Gates of Discord Spoiler ~solo and raid access/quests~

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Gates of Discord Spoiler ~solo and raid access/quests~

Postby Nanyea The Wayward » Mar 1st, '04, 16:42

Tiers of Gates of Discord – A Kirynos Compilation Volume 1.2.28
special thanks to kirynos, the safehouse community, and the rest who contributed to this

Tier 1

Barindu
Hail the High Priest in the building near the temple. On the second hail he will give you a sewer expedition. The expedition can only be done by 6 people, and is instanced. There are four different sewer expeditions, and all must be completed in order to progress to the next tier of trials.

Things to look for while doing Sewers - a timing gear, a rusty spring, an oiled belt, and a processing gizmo. When you have them all, place them inside the gearbox and combine them. Once this has been done, the gearbox should give you a report. Return the report to me.' Breakdown in Communication Quest

Order doesn’t matter but you get the permanent flags in row -- if you do 2,3,4 then you wont be able to get any permanent flags till 1 is done. When you get an expedition from the High Priest, he will give you the lowest expedition that the person hailing him has not yet completed. The order is:

1) Plant
2) Furnace
3) Lair
4) Pool
Sewers of Nilhilia, Purifying Plant
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From zone-in, move east through the first room until you get to the 2nd room near Ansharu. You can bypass much of the room's monsters by hugging the walls overlooking the middle. Except for the ghosts and slimes, nothing sees invis. Once you've hailed Ansharu continue moving south to the Stonemite Room.

In the Stonemite room there are nine stonemites in the middle. I would pull from the southeast corner of the room. You'll need to be out of the water in able to cast on them - I'd suggest standing on the pipe close by. Single pull and kill 8 of the 9. Then med to full. Kill the 9th when you're ready and an Ancient will spawn.

He hits for over 1000 so I'd certainly recommend bringing a patcher of some kind. A 65, 1400 hitter/flurry). Head back to Ansharu and hail him and you should get a flag. Then you can exit the zone and go back to the High Priest for entrance to the second trial.
· The person who starts the instance needs to hail Ansharu inside the dungeon. We found this out the hard way the second time we did this trial (we skipped Ansharu, and the mites weren't up when we got there). Instance leader trained back and hailed the guy, boom, insta pop on mites.
· NPCs doubled 1200s at the entrance, low hitpoints. Fully slowable, mezzable. There are those rune-marked stone golem things in here occasionally. They are unslowable. The only charmable I found was a ground-hugging trilobite thing, made a good pet for my enchanter though.
· NPC ATK is fairly low, even though they hit harder the mobs near the entrance were probably easier than an LDoN hard adventure overall. Deeper in stuff started to hit more often and reach max hit more commonly. 1300 hits.
· Some stuff is +see as reported above. Easy pulls. Probably a 20 minute respawn, didn't time it.
· No nameds. Deeper in some of the evil noc type NPCs existed, they would run. NPCs prior to that would not. Some of the ghosts are casters.
· XP was just over 2% AA/kill. Leadership XP seems to run somewhere around a 3:1 or 4:1 AA-to-leadership point ratio.
· Random named or special loot in the dungeon. Some NO DROP and LORE/NO DROP items, some stackable, a pile of (earlier expansion) spell research items. Not sure if you can get a chance of names or unique npcs respawning, given that the zones DO respawn.
· After he died the guy who got us the quest got a character flag, the rest of us got temporary flags saying to talk to the high priest. We went back outside and talked to the high priest's scribe to convert your flag. Have everyone hail him to make sure they get flags, and to get assigned your second instance, the Crematorium.
· DEATH - Had to have everyone leave the expedition, though, to get bodies out, unless you have a rogue or necro.



Sewers of Nih, Crematory Furnace:
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You'll need to clear towards the furnace room (marked on map). Like in the previous trial you can skip some content by hugging the walls of the rooms and invising/pacifying your way. Along the way you must collect the remains of four Taelosians. They're dropped by random mobs in the zone.

Once you get to the furnace room the ghosts of the four will spawn. Kill them each and wisps will spawn when they die and move out of the room - DO NOT touch the wisps. This is when it gets tricky. A 30-minute timer starts for you to reach the Blue Crystal room (also marked on map). In my experience, the fastest way is to evacuate your group to zone-in and then run back skipping as much of the mobs as possible. You can invis past lots of them, and the ones you can't invis by your bard/enc can pacify. The zone will emote at some point which means you have 15 minutes remaining.

Once you reach the crystal room the four wisps will be on a pedestal and a npc (someone the Pure). Hand him the four remains. You may need to hail at this point but I don’t think so. You'll receive a character flag as well as access to the 3rd trial.
· Step 1 is collect. They drop very fast.
Step 2 move to furnace. Seems that expedition leader need to go under the big thing in the furnace to spawn the 4 named. Kill the 4 named and the crystals will start moving to the blue crystal room.
Step 3. Instantly after the last named is down evac to zone in. start invis, lull, pacify your way to the blue crystal room. (we tried first with sos and our rogue got instant slaughtered when trying to hand in). Kill the 2 mobs next to the named and do hand in. The zone in mobs are really easy and fast to kill and CC. Basically we almost caught up on the crystals. We were like 1 turn away from the named when we got the zone msg that they arrived.
· When the willowisps get to the crystal an npc will spawn that you hand them into, btw rogues can go and do the hand in solo using hide/sneak and it will save lots of time
· The way we ended up doing this one was to bring the last named back towards the blue crystal room from the furnace since the timers doesn’t start till the last one is dead. We lulled on the way back to make it quicker. Found out that the named will warp back if you bring it too far though so you have to kill it about halfway. Then just lull the rest of the way. Mez the 4th named and drag it along with you to the final room. Much easier than evac/lull/whatever else your trying.
· We fought to the Gem room. Corpsed in the gem room and had necro FD in the back empty side of it on a ledge with our bodies. Yep he FD the whole time we fought to the furnace. We left the gem room (short our necro) and paci'd/invis to the furnace. We got there killed the 4 ghosts and used an EE to res cleric back to the Gem room. We were fast - even there before the wisps got to the room. Well once the 4th wisp got the gem she spawned (it’s some chick ghost) and we killed like 3 mobs and handed her the heads. She gave flags and we all rejoiced at being done with this expedition.
Do not even bother trying to hack back to the gem room. It’s a total waist of time. Either have a mage sitting there playing gems to CoH you back or have a rogue who has looted all 4 heads SoS back to the gem room for turn in (not sure how the rogue will deal with all the mobs around her on hand in. I was visible when we handed them in). That’s like the only way to win this whacked encounter it seems.
· Just wanted to add one more work-around the short timer. We won it by having two people stay at the furnace with the last of the named. Four of us fought down to the Spiritstone, at which point we cleared the room and the two left behind cleared finished off the last named.



Sewers of Nih, Lair of Trapped Ones
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You need to clear up to Alej Leraji who is trapped under a piece of stone. Pretty straight-forward dungeon crawl. You can invis/lull past parts if you want, but I would recommend clearing. The room before him is filled with ghosts that see-invis but you can IVU through it if you want.

There is a portion of the map underwater east of the water wheel and north of the first room after zone in. I would highly recommend staying on dry land at the edge of the water and pulling up to there.

Once you hail Alej he'll ask you for his tools which are scattered around the zone, this spawns 3 rooms (B, C, and D on the map). I would run from Alej to the Water Wheel room first. Kill the mobs there and eventually you'll get an emote saying you find some tools. Then evacuate to the zone in and kill the golems there until you get a second emote. Finally run over to the Cocoon room and get the final tools. There is a timer for this part but I'm not sure how long it is. I would guess thirty minutes.

Once you have all three tools run back to Alej and hail him to complete the trial.

Pool
· Unknown as of yet. Will Test soon.

So, for example, if I have not done any expeditions from the High Priest, he will give me Plant. If I have done Plant and Furnace, he will give me Lair. If I have done Plant and Lair, he will give me Furnace.

There doesn't appear to be a refresh time. I have requested an expedition, entered briefly; left the zone, left the expedition, and requested another within 5 minutes.

