Pickclaw's Revenge  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:1
Maximum Level:125
Monster Mission:Yes
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Loot
Quest Items:
Related Zones:
Related Creatures:
Era:Depths of Darkhollow
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Oct 26 17:22:49 2005
Modified: Tue Dec 5 05:21:04 2023
This group monster missions begins with Creq Trinkem in Highpass Hold (location?). He is in one of the passageways near the entrance to High Keep.

You say, 'Hail, Creq Trinkem'

Creq Trinkem says 'Are you talking to me? I can't tell what is real and what is not anymore. Ever since I found a pendant while roaming around the Commonlands I have been plagued by [nightmares].'

You say, 'Nightmares?'

Creq Trinkem says 'Yes, nightmares. These nightmares seem so real though that they can't be something that I've conjured up subconsciously. I have been searching for [one] that could possibly end these tormenting dreams of mine.'

You say, 'I'll be that one'

Creq Trinkem says 'Ah, so you will be that one. Thank you. I had been given an incantation but it requires another to perform and now that you shall help me I believe we are all [set].'

You have been assigned the task 'Pickclaw's Revenge'.

It looks like the Pickclaw Goblins have taken over High Keep. Go within the Keep to find out the extent of the damage.

Select from two mob types: High Keep Prelate (Cleric Merchant) or a High Keep Sentry (Warrior Guard).

You say, 'I'm set!'

LOADING, PLEASE WAIT...
You have entered High Keep.



Find someone to tell you what has happened here 0/1 (High Keep)

The "someone" is Captain Hygar in the basement. Hailing him allows you to free the prisoners. (Dialogues?)

Locate the prisoners and free them 0/5 (High Keep)

In-game map locations:

P 193.2428, 97.2183, 26.3155, 0, 0, 127, 2, 2-Prisoner
P 324.1700, -67.1610, 30.4263, 0, 0, 127, 2, 2-Prisoner
P 282.6156, -75.9938, 26.0020, 0, 0, 127, 2, 2-Prisoner
P 207.0080, -78.8861, 26.0020, 0, 0, 127, 2, 2-Prisoner
P 299.9424, 52.3434, 49.9707, 0, 0, 127, 2, 3-Prisoner

Destroy 40 Pickclaw Goblins 0/40 (High Keep)

Goblins are scattered throughout the zone.

Head back to the entrance and deal with the Overlord 0/1 (High Keep)

Goblin Overlorz Zobb spawns by the entrance. He drops a Shard of Wisdom and loot.



The common reward is Darkrune Tanned Armguards while the rare reward is Dark Patina Covered Pauldrons.

Darkrune Tanned Armgaurds transmute to:
Darkrune Tanned Armgaurds (level 1-10)
Distressed Leather Sleeves (level 11-20)
Soiled Leather Arms (level 21-30)
Antique Leather Arms (level 31-40)
Dark Fiberdyed Armbands (level 41-50)
Blackgrain Armbands (level 51-60)
Armbands of the Keep (level 61-70)

Dark Patina Covered Pauldrons transmute to:
Dark Patina Covered Pauldrons (level 1-10)
Dingy Shoulderpads of the Keep (level 11-20)
Thickly Padded Spaulders (level 21-30)
Shaped Spaulders of Purity (level 31-40)
Decorated Spaulders (level 41-50)
Fiery Ornate Spaulders (level 51-60)
Relucent Spaulders of Fortitude (level 61-70)
Submitted by: Silverfur Mangycoat, The Fools Republic
Rewards:
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location
# Feb 08 2010 at 1:45 PM Rating: Decent
in the tunnel straight out from Highkeep entrance is where Creq is, /loc neg 198, neg 39, pos 15
three boxed
# Jun 25 2007 at 12:18 PM Rating: Decent
3 posts
I three boxed this yesterday... first try (though I've done this mission before with groups of 4-6).

Group breakdown:

2 Warriors
1 Cleric


Notes:

Cleric should only heal with Temp... (most should already know this)
Warriors should ditch their shield and sword, better damage punching.

Time: Took me about 1 hour - 1 hour 15 min. With only three chars DPS is effectively a 2/3rds what you can do with 3 warriors (a group of 4)... so it takes a bit longer. Though with the one cleric healing the two warriors they never dropped below 50% (except on suicide run for prisoners).


Steps (this is how I did it at least):

1) warrior pulls big groups of goblins inside the first level... continues to pull down from basement (alternatively you could move the group along this path, 3 boxing its easier to pull). Hail the guy at the bottom of the basemeent.

2) By then you have about 30 or so goblin kills. Continue to pull from second level until 40.

3) warrior does suicide run upstairs to hail all 5 prisoners... one in the first room on the second floor, two in the baking room, one on third floor, hang a right, go around a corner, in a door... the final one slips my mind (though by the time you get to the top it 'should' be your last one.

4) kill overlord (easy kill).


