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Glimi's Classic Guide

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Contents

Glimi's Classic Guide

Original credit: www.planeofmischief.com and Glimi's Guide to PoM.

I. The Cards

The cards in PoM are magic, lore items and are droppable.

  • Cards come in 4 colors: black, red, white, blue.
  • Cards come in 4 denominations: Squires, Knights, Crowns and Thrones.

Cards of these 4 types can be combined in the Deck of Spontaneous Generation to make magic items.

There are also Jester cards that no one has any idea of a use for.

There is a separate type of card called the Cod card that can be fished from the moat that can be used to get the Deck of Spontaneous Generation. Getting the King Cod card to get the Deck is a lot easier however (see below).

II. Words of Wealth

Words of Wealth parts (top and bottom, left and right) are magic and no drop but are not lore. Combine the 4 Word of Wealth parts in the Book of Mischief (obtainable from Posie the Librarian by handing her a library card that drops from gorilla's throughout the zone) to make a complete Words of Wealth that bears the message if you control click on it: "Distractions bring great wealth".

III. Pot O'Gold

The combined Words of Wealth are handed to Bob the Painter in the Main Hall for the Empty Pot of Gold. The combined Words of Wealth are droppable and not lore so others can do this for you.

In the pot of gold you can combine a class-specific doll plus one armor of distraction to make class specific armors for monk, druid, shammy, mage, necro, enchanter, wizzy, and cleric. Most class-specific armors are not good. However, a few might be worth trying for. The chest slot items are all quite good, the mage gloves are good, the shammy boots are good (shammy boots have 45 AC and decent stats so if you don't have tormax boots they are worth a look).

IV. The Gift Box

To get the class-specific dolls you need to get a Gift Box from Peachy D`Vicci. The gift box can summon 5 dolls. To get the Gift Box, you have to hand Peachy 4 funny money. To make Funny Money, you have to combine one Words of Wealth with an Armor of Distraction in the Pot O'Gold. MUCH easier is combining Words of Wealth-top left with one combined words of wealth in the Pot O'Gold and this will make funny money without wasting thrones on armor of distraction combines. You receive one funny money per combine. (Tested February 29, 2016 - "combining Words of Wealth-top left with one combined words of wealth" does NOT work - Trispis, 60 Necromancer, Blue server)

The following combines have been confirmed to yield Funny Money: Greaves of Distraction, Mushroom Bracelet and Mask of Melodies with a Words of Wealth in the Pot of Gold.

The following combine has been proven to fail to produce Funny Money: Buckler of Doom + WoW in PoG. Boy did that piss me off!

It took me 4 funny Money to get a Gift box. The gift box awarded appears to be random and not linked to the class of the toon handing in the 4 Funny Money to Peachy. Shimmering (a mage) turn in and received a Silver gift box that summons dolls for shammy armor. Grats Quack Practioner, my shammy.

V. Getting the Deck of Spontaneous Generation

The Deck can be obtained by first fishing one each of the 4 colors of Cod cards from the moat around the castle. Then hand all 4 at once to the level 65 named mob in the center of the Hedge Garden named Ferejnor (or something like that--if you find the center of the garden you cannot miss him as he is the only level 65 creature in the zone).

Or you can hand Fen a single King Cod card that is easily obtainable by killing the level 1 ogre named Dinner in the dining hall and looting it. Please be careful because two wizzys lob 780 damage nukes at you as you run up to loot Dinner. Some items from the Deck (the Armors of Distraction) can be used by casters to make some fairly decent armors using the Gift Box series of quests as explained above.

To get to the dining hall from the main hallway:

  • a) Exit main hallway through a secret wall panel in the NW corner of the room facing west.
  • b) Turn right at the intersection and proceed down the hallway till you see a short hallway ending in a door on the right.
  • c) Open the door and you should see the dining hall. This room has a chandalier with two mid-50s wizzys sitting on it who will nuke you the with draught and lure spells the moment you enter and right underneath them laying on the table is the mob named Dinner--a level 1 Ogre with 1 HP. Kill him, run up and loot the King Cod card and run out of the room before the wizzys nuke you dead. If you are weak, have someone do it for you since the King Cod card is droppable.

