Phinigel Autropos  

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Uploaded July 12th, 2013 by Silfh
Updated April 26th, 2023
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Phinigel is the last known knight of the Kedge, loyal to Prexus to his last breath.

How to Get to: See post below

Epic Items:

Robe of Kedge (No Trade) - Rogue Epic
Kedge Backbone (No Trade, Lore) - Bard Epic 1.0
Blue Crystal Staff (No Trade, Lore) - Wizard Epic
Staff of Elemental Mastery (No Trade, Lore) - Magician Epic

  • Respawn Timer: 12 hours
  • Class: Wizard
  • Mesmerizable: No
  • Flees at low health: Yes

EverQuest
Wikibase™

This page last modified 2021-08-14 16:34:20.

Level: 53
Expansion: Original
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Better safe than sorry
# Apr 17 2002 at 6:20 PM Rating: Excellent
I've done Phinni quite a few times, and I've picked up some tricks along the way.

First, lemme explain the layout of the lair. There are originally 4 swirlspine seahorses around here, one in each of the 4 corners. They are immune to magic. Every time you kill one, there's a chance a guardian swirlspine will pop. Those however are not immune to magic and can be charmed by druids. Then, dead center at the bottom of the lair is Phinni himself.

I've read about fd pulls, but
1) There's not always a monk/sk/necro around when you need one
2) Sometimes it's tricky to pull off

On most of the raids I've attended I was puller. Yep, I'm a 60 shaman, and maybe got unlucky 5% of the time.

Ok, first you start with pulling each swirlspine seahorse. There is a way to single pull them which is almost full proof. Inch up towards the closest one on ledge. Don't swim down, just inch up towards it on towards the tip of that triangle on the first ledge, and eventually he will notice you and proceed to aggro.

Not under any circumstance are you to run back to group until he's actually right in front of you, hitting you. Otherwise, if you run back to group immediatly, he will run around the lair and "warp" onto you along with his friends. If you wait till he comes up to you, he'll pretty much be following a direct path which will NOT aggro the other seahorses.

Then, once he's dead, proceed to do the exact same thing by pulling the seahorse on the left. Again, wait for him to actually be in front of you before pulling him back. Then rinse and repeat by pulling the right swirlspine, and finally the swirlspine all the way in the back.

For these pulls, it is advisable you have a high level puller with relatively high mr. High mr because they cast a stun spell (spinning vortex I think?) which is no good because they do hit relatively hard.

Also, remember how I said that after each swirlspine dies, there's a chance that a guardian will spawn in its place? If you wanna play it real safe, don't pull phinni until he has no more than 2 guardians around him. Repop on swirls and depop on guardians is pretty quick, so the extra waiting time won't be too much - that is, unless you have another guild behind you breathing down your neck.

In any case, once the 4 swirlspines are dead, the only thing left to deal with is Phinni +0-4 guardians. If you have enough druids,chanters, and/or bards, you could handle the 4 adds as they can be charmable, slowable etc. Phinni himself is cake. The only really annoying thing about him is dispell, and if you don't have eb item, you can easily drown.

I have 3 eb items tho, Lodi shield, Amulet of the Grey Wastes, and Ancient Fishing Pole :)
Roasted
# Apr 16 2002 at 9:47 PM Rating: Excellent
he has 16,000 HPs if u were wondering.
Roasted
# Apr 16 2002 at 9:46 PM Rating: Default
he has 16,000 HPs if u were wondering.
Still possible to pull Phin solo without FD?
# Apr 10 2002 at 1:11 PM Rating: Default
I have succesfully pulled Phin solo from his guards by casting on him from way at the top of the lair while he is stopped in the center. Recently it hasnt been working...can anyone confirm that you can indeed still do this?
One other thing
# Apr 09 2002 at 7:05 AM Rating: Good
Spawn time is 12 hours, +/- 2 hours. (so 10 - 14hours after last kill). He most commonly spawns every 12 hours, but I have seen him be both late and early, never by more than 2 hours either way.

Pre-Kunark he was an 8 hour spawn, which is why so many people seem to be confused as to his spawn timer.
EASY WAY TO KILL PHISH PHACE
# Apr 09 2002 at 7:01 AM Rating: Excellent
Took me 34 kills to get my BC staff for my wizards epic. In that span of time one might say I learnt everything there is to know about this *******.

