Deathknell Event #2: Vertigo  

Quest Started By:Description:
Where:
Rating:
*****
Information:
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Event
Quest Goal:
  • Loot
Failure Lockout Timer: 00:01:00
Success Lockout Timer: 108:00:00
Related Creatures:
Related Quests:
Era:Prophecy of Ro
Recommended:
Group Size:Raid
Min. # of Players:18
Max. # of Players:54
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon Jul 10 20:27:58 2006
Modified: Tue Dec 5 05:21:04 2023
This is the second event within the Deathknell raid expedition. Shortly after completing the Enforcers event, you will see this emote:

Ayonae shouts, 'Tarry not, mortals. As I speak, Mayong's forces replenish themselves by calling on reserves from the Demi-Plane of Blood. You all must descend through the trapdoor and eliminate them before they overtake my tower again. Be on the guard for anything, even your own ineptitude. Newcomers often lose their balance in the dizzying spiral of Vertigo.'

Amidst the din of ringing bells, you hear the unmistakable shriek of bats originating from the southern chamber. Perhaps you should investigate it further.

You can now trigger Vertigo by touching the trap door.

The world is spinning. It's difficult to tell which way is up or down, left or right. You are on the verge of losing your sense of balance completely.

The trapdoor swings open and you clamber down to the landing below.

There are four stages to complete. Each must be completed within five minutes, or the event fails.

Note that throughout the event, the spell Vertigo is cast upon random players (2000 per tick DoT for five ticks - if not cured in time, makes you drunk). Also, players will be randomly switched with one another.



The first stage involves a Truefaith batkeeper on the first level down the ramp. He summons fledgling bats one at a time. You must kill 20 bats.

a Truefaith bat keeper summons forth a blooddrinker bat from the Demi-Plane of Blood.

After killing 20 bats within five minutes, you will see this:

Amidst the din of ringing bells, you hear the muted clicking of a mechanical device originating from the eastern chamber. Perhaps you should investigate it further.

This is the second stage which involves a Truefaith sneak on the second level down the ramp. He spawns traps one at a time which must be disarmed.

a Truefaith sneak kneels, concealing a mechanical device upon the floor.

20 traps must be detected and disarmed. They are no joke. If they go off, they will hit you for 13,000 and root you in place (effect Lacerating Spikes).

While this is going on, your raid must still contend with the bats from the first stage.

After disarming the required amount of traps within five minutes, you will see this:

Amidst the din of ringing bells, you hear shuffling and moans of the undead originating from the northern chamber. Perhaps you should investigate it further.

This is the third stage of Vertigo and takes place on the third level down the ramp. Here, you will battle undead mobs named "a focus of the Collective" and "a member of the Collective". Make sure to mez and /assist properly here. The spells they AE depend on how many are of them are up, so kill them fast. Spells are Thoughts of the Collective III (AE for 2500); Thoughts of the Collective II (AE for 5000); and Thoughts of the Collective I (AE for 10000).

While this stage is going on, your raid must content with the bats from the first stage and traps from the second stage.

After killing a sufficient number of undead within five minutes, you will see this:

Amidst the din of ringing bells, you hear the grunts of deep orcs originating from the western chamber. Perhaps you should investigate it further.

This is the final stage of Vertigo and takes place on the fourth level down the ramp. Here, you will contend with deep orc servants. The orcs don't have to die -- you just have to "exhaust" them. You can do his by kiting them around.

While this stage is going on, your raid must contend with the bats, traps, and undead from previous stages.



If you fail at any time:

Ayonae Ro cries out, 'You have failed to expel Mayong's minions from my home. Perhaps I have placed my faith in the wrong mortals, or perhaps I am fated to endure the vampire's foul presence forever. I would rather be destroyed than suffer this torture any longer. If you have the tenacity, you might give it another try . . .'

If you succeed, a blood-stained chest will spawn with loot.

Ayonae shouts, 'Splendid! However, our work is not quite done. Though Mayong Mistmoore can no longer call in reinforcements for the moment, the leaders of his expedition yet linger nearby. I can hear the murmurings of more dark vampires holed away in the attic.'
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Deathknell Event #2: Vertigo - expanded information
# Jun 27 2022 at 8:54 PM Rating: Excellent
*
170 posts
It is important to note that the timer begins as soon as you click the door from the gargoyle/bell event. Do not click the door until you are ready to kill 20 bats in 5 minutes.

The random swap has an emote paired with it which reads "You vision blurs momentarily, and you find yourself somewhere new." This is not a typo - the line is "You vision blurs" not "Your vision blurs". If you are boxing, or even if you want to prevent yourself from being disoriented, this is the string to use in GINA or the in-game audio trigger system. It is important to be aware when you get moved around since you generally won't want to be anywhere near floor 2 unless you're a ROG/BRD disarming traps.

Each wave has different numbers needed for the bats.
Wave 1: kill 20 bats on the top floor (B1) in 5 minutes
Wave 2: kill 15 bats on B1 and disarm 20 traps on the next floor down (B2)
Wave 3: kill 10 bats on B1, disarm 20 traps on B2, kill 10 zombies on B3
Wave 4: 10 bats on B1, 20 traps on B2, 10 zombies on B3. Be aware that the orcs in B4 hit fairly hard and are tethered to the room, they cannot be kited in the bell room.