VI. Flowers of Functionality

To me the most useful items are the flowers of functionality. The Black (4 squire cards--by far the easiest to get) and Red (White throne, White crown, White knight, White squire) flowers are generally the least useful as their resist buffs do not stack with normal resist buffs. The white, green and blue flowers are more useful.

  • The blue flower (4 throne cards one of each color, they drop in from the biggest hobbits and from Stomples in the Alice area, from the white stallion, and from puppets in the theater area) casts +50 MR buff that stacks with heart of the void and with the shield series (shield of the arcane, shield of maelin) of HP/AC/MR buffs. It won't stack with GoD or Resist Magic, but its still nice.
  • The green flower (4 knight cards) give +50 poison resist and it seems to stack with just about everything including Resist Poison.
  • The white flower (4 crown cards) gives +50 cold resist that stacks with circle of summer and heart of the void buffs but won't stack with Protection of Seasons or Resist Cold. Again, useful if you are not a druid.

The flowers can only cast on the owner. You cannot target others and hit them with the resist buff.

VII. Mob Info

Almost all Mobs start as indifferent and are on PoM faction. Exceptions: 1) In the theater area the Tunare, Rallos, Innorouk and Solusek puppets are KoS unless you are in wolform (or perhaps some other illusion forms too, I just do not know). 2) The two wizzys in the Dining Hall called something like Mif and Bif are KoS but do not see invis. 3) The angry pansys that spawn from traps in the forest area are KoS and do not see invis, but triggering the pansy trap will break invis and you will get aggro.

The theater area is the only place where wolform is safe as everything (EXCEPT Chuckles the rat) there will be indifferent to it including all puppets. In all other areas wolform seems to make you KoS to all.

In general, killing mobs does not cause negative PoM faction hits. Exceptions: Stomples (giant rabbit who spawns after you kill Sniffles in the Alice area) gives negative PoM faction and killing Debbis the Fish gives negative PoM faction.

After killing Stomples you can loot its foot (its a rabbit so its a rabbits foot lol) and give it to Debbis the Fish to restore PoM faction. ONLY one foot drops, so if you are grouped you need to have everyone else logout before the final blow kills him. Debbis gives you a Lucky Skunks foot which can be turned in to Vinny D'vincci out on the wall near the moat for more positive PoM faction. Vinny is NOT the same D'vincci who gives the Gift Box quest and Vinny isn't always up. It might be possible to max PoM faction through turnins to Debbis and Vinny.

Do not kill Debbis the Fish. Killing the skunk-shaped fish lowers faction one whole level from indifferent to apprehensive.

I'm sure killing Bristlebane hurts faction too, but I haven't tried that.

Killing Lithianth lowers faction to her and raises faction to Gestial (spelling?) who is a unicorn in Wakening Land.

As far as I can tell, all mobs assist each other (except in the theater area) but all are susceptible to pacification class spells making it easy to farm.

Very few mobs enrage. All the gorillas at the chess board enrage. Other gorillas occassionally do as well but nothing else has enraged for me besides gorillas and maybe a big hobbit or two and Stomples.

Green mobs do not summon. The rest seem to summon.

Who Drops What

  • 1) Knights drop in the forest area from a hobbits near the chest, but very rarely. Best place for knights seems to be the hedge area but be careful as the flowers assist each other.
  • 2) Crowns drop from the chest in the forest area, but very rarely, from hedge flowers (no white crowns) from guards and most other things.
  • 3) Jesters drop from My Right Hand and from the black stallion, Lithianth.
  • 4) Squire cards drop fairly frequently in the forest area from all inhabitants. These are the easiest to obtain by far as the forest inhabitants are all greenies and do not summon.
  • 5) Hobbits in Alice area dropped a blue knight, a black squire, a red squire and a red crown and a couple of thrones for Glimi. I think I have the Alice area mobs figured out. The rats seem to drop Words of wealth, the gorillas seem to drop library cards and words of wealth. The rats and gorillas also drop up to crowns but I have never gotten a throne from them. The largest hobbits can drop any card up to thrones, second largest hobbits up to Crowns, third largest up to Knights and the smallest only Squires. The hobbits can drop other stuff as well. The hobbits almost never drop any cards though, so its frustrating.
  • 6) Guards seem to drop Crowns. Raisin dropped a Red Crown.
  • 7) Knights and Crowns both seem to drop from the plants in the Hedge area. I've gotten Blue, Red and Black Crowns from this area and Blue, Red, White and Black Knights here. Killing the enitre plant population yields 1-2 cards usually for me.
  • 8) Library cards have only dropped for me from gorillas but they are relatively common.
  • 9) Words of Wealth fragments seem to drop randomly all over the zone.
  • 10) Thrones drop from puppets in the theater area, from Stomples, from the white stallion, from the biggest hobbits and from chests.
  • 11) White crowns seem to be the rarest drop. They can drop from Stomples, the white stallion from the sphinxes and from the puppets but in the later too cases its incredibly rare.

