Sleeping on the Job  

Quest Started By:Description:
Time:6 Hours
Maximum Level:110
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Task
Quest Items:
Related Zones:
Related Creatures:
Era:Dragons of Norrath
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Jun 1 16:09:28 2005
Modified: Tue Jan 27 06:29:05 2015
The levels (and abilities?) of the mobs listed in this quest will scale with the party's average level. The rewards similarly scale.

Find Guard Freklin in the Qeynos Hills under a tree at +590, +815 (due north from the PoK book in North Qeynos. He /cons indifferent to dark races as well.

You say, 'Hail, Guard Freklin'

Guard Freklin says 'Hail ______, well met. So what brings you out to this area of the hills, I know [the reason] I am stuck out here.'

You say, 'What is the reason?'

Guard Freklin says 'Well, the corporal sort of found me napping once . . . just once. Was a bit odd too. I was patrolling when this strange little gnome stopped to talk to me. He gave me a little box of powder and said if I powdered my nose with the stuff that I'd stay awake for days. I tried it and the next thing I know I'm snoozing while the corporal is yelling in my ear. I was going to use it again in case I did it wrong. Maybe you could [try] it too just to see if I was unlucky? Truth be told, I had a rather peculiar dream . . .'

You say, 'I will try it.'

This brings up a Task window offering the task "Sleeping on the Job." You also receive Gnomish Wakening Powder, which identifies as "Rub this powder on your nose to stay awake." All members of the party can say "I will try it" to receive their own powder. [Watch out, kids, it's a slippery slope.]

You have been assigned the task 'Sleeping On the Job'.

You have six hours to finish the task.

Guard Freklin says 'Hmm, my eyelids are getting heavy. . . I can close them for just a second.'

Put the powder in your inventory and right-click it.

You begin casting Gnomish Awakening Powder.
Your Gnomish Wakening Powder begins to glow.
The dusty powder sends your mind reeling.
You have entered North Qeynos: Sleeping on the Job.

The big letters on the screen just say that you're entering North Qeynos, but the chat window mentions that it's a special version for this task. In this special version, the PoK book doesn't work. You can cross the zone line back to Qeynos Hills, and possibly to South Qeynos, but once you do, the only way back into the instance is to go back to Guard Freklin, target him, and hail him. You'll get a message to the effect of, "You close your eyes as your attempts to wake Guard Freklin fail" and you'll end up back in the instance. Binding in the instance works as well, but be sure to rebind when the task is over.

There are many red-con injured guards and guard corpses laying around at low hit points, many labeled "Guard so-and-so`s Corpse." These include Guard Drath`s corpse at +340, +90; Guard Obyn`s corpse at +565, -110; Guard Buce`s corpse at +545, +215; Guard Gehnus` corpse at +25, +210; Guard Wefnin`s crospe [sic] at +215, +145; and Guard Aerryn`s crospe [sic] at +870, -60. You don't interact with the corpses. However, near you as you zone in is a group of downed guards, with Corporal Lancot sitting against the wall.

Step 1 of the task is to tell Corporal Lancot that Guard Freklin has been sleeping on the job again.

You say, 'Hail, Corporal Lancot'

Corporal Lancot says 'How could this have happened? There was no warning!'

You say, 'Guard Freklin is sleeping on the job again.'

Corporal Lancot says 'That good-for-nothing guard! I knew I shouldn't have trusted him with watching the gates. If we survive this [attack] I'm going to see that he is severely punished and permanently banished from Qeynos!'

You say, 'What attack?'

Corporal Lancot says 'Fippy and the rest of the Darkpaw clan rushed the gates of Qeynos and we were not ready for this attack. Put a stop to them and save the city!'

Your task 'Sleeping On the Job' has been updated.

The next step is to defeat two gnoll supply camps set up outside the city walls and recover the Bag of Supplies. There's a camp near the non-functioning PoK book, and the other camp is in the corresponding position on the east side of the newbie yard. Each has 1 x The Supply Supervisor and 2 x "a gnoll laborer." There are also pairs of "a gnoll guard" scattered around the yard (each standing around a downed Qeynos guard) (again, names/levels needed). The guards and laborers /conned dark blue to a level 18, and the supervisors /conned white.

Killing the gnolls yields the standard faction hits:

Your faction standing with Sabertooths of Blackburrow got worse.
Your faction standing with Guards of Qeynos got better.
Your faction standing with Silent Fist Clan got better.
Your faction standing with Jaggedpine Treefolk got better.
Your faction standing with Merchants of Qeynos got better.