First try three boxing it took a bit over an hour... done much more rapidly (constant pulls, etc) this could easily be three boxed 40 min - 1 hour.
My Xp with this mission
# Sep 05 2006 at 7:51 AM Rating: Default
Alright my wife, some of my RL friends and myself did this mission last night. Now here is what I can tell you about it. We did it with 4 warriors and 2 clerics. We fought our way down to the basement and hailed the Captian. Then we headed back up and went to the 2nd floor. There my buddy pulled a few to us at a time. Now here is the key to an easy win. After you kill the 2nd floor gobbies and hail all the prisoners there wait a few minutes and the prisoners will respawn. Hail them again and when they leave the zone you get credit for them. Thats right you dont need to fight tooth and nail trying to get to all the floors when you can clear 1 floor and wait. Once you have hailed 5 prisoners head back down and kill the Overlord. Loot and leave. All in all we did this in about 40 minutes last night, but that was our 1st run at it. Hope this helps =)
what are the lvl range to do this
# Aug 19 2006 at 12:19 PM Rating: Decent


can anyone tell me what the lvl range to do this mm. Is there a lvl cap like ldon ? . Can a lvl 30 do this with a lvl 55? thanks.... : )
no repop now !
# Sep 02 2006 at 8:58 PM Rating: Decent
*
80 posts
mmh.. was easy to do but you need to crawl down each step now...

- only 6 deaths and you fail the mission, but we were lucky
- no single repop at over 2 hours playing !
- did it 3boxed with 1 clr and 2 war
- first fight down to captain
- then free the first three guys
- had a bad pull and had to train to the last two prisoners for hailing them
- they run down without problems
- after heading to entrance no repop and we killed the overlord

good luck

btw. about 2 yellow exp at lvl 18-35
what are the lvl range to do this
# Aug 19 2006 at 12:26 PM Rating: Excellent
****
6,998 posts
freakov wrote:
can anyone tell me what the lvl range to do this mm. Is there a lvl cap like ldon ? . Can a lvl 30 do this with a lvl 55? thanks.... : )


I don't believe there are level limits for regular monster missions.
Fiery Ornate Spaulders
# Jun 15 2006 at 4:48 AM Rating: Decent
Dark Patina Covered Pauldrons transmute to Fiery Ornate Spaulders at level 51-60. The Armbands of the Keep are from the Darkrune Tanned Armguards not the Dark Patina Covered Pauldrons
Major Nerf
# Feb 22 2006 at 10:34 AM Rating: Decent
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164 posts
With the patch on Feb 21, 2006, previous strategies do not work. The following changes were made to the mission:

The group must have 2 prelates (clerics).

DPS of the group has been dramatically reduced causing re-pops before you finish basement mobs.

You are now only allowed 6 deaths of group members before you fail the mission.

I have not figured out a new strategy for this mission, but don't go there expecting to be able to zerg your way through any more.

Edited, Wed Feb 22 10:35:53 2006
RE: Major Nerf
# Feb 23 2006 at 5:37 AM Rating: Decent
They also remove any hand to hand ability not that the 1h slash is any better you just miss alot now.

One other note is that the prisoners will fight the goblins once freed. so you need to clear the way for them. Me and someone else following me suicided the prisoners to hail them, all but one showed up at the enterence and started fighting. (the prisoners also trained the courtyard, we ended up with about a dozen goblins) So killing in the basement seems a mute point, kill to the prisoners and free them then suiced the basement. IMHO
RE: Major Nerf
# Apr 09 2006 at 2:33 AM Rating: Decent
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59 posts
Unfortunately even this doesn't seem possible with the nerf.

We tried to kamekaze to free the prisoners before hailing the captain in the basement but no amount of hailing would free any of them.

We tried again after one of us kamekaze'd to the captain (which in itself was nearly impossible as the basement swarm is simply impregnable now - had to have 2 run interference for the one who finally made it to captain),
anyway - the prisoners were freeable after the captain was hailed, but by the time we hailed just the 3rd prisoner, we already had 5 deaths and had not even killed a dozen goblins yet.

Add all this to the much longer kill time and thus inevitable respawns all over, and imho this is now a vertually unwinable mission.

In all honesty this goes well beyond 'Nerf'. This prettymuch amounts to removing the 'Pickclaw's Revenge' mission from the game, as since the patch I have yet to hear of one successful run on my server.

/sigh
RE: Major Nerf
# Feb 22 2006 at 2:18 PM Rating: Default
They fiddled with the xp reward too, or just made the mission harder?

Edit: Just tried this. One on one a gobbie warrior took over 6 minutes, and I parsed at 5, compared to 15 before the nerf. 3 warriors on one mob took a little over two minutes. I gave up then, as basement pull would have been too tricky.

What Sony give, Sony can taketh away...



