Way of the Freemind (1/2 Group)  

Quest Started By:Description:
Time:6 Hours
Maximum Level:85
Monster Mission:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Quest Items:
Related Zones:
Related Creatures:
Era:Depths of Darkhollow
Group Size:Group
Min. # of Players:3
Max. # of Players:3
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Sep 20 16:10:43 2005
Modified: Thu Jan 7 17:29:28 2010
Find the Freemind Cipher at location -1500, -700 in Undershore (located in the southeast part of the zone near the waterfall). This group monster mission is offered after looting An Unhusked Mindspore from one of the mushrooms near him and eating it:

As you pluck an unhusked mindspore from the mushroom stalk, you are overcome with a sudden and inexplicable urge to eat it. It doesn't look poisonous, but you may want to gather a group in case you are about to blunder into some kind of trap.

A task window pops up with four tasks available, one of which is 'Way of the Freemind (1/2 Group)'.

You have been assigned the task 'Way of the Freemind (1/2 Group)'.

The Freemind Cipher wishes to show you another series of memories from the sporali collective.

These memories belong to a group of freemind spores, young sporali individuals who, unlike most of their kind, are born without the memories of their parent colony. Freemind spores are also cut off from the sporali collective mindpool, although they may still communicate telepathically with the Freemind Cipher, the elder that serves as the sporalis' guide and teacher. These memories originate from the Freemind's first few minutes of life, a time which seems filled with danger and peril.

Although it is still unclear why the Freemind Cipher wishes to show you these memories, the shambling growth does seem to be leading you to some kind of conclusion.

Monster templates available are 45th level Sporali Enforcer (Paladin), Sporali Tender (Cleric), and Sporali Sporemage (Wizard).

Speak with the Freemind Cipher 0/1 (Undershore)

You say, 'Hail, Freemind Cipher'

Your task 'Way of the Freemind (1/2 Group)' has been updated.

Your surroundings grow indistinct and you no longer feel the mist of the nearby waterfall on your neck. You slowly realize you are in a different body, awakening into a another cavern in another time. . .

You have entered Sporali Caverns.

Quickly spend your AA's and get on with the mission.

You will see this emote upon zoning in:

'Hello, little freespores,' the Freemind Cipher says, 'How quiet your minds must be.'

Your minds are quiet because you do not belong to the sporali mindpool. You can think on your own, independently of the colony that spawned you.

This is both a blessing and a curse... A blessing because it enables you to venture away to seed new colonies, a curse because you all must do so on your own.

Freeminds such as yourselves are only spawned when a colony is under great stress. This is how we sporali spread out to avoid extinction. Normally it is my responsibility to communicate with the newly spawned freeminds and teach them how to gather and grow, but there is no time for that now. We are under [attack] and must leave here at once.

Speak with the Freemind Cipher 0/1 (Sporali Caverns)

You say, 'Hail, Freemind Cipher'

Freemind Cipher says 'Have no fear, little one. I will keep you [safe].'

Your task 'Way of the Freemind (1/2 Group)' has been updated.

Fight Your Way Past the Invading Orcs with the Freemind Cipher 0/1 (Sporali Caverns)

In short, you have to help the Freemind Cipher fight the Guttertusk orcs as it leads you to freedom. If you die, you are out of play for a minute but come back with full health and mana.

Freemind Cipher shouts 'The orcs have spotted us! Gather close, my children. We can fight them off together!'

a Guttertusk raider says 'We crush! We smash! We end you!'

a Guttertusk marauder wildly shakes its fists in the air.

The deep orcs are upon us. They are ransacking this colony for resources. Come my children, gather your strength follow me. Together, we'll make our escape into the wilds.

Along the way, the Freemind Cipher will give you backstory or encouragement..

Freemind Cipher shouts 'A fallen warrior! Do not mourn him for all of its memories live on in the survivors it saved.'

Freemind Cipher shouts 'The Guttertusk raids have grown frequent and fierce over the last few years. None have the strength to control their orc slaves. Many orcs have gone free, leaving us to handle their raids.'