HANDS DOWN, easiest way to rape this bitz, is to totally ignore the horses. How you ask? Simple

In your phinny raid, you will need one healer type. Druid, cleric, shaman, makes no difference. You also need one high level monk/sk. You then need one more melee - it could even be a ranger. Last but not least, the wizard/mage/rogue/bard that needs the epic items.

FD toon swims around the star, just above this bitz himself, aggros all 4 horses. Then swims to the part of the lair opposite of "ledge" and lets the horses all come to him. THIS IS VERY IMPORTANT. Unless all four horses are on top of the puller, this wont work. As soon as they are, he fd's and sends a tell to any of the other's with a fast casting, non dmg spell.(best is wiz with a spam stick) That person then proceeds to float down into the star. Phinigel is visible as soon as u get into the star formation, swimming in circles. Cast your spell, and get the hell back to ledge. If you swim underneath into that hallway b4 leading to ledge, Phinny will only cast one spell b4 pathing into the roof of that hallway.(this is because spells by npc's are blocked when there are corners inbetween the npc and pc).

Commence raping of Phinny.

It took me 20 some odd kills to think of this, and everytime I go and help people, even the "uber" guilds on Zeb, they always pull horses, and many times get wiped out. Ask anyone, horses are the hardest mob in kedge, not phish phace himself.

Anyways, I hope this helps remove some of the pain and suffering cause by this underwater zone and what once was an extremely hard pull.

Lalila Majere
Sorcerer, Zebuxoruk
Dusty Fingerbone
# Mar 29 2002 at 11:05 PM Rating: Default
I know the "dusty fingerbones" is in phinegals lair SOMEWHERE, is there anyone could specify the exact location of the bone, it would help a ton
RE: Dusty Fingerbone
# Apr 08 2002 at 1:58 PM Rating: Good
Did this for my wife's pally the other day. As we swam in from the ledge, we went straight down past the seahorse guardians. We looked left immediately, and easily saw a little alcove about halfway down the side wall, with a big rock sitting in it. The bones are a little bag sitting on top of that rock. We uninvised and gated out from there, no problems. So, my marginal sense of direction tells me that facing the opening, from the ledge, it would be on the left-hand wall. An exact loc is available (I think on the Paladins of Norrath site), but we were too scared to be doing too much loc navigation while we were in there ; )

Undead no Undead Amimal??
# Mar 26 2002 at 8:38 PM Rating: Decent
is a undead?
He have see invi?
RE: Undead no Undead Amimal??
# Jun 18 2002 at 12:58 PM Rating: Decent
Living
Animal
See invis

Vivant
Animal
Il voit l'invisible

French man from quebec also :)
Salut
He aint scurred
# Feb 09 2002 at 5:09 AM Rating: Default
Or is he?
This little weiner decided no to show on our kedge raid in which I happened to be the only wizard. Bummer!
bard item
# Jan 21 2002 at 10:38 PM Rating: Default
he drops "kedge backbone," gotten it a few times
confused bard..
# Jan 21 2002 at 7:23 PM Rating: Default
My epic guide says i need the spine of an ancient fisherman..aka Phinigel's spine. no mention of it in any of the posts or loot list. Is my guide incorrect?
RE: confused bard..
# Jan 22 2002 at 1:32 AM Rating: Default
The guide is correct. sometimes it Allakhazam will not have items that dont have statrs or maybe it has not been bubmitted
follow-up
# Jan 20 2002 at 9:50 PM Rating: Default
Ack! And I forgot to add that Phinny's spawn time is indeed 14 hours.

Also, his max hit is 161, and the max hit of the swirlspines is 139

Again, good luck!

Cronus
The low-down
# Jan 20 2002 at 9:47 PM Rating: Excellent
Because I'm bored, and Phinny is like my favorite mob in all of EQ, here's a quick guide to getting to him and killing him with a minimal number of people (1-6, depending on your levels I guess)

When you first zone into Kedge Keep, invis up, then follow these directions.

DIRECTIONS:--------

Swim out into the first room, and down the hole in the center.

When the tube opens out into another room, go into the cubby which is straight ahead of you (assuming you stayed facing the same way you entered the tube).

Go down the hole in the floor.

Follow the tunnel until you come into a room with four tunnels (that is, including the one you are coming from)

Hang a right, then when the tunnel drops down, go all the way to the bottom and continue straight.