Edited, Wed Feb 22 14:24:21 2006
The strat everyone uses on 7th Hammer
# Feb 03 2006 at 7:44 PM Rating: Excellent
I have done this mission about 50 times in the past two weeks and have done about 325 monster missions in total. All 50 missions we did, including my first ones here when I was just following the group, were all done with 15-30 mins left on the timer. None took the entire 45 mins. Its usually around 18-20.
From what I can tell, everyone uses the following strat on 7th Hammer because every mission I did was with a pickup group and every one was with 5 or 6 players of one cleric and the others being warriors. Every one was done the same way no matter who was leading the mission.
1. Make sure that the last one to zone in with "/say set" is a warrior and not the cleric. This is because the last one to zone in is always on top of the aggro list and all non-tagged pulls will go to him.
2. The warrior that was the last to zone in is NOT the puller, and in fact is the last to enter every fight. If he is the puller then the cleric will be wasting a ton of mana only healing him with the grp heal when he is at 20 and everyone else is at 100.
3. The group all waits at the zone in for the temp and to check if there are 0-2 wizzy goblins in the entry hall.
4. The designated puller races to and the other 4 wars all attack and Lesion the wiz's down first then take out the goblin warriors next.
5. The last zoner will always assist on one of the other wars as he needs no extra aggro.
6. Once all wizz's are dead in each room each war will get on their own goblin warrior and spread the dmg around. (This gives the cleric time to med and makes his 800 heal very efficient.) But wizzys are top priority and must be gang-banged regardless to aggro.
If anybody gets rooted and cannot get to a wiz then they just melee the nearest mob or a grp member pulls a gob over to him so they both have something to hit on.
7. Someone hails the prisoner on the main floor and we clear downstairs and stop at each room and all the way to the captain.
8. Someone with no aggro hails the captain during the last fight and then everybody beats feet upstairs to the 2nd floor.
9. Puller rushes into first room on right first and then next 3 melee's then cleric and last zoner.
10. Remembering to burn wizz's first, use same gang and split tactics till down to 1 mob.
11. every body rushes into the next room on the right and gang/split the mobs. The last zoner will arrive last to assist somebody without having 5 goblins on his azz.
11. one person without aggro hails the two prisoners near the end of the fight
13. at the end of the fight the puller runs across the hall and pulls all the gobs from that room back into the 2nd room upstairs and use gang/split tactics unless someone got rooted across the hall then all rush across the hall.
14. By now we are at 40 mobs and all but 1 war run to the zoneout and wait for the named.
15. 1 war will suicide run and hail the prisoner on the 2nd floor then run up to the 3rd floor back room and hail him. By then he as like 15 mobs after him and just waits in that room to ranger gate.
16. Other 5 ppl are at the entrance burning down the named and the ranger gater just joins the fight.
17. loot and scoot and sit around for 25 mins.

Edited, Fri Feb 3 19:51:53 2006
First time mission
# Jan 22 2006 at 9:49 PM Rating: Decent
What is a good level to be doing this mission. I am a 50 ranger. This would be my first. Is there a better one I should do?
RE: First time mission
# Jan 23 2006 at 6:26 PM Rating: Decent
20 posts
Level doesn't matter, as long as you can get to the NPC to start it.
RE: First time mission
# Jan 23 2006 at 10:01 PM Rating: Decent
Thank you.
lvl 51-60 shoulder item
# Jan 22 2006 at 4:49 AM Rating: Decent
http://lucy.allakhazam.com/item.html?id=89140

If I got the range right, this is the lvl 51-60 item.

Fiery Ornate Spaulders
MAGIC ITEM LORE ITEM NO TRADE
Slot: SHOULDERS
AC: 11
STR: +7 STA: +7 WIS: +7 INT: +7 AGI: +7 HP: +70 MANA: +65 ENDUR: +65
SV COLD: +7 SV MAGIC: +7 SV POISON: +7
WT: 1.1 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7
Horrible
# Jan 21 2006 at 7:22 PM Rating: Decent
150 something people here on Xegony trying to do this mission, heard it gives almost 3AA per with the double exp weekend. But there was so many people doing it that it clogged the server and no one could get in.
3-Boxing
# Jan 20 2006 at 3:43 AM Rating: Decent
This mission can be 3 boxed without a lot of hassle in 45 minutes. This works out perfectly for the lockout timer.
The strat I use for this is as follows:
2 Warriors, 1 Cleric (full mana pres, 1 mental clarity, 2 caster haste and 1 in improved healing)

I then kill all through to the basement and hail the Captain.

I move back up and the main hall has started to repop. I kill these and the 2 in the first mini hallway. The four at the beginning have now respawned and I am upto 36 kills.

I then suicide 1 warrior and the cleric hailing 4 of the 5 prisoners. These pair then start clearing the 4 out front (I have done it with both warriors and there isn't much difference time wise) and the final warrior then suicides and spawns the boss, beat him down and win.

I am sure it could be done quicker but with a lockout timer this is acceptable to me.

Hope this helps anyone thinking of 3 boxing or doing as a trio
Prisoner locator
# Jan 15 2006 at 5:40 PM Rating: Decent
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143 posts
I have labels for all the prisoners in the quest. Just add the following lines to the end of your 'highkeep_1.txt' file:

P 193.2428, 97.2183, 26.3155, 0, 0, 127, 2, 2-Prisoner
P 324.1700, -67.1610, 30.4263, 0, 0, 127, 2, 2-Prisoner
P 282.6156, -75.9938, 26.0020, 0, 0, 127, 2, 2-Prisoner
P 207.0080, -78.8861, 26.0020, 0, 0, 127, 2, 2-Prisoner
P 299.9424, 52.3434, 49.9707, 0, 0, 127, 2, 3-Prisoner

The number infront tells the floor this prisoner can be found. So, 2-Prisoner would be on the 2nd floor

------
GL. This is a fun MM.
RE: Prisoner locator
# Jan 16 2006 at 3:55 AM Rating: Decent
49 posts
Isn'tm one of these in the basement? Just asking
RE: Prisoner locator
# Jan 16 2006 at 3:58 AM Rating: Decent
49 posts
Sorry Captain is in Basement not a Prisoner, my mistake.

