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Lucid Nightmare Mount Guide

Updated 23 Mar 2026 | Author: Invord | ~19 min

The Lucid Nightmare is one of the most iconic secret mounts ever added to World of Warcraft. It first appeared in 2017 and quickly became one of the most talked-about puzzle rewards in the game, eventually being solved by the WoW Secret Finding community. Unlike standard mounts tied to raids, achievements, or reputation, this one is earned by following a long trail of clues across multiple expansions and solving a series of unusual puzzles.

Visually, the mount stands out immediately. The Lucid Nightmare uses a corrupted unicorn model wrapped in dark nightmare energy, giving it a sinister but elegant look that still feels unique years later. Its appearance, combined with the complexity of the unlock process, makes it a true prestige collectible for players who enjoy hidden secrets, old-world exploration, and puzzle-driven rewards.

How to get Lucid Nightmare

Lucid Nightmare

The Lucid Nightmare is unlocked by completing a long sequence of clues and puzzles. Every step leads directly into the next one, so the order matters. If you try to skip ahead, the following note, object, or puzzle will simply not be available.

The full process can be quite time-consuming, and some of the steps are far more tedious than they first appear. The good news is that, aside from the very last major puzzle before looting the mount, you can stop at almost any point, log out, and come back later without losing progress.

Important: all steps below must be completed in order. If you skip part of the chain, the next clue or interactive object will not appear for you.
Want to get your Lucid Nightmare without spending hours on hidden clues, old raid puzzles, and the Endless Halls maze? Check out our Lucid Nightmare mount service and let our team handle the entire puzzle chain efficiently from the first clue to the final loot.

1. The first clue

The first clue is found in Dalaran from Legion. The easiest way to get there is by using your Dalaran Hearthstone. If you do not want to use that, you can also take the portal to Azsuna from either Stormwind or Orgrimmar and then fly to Dalaran manually.

Dalaran portal

Once you arrive in Dalaran, head to the shop Curiosities & Moore, which is located near the center of the city. Enter the building and go up to the second floor. Right after you reach the upper level, you will find the Inconspicuous Note placed on a table.

Click the note and you will read:

It begins in the 2104059, With a most pleasing sign. (These letters will not always rhyme)

This clue is an anagram pointing to the date 2009-4-15, which is the original release date of the Ulduar raid in Wrath of the Lich King. That is where the next part of the puzzle continues.

2. The second clue

The second clue, as hinted by the first note, sends you to Ulduar in Northrend. To get there, use the portal to old Dalaran in Crystalsong Forest from the Stormwind or Orgrimmar portal room, then fly to The Storm Peaks.

Northrend portal

Once you arrive in Northrend, make your way to Ulduar.

Ulduar

Inside the raid, you need to reach XT-002 Deconstructor. You only have to kill the first boss to access that section, so getting there is fairly quick. Once you reach XT-002, kill the boss and clear out the enemies around the room.

Among the scrap piles surrounding the arena, you will find an object called the Rusty Lever. Interacting with it starts the next puzzle.

Rusty Lever

After activating the lever, a grid of lights called Scrapyard Light appears in the center of the room.

The line from the first clue mentioning a “most pleasing sign” refers to the sigil of Mimiron, another Ulduar boss. Your objective here is to recreate that sign by turning the correct bulbs on in the grid.

Clicking a light turns it on, and clicking it again turns it off. The goal is to activate only the required bulbs to match the correct pattern shown below. In the solution image, the squares highlighted in green are the ones that must be lit. If the square view is confusing, the second image may be easier to follow, since each light is represented by a dot and the black dots are the ones you need to turn on.

Once you form the correct sign, the green lights disappear. In the middle of the four remaining red lights, another Inconspicuous Note will appear. Click it to continue.

Inconspicuous Note

The note reads:

1000 years imprisoned. Surely it wears on the mind

This clue points to C’Thun in the Temple of Ahn'Qiraj, which is where the next stage begins.

3. The third clue

The third clue sends you to the Temple of Ahn’Qiraj, located south of Silithus on Kalimdor. There are several ways to get to Silithus, but the fastest option is usually the Caverns of Time portal from Stormwind or Orgrimmar, followed by a flight to Silithus.

Once you are in Silithus, head to the southern part of the zone, where you will find the entrance to the Temple of Ahn’Qiraj raid.

After entering the raid, continue all the way through until you reach the area near the final boss, C’Thun. The route is generally straightforward.

