The Gardener  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:85
Maximum Level:110
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Faction
  • Loot
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Factions Raised:
Factions Lowered:
    Quest Items:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:House of Thule
    Recommended:
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Wed Oct 27 03:40:14 2010
    Modified: Thu May 31 07:53:18 2012
    This is a group progression mission (3-6 players) that begins with Gardener Aeriht in the Grounds (just north of the Well entrance in the southern part of the zone).

    In order to request this task, you must have previously completed Giladan the Botanist's three solo tasks (not the kill tasks) as well as the Tier 1 group progression missions "Fall of the Tae Ew" and "Welcome to My Nightmare".

    You say, 'Hail, Gardener Aeriht'

    Gardener Aeriht says 'So, you are the one that has been helping that botanist fellow. I have heard of you! Making a mess of things around here! Sure, this place is dangerous, but that is just how I like it! It keeps out the riff raff! Now, you have gone and upset the balance of things around here. But since you like helping so much, perhaps you can [help] me?'

    You say, 'What do you want my help for?'

    Gardener Aeriht says 'The place is in turmoil! And because of you, they are planning an uprising! That, I cannot have! You must put a [stop] to them before they gain any more momentum.'

    You say, 'I will stop them'

    Gardener Aeriht says 'There is also something I need from you while you are ending this revolt. I seemed to have lost my book. But with the natives so aggravated, they have torn it into three pieces and each is keeping a piece. You will get these pieces back. That is what you are good for anyway, is it not? Let me know when you are ready, so that we can proceed.'

    You have been assigned the task 'The Gardener'.

    Blaming you for the current state of unrest here in the garden, Aeriht wants you to end the uprising of certain creatures, while also retrieving his book that is being held by them.

    You say, 'Ready!'

    Gardener Aeriht says 'Be careful! And do not forget the pieces of the book!'



    Recon the bixie's forces in the hive 0/1 (The Grounds)

    Recon the peponnite's forces in the patch 0/1 (The Grounds)

    Recon the treant's forces in the orchard 0/1 (The Grounds)

    The bixies are in the south. The patch is in the north. The treants are in the northwest. These steps update just outside the areas for each of the above.

    Report to Aeriht about all three forces 0/1 (The Grounds)

    You say, 'Hail, Gardener Aeriht'

    Gardener Aeriht says 'Excellent! I mean... very well. They will need to be dealt with immediately before they can grow in numbers.'

    Gardener Aeriht says 'The garden creatures are rising up against me! I must have your assistance!'

    Commence attack on the bixie hive 0/8 (The Grounds)

    Retrieve a piece of Aeriht's book from the bixie who stole it 0/1 (The Grounds)

    Kill any eight of the bixies and loot part of the book from their corpses. Repeat this process for the peponnites and the treants.

    Target mobs in this task hit for a max ~6,500. All kill targets see invisibility and are in close proximity to each other (you'll have 2-3 per pull without a splitter). Peponnites, bixies, and treants are mezzable. The peponnites can flurry. Some of the Thule Servants are mezzable while some may be immune.

    Commence attack on the peponnite's patch 0/8 (The Grounds)

    Retrieve a piece of Aeriht's book from the Protector of the Patch who stole it 0/1 (The Grounds)

    Commence attack on the treant's orchard 0/8 (The Grounds)

    Retrieve a piece of Aeriht's book from the Bulwark of the Orchard who stole it 0/1 (The Grounds)

    Deliver the pieces of the book to Aeriht 0/1 (The Grounds)

    Gardener Aeriht says 'I see now why the botanist relied on you so much. This is most excellent! I just need one more thing from you. I have just discovered that one of those irritating servants has the binding to my book. You will need to retrieve it.'

    Retrieve the binding from the Thule servants 0/1 (The Grounds)

    Numerous Thule Servants can be found in the western part of the zone (the area leading the House of Thule zone-in).

    Deliver the book binding to Aeriht 0/1 (The Grounds)

    Gardener Aeriht says 'Finally! I have it! All I have ever been was a stinking gardener! But no more! Now, you will see the power of Aeriht!'