The loot is typical Blackburrow gnoll loot (gnoll pelts, NO TRADE fangs, etc.), with no coins. You also get the occasional fine steel weapon.

The Supply Supervisor's corpse says 'Help! Our supply line is being cut off!'
--You have looted a Bag of Supplies.--

Clear both camps. The next step is to deliver the supplies to Corporal Lancot. Do that, and the next step is to win back the city gates.

As you approach the gates the sound of victory howls through the air.

There are four guards at the gates (two near the gate, one to either side). There are also 6 x "a gnoll archer" on the parapets who appear to be permarooted. At our level [18-19], they shot for about 15 plus a small flame dot (probably Flame Lick; I think the archers are Rangers). Kill the guards, then rush through the gate to complete that stage. Once you're inside the gate the archers can't shoot you, but there are two more guards just inside.

The next stage is to kill the six archers. Turn left just past the gate and go in the door. There are other gnolls inside; some of them are starting to be a level or so higher (including a burly gnoll just inside the door). Fight your way up the stairs inside the room, and then kill the archers. There are two in the room at the top of the stairs, two on the parapets, and two in the room at the other end of the parapets. All of them will shoot at you as you start clearing them out, but for the first pair the cleric should be able to stay out of sight of the other four. (Note: Their bows are heavy and sell for only a few gold, but the arrows stack and sell for 6gp each.)

a gnoll archer's corpse says 'Fippy RUN the gates have been breached. . .'

Next, you're told to kill four named gnolls. They may not spawn until the archers are down (can anyone confirm/refute?). At this point, you should be at the western end of the upstairs part of the gate building. One of the named is in the room to the south with some other gnolls (two total per room).

At our level, Holinix Darkpaw was red and hit for numbers into the 30s to 50s. He's not a caster but the archers will have put Skin Like Wood on him. The later mini-bosses were yellow to our bard after he dinged, so they're probably three levels above the original party average level.

Now proceed into the rest of Qeynos and start exploring. There are, of course, gnolls everywhere. Start by checking to the west, where you'll find gnoll traders in Galliway's Trading Post, gnoll fishermen by the pond, and gnoll bouncers in Crow's Pub, along with guards, burly gnolls, and shaman. You'll want to clear out the buildings as you go, else they'll occasionally aggro through the walls and train you, though some buildings (such as Crow's) you may be able to leave partially uncleared. The traders are rogues (I always suspected as much!), but they're not very good at it (backstab for 15). Guards and bouncers have a much bigger aggro radius than armorers, traders, etc. And as usual you need to watch whether a healer mob is assisting your target.

Clearing out Crow's Pub will net you one named: Djerr Darkpaw. (He might be hiding in the secret entrance to the Rogue's Guild.) Another named, Grarrax Darkpaw, is in the Monk Guild: fight your way through the guild building to the monk training yard, then follow the yard around to the downstairs room. He's a caster of some sort, probably a shaman. The last named, Kraxz Darkpaw, seemed to be in Ironforge's Estate, over to the east of the entrance area as you head toward the cleric guild. There are quite a few gnolls in that area and they tend to path through the buildings, so be careful here. (We got one nasty train when a gnoll on the Ironforge balcony noticed our puller and ran through the rooms to reach him.) By now you'll be fighting gnoll champions, who were yellow to us.

After you take down the last named, you hear a shout:

Fippy Darkpaw shouts 'GGGRRRRRR!!! Qeynos is mine you fools! You will never defeat me. I am too powerful!!! BBBBBAAAARRRKKKK!!!!!'

Fippy is in the cleric saucer. Note: He spawns only after you kill the four named; we had in fact searched the saucer and found it empty before we found the last named hiding in Crow's Pub. Fippy's a lot bigger than he used to be, too. Red, of course. He starts out alone in the saucer.

Fippy Darkpaw says 'You have trespassed long enough on Sabertooth land! Qeynos is ours now you fool!'

He actually doesn't hit very hard; no worse than the four named did. But he has a LOT of hits. I harm-touched him for 229 and it did maybe four percent? Still, we could've taken him down (we'd all dinged by then, so we were 19 cleric, 19 SK, 20 bard) except we began to get adds. Fippy spawns 2 x "a Darkpaw Brawler" at 75% health, 2 x "a Darkpaw High Priest" at 50% health, and 2 x "a Darkpaw Assassin" at 25% health, getting smaller each time he does so.