Reminder: the events in the sewers only work when you get the expedition from High Priest. Gamesh's expeditions are for xp, as far as I can tell, and to let you go to whichever zone you want to regardless of which flags you already have. NPC’s inside won’t respond in exp dungeons.


Ferubi
ALTERNATIVE TO SEWERS (Raid Level Event)
There is a halfling ranger named Taminoa Bialu, who is in the Abysmal Sea, in a room near Morden Rasp. Hail him and say Ferubi, and he gives you a stone and tells you to give it to Smith Rondo in Ferubi.

Deep in Ferubi is an erudite NPC named Smith Rondo, he is non-kos and roams around in a room with several kos enemies in it. When you give him the stone he gives you a note to take back to Taminoa. Taminoa then tells you to collect four weapons from elite guards in Ferubi, and give them to Smith Rondo.

In Ferubi there are 4 elite guards who spawn randomly, A spearmaster, a blademaster, a hammermaster, and a brawlmaster. Kill each of them and they drop a no drop, no stat weapon.
I found the Battlemaster in a room you get to by hanging all rights from Qui*
The Hammermaster is in the room before Smith Rondo.
*The giant room that looks like a chapel that’s right before Votal
*The room with all the broken golems in it

Once you have all four weapons, go to Smith Rondo and give him the weapons. He will despawn and The Weapon Master will spawn with four apprentices. Once you kill the Weapon Master, Smith Rondo will spawn once again and attack the raid. Kill Smith Rondo and his spirit will spawn. Hailing his spirit flags you for tier two (instead of having to do sewers).


Things to look for while doing Ferubi -
NOTE: You do not have to do the note/stone turn in to get the flag. You just need to be on the raid and hail the NPC. However, if you have completed the note/stone turn in, you also receive a note from the hail, which is part of the progression quests in Abysmal Sea.



Tier 2

Head back to Barindu, and this time you need to talk to Urdana. She will send you on an expedition to Vxed and then to Tipt. Both of these zones are instanced zones just like the sewers.


Actually after you have sewers complete you need to talk to apprentice Urdana not the scribe. Yes Scribe is like Gamesh. She will give out instances to Tipt and vxed if you haven’t completed sewers.

To start the first trial in Vxed Hail Urdana and say "pay heed"

Vxed
This expedition is pretty much like a LDoN adventure. You go in, and must kill approximately 70-100 monsters (was recently changed). Once you kill enough enemies, a Stonespiritist will spawn in the northeastern most room in the zone. All you must do to succeed this expedition is spawn the NPC and hail her. You can then click the stone behind her and port out. Takes like 4 to 6 hours.
Once you are "flagged" as having completed Vxed, you can not get the trial version again from the Apprentice (you can start a "xp" version though, or you can have someone else in group who needs the "Trial" flag start it, provided they have beaten the sewers or Weaponsmaster).

Oh… the Stone Tablet next to the NPC you hail at the end ports you out of the zone, for the quick getaway.
Things to look for while doing Vxed: a flickering finkenheimer, a tarnished sprocket, some uncoiled springs, a greased BELT, and some connection rods. When you have them all place, the sprocket, springs, bolt, and rods in the finkenheimer and bring me the result. I must warn you to be careful though. If these things could stop my clockwork, they must be pretty powerful creatures. Breakdown in Communication Quest

Tipt
This expedition consists of three trials. The zone is a fairly straight forward chasm. Once you pass all three trials in Tipt (this zone is a challenge). You must hail the NPC at the end of the chasm.

Fight your way to the end of this zone to get to where the Riddler guards the gate. When you talk to him, a dozen or so items spawn on the ground and he asks a riddle. Answer the riddle by handing him the item that correctly answers the riddle. Get it wrong and enough mobs spawn on you that your 6 man group is finished. Get it right and you gain access to the boss. Beat the boss and you win. You get a no rent key along the way to the final area, some time after you spawn the ghost woman. Keep that key on a corpse and any rogue can then sos through for flag any time.

· The expedition with the Riddler is tough. After the trap room with the triple 2200 mob you come to a room with a bunch of the ghosts. After clearing them a quest npc shows up that gives you a hint about needing a key further ahead.
The next open area you run into different model mobs. At least 1 will drop a no drop, no rent key. We bypassed the rest of the room so don't know if it was an event or not.
Further ahead we got to the Riddler npc. After talking to him, he drops a bunch of bags which are what appear to be random items. Candles, gloves, etc. Further talking with the riddler and he will ask you questions to which you hand him the item that answers the question. If you answer wrongly, the door opens and a bunch of mobs swarm over you. With 2 enc, it’s possible to withstand it, though.
· If you were talking about the Heartstriker, one of the main reasons he’s so tough is the fact the mobs around him haste him. So it’s a good idea to pull him with annul, which will make a huge difference on encounter.
· This will probably be nerfed: The simplest no-brainer way to do the riddler ring: cleric stay away from agro range or camp. Turn in whatever answer, even the wrong answer, they only wipe non-fd/evade classes. Afterward, just rez and pass them invised, no need to kill them. Don't kill the last named, just invis and run along the wall to across bridge to hail. If you do kill the named, the expedition locked up and you can't switch people in for flag. The Tipt ghost has more time than Vxed ghost who only got enough energy to flag 6 people; Tipt ghost will flag until timer up.
· What happens after Kyv dies? You get a message telling you that you can no longer add new members to your expediction. And the hail mob spawns.

Hailing the shimmering spirit does not get you the flag...
Once you've hailed him, you still need to run across the bridge and just on the other side, to the left is another Ghost npc that you need to hail to actually get flagged for Kod. (Assuming you have trials 1-5 already)

Things to look for while doing Tipt - There are five different types of cells, each one is called Vaifan's Power Cell -- named after the most ingenious gnome there is, of course. The cells are named from A to E. When you have collected all of them, place them in this power pack, activate it, and return it to me.' Breakdown in Communication Quest

With the Vxed and Tipt expeditions completed, along with the sewers or Smith Rondo events completed, you will be flagged for Kod`Taz.



Tier 3

Kod`Taz
This zone is a normal zone (not instanced). Inside this zone there are three trials you must complete in order to proceed to Qvic. Those are still being worked on. Wait till you get to the named in the temple trials in Kod'Taz, 2200+ quad unslowable named makes for some exciting times.

Scout Quest
L'diava Rexxen says that Kitren Lanom (missing scout) was last seen entering the Tri-Fates Temple (third temple trial). That we should scout the three temples and return anything of Kitrens we find.

She warns us to only talk about Kitren with Kevren Nalavat (the first NPC in the zone) as there may possibly be some foul play involved.

When talking to the NPC Kevren, he will not respond to anything about Kitren. He only tells us about the trials and then directs us to an NPC to start each trial.

Our guild has completed over 40 trials or so - if you count failures - and nothing has dropped from mobs that might be from Kitren. No ground spawns have been found also.

Has anyone got a lead with this part of the quest?
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Ikkinz
The second Ikkinz trial is titled "Temple of Twin Struggles" wherein you fight TWO boss mobs at once and there are 12 keys that drop.

The third Ikkinz trial is titled "Temple of the Tri-Fates" wherein you now have three bosses (although its trivial to fight them one at a time) and it drops 18 keys.






Augment Collect Quest: Breakdown in Communications
Info and somewhat Walkthrough: http://pub146.ezboard.com/fthesafehouse ... 7010.topic

Figured this would be a good place to post this information, as Safehouse has a good reputation for quest cracking. I just posted this quest to EQ Spoilers, which is a pay site. As many people don't have flashlink accounts I posted the full details here also. I'll update it as information becomes available. The two NPCs listed here after the quest giver both give you containers to gather items from the instanced dungeons.
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This is an epic quest that takes place in the Gates of Discord. Be prepared for a long haul. We will document this quest as information becomes available.

Fezbin Fizzles
You say, 'Hail, Fezbin Fizzles'

Fezbin Fizzles says 'Greetings adventurer, have you come to explore this new [continent] we recently discovered?'