Freemind Cipher shouts 'This combat is good practice for you, my children. Things will not be easy out in the wilds. Many dangerous creatures lurk in the tunnels of Darkhollow. '

Freemind Cipher shouts 'Out in the wilds, you must learn to think for yourselves. Choose your allies wisely and you may live to one day form a colony of your own.'

Freemind Cipher shouts 'We are almost clear of these tunnels. Have courage, my children.'

Freemind Cipher shouts 'The last of the orcs wait just ahead.'

..until you finally see:

Freemind Cipher shouts 'There it is. The tunnel to Corathus Creep! Once we escape into the wilds, you will each choose your own direction and scatter like seeds in the wind. Good luck to you all, my children.'

Two of "a glittering warchest" will spawn, one after the other. /open them for your loot, one item per chest. The common loot is Fingerless Silk Gloves, and the rare is Bauble of the Colony.

Speak with the Freemind Cipher 0/1 (Undershore)

You say, 'Hail, Freemind Cipher'

You absorb the knowledge stored within the shard of wisdom.
You gain experience!!

For a long moment you get the sensation your legs are asleep although the feeling radiates across your entire body. The Freemind Cipher looks at you expectantly. It hopes that you now know what it means to be a freemind. Now you can help it further.

The experience is equivalent to slightly less than 1 AA.

Fingerless Silk Gloves transmute to:
???? (level 1-10)
Darkpalm Gloves (level 11-20)
Whispering Gloves of Sorcery (level 21-30)
Gently Stitched Silk Gloves (level 31-40)
Ragged Holloweave Gloves (level 41-50)
Holloweave Gloves (level 51-60)
Enchanted Holloweave Gloves (level 61-70)

Bauble of the Colony transmutes to:
???? (level 1-10)
???? (level 11-20)
???? (level 21-30)
Evershine Runed Earring (level 31-40)
Retchweed-Wrapped Earring (level 41-50)
Corathus-Entwined Earring (level 51-60)
Torn Holloweave Earring (level 61-70)
Submitted by: Fleven
Send a Correction
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Half-Group (3 Person) version
# Sep 12 2006 at 8:02 AM Rating: Decent
18 posts
This mission (as well as 'Remembrance') has a 'half group´ version, which is the one I am commenting on. As I haven't done the 'full group' version I can't comment on differences between the two. I've been using a paladin ('enforcer'), shaman ('tender') and mage.

You help the Freemind Cipher in clearing a path to the zone out while keeping the Freemind Cipher alive. Note that you can't heal the Freemind Cipher, or 'Lay Hands' on him - all you can do to help him survive is limit the amount of damage he takes. So to do that, you want to be in the fights with the Freemind Cipher so you get whacked on rather than the Freemind Cipher.

Crowd control (the sporali tender has a mez ability) is key to this mission. The Freemind Cipher is a pretty high level, so he can wander through the mobs and not have to worry about adds. When you go in to help, however, you will quickly get hit with adds - particularly in the 'main room' which has almost a dozen mobs. I will generally stand well back, let the Freemind Cipher aggro a mob, and then mez the mob closest to the one it is fighting. Depending on the number of adds who come running to whack my tender, I focus on fighting those or (preferable) mez them all and move up help the Freemind Cipher. That way I'll try to minimize the damage the Freemind Cipher takes without getting overwhelmed.

The Freemind Cipher will assist your characters if they are in combat - but he will not break mez himself. So when a mob is almost dead, I'll either have my enforcer aggro a new mob while the Cipher finishes the old one off, or have my mage cast a DoT on a mob to break mez. The Freemind Cipher will then usually assist me rather than moving on to a new mob. Note that some of the mobs will run, and if it runs, you can end up with half a dozen adds. I'll generally either have the mage cast his DD spell when a creature is at 10% to finish it off, or else re-root it with my enforcer to prevent runners.

