Summoning Biesties  

Quest Started By:Description:
Where:
Who:
What:
Rating:
*****
(From 1 rating)
Information:
Level:50
Maximum Level:110
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Quest
Quest Items:
Related Creatures:
Era:Shadows of Luclin
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Jan 22 23:13:16 2002
Modified: Wed May 30 21:45:53 2018
This is a ring event that is triggered by turning in one of the following three items (which item you use affects the time intervals between mob spawns):

- Small Bottle of Blargrot (3 minutes between mob waves)
- Jug of Blargrot (2.5 minutes between mob waves)
- Huge Keg of Blargrot (2 minutes between mob waves)

These items can be bought (~40pp, ~90pp and ~130pp) from Trader Snugrut at /loc -190, -640 (in the first hut on the right when you enter the caves [not the outpost]).

The Callers, Groo (450, -585), Murkin (500, -480), and Torgal (495, 450) are in the next Tarmok Village, near a big cave opening leading down to an open area with three ramped caves going to the east, the north and the west off it. The caves go in a bit and slope down before they end.

Turn in one of the Blargrot items to trigger the event.

You say, 'Hail, Caller Groo'

Caller Groo says 'Ho ho! You come to hunt beasties? I bet so, many o' you kinda people come to hunt beasties. I call beasties fer ya, yub yub. Werk hard, work cheap too yub. You wanna hunt beasties, you bring blargrot here yub! More blargrot, me work harder yub.'

You say, 'What blargrot?'

Caller Groo grins and rubs his belly, 'Blargrot! Loves it, yub! You bring blargrot and me call beasties outta tha cave for ya, yub. Bring me a lil' jug, I call a few beasties. Bring a big ol' hruge jug, me call more beasties than ya ever see, yub!'

Upon turn-in:

Caller Groo says 'Aieee! Beastie huntin' fer us! Le's go! You give me back da contrac when you had nuff beasties, yub. Me quit then, an' call no more beasties. I wait a minute so you make ready. Then ya follow me, and I take ya to da cave where we find beasties...'

When you do a turn-in you receive a contract and are told to gather up a group of hunters. One minute later, the Caller heads down the big tunnel towards the smaller ones. If you inspect the contract, it tells you which tunnel he is going to.



The Caller paths down to the tunnel listed, goes inside, and after a pause (two minutes after initial turn-in), emotes a call which summons three fungus mobs:

Caller Groo goes to south tunnel.
Caller Murkin goes to north tunnel.
Caller Torgal goes to east tunnel.

Caller Groo moans and waves his arms, then shouts 'Graka! Mootogo Ta Naga!'

Mobs spawn either just outside the tunnel in the open area, or down at the back of the tunnel, or at both locations. After spawning, they path towards the Caller.

You'll get five waves in a row (intervals depend on which item was used to triggered the event). After the fifth wave, you get a five-minute break (timer starts immediately after the fifth wave spawn):

Caller Groo wipes the sweat from his brow, 'aaaagh, tired tired. Hard werk. Take da sit uh huh. Me call more soon as me rest up.

The types of mobs that are spawned (rootable/mezzable):

- Fungusfiends (small sized; hits for a max ~100; high attack rate; low hitpoints)
- Fungusbeasts (large sized; hits hard and fast; has more hitpoints)
- Fungus Priest (shaman mob; casts dispells and heals)
- Fungus Healer (cleric mob; casts heals including Complete Heal)
- Named Mobs (rare spawn; tougher mobs; tend to be casters; lots of hitpoints)

All mobs proc a lure-based snare that can be resisted, but usually isn't. Disease resists may help with resists. Note for mezzers: These mobs are reportedly sensitive to mez casts, meaning mezzes will generate more aggro than normal. It is advisable to have someone timing the waves.

You can stop the event at any 'down time' (while no mobs are aggro) by turning in the contract to the Caller:

Caller Groo grunts and says, 'Oook! Tanks fer da werk, I see ya later!' before vanishing into the tunnel.

You get a small reward (platinum or vendor fodder item) and some group experience.