VIII. Getting around

1) How to get inside the castle from the Zone-in. Face north and invis. There are trap mobs in the forest but they do not see invis so invis before running around. The trap mobs are KoS when they pop and are fairly nasty.

Run up to the moat and you will see a bridge. The bridge is an ILLUSION. If you step onto it you will fall through into the water.

The real bridge is invisible and is located to the right as you face the fake bridge. Turn right (east) and proceed along and look at the castle wall as you follow the moat. The real invisible bridge is a good distance away from the fake, visible one. After running for 10-15 seconds, you will see an archway over the top of the castle wall. The invisible bridge runs to the left of that archway over the water to a point in the moat wall where there is a crease. There is nothing dangerous in the water so you can try and find it using these directions without any major worries as you can climb out of the moat quite easily.

Once on top of the castle wall, turn left and run to the obvious entrance. Be prepared to lose all buffs doing this as there are dispell traps along the top of the wall that strip like 6 buff slots per cast and you will likely be hit 2-3 times before entering the castle.

Once inside the first hallway be careful. Do not run straight ahead to the end of the hallway or you will fall through a floor trap into the rat maze. When you reach a point in the hallway where it widens, turn left and pass through a secret wall into a hallway and follow it to the obvious entrance to the Main Hall.

2) Get a map and avoid the floor traps that drop you to the rat maze. I have a partial map of the rat maze now so I can get out of the maze if I fall in or am summoned in by mobs from the theater area.

3) How to zone out:

  • a) The only zone out of Plane of Mischief (besides teleports or death) is a tree located at -693, +526, 93.
  • b) From the zone-in face due north from the west edge of the zone in platform. Run north and click in mid-air. You should see a note that says, "You cannot reach....." until you get close enough and click the mid-air spot that zones you out to Cobalt Scar.
  • c) When you zone to CS, face east and swim to shore near the otters.

4) Binding. If you can cast Bind Affinity, you can bind yourself there. If you cannot, no one else can bind you there so when you zone out the only way back is to run through NToV. Alternatively, you could leave a rezzable corpse there and get rezzed back before your timer expires.

5) How to get from Main Hallway to the Garden Hedge area.

  • a) Exit the room by running through a secret wall in the NW corner of the room facing west.
  • b) Follow hallway to intersection and turn right.
  • c) Proceed west to an opening where the hallway widens, turn left (south) and run through a secret panel in the wall.
  • d) Turn left (east) and run thrugh a secret panel in the wall or two to a room. Click the picture of Bristlebane behind Chuckles.
  • e) In new room, click the sconce
  • f) In new room, click the plant on the table and you will be in the Garden Hedge area.

6) How to get from the Garden Hedge area to the Up-side-down Hallway:

  • a) You zone into the Garden Hedge area on its north side. run around to the middle of the south wall and face north and run through a secret panel in the hedge into the next ring of the hedge.
  • b) Run around to the west side of the hedge and face east. Again there is a secret panel through the hedge into the next layer of the maze. Move east through it.
  • c) Run around to the north side and enter trhough opening to the center of the maze. Ferjenor is at the center. He is the mob that will give you a Deck of Spontaneous Generation if you hand him a King Cod Card or one each of the 4 different lesser cod cards that can be fished from the castle moat.
  • d) Behind and to the right a little of Fen, is a tree, click it and you will pop into the Up-side-down wing ot PoM.

7) How to get from the Garden Hedge area to the Library Wing (where Posie the Librarian is who gives the Book of Mischief:

  • a) From the zonein into the Hedge area you are facing south, click the plant straight south of you across the path.
  • b) You are now in a hallway intersection. Turn north, click door at end of hallway.
  • c) Enter hallway and turn right and proceed throught a secret wall panel straight ahead and you should be in the library next to Posie.