This mission has four sections: a tunnel with a series of groups of 2-3 mobs at a time; the 'main room' with almost a dozen mobs scattered about; a longer tunnel with a series of groups of 2-3 mobs; and the zone-out with two mobs (and where the chest pops up.) There are also additional tunnels which the Freemind Cipher may wander off into and kill a mob or two, but generally he sticks to the same path. The only tricky part of the mission is the main room, because if you are not careful you can easily get five or more adds.

The Freemind Cipher seems to partially heal himself at the end of each of the sections. Generally, if the Freemind Cipher finishes up the main room at more than 20% health, you should be OK the rest of the mission. Once the Freemind Cipher is through the main room, if he wanders off the usual path with more than 50% HP, I'll generally move along the usual path clearing mobs to speed his later progress rather than following him.

The mission takes 45-50 minutes three-boxing – which works out well as there is a 45-minute lockout timer. EXP seemed to be about two bubs in regular exp in level 67 and about .7 or .75 AAXP in 65

Zopharr of Quellious

105 Shadowknight, Echoes in Eternity
Quellious (nee Povar)
300 Ogre Grand Master Smith
correction on the classes
# Jan 12 2006 at 12:06 AM Rating: Decent
2 posts
there not mages there wizzies... FYI so umm just a correction
Another way to complete this mission
# Nov 19 2005 at 11:10 AM Rating: Decent
449 posts
I chose to pick one of each, pally, cleric, and mage. I couldn't find a way to train him through, he was too slow and paused too much, I tried whacking him and running him to the zone out, he merely pathed back to the entrance, BUT, good news, with one of each this mission is easy. I try to pull to Cipher as the pally, but if he gets ahead of me I will mez whatever is near him with the cleric and then engage. If he charges into the middle of 4 or 5 I'm not even going to try to mez cause the mobs don't add on him, only when a pc engages them. Cipher randomly gets health back, I don't know if he can heal or what, but he will just go back up at certain points, so it's ok to let him solo from time to time. The sporemage is really good damage, not to knock the person who used two clerics, but I could handle heals and mezzes with one cleric. Just keep your root and LOH handy. Also the harm touch mentioned is cast by the shammy base orcs, it's an AOE dot that kills the mage in about one tick and everything else in 2, and it can be recast(don't know how much it does to Cipher, but it won't kill him). There are two other MMs given out by Cipher that I will list as I get more details (if I can figure out how to sumbit things here...). One of which is where the entire colony is being destroyed (sounds familiar) and you have to protect the mindspore budlings from undead shiliksin (spelling?) things. Best tactic I found on this was one cleric for mez and two mages to nuke, and would guard one spore and mez anything that came near, then coordinate a double nuke, and mez again. the timing is a little iffy, but I play in the same room as my wife (easier to say nuke then to type) and I box the cleric so I know when to mez. Anyway I didn't complete this mission as it was very long and I needed to go to bed. More to come, with the name and whatnot.. The other mission is set back in runnyeye where the goblins have turned on you after you liberated them and once again, the entire sporali colony is in danger of extinction! This mission was really hard once the group wiped cause mobs are on the spawn point and you spawn with 50% health mana and die from 4 mobs whacking you. Fun.. we bailed on this mission after about an hour. Anyway hella long post sorry, but good luck on your shroomy adventures.

Riszaak Liruek 70th <insert random class>
Xirisx Stormwolf 70th Broken Scimitar (but Rizzy, I wanna whack the stone golem!)
My boxed army:
Riszaak Liruek 80 SK/1004 AAs
Xirisx Stormwolf 80 Druid/1048 AAs
Raandumb Anonamoose 80 Cleric/300 AAs
Hydeinshadauexs Andsophergator 80 Bst/1033 AAs
Ryloth Stormwolf 80 Rng/600AAs
Ellahob Pethob 80 Magi/250 AA
All retired, can't keep up with levels/AAs per expansion anymore.
How to complete mission
# Oct 17 2005 at 11:35 AM Rating: Decent
21 posts
October 14th, myself and 2 friends completed this task after failing the first time. We had a plan, a strategy and I am willing to share this perhaps useful experience with all of you.