    He respawns as Deceiver Aeriht and attacks immediately along with a few "Aerihts Construct". Deceiver Aeriht hits for a max ~8,500. He is slowable, but not rootable/snareable. The constructs hit for a little less and are rootable/snareable. There is an achievement associated with leaving them alive.

    Note: You can have someone with FD or fade do the turn-in and then single-pull Aeriht from a distance.

    Kill Deceiver Aeriht 0/1 (The Grounds)

    After this, the task locks.

    Collect your reward from the dirty chest 0/1 (The Grounds)



    Task Rewards:

    Experience (about 2 AAs at Level 90)
    315 platinum
    30 Dream Motes
    Faction with Dream Delvers

    Known chest rewards (1 item + 1 spell per task):

    Empyrean Hammer
    Ethereal Focus Blade
    Nighmarish Page of Empowerment
    Prismatic Hukus Ring
    Spirit Sword of the Slain
    Tantarene Gem of Heretical Power
    Thulian Linked Gauntlets
    Thulian Linked Legplates
    Venilinam's Serpentine Band
    Vial of Death Stinger's Venom

    Minor Nebulous Dream Fragment
    Lesser Nebulous Dream Fragment
    Median Nebulous Dream Fragment
    Greater Nebulous Dream Fragment
    Glowing Nebulous Dream Fragment
    Rewards:
    Send a Correction
    Post Comment
    The way to get update
    # Jan 03 2016 at 2:40 AM Rating: Excellent
    12 posts
    For those, like me, who didn't get the first 3 location updates.... here is what you need to know :

    This quest doesn't take place in the regular ground zone but in an instancied one....
    It's quite confusing because the NPC doesn't prompt the line to send you in the instance.

    What you need to do is, after you get the quest, say "Ready" to him (wait 15 secs before you do) and hop, you're in
    scouting bixies update
    # Jan 12 2014 at 11:03 AM Rating: Decent
    12 posts
    Havent been able to get the bixie update, I've been all around their area and even ran inside with no update, any suggestions?

    scouting bixies update
    # Jan 26 2014 at 3:38 PM Rating: Decent
    15 posts
    Tried this today, and same result. No update.
    ahem
    # May 31 2013 at 4:21 AM Rating: Decent
    *
    139 posts
    I was able to do the turn in with my BL and move backwards without any aggro.

    Additionally, I had a bit of trouble separating him from his adds so used a bard/ranger duo to do it.
    ____________________________
    Biko Spiritlord, Avatar of Beasts - Formerly of Solusek Ro
    Use Rogue for turn in
    # Apr 15 2013 at 11:10 AM Rating: Decent
    I used rogue with SoS (also had ranger superior camo on) for turn in. SoS did not break when I turned item in. Everything popped and I just walked away with the rogue w/o having to use Escape. Also, single pulled with ranger. Set up camp on North side use snare on the NW add. That add and named will come at you. When add is far enough away from everything else use Blusterbolt and all you'll have left is the Named.

    Edited, Apr 15th 2013 11:14am by TajomVanhackenslash
    ____________________________
    Tajom Van Hackenslash
    100th Huntmaster
    Sanctus Arcanum
    Drinal Server
    Achievement associated with leaving the constructs alive
    # Dec 18 2012 at 2:43 PM Rating: Good
    *
    60 posts
    The Achievement associated with leaving the constructs alive is "Deconstructed"
    Just got this with my little box group of 91 rog/zerk/druid 95 bard merc tank n cleric
    Camped on north ramp, cleared trash from the northern half of the circle, Rog was questing, upon turn in of binding he ran off and hit escape. Bard split the named and pulled to group. Overall pretty easy.
    Constructs despawned upon or soon after the death of deceiver Aeriht
    Relatively Easy
    # May 22 2012 at 11:20 AM Rating: Good
    Scholar
    42 posts
    Completed this last night, essentially with two different group makeups. Overall I think it's the easist of the T2 missions.

    We started as an 86/1400 Wiz (me) + tank merc and an 85/500 Mage + cleric merc. Was able to get all the recon updates without any aggro. The treant one actually will update from the wall itself, so you don't even have to dodge any SI mobs.