8) How to get to the Theater Wing from the spot you zone into Library Wing:

  • a) Face north and proceed north and open the door.
  • b) Turn left and proceed to the intersection.
  • c) Turn left and enter room.
  • d) Turn right and proceed down the middle of the room west through the secret wall pannel and keep going west through secret wall panels until you enter the room with the Gorilla Scholars.
  • e) Exit the room using the door on your left (south wall) into the hallway.
  • f) Turn left and run east down the hallway and take the last door on the right before you hit the see-through wall that will block your forward progress.
  • g) Inside this room click on the book on the table and you will pop into the Theater Wing.

9) How to get to the Chessboard and Alice in Wonderland Wing from the Theater Wing:

  • a) From the puppet stage area, exit via the right-side hallway and go through the first door on the right.
  • b) Click the bookcase and proceed through the secret panel in the wall.
  • c) Follow the hallway and run through the secret wall panel located at what looks like a dead end.
  • d) Proceed up and around the stairs and just follow the hallways and doors.
  • e) Whenever you enter a room with no obvious exit, click on the bookcases and one will slide and allow you to run through a secret wall panel. You pretty much can only go one way and there are no floor traps.
  • f) When you get to a room with a chessboard on the table, click on the chessboard and you port to the Chessboard room. This is a good place to farm crowns as the 5 gorillas can drop them but you need pac to single pull. The chessboard area has at least 4 hidden pit-traps so do not run out onto the chessboard unless you can port or have a map of the rat maze. The gorillas assist each other and enrage. The surface of the chessboard is also a PvP arena like area.
  • h) On the east wall is a throne. Click on the throne and you port to the Alice in Wonderland area. You can immediatley exit this area back to the main hallway if you click near one of the plants in the entrance room.

The Alice Area has 5 sections each of increasing size and level of mobs you fight. Each section has 4 mobs (except the final section which is different) named Grink (a rat), Glonk (a gorilla) and Grenn and Brenn (twin hobbits). The smallest ones seem to drop squires, second smallest drop squires and knights, third smallest drop up to crowns and the largest can drop up to thrones.

The final hallway has a guard shaped like a skunk called Debbis the Fish (do not kill her unless you want negative faction hits). Turn left and enter the big room. This room has 3 hobbits and is where Sniffles/Stomples spawn. The PH for Stomples is Sniffles and I think he is on a 36 hour +/-10% spawn timer but not completely certain. Stomples can drop thrones and spawns immediately upon th death of Sniffles. Stomples is the hardest hitting mob in PoM short of Bristlebane. Still he isn't very hard and he is easily magic slowable. He hits Glimi up to mid 300s so probably wouldn't hurt an AAed warrior very much at all. There are 3 other mobs, all hobbits, rooted on top of 2 tables. As far as I can tell they do not assist if you kill Sniffles/Stomples and they only drop up to Crowns.

To get back to the Main Hallway from here a) Click Bristlebane's picture. b) In new room face west and click the lefthand-most doorway on the west wall c) Turn around and click Bristlebane's picture and you will be in the Main Hallway.

10) How to get to the Puppet theater from Main Hallway.

  • a) Exit the Main Hallway via the secret panel in the west wall in the NW corner of the room.
  • b) Turn right at intersecting hallway and continue due west past Ridiculous (a chest blocking the doorway that is an enchanter who dispells your buffs a lot if you fight him). Exit room on the north wall hallway and where the hallway widens turn right and proceed through a secret wal panel into a hidden hallway
  • c) Follow hallway to a door. DO NOT turn right at the first intersection as that hallway has a pit trap. Follow the mainhallway to the door.
  • d) Exit into a hallway through the door and open the door across the hallway and enter the room.
  • e)Turn right and proceed through secret wall panel into a short hallway and proceed straight ahead through a second secret wall panel into the theater area. DO NOT turn right down the side hallway as it contains a pit trap.

