Location Mob Extra
Abanasinian plains water buff
Alphens Rez High Level Gate Only
Alhanost grouchy villager
Bandit Area dwarven cook
Bazin hungry mutt, nomad child
Bloten ogre citizen
Blood Sea crayfish
burning ship teldin
Caergoth rocino password is perseverance and honor
Daemon’s Ground, Graveyard large bug Very often you will need to target 3,4, or 5.large bug
Daerforge thorbardin slug , tiny spider* *Take Elevator to first floor, go west 1 south about 10 rooms.
Dak Roth minotaur outpost guard
Darken Wood abanasinian gryphon
Dark Woods oron Head East watch out for Druidess Ragnell she is agro good or evil.
Dekarian * No Gate Mob You can gate to blood sea in lower left find the room with the rope and ship and type get rope.
Dun Ringhill militiaman
Dwarven Mines gorlig, baby fire Some death traps, make sure to have a recall item.
Eastern Warrens disgusting rat
Estwilde gomja, yellow lab, Xylia
Foghaven foghaven, youngblood
Freeport red lizard It’s south and a few west, look for an (Up)
Garnet travel bard, garnet capt
Goblin Cavern * Note Gate Mob south out of neraka first north after going west
Gryphon Veil teeth
Haven tiny kitten
High Clerist Tower pocket gopher
Hopeful Vale plains gopher* *Head South by South East
Holy Grove hierophant
Hybardin tiny spider
Ice Cavern ice wall
Icewall kassr, ice beetle
Istar (Ruins) blood imp*, Flecten *Please have something that lets you breathe underwater on.
Itzan Nul plains gopher* * No direct gate mob, Head South and take the west route around the mountains and to the west and north.
Kalaman woodsman, stray dog, ranger
Klarbardin black bat note: need to be able to see hidden
Kendermore guard kender
Lantern local shopper, lantern may have to target 2-6.lantern
Lemish lemish may have to target 2.lemish
Meitol wealthy minotaur
Mercenary Camp hobgob conscript
Misty Swamp trapper
Mudhole large cent
Nissia Grotto Claudisa Viable Exists are all underwater, however gate mob is not.
ogre village lone knight east 4
Palanthas aristocrat, sanitation
Pax Tharkas Kith-Kanan, aghar cook sometimes 2.aghar cook
Pirate Lords hawkman
Plains of Mithas grazing goat
Qualinost page, elven teen, cleaning initiate
Qualimori Ergothian Warbler
Quag Meth Kith-Kanan*, Mountain Goat** Head North and West, **Mountain Goat Is no longer a reliable gatemob.
Que-Shu gazelle, large bison* *Zone is no trans you have to agree to fight the champ to get the cape to be let into zone.
Sanction black robe female, sanction
Sanguine Manor dwar sheriff
Skullcap hillhome* *Go to hillhome and exit the east gate.
Slave Caravan caravan lookout
Solace boar, brow rabbit, page
Solamnic Outpost No gate mob North of of warden swamp, once you exit the swamp it is the first left fork and the door to the north.
Southgate plains gopher Usually ne or nw depending on where the gophers move.
Stone Rose playing child, visiting sightseer
Tantallon large rock toad, lone knight Few north then west to be at eastern gate
Tarsis constable, tarsis, human slave
Temple of Undead hobgoblin leader, luna *Caution Agros
Thorbardin plains gopher Usually ne or nw depending on where the gophers move. Have to walk north through southgate.
Thelgaard thelgaard may have to target 2.thelgaard
Trigol betai, lehv, saroth
Tower of Palanthas illtara, xaetran, emeril
Tower of Tran plains gopher* *No direct gate mob, Head South and take the west route around the mountains and to the south.
Urione lobster Need passdoor.
Village of Khol centaur townsman
Village of Que-Kiri barbarian guard
Village of Que-Teh crying baby
Vingaard (City) solamnic nobleman, artisan, dwarven adventurer
Vingaard Mountains gate Vingaard From the West Gate of Vingaard, 13 west 2 north, very dangerous zone
Warden Swamp black raven, black crow You could also gate solanthus and go out the east exit.
Western Warrens med beetle
Willik barbarian refugee
Xak Khalan chickadee east then say enter after that either 3 south or 2 north , might need passdoor
Xak Tsaroth kapak guard lieutenant
Location Mob Extra