One useful note while clearing: it is recommended to skip Viscidus. You cannot simply burst him down like most legacy bosses, because he must be frozen first before he can actually be killed. Fortunately, that boss is completely unnecessary for reaching the next clue.

Once you get to C’Thun’s section, you do not need to kill him. Just before entering the actual boss room, take the hallway to the left instead. At the top of the stairs, you will see an object called Mind Larva resting on a purple coffin. Click it to begin the puzzle.

The puzzle shown above will appear on your screen. You may need to zoom your camera in and enlarge the puzzle window to make it more comfortable to solve.

There is no single universal solution here, because the board is different for every player. The general rule is simple: swap the void symbols around so that you create a line of three or more matching symbols. In other words, it works on the same basic principle as match-3 games such as Candy Crush or Bejeweled.

To finish the mini-game, keep playing until the board disappears, or until you manage to match five brains in a row. Both outcomes count as a success, although matching five brains usually ends it faster. Once you have cleared enough symbols or completed the required brain match, the puzzle will vanish and reveal the next clue.

Inconspicuous Note

After interacting with the newly revealed note, it will read:

Deeper than deep. Awaits your seat

This points to the Cataclysm zone Deepholm.

4. The fourth clue

The fourth clue takes you to Deepholm, but before you go there, you first need to obtain the item Shadoweave Mask.

This mask is crafted with old-world Tailoring, but in practice the easiest option is simply buying it from the Auction House, where it is usually very cheap.

Once you have the Shadoweave Mask, take the portal to Deepholm from either Stormwind or Orgrimmar. After arriving, move to the northern side of the map and enter the tunnel at:

  • /way Deepholm 58.2, 25.5 - Crumbling Depths Entrance

As you move through the tunnel, you will encounter a large red worm called Colossal Gyreworm patrolling in a circle. Be careful not to get eaten, because doing so will send you back to the entrance.

The basic approach is to use any movement speed boost your class has and run through the tunnel on the right immediately after the worm passes. You will need to make a full loop, but there is a safe place along the way where you can stop and wait for the worm to pass again before continuing.

Colossal Gyreworm

After completing the full circle and reaching the target room, look behind the large white crystal. You will find a small crack in the ground called Dark Fissure.

At this point, equip the Shadoweave Mask, then click on the fissure, choose Drop into the fissure, and accept the warning message.

  • /way Deepholm 63.8, 22.5 - Dark Fissure
Dark Fissure

You will then be teleported to a hidden room containing a single chair with a Strange Skull resting on it. Click the skull, then interact with the plaque directly behind the chair. After reading the plaque, another Inconspicuous Note appears in front of the chair. Make sure you interact with both the plaque and the note.

single chair

The plaque reads:

The plaque is old and barely legible. You can only make out fragments of each line of text. Supremacy? Get… Shirk… …eke…

This plaque contains an anagram that was solved as Racksum Greep is the key, referring to the goblin NPC Racksum Greep in Ratchet.

The note itself reads:

Where the shaded delegate may appear

This points to a rare spawn in Gnomeregan called the Dark Iron Ambassador.

5. The fifth clue

The fifth clue takes you into the Classic dungeon Gnomeregan. Getting there is a little different depending on your faction.

Alliance

As Alliance, you can travel to Stormwind and either fly directly to Dun Morogh or take the tram from Stormwind to Ironforge, which also places you in Dun Morogh and makes the dungeon easy to reach.

Dun Morogh

Horde

As Horde, the trip is longer. You can go from Orgrimmar, take the boat from Ratchet to Booty Bay, and then fly to Dun Morogh, or alternatively teleport to Silvermoon City and fly from there.

Dun Morogh

After reaching Dun Morogh, head to the Gnomeregan dungeon in the western part of the zone.

Gnomeregan

Once inside the instance, jump down to the level where Viscous Fallout is located. From there, go down the long hallway to the left toward the Launch Bay.

You do not need to kill Electrocutioner 6000. Just jump down to the lower level and head into the southeastern hallway. At the end of that hall, on the right side, you will find a set of levers called the Numerical Console.

If you have trouble finding them, use the following coordinates while on the Launch Bay floor of the dungeon map:

  • /way 35.7 54.2 - Gnomeregan Levers
Gnomeregan Levers

Once you reach the console, click the Instructions plaque above the levers to reveal the next clue. You will see the following binary code:

01110111 00100 10010110 10101
11110111 01100 01111111 01000
011010111001011010010110 10111101
11001 00111111 10010 01001001
10000 011010010110100111010110
01011011 11110 11110001 11111
11100000 00010 11111111 01000
10110111 10101 01111111 00001
10101110 11111 00110000 01000
101101010010101110010110

180

+1111111111

The decoded result of that binary string is:

1-2-2-2-1-7-6-5-9-7

Using that result, you need to adjust the levers from left to right to match the same number sequence.

adjust the levers

When you click a lever, you get two dialogue options: “Push lever up” and “Push lever down”. These increase or decrease the lever value, and the current number is displayed above the options.