11) How to get to the black and white stallions

  • a) Exit main hallway through a secret wall panel in the NW corner of the room facing west.
  • b) Turn right at the intersection and proceed down the hallway till you see a short hallway ending in a door on the right.
  • c) Open the door and you should see the dining hall.
  • d) Run through the dining hall and in the midle of the right-hand wall is a fake wall panel. Run through it into the room with a table a book and 3 rats.
  • e) Click on the book and you will be in a small room with one doorway. Open the doorway and you will see a large room with a pool in the center and two trhones--one white and one balck. The white and black stallions spawn here.

To exit, click the sconce on the center of the back wall of the room you first ported into.

IX. Camps

A. Puppet Show Camp

1) The hobbits are the audience for the show and at 7 am sharp each day they begin to spawn. The hobbits are indifferent to all and do NOT assist each other if you attack one.

2) Kill the first hobbit who spawns named Geb. He must die BEFORE Bristlebane spawns around 10 am or you are too late and everything despawns.

Kill him and two very good things will happen. First, Bristlebane will NOT spawn. Second, after all the hobbit audience members have spawned, the puppets will spawn and remain up until 7 am the next morning when Geb spawns again. If you kill the puppets before 7 am the next day, they will respawn and remain up as long as you kill Geb at 7 am when he respawns. This allows you to farm the puppets 1X every 72 min.

3) There are 9 puppets total, all rooted in place. Tunare, Rallos (he has the highest dps of all the puppets sorta like a mini AoW), Innoruk and Solusek are KoS to all. The other 5 puppets are indifferent. Indifferent puppets will not assist. KoS puppets are, well, KoS. So if you get close to them they will attack you.

NOTE: WOLFORM HERE MAKES YOU INDIFFERENT TO ALL PUPPETS AND ALL THE HOBBITS! So if you want to avoid aggro just kill one at a time in wolform. The puppets will also not attack pets so you can pet tank them and they will not attack your pet unless you attack them first. Obviously, avoid AoE spells unless you want additional puppets attacking you or your pet.

Puppets can drop throne cards. My rate has been about 1 throne every 60-70 puppet kills and I have 3 thrones form them so far.

Puppets have about 35k HPs and do not enrage. They are rooted in place so they do not flee at low HPs. They are fully magic slowable.

The tactic I have been using is to trio them with Brellt healing, using MoR for DS and summoned hammer animation for dps, Glimering slowing using his animation for added dps, and Shimmering nuking and using his pet to tank and hold aggro. This seems to work very well. With nukes, DS and pets they die fairly quickly. Fire nukes seem to work best.

B. Chessboard Camp

It's all gorilla's here, but only 5 of them. I Harmony of Nature/Pacification 4 of the 5 and then pull the 5th named "I Like This One" first. As long as they are pacced they will not add. Crowns can drop here.

Don't run around on top of the chessboard as there are several pit traps that drop you to the rat maze on it.

C. Alice in Wonderland

This is usually done right after doing the Chessboard because the throne on the east wall of the chessboard ports you to the Alice area. Bascially, the Chessboard is done on the way to Alice.

Alice is pretty simple. Just kill everything EXCEPT Debbis the Fish and hope one of the two big hobbits drops you a throne or a white crown.

The final room is the spawn place of Sniffles the PH for Stomples and that has been discussed above.

Of Note: TwentyTwo is very magic resistant and very hard to slow. With tash stick and malo estimate slow land at 1 in 5. TwentyTwo has approximatly 20k hp (A4).

In addition to Snuffles/Stomples, there are 3 hobbits rooted on top of tables in the final room. These hobbits can drop up to crowns (I haven't goten a throne from them. However, because their drop rate is so low, I cannot be certain if crowns are their top drop or whether they might be able to drop thrones too). They summon, so to be able to loot and kill them you have to get yourself summoned to the tabletop where you will be within melee range. So plan accordingly if you are a caster.

D. Forest area or Zone-in Camp

This is by far the easiest area to farm but also provides the most worthless cards. There is one danger in the forest area. There are around 10 fixed traps that spawn 1-2 angry pansys which are LB mobs, KoS to all, and moderately nasty with 10k HP. Triggering the trap WILL break invis.

The best way to deal with this is to invis and run around the area of the forest you are going to kill to get the traps to trigger. After about 1 min the angry pansys will despawn and the traps do not reset for about one hour.

The various fungus shaped mobs can drop squires. The 4 hobbits near the treasure chest cant drop up to Knights and the Treasure Chest (its LB so it summons) can drop up to Crowns. The squires are fairly common drops but the knights and crowns are very rare to say the least.

