Green Mire Grave
Recommended level 16-18
The Green Mire Warrior was an ancient Sho spearman who was known for his prowess and reckless abandon in combat. It is said that he could often be seen laughing off his rather grievous wounds as he fought. It is believed that his abilities were augmented in no small way by his enchanted armor and his yari. When he was laid to rest, his armor and yari were entombed with him. While the location of his tomb is unknown, there have been rumors that it can be found in the swamps around Shoushi. While the dungeon can be rather difficult, you will receive a very nice, and lightweight, cuirass for your trouble in addition to a very good spear.
To get to the Green Mire Grave, follow the road northwest out of Shoushi. The road will turn north and eventually northwest again. When the road turns northwest, run off the road to the north toward the river. Begin running across the river and in the distance you will see a cromlech comprised of three standing stones at 27.9S x 71.6E. Within the cromlech you will find the entry to the Green Mire Grave.
The entry chamber of the Green Mire Grave is empty and safe for buffing. Inside the grave you will encounter:
Ghost Wisp (lvl 11)
Drudge Slaves (lvl 14)
Barker Mosswarts (lvl 11-16)
Mudlurk Mosswarts (lvl 14)
Mosswart Shamen (lvl 18)
Dark Wisp (lvl 18)
Mosswart Chief (lvl 26)
The first floor of the dungeon is relatively easy, mostly guarded by Drudge Slaves and Mudlurk Mosswarts. However, going into the upper levels or the lower levels you will begin encountering Mosswart Shamen who will cast all manner of spells at you. You will need either good magic defense, lots of health, or many banes/resists. You may want to bring a fire weapon as mosswarts are most vulnerable to fire. There are also many locked doors and keys in the Green Mire Grave. You won’t need a good lockpicking skill, but you will have to manage several keys.
There are four corridors leading out of the Green Mire Grave entry chamber. The first corridor you need to explore is the one to the north. The corridor and the rooms that follow are somewhat linear, there are no turns or dead ends. Along the way you will be fighting Drudge Slaves and Mudlurk Mosswarts. In the last room, you will find a single Barker Mosswart, who is holding the first key that you need. It may be best to inscribe the key as the “north key”.
Return to the entry chamber and head down the south corridor. Keep your hand on either the left or right wall (either one will take you to the same place, but there are a lot of twists and turns making it easy to get disoriented.) Eventually you will come to a room with two Drudge Slaves, a Mudlurk Mosswart, a dead adventurer, and a note on the floor. One of the Drudge Slaves is holding another key. You may want to inscribe it as “south key”.
Now, returning to the entry chamber, head down the east corridor. This is similar to the other corridors in that there is really only one way to go. The first room you come to will have a door that opens into a room with three more doors. Head through the south door and you will find a maze of small interlinked rooms. Head east until you come to a wall, turn and head south, and then head east again. To the north of you should now see a corridor leading out of the maze. Heading north and then east, you will come to a fork in the corridor. Go in either direction since they both lead to a ramp going to the upper level of the grave. At the top of the ramp is the first locked door. This key can be unlocked with the “north key”.
Once inside the door you will be beset by several Mosswart Shamen, Mudlurk, and Barker Mosswarts. Through the door the corridor splits again, but the direction you choose is again irrelevant since they converge. Follow the corridor, fighting your way through Barkers, Slaves, and Shamen and more Barkers and more Shamen. After following the corridor up, up, and up again, you will come to the burial chamber of the Green Mire Warrior. The burial chamber is quite large and filled with Mosswart Shamen, a Barker Mosswart, a Mudlurk Mosswart, and a Dark Wisp. Once you have cleared the room, you will find a key on the Mudlurk Mosswart, it looks like a lockpick so don’t accidentally pass it up. Inscribe this one as “upper key”. Also on the west end of the chamber you will find two chests. One of them is locked and you will need to use the “south key” to unlock it. Inside you will find the Green Mire Yari.
Once again, return to the central chamber. This time, head down the west corridor. Take your first right and then the next left. You will find a ramp going down to the lower level of The Green Mire Grave. At the bottom of the ramp you will come to an intersection. Take the east corridor and you will come to a series of four small alcoves closed off by grated doors. The first one on the north will contain a chest. Use the “upper key” to unlock the door and the “south key” to open the chest. Inside you will find yet another key which you should inscribe as “lower key”.
Head back down the corridor to the intersection. This time head to the west and you will come to another locked door. Use the “lower key” to unlock it and proceed down the corridor. Again, there is only one way to go down the corridor, through Shamen and Mudlurk Mosswarts. You will come to the final chamber, this time containing several Mosswart Shamen, a Ghost Wisp, and a Mosswart Chief. Once you have cleared the room you will find the “final key” on the Mosswart Chief. Green Mire Yoroi Cuirass is located in a chest on the north side of the chamber that you will have to unlock with the “final key”. The chest, when opened, will cast Slowness Other IV so if you are trying to blitz the last room you may run into trouble. There is also no apparent exit portal in the final room so you will have to run back out of the tomb or lifestone recall. So there you have it, a snazzy green spear and an even snazzier Yoroi breastplate, which goes great with Explorer leather armor.