Would you have the coordinates of the Captain?

Edited, Mon Jan 16 04:16:28 2006
Tactics
# Jan 10 2006 at 9:44 AM Rating: Good
This mission is simple, amazing experience and good rewards.

You play a Highpass Guard, either a lv30 warrior or cleric,

Haven't played Cleric yet but Warriors get the basics,

Hamstring 1/1, Lesion 4/4, Provoke 1/1 as given abilities,

also 20 points to spend with only 12 spendable, innate regen, strenght, stamina, agility, dexterity and magic resist all 0/2 1 point each rank.

Clerics get:-
superior healing 17% of mana
HoT (65hp per tic) 14%
group temp (800hp) 18% of mana

if more than one person is hurt, use the temp

the missions are:-

1) find someone to tell you what has happened
2) kill 40 pickclaw goblins
3) free 5 captives
4) head back to the entrance and deal with the overlord

now with 5 wars and 1 clr its easy, have all the warriors remove their swords and shields, it more than doubles their damage, focus on wizards first, then healers, then warriors.

The someone to tell you what has happened is Captain Hygar, he is in the basement, last room. We always had someone train down to him *after* we had cleared to the stairs.

Doing that kills about 15/40 goblins, then we'd go up the stairs and turn left, 3/5 of the prisoners are in the two rooms on the right of this corrider, 1 on the stage, 2 in the bakery so clear those two rooms, also knocks you up to about 20/40.

Now go back to the entrance and clear the repops from the entrance, this will get you about 32/40 of the goblins. It will make the Overlord fight easy!

One of our team knew where the other two were from previously doing the mission. One is on the 1st floor, the other on the 2nd, I think a previous post mentioned the SW corner of the 2nd floor. So we went back into the corrider and waited while he trained to them, I recommend everyone stands during this but at the end of the day when that person dies you'll prolly get trained anyways.

So, now you have spoken to the Captain, got 5/5 prisoners and depending on how many you killed in the train (before we have killed all of them with about 4 wars left) you'll have most of the goblins.

if you were lucky enough not to get trained you only need about 8 goblins, easy enough. Once killed the Overlord pops, I can't remember his name but will post when i remember.

He is red con to our lv30's but is like the Warlord in the Kejek trials, all bark, no bite. To give you an example during the train I mentioned above the cleric and 1 warrior died, while we dealt with the train, they duoed the Overlord. He drops 6 shards of wisdom, you gain experience the moment you loot them, and either the arms or the shoulders, done mission twice, 1 of each.

The first time took an hour, the second time took 50mins, including 5 mins of me zoning in and 5 mins at the end of bickering over who got the shoulders.

The experience is worth nearly 2 blue at lv67/68 of normal experience, and nearly 2 AAs at 100% to AA, given the lockout timer of 45mins on all MMs this is the most exp efficient mission I've done
RE: Tactics
# Jan 10 2006 at 2:42 PM Rating: Decent
The experience you have listed as far as AA xp is concerned is wrong. It's been posted a couple of times here. But at level 70 on full AA xp you get 130% of an AA point (convert it to a decimal and thats 1.3AA, however you like to look at it). At level 69 you get approx. 105% of an AA point. The normal experience gain of 2 blue (8%) per mission is correct (at least at level 69).

At level 70, since you are getting 130% AA every mission, this causes you to 'double ding' or gain 2 AA at once from time to time. Some simple math says that about every 4 missions you're going to ding 2 AA at once, once it averages out. Will happen at level 69 too, but on a lesser basis.
RE: Tactics
# Jan 10 2006 at 10:05 AM Rating: Default
Oh, small note to the rewards, the common drop is the Armbands of the Keep and the rare drop is the Dark Patina Covered Pauldrons.

Check this thread for transmution changes and for other mission rewards, its quite good if incomplete

https://everquest.allakhazam.com/forum.html?forum=1;mid=112977336519064590
Waste of time.
# Jan 04 2006 at 6:35 AM Rating: Decent
edit:previously ranted a bit, here's a little more informative post.

I haven't a damn clue as to how these recent posters did this MM as fast as they did. I spent over 4 hours messing with this MM, the first time around. I decided to go back and try again, and finally had success. Once you figure out where exactly all the prisoners are, it makes this MM a lot easier.

Now, one of the main reasons I'm posting here is too clear up some bullsh*t that other posters posted. Anyone saying that they can do this mission in 20 minutes (with 4 people) is straight up full of sh*t. It is NOT possible. You could *possibly* run all the way down into the basement, do the first hail for the 1st objective and run to the upper levels for all 5 of the prisoner hails and not have killed one mob yet (after a few deaths, which take time). But, you still have to kill 40 goblins as a mission objective.

Also, if you decide to make suicide runs for all the hails instead of at least killing some goblins along the way, there's a good chance you'll run into a few wizzys. If they decide to root you, game over, loading please wait. How many wizards are spawned is purely random, and is going to differ. Even having someone else train mobs out of the way to run another toon through isn't always going to work. My advice is that you should kill room by room. If you get the 40 goblins needed before you have hailed all the prisoners, then it's worth it to make a suicide run for whatever prisoners are left. Also, if you're making huge trains on the suicide runs, occasionally those mobs will aggro you again at the spawn point, just a word of warning.

