One Shall Rule Them All  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:1
Maximum Level:85
Monster Mission:Yes
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Loot
Time Limit:06:00:00
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Prophecy of Ro
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon May 8 10:58:45 2006
Modified: Thu Oct 16 23:05:33 2008
This is the first monster mission in a series of three which lead up to the 24-person raid monster mission, The Fall of an Empire.

"a forgotten noble" (location -3260, +2535 in Trakanon's Teeth) tells you to find Tulok.

You say, 'Hail, a forgotten noble'

a forgotten noble says 'The book. Charged, was I, with its safekeeping. All was well until that fateful day: the day of the fall. They descended upon us with horrible fury. I could not fulfill my task. The failure will haunt me. I will haunt this grave . . . until the end of time. An eternity of unrest awaits unless I can uncover the whereabouts of the ancient book of the dead. You, mortal . . . you must seek them out. Find Tulok the Folklorist and the Spirit of Kotiz. They can help pinpoint the location! Kotiz is nearby. Tulok wanders the Emerald Jungle.'

Tulok may be found at +4015, +3465 in the Emerald Jungle, in some ruins on the plateau in the northwest corner of the zone.

You say, 'Hail, Tulok'

Tulok says 'Ssssoo, what is a Halfling doing out this far from home? Now that you have. . .found me. . .what can I, Tulok, a mere [historian] do for you?'

You say, 'Historian?'

Tulok says 'During my long yearssss I have collected many talessss and other bitssss of hisssstory. For instancccce I have dissscovered more about the iksssar [dark lord] himssself, Venril Sssathir.'

You say, 'Dark lord?'

Tulok says 'Yesss. As Venril asssscended to the iksssar throne, he had many rebellionsss to crusssh beneath hisss heel. One uprising represssented the final obssstacle to controlling the entire continent. It wassss later known assss the [First Slaves' War].'

You say, 'First Slaves' War?'

Tulok says 'Asss the forcesss of Venril marched acrossss the face of the continent, ssssome of the other races willingly ssssubmitted before them. Othersss fled entirely, leaving whole citiesss to rot. Still fewer joined together in hopes of sssstopping the iksssar horde. The War of the First Slave's would sssseee [froglok and giant] ally in desperation.'

You say, 'Froglok and giant?'

Tulok says 'Ccccorrect. froglok and Mountain giantsss allied to defend againssst the forcesss of the dark lord. During the war, however, there wasss an impasse. The froglokssss proved to be sssskillful tacticiansss. And of courssse the mountainousss terrain of the battlefield aided the giantsss' ability to fight. Till Venril had a [plan].'

You say, 'A plan?'

Tulok says 'Yesss. He sssent in a small cccadre of iksssar ssshock troopsss. While the majority of Venril'ssss forcesss kept the froglokkkk and mountain giant armiesss bussssy, the sssmall band of elite sssoldiers sssnuck into the giant fort and ssslew the leadersss of the rebellion. If you clossee your eyessss, I bet you can almossst hear the sssoundsss of battle drawing [closer].'

You are offered a group task called "One Shall Rule Them All."

You have been assigned the task 'One Shall Rule Them All'.

You are part of an elite cadre of Iksar Troops who have been given a special assignment. Whilst the rest of the Iksar Army keeps much of the Giant & Froglok Forces occupied, you must sneak into the Giant Stronghold and assassinate the five leaders of the opposing forces. Without these important officials, the enemy will surely crumble.

Quickly head to the location of the Giant Fortress as our spies inform us that a Froglok Emissary is about to leave and seek out additional allies.

Monster options include level 45 Monk, Shadowknight, and Shaman.

You say, 'Closer?'

LOADING, PLEASE WAIT...
You have entered Frontier Mountains.

You zone in a little ways south of the giant fort. An Iksar named Zathrin greets you and will port you out if you ask him to do so.

You say, 'Hail, Zathrin'

Zathrin says 'Hurry you foolsss. . .I won't be able to transssport you back. . .if you don't hurry up!. . .Our army won't be able. . .to occupy their forcesss much longer sssso you must. . .kill their commanderssss now. . .But if you are. . .a coward. . .then let me you that you are [ready to leave].'