We went in with 1 Paladin (myself) and 2 clerics. 1 focusing more on Healing, and the other focusing on mezzing. When Freemind Cipher began to move, I ran ahead and began searching for mobs to pull to us. If single pulls great, if I knew two were coming I would root one, letting the radius agro pull the 2nd to our trap. I would beat down the mob with the aid of Cipher. In midst of battles, I would re-root any mob I previously rooted. If more than 2 were pulled, the 3rd would be mezzed.

Midway we had only 1 death!! as the mezzers attempts kept getting resisted. Be careful as somewhere halfway there are two mobs that seem to harm touch, draining 50% hp and it is NOT a one time use. Because I would pull to us, Cipher was not able to run ahead into a camp of 5 mobs essentially killing us all. (as our first trial run) Towards the end when you can see a large room with a spiral staircase we seemed to trigger a mana sucking trap that lowered all our mana pools to 0%, while Cipher kept marching forwards. Lucky for us there was only 1 mob left in Ciphers path due to my run ahead pulls, which enabled Cipher to retain about 96% of his total hp, we let him run ahead and single kill the last mob. (By the way, as a pally you do gain the lay on hands from combat ability box, which if you have not used before this could aid you while fighting this last mob, if your Cipher is too wounded to fight alone.) We ran up, met him, hailed and inspected the chest getting a pair of Gloves mentioned in the loot section, which I won, and we then touched the back wall to zone out.

Mitheriana Ta'Vra 65 Necromancer of Saryn
Kreblar Windmorrow 70 Paladin of Saryn
Nibnusin Retsameht 70 Mage of Saryn

Edited, Tue Oct 18 09:11:33 2005
RE: How to complete mission
# Oct 18 2005 at 7:50 AM Rating: Good
3,705 posts
When you say mezz, do you mean root park?
Xaanru's stuff
RE: How to complete mission
# Oct 18 2005 at 7:59 AM Rating: Decent
21 posts
No sorry, the clerics have the ability to cast some sort of slumber spell for roughly 20 seconds. aka mezz. Only the pally roots and park.
Transformation Info
# Oct 16 2005 at 10:28 AM Rating: Decent
75 posts
Completed this task today (16 Oct 05).

Bauble of the Colony transforms into Torn Holloweave Earring. I believe that this is the highest level reward. The character that I received this very nice prize with was level 67.
Marshall Tyranthin Bladesong
<Terror Australis>
Realm of The Rathe
RE: Transformation Info
# Oct 16 2005 at 5:40 PM Rating: Decent
17 posts
Is there an easy way to beat this mission?

I'm sure alot of us know the tricks to some of these missions, such as mezzing last two orcs in the Nektulos Forest orc MM.

Can you train the mobs away from the Freemind so he can zone?
RE: Transformation Info
# Jan 18 2006 at 12:03 PM Rating: Decent
2 posts
What we do in my guild is this... We clear up to the junction where all the mobs are in a big cluster. Then one of us pulls aggro on Freemind and then we "run" him to his next set speech point; which is just above the next Y intersection. We then clear to the next speech points and then "run" him to the end mezz the last two and loot the chest and zone. Oh and our group make-up is One Cleric and the rest Pallys. We normally only have 2 deaths, the "runner". Unless we make a mistake we finish in about 10 to 15 minutes with a full group. Then we load an alt and do it again to get around a task timer.

61 Ranger

Edited, Wed Jan 18 11:07:13 2006
its bugged
# Oct 04 2005 at 5:40 PM Rating: Default
29 posts
its bugged you cant get the boots out, they dissapear even when mission is complete
RE: its bugged
# Oct 10 2005 at 11:59 AM Rating: Decent
26 posts
ummm... no boots drop in this mission... caster gloves and all/all earring drop
Menelos Othar
70 paladin
Shining Alliance (retired)
(1/2) group?
# Oct 04 2005 at 12:53 AM Rating: Decent
5 posts
What to they mean by (1/2) group.
Are we talking 1 to 2 groups or we talking half of a full group - 3 people?