The event will abruptly end if the Caller dies (note: the Caller remains permanently rooted throughout the event). If this happens and fungus mobs are left idle, they despawn after five minutes time. Mobs can also be trained away to the other Tarmok mobs, who will kill them (be mindful of their snare proc if you become desperate enough to do this).

Items that can drop during the event:

- Cloak of Tiny Shadows - clicky invis range slot item for BRD ROG - lvl 55+ to use
- Tarmok Focus Staff: 12/28 caster/priest 1HB 8wis 8int 25mana 8DR 8PR 5% Channeling
- Swollen Fungus Beast Gland - 10 chg clicky snare item - all/all
- Pod of Blue Fungus - LORE TEMPORARY ammo slot item - 90 pt instant heal - 1 chg
- Pod of Red Fungus - TEMPORARY ammo slot item - 250 pt instant mana - 1 chg
- Fungus Beast Eye - sells for 9 plat with good charisma
- Fungus Beast Brain - sells for 23 plat with good charisma
- Fungus Beast Scales - junk, doesn't stack, less than 1pp

Side Note: If you give a Caller multiple containers of Blargrot, multiple Callers will path down and concurrently spawn their own waves of fungus mobs.
Rewards:
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Caller
# May 22 2018 at 7:04 PM Rating: Excellent
*
80 posts
Caller Groo goes to south tunnel.
Caller Murkin goes to north tunnel.
Caller Torgal goes to east tunnel.
Contract turn in
# Oct 23 2016 at 7:31 AM Rating: Decent
Quote:
You can stop the event at any 'down time' (while no mobs are aggro) by turning in the contract to the Caller:
Caller Groo grunts and says, 'Oook! Tanks fer da werk, I see ya later!' before vanishing into the tunnel.
You get a small reward (platinum or vendor fodder item) and some group experience.

After turning the contract to Caller Murkin I received one crystallized sulfur.
Further quest information
# Apr 04 2015 at 3:18 AM Rating: Excellent
*
220 posts
"Need all dialogues, faction hits if any, missing mobs and items, etc."

Dialogues:
You say, 'Hail, Caller Groo'
Caller Groo says 'Ho ho! You come to hunt beasties? I bet so, many o' you kinda people come to hunt beasties. I call beasties fer ya, yub yub. Werk hard, work cheap too yub. You wanna hunt beasties, you bring blargrot here yub! More blargrot, me work harder yub.'
You say, 'what blargrot?'
Caller Groo grins and rubs his belly, 'Blargrot! Loves it, yub! You bring blargrot and me call beasties outta tha cave for ya, yub. Bring me a lil' jug, I call a few beasties. Bring a big ol' hruge jug, me call more beasties than ya ever see, yub!'
Give Caller Goo a Keg of Blargrot:
Caller Groo says 'Aieee! Beastie huntin' fer us! Le's go! You give me back da contrac when you had nuff beasties, yub. Me quit then, an' call no more beasties. I wait a minute so you make ready. Then ya follow me, and I take ya to da cave where we find beasties...'
Receive South Caller Contract
You gain party experience!!
(Caller Groo walks to the first cave. 2 minutes after handing in the Blargrot, the first wave of spawns is signalled)
Caller Groo moans and waves his arms, then shouts 'Graka! Mootogo Ta Naga!'

Keep killing waves of mobs until you have had enough.

Hand the South Caller Contract back to Caller Groo
Caller Groo grunts and says, 'Oook! Tanks fer da werk, I see ya later!' before vanishing into the tunnel
You gain party experience!!
Receive reward that scales with what you have achieved. For 20 minutes work I got a Jade Ring

Faction
No faction hits. None for the interaction with the Caller, none for killing mobs.

Items
Mob pages updated with drop information.