Discover the location of the Giant Fortress 0/1 (Frontier Mountains)

As you move toward the fort, you'll need to watch out for the giant patrols, each of which has approximately 13 giants: 1 Giant Patrol Leader, 6-8 soldiers, and 4-6 shaman. You can avoid them and head to the hill directly out from the entrance to the fort. Stay far away from the entrance as 1-2 patrols circle the fort.

This step updates as you approach the fort.

As you begin to crest the hill that the fortress stands upon, you hear the beginnings of a massive battle to the west. Under the ensuing confusion, the froglok emissary begins to make his departure to The Overthere.

Your task 'One Shall Rule Them All' has been updated.

Prevent the Emissary from going to the Overthere 0/1 (Frontier Mountains)

The froglok emissary is heading to the Overthere. He must be stopped at all costs!

You'll see a froglok emissary being escorted by a Giant Bruiser and Giant Shaman. Kill these three to receive the next task update.

Kill Tactician Zarius 0/1 (Frontier Mountains)
Kill Commander Kreegun 0/1 (Frontier Mountains)
Kill General Githyun 0/1 (Frontier Mountains)
Kill Commander Muglom 0/1 (Frontier Mountains)
Kill General Kraglok 0/1 (Frontier Mountains)

The tactician, one of the generals, and one commander spawn on the upper level of the fort. The other general and commander are located at the very end of the mine tunnel in the fort. Upon killing all five, you receive another task update.

Escape the Giant Fortress and report back to Zathrin 0/1 (Frontier Mountains)

Zathrin is in the ruins where you zoned in. Hail him.

Loot your Shards of Wisdom and the reward loot (from what? a chest?), and tell Zathrin "I am ready to leave," at which point you are teleported back out.



Common loot is Scaled Jewel, which transmutes to:
???? (level 1-10)
???? (level 11-20)
???? (level 21-30)
???? (level 31-40)
???? (level 41-50)
Greater Scaled Jewel (level 51-60)
Flawless Scaled Jewel (level 61-70)

Rare loot is Scaleclaw Cowl, which transmutes to:
???? (level 1-10)
???? (level 11-20)
???? (level 21-30)
???? (level 31-40)
???? (level 41-50)
Adorned Scaleclaw Cowl (level 51-60)
Ornate Scaleclaw Cowl (level 61-70)



Completing the mission unlocks the second mission, "To Raise the King."
Submitted by: Murril
Rewards:
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Walkthrough for three characters
# Sep 12 2006 at 7:41 AM Rating: Decent
18 posts
Did with three characters, SK, Monk and Shaman, averaging about 1 hour and 45 minutes per run after the first try.

This is definitely a mission where ‘haste makes waste’:

- Mobs can aggro through walls – to include the patrols outside the wall aggroing on you when you pull a mob inside that runs along the wall. If you aren’t sure you haven’t aggroed extras, let the main tank tag the mob from the monk then have the monk sit away from the group for half a minute so you can flop if someone extra comes up and starts pounding you. Better than risking a wipe.

- Mobs can remember your monk a long way off – there have been a few times where the monk stood up, and 10 minutes later a mob (or train of mobs) came charging out of nowhere to pound him and the party. It’s worth waiting a minute extra on the ground for the ‘your enemies have forgotten you’ message if you have aggroed a batch.

- You can run out through one of the zone-outs here, and it will transport you back to the start point. Doing that will NOT result in losing aggro, however. (see above)

- The fights here are pretty easy. One healer can keep up - even against an unslowed red mob, there is more of a risk of running out of mana rather than not being able to heal fast enough. That being said, try to be at least half mana before engaging a yellow and 3/4 when engaging a red mob, just in case.

- DPS – don’t discount the shaman DPS. It’s not much, but the ‘claw’ dot is free, and the extra damage the shaman can do with is spear is almost as good as his dot. It will make a noticable difference in how long the fights last.

- Mobs will respawn after an hour – so if you don’t move quickly enough, you’ll end up fighting the same mob twice.