You say, 'i have come to explore the new continent'

Fezbin Fizzles focuses his attention on Erasmusx.
Fezbin Fizzles says 'Due to some rather odd events with Calliav, we, the Wayfarers Brotherhood, were guided here to the continent we have come to call Taelosia. It is a continent which has suffered through a great magical explosion and now the native inhabitants are in dire straits. Our goal was to investigate this continent and find out more about the strange pieces of matter that we recently found in various places. All signs led us here and so we decided to build this magnificent floating city you are standing in. Unfortunately, we have found out some rather disturbing [news] recently that has all of us rather concerned.'

You say, 'what news'

Fezbin Fizzles says 'Well, when we finished the city, we began to send out scouts to various locales all over the new continent. Right away information started to flow in. They gave us details on the layout of the land and its current inhabitants. We began to piece together this picture of the current state of things on land. Many of the reports gave details on various things like wildlife and climate as well as the local inhabitants and level of advancement. All of this seemed promising to us as we thought we might be able to talk to the natives and find out more about the strange matter that seemed to originate from this place, but then we begin to receive some very [upsetting reports].'

You say, 'what upsetting reports'

Fezbin Fizzles says 'Apparently, the event that spread these strange pieces of matter all over Norrath brought with it a group of beings more horrifying than a shaved dwarf. These creatures seemed to be an organized army of some sort. They have apparently taken over the continent and enslaved the natives. Curious about this, we ordered our scouts to find out more about these beings. Specifically, if they could be reasoned with and if they knew anymore about the odd chunks of rock we found recently. Shortly after we made this demand, everything [stopped].'

You say, 'what stopped'

Fezbin Fizzles says 'The scout reports stopped coming in. We figured that maybe they had just not found anything yet, but as time went by we began to worry. That's when Morden suggested that we send someone to find one of them and learn what was going on. Young Falcin did not know what he was getting into when he volunteered to check things out for us. Falcin left here under the light of a full moon and returned soon after barely able to breathe. He had been caught spying on the beings that currently control the continent. They had tortured him for hours trying to get information. Being the resourceful human he is, he managed to escape only to be mauled by what the natives call ukun, a humanoid creature that is twisted and lethal. Left for dead, Falcin dragged himself back to us and explained what he had [discovered] during his ordeal.'

You say, 'what had he discovered'

Fezbin Fizzles says 'Falcin told us that all of the scouts had been captured and were either dead or were enduring extreme torture sessions. These invading beings are a vicious lot who show absolutely no mercy. Falcin's wounds were proof enough of that. Falcin explained that the scouts who were still alive are being held near where they had been discovered. Those who he could not find he assumed were dead but he still tried to get some proof before he wrote them off. Unfortunately Falcin would not live to see his desire through, he passed on shortly after revealing this information to us and now we are at a loss as to how we can help our scouts who are still living return to us and provide a proper burial for those who were lost. We cannot afford to send anyone else out there as it seems it will require a significant force in order to have any chance of accomplishing the [task] we need completed.'

You say, 'what task'

Fezbin Fizzles says 'With half of our numbers back home dealing with the investigation of the recently unearthed dungeons and the rest here on the ship handling what information we have and trying to decide the best plan of action, Morden figured it might be a good idea to ask some courageous individuals to assist us. Morden has authorized some form of valuable reward for those who can bring us any information regarding our missing scouts or the scouts themselves. Seeing as how you have been so interested in all I have said so far, do you think you would be interested in helping the Wayfarers Brotherhood?'

You say, 'i am interested in helping the wayfarers brotherhood'

You have received the 'Breakdown in Communication' quest. Now you must find those mentioned by Fezbin and help them the best you can. If at any point you find you have made a mistake in your scouting, please return to Fezbin and say, "I need to rescout (zone name)" and he will reset your status in that zone. If you lose your reward at any point, return to Fezbin and hail him and he should give you the appropriate reward based on your level of progress.

Fezbin Fizzles says 'Most excellent. Please take these as a token of our gratitude. It is not much to look at now, but by helping us you will find ways to make this stone more [powerful] when combining it with certain items in that sealer. Please take the time to find Taminoa Bialu, Vaifan Cogswin, and L`diava Rexxen. They are all located on this ship. Each of them is responsible for information from certain areas of the continent. Taminoa has all the information on the city area, Vaifan keeps the information on the mountain passes, and L`diava collects information on the temple areas. If you truly wish to help us, talk to some or all of them and they will help guide you to the right path. When you have finished helping them all, return to me and I shall give you the reward that has been approved by Morden.'

You say, 'how is it powerful'

Fezbin Fizzles says 'The stone I have given you is very special indeed. It is a rare stone with a power that has not yet been revealed. After studying it we have come to the conclusion that its power is based off of resonance. You will see that there are fourteen sockets in the stone. Each socket requires a gem fragment of a certain resonance. As the fragments are set in the stone it will gradually increase in power. These fragments must be placed in the stone in a certain order using a set of clockwork gemcutter's tools, the stone, and the correct shard in the device I handed to you along with the stone. As you help find our scouts, you may come across the gem fragments that will fit into the stone. If you do, please try combining them in the special sealer. If at any time you lose the sealer or misplace the stone return to me and I will what I can do about a replacement.'

The three aforementioned NPCs will only speak to you after you have received this quest. Each will give you a subquest which involves collecting items in a specific instanced zone. We will continue to document each of these sub-quests as information becomes available.

Vaifan Cogswin - dungeons
You say, 'Hail, Vaifan Cogswin'

Vaifan Cogswin says 'Well, hello traveler. You here to help with the scout problem we've been having?'

You say, 'yes i am here to help'

Vaifan Cogswin says 'Good to hear. I have been going out of my skull trying to tinker another one to find the first. Now that you are here, I can stop that and focus on compiling the information I already have. Let me tell you, being in charge of something like this is very taxing on the nerves. I remember being a young gnome and whenever I tinkered something it worked the first time. Ah, how good it felt to put the Cogswin family emblem on my wonderful creations. Nowadays it seems like everything I make has some intermittent flaw or defect. I might have to accept that I am getting old and a little slow, but I still have the wits to invent. I should stop rambling and get to the point. I am in charge of scouting the mountain areas known as [Tipt], [Vxed], and the [sewers] under the city. Which would you like to know about?'

You say, 'tipt'

Vaifan Cogswin says 'The mountainous areas of this continent hold many dangers within them. Tipt in particular is thick with members of the invading army, dangerous creatures, and the angry spirits of nihil refugees. Looking at the information I have, the clockwork scout tried to take a direct path to the other side of Tipt and had some serious problems. Apparently, it had a run in with some cragbeasts, a pack of ghosts, numerous Muramites, and a native riddlemaster. While he made it pretty far, he took significant damage each step of the way. My last report received for this area stated that it was returning to the Vxed area to recover, but had lost multiple power cells in the process. I need you to retrieve these power cells. They are vital to rebuilding the scout and getting that report. There are five different types of cells, each one is called Vaifan's Power Cell -- named after the most ingenious gnome there is, of course. The cells are named from A to E. When you have collected all of them, place them in this power pack, activate it, and return it to me.'

You say, 'vxed'

Vaifan Cogswin says 'We have discovered that this continent holds many dangerous creatures, including the strange beings of the invading army. Many of these beasts can be found in the mountain area called Vxed. After being severely damaged in Tipt, the clockwork scout made its way back to Vxed to perform self maintenance, but I believe this is where it met its final demise. While the chance is slim, I believe you may be able to salvage enough of the parts from the creatures within Vxed to reassemble the frame. What you will need to find is a flickering finkenheimer, a tarnished sprocket, some uncoiled springs, a greased bolt, and some connection rods. When you have them all place, the sprocket, springs, bolt, and rods in the finkenheimer and bring me the result. I must warn you to be careful though. If these things could stop my clockwork, they must be pretty powerful creatures.'

