for this zone.
/loc returns Y, X, Z. +Y is north (up). +X is west (left).
You zone in at −295, 123, bottom centre. The castle is east of you; the grounds are west.
The tomb holds a one-way secret entrance to the jail. You can go down it. You cannot come back.
Dots are surveyed /loc values. Room outlines and passages are schematic.
02The map
The red band is the train funnel and it is the single most useful thing on this map. Trains start deep in the castle, collect every creature on the way out, and all of them cross the middle of the outer area between the tower and the lake heading for the narrow corridor to the zone line. Standing anywhere in that band when one starts is fatal. The only shelter is behind the lake or behind the tower — or zoning.
03The day/night cycle
The castle repopulates twice a day in game time — 06:00 and 20:00. At dawn the undead give way to dark elf nobles and musicians; at dusk vampires and werewolves rise and replace many of the daytime creatures. Anything still alive respawns anyway, and anything killed repops.
Time
Who is up
What hides you
06:00 → 20:00
Dark elves, nobles, gypsies, musicians, gargoyles
Ordinary invisibility
20:00 → 06:00
Vampires and werewolves replace much of the day population
Invisibility versus undead
Carry both, and know which is live. The wrong one hides you from nothing.
Be standing at 06:00 and 20:00. Sitting gives level-1-equivalent aggro, so a repop tick while seated can hand you the entire room.
A camp cleared at 19:55 is full again at 20:00, with a different roster. Plan the hour, not the pull.
The trap on the jail's secret door strips invisibility outright, whichever one you are running.
04Know where you are
What you see
Where you are
An ancient druid ring at a tunnel mouth
The entrance, southern edge of Lesser Faydark
A coffin in a tomb, someone behind it
Room 2 — Ssynthi, and the one-way secret entrance to the jail
A white circle drawn on the floor opposite the stairs
The Tower — Garton Viswin spawns inside that circle, always
A chair in a throne room, a herald either side
Room 20 — Princess Cherista
A fountain with two garden mobs flanking one figure
Room 7 — a cloaked dhampyre
Cells and a stairway
Room 5 — the jail. An avenging caitiff is on the stairs
A cliff and a bridge, castle doors beyond
The Castle Entrance — unmarked on the wiki map, just outside the entry hall
Bodies at the zone line
A train just went through. Wait. See §05
05What will kill you
Threat
Where
What to do
Trains
Deep castle → the funnel
Everything joins on the way out and it all crosses between the tower and the lake. Shelter behind the lake or the tower, or zone. Zone in invisible — you cannot know what is waiting.the main danger
The returning line
Entrance corridor
After a big train the zone shuts down: pulling from the monsters walking slowly back is equally lethal, and they loiter near the entrance for some time before returning.
Repop while seated
Everywhere, 06:00 & 20:00
Sitting gives level-1-equivalent aggro. Be standing at dawn and dusk.
500-plus nukes
Deep castle
The wiki is explicit that deep-castle trains carry creatures able to deal 500 or more damage with one spell. At this level band that is a one-cast kill.
Black Dire
The Canyon
Level 45. Hits in the 200s, can quad, harm touches. Spawns only when an advisor is killed — so you choose when to meet him.
Mynthi Davissi
Ballroom
A level 32 enchanter who will charm you. Endure or resist magic first. The 28 July cap limits her to 30 seconds.
The invisibility trap
Jail secret door
Strips invisibility outright. Whichever version you are running.
A glyphed forbidder
Pond approach
Heals himself. Conned red to a level 27 monk at 10% spawn.
The counterweight, in the wiki's own words: nobody hunting the front need die. The zone edge is close. With Spirit of Wolf up and nobody trying to be a hero, a group that zones at the first sign of trouble should not lose anyone.
06Caveats
Mayong Mistmoore has no level, class or coordinate on record — only a loot entry for the Fanged Skull Stiletto. His coffin room is number 15; he is not plotted.
The Dark Huntress has no coordinate either. She is recorded as spawning at random locations, buffing herself and hunting.
A werewolf's recorded coordinates belong to West Karana, West Commonlands and North Karana, not this zone. Werewolves do appear here after dusk; their castle positions are simply unrecorded.
Four population entries have no position: a ghastish ancille, a ghoulish ancille, a glyphed sentry (also no class) and a leering gargoyle.
Rooms 3, 9, 12, 14, 15, 16 and 22 — the Pit, Piano, Corner, Torture Chamber, Coffin Room, Kitchen and Bedroom — have no recorded contents beyond their names.
Corridors are schematic. Where this drawing and the game disagree about a passage, the game is right.