I 5 box this mission with consistency. Most of the rest of the posts are accurate, except the couple of people claiming they can do it in 20 minutes. I mostly do it in the same amount of time every time. Roughly 45 minutes, which is the lockout timer. I could see a full group, with all characters single boxed doing this mission in maybe a half-hour, if they all know the mission and how to use the /assist key. But since you have lockout timers, you're going to have to wait 45 minutes anyway. The person claiming he did this mission with 4 people in 20 minutes, maybe is illiterate (ie can't tell time) or is just an idiot.

There really isn't anything to it, just like xping anywhere else at any other level. Use /assist for your MA, and have your cleric throw out heals as necessary. Good luck.







Edited, Thu Jan 26 01:53:24 2006
RE: Waste of time.
# Jan 19 2006 at 11:25 AM Rating: Decent
I have done it in 20 minutes or less almost everytime.....two acceptions were my first time and then one time when we decided to try a different strategy then wht's already posted here.
I only two box then I get group with guild members but we got this mission down to a T. 20 mins or less but if you get done too fast your timer is for more minutes. Had up to a 20 minute timer and as less as a 10 minute timer...
RE: Waste of time.
# Jan 26 2006 at 12:10 AM Rating: Decent
If you read any of my follow up posts, I have no doubts that full groups can do this mission that fast. Hell, you could tell me you did it in 10 minutes and I'd believe you.

But honestly I could care less, you're still going to be waiting on your timer no matter how fast you do it. My beef was with the 4 man group doing it in under 20 minutes, and thats already been gone over enough.
RE: Waste of time.
# Jan 11 2006 at 5:09 PM Rating: Decent
4 people in 20 minutes is quite possible. 22 minutes or so is average for this mission in my experience, having done around 50 runs or so at this point in HHK. Don't say it's not possible just because you didn't do it.
RE: Waste of time.
# Jan 11 2006 at 5:56 PM Rating: Decent
Cough, cough, bullsh*t. This isn't like regular xping anywhere, where the gear of your group can differ and group makeup. It's the same. 4 people can't do this mission in 20 minutes. Now I will say that I was wrong in saying that it's impossible with a full group. But with just 4 people, it would take you at least 20 minutes to just kill the 40 mobs. I suspect more like 30 minutes with 4. I've done this mission just as much as you, so that's irrelevant. Though it maybe interesting to know when you actually start timing yourself.

But I can stand to be corrected. Prove it. What's your tactics? I'm just curious. Since there isn't much strategy to this mission once you know where all the hails are. My guess is you train your way around the zone for the hails first, and then kill. I've done that too, and its proven to not be any faster.

Interesting, did you just register to post once and tell me I'm wrong?
RE: Waste of time.
# Jan 12 2006 at 5:12 PM Rating: Decent
FYI, I do time myself. With a full group, my best time is just under 14 minutes. With 4 people in the group my best time is 23 minutes.

4 Person Strat:

NOTE: Contrary to the above posters opinion, not all groups are the "same". They may consist of the same classes, at the same levels, with the same gear, however a group of friends playing together for four+ years will go much more smoothly than a group of newer players forming a pick up group.

Group make-up: 1 Cleric 3 Warriors.

Warriors become "monks". Drop the weapons into your bags to increase DPS. Also, folks who are not a warrior outside of the MM should make their proper skill keys. Don't forget, you get more than just what is in the abilities window ... Bash, Kick, Taunt, etc.

As soon as the first four Goblins are killed in the CY, have your group begin to move into the Keep, together. Fight into the second room only.

From here your group splits. Two wars and cleric stay in this room, pulling from upstairs and clearing a path to the prisoners.

One warrior, with temp, runs into basement to suicide and hail the Capt. The first time you do this, you might get rooted and killed a few times before reaching the Capt. after a couple of runs you should get the hang of it and it should only take one suicide run.

With the path cleared being cleared to prisoners by the puller, it opens your chance to free the prisoners. The warrior who made the suicide run, having respawned, runs into second room where the group is and gets temp again. Runs and hails prisoners on the second floor (ignore the third floor prisoner for now)

Do not suicide. Pull all the mobs on you to the second room. This is where it becomes essential you know your group. i.e. friends and not a lame pick up. You want to time this so you wind up at the group as they are finishing the last of the pull from before. You have now freed 4 prisoners and hailed the captian, with one death, all in the time it takes for one pull of gobbies to be killed.

Kill the gobbies that have been pulled on the prisoner run, and have the group return to CY. The runner now goes to hail the last prisoner. During this time, the puller of the group grabs some gobbies from the basement. You should time this so the runner returns to the group with more gobbies on him, at the same time that the group is finishing killing the few gobbies they grabbed from the basement.

You've got all but the slaughter done now, and you've done it all with one death and constantly working to "kill two birds with one stone". This is all about timing.

Now the puller finishes pulling the random gobbies needed to reach the 40 goblin mark. Named pops, kill him, loot and leave.

This strat relies on practice and timing, as well as a bit of luck. If you get a mission with a lot of wizzies that spawn, you will probably get rooted more than a few times and this could take more than 20 minutes. However, it is *possible* for this strat, to get you a win in under 20 minutes. I have never made the perfect run (meaning on at least one step I have gotten rooted, died before completing my current objective, and had to run a second time).