You say, 'the sewers'

Vaifan Cogswin says 'According to my records here, the sewers are a pretty vile area. Filled with some strange creatures, I hear. So, being the genius that I am, I came up with a plan to use a prototype clockwork scout I built when we were having problems exploring the catacombs in Mistmoore. He appeared to be working fine. I received constant detailed reports on the sewers and mountain areas until one day it stopped. For some time I tried to make contact with the clockwork, but nothing. I started working on a second one to retrieve the first when Falcin stumbled onto the boat. In his struggle to get back to us he had to make his escape through the sewers. While going through there, he found this. This is the reporting module used by the clockwork scout. It does not look like much now, but you should have seen it when Falcin gave it to me. I have repaired most of the damage in an attempt to access the information stored within, but there are four vital components missing. I need you to go to the four sewer areas and find a timing gear, a rusty spring, an oiled belt, and a processing gizmo. When you have them all, place them inside the gearbox and combine them. Once this has been done, the gearbox should give you a report. Return the report to me.'

L`diava Rexxen - temples
You say, 'Hail, L`diava Rexxen'

L`diava Rexxen says 'Yes, yes. What is it I can do for you? I am a very busy woman and do not have a moment to waste on just anyone. Are you one of the adventurers sent here by Fezbin?'

You say, 'i am one of the adventurers sent here by fezbin'

You say, 'yes i am'

L`diava Rexxen says 'Very good. You are just in time. I am in need of immediate assistance in the temple areas known as [Yxtta] and the [frightful temple], Kod'Taz. While our scouts have been missing for quite some time, I recently received some information that leads me to believe they may still be alive. Which one we help first is up to you. Which area do you wish to investigate?'

You say, 'what is yxtta'

L`diava Rexxen says 'Yxtta is one of three smaller temple areas where a group of natives known as the trusik used to worship a god called Trushar. We do not know who this god is, but we believe he is a false god centered around a belief in natural destruction. Xounii Resnen was the scout assigned to this area. She was given this task because of her expertise in shapeshifting. I told her to take the shape of a trusik native and interact with them to find out more information. She managed to fit in quite well. Perhaps too well. Gradually, reports came less frequently until they eventually stopped. While everyone feared she had suffered the same fate as the other scouts, I think she started to believe she was really a trusik and has abandoned her assignment. What I need you to do is go there and find her. Now, be careful, the trusik are not a friendly race of beings and they are even more irritated by the invasion of the Muramite army. When you find Xounii I fear she may attack you. If this happens, I will not fault you for defending yourself, but if it comes to this I want some form of proof as to what happened.'

You say, 'what is the frightful temple'

L`diava Rexxen says 'Kod'Taz is made up of multiple temples that were once used for worship by the trusik natives. Many of them have since been destroyed or made into strongholds for the Muramite army. Due to the sheer size of this area, we sent a scouting force there to investigate. All of them are still alive, save one, named Kitren Lanom. None of the scouts left in the area know what happened to her or her belongings. Last time they remember seeing her was when she entered the Temple of Tri-Fates in an attempt to pass the temple trial. Please go to Kod'Taz and speak to Kevren Nalavat. He should be able to help you access the three trials. You will have to enter each trial and bring me back anything you find of Kitren's from each temple. Even though the scouts there have searched many times for something, I think a fresh set of eyes may help some. Kevren is the only one who knows you are helping me. Please do not let the others know you were sent by me. I have not yet ruled out the possibility of foul play and if they are aware of your affiliation, it may place you in more danger.'

Taminoa Bialu - Cities
You say, 'Hail, Taminoa Bialu'

Taminoa Bialu says 'Greetings. You must be one of the adventurers that Fezbin told me about. It is a pleasure to meet such a brave individual. Where are my manners? My name is Taminoa Bialu and I compile all the information from our scouts in the [city] area of Taelosia.'

You say, 'What city?'

Taminoa Bialu says 'Well, it appears the native inhabitants of Taelosia lived in a grand city once. This city is made up of four different areas named in their language. They are [Qinimi], [Riwwi], [Barindu], and [Ferubi]. Based off of early information, we believe each area had a specific purpose. I am still trying to decipher the native language to figure out what the names mean, but going off of visual information I can assume that Qinimi served as their court, Riwwi is where they held games, Barindu was a lush garden, and Ferubi was a central place of worship once. That is about the extent of my information as far as the intended purpose of each area. What they are now used for I can explain in further detail. Which area would you like to hear more about?'

You say, 'What is Qinimi?'

Taminoa Bialu says 'It appears the Muramites have made this some sort of stronghold. Destroying many of the native symbols, the invaders have converted the building that once served as the court into fortified headquarters. It is here you will find a structure called the Chamber of Souls, various pens to hold ukun, and a moat of sickly black sludge. The structures that the nihil once called home are all but destroyed now. Very sad indeed. That's where the legion keeps the bulk of the [slaves]. I believe that the scout for this area was caught sneaking around the housing district, but I have no proof. If you were to search this area, maybe you would find some sort of sign or marker he may have left. That would be helpful.'

You say, 'What slaves?'

Taminoa Bialu says 'I see Fezbin saved some of the more dismal news for me. The legion has enslaved the natives of the continent. In the city area, these slaves are used mainly for menial tasks. Due to their fragile bodies, they cannot do any heavy lifting, but their knowledge of shaping stone makes them perfect for building new structures for the legion to use as well as altering current ones. They command the stone workers. I am not sure how the slaves are used in the temple areas. That information is held by L`diava.'

You say, 'What is Riwwi?'

Taminoa Bialu says 'Riwwi has to be the most interesting of all of the city areas. You see, this is where the coliseum is located. Now, we are not completely aware of how it was used before this invading army took up residence in the area, but now it is used for the merciless slaughter of the nihil. Early reports from our scout, Reyna, indicate that the slaves in the area would not interact with her until she proved herself. How she was able to do this I am not sure, but I would suggest trying to find something of Reyna's while I go over my Riwwi information. Come back to me when you find something.'

You say, 'What is Barindu?'

Taminoa Bialu says 'This area holds the remains of what was once a place to build stone workers. We can only guess what purpose this part of the city served and all we know now is that it is home to some of the cruelest acts of violence against the nihil. I assigned this area to Talwin, a young wood elf new to the brotherhood. He was a proven scout eager to assist. Initially things were going well, but the information he was sending was not helping much. I think this worried him and resulted in him pushing his luck a little far. Ever since I told him his reports were lacking the vital evidence we needed I have not heard from him. Before Falcin passed on, I asked him if he had found anything out about Talwin and he shook his head. I know Talwin is still alive . . . he has to be . . . and I know that there must be some clues in the area of Barindu somewhere. He was diligent about recording what he found so I would assume that if he has been captured that his writings must be lying around the area somewhere. See if you can find two of his journal entries and bring them back to me. When you return please give what you find to my assistant Opury Foop. She is trying to help me organize my reports a little better.'

You say, 'What is Ferubi?'

Taminoa Bialu says 'The area called Ferubi was once a Taelosian temple. Now it is a place that reeks of pain and suffering. The invading army has desecrated the temple and the slaves within endure unimaginable torture. Based on the information our scout Smith Rondo sent to me before his disappearance, the invaders use this area to craft weaponry and conduct strange experiments. Smith's ability to sneak in and out of places quickly made him the ideal choice for this job, but like most of our other scouts he eventually got caught trying to reveal a vital piece of information. We have confirmed that he is still alive and I need you to go find him and give him this. It is a special farstone attuned to his aura so only he can use it. Please make haste in your mission, but be careful. You are entering the lion's den and if you are caught, I cringe to think what will happen.'
....
The halfling ranger that gives you the little subquests for city zones mentions something about finding scout reyna (i think that was the name, something similar to it at least) in riwwi (the coliseum zone). I have found Reyna's Bloody Earring, it appears to drop randomly off of regular mobs in riwwi.
I returned the earring to the halfling, he said i need to talk to two named slaves, Turlini and Namosa, to find out what happened to Ryena, and he said i would have to gain their favor (I assume this means faction). They will not talk to me currently so I will have to work more faction. It seems most mobs in the zone raise the slaves faction, so it will just take some killing to continue this quest.
.....
Ferubi: Smith Rondo
1) Chat with Taminosa for the Atuned Farstone
2) Hand the Farstone to Smith Rondo in Ferubi for a report
3) Hand the report to Taminosa for info on how to spawn the weapon master
4) Kill the Weapon master
5) Kill the smith
6) Hail the ghost of the smith. If you did the previous things you will get a report on your mouse.
7) Hand that new report to Taminosa to complete the Ferubi part. (Green Gem Shard)

I was able to run down there solo (Ferbi)

*hand tuned farstone to Smith Rondo*

[Wed Feb 11 20:17:34 2004] Smith Rondo says 'While I applaud your effort, I must decline. You see, since I was captured I have been altered by the beings known as ikaav. As a result, my aura has changed, making this farstone useless. I do not know what it is I am becoming, but I will not place the lives of the brotherhood in danger. I have decided to give in to the inevitable and serve these beings. Please tell Taminoa I am sorry, but this is for the best. And please give him this. As I slip deeper and deeper into insanity, I have lost my ability to articulate my thoughts on paper. This is one of my last written reports and I think Taminoa will find it quite interesting.'

