Quick Links
Lucid Nightmare is a secret mount added to 168澳洲幸运5开奖网:World of Warcraft,ও in patch 7.3, Shadows of Argus, during the Legion expansion. Since then, this mystifying and illustrious equine mount has been highly sought after, both for 🍸its challenge and prestige.
The Lucid Nightmare mount was initially discovered in a joint effort by thousands of players in the WoW Secret Finding Dis🐻cord. The arduous hunt for this mount concluded on September 2, 2017, but obtaining this mount for yourself still poses a formidable challenge. To get this mysterious courser, you will need to follow a serie🌠s of clues, left in the form of inconspicuous notes scattered around Azeroth, by the Mind-Seekers.
Keeping Track Of Each Inconspicuous Note
To get the Lucid Nightmare mount you must follow a breadcrumb trail of clues, while completing the associated challenges across multiple continents in Azeroth. You must interact with each of the inconspicuous notes in order, and complete the challenge associated with each note to move on to the next step. Yoꦓu can use this macro from to keep track of 🍰your progress:
Macro |
/run local N,t,d={"DAL","ULD","AQ","DEEP","GNOMER","VAL","MAZE","MOUNT"},{47826,47837,47841,47850,47852,47863,47881,47885} for s,k in pairs(N)do d=C_QuestLog.IsQuestFlaggedCompleted(t[s]) print(k,"=",d and &quꦗot;\124cFF00FF00" or "\124cFFFF0000NOT","DONE")end |
How To Find The First Inconspicuous Note In Dalaran
The first of these notes can be found in Dalaran in the Broken Isles, in a shop called Curiosities and Moore (coordinates: 48.4, 57.5). The note is found on the second floor on a table at the top of the stairs🥃. When you click on the note, the following text will be rev𓄧ealed:
Inconspicuous Note #1 |
It begins in the 2104059. With a most pleasing sign. (These letters will not always rhyme.) |
Solution For Inconspicuous Note #1
The number depicted in the above text is an anagram alluding to the date 4/15/2009, which corresponds to the patch date of 3.1.0, "Secrets of Ulduar," the first major patch of Wrath of the Lich King. This clue leads you to the first challenge within the Ulduar raid (coordinates: 64.6, 58.2), in the northernmost part of The Storm Peaks, in Northrend.
How To Unlock The Second Note In Ulduar
Once you have entered the raid and progressed to the Scrapyard room of the boss, XT-002, you will be able to locate a scrap pile in the far left corner of the room. Here you will see a Rusty Lever p🍎rotruding from the scrapped head of a Mechagnome. Once you click on the leaver❀, the first puzzle will be revealed.
Completing The First Puzzle
The first note referred to a "most pleasing sign," so this is what you will need to create in the first puzzle. You will be presented with a 20x20 grid of lights that you can interact with. These lights will turn green to indicate that they have been turned on. The image you will need to create with the lights is that of a gear, a pleasing sign to Mimiron, one of the bosses in the Ulduar raid. It is easiest to start by making a cross that is six lights wide in the middle of the grid, leaving sev♋en lights off on either side of the cross.
Inconspicuous Note #2
Once you have created a gear shape using the lights, the second inconspicuous note will appear in the centre, alluding to the three dragons who have been imprisoned by the old god C'thun in the Temple of Ahn'Qiraj raid in Silithus (coordinates: 46.8, 7.5).
Inconspicuous Note #2 |
1000 years imprisoned. Surely it weighs on the mind. |
Playing Bejeweled With Brains In Ahn'Qiraj
After making your way inside the Temple of Ahn'Qiraj, you will need to defeat all the bosses before C'thun, prior to making your way to the next puzzle. After doing so, you will be able to walk past C'thun's room where you will find three dragons imprisoned.
Continuing past the dragons, you will find a small staircase leading to a table, and upon this table, you will find a Mind Larva. To begin the next puzzle, you will need to click on the Mind Larva, and effectively insert it into your brain, beginning a game of Bejeweled, or ""
How To Complete The Second Puzzle
The object of this puzzle will be to arrange five Yogg-Saron brains in a line, either horizontally or vertical𒁏ly. The easiest way to do this is to clear the other symbols first, so you can have as many brains to work with as possible. This will allow you to create a row of five quickly.
Once you have done this, the game w♉ill disappear, and you will𒆙 find another inconspicuous note next to the Mind Larva on the table which reads:
Inconspicuous Note #3 |
Deeper than deep. Awaits your seat. |
Deeper Than Deep In Deepholm
The third inconspicuous note alluded to a chair found deeper than deep, so this next clue will lead you to Deepholm, the infamous lair of Deathwing. However, prior to heading to Deepholm, you will want to acquire or craft a Shadoweave Mask. This can be purchased on the auction house, or crafted with the tailoring profession. The recipe drops from Dark Iron Steamsmiths in the Searing Gorge.