    Decided to start by clearing the circle around the gardner. These mobs were all snarable and easy single pulls. There is one wasp that paths right through the middle of this area; that's essentially the only one you have to worry about when pulling. These mobs actually seem slightly easier than the normal trash in the non-instanced zone, but I have no hard data to back that up.

    Went for the bixies next...had to clear some trash again. Everything but the dogs were snarable, and everything can be pulled by itself. The bixes (and all other 'kill' targets) are level 90. They are not snareable, which makes splitting a little interesting. I basically aggroed both, ran away from their spawn points, and got CoH'd by the mage. The pathing back was different enough between them that I could then pick one off by itself. Pretty much from there it's rinse and repeat. Even though these are higher level mobs, they didn't seem any more difficult than the trash; just more HP. The mercs were more than adequate for the task.

    Our only problem was this was really slow going, mainly due to my needing to med between mobs, then go pull. We ended up getting an 88 Enc and 93 Mage (box) to join us, and switched to the 93's tank merc to make things easier.

    There's not much interesting to report with respect to the trees or pepponites. The Enc had limited success mezzing, but we made good use of CoH to split stuff and breezed through the rest of the kills.

    The servants were a little trickier. We setup at the bottom of the right ramp headed towards the HoT zone line, and cleared the one wasp on the left ramp for some room to work. There are three servants at the top of the middle ramp; they SI, and the Enchanter could not mez/pacify them. Not sure what he tried, but he said he had a success message on two yet they all came when he pulled the third. I ended up snaring the left one (which also snared the middle; AE snare), then running left and getting CoH'd to clear aggro. The right one pathed back immediately. I rooted one of the remaining two and we then killed them one by one. Took four mobs to get the binding.

    Now, this is where it gets ugly. To be very clear, when you do the binding turn-in, if you're not careful you could very easily make the mission unwinnable. The problem as mentioned earlier is that the zone-in to the instance literally drops you on top of the final boss. If you die once the named is spawned, there's essentially no way to get back to the instance unless your group can get your body and rez you.

    We setup on one of the ramps, away from the gardner. I did the turnin and we mistimed the CoH, which meant a dead Wizard. This left my body under the named and his guards, who are all SI and also see-SoS. The remaining group had to pull a number of the guards to clear enough to get to my body. From there, we just had one guard they could not single-pull. Once rezed, I snared it, ran away from the group, and got CoH'd. Named pathed back, we grabbed him and killed him. Wasn't particuarly hard.

    So overall, not a difficult mission so long as you have a plan for dealing with the turnin. In retrospect I should have evac'd after the turnin, though I'm not sure if the succor spot is safe in this instance.

    Typically, for a group with four silk classes, a melee weapon aug dropped. Sigh.

    Oh well...hope this helps some of you.

    Endaar Flaashpoint, Wizard of Karana

    ____________________________
    Endaar Flaashpoint, Wizard of Karana
    Guild history, for the old timers:
    Founder, The Valorous (Karana)
    Officer, Harbingers (Karana)
    Officer, Evolution of Faith (The Rathe)
    Officer, Legend of Marr (The Rathe)
    Currently an officer, Battle Cry (The Rathe)
    Relatively Easy
    # May 30 2012 at 7:18 PM Rating: Decent
    Scholar
    42 posts
    In case there's any question...doing this with a real puller is a huge timer saver. I ended up running through it again, this time with a very good bard pulling, and it became a much faster mission as a result.

    The succor spot is unfortunately the same as the zone-in to the instance; right on top of the final boss. So that won't work. This time, when I did the turnin I was prepared and just ran as far away from the named as I could, being careful to die somewhere my body could be recovered. That worked well.

    Endaar
    Lock
    # Apr 13 2012 at 1:06 PM Rating: Excellent
    Avatar
    *
    173 posts
    It's not mentioned that I saw but:

    This task locks on the death of Aeriht the Deceiver.

    Completed today, 90 SK, 90 Shm + mercs.
    ____________________________
    http://eq.magelo.com/profile/1409180
    Final Turn
    # Aug 22 2011 at 4:12 AM Rating: Decent
    44 posts
    Prior to final turn:

    1) Who ever is doing final turn - make sure they can be CoH'ed, Fade, or FD. If no way to drop agro - then have fun.
    2) Move entire group to a ramp - we enjoy the one closest to the Fairies since nothing gets in way of fast targeting.
    3) Do final turn - use your method to drop agro and get back to group.
    4) Single pull adds - then kill the final named.