Thanks in advance
Loc, and more
# Oct 02 2005 at 7:48 PM Rating: Decent
He is located at n1497, n678, n8. Just as u zone in from Corathus, he is to the west. Hailing him gives you normal missions (Like DoN). You can also target a budding mindspore (they are surrounding him) and /open it, then loot it. They are no drop, once you choose to loot it you are asked if you want to eat it, eating it gives you a choice of some monster missions. We chose the mission Rememberance (1/2 group). Gives you 6 hours to complete, and you have 5 steps. The steps are:

1) Speak with the Sporali Freemind.
2) Speak with the Mold Master
3) Kill 30 Evil Eyes
4) Kill King Oberaxe
5)Speak with the Freemind Cipher

The King is on the bottom floor, right outside of the bank.
RE: Loc, and more
# Oct 03 2005 at 1:51 AM Rating: Decent
Common Drop is Supple Leather Boots:
Magic Lore No Trade Artifact
AC 12, Str +9, Sta +9, Wis +9, Int +9, Agi +9, HP +95, Mana +90, End +90, SvF +8, SvM +8, SvP +8

Size: Medium, Slot: Feet
Class: Dru Mnk Bst
Race: All
Wt: 0.4

Rare Drop is an augment that fits in slot types 7 and 8, +45hps.

restrictions: ear, neck, face, shoulders, back, range, fingers, waist

class: all
race: all

These are the level 70 stats, they drop stats for lower levels, and they change name as well as drop the artifact status.
# Sep 29 2005 at 5:39 PM Rating: Default
29 posts
we did all that was stated in this thead, but we got a completely differnt mission, we were all mushrooms, you had choice of pally healer or wizze and it was in splitpaw fighting eyeballs
54 hour bug
# Sep 21 2005 at 10:26 AM Rating: Decent
3 posts
Regarding the 54 hour lockout bug. As of this post, if you are still zoning and someone in your group hails the Freemind Cipher to finish the mission, the person or persons zoning at that time will become bugged. Sometimes you are able to hail the Cipher afterwards for your XP, but the bug will still be in place. The members that were already zoned will not be bugged. To see what sort of lockouts you have, whether they're cooldown timers because you finished a mission quickly, or because of the bug, type /tasktimer.

I'm posting this during Wednesday's patch btw, and they might fix it by then. Until we know for sure, just keep all this in mind. Don't be locked out like me! :(
RE: 54 hour bug
# Sep 21 2005 at 11:29 AM Rating: Decent
5 posts
here's the first line of the patch message:

September 21st, 2005

*** Missions ***

- Lockout timers for missions are now fixed. You will no longer get the 50+ day lockout timers. Those that have these long lockout timers need to log those characters into the game to have those timers reset automatically for them. There is no need to petition to get them reset, they will be reset automatically.

so appears they were on the ball.. there's other things too (like some belts in DoD gives bigger potion belts) - but this was applicable to the message thread. :)
# Sep 21 2005 at 8:47 AM Rating: Decent
344 posts
A nice earring also is in the chest sometimes, but it's rarer than the gloves. My group did the mission five times, and the earring showed up twice (although there was a bug where a chest would pop once the first item was looted, so I guess that's 2 out of 10 chests that had it, I should say).
Belzer Richard/54 HLF DRU <Maiden Voyage>
Doomfeathers/53 IKS SHM <Maiden Voyage>
Samoth Keymaker/35 ELF ROG
Vorph Farvinpop/36 HIE CLR <Maiden Voyage>
Blackheim/23 ERU NEC
All on The Sleeper (soon to be The Combine)
Consequences/10 GNM MAG
on The Combine
(Blackheim, Ihsahn, Xyvorph and Isternos inactive on Povar)
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