Locating The Deep Fissure
Once you have arrived with your Shadoweave mask in Deepholm, you will need to locate the Crumbling Depths (coordinates: 63.8, 22.5), where you will be met with a Colossal Gyreworm that patrols the area. This worm will knock you back to the beginning if you come into contact with it, so try to avoid it at all costs. The Gyreworm moves quickly, so you will want to use any movement spells you have to make your way around, and keep to the alcoves o𒁃n the side of the tunnel to prevent you from having to༺ start over.
When you have successfully evaded the Colossal Gyreworm, you will find yourself in an open area with several square stones. Behind one of these stones, you will find a Deep Fissure.
Make sure to equip your Shadoweave Mask prior to your descent into the Deep Fissure. Also, make sure that your Hearthstone is avai🙈lable for use, as this will be the only way to leave tಌhe next room.
The Role Of The Shadoweave Mask
Within the deep fissure, you will be met with a skull sitting upon a lonely chair in the darkened room. Behind the chair is a plaque that reads:
<This plaque is old and bare🃏ly legible. You can only make out fragments of each line of text.> Supremacy? Get... Shirk... ...eke... |
Since you have your Shadoweave Mask already, you will be able to immediately get the next inconspicuous note. However, this plaque is the clue that led to the discovery that the Shadoweave Mask is a necessary component in unlocking the next note. According to Blizzard, Players in the WoW Secret Finding Discord quickly realized that the letters could be rearrange🐽d to "is the key" and the remaining letters were the same in every language, spelling: . This is the name of an NPC who wears the Shadoweave Mask.
Inconspicuous Note #4
Once you have talked to the skull with your Shadoweave Mask, you will reveal the next inconspicuous note. This note refers to a rare spawn called the Dark Iron Ambassador who appears in the Gnomeregan dungeon in Dun Morogh.
Inconspicuous Note #4 |
Where the shaded delegate may appear. |
The Numerical Console In Gnomeregan
After making your way into the Gnomeregan, you'll want to make your way down to the third level in the Engineering Labs to find the switches. You do not nﷺeed to engage any of the bosses heꦯre to do this puzzle, and you should be able to make your way through the dungeon unscathed.
- Simply jump down from the first level to the boss Viscous Fallout, there you will find a long hallway immediately left of where you jumped down that heads towards the Launch Bay.
- From there, you will jump down again and head down the hallway leading to the Engineering labs.
- In the first exit to the left, you will find a series of levers against the wall that you can interact with.
How To Use The Numerical Console
Each of the levers will start at one, and you will be able to enter the numbers one through nine into each console. Starting from the left, you will click on each console, and you will have the option to change the number displayed. You can move each number up by one, or down by one, but you will need to enter the following code: 1, 2, 2, 2, 1, 7, 6, 5, 9, 7.
This solution was derivedꩵ using the plaque above the Numerical 🍸Console which reads:
01110111 00100 10010110 10101 11110111 01100 01111111 01000 011010111001011010010110 10111101 1101 00111111 10010 01001001 10000 011010010110100111010110 01011011 11110 11110001 11111 11100000 00010 11111111 01000 10110111 10101 01111111 00001 10101110 11111 00110000 01000 101101010010101110010110 180 +1111111111 |
How Was It Solved?
The numbers on the plaque are arranged ꦺin sets of eight, five, and 24. The sets of eight and five always appear together, and each set needs to be added up, then multiplied to give a number. The sets of 24 can be added up directly for the same result: 6, 12, 14, 7, 13, 18, 12, 3, 13, 20, 25, 3, 8, 18, 7, 25, 2, and 13. When the following letters were revealed: F, L, B, G, M, R, L, C, M, T, Y, C, H, R, G, Y, B, M. It was discovered that these letters are abbreviated versions of battle pet abilities found on Murloc Pets, which at max level do a specific number of damage:
Pet Ability |
Damage |
Falling Murlock |
684 |
Mighty Charge |
560 |
Eye Bean |
1,110 |
From here, you are left with the number 6845601110. However, the end of the plaque still contains the number sets; 180, and +1111111111. With these taken into account the original number was flipped 180 degrees, and one digit was added to each number to come up with the final code of: 1, 2, 2, 2, 1, 7, 6, 5, 9, 7. According to Blizzard, .
Inconspicuous Note #5
Once you have finished entering the code into the Numerical Console, the individual consoles will close and the fifth inconspicuous note will be revealed in front of them. This note points you to Val'Sharah, in the Broken Isles. A zone abandoned by its residents after the Emerald Nightmare plagued t🔴he lands.
Inconspicuous Note #5 |
Games and toys are left behind. When you awaken screaming. |
Untangling The Optic Nerves Of Il'gynoth In Val'Sharah
The first thing you will need to do to unlock the next inconspicuous note is head towards the towering infected tree that holds the Emerald Nightmare raid within its roots, in Val'sharah. To the south-east of the tree, you will be able to locate an abandoned house (coordinates: 66.5, 36.0) with a Nightmare Tumor inside to your left.