As long as your cleric uses temp to group heal and stands in a corner, there should be no deaths of anyone other than the runner. Be careful also that your cleric doesn't accidentally stand in a spot that temp lands on the runner while he is suiciding or you will wipe. No big deal, but say goodbye to doing this in under 20 minutes if that happens.

One final suggeston, remember where the goblins spawn as well as the prisoners. Take a run into the regular HHK and mark the spots on your map (it uses the non instanced map in the instance) if you need to. Once you learn where the goblins spawn, you can figure out which exact goblins to pull when, and which ways to run to get just the number you want at group at any given time.

Finally, if you are in a random pick up group, don't try this. You will take longer anyway. In a random pick up group, you should have 6 people anyway, at least on Luclin it is not hard to fill a HHK MM group rather quickly. Random pick up groups should be more concerned with just staying under 45 minutes. In truth, any run that takes under 45 minutes is just as good one that took 20, because you must wait for the task timer anyway. This is just something to do to challenge yourself if you will.

Oh, and I did not register just to post once and tell you that you were wrong. I did just register, and yes that was obviously my first post. Just so happened that your post was the first (and only at this time) that I decided to reply to. Everyone must have a first post somewhere after all.
RE: Waste of time.
# Jan 13 2006 at 12:53 AM Rating: Decent
I'll buy that. My problem with people doing this mission in that amount of time with that amount of people was purely DPS. In my opinion, you simply don't generate enough dps to kill fast enough to do it in that amount of time with 3 or 4 people. But I also noticed you said your best time with 4 was 23 minutes as opposed to 20 and under.

And yes, the unequipping of your shield and sword is mandatory to do this mission in a fast amount of time. Personally I use lesion and kick and taunt if needed. Bash is unusable unless you have a shield, or at least it use to be unless you played a ogre that have the 'slam' ability. My main and first character I ever created is a warrior. I've been playing this game for a long time.

But I'm a boxer. I'll 4-6 box this mission, almost always full group. After the first 3 times of doing this mission successfully, I've got it down to 30 minutes just about every time, it varies a little. Think my best was 27 minutes.

My strat is similiar to alot of people, but sometimes I switch it up just for a change. I've been able to suicide run and get 4 of the 5 prisoners on one go, with a little luck. And thats without clearing anything on the second floor, or training out of the way. It never seemed to speed up my time.

The strat I suggest, and this is assuming you know where all the 'hails' are located and have a full group (or if you're a boxer like me). My camp is set up in the front court yard, basically where you zone in at. I pull 4-6 mobs at a time, and of course everyone is assisting off of one person, makes the kills go pretty quick.

My first target is the hail down in the basement. I pull all the mobs up to the basement area, usually about 4 pulls worth. As the last mob is being killed, I take one character and make a suicide run to the bottom of the basement. I'd say I make it on the first run 90% of the time.

As that character is dying, I switch over and begin to pull the second floor. It's easy to only pull 4-5 at a time. The first room with the first prisoner has 4 mobs (on the right side). The second room with 2 prisoners has 4-5 mobs, same side. Then I usually pull the room on your left which brings another 4 or so.

By this time you'll probably have respawns in the courtyard. And you'll be approaching your kill count. Depending on where you're at (ie how fast you're killing, or if you decide to kill more out of the basement area), you can go and tag the 4th prisoner and bring another 3 mobs with you if you need them. Or you can just suicide run the last 2 prisoners, the 5th being on the third floor.

I think the key to breaking time records with full groups is just simply chain pulling as much as possible, which I'm limited in doing since I box it. I actually prefer to take my time, because as you said, if you're planning on doing this mission over and over, you're just going to be waiting for the timer anyway, and posting on these forums inbetween because you are bored. ;)

RE: Waste of time.
# Jan 21 2006 at 6:26 AM Rating: Decent
ok my turn i hasve done this mission alot pick up grp ect... and well for one if the cleric wastes mana on any other heal spell well then u r full of bullsh*t cause grp temp heals for 800 and costs the same mana as your single heal and that heals for 600
next well 4 peeps can do mission in under 25 mins easy and fyi last time i had a 24 min timer and thats cause we had 3 wizards in the cy i am sure if it was 1 wizzard we would of gotten a 25 min timer as far as dps the cleric uses shield and fist but should always fight the most mobs u get in 1 pull is 4 so one war takes 2 the rest take 1 and the cleric assists with the add as long as there r not many wizards the cleric will end with 40 mona or so and the fewer wizards the more mana cleric will have
a grp of 6 that does not get a 27+ timer just cant sdo the mission and should stop lol that mission is that easy so please stop with your 6 boxing and well play the people game if u dont wana grp the well play morrwind or some other game.
RE: Waste of time.
# Jan 25 2006 at 11:48 PM Rating: Decent
Punctuation is key. It will help you later in life. Your post is barely legible, commas, periods, paragraphs, ect.. You sound like a child, probably around the age of 13.

As far as healing goes, I don't recall saying anything about what heal to use. Any idiot can figure out that temp is the way to go for healing. Barking up the wrong tree, kid.