This means that B1 becomes easier as time goes on. Note that on each floor, the thing being spawned spawns wherever the NPC is standing - the bats spawn on top of the truefaith batkeeper, the traps spawn on top of the Truefaith sneak, etc. If you're trying to low-man this, or even if your raid is undergeared and you're trying to optimize, your best bet is to park your entire raid on B1, kill 20 bats, then send ROG/BRD to B2 to prepare to scan for and disarm traps. Watch for the emote to know where the trap is and don't go near it until you detect/disarm it. Leave the rest of the raid on B1 to kill 15 more bats.

Once that is done, leave enough folks behind to kill two bats every sixty seconds. The rest of the raid should jump from B1 to the ramp leading to B3. Do not walk through B2 as you might trigger a trap by mistake, and triggered traps cannot be disarmed to count towards the needed 20. The rest of the raid on B3 will kill the zombies. After wave 3, send a heal/kite team down to B4 and cross your fingers nobody crucial gets swapped.

If you have any MAG, they're best off on floor 1 since the bat team getting swapped to anywhere else will make it difficult for them to get back up to B1.

On each wave, when you have reached the amount needed for bats/zombies killed, no more will spawn until the next wave begins (all four floors share the same timer). I can't confirm whether or not traps continue to be set after the 20th is disarmed.

Also note that you don't seem to be able to /rewind back to your original position after being swapped.

Once the event is complete target and kill the bell on B4 and a trap door is revealed beneath it. This can be clicked to go to event #3, Unwelcome Guests. I do not believe any timers start upon clicking in.

Edited, Jun 27th 2022 10:27pm by Andhrimnir
3 Grouped
# Jul 15 2015 at 8:13 PM Rating: Decent
My guild is trying to do this event we have 12 people we kill though the mobs np but when we start doing the Traps part we keep Failing some times we make it to the undead part and twice we hit the orcs but we alway's fail it even thou it looks like we pass it but it ends up we fail we have 3 Groups we have a Clr in Each Group and 2 to 3 Rogs and DPS for the other Class's and tips on how to do this event plz and thanks
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Kabkortiz of Stromm
Timer
# May 24 2007 at 6:22 AM Rating: Decent
Each stage of the event last 5 minutes. If all of the tasks in each stage (bats/traps/undead/orcs) aren't completed within the 5 minutes you lose and the event resets.
Chest
# May 22 2007 at 7:29 PM Rating: Decent
5 posts
Loot is dropped from "a blood-stained chest"
Strat
# Feb 27 2007 at 11:08 AM Rating: Default
This is one of the more fun events I have done. If you have RGC load it, it is what cures vertigo. Also during this event there is an annoying switch. It randomly selects people and changes there places in the zone. IE, the MA can get switched with the rogue doing traps. So you have to be on your toes.

4 waves...

1st wave is just bats. Kill bats(forgot how many) then you'll get another emote. This means it's time for bats and traps

send down 2 rogues 1 cleric to traps and continue to DPS the bats... Traps have to be detected and disarmed. They will spawn right under the guy that walks around the second floor. To cure the root from the traps you can use cleric shield, RC6+, or purify. Trap is like a 10k nuke with a dot associated. Normally if you get hit if you don't cure it you'll set off another trap.

Third wave is bats/traps/zombies...

Most important part of this wave is to /assist. Zombies aoe just like they did in DP. So having more then 1 unmezzed at a time means death normally. Set the MA to be the only one who breaks mezzes, and assist. At the same time you still have to kill bats and do the traps.

Fourth wave bats/traps/zombies/orcs.

Do the same for all of the above, dps the bats, fix the traps, mezz zombies(and kill them), and now deal with the orcs. Normally send down most your tanks and healers to the orcs for they do not need to die, they just need to get exhausted. So kite them around, or offtank them till they get tired and fall down. They seem to get exhausted faster if you do not snare them.

Now for group set up...

Group 1 -
Mage mage cleric tank tank bst lord(slower)

Group 2 -
All evacers (caster dps group with druid healer) They shouldn't need a coth back if they get ported. Just have them succor to entrance and click back thru.

Group 3 - DPS

group 4 - DPS

Group 5 - DPS

Group 6 - chanter group

Group 7 - tank group(healers/tanks)

Group 8 - tank group(healers/tanks)

Group 9 - Rogue Rogue cleric random.

Leave group 1/2 at bats. Mages are there to coth group 1 back.

Group 9 cleric and rogues will go to traps. Now this is the only use for desperate renewal I have found in game. Desperate renewal will cure vertigo, so if a group member that you are not close to gets vertigo cure it with DR.

Groups 4-7 undead zombies. Remember no one but the MA breaks mezzes. Normally have 2 pally's there to act as MA. One primary one secondary, if one gets ported have the other one pick up till the ported one runs back. The MA getting ported sucks here.

Groups 8/9 take care of the orcs.

NOTE: Running thru the trap room to get back up top sucks. You can fall down the sides and land on the ramp below to advoid the trap room.
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