Fippy Darkpaw yaps loudly for help as the danger of losing North Qeynos gets bigger and Fippy Darkpaw gets smaller. . .
a Darkpaw Brawler says 'GGGGGRRRAAAAAA!!! Qeynos is our lands now!! You will die like the others!!! GRRRRR!!!'
a Darkpaw Brawler says 'GGGGGRRRAAAAAA!!! Qeynos is our lands now!! You will die like the others!!! GRRRRR!!!'

The bard tried to off-mezz the adds while we continued on Fippy, but that didn't work. Not only did we lose the bard's DPS, but eventually we got the next wave. Since I was staying on Fippy I didn't get a chance to /con the adds, but the bard says they were blue, so they were at most one level higher than the original party average. He also reported that Fippy himself cannot be mezzed.

Fippy Darkpaw says 'You have trespassed long enough on Sabertooth land! Qeynos is ours now you fool!'
Fippy Darkpaw yaps loudly for help as the danger of losing North Qeynos gets bigger and Fippy Darkpaw gets smaller. . .
a Darkpaw High Priest begins to cast a spell.
a Darkpaw High Priest says 'GGGGGRRRAAAAAA!!! Qeynos is our lands now!! You will die like the others!!! GRRRRR!!!'

After you've finished off the last of the adds, but before you've killed Fippy:

Fippy Darkpaw shouts 'I will never give up! Qeynos, someday you will be mine!'

After Fippy is dead, the next stage is to go back to Corporal Lancot and tell him Fippy has been stopped.

You say, 'Fippy has been stopped.'

Your task 'Sleeping On the Job' has been updated.

You have saved North Qeynos from the destruction of Fippy Darkpaw and his clan of gnolls. Consider yourself a hero this day and take this small bit of reward as a thank you.

"a dusty old chest" can spawn with additional loot.

You say, 'Hail, Corporal Lancot'

Corporal Lancot says 'Excellent work friends. You would make fine soldiers if I do say so myself. If you can do one more favor for the city of Qeynos. Please go wake up Guard Freklin.'

The final stage is to head back to the Qeynos Hills and wake Guard Freklin.

You say, 'Wake up.'

Guard Freklin says 'Huh. Hmmm, I wasn't sleeping. . . Really I just closed my eyes for a minute.'

There are some issues with getting the task to end. Hailing Guard Freklin sends you back into the instanced zone again. Saying the full phrase of "Wake up, Guard Freklin" might make the difference (we need confirmation).

In any event, it was a lot of fun to see North Qeynos in a, uh, different light. And especially as a dark elf, to be invited into the saucer of the Temple of Life!
Submitted by: Sukrasisx
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# Jan 26 2015 at 8:20 PM Rating: Decent
1 post
why does this say solo when u cant do it if u want to alone? is this quest broken?
# Jan 28 2015 at 7:06 AM Rating: Decent
258 posts
A "solo" task means that each person needs to have the task to get credit. It does not necessarily mean that the task can be done by a single character.
A "shared" task means that each member of the group doing the task will have it in their task window and all in the group will get credit.

Final stage is hailing Corporal Lancot
# Jun 16 2014 at 6:29 PM Rating: Decent
265 posts
Once you hail him and get the chest, there's nothing more needed to do. You can go wake Freklin, but that's not a step (anymore?). Though you still will see him sleeping and after telling him to wake up, he'll eventually get into a sitting position.

There is no faction reward other than from the massacre of gnolls for the usual hits

mercs and levels
# May 20 2013 at 1:46 PM Rating: Decent
7 posts
I was able to get this mission with 2 chars and their accompanying mercs. The mercs were automatically ported in with us.