    Of course there are FASTER ways to get it done if your geared for it - however this is the lower geared SAFEST way I have found 3 boxing it with a SK, Mage, and Chanter. Makes this final step real safe and easy.
    Exiting
    # Aug 16 2011 at 8:01 PM Rating: Decent
    Scholar
    30 posts
    Drops you right in the middle of zone where there are kos mobs, so be invis if you just drop the task to leave it.
    Constructs
    # Jul 10 2011 at 3:09 AM Rating: Decent
    Scholar
    *
    79 posts
    See invis, but are stunable and mezzable
    Constructs
    # Aug 16 2011 at 7:32 PM Rating: Decent
    Scholar
    30 posts
    Not mezzable by a 90 enchanter
    Gardener
    # Jun 27 2011 at 8:28 PM Rating: Decent
    This was tricky.... So 90 shm (me) w/ Cleric Merc, 90 Druid (friend) w/ Tank Merc, and druids (boxed) 87 Mage w/ Tank Merc did this.
    Recon the bixie's forces in the hive 0/1 Just inside the bixie fort, ( near the well entrance) Druid sacrificed himself for the update.

    Recon the peponnite's forces in the patch 0/1 Over by the patch, just at the bottom of the ramp.

    Recon the treant's forces in the orchard 0/1 Trees are at the first exit, befor you hit the Peoponnites.)
    Ok, so most mobs see through invis, found that snakes and wasps did not, however Peponnites, Treants, Bixies do see invis. So we got our updates, talked to Aherit, and did the kills, was a bit tricky so druid used harmony mostly it works, sometimes they were 2 for one pulles. Also had to clear some mobs in the process.

    Once all the kills were complete we then proceeded to clear the whole middle by where Aeriht is. You can do this befor you do the turn in.

    Retrieve the binding from the Thule servants 0/1
    Right near the zone in to house of thule, right above the ramp, stands 3 Thule Servants ( almost ran right into them )

    Deliver the book binding to Aeriht 0/1 I parked the group, back outside the circle, down the ramp a bit so we didnt get extra agro.When i turned in the binding, 2 Constructs attacked.
    * NOTE * DO not Die, its hell getting back into this place, as where it ports you, is right in the middle where Aeriht and his Constructs are.
    Using the same strategy as befor. Pulled Construct VPed him, and killed Aeriht.

    Druid can not Harmony the Rotdogs, Snakes, or Wasps. We did however Harmony the Teants, Pennopites, and Bixies.
    Could not Root, Bixies, Treants, or Pennopites, We can however Root, Wasps, Snakes, Constructs.
    Thule Servants do mezz
    # Jan 03 2011 at 2:42 PM Rating: Decent
    *
    109 posts
    Mezzed 2 of the 3 pull yesterday with Enchanter's Baffle and Serene Wave.
    loot
    # Nov 29 2010 at 11:09 PM Rating: Decent
    Scholar
    *
    93 posts
    ethereal focus blade dropped today
    Mobs not linked
    # Nov 28 2010 at 4:50 PM Rating: Decent
    Avatar
    *
    169 posts
    Aeriht's Guards are not linked. When we did final turn in, about 5 spawned but only two were close enough. We wiped and regrouped. FIgured since I could snare them, mine as well try and split. And it works no problem! Easiest part of quest actually.
    Loot wasn't that fantastic. Thulian linked gauntlets and a greater dream fragment. 90sk, 85war, 85brd box and mercs.
    ____________________________
    Pain Mistress Berdine Mordsith
    97 Shadowknight of Bertoxxulous
    Firiona Vie Server
    <Wrath of Vengeance>
    Dropped this also
    # Nov 20 2010 at 10:08 PM Rating: Good
    11 posts
    additional info
    # Nov 15 2010 at 12:43 AM Rating: Good
    Sage
    *
    56 posts
    I was able to mez the: Protector of the Patch, Soldier of the Hive and Bulwark of the Orchard
    The placement of these mobs is close enough that you usually get 2-3 per pull.