Because the mobs are almost all green, they can be quadded by wizzys since they do not summon.

E. Hedge Camp

The Hedge camp is home to flowers that come in various classes: enchanters are petal pushers, mouldy sausages are SKs, hedge wizards are wizzys, stalkers and vinecators are melee class, sunny days I think are druids, etc. They are hard to spot as they hide inside the non-living plants in the Hedge area and they all assist each other meaning you either have to pac or be able to handle up to 4 at one time (Typically you would get 2-3 per pull if you didn't pac. 4 would be very rare).

These mobs will tend to debuff you from 1-4 times a fight meaning you need 2-3 clickies in initial buff slots and be ready to click them during combat or you will be fully debuffed by the end of most battles. It is a bad camp if you do not have access to buffs.

The Hedge camp is a good camp for knights and crowns and you will almost always get one or two cards per clearing of all of the plants. They have a 60 or 72 min repop timer (can't remember which) so you can clear them all before repops, unless you are really slow, and then afk a while.

F. Stallion Camp

This isn't really a camp since the black and white stallions are on 3 day timers. Here is the info you need to kill them.

White stallion is easy. Pure melee. No faction hits. Can't be magic slowed and MR based spells won't stick. Can't be MR based snared. Just beat it to death. Its dps is such that the occassional HoT spell is plenty for the tank or pet. I have gotten my only white crown from him but never a throne, but he is supposed to drop up to thrones.

Black stallion (Lithianth or whatever the correct spelling is) is a bit harder. You see, the black stallion charms and the charm appears to be irresitable. However, the charm also has a long resue timer meaning that after its cast on you, if you survive, the black stallion is toast.

This makes it very hard for a mage-pet-cleric combo to duo. The black stallion charms the pet, the pet then proceeds to eat the mage and the black stallion summons and helps out with the dps on the mage. Best is to kill the pet while trying to keep the mage vertical with heals. If you succeed, then hopefully the mage has a suspended pet you can pop back up to tank. The pet never breaks charm, you have to kill it if it gets charmed.

If the mage dies, the cleric has to be able to kill the black stallion by hiself/herself. Since the black stallion is essentially immune to MR based nukes that means the cleric has to kill it with melee and the summoned hammer pet before the charm resuse timer comes up again or before the cleric goes oom. MoR will not stick so no reverse DS damage to help out either. This is kinda a grim prospect.

If you try it with pets, you need 2 pets to be able to reliably do him.

You can easily kill the black stallion with any halfway decent tank and halfway decent cleric. All you need to do is make sure the cleric has SoW, the tank should not have SoW. The cleric should also have Celestial Regen up and hotbuttoned.

When the tank gets charmed, the cleric just runs around healing herself/hisself till charm wears off (celestial regen is a huge help since its instant clicky so you can cast while running). Then the tank grabs back aggro and you kill the black stallion.

There is a bug that I found to be annoying. Sometimes when Glimi gets charmed, he can no longer melee the black stallion. He has tried unequipping then equipping weapons, changing weapons, whatever, nothing works. In that case, all Glimi can do after recovering from charm is to hold aggro with snares and cold and fire based nukes while Brellt beats it to death and Glimi's DS do dps.

G. Main Hallway

There is a Treasure Chest in the main hallway that can supposedly drop up to throne cards. I decided to attack it after first paccing Bob the Painter. I read that Bod adds if you attack the chest.

Well, Bob didn't add. Instead, when I engaged the chest he sorta seemed to disappear and 5 or 6 other hobbits popped and proceeded to attack Brellt, Glimering and Shimmering and shim's and glim's pets. The hobbit adds all conned DB and it was a damn close battle but we managed to kill them. I think what happened is 4 spawned first--one at each side of the room and moved to aid the chest by attacking shims pet. I concentrated on killing the chest and trying to slow them. Before the chest died I think another wave of hobbits started to spawn because 1-2 more appeared just about when I killed the chest. I'm not certain, but it might be that every 1-2 mins 4 more hobbits pop in to help until the chest dies or the attackers die.

We got one blue squire card off a hobbit for our troubles but nothing else. So, if you attack that chest, be careful. You might have to handle a lotta mobs at once.