Oh yea, and I call bullsh*t on your 4 man 25min. And only because you don't sound too intelligent. You definitely don't do it with any consistency in that amount of time with 4.

quote:
"a grp of 6 that does not get a 27+ timer just cant sdo the mission and should stop lol that mission is that easy so please stop with your 6 boxing and well play the people game if u dont wana grp the well play morrwind or some other game"

Hard to decipher here, but I've been playing this game a lot longer than you. I pay for all my accounts, so I'll play the game any damn way I choose. I stated I 6 boxed just as a fyi, meaning that I understand this game well. Perhaps it is you who should run along and play WoW, mister 1 post wonder.

And congrats on your 27 minute timers, you get to sit there and wait until the lockout timer is up, you fool. I suspect you're one of the MM wonders that everyone is b*tching about in the EQ forums. Level all the way up on MMs and never bother to do anything else, much less get your skills up. Then you go out into real zones (meaning ones you actually play your normal character in) and have no skill, no spells, and subpar gear. You think it's some contest to see how fast you can complete the mission.

Thanks to people like you, this mission is getting Nerfed. Congrats scubachick!





Edited, Wed Jan 25 22:57:32 2006
Quest info
# Dec 28 2005 at 12:14 AM Rating: Decent
*
55 posts
You start this quest at Creq Trinkem (LOC: -7, 36, 28)who is on the hill outside the HHK enterance, say "nightmares" then "one" and you get the MM, you can be a warrior or Cleric, when you are ready say "set" to him. When you get in you have to:
Find someone to tell you what has happened here" 0/1 Highkeep
Locate the prisnors and free them 0/5 Highkeep
Destory 40 Pickclaw Goblins 0/40 Highkeep
??? ???
then after you complete all of these, the ??? ??? become something like: Head back to the enterance and deal with the overlord(or soemthing) 0/1
the drop are either druid/monk/bst sleeves, or all/all shoulders the drop is on the overlord, there are also 6 shards that you loot for the experience.
I sugest for group either: 1 cleric 5 wars or 6 wars.
If you do 1 cleric and 5 wars, have the tank pull the courtyard, and the 2 ones in first room, and kill wizards first, then have 1(or 2 or more) rune to basement and hail the captian in the last room(need more just incase root) then, all regroup at stairs and either run to prisnors and then kill, or kill and hail prisnors on the way, you need to clear the entire 2nd floor and some of the 3rd(or basement)

Or if you do with all wars, have 1(or more) run to captian in basement, then either fight way to prisnors or run to em(i personnaly like running to every one, its fun)
then just zone, and you will get the exp(if you looted a shard) it take approx. 25-40 min at 55 got a yellow to lvl at 0% to aa, at 56 got about 3.5-4 blues to level exp, with 0% to aa and at 57, got about 2 blues wiht 0% to aa
and when i tried AA at either 55 or 56 i got about half a yellow, but i have seen lvl 70's single or double ping(aa ding) for each MM, by far this is the BEST mm exp wise, and way better than the other HPH mm, in about 30 min CANNOT get the exp you do here(except at very low levels)
hope this helped!! i will update tommorow when get back on, or someone can fill in blanks and correct

BTW in about 3 days, i dinged from liek 54-57 this is amazing exp and WAY worth the time, am praying they dont nefr this like other, but am happy i have done before they do(if they do)


Edited, Thu Dec 29 22:31:22 2005
May be it was too new for each of these posters...
# Dec 27 2005 at 4:19 PM Rating: Default
but this MM has to be the easiest one of all of them with the greatest reward for the effort you put into it. I can 2-box it with two others and have the four of us finish it in about 20 minutes for 1.3AA!

1.3 AA for 20 minutes of work! There is no other zone you can go to and get that amount of insane experience working in a group! The rewards over and above that (the drops) are menial and not worth mentioning. Anyone who wants the drop gets it. These drops are not even close to spell mission drops.

I've done between 2 and 6 of these a night for the past week and will continue on until it gets nerfed (assuming).

Edited, Tue Dec 27 16:22:02 2005
Walkthrough
# Dec 22 2005 at 2:18 AM Rating: Decent
Did this misson quite a few times yesterday...

Like previous poster said, have 1 cleric and 5 warriors. Have the warriors remove the sword and shield. They will do much more damage that way. We killed down to the Capt in the basement by rushing each room. Target the Wizards first, then just /assist and take down everything else. Once you hail the Capt. have most of the people return to the Courtyard (CY). Have 2-3 (depends on how well they know this next part) go to the stairs leading up to the 2nd and 3rd floor. There are only 5 (five) prisoners. Not the six that was mentioned previously.

Have one person run up the stairs and go in the first room on the right. Hail the prisoner, and immediately turn and run out the room and further down the hall. Go in the second room on the right, there are 2 prisoners in this room. Hail both of them.

Now the second person, after waiting for the first person to train the mobs away, needs to run down the hall and take the second hallway on the left. At the end of this hallway there is a room off to the right. Run inside there and hail that prisoner. Immediatly turn around and go back down the hallway you came from. Turn left and you'll find stairs going up to the third floor. From the stairs you want to go right, left, right, left, right and there is a room on your right at the end of the hallway. Inside is the final prisoner.


It should be pretty easy unless you get rooted by a wizard, in which case just wait till you respawn and then go try again. Once you have hailed all of the prisoners, let yourself get killed and wait to respawn. From this point all you have to do is kill the neccessary 40 goblins to spawn the boss mob and you should already have close to 28 from clearing down to the basement. Depending on how fast you got all of the above down, just pull one or two rooms from upstairs and kill the repops in the CY.