There are three series of fights here: The Emissary, inside the fort proper (three target mobs), and the tunnel underneath.in the fort (two target mobs).:

1) The Emissary starts inside the fort. When you ‘locate the fortress,’ he starts moving towards the OOT zone with his two bodyguards – not before. He moves slowly, so you want to get him soon after he leaves the fort unless you feel like waiting twenty minutes at the OOT zone-out while he takes his sweet time getting there. Finding the fortress consists of getting close to it. I recommend having everyone set up where you plan to kill him, staying well clear of the fort, and then having someone approach the fort to trigger the emissary’s journey. There is a yellow text emote when he starts to move.

I set up my ambush on the green hill just north of the fort entrance. The Shaman can set up there right at the top – an easily recognized landmark. The SK who will attack the emissary goes halfway down the hillside to the west, and can climb up one of the rock fingers there to look around. The emissary will pass on the valley floor just to the west. When the emissary is well away from the wall (and any patrols), the monk runs down between the two bodyguards to get aggro, hamstrings the frog, then runs off towards OOT. The bodyguards will quickly outpace the froggy chasing the monk.

When the bodyguards are safely away, the SK can come down the hill, pull the, and run back up the hill towards the shaman. I’ll stop halfway back to cast some DD spells while I pause to make sure froggy doesn’t lose interest. As he gets closer, I’ll back the SK up to where the shaman is for heals, DoTs, etc.

After froggy is well away from where he was aggroed, the monk can flop and wait. The bodyguards will go back to where they were first aggroed, ignorant of the frog being bashed nearby. The SK and shaman on the frog is an easy fight. Froggy will slow, dot and root. Shaman can cure the dots easily enough. Only problem is if the SK is rooted when froggy runs (as he will run towards the spot the bodyguards return to). Just have the SK save mana for two DD blasts when he runs, and hamstring the emissary at 22% or so to slow him. That, and the shaman chasing should be enough to finish him off before he reaches the bodyguards if they have returned.

Once the Emissary is killed, set up camp in front of the entrance to the fort. You want to be far back so when the monk pulls someone out of the fort, the SK is able to ensure that no one else is coming before tagging it. Several patrols of giants will hug the walls as well – another reason to stay a ways back.

2) Inside the fort one of the froglok targets will always be in the hut in the SW corner of the fort, opposite the entrance. The other two frogloks will be located randomly inside huts in the fort. Note that they can be in any of the huts, to include the SW hut (forcing you to break two named). You can’t get two named anywhere but the SW hut, though.

The emissary will respawn an hour after he is killed in front of the north-eastern most hut; his bodyguards at that point will either head back to him (if you trained them off), or respawn (if you killed them). The emissary will NOT restart his journey to OOT, however, when he respawns. So you don’t need to worry about killing the Emissary again. If you haven’t cleared all targets on the northern side of the fort by the time he respawns, however. you will probably have to waste time killing him a second time. So you want to clear the north first.

What three characters, after killing the emissary:
- kill the two mobs at the entrance, one at a time.
- pull the wanderers that pass by the entrance one (there seem to be three)
- when there is a gap in the wanderers, the monk heads in to verify location of any target mobs in the huts on the north side. You can run down the grassy strip between the ‘runway’ in the middle of the fort and the huts, and look in the huts at various angles to see who is there. If it looks like the hut is empty, you can head up to the entrance of the hut to look in and confirm - you won’t aggro a mob outside the back of the hut in by doing this.

If there are named in the huts on the northern side, clear as required and pull those named first, fighting them outside the fort. With three mobs, you won’t have the DPS to clear the whole fort before you get repops, and you want to clear any targets you need to kill in the north before the emissary repops.

After you eliminate any targets on the north, clear around the fireplace. (Two or three mobs wander by there) When that is clear, move camp inside the fort to just west of the fireplace. Once there, start pulling the guards (usually three wandering froggies) along the south and then the named. Have the monk pull them first to the open area in front of the huts – to make sure that you have only one mob – before bringing it back to the fireplace. If a character dies here, you may have to clear the entrance to let them back in due to repops, so you want to be carefult.