Shortly you come to a vertical tube. Swim up it, then make a 180 degree turn, exit the tube, and swim up.

-- Heading check: you should currently be in a room with a few cauldron sharks/hammerheads, and nothing else except maybe a mermaid roamer/ghost --

Ahead of you should be the only other exit from this room. Swim into the tunnel

When this tunnel opens into another room, this one with some seahorses and a shark or two, turn right and hug the wall, you should find another small passage almost immedaitely. Enter it

Follow this tunnel down and left (there are no splits), and you should come out into the open facing a wall with a large opening above you. (The wall texture changes from black/white tiles to a brick texture here, for reference)

Swim up and forward a little, then park yourself there. You should be looking out over a large open area that you can't see much of due to the underwater murkiness of the area. This is the "ledge." (Note that if you swim up onto the ledge and go to far, you will agro some seahorses and most likely train your partner/group. As a good rule of thumb, stay on the level part of the ledge and don't go onto the downward slope.)

LOCATION: --------

Now let me lift the murky veil of the water and tell you what this room looks like. The ledge you are sitting on is the only entrance to this room. The upper portion of the room is a large octagon with a sloped floor and ceiling. In the center of the room, covering probably 50% of the entire area of the room, is a depression in the floor. The floor drops down about 10 feet (say a wood elf is 5 feet tall), then becomes flat again. This flat area has a few pillars surrounding it, and a large 8-pointed star shape in the center, which looks something like a compass rose. In the four corners which face the main walls of the room (the wall you are on is one of these) spawn "a swirlspine seahorse." These hover in the water on level with the star opening. These horses are clerics, and although I don't ever remember one summoning, they always spawn blue to 60, so they are probably level 45-50. They don't usually see invis, however they CAN spawn as a see invis version, so check this out from as far away as possible. Below the star is a large natural stone cavern with a raised platform in the center. Phinigel Autropos is the only mob initially in this chamber, unless you count the swirlspines, which are technically above it. He DOES see invis, so don't go swimming around in there unless you have a death wish or feel like training your group.

PULLING: -----------

Now for the more interesting part of Phinny killing. I've only ever killed him with 1, 2, and 3 people, so my only pulling info is for those who are 59-60 (other levels may work, but this is the only levels I've TESTED this at)

Contrary to popular belief, clearing out all the guards is entirely unneccesary. This can be pulled by anyone using spells... I don't think it would work with range weapons due to the z-axis factor. Swim out to the edge of the drop (with invis), and get the front swirlspine targetted. Swim back and up, until you are above the ledge floor a bit, and have the seahorse in LINE OF SIGHT. (Line of sight is VERY important, will get to this later) You don't have to be able to actually see the horse (due to the fog), just have it in a clear line.

Get yourself still in the water, cast a spell on the horse, and hold perfectly still until he swims up to you. Very likely the horse will begin to chain cast on you. If he lands a nuke and pushes you, swim back to your spot. Hold perfectly still, if possible, until the horse swims up and melee's you. Now swim it back to your group/parter sitting on the ledge.

*This is later* VERY IMPORTANT: If you try to pull the horse by agro'ing and then swimming to your group, the pathing in this room will cause the horse to swim to the center of the star, then up, then to the ledge. What this does is agro ALL of the seahorses on you, and possibly Phinny, depending on his current location. (he roams around the lower chamber)

Dispatch the seahorse. Due to the fact that it CH's and can't be stunned, this fight is actually more difficult than Phinny himself.

After you kill the horse, it may or may not spawn a "Swirlspine Guardian" on the raised platform in Phinny's room. This need not concern you unless you are planning on farming the guardians for the elusive Swirlspine Belt.

Once you're medded up and ready for the Big Fish, you get to do the tricky part. If some of the seahorses around the star see invis, you may need to dispatch them as well. Do this by pulling exatly the same as the first horse, except make sure you pull to the wall of the upper chamber which the seahorse is closest to, then drag it along the upper wall to the ledge.

Now for the part I'm going to leave up to you, as everyone has their own way of doing this, and I would rather not reveal mine. You need to get Phinny targetted, and set yourself up right where you were when you pulled the first seahorse from. Wait until Phinny roams to the dead center of his chamber (this is where the Swirlspine Guardians will be, if they spawn), then cast your spell on him, and wait exactly like you did for the first horse. He must swim directly to you, and not execute his "absence of line-of-sight" pathing, otherwise you're going to end up with Phinny and a few unhappy seahorse clerics. (I will tell you that the classic way to observe Phinny's roaming path is to drop a feign'd monk down to the center of his room, and have them relay his position to the puller).