So, starting with the far-left lever, set the full row to:

1-2-2-2-1-7-6-5-9-7

Each digit corresponds to one lever from left to right.

Once all levers are set correctly, the console closes and a new Inconspicuous Note appears in front of it. Click the note to continue.

Inconspicuous Note appearance

The note reads:

Games and toys are left behind. When you awaken screaming

This clue points to Val'sharah in the Broken Isles.

6. The sixth clue

The sixth clue sends you to Val’Sharah, exactly as hinted in the previous note.

To get there, you can once again use your Dalaran Hearthstone, or take the Azsuna portal from Stormwind or Orgrimmar and then fly to Val’Sharah.

Once you reach the zone, go to the western side near the entrance to Darkheart Thicket, around coordinates 66.50, 36.55.

There you will find a small house with a purple roof. A rare called Wraithtalon often patrols nearby, so that can help confirm you are in the correct place. Enter the house and look to the left for a Nightmare Tumor.

Nightmare tumor

Clicking the tumor triggers a line from Il’gynoth:

AL’KSH SYQ IIR AWAN? IILTH SYTHN AQEV

This translates roughly as:

Is this real or an illusion? You are going mad.

At that point, a new mini-game begins. It is a good idea to zoom your camera in so the board is easier to see and work with.

Nightmare tumor

There is no universal step-by-step solution here, because every player receives a unique line arrangement. The goal is to untangle the web so that none of the lines cross each other.

You do this by clicking one red node and then another, which swaps their positions along with the lines attached to them. Any line that is still tangled remains red. Once a line is untangled properly, it becomes blue.

When you manage to untangle all of the lines so that they all turn blue, the puzzle is complete. Some layouts are fast, while others can take quite a while, so do not be surprised if this step takes longer than expected.

After solving it, the next and final Inconspicuous Note appears directly below the tumor. Click it to continue.

Inconspicuous Note

The note reads:

What you seek is buried within

This clue points to the Tomb of Secrets in the Valley of the Emperors, located in Kun-Lai Summit on Pandaria.

7. The seventh clue

The seventh clue is the final and most difficult puzzle in the entire Lucid Nightmare chain.

First, you need to reach Kun-Lai Summit in Pandaria. The easiest way is to take the portal to The Jade Forest from Stormwind or Orgrimmar.

Jade Forest

From there, fly to the following coordinates in Kun-Lai Summit:

  • /way 53.39, 49.00

At this mountainous location, you will find a structure containing the Urn that begins the final puzzle known as Endless Halls.

Urn

Click the urn and choose “Consume the ashes”. A warning appears telling you that you are about to consume the ashes of an evil sorcerer and that there is no way to know what will happen. Click Accept to proceed, and you will be teleported into the maze.

Important: before entering The Endless Halls, make sure you have plenty of uninterrupted time. If you disconnect or leave and decide to continue another day, your maze progress will reset and you will need to begin again from the start.
Maze explanation
After interacting with the Urn and consuming the ashes, you are teleported into the first chamber of the maze. At a glance, nearly every room looks the same, with only slight visual differences. Each room can have between 1 and 4 exits, although some doors may be blocked by rocks and cannot be used.

In the middle of every room, there is an altar surrounded by torches. Some rooms have an empty altar and offer nothing to interact with. Other rooms contain colored orbs resting on torches, and some rooms instead show colored runes, which appear as circles on the altar itself.

There are 5 total colors used in the maze: blue, green, red, yellow, and purple.
The objective is to pick up an orb of a specific color from one room, carry it through the maze, and eventually find the matching rune of the same color in another room. Once you reach the matching rune while carrying the correct orb, click the rune to place it. You may only carry one orb at a time. It is also important to remember that the orb and its matching rune will always be in separate rooms. You will never find both in the same chamber.

Even though the basic idea sounds simple, the maze has a few tricks that make it much more difficult. First, the maze is arranged as an 8×8 grid. Whenever you move into a room located on the outer edge, you wrap around to the opposite side of the maze. For example, exiting beyond the far-left edge can place you in the room on the far-right side of the same row.

