Multi-Projects
These are all things I define as 'mutli-projects' - meaning, they are multi-able things, but require a fair deal of project planning.
I'm only going to briefly outline how to do each one, ask me for additional details.
Yeti
Get a Barb fully prepped and logged off somewhere in Northern Plains. Log a ranger, find the Yeti, arrow him, and lure him down to the south Foothills rooms. Step 1 room out. Fire til DYING. kb with barb wearing swords. Use charge or ancestral strike. Prepare to die, a lot.
MT
Bring mage/cleric, nasr fighter, immob mage, pally to underworld, park at Dogerif. Clear the hallway of bats/demons with nasr warrior. Only have to clear north-most 4-5 rooms. Take immob+pally into Eylops room. Immob and kill. When he dies get all the keys off the floor (and anything else you want) -note do NOT use 'get all', get things individually. 'get all' causes them all to purge. Drop those keys at Dogerif. One poofs randomly each repop. So you get that many tries til you have to re-kill Eylops. Take solo pally and a key down to Rage/Fury hallway. Kill both of them. -You can immob but have to be ip1 at death, and cannot quit in that section, so run your immober back up to Dogerif to log him off pre-kb. Pop a shit ton of their essences of rage/fury. Connect them into Unfettered Delirium's, wear it until it pops into MT. Roughly 1/30 pop rate.
Lamechs
Bring mage/cleric, pally, and a cluster of any av's. You're going to use random chars to clear the mansion, and have mage/cleric parked inside to spell your pally, pally goes into crypt. So: log pally/bots off outside the front door for now. Log a cluster of any av's really, barb+anything is sufficient really, more just makes it faster: Clear the mansion of all the mobs. The room upstairs and west unlocks. Log off all your fighters out front. log mage/cleric/pally and move into that room upstairs - Hall of Glass or whatever. This is camp. Fully spellup pally. Log mage/cleric off. Pull shard w/pally and kill Victor or Krakov using dc/rc method or edible heals (see below). If they pop a key, do not log off or it poofs. repair and restock your pally, get him back into hall of glass. Leave key on ground so it doesn't poof, fully prep pally and log off. At repop relog fighters and reclear the mansion, log em off. log pally, grab key, pull shard, head down, unlock coffin to priscus/bishop, kill with dc/rc or edible heals methods. Hope you pop a pauldrons or bishop staff. note on kill method: you can't heal down there, so you either have to disconnect and relog, or use edible heals disconnect/relog puts you back up in the foyer, so dc, heal up, and run back to hall of glass, pull shard, and back into mob. --this is why its important to re-clear mansion before you begin, so Hall of Glass is unlocked to re-enter crypt. or, buy elven healing herbs from Lasselaure in dragon's pass. You can portal to her from 8s of dh[]. They're kinda expensive. Viktor can be hard. Have truesight and wear as much resist acid and elemental gear as possible (rav plate/shield, ice girth, etc) Kravov is not as hard, but does disarm. Priscus and Bishop are comparitively easy compared to the first two guys.
Bammy
There are 2 methods you can try here:
Method 1: cm mage + hitters into pally + hitters: Bammy has an ip4 limit, and his major attack is magical. We're going to abuse the shit out of those 2 facts. Needed: cm mage, 4 hitters (preferably barbs), tank (preferrably pally, warrior also works) Log cm mage and 4 hitters. group. ld one hitter (cm+3hitters = ip4... 1 ld hitter) c invoila on the mage, attack. Immediately ld the mage, relog the other hitter (4hitters = ip4, 1 ld cm mage tank) monitor cm mage's health via 'group' when he starts taking damage: ld one of the hitters again, log pally, rescue cm mage. (1pally+3hitters = ip4. 2 ld chars, cm mage, and 4th hitter) beat him down pally+3 hitters until he's about to. linkdead down to ip2 or ip1 just before kb or no pops (ip1 preferrably).
Method 2: Need 2 hitters (thieves/barbs) and 2 tanks (pallys/warriors, maybe rangers) 2 tanks rescue each other while 2 hitters hit. Spell up everybody. Start the fight and immediately have one tank rescue one other, heal the rescued guy up to full, rescue the current tank, repeat. Hitters just hit the whole time. barbs or thieves. Once he's about to die, linkdead some chars so you're ip2 or ip1 (ip1 preferrably) at kb or no pops.
Mountain of Lost Souls
A full writeup exists in our wiki, so this is just a brief brief outline:
Move Pally, Barb, Mage, Cleric, maybe additional Warrior or hitters into the area. Only bring devout characters. Break em out of their cells. Can park things at cedrikor if need be. Go to 2nd floor. Kill all the mobs in the hall and cells and connect the runes to make the staff. (if you already have a staff, just clear priests) Use the staff and the magic password to get down to 3rd floor. Park other chars at cedrikor and go down to 3rd floor ip1 and kill guardians - i use a barb. Get key off guardian and get into Tynors room. This is camp. Bring all chars here. Once everybody is parked there, the farming begins. Get Barb and Pally fully spelled up. At repop: Clear floor of guardians with barb, then log him off at tynors. Log Pally and go kill salvation and get his rune. Go kill redemption. connect the runes, unlock the gate to 4th floor. From here, its all details and in our wiki, but you'll need 3 chars, 1 to sit plate, 1 to use shackles, 1 to retrieve the orb. It's a race against time to get down a few floors and get the orb and bring it back up to tynors before redemption pops, blocking your path. Once you have the 2nd floor staff, some extra runes from salvation, and are camped at tynors its basically easy: just kill redemption, log 2 other chars and run down to get the orb and back to tynors each repop.
Edo Dragon
This one requires so much info, this is basically useless, but just a quick quick outline:
1. Have a Ranger and Fatty in the area. Oh, also eventually a thief/pally or some friends.
Get Ranger above heads and triggered to lock em up Kill individual things with Fatty. Thief/Pally also needed for 2 of the heads. Farm teeth and spikes. 18 teeth needed altogether.
2. Get help killing body and getting the sword and chain.
3. Farm GM for 20 coins.