Additional information
Existing write up is pretty accurate. Some notes:
1. When the caller gets to the cave and stops, he stays on his spot even when aggroed. He stays put until the quest is ended.
2. The caller will help out and strike any mob in his range. His DPS is pathetic, so don't count on him saving you...
3. Three mobs spawn. Don't assume that they will be in the tunnel. Most times one or two mobs will spawn just outside the tunnel in the cave from which the three tunnels extend. So when you set up, watch both ways.
4. While the Caller has aggro, you cannot hand in the note to finish the quest.
5. I got a named spawn about one in every eight spawn cycles.
6. A rest break is called with the emote "Caller Groo wipes the sweat from his brow, 'aaaagh, tired tired. Hard werk. Take da sit uh huh. Me call more soon as me rest up.'"
7. A spawn cycle commences with the emote "Caller Groo moans and waves his arms, then shouts 'Graka! Mootogo Ta Naga!'"
8. Dialogues / scripts etc with the other 2 callers are exactly the same as for Caller Groo. You just get a different contract and tunnel to go to.

____________________________
Occasional EQ1 player
Fun fact
# Nov 19 2009 at 12:57 AM Rating: Decent
I just discovered that the named stay spawned considerably longer than the rest of the mobs. So if you got time to spare, make a bunch spawn then let the caller die and the rest of the mobs should despawn before your named do. Easy split.
Bugged
# Jul 08 2008 at 2:39 PM Rating: Decent
28 posts
Turned in kegs, the gave contract, guy dissappeared, and nothing. waited 20 minutes, nothing, checked all 3 tunnels. Did it to another guy, small bottle, same deal.
Bugged
# Nov 15 2008 at 3:44 AM Rating: Decent
Scholar
*
110 posts
Tidwen wrote:
...the gave contract...


Anonymous Writer wrote:
How to END the Quest - Three Ways

1. During a break time, or at any time when none of the fungus mobs are in aggro range of the caller, hand him the note.
soloable
# Mar 24 2007 at 6:27 AM Rating: Decent
*
92 posts
4 keg turn in's solo'd by 70 shaman.
Soloable Bard Shroud of Stealth Item - Tiny Cloak of the Dar
# Oct 17 2006 at 1:21 PM Rating: Decent
16 posts
The item is clickable from you inventory and casts Shroud of Stealth, the best invis in the game from what I've heard. Also, can go invis without bothering your whole group, useful for a bard. Duration of the spell is two minutes.

I soloed with my 70 mage, let the corpse rot while I logged my 70 bard. Took me a few times, but worth it. The mob you want is the Katcha. There are some good write ups in the description and if you get in trouble head back to the town where you started and they will attack the Fungus beasts.

There is a BL +15 Regen item from one of the other nameds.
 
Tiny Cloak of the Darkest Night "http://everquest.allakhazam.com/db/item.html?item=7748"  
____________________________
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Howelldat
65 Druid
Lanys
"Shift + up" = Prev Command;/camp desktop; /pet kill %t;slipgear's gem;charm of lore;gymblax
...
# Dec 11 2004 at 10:18 AM Rating: Default
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162 posts
"You will get a "reward" which seems to be a loot gem of increasing value for the longer you have had the quest going. Got a 20 plat jade ring for about 3 hours of questing. Not sure of the upper limit on this. "

Nah....seems random, i had this thing going for probably 8 hours and got a 2pp ring
o
# Dec 10 2004 at 5:20 PM Rating: Default
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162 posts
the more expensive blogrot does not summon higher level monsters, rather it summonst them faster
easy quest
# Sep 10 2004 at 8:35 AM Rating: Default
36 posts
AS a 65 ranger I was able to duo the keg handin with a 65 cleric hydra, no problem at all. My biggest enemy was falling asleep, its pretty boring. That said I got the claok for my 55 bard, and a few k in cash drops.

Pretty easy really.
Soled and got cloak
# Jun 14 2004 at 10:33 AM Rating: Decent
Soloed this with a 65 bard, no super-gear.

Keep agro all summoned mobs, and charmed one to charmkite. Worked well, as I did prolly 10 spawns. Got Katcha to spawn and he/she dropped the cloak.

But you may know what you doing if trying this as a bard. Had this set up of songs:

Chant, chant, chant, chant, snare, mez, charm, dispell.