Got a sealed report back from him. Went back to the Queen.

[Wed Feb 11 20:33:38 2004] Taminoa Bialu says 'Ah. Glad to see you return and report that you found Smith. Let me see, what does it say here . . . oh my, I can't believe this. These beings are truly insane. This is a detailed account of the experiments the Muramites have been conducting on the natives and on Smith. If what is listed here is true, we must find out more about this. It says that this is one of two reports he wrote, so we must assume he still has the other one on him. It also says here that the weapon master has access to the mountain area that leads to a secret way into the temples where they conduct these experiments. Oh, poor Smith. As soon as he figured out what was going on he documented it, hoping that he could somehow get it back to us without them finding out. Hmm . . . here at the bottom he gives details about the weapon master. Seems he only enters the Ferubi area to fix the weapons that his four elite guards use. Knowing this, I am sure we can trick him into appearing. You must return to Ferubi and find his elite guards and collect a different weapon from each of them, but remember the weapon has to be damaged. Sounds like this is pretty durable stuff they use, so it may take some time to accomplish this. Either way, once it is done I would suggest giving the pieces to Smith and asking him to help.'

Riwwi
Turn in Reyna's Bloody Earring - random drop in Riwwi:
[Sun Feb 15 09:41:34 2004] Taminoa Bialu says 'This does not bode well for Reyna's fate. If I had to guess, I would say they took her to the coliseum. Knowing what we know about these strange beings, they would have taken her to the coliseum just so they could entertain themselves by torturing her. You must find a way into the coliseum and save Reyna. I think your best plan of action would be to locate and speak to Turlini and Namosa. They are two slaves Reyna mentioned in her reports. They may not talk to you if you have not proven yourself, but once you do that they should be pretty helpful. They may even know an easy way into the coliseum. Find these two and ask them about Reyna. Return to me when you find out more information about her.'

To raise riwii faction: kill certain of the musclebound guys, not the spirit ones, the other ones, kill the rangers, kill the aneuks, and named, and the officiator. it goes up slow. also there appears to be a fsaction quest. is a starving yunjo, a hungry yunjo and a thirsting yunjo... they want food and "spirits" tried to give stuff, no good so far...
They want 'something made with crab', 'something made with tuna', and 'something made with hynid', each wanted a different item if I recall correctly. They also despawn/respawn randomly and have PHs that are non agro slaves with no text. They are in the first building to the left of the Qinimi zone, with 3 mobs in the same building as them, pretty easy to get to.
- Something with Hynid
- Something with Crab
- Something with Tuna
- Something with Cragbeast
- Something with Spirits / Taelosian Tea.

Giving a Yunjo the requested food or drink (those who asked for spirits took brewed "Taelosian Tea"; those who asked for Hynid or Cragbeast got spiced sandwiches of the proper meat) resulted in a positive faction hit and a very small bit of exp. Faction hit was with Yunja slave resistance. The drink requires Taelosian Tea Leaves (dropped) to make any of the drinks you hand in. Skill combines are relatively low, 166 was highest I saw in any of the baking or brewing.

The other stuff is foraged throughout GoD. Easiest to get was Hynid meat. Any size hynid meat + mixing bowl = a bunch of 1 lb hynid meat. 1 lb hynid meat + mixing bowl = hynid meat (yes, that was a second combine). 1 hynid meat + mixing bowl = dried hynid meat. Dried hynid meat could be handed in, but no to all of them; some of them request hynid, others crab, cragbeast, etc. All of it is GoD baking.

Hynid meat is fairly common and is often on the merchants in Natimbi. However, here's the catch that will prevent you from factioning up in a major way: After about 8 hand-ins, the slave respawns in a non-hungry/thirsty version. The regular slaves despawn naturally and the Named slaves can spawn after the despawn - which is about 30 or so minutes.

So, Hand In 4 at once, 3 at once, then 4 at once.

To start – if you bought the box to Gates of Discord, then the in game staff will give you a faction modifier up to amiably.
Dubiously to Apprehensively 64 food turn ins.
Apprehensively to Indifferent 16 food turn ins.
Indifferent to Amiably 10 food turn ins.
Amiably to Kindly 85 food turn ins.

So about 175 turn-ins to get from Dubious to Kindly.

You need Warmly for the named to respond to you - I know each level get harder, so it wouldn't surprise me if Kindly to Warmly is 150 or more turn ins.

· one slave asks to free him by killing a named wandering outside arena. anyone seen named? i slaughtered the whole CY and non pops
· The other slaves who did respond, well, one of them went on about Taskmistress Krisz and told me to kill her. Fat chance that I'll manage, as she hit me for 2325 the first time I met her...raid mob 3000+ hits. Stats on her include a long range AE snare, and she hit for 2325 in melee. She despawned. Probably was up no more than 45 minutes.
· one npc says hell reward you for killing slavemaster so and so. also is a npc who is the father of rarundel crying about how he is sorry he lost her.. they took her. (rarundel's memory wanders the housing area in qinimi.) also found an item you give to rurendel last night… its a little "dropped item" bag icon (no drop lore rarundels open memory box ) on ground in first house on left where you get kreshin's journal. give it to rurendel memory and get text about how Rav Krixt Tekrik executed her in front of people (riwii...) and how she needs her keepsake back and he must have done something with it. She gives back 1 slot box rurendel's open box of memories. I read on Allakazams that the guy hits for 3kish, raid encounter. Kill him, put item in box (only has one slot), combine, give back to spirit.
· I killed a named in riwwi today one of the big purple dudes, took his head to the guy chained up with the dogs in the one bldg beside the pavilion and he went through all dialog then ate my head cause I was dubious. I should’ve checked first.

Once faction is reached --- WARMLY:
1) Speaking to Turlini gets you a 10 slot bag, combine the Manacle keys in the bag and hand it back in to him. Of course, I haven’t finished yet either, I am also looking for the scored key which I believe may come from Iniba the Confused but I’m not having any luck getting it from him.
And the quest is not just for the ubers, this is the subquest I believe that unlocks the arena ring event (or so Turlini's text would infer) which has EP+ drops if you go far enough through it. Manacle Key Quest

2) I’ve already completed the Namosa part, it involves her, her mother, and the second councilor in Qinimi. I have a no drop item from it that none of those three involved in the quest will accept. Ill go attempt to start the arena event with it once I finish the Turlini part (Scored key wru etc) but the final text from Namosa didn’t specify any use for the item.
Please note - this part ended with an item and also a character flag. Her final words requested you talk with Turlini. I will start the second half of this quest shortly. It is my belief that the second half of the quest will result in another item. When both these items are turned into on of the slaves in the Area Cells, the arena ring event will start.