Runners can be a challenge here – when a frog hits 20% he’ll start heading north, threatening to agro the Emissary and his guards who have probably repopped by now. Make sure that your SK and monk are ready to hamstring them as soon as they start to run, and blast with the SK DD spell. Once they are below 10% they will stop moving, letting you finish them off.

3) Clearing the tunnel with the giant commander and general is pretty easy compared to clearing the three frogs inside the fort. The commander and general you have to kill are always at the end of the tunnel. Two giants wander through the tunnel, going the length from where the generals are to the tunnel entrance. When you are done with target mobs on the southern side of the fortress, pull the first giant you see walking up to the tunnel mouth to the camp by the fireplace to kill him there. (You wouldn’t want a second giant walking up on you fighting in the tunnel.) After pulling him, the group can move into the tunnel to kill the second wanderer wherever you meet him.

All that’s left is to split the two giants at the end of the tunnel and kill them one at a time. It’s impossible to agro one without the other. It may take a few tries for the monk to split them, but it should be possible for the SK to tag one of them and let the monk flop so the other walks back to his hole - just remember to have the monk stay on the ground until he is forgotten. Since the monk is on the ground for a lot of this fight, usually I try to have the SK tag the yellow-con mob. Then after that fight is done, the SK can pull the final mob with slow.

Once you are done, head back to the entrance to hail the NPC there and claim your reward. Or, if you haven’t suffered too many deaths, just have everyone suicide on mobs in the fortress – you’ll end up repopping at the zone-in faster than you can run it.


Zopharr
Quellious
____________________________
Garshok
105 Shadowknight, Echoes in Eternity
Quellious (nee Povar)
300 Ogre Grand Master Smith
Cowl?
# Jul 25 2006 at 2:02 PM Rating: Decent
Scholar
21 posts
According to magelo, the cowl is caster only;

Ornate Scaleclaw Cowl
MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 16
STR: +9 STA: +9 WIS: +9 INT: +9
AGI: +9 HP: +120 MANA: +130 SV FIRE: +9
SV DISEASE: +9 SV POISON: +9
Recommended level of 70.
WT: 0.9 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Slot 1, type 7: empty
Challenging
# Jun 03 2006 at 6:22 PM Rating: Decent
18 posts
Did it with 5 people

2sk
1mnk
2shm

pulled emissary on his way out. the 2 giants that follow him are leashed. don't bother trying to seperate them.. the best you can do is kite the giants either with the monk or the sk.

pulled a named out of the fort and at least five giants before moving in. two frog named are located in the middle southern hut and the SW hut. after those two named are dead, move into the tunnel entrance. pull the roamers then split the named. run back to zithran and claim your prize.

Dropped cowl. Took 70 minutes. Go Team Snakeman
____________________________
Farwarden Hydecka Korneitzko
<The Elitists> of Tribunal
"90% of my body is made of Reeses" - Ende Beoulve a.k.a. AE Snakeman
Summary
# May 27 2006 at 1:00 PM Rating: Decent
Scholar
*
130 posts
To get this quest (with my grp), we simply hailed Tulok and said "closer". He is found in a set of ruins in the extreme NW corner of EJ. After you say the word, you are ported to a building in an instanced zone of Frontier Mountains close to the bottom center, not far from the Temple of Droga zone-in (if you try to zone to Droga though, it ports you right back to the FM zone-in...might be a possible way to clear agro, hmm...).

There are no mobs in this zone other than giants and frogloks. There will be a number of giant patrols around, including around the zone-in so be careful when you scout. Each patrol has a patrol leader giant and ~10 soldiers (or whatever).

Start the quest by running to the giant fort that is north of you. There is only one entrance and that is at the east wall. Camp outside the entrance, well away from the paths of the two patrols that go around the outside of the fort walls. There will also be a patrol that stops east of your camp but you can keep clear of them. There will also be one or two wandering single giants that will cross your camp. The respawn rate is very slow however, so when you kill them you probably won't encounter them again.

My grp caught the named froglok emissary just ouside the gate, but I don't know which direction he came from nor about previously mentioned frog guards( I got to the scene too late).