Anyway, you now have Phinny at the ledge... why are you still reading this guide? you should be fighting!!

Good luck, and pre-emptive congrats on all your phat lewtz and epic items :)



Oh, and btw, here's some info on the mobs in here...

A swirlspine seahorse:

Cleric: level 45 - 50
HPs: around 5k
Immune to all magic based spells (includes mez/charm)
(I am unsure of the other resists, although I know the ranger stun proc Call of Fire *will* land)

Phinigel Autopos:

Wizard: level 53
HPs: around 10k
No known immunities (I can land ranger epic slow and snare, as well as fire based stun spell)

Swirlspine Guardians:

Cleric: level 45-48
HPs: ??? - probably around 4k, although I never kill these when they spawn, so that's a guess.
Mezmerize, snare, slow, and druid charm all land on these, as well as fire/cold based spells.


Cronus Fateweaver
Warder, Xev Server
spawn time and info
# Jan 20 2002 at 9:01 PM Rating: Excellent
His spawn time is 14 hours...

On another note, I think his pathing might have been messed with recently (he IS a roamer). He doesn't seem to stop in the center of the star anymore.

And one other thing... For kicks the other day I went down here with a 60 druid, pulled up the first seahorse, killed it, regen'd to full, then pulled Phinny...

As a 60 monk, I was able to solo Phinny with no heals. (And before you start flaming, I was of course NOT buffed to hell due to the fact that he proc's Annul (dispells 4 buffs) on every hit. He's around lvl 53, max hit for (I think) 161, wizard class, and guessing he has 8-10kish hp, although that I can't say for sure. I finished the fight with a bub and a half of hp left, and still had disc up.

The catch is that you need to kill him fairly quickly. If you can kill him in around 2 minutes, he will spend almost the entire fight happily chain nuking you. With semi-decent resists (say 80+ mr/cr/fr), he should land almost nothing on you. Once you go past this point, however, he will run out of mana and start melee'ing you. Regardless of how uber you may be, I doubt you can stand up to fairly fast hitting rounds for 161 for all *that* long. When I fought him, I'm pretty confident I killed him before he ran out of mana, since according to my log he was in the middle of casting a spell when he died.

The real reason this is possible with a monk is that we have right-click haste added onto our item haste. (I had CoF + epic)... Even though Phinigel will dispell you every time he hits, it's possible to still maintain upwards of 80% haste for the entire fight. For any other class, they would be maxed out at most at 41% haste, making the fight take too long and allowing Phinny to fall into melee'ing. (With the exception of rangers who have DCoS)...

Anyway, hope that helped someone, or something...
spawn time
# Jan 16 2002 at 4:29 PM Rating: Default
Anyone know the spawn time on him?
My Latest Observations and a ?
# Jan 15 2002 at 6:25 PM Rating: Decent
What is this guys spawn rate? 8 hours?

Killed Phinny last night with 19 new to Kedge-raiders.

Suffice to say a smaller raid is the way to go. Even WITH people listening, we had drownings etc.

Phinny dropped TWO kedge robes btw.
owned
# Jan 15 2002 at 3:35 PM Rating: Default
lvl 60 ranger + 60 druid = dead Phinigel... beat that =p
RE: owned
# Jan 30 2002 at 4:21 PM Rating: Decent
Phinny Can be duoed if pulled correctly. I believe a Ranger + Druid both Lvl 60 could kill him. Hes not all that hard really. Its just getting him alone and face to face thats rough.
RE: owned
# Jan 26 2002 at 3:20 AM Rating: Default
your full of crap, phinny would own 2 ppl trin to do this
RE: owned
# Feb 05 2002 at 7:23 AM Rating: Decent
No, your full of crap... I know single lvl 60 shaman kick this guy.. so stop replying to something you dont know please!
RE: owned
# May 02 2002 at 4:32 PM Rating: Default
How did a single lvl 60 shaman pull him without his 2 lvl 50ish Clerics (swirlspines)?
...
# Jan 15 2002 at 3:34 PM Rating: Default
I love reading these posts... *All you need is a full group of 55+ to take this fool down*, etc., etc....