I'm guessing that the quest goes something like this:
- get Reyna's earring (random drop?)
- hand it to taminoa
- Get directions to talk to Turlini and Namosa, with advice to get faction first
- Talk to Turlini and get his quest (collect the 10 keys)
- hand in the filled bag to Turlini and get a flag + directions to cause a ruckus trying to free Reyna
- Talk to Namosa and get her quest (what is it?)
- Complete Namosa's quest and get what? (flag? item? I suspect the arena event trigger item)
- Hand in the trigger item to a slave in the arena and start phase 1. Return the dropped quest item to Turlini for the trigger to phase 2.
- Repeat for as many phases as required (7-9, not sure, they get progressively more difficult)
- Then what happens? Does Reyna pop at the end of the last phase? Do the slaves escape? Does some sort of PP pop that you hail for a flag or item? Or do you hand in the final item to Taminoa (I suspect that most people will think twice about doing that)

Got the event to start today. You get a bag and are supposed to put the head of what you kill in the bag and return it to Turlini. Problem is the head and bag won't combine. Tried 1 head, 2 heads, head and necklace, head and paw no luck.

Qinimi
Kreshins journal page?? -- Turn in the ground spawn note found in Qinimi: The first Qinimi piece is a ground spawn that looks like a book with only its spine showing. I don’t have an exact loc, but if you follow zone wall the the right after zoning in from Natimbi you will see 2 rows of buildings that go all the way of back of zone. Just before the first set of buildings is a rock or heap of rubble...the book is on top of that.

[Tue Feb 17 18:27:42 2004] Taminoa Bialu says 'Yes. This is exactly what I needed. Excellent job. Okay, now give me one moment to decipher this . . . hm. It seems that just before he was captured he was trying to communicate with the slaves in the area. The text is very hard to make out, but it looks like he may have been trying to get into the main
headquarters. He was interacting with a particular slave named Sislono Nislan. This slave promised him a way into the headquarters only if he promised to rid the area of a tyrant, named Trixxrt. The rest of the parchment is undecipherable. I would suggest finding this slave and showing him this to see if he knows what happened.'

Take note to Qinimi, Sislono is in the last slave building on the left (Councilman Sislono)
[Tue Feb 17 18:43:12 2004] You say, 'Hail, Councilman Sislono Nislan'
[Tue Feb 17 18:43:12 2004] Councilman Sislono Nislan says 'While I place my own life at risk by helping you, I feel a strong sense of honor amongst you and those who have come with you. It is because of this that I will try to help in anyway I can.'
[Tue Feb 17 18:43:19 2004] Councilman Sislono Nislan says 'Yes, I have seen this and others like it before. While we do not understand where it comes from, we have come to the conclusion that these strange glyphs express something important to your people. These particular glyphs were made by the small one they hold captive in the courtroom. If you wish to help him, you will have to retrieve the [stone of entry]. Only with this stone can you enter the courtroom and help the one who calls himself Kreshin.'
[Tue Feb 17 18:43:39 2004] You say, 'what stone of entry'
[Tue Feb 17 18:43:40 2004] Councilman Sislono Nislan says 'Gaining access to such a private place has always been reserved for the elders of my people. While the legion may have destroyed our home, they have yet to figure out a way around many of our wards that bar access to our sacred areas. Unfortunately, their frustration at gaining entry resulted in the painful torture of many of my people until they were given the keys to enter. The courtroom requires one of these keys and while the invaders hold all of the existing keys, I can create one if you can retrieve the proper [items].'
[Tue Feb 17 18:43:44 2004] You say, 'what items'
[Tue Feb 17 18:43:44 2004] Councilman Sislono Nislan says 'The key consists of mud, some stonedust particles, and a piece of chalk. The mud can be found in the sewers beneath the city. The stonedust is plentiful near the coliseum, and the chalk can be found all over this area. Bring these to me and I will make you a temporary key which will grant you access to the courtroom. I implore you to hurry. I fear the one you seek
may not be alive much longer.'

Glob of Mud is a NoDrop item found in any of the 4 sewer instances also known to drop off human-dog people..
Stonedust drops off random mobs in Riwwi, again NoDrop
Chalk drops off random mobs in Qinimi, assuming no drop. A Ra`Tuk Skullstriker, drops off cat people in Qinimi for sure.

Completed the Qimini key. Ported 1 group in to what looks like a PoJ-style event, in which you must save the captured scout from an Executioner and a TON of mobs. The first 8 auto-aggro about 5-10 seconds after you port in. The mobs only hit for 396 max, and have very low ATK. Several of them are shamans as well, and spend most of their time casting. I haven't won yet, but I will probably bring war/war/brd/clr/shm/bst next time, all heavily time-geared, in order to stand a chance at beating it. Root/Snare Works. Third try: we got a group capable of killing them. This then activates a yellow con boss and his 2 guards. The problem is: boss hits for 2500, guards for 606. It was brief. I'm at a loss for how to handle this.

These are immune to: root, snare, stun, charm, and mez. I'm not sure if he's slowable.

The big problem with the boss and 2 guards once you get past the mobs is they are regening to 100% health every tick, whether you fight them at their spawn point or at the port in spot.That and the dps of this boss is so high, and he rampages enough that it is hard to keep everyone alive.

Been using 2 clerics, warrior, paladin and then mixing up the last 2 spots.

Barindu:
Collect talwin's journal page 1 and 2. Drops off trash or named. (Pulling to the mountain zone in area). We found that page 1 was most common off the mobs inside the temple next to the instanced zone and page2 was more common off mobs roaming outside.
Go back and turn them in to his assistant Halfling on the couch (Opury Foop). Get some text. Go back and hail the guy she said. Say ‘talwin’ to him. Get text about freeing slaves. I couldn’t get him to respond to interested keyword.

Think you have to clear the spawns around him because it said he looks around nervously etc. this should initiate a slave rebellion. My guild finished this part successfully but we didn’t know the previous step so it didn’t work. There is a chest called talwins remains being guarded by a bunch of named in the one building. Colossus of war etc. you kill the named and stuff and when the slave master drops, the slaves initiate their rebellion and head for Ferubi. We killed the CoW by pulling everything to the room with the oven(yes the mobs are tethered, but there leashes let you pull them to about halfway through that room before they snap back). No weird add spawns for us (I don't think).

Is anyone advanced to the part in the Barindu portion where you give the poison to Chiaka Lerato? She says she doesn’t want to help with the revolt etc. I was wondering if anyone had any luck figuring out how to change her mind. Did the turn ins for that and went through all the dialog with them, then tried handing the poisoned fruit in to different npcs to try to get some clue of what to do next. Proteri Amari ate, so to speak, the fruit without a word and I’m clueless what to do next aside from killing Ixvaet and trying to loot Talwins Remains perhaps. You need Like warmly faction with Proteri and the remains are considered locked, I inspected them the other day while I was bored sneaking around.

Image

Temple of Singular Might:
Nothing of Significance seems to drop in there while something should be. We had a team clean the whole zone once so unless it's a ground spawn they missed, it's rather odd...

Instanced Zones
Sewers – rare drops from here.
Tipt – rare drops as well (Ghost section had temporary power cell B…seems pretty random in tipt, gotten 2 at the same time off the crag boss, one or two off ghosts, and one off a mob in the Kly's room.)
Vxed – you are looking for greased belt, not bolt: Combining a tarnished sprocket, some uncoiled springs, a greased bolt, and some connection rods in a flickering finkenheimer and turning in the result:

Vaifan Cogswin says, "I can't believe you did it. Not a bad job is I do say so myself. You may have a future in tinkering my young friend. Now, if you will give me one second to change a few things and rip this part out, adjust this here, add a couple of these, and there you go, a nice new clockwork frame. Now we just need to collect the rest of the pieces to rebuild him. Oh, and before I forget, here is reward for helping me out. Let me know if you wish to explore any of the other areas by asking me about them."
You were successful in helping Vaifan complete her report of the Vxed mountain area.

Received two items:
Inactive Clockwork Scout Module
A Dusty Gem Shard

Remember-- You need to talk to the quest givers in Abysmal Sea before attempting to combine: Combined all the pieces from Vxed, I get a message "You have trouble fitting the pieces into the frame correctly. Each attempt ruins the frame a bit more until it crumbles into multiple unsalvageable pieces."
After that all items poofed.

Yxtta
Not sure if this is part of it but Xounii's Journal Page 1 dropped off Primal Arachnid for us last night in Yxtta. Yes and upon handing in page you get told to go get 4 more in the same place.