    Aerihts Construct were snareable, friend said rootable. This made the deconstructed achievement rather easy.

    I placed the group down a ramp before doing final hail.

    I died earlier in the event (first couple of trash pulls) and still obtained the 'toughness' achievement. Perhaps the tougheness is only triggered starting at a specific point in the mission? /shrug
    additional info
    # Nov 25 2010 at 12:53 PM Rating: Decent
    Sage
    ***
    2,432 posts
    Wish I had paid attention to this post before trying this myself. I placed my group along one of the sides of the big circle where you do the turn-in. But when the tank did the final turn-in, a Construct attacked the group before anyone even cast anything. Either they have huge aggro range (and see thru invis)or they're programmed to attack group members within a certain fairly large range of the evil version of the Gardener.

    Next time I will move the group further away, as suggested here. Heck, after wasting 3 hours of work I may stick the group in the furthest corner of the zone and CoH the tank and THEN figure out if the Deceiver can be singled out...
    ____________________________
    Sippin 110 DRU *** (formerly) Max AA *** Firionia Vie
    Master Artisan (300) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
    My crew: 110 WAR ENC CLE MAG WIZ 100 SHD BER RNG PAL SHM Master Alchemist *** 85 ROG Master Tinkerer & Poison-Maker
    Chest drop
    # Nov 14 2010 at 6:05 PM Rating: Decent
    4 posts
    Prismatic Hukus Ring
    beware
    # Nov 07 2010 at 11:21 PM Rating: Decent
    15 posts
    my whole group wiped when Gardner charged and he stands at the zone in waiting for more death. Good idea to park group out of the way before hailing
    chest drop
    # Nov 03 2010 at 12:02 PM Rating: Good
    *
    54 posts
    This dropped for me last night "Thulian Linked Gauntlets"
    ____________________________
    Eidolstorme O'Brewin - Level 87 Cleric of The Nameless
    Fourin - Level 64 Druid....Guild Leader - Silent Ferocity
    Grisshopper - Initiate of the 62nd circle (and rising) - monk
    Hladar - lvl 36 shammy (trying to make gold out of useless metal)
    Zitha - lvl 11 beastie (bazaar bot)
    Chest Drop
    # Oct 30 2010 at 10:02 AM Rating: Good
    10 posts
    Empyrean Hammer
    chest drop
    # Oct 29 2010 at 9:27 AM Rating: Good
    10 posts
    Tantarene Gem of Heretical Power
    Chest Drop
    # Oct 29 2010 at 9:07 AM Rating: Good
    5 posts
    Chest Drop

    Venilinam's Serpentine Band
    More prereqs
    # Oct 27 2010 at 7:31 PM Rating: Decent
    *
    90 posts
    I have done the three solo tasks from Giladan the Botanist (not the kill tasks) yet Gardener Aeriht tells me I need to speak to Rupkerr in the Feerrott or Researcher Breoro on the lower floor before he can trust me with this mission. I did the progression group task from Rupkerr so according to him I either need to do the non-progression Rupkerr task or the progression task from Researcher Breoro. Raspers suggests the Researcher Breoro task. Sucks cause the lower floor is very crowded which is what brought me to the grounds in the first place. Guess I am off to the lower floors.

    Edited, Oct 27th 2010 9:37pm by reverent

    EDIT: I did the Welcome to my Nightmare task and I could then request this task.

    Edited, Oct 28th 2010 1:29am by reverent
    ____________________________
    http://eq.magelo.com/profile/1872023
    More prereqs
    # Jun 26 2011 at 11:09 PM Rating: Default
    *
    184 posts
    there seems to be a lot confusion between doing a task/quest and requesting one. You can be flagged for the upper floor, yet not be able to request the group tasks that got you flagged, if all you did was join someone else's quest to fast track your flagging. Toons can not request a group task unless they have done the solo tasks. Completing group tasks prior to solo tasks by getting an invite or buying one only flags you to enter the zone, not to request the group tasks. So my hunch is that you were referred to HoT lower floor solo tasks before Aeriht would speak to you, and HoT npc's will tell you to do the Ferrott solo's if you have not done them
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