There is also a special room somewhere in the maze called the “Teleportation Trap.” If you enter this room, you are instantly sent to a random room elsewhere in the maze, which makes it very easy to lose your bearings. Once you identify where this trap room is, you will want to avoid it for the rest of the run.
Maze explanation
Methods for completing the maze
1. One option is to use an addon called “Lucid Nightmare Helper” to assist with the maze. Full setup instructions can be found on CurseForge. That said, many players have reported problems getting it to work reliably on newer expansions, including Dragonflight. If it does not function correctly for you, you will likely need to use one of the manual methods below. Some community fixes have been posted on CurseForge as well, so it may still be worth checking before giving up on it.

2. The classic method, and the one many players originally used, is drawing your own map - either digitally or on paper. You can still find many examples online. Mapping the maze yourself usually takes longer, but it gives you full control over how the layout is recorded, which can make it easier to understand than relying on someone else’s template. Marking each room with the orb or rune colors you find can make navigation much easier over time.

At the start, mapping can feel awkward because you are effectively exploring blind and entering rooms at random while trying to build your grid. As soon as you discover both an orb and its matching rune color, it is usually a good idea to backtrack along your map and complete that color pair immediately. It is generally not recommended to map the entire maze first and only then begin matching, because that approach makes it much easier to become disoriented. A much better system is to cross off each color as soon as both its orb and rune have been found and linked.

As for the “Teleportation Trap” mentioned earlier, you may realize you have entered it when your map suddenly stops making sense and you appear in a room you should not logically be in. At that stage, it is helpful to retrace your previous steps and determine exactly which room caused the teleport so you can mark it on your map and avoid it later. One simple trick is that, whenever you enter a new room, briefly walk back the way you came. If you return to the room you expected, everything is normal. If you do not, the trap may have sent you elsewhere.

3. Some players have reported solving the maze simply by wandering through it randomly, without a map and without an addon. This is by far the most luck-dependent method. In the best case, you could finish quickly. In the worst case, you may spend hours going in circles. Even so, some players have succeeded this way by picking up the first orb they see, moving randomly until they locate the matching rune, and then repeating the process for the next colors. If you do not want to map manually and addons do not work for you, this is still a valid, if chaotic, option.

No matter which method you choose, the Endless Halls are challenging and can take a long time to complete. If at any point you feel completely lost and want a fresh start, you can simply hearthstone out and return to the Urn to reset the maze from the beginning.

Once you match the final orb to its final rune, leave the room through any doorway. You will then be teleported into a final chamber, where another Inconspicuous Note is waiting on the altar.

Last Inconspicuous Note

The note reads:

The way is now open. To the greatest secret ever told. A fitting end to your journey

This final clue points to the Forgotten Crypts near old Karazhan.

Last Stage

At this point, you have completed every clue and solved every puzzle. The only thing left is to go claim the mount.

To do that, head to Deadwind Pass on the Eastern Kingdoms. The travel route differs slightly depending on faction:

  • Alliance: Fly from Stormwind to Deadwind Pass, then go to the Forgotten Crypt behind Karazhan at 39.93, 73.92.
  • Horde: Travel from Orgrimmar to Ratchet, take the boat to Booty Bay, then fly to Deadwind Pass and the Forgotten Crypt behind Karazhan at 39.93, 73.92.

Once you arrive, enter the Forgotten Crypt.

Forgotten Crypt

It is fairly easy to get lost inside the crypt, so follow the screenshots carefully to stay on the correct route. If you have trouble locating the passage in the fifth image, turn around immediately after entering the water shown in the fourth image.

When you reach the final room, climb the large pile of bones in the far corner. At the top, you will find Puzzler's Desire, which is your reward chest. Loot it, and congratulations - you now have your own Lucid Nightmare.

Useful Add-ons for Lucid Nightmare

Most of the Lucid Nightmare chain can be completed without special tools, but a few add-ons can make some sections much easier - especially if you want cleaner waypoint handling or additional help in the Endless Halls.

  • TomTom: Useful for handling coordinates more cleanly, especially when you are jumping between older zones and want quicker navigation.
  • Lucid Nightmare Helper: Specifically designed to assist with the Endless Halls maze, although some players have reported issues with it on newer expansions. It can still be worth trying.
  • HandyNotes: Not mandatory, but useful if you prefer marking locations and organizing your route manually.

For most players, TomTom is the most consistently useful add-on overall, while Lucid Nightmare Helper is the most situational one due to compatibility concerns.

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