You really want to have dispell memmed if you get snared. They don't hit that hard and fast, but many and you snared isn't funny.
Multiple bottles
# May 30 2004 at 1:11 PM Rating: Default
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139 posts
Did 3 small bottles at once (9 spawns/3 mins) with a single group of 65 (plus a 64 wizard for DS only). 2 pallys, 2 bards, cleric and chanter made up the main group. Bard AE slow and DS are key, AE nukes from the cleric and gflux from the chanter. Chanter had 3 AE stuns up to control the frenzy when needed or to allow the cleric to get off an AE nuke without interruption. We'd usually finish a round with 20-30 secs to spare. The break round was enuf to get to FM. Cleric had Divine Arbitration to leverage paladin grp heals. No one in the group was EP eqipped nor were they members of "raiding guild". Gear was above average for non-raid toons. We were able to do 4 bottles of small (12/cycle) but there was virtually no room for error. Once you get the AE spells under control, its not hard to do lots of these at once. Oh, and leader xp was phenominal. Did 2.5 points in about 2 hours. Regular/AA xp sucked...as expected for the level.
vest
# Mar 07 2004 at 1:39 PM Rating: Default
24 posts
TIAKO named ,i read ,drops vest but bowth are pretty rare
Is this quest a must ?
# Nov 15 2003 at 11:50 AM Rating: Decent
41 posts
If i can read this post correctly, it seems that there is no way one "named" Fungus Fiend will pop if we dont do this quest but just walk around killing everything that could be a placeholder. Am i right or totally wrong ? We're looking for the Fungus Patch vest for our guild's shaman and it seems to be a very rare drop from a very rare pop. Any info would be really apreciatted.
if your KOS to quest mob...
# Sep 21 2002 at 7:58 AM Rating: Decent
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56 posts
All you need is 1 person that is not KOS, can even be a mule, to do the turn in, When the caller paths down to the tunnels he is perma rooted in place as long as you stay out of melee range of him he's not a issue, he will how ever agro on you if your in range on his walk down.

I've hunted here since lvl 50 on these guys with my monk, and I still go and get the mobs that spawn in the tunnel and pull them out past the caller.
faction
# Sep 10 2002 at 10:54 AM Rating: Default
26 posts
Anyone know how to get your faction up with the Callers?
faction (how to fix it)
# Jul 06 2005 at 5:21 PM Rating: Decent
Avatar
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514 posts
If Luclin has one generic Tarmok faction then my guess would be to go back to Dawnshroud Peaks and kill off the rockhoppers at the caves. When hunting for the DSP "a lucid chard" I noticed those hoppers and tarmoks had opposing factions.

So go back to DSP, despawn the tarmoks if they are up and spend a few hours killing off rockhoppers. (There will be a hopper or tarmok with a unique name in the back of the caves that when killed will despawn all others of their kind in that zone.)

Save the rockhopper hides for fledgling tailors!


Edited, Wed Jul 6 18:21:51 2005
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staggers the calls?
# Sep 10 2002 at 10:25 AM Rating: Default
26 posts
Has anyone tried handing the caller two different sizes of booz? Like one small and one jug? I have handed in 2 small and 2 callers spawn and go down and call at the exact same time. What I am thinking is that if you and in 2 different ones that the callers will start at the same time but then the calling will start to be staggered a little.

Anyone tried this?
faction
# Aug 31 2002 at 3:37 PM Rating: Decent
When Luclin first came out, we could single the cavemen <tarmok> under 60. So I was in a group that killed Tarmok on a regular bases. I am now KoS to them.

Does anyone know how to change this faction if at all?

I have been part of several 'summon beasties' ... but I always had to stay down in the cave where the beasties were summoned from the most so I would not aggro the caller.