After that, we started pulling single giants from the fort, being careful to do so when the patrols were not close. We started with the two guards stationed at the entrance, then with the semi-wanderers inside and continued until all but the frogs in the south huts were cleared. We think the giants agro thru the fort walls, so when you make a camp in the fort, keep to the center (by the campfire) or at the tunnel entrance thats on the north edge of the fort.

After the clearing, we headed into the tunnel to get the wanderers (two I think) and the two names that are at the tunnel end, but (in retrospect) a better idea would have been to get the names that are in the south huts first. Ifyou do the tunnel first then you may be fighting respawns by the time you get to the huts.

I forgot where each of the names are...I do recall that Githyun was in a corner of the SE hut...I think Muglom and Zarius where the two at the back of the tunnel...another named was in the SW hut and I believe another was in the south center hut.

After the last named is killed, the chest will appear at the zone-in. Its advised that no one open the chest until everyone is safely there, as it has the usual 7 min corpse timer. The chest will have the usual 6 shards plus an armor piece. Ours was the Ornate Scaleclaw Cowl. I don't know if others drop as well.

If you get a good system going, you might be able to do this mission in an hour. Unfortunately I did not note how much xpAA I got.

Good luck,
Jaton
Tamudan
Shadome


Edited, Sat May 27 12:54:00 2006
Summary
# Jul 05 2006 at 2:12 PM Rating: Decent
Scholar
**
360 posts
Stats on Cowl? It's not listed anywhere including Lucy, that I could find.
____________________________
Arynduil
Hunter, EMarr

"In a crowded Universe, when the talking turns to noise, you almost start laughing"
Do you have to go to TT first?
# May 10 2006 at 11:01 AM Rating: Decent
**
317 posts
Just wondering if you have to run to trakanon's teeth first or if you can just go to EJ and Hail Tulok?
____________________________
ROBBINWOOD 70 HFL Rngr
EYEWIILL 62 HIE Ench
NINEWONWON 68 GNM Cleric
HEADNOHAIR 56 DE Necro
Knooker 47 ERU Wizard

DRINAL

<a href='http://eqplayers.station.sony.com/character_profile.vm?characterId=455266806640'><img src='http://eqplayers.station.sony.com/signature/455266806640.png'></a>
10 lives
# May 10 2006 at 9:34 AM Rating: Decent
Scholar
*
103 posts
this mission is instance frontier mountains.
your group can only have 10 deaths so 2 complete wipes and you lose.

task goes like this.
1.Discover the location of the giant fortress.
2. Prevent the emmissary from going to the overthere.
3. Kill Tactician Zarius
4. Kill Commander Kreegun
5. Kill General githyun
6. Kill Commander Muglom
7. Kill General Kraglok
8.???
Some info
# May 09 2006 at 7:22 AM Rating: Decent
*
129 posts
You can play as a level 50 (I think) monk, shaman or SK.

Recommend a group of 6. We tried with 2 shaman (have cheal and taunt lol) 2 monks and a SK. Sadly our SK was played by a cleric and had no idea on tanking and our monks had never pulled before. MMs are fun but you have to stick with what you know I guess.

Giants run around Frontier Mountains in packs of 6-10. They are very tightly grouped. There is a leader of each pack. They are fairly easy to avoid.

Your first objective is to get a visual on the fort. You will get a task update when you do. Then there is a zone emote about the froglok making a dash for the OT zoneline. The froglok con'd yellow to us and he as two guards. We never managed to kill him cause the monks couldn't split and the SK couldn't keep agro of the healers. It is possible to intercept the froglok at the fort's east gate. Unsure of the best strategy.

Common: Flawless Scaled Jewel
Rare: Ornate Scaleclaw Cowl
Level question
# May 08 2006 at 8:54 PM Rating: Decent
Why is this a lvl 65 MM?
____________________________
Man that sounds like a lot of work!
Level question
# May 08 2006 at 8:48 PM Rating: Decent
Any clues as to what the drops are?

Edited, Mon May 8 22:15:34 2006
____________________________
Man that sounds like a lot of work!
RE: Level question
# May 09 2006 at 3:16 PM Rating: Decent
22 posts
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