Using this strategy we averaged finishing the mission with 18 minutes left on our timer. Our best time was 23 minutes left and our worst was 15 minutes left(we only had 4 people for this one). Drop rate on the shoulder armor is pretty rare, I've only seen it drop twice out of about 15-18 times of doing this mission.
Pickclaw's Revenge
# Nov 21 2005 at 2:19 AM Rating: Decent
Scholar
25 posts
Have done this mission 4x in the last two days. Its not too bad. First time it took us 2 hrs as we were clueless...but got it down to 40mins by the last attempt.

We had full group each time...optimum group we found to be 1 cleric and 5 warriors. Cleric can heal with temp as it is a group buff that will heal everyone for 800hps. I was pulling as cleric however it is probably better to use warrior for this...if you pull a wiz or two it can make healing difficult. To pull just send in one person into next area/room and run back...room by room... you will get anywhere from 1-4 gobs each pull (until you get to the 2nd floor).

From the zone in goto the deepest part of the basement where you will find Captain Hygar. Hail him and run back up quickly to avoid respawns. Go directly to the 2nd floor and setup camp by the top of the stairs. Pull the first room on the right just by running past the door(this room has the 1st prisoner)...4 gobs will attack. For the next pull make the first left...you don't have to go far down the hall to get agro. For the third pull goto the end of the same hallway and make a left...pull all back to the stairs.

I didn't find a way to make the next pull easy... the second room on the right(prisoners 2&3 are in this room) and the room across the hall will empty when you get close. We had different levels of success with this pull...its about 7 or 8 gobs but difficulty will depend on the number of wizards in the pull. Even when the cleric died on this pull 2 wars survived(but then we had to retrieve the cleric from zone in through respawn. Once these two rooms are clear the worst is over.

The 4th prisoner is in the SW most room on the 2nd floor...you can make your way there easily going room by room pulling back from existing spawns. The final prisoner is on the 3rd floor in what I think is the NW most room past a locked door. If done quickly you can make it back to the first floor before any respawns on the 2nd. Then make your way room to room back to the zone in for the final kill.

Rewards in 4 attempts were split 2 each:

Dark Patina Covered Pauldrons
Magic Item Lore Item Artifact No Trade
Slot:Shoulders
AC:15
STR +9 STA +9 WIS +9 INT +9 HP +110 MANA +105 END +105
SV COLD +8 SV MAGIC +8 SV POISON +8
Class: ALL
Race: ALL

and;

Armbands of the Keep
Magic Item Lore Item No Trade
Slot Arms
AC:19
STR +9 STA +9 WIS +9 INT +9 AGI +9 HP +95 MANA +95 END +90
SV DISEASE +8 SV COLD +8 SV POISON +8
Class: DRU MNK BST
Race : ALL

This mission isn't for those looking for the quick exp but is easy enough to pull off if someone needs the gear upgrade...and was fun enough to figure out.


Edited, Mon Nov 21 02:39:09 2005
Prisoners
# Oct 27 2005 at 4:44 PM Rating: Decent
At start of quest work yyour way down to very bottom of basement and hail Captain Hygar after that you need to free 6 prisoners from the Pickclaws captivity. My group located 5 of the 6 prisoners upstairs around the King's Court. Never able to find last one, quest seemed very lengthy but that could be due to the fact that we were clueless on what to do.

Breki Brewchugger, Silent Honor
Tried twice (and failed)
# Oct 27 2005 at 4:42 PM Rating: Decent
NPC is just out side of HHK up on a ledge. You talk to him a bit and then select your class. 30 War or 30 Cler. Usually we do 1 cler and 5 warriors. Clerics get the Blessing of Temperance spell which is a very nice group heal more than a hp buff. Hopefully you have a single tank and 4 dps though and can single heal.

Goblins throughout the keep are fairly simple on their own. However, they have insane agro and assist range. You'll find yourselves with 2-6 gobs at most times.

Be sure to get your bash hot key up so you can interrupt the healers.

Speaking of the dreaded healers. Goblin clerics (and shaman) will heal your targets through the walls if you fight in bad spots. Its only greater healing but almost cheal for the mobs. Also low level for them so they never seem to run out of mana. It is very very frustrating!

Anyhow for the mission. Head into the mine and at the very bottom take the last left and hail the fallen guard. You can try to fight down but the through the wall healers will plague you and make it near impossible. We usually train down in teams of 3 to get the hail in.

After hail he tells you to go rescue the captives. They are found on the second floor. We fight to these and hail them to get them to run out and update your quest. I've found 4 on this floor when we need 5. The first time I tried this we fought, cleared and trained to the 3rd floor and all over. Checked the secret tunnels and everything. Eventually the 5th captive was found on the SECOND floor in the same spot where the first was found. The second time I tried this we quit after not finding the fourth captive.

The first attempt took us 5 hours. After the 5th finally popped we hailed and he went free. Then a named spawned at the zone in. He was easily killable and did drop a loot but I don't know what. Sadly we won the mission but when we zoned out we got nothing in the way of XP.

I /bugged both times about the lost xp and the no spawn of the 5th captive.

The mission is not very informative of how, where or when the captives may spawn.

The most frustrating part is that my main is a ranger hehe. I miss my Tracking.
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