Gemcutter Tools
http://lucy.allakhazam.com/item.html?id=67704 -- Possibly from Vaifan’s portion of quest. Sold on the JC vendors on the boat
· Tried sewers, vxed, tipt, and ferubi shards, none combine. Looking like Qinimi is the first shard.


Manacle Keys:

We’ve got at least 10 keys – what do we do with them?

1st/ Jagged Silvery key: zone into Riwwi from Qinimi. Fight: At the first bridge go across then right before stairs. There is a corpse of a noc. You walk up and stonemites explode from it and you get emote about something falling in water. Kill all stonemites (there is like 10-12 of them) and you get another emote and a no drop lore key called jagged silver key pops in bottom of canal.

2d/ Notched SK: Riwwi Fight: Named…Night Watchman Fixi

3d/ Serrated SK: Riwwi Fight: drops of named officiator in Riwwi (ph is an officiator)

4th/ Polished SK: Riwwi, Ground spawn: at -453, -280. In a ruined Building between Qinimi and Ferubi – as well as fountain near Ferubi zoneline in riwwi. (To obtain the key, you must be shrunk to gnome size in order to loot it). -- Also spawns in a building on the west side at 42,32 (from memory, I might have that reversed -- it's on a crate) and at the junction of the "rivers" in the zone.

5th/ Ridged SK. Quested: Obtained by a quest in Abysmal sea: Don’t have all the text but if you go to Rorrst and say, "Money talks". I found this out by asking the halfling next to him, "what key" He then ask for 25,000gp. Hand him the money and he gives you a key impression mold. Take that and a bar of silver in a jeweler's bag, you get the key. JC was at 220 and was trivial.
Seems to me that is a greater quest w/ all the keys or they are used to set the Nihilites free…

6th/ Scored SK Riwwi, Quest: You need warmly yunjo faction. Go hail Inibi the confused in riwwi. Say [Pleased to meet you] and she will give you the key – IF you have 151 or higher begging.

7th/ Five-tooth SK: Barindu, Fight: Aneuks inside the temple area.

8th/ Elongated SK: Barindu, Ground spawn: Hanging Gardens.
It is a ground spawn at -112, 285 in one of the ruin buildings. Its on the way from Riwwi

9th/ Edgeless SK: Qinimi, Fight: off a named Archer; said to drop also from Dogmen and spirits.

10th/ Blunt SK: Qinimi, Fight: from named: Pixtt Krakt Ticov... Pixtt Trext Rexi also

[Wed Feb 18 18:48:55 2004] You have received a character flag!
[Wed Feb 18 18:48:55 2004] Turlini fishes a jagged key from the sack and tries it on his manacles. They unlock with a loud snap and slide off his wrists. His expression melts into simultaneous shock and elation. 'YES! We will be freed. Very soon now, these chains will bind my people no longer! And as for you, Occlusion, you will become a legend among my people.'
[Wed Feb 18 18:48:55 2004] Turlini can barely contain his excitement. 'This is wonderful news, friend. Freedom is within our grasp! The only problem remaining is the ever-present guards. They are always watching over us. We would need a monumental distraction to buy enough time for me to release everyone. Which is where you come in. One of your kind who goes by the name of Reyna has been taken to the arena and has been tortured daily in front of the Muramite masses. If you were to create enough of a ruckus in the arena trying to free her I think we could make our escape.'
[Wed Feb 18 18:48:55 2004] Your faction standing with Yunjo Slave Resistance got better.
[Wed Feb 18 18:48:55 2004] Your faction standing with Gladiators of Mata Muram got worse.
[Wed Feb 18 18:48:55 2004] You gain experience!!

[Sun Feb 22 01:55:49 2004] You say, 'Hail, Namosa Bubundu'
[Sun Feb 22 01:55:49 2004] Namosa Bubundu coughs pitifully and looks through you with weak eyes, 'This gazebo was once a place of contemplation, meditation, and reflection, but now it is a place of torture. These slavers shackle us here within feet of the pool of water and refuse us food or drink for days at a time, accompanied by horrible beatings. And now, I have had enough. I am through with this world and can only hope for peace in my passing. Before I pass on I wonder if you could do a [favor] for me?'
[Sun Feb 22 01:56:45 2004] You say, 'what favor?'
[Sun Feb 22 01:56:45 2004] Namosa Bubundu slips you a scuffed signet ring, 'Yes, yes. Here is a family heirloom that I have been keeping secret from our captors. If you deliver this ring to my kin, I can die in peace knowing it never fell into their hands. There are rumors that some of my family members have escaped the clutches of these monsters and made their way into a city that floats on water. I hope you understand, friend. Go quickly.'

[Sun Feb 22 03:06:22 2004] You have entered The Abysmal Sea.
[Sun Feb 22 03:08:23 2004] You say, 'Hail, Pandula Bubundu'
[Sun Feb 22 03:08:24 2004] Pandula Bubundu says 'What can I do for you? I'm waiting to hear word from the Wayfarer scouts. My niece has been captured by the Muramites and I only wish to discover if she is still alive. I can't take this, not knowing. I would much rather endure a thousand of those beast's whips than be kept in the dark. Please find her for me.'
[Sun Feb 22 03:08:40 2004] Pandula Bubundu sobs uncontrollably, tears welling up in her eyes, 'So my little one is still out there. This is wonderful news. I can now die in peace. The Wayfarers have transcribed my final wishes onto this parchment. Please deliver this to Namosa.'
[Sun Feb 22 03:08:40 2004] Your faction standing with Yunjo Slave Resistance got better.
[Sun Feb 22 03:08:40 2004] Your faction standing with Gladiators of Mata Muram got worse.
[Sun Feb 22 03:08:40 2004] You gain experience!!

[Sun Feb 22 03:30:45 2004] You say, 'Hail, Namosa Bubundu'
[Sun Feb 22 03:30:59 2004] Namosa Bubundu gasps, 'What?! Oh no, this isn't good at all. She isn't supposed to die. I am! Quick, go and see Councilman Tentric in Qinimi and let him know what's happening. He has always helped our family when we were in need. If you bring this token he will know I sent you!'
[Sun Feb 22 03:30:59 2004] Your faction standing with Yunjo Slave Resistance got better.
[Sun Feb 22 03:30:59 2004] Your faction standing with Gladiators of Mata Muram got worse.
[Sun Feb 22 03:30:59 2004] You gain experience!!

[Sun Feb 22 03:52:45 2004] You say, 'Hail, Councilman Tentric'
[Sun Feb 22 03:52:45 2004] Councilman Tentric says 'You haven't come to demand something of me, have you? I've been subjected to enough atrocities already. Please leave this old man in peace.'
[Sun Feb 22 03:52:59 2004] Councilman Tentric nods solemnly, 'Hmm . . . I see. So Pandula is contemplating leaving this world. There is no doubt that these are hard times. Our people are strong however, and nothing will truly break our spirit. Please let Pandula know that the gods have not forgotten us. Bring her this holy symbol.'
[Sun Feb 22 03:52:59 2004] Your faction standing with Yunjo Slave Resistance got better.
[Sun Feb 22 03:52:59 2004] Your faction standing with Gladiators of Mata Muram got worse.
[Sun Feb 22 03:52:59 2004] You gain experience!!

[Sun Feb 22 04:16:40 2004] Pandula Bubundu looks quizzically at the symbol and rubs it in her hands. She smiles as if realizing something, 'Ah, Tentric, you are always right. I
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Postby Axterix EnObelix » Mar 1st, '04, 17:35

Been doing the trials, finished off the second one last night.

For the first one:

In the Stonemite room there are nine stonemites in the middle. I would pull from the southeast corner of the room. You'll need to be out of the water in able to cast on them - I'd suggest standing on the pipe close by. Single pull and kill 8 of the 9. Then med to full. Kill the 9th when you're ready and an Ancient will spawn.


We pulled these to the stairs leading into the room. As long as you stay on the stairs, you'll be on dryland and not aggro the other mobs in the hall. Just make sure the mob does not get pushed into the hall. Not sure if it's better, but it is a workable option. Also, the 9 stonemites AE rampage. Wimpy pets will die. Keep casters out of rampage range.