However, at 45 everything was gray and green. Doesn't seem that the mobs' levels reflect the players'.
lvl requires?
# Jun 23 2007 at 5:51 AM Rating: Decent
1 post
what lvl aproximately have u gotta be to do this, or wot is lowest lvl possible to do it
name class lvl

jstee:enchanter:lvl 68(MAIN)

my guild: spirits reborn!
# Oct 18 2006 at 8:31 AM Rating: Default
i just finished doing this for fun with a 67 mage and a 70 shaman. the first time i did it I couldnt get the task to end. I had to remove myself from it. The second time i waited until i got booted from the zone then went and said Wake up to guard freklin and it ended fine. Also when you go back to talk to the corporal at the end if you just say fipp has been removed nothing happens. You have to hail the corporal first then u get your reward. I have to say it was fun sloughtering all the gnolls and then killing fippy. Brings back old memories!
How do you evolve this?
# Jul 23 2006 at 4:49 PM Rating: Decent
7 posts
How do you evolve the first reward to the final?
# Jul 19 2006 at 5:44 PM Rating: Decent
Does every group member have to hail Corporal Lancot or is there a reward for each member in the chest. We did this and the one group member who hailed him was away from the rest of us. She got the earring, but none of the others including myself knew what to do, so since all the steps were done we just left. Will have to try this again, had lots of fun.
Bengen, 81 Shaman of Stromm
plus various alts.
Several toons on Vulak'Aerr Progression server
# Dec 12 2005 at 5:35 PM Rating: Good
7 posts
My 30 mage, a 37 enchanter, and a 31 beastlord decided to see how far we could get in the quest....all i can say is that the apocolypse would look like a walk in the park compared to our misfortunes. lol...slaughtered over and over and over again. Good thing we were bound in the mission so we didn't have to hail the guard all the time, but holy cow. DEFINITELY need more than 3. Preferably have temp and other buffs on. But it was still fun. I had monster summoning I and kept summoning things like gnolls and the mighty rat!
me lose brain? uh oh
Got a new item
# Oct 11 2005 at 9:49 PM Rating: Decent
149 posts
Earing of Resistance dropped. It's an evolving item apparently. (I don't have DoD, not sure what that means)
The hardest working dwarf rogue on tholouxe paels er, I mean that Bert server thing
Silly question, maybe.
# Oct 09 2005 at 5:40 AM Rating: Decent
39 posts
Since it is instance, I bet it won't work. Anyways, do you think this could be done raid style? O_o
66 Enchanter... smack smack dead... Wow, should made a monk.
57 Shadowknight... Wait, is my exp bar going backwards?
51 Cleric... Mana... What the hell is that?
Ending the quest
# Oct 02 2005 at 12:34 AM Rating: Decent
15 posts
In order to fully end the quest you need to tell freklin

wake up, Guard Freklin.

he will respond with his standard text, but the quest will be removed from you active list.
That was fun
# Sep 26 2005 at 8:26 AM Rating: Decent
15 posts
All members of the party can say "I will try it" to receive their own powder.

Actually, everyone can just hail the guard to get sent straight there. Also, if you all die and need to get back, just run up and hail him. As long as you have the quest, hailing the guard will send you to the Instanced Qeynos.

Tried yesterday; 20 mage, 21 paladin, 23 warrior, 24 chanter, 27 shaman, and a 70 mage who Spirit Shrouded a 25 cleric for us. Took us four hours. It was still a fun mission, having grown up in Qeynos killing Fippy off.

Got two rewards I didn't see listed above:

links not working because it tries to add </a> to the end. Take out the </a> and it'll work..

Edited, Mon Sep 26 09:40:49 2005
Fippy! Joo gonna DIE!!!
# Jul 03 2005 at 5:23 PM Rating: Decent
107 posts
Went in with:

34 Chanter
32 Cleric
32 Mage
29 Ranger
28 SK

Since this was the first time all the way thru for all of us it took about 4 hours because we didn't know where all the named were. None of us had ever gotten farther than killing the first named before.

I just don't see how you can do this mission at the recommended levels without a Chanter and Cleric unless you spend a lot of time invised. But you skip a lot of XP that way. We killed EVERYTHING. My chanter got 75% of a level and dinged 35 at the end.

These mobs have a wide agro range and they all have friends.

Pacify is your friend. And Mez is essential for those mobs that agro thru walls. If you do get a crowd, concentrate on keeping the healer's mezzed.

Even with readily available Clarity, there was a lot of medding and healing.

For the final battle, once he slowed Fippy, the chanter saved all his mana for CC and kept the adds locked down while the others concentrated all their DPS on Fippy.

Once Fippy was down we left the saucer.

Task did not complete for us however. We did not go try to wake the guard.
RE: Fippy! Joo gonna DIE!!!
# Jul 03 2005 at 5:31 PM Rating: Decent
107 posts
Also According to Gordish_DEV (the guy who developed this quest) the mission scales in difficulty depending on the average level of your group.