Bettin Phorfun
xev
another drop
# Aug 07 2002 at 7:27 PM Rating: Good
32 posts
my guild and i did this last night as sorta training raid to work on group tatics and such. had a blast only one bad spawn had quite the CR on that one. the info is right though about the easy cr you dont even have to wait for the beasties to despawn as they dont see invis Anyway
we had the tarmac focus staff, the fungus covered tarmok staff drop off of two names that spawned at the same time. the very next calling spawned the same two names and we got a streched fungus shield ac 32 10 wis and some saves i also want to say 9 str but cant remember the stats /em damn those dice very nice night in all we did it about for 2hours so those drops in two hours of fairly easy work we had 14 people there all at least 51 and had no problems with the med or even the large sized drinks for turn in i would really recommend this for a small guild raid to come and have some fun
ps none of the named drop items are NODROP so keep them guildies in mind
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Fungal Patch Vest
# Jul 07 2002 at 8:39 PM Rating: Decent
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70 posts
Is spawning the mob that drops the vest a random happening from any of the callers? Those of you who have gotten the vest, which size of blargrot did you use? Which caller did you hand it to? Any information you could give would be appreciated. Great post btw.
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Level 60 Wizard
The Zebuxxoruk server
RE: Fungal Patch Vest
# Jul 16 2002 at 9:36 AM Rating: Excellent
---We did this last night, and I feel comfortable in asserting that it doesn't matter which Caller you use. I am under the impression they had 3 Callers to allow 3 groups to do this quest at the same time. Again, that's an assertion-- no actual evidence. Last night, the only substantive loot we recieved was the Rogue-only "make invisible" item.

---Whatever it's worth, we used Groo. If we have enough people throughout the week, I'll try different Callers just in case.

**edit - the following was added after an edit**

---On Tuesday, we did miserably, staying only a while and getting no memorable loot. Wednesday, after a restart we lucked out. We got the junk spear, the shield, the 2-handed staff, the dagger, the tunic, the headband and the rog/brd invisibility item. For those of you that haven't looked closely at the Tunic, please remember it's basically the "Fungi Tunic for Beastlords". The standard Fungi is not BL-usable, and this tunic is large race only.

---Also note that, at least in our experience, the lower part of the tunnel is quite likely to get all 3 spawns. I have never seen the upper part get 3 spawns. Also, while I can't be positive, I really do think we got 4 spawns on two occasions.

Edited, Thu Jul 18 11:22:02 2002
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RE: Fungal Patch Vest
# May 30 2004 at 1:16 PM Rating: Default
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139 posts
It appears that each caller goes to a particular cave. For example, Murkin always goes to the north cave. Three callers, three caves. Multiple events can happen at the same time. There is nothing different about each caller expect for the location.
hmmm
# Jul 02 2002 at 4:29 PM Rating: Default
ok.. so im taking that you have a random chance of getting one of the many possible items from this quest? .. making it hardly possible to get fungi regrowth?? or am i missing something like verant is being nice to us all and giving us all those items for completing the tasks =P
#Anonymous, Posted: Jun 23 2002 at 11:11 AM, Rating: Sub-Default, (Expand Post) Could a 60 war in uber gear, 55sk, 55 chanter, 54 sk, 53 sk,55 cleric, 52 shaman,55 magician,55 rogue, and 53 cleric handle the jug?
AOE > Melee
# Jun 06 2002 at 5:10 PM Rating: Decent
1 post
This kicks *** with AOE. Heavy melee is a drag. This is how to do it and get the good stuff.

Give the caller 3 bottles and three of em will walk down together, but the other 2 will poof. However they will continue to call :)

Get a couple people to whack the caller so you have agro so he faces you rather than attacking the mobs as they go by.

You get 9 mobs per spawn this way. Have a beefed up tank / monk / sk agro the mobs and bring em to their death with a massive AOE.

We waited for over 27 mobs to be up once and it was a total rush. Got heart of fungus etc.

Enjoy.
Ellvish
# May 25 2002 at 12:34 AM Rating: Default
Tiny cloak of darkest night dropped off Katcha
Brd/Rog - Ammo - Shroud of stealth - 1.5 sec cast time.
Mez
# May 07 2002 at 5:00 PM Rating: Decent
*
144 posts
I believe he meant rapture or dazzle. Gonna try it tonite, let you know if rapture is needed.
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