This is doable by two people... one to pull, like lvl 59 or 60, and the other should be able to heal... that is honestly all this takes.
RE: ...
# May 02 2002 at 4:31 PM Rating: Default
The ONLY way that could possibly work is IF (BIG IF) you could get him without his two Cleric guradians. If his Clerics are with him NO WAY.
Raided him last night
# Jan 11 2002 at 9:01 AM Rating: Default
Went in to Kedge last night to get Phin with 28 peeps lvls 48-56. I leaned a few things while down there.
1. fighting here is like NOTHING youve ever done before

2. Fishbone earring recommended so enduring breath is not a problem.

3. and the most important pull Phin alone and it will be a happy day. Pull Phin with 2 cleric seahorses be prepared to wait for cleric to get there to rez everyone(our first pull caused 2 of our groups without an evacer do die) but we took him in round 2 with no deaths.
Phinny
# Jan 09 2002 at 10:55 AM Rating: Default
Anyone know his spawn time?
Camping Epic Mobs
# Jan 08 2002 at 10:57 PM Rating: Default
/rant on

Okay what is up with high level uber people constantly camping an EPIC mob and selling the MQ rights? Don't you guys have any morals? This is so unfair to the rest of us who try to work hard to earn something in this Norrathian life of ours. IT IS EPIC!!!

/rant off
RE: Camping Epic Mobs
# Apr 09 2002 at 6:17 PM Rating: Default
i been trying to camp phinny on my server for a few weeks now, but when he is up, it seems an uber guild on my server that farms him constantly trains me out of the zone, thats realy B.S ! all i need is 1 part for my epic out of that place, and i could let KK kiss my a.s for good
RE: Camping Epic Mobs
# Feb 25 2002 at 11:20 AM Rating: Default
Difficult to do as a wizard. The item must be combined in a bag and given to the man. Not MQable. And, if there is a way around it... its a shame for those people camping him. A damn shame. Its not like I go to Vox and get a scale every time she spawns in order to blackmale bards... right?
RE: Camping Epic Mobs
# Apr 30 2002 at 2:12 PM Rating: Default
not true, wizard hands 3 staves to the npc in halas who returns a bag of the 3 you gave him, plus his own.
robe
# Dec 30 2001 at 5:07 PM Rating: Default
I wish the kedge rob showed orange thats cool.
Phinny
# Dec 27 2001 at 6:55 PM Rating: Decent
I try to shy away from these message boards, but I have been ordered by my guild leader to gather information. My name is Bougu, Mage LvL 45, and we have numerous other mages in our guild who are biting at the bit to get that staff for our epic. I have a few questions I would like answered:

1.) Could a group of 6 mages at lvl 50ish take this bad boy down?

2.) If not what is a good combination for a lvl 45ish mage to "hire" to take with him into the pits to collect the required components.

3.) Any other "useful" information would be appreciated... I want a challenging raid, as raiding runnyeye at lvl 45 gets a bit boring. What info you could spare for me would be most appreciated.

Thanks,
Bougu Shaneris
Guild Officer: Honor Elite
Mage
RE: Phinny
# Jan 06 2002 at 1:28 AM Rating: Default
He's pretty easy, all you need is a good 55+ group that knows what there doin.

2 Tanks
1 Cleric
1 Enchanter
1 Magician/Wizard
1 Bard / Druid
RE: Phinny
# Jan 05 2002 at 8:37 PM Rating: Default
*
66 posts
Removed /10char

Edited, Mar 14th 2020 5:47am by Sadiki
RE: Phinny
# Jan 06 2002 at 11:07 AM Rating: Decent
Level 60 Wizard + Level 60 Ranger + Level 60 Cleric = Dead Phinigel

No more, no less...
race
# Dec 20 2001 at 6:04 AM Rating: Default
It is a Kedge the last one on norrath ;(
hmm
# Dec 14 2001 at 6:53 AM Rating: Default
You think a 54 wiz, 60 magician, 60 rogue and 60 bard can kill this dewd solo? and maybe a heal too....
RE: hmm
# Dec 23 2001 at 11:44 PM Rating: Decent
add a tank and a cleric and the answer is yes if you know what your doing

Senadilie Arkanian
54 wizard GotK
Drinal server
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