It will either be a level 20, 25 or 30 mission.

Groups averaging under 23 will get the level 20 mission. 23-26 will get the 25 mission and over 26 will get the level 30 mission.
changes in June 29 update
# Jul 03 2005 at 5:01 PM Rating: Decent
463 posts
The June 29 patch message included a couple items pertaining to this task. I haven't been back to check, but what they said was:

Gnoll Archers will now call for reinforcements if you have killed them before completing the previous elements of the task.

The four mini-bosses (Holinix et al) will not come out to right until previous elements in the task have been completed.
Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
-- Mystic Coercion, EMarr
Ending task
# Jun 30 2005 at 11:25 PM Rating: Decent
6 posts
Task ended when we went back and cleared the last remaining gnolls in the zone
Gogo Fippy!
# Jun 29 2005 at 2:18 PM Rating: Default
194 posts
Ha, after years of running to get killed by those arrogant guards, Fippy finally shows em who's in charge! ^_^
65 Prophet
some notes
# Jun 22 2005 at 1:12 AM Rating: Decent
9 posts
"Wake up Guard Freklin" does nothing... Lancot telling us to wake him seems like flavor text.

Also, I needed a tighter level spread for this than I expected - 8 levels was too big. I had thought that all of these instances were changed to accomodate 10 level spreads.
RE: some notes
# Jul 08 2005 at 8:36 PM Rating: Decent
64 posts
It was my understanding that only LDoN was updated to allow a 10 level spread.
# Jun 07 2005 at 5:42 PM Rating: Decent
55 posts
are all dragons tasks require a group of 3 plus?
# Jun 07 2005 at 5:42 PM Rating: Decent
55 posts
Several Tries at this!
# Jun 06 2005 at 9:11 AM Rating: Default
As the title suggests, I have ran this several times utilizing several different lvl toons.

First was lvl64 warrior, 62 cleric, 62 chanter. My spoiler run.
took me about 40ish minutes as I did not have the web page open or notes as to where the named mobs spawned.
Second time I ran this, was in a full group:
26 druid <me>
21 bard <me>
27 Paladin
26 Cleric
25 Chanter
25 Warrior
Bard was able to Lock down Flippy pretty efficiently, leaving chanter open to help with the adds, when they spawned.

Named mobs were no higher than 23 as when conned with the bard were yellow, but DB to my druid.
Flippy was Red to bard, and Yellow to druid.
The chest dropped a range item, will send in picture. Stats were pretty sweet for the level, but not worth much say above lvl 45ish, imho.

I tried this again with 59 beastlord, 48 beastlord, and 62 cleric, it would not let me in, too wide of a lvl difference.
I shuffled around and did it with 58 chanter, 56 cleric. and walked it in about 25 minutes, leaving beastlord pet to clear gates while I dropped supplies off to Lancot, by the time we got back to gate, we just had to walk up to named and recieved flags to move forward as we walked through gate<breach the gates>, and across wall<kill archers>.
Knowing where the named were, I just invised the beastlord walked to area and sent in pet.
Flippy kill had no adds at all when pet was beating on him. Pops did not spawn until Beastlord physically engaged. Chanter locked them down, killed flippy then took them all out back to back.

The xp for the lvl 20 something group was pretty wicked! I plan on doing that again, using my Sk druid combo for factioning the sk.
Gurrd Names and tidbits
# Jun 05 2005 at 12:25 PM Rating: Decent
48 posts
This adventure may scale up, but it did not adjust to 4 63s; although it let us in. Everything was green to 63. We will have to try again with younger characters.

Laying next to Coporal Lacot are the wounded guards Libev, Weleth, and Chester. Out in front of the gates are the corpses of guards Rahin, Buce, Oryn, Drath, and Hellan. Gehnus' corpse is inside to the right, where the Priest of Discord woukd normally be. Elron's corpse is to the left, by the jewelers.

All of the mobs are up when the instance appears. You need do nothing to make them pop. The adventure simply asks you to kill them in a certain order.

At the end, don't tell Corporal Lancot that "Fippy has been stopped"; just hail him and the chest will pop. Hail him again after opening the chest and he will ask you to perfrom one last favor, "wake Guard Freklin". We could not wake Freklin. Telling him to "wake up" gets a response, but he simply rolls over. Hailing Freklin sends you back to the instance of North Qeynos. He refuses the Gnomish salts.