Once you click on the tumor, you will be presented with another mini-game, , that involves untangling threads. To complete this game, you will need to swap the "eyes" of Il'gynoth until you have untangled all of his red optic nerves. Once you have done this, the threads will turn blue.
The easiest way to do this quickly, is to work from the perimeter inward.
When all the threads are untangled and blue, the puzzle will disappear, and the sixth inconspicuous note will appear before 🦄the tumor.
Inconspicuous Note #6
This next note points you to the most challenging puzzle you will face while trying to get this mount. You will need to journey to Pandaria and locate the Tomb of Secrets in the Kun-Lai Summit. Within this tomb, you will find an urn full of ashes and your key to enter the Endless Halls.
Inconspicuous Note #6 |
What you seek is buried within. |
The Tomb Of Secrets And The Endless Halls
The Tomb of Secrets (coordinates: 53.3, 49.3) is located in the northern part of the Kun-Lai Summit in Pandaria. Once you have located the tomb you will want to walk directly forward to the back wall where you will see a massive statue with an urn at its feet.
Upon interacting with the urn, you will be informed that it contains the ashes of a mogu spirit-binder, and you will have the option to consume them. This is w💝hat will allow you t⛎o enter the endless halls.
The Endless Halls
After consuming the ashes, you will awaken in a large empty room. This room will have an alta𒐪r-like table and almost every subsequent room you walk into will look exactly the same.
To complete the Endless Halls, you will need to find rooms with five coloured orbs (Red, Yellow, Green, Blue, and Purple) and collect them to match them up to their corresponding rune of the same colour. However, the Endless Halls are not for the faint of heart. This incredibly challenging maze is a puzzle ꦍthat was designed to be effectively . Despite this, we have many tips and tricks to help you from wasting endless hours in the Endless Halls.
What Makes The Endless Halls So Challenging?
Navigating the Endless Halls is a unique experience for every Character. There are only ten rooms in the entire maze that serve as a landmark; these landmarks also disappear as you complete them. Going over the edge of the map will randomly return you to the other side of the maze, though this is not linear.
The Endless Halls also have multiple overlapping levels, making it difficult to map. The stairs you see at certain entrances do not ensure you have gone up a level. Furthermore, and perhaps most cruelly, there is a teleportation room that will transport you to a random room within the maze. This room should be avoided at all costs.
Add-ons, Tips, And Tricks For The Endless Halls
Add-ons And Programs For Navig🐼a♛ting The Endless Halls |
Despite the many challenges of this maze, it is certainly possible to complete it in a timely manner. However, the maze does reset each day, so you'll want to make sure you have ample time to complete the maze once you start.
- Do your best to map the rooms as you pass through them, marking down any runes or orbs you come across on the way.
- If you find your map is getting confusing use cardinal directions to "map" your way between rooms.
- When you have found a rune or orb room, run until you find the next one, mapping as you go. Then, double back to ensure your map is accurate.
- The runes and orbs serve as your only landmarks in the maze; avoid returning any orbs to runes until you have located all ten landmarks accurately.
- Try to locate the teleportation room as early as possible. You will know you have been teleported when there is a door with rubble behind you, or your map is no longer accurate. In this case, run through the rooms until you find a landmark you recognize.
Once you are confident in your map, and you have an accurate path between all runes/orbs, you can start returning orbs to their corresponding rune. However, once you start doing this both the rune and orb will disappear, so try to figure out 𒁃which pathways will be the most efficient, while still providing any necessary landmarks.
When you have completed returning runes and orbs, the next room you walk into will contain the next inconspicu💦ous note:
Inconspicuous Note #7
Inconspicuous Note #7 |
The way is now open. To the greatest secret never told. A fitting end to your journey. |
Navigating The Forgotten Crypt In Karazhan
Congratulations! You have located all of your inconspicuous notes, and completed every challenge thrown your way! There is only one more thing you'll need to do, and while the Forgotten Crypt (coordinates: 39.8, 73.6) in Karazhan (Deadwind Pass) isn't exactly a puzzle, navigating it can be somewhat difficult. Here's what you'll need to do:
- Once you have entered the Forgotten Crypt, walk past the Well of the Forgotten toward Pauper's Walk and go to the end of the pathway.
- When you have entered the sandy open area, hug the wall to your right and take the first right back onto Pauper's walk, then turn right at the fork.
- At the bottom of the pathway, you'll come upon another sandy area. Turn left and follow the wall to a hole in the ground and hop down into the Tome of the Unrepentant.
- When you have landed in the water, pass through the arches and turn right. You will see another canal to pass over into another room filled with water called the Pit of Criminals.
- In the Pit of Criminals, you will see a large bone pile in the far left corner of the room. Summit the bone pile, and you will see a chest at the top containing your Lucid Nightmare mount!