One other thing I've found the ghosts to be a bit of a pain to click target.

For the second one:

Took us a long time to get all 4 remains. About 5 or 6 hours. We got 4 or 5 sets of the other 3...but the 4th piece refused to drop. Never had any drop from ghosts.

We evac'd back to zone in. Then we invis'd past what we could, hacked down what saw invis (ghosts and slimes). Pulled the ghosts near the nameds we needed, mez'd 'em, did turn in.
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Postby Kestel » Mar 2nd, '04, 11:46

Damn you Nanyea, just what I needed, another epic quest to bother my guild with ;)

Nice opening walkthru, hopefully more information will come out on it soon enough. Time to start running round and talking to PC's and playing with this!
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Postby Nanyea The Wayward » Mar 9th, '04, 17:13

bump, will need a sticky or add this to the drop down menus
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Postby Kestel » Mar 11th, '04, 13:14

Nanyea,

How the heck did you sneak down to smith solo? heh we've lost two rogues to the see invis dogs already :) or did you fight down solo?
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Postby Grrumble » Mar 15th, '04, 21:00

To start the first trial in Vxed Hail Urdana and say "pay heed"


The text to start the Vxed Trial is actually "take heed".

Thought I'd save some people the trouble I had, a Kyv (sees invis) paths close by and likes to chew on people talking to Udranda

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Postby Ladwen » Mar 21st, '04, 12:58

Great thread. Yes, it'll be great to make this a sticky. I was searching for a topic on God trials under both Strategies and Latest Expansion Info, but somehow never found this thread until someone linked to it.

Thanks for the great info.
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Postby Axterix EnObelix » Mar 25th, '04, 17:42

Well, after a few attempts where we got stopped by bugs and then being busy with other things for a while (some LDoN, some Vexd/Tipt), finally got back to doing the third sewer trial, Lair of the Trapped Ones.

Respawn for this trial is pretty long, like 40 minutes or so. So you have time, no reason to rush.

There is a portion of the map underwater east of the water wheel and north of the first room after zone in. I would highly recommend staying on dry land at the edge of the water and pulling up to there.


I recommend just invis'ing past the whole water area. The part where you climb out though has a ghost. You can stay safe from the ghost on the stairs, just out of the water. Good place to wait for everyone to get done swimming. However, there are mobs to either side and wanderers swimming nearby in the water. None see invis, but if invis starts to drop, your hand is forced and you'll want to move up to the ghost and engage. Don't try to fight on the stairs, you'll get adds from the water and dryland wanderers as well. Fight at the ghost, so you only have to deal with the dryland wanderers.

Before swimming past this area, I would also recommend having full mana. When you engage the ghost, well, that area has 4 or 5 wanderers and one of them might aggro another mob as well. Basically, unlike the rest of the dungeon, there's no real safe to pull to here with mob filled water behind you, so you'll have to deal with these wanderers.

Good news is some of those wanderers will be stonemites, so you can have a pet again if you are charming.

Once you hail Alej he'll ask you for his tools which are scattered around the zone, this spawns 3 rooms (B, C, and D on the map).


This actually respawns the entire dungeon. Most if it will be empty, except for the 3 rooms, a couple of stationary mobs, and a few roamers. The water area still had mobs in it too. Most importantly, you'll spawn 3 new ghosts in the room Alej is in. Be ready for them. I advise killing all 3 as well before leaving the area, as that'll make the ending hail safer. Other than those 3, you can safely run around with normal invis.

Once you have all three tools run back to Alej and hail him to complete the trial.


Just hailing him won't work. You need to give him the actual phrase. Something along the line of "We have found your three stone shaping tools." Only one person needs to do this and everyone will get their flags (temp or otherwise). When we did it, I improved invis'd and ran back after we got the third tool. That's why I recommend killing all 3 mobs in his room.

Some more general sewer advice:

The big golem guys cannot be slowed, they are immune. They hit for about 1200. Some of them are shamans, so I recant magic (or nullify with my cleric) all of the golem guys to remove their haste, if they have it.

Stonemites are charmable in the sewers. Very nice DPS, even unhasted, non-dual wielding.

With the new engine, targetting is better. Clicking ghosts works now and the gnats can be targetted using F8.
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Postby Kellson » Apr 6th, '04, 13:36

bump so i dont have to search for it \:D/
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Postby Kit » Jul 4th, '04, 03:24

Somewhere in my travels I came across a nice guide to GoD progression and now I can't seem to find it again. :oops:

It wasn't this one:

http://home.cwru.edu/~srp5/Gate_Tiers.htm

That one is great, but I'm specifically looking for a breakdown of the steps after you've completed Group Ikk1-3, that you need to take to get the first of the Ikk Raids(4-7). (The group I raid with already has people past this, and we are actually just 1 Barxt kill from Qvic a.t.m, but I wanted to complete these just for my own satisfaction).

Anyone have any ideas? I thought it was here, but I can't seem to find it with Search. Anywho if you have a favorite link please post it!
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Postby DarkRose55 » Jul 5th, '04, 09:28

The link by kit would have been sufficient instead of copying and pasting the first post =) I've used that link for strat info myself until I did the trial once and knew what I was doing.
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Postby Ppain » Jul 27th, '04, 10:22

bump so i dont have to search for it :D
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Postby AriuVilAki » Aug 4th, '04, 09:13

Woot!

Tipt down.
Vxed down.
Plant down.
Crematory down.

I'm not too worried about the Lair, but does anyone have any more detailed information on the Pools yet?
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Postby Orum » Aug 4th, '04, 10:05

Pools is the easiest, pretty straight forward: hail the quest npc ghost on the way, kill cube in the last room. 6 small cubes will spawn, they wander away to different parts of the dungeon. Work your way back to the ghost, killing those little cubes (some are in dead ends, you can search the net for a map with them), loot 4 map pieces off the 6 cubes and give them to the ghost.
I only need Lair myself, and I am worried about it. I rarely have 6 hours a day to play, and dragging 5 people with me for that long is almost impossible.
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Postby AriuVilAki » Aug 4th, '04, 11:25

Is it possible to mez the 6 cubes thus preventing them from running? Can you complete the expedition after only killing 4 cubes if you get lucky with the drops?
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Postby Orum » Aug 5th, '04, 04:34

I doubt if mezzing as they spawn would work, and I didn't want to risk screwing it up so I didn't try.
Yes, you only need the 4 map pieces, we only killed 5 cubes when I was there. there's a guide with spawn points as well: http://www.graffe.com/forums/showthread ... ge=4&pp=20

I wouldn't be surprised if the map distribution is not random, for us the 3rd cube from Utandi didn't have a map piece - can't remember which one was the other. You can't save too much time with skipping some of them anyway.
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Postby Iumuno » Aug 5th, '04, 23:44

I believe they are untargettable when they "spawn" off the first cube.

The big problem with Sewers Num. 4 isn't the mobs, but rather the duration. Be prepared for a 3+ hours ordeal, unless you can skip a lot of the mobs.
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Postby AriuVilAki » Aug 6th, '04, 09:36

Yeah, I'm stuck on 3 and 4 now due to duration (and I thought it was hard to get people to do Tipt! :-s ). We succeeded the 3rd one the other night but I had died and was zoning when the flag was given (we had a rogue hail). I tried hailing the HP and, sure enough, he gave me Lair all over again. As the petition window so kindly showed me.. There is nothing I can do but run it again. ](*,) Oh, well.
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Postby Skylaa » Aug 9th, '04, 13:58

Ppain wrote:bump so i dont have to search for it :D


Can we get a sticky on this? Pwweeeaaseeee!!


~hugs~
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Postby Unmei » Aug 9th, '04, 15:04

Skylaa MacLeod wrote:
Ppain wrote:bump so i dont have to search for it :D


Can we get a sticky on this? Pwweeeaaseeee!!


~hugs~


Skylaa getes my "Best Sig Ever" award. (Well, except maybe for Cubwynn's "Credenzas like you have ruined your own lands!" one)

Oh. and bump.
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Postby Charrm » Aug 19th, '04, 17:19

/bump
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