We could not move the task to "Completed", though all the steps were marked "Done". We received the message that our task had "ended" after we had been out of the instance for awhile. I expect that either we were too old for proper completion, or this is simply how it was designed, to show that Guard Freklin will never learn.

RE: Gurrd Names and tidbits
# Jun 06 2005 at 10:41 AM Rating: Good
Ungainly Ninja
6,998 posts
Thanks. Unfortunately, we need the exact in-game names of each of these mobs to add them to the database.
another aug
# Jun 04 2005 at 1:09 PM Rating: Decent
32 posts
i did this with me 70 rogue, and a 70 pal and a 65 wiz he boxed just to try it.

dropped a turquoise stone of insight, type 7, recommended lvl 30 required lvl 25, +15 mana +15 endurance, looks like every slow but charm usable.

need more info?
Did this a few times
# Jun 03 2005 at 6:47 PM Rating: Decent
42 posts
We did this mission a few times with higher level toons for the augs. Each run took us about 25 minutes (3 58ish players). You can invis through parts of it.

We loaded up AE spells, invis. Single pulled the Supply guy out from his 3 buddies, killed and looted the bag x2. If you invis between the two supply guys you will avoid getting agro from the archers, which will enable you to invis through the next part....

After getting the two bags of supplies and turning in, you are to breach the front gates, you can do this invis, if you don't have archer agro, go inside, take the first door on the left and go upstairs, and clear the archers. Once archers are down, you can kill the named that's also up there. Reinvis, and move to the remaining Named and kill them. Invising through this part saves tons of time. Once names are down, Flippy is next.

Med up for Flippy and his palls, we cleared the area infront of the temple of life sinse you can zone out and leave the gnolls inside if things get hairy.

When ready for Flippy, as mentioned previously, he spawns 3 sets of adds, 2 each. For a total of 6 adds during the fight. We were able to nuke flippy down fast enough that we just focused our dps on Flippy, once he was dead we killed the adds.


So far, I've seen three augs.

Emerald Chip of Vigor
+15 hps

Greystone of Potency
+20 hps/ma/end

and one other, don't have the name handy atm.
+15 mana/end
Willowynn Whispers
Amazon Storm
7th Hammer
RE: Did this a few times
# Jun 04 2005 at 12:34 AM Rating: Decent
13 posts
I'm on Firiona Vie, but it's probably NOTRADE too?

Turquoise Stone of Insight
This augmentation fits in slot types: 7
MANA: +15 Endurance: +15

Restrictions -
Recommended level of 30. Required level of 25.
Class: ALL
Race: ALL

Item Information:
You must use the solvent Class X Augmentation Distiller to remove this augment safely.
Drops from chest
# Jun 03 2005 at 5:50 AM Rating: Decent
9 posts
Emerald Chip of Vigor
Magic Item Lore Item No Trade Augmentation
Slot 7
HP 15
Can be put in all slots but Charm
Recommended level of 30, Required level of 25
I have a picture of it but I'm not sure how to post it as a link

Edited, Fri Jun 3 06:51:12 2005
RE: Drops from chest
# Jun 03 2005 at 9:53 AM Rating: Good
Ungainly Ninja
6,998 posts
You can mail it to me at Do you happen to know the exact name of the chest?

Edited, Fri Jun 3 10:53:52 2005
RE: Drops from chest
# Jun 04 2005 at 1:10 AM Rating: Decent
9 posts
name of the chest is "a dusty old chest"
Sent in pictures of the chest and 2 of the augs

Edited, Sat Jun 4 02:25:01 2005
RE: Drops from chest
# Jun 07 2005 at 6:46 PM Rating: Good
Ungainly Ninja
6,998 posts
Updated, thanks!
Quest ending
# Jun 02 2005 at 3:22 PM Rating: Decent
28 posts
During the fight with Fippy, every 25% life you take from him he spawns 2 gnolls to help him. At 75% it is to fighter types, at 50% it is 2 clerics (Kill them quickly), and at 25% it is 2 rogue types. He can be rooted and mezzed. After killing him you return to the guard and tell him that Fippy has been stopped and a chest spawns.

The exp reward is rather nice for that level. Last 2 times we finished it, we received about 10%.
Handragath Pelendralaar
70 Mage
The Tribunal

It doesn't matter what class you think can solo better, you are still welcome to the camp when I am done with it.
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