The Pit of All Fears  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:90
Maximum Level:100
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Faction
  • Loot
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Factions Raised:
Quest Items:
Related Zones:
Related Creatures:
Era:House of Thule
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Nov 4 15:15:59 2010
Modified: Mon Dec 23 18:08:51 2013
This is a non-progression group mission (3-6 players) that begins with Tensia Hauden in Erudin Burning. She is found at location 80, 300, 0 (inside the port authority building next to the dock).

There are no pre-requisites for requesting this task.

You say, 'Hail, Tensia Hauden'

Tensia Hauden says 'There is no time for pleasantries. Too many of the citizens of Erudin are missing, and I fear there may be the ring of [truth] to what the captive cultist had to say about their fate.'

You say, 'A ring of truth?'

Tensia Hauden says 'I couldn't help but overhear, as the troops were doing their interrogation, she said something about them 'ending up in the Vestibule with the other doomed prisoners'. I assume she means the vestibule by the Toxxulia Forest entrance of the city. If there are prisoners there, we must try to free them, don't you agree? This mission will require boldness and excellent timing. Will you [volunteer]?'

You say, 'I'll volunteer'

Tensia Hauden says 'It will not be easy, of course. This location may or may not be guarded, barricaded, or warded against our approach. At a time like this, we must at least make an effort. We cannot afford to leave anyone behind now. I do not relish sending people to chase down rumors, but the knowledge that there may be innocent souls left behind - abandoned to torture at the hands of the heretics or worse - will gnaw at us if we fail to act. I don't mean to usurp the authority of General Derrex, or the guildmasters, but someone must be spared from the defense of the remainder of the city to [do] this task.'

You have been assigned the task 'The Pit of All Fears'

Too many of the civilians of Erudin are still missing since the heretics invaded the city. Tensia Hauden has asked you to follow up on rumors that the heretics are using the former vestibule by the Toxxulia Forest entrance to the city as a temporary dungeon. If there is any truth to this, you are to storm the holding pen and rescue as many of the prisoners as possible.

You say, 'I'll do it'

Tensia Hauden says 'It warms my heart to see some adventurers willing to follow the example of Erud, even in these trying times. Make your way through the city, to the Toxxulia Forest exit. I've already sent Trevis Malfin ahead to look for signs of prisoners, but he can do little by himself. I don't know the condition of the teleport gems that take you into the lower part of the vestibule, perhaps Trevis can help you gain access.'



Explore the makeshift dungeon at the southern edge of Erudin Fallen 0/1 (Erudin Burning)

Trevis Malfin spawns in the southernmost part of the zone. Tell him "ready" to zone into the instance.

You say, 'Hail, Trevis Malfin'

Trevis Malfin says 'Good to see you. The makeshift prison is below us. The heretics down there guarding it are gone for awhile, but they may be back any second. If they come back, I'll have to hide. Let's get you down there. Tell me when you're [ready] to go.'

You say, 'Ready!'

Trevis Malfin says 'Very well, be careful down there, everyone seems to be in a trance of some sort.'

LOADING, PLEASE WAIT...
You have entered The Pit of All Fears.

Hail Yoren Sylgar 0/1 (Erudin Burning)

Once in the instance, hail Yoren Sylgar to spawn the first set of mobs to be killed.

You say, 'Hail, Yoren Sylgar'

Yoren Sylgar says 'It has been a hellish existence down here. The heretics literally threw us down here. I don't know how long we've been here, it can't have been more than a couple days and yet it's felt like an eternity; I've watched these people starve and die before my very eyes, begging and pleading for someone to do something. Nothing we tried ever seemed to work! Over there, Altherod and a few of the others made some sort of pact against the rest of us, since then we've been dying faster. It seems like one of my group has disappeared every time I doze off; as a result I am afraid to sleep. We must get out of here, yet it is hopeless.'

Hailing him triggers the spawn of the first set of mobs to kill (12 prisoners + Altherod the Ghoul).

Task Window Says: It appears the rescue effort will be hampered by an emergent need to defend yourselves against the prisoners, some of whom have survived better than others down here. Gather evidence that at least one of the prisoners has resorted to cannibalism.

Kill six starving prisoners 0/6 (Erudin Burning)

a starving prisoner says 'Another fool without the sense to leave a burning city. I don't have all day, I'll try to make this quick for you. . .'

a starving prisoner has been slain by _____!
a starving prisoner's corpse looks surprised and keels over dead.

Kill six skeletal prisoners 0/6 (Erudin Burning)

a skeletal prisoner looks at you through eyeless sockets, and charges forward to attack!

a skeletal prisoner has been slain by _____!
a skeletal prisoner's corpse falls apart under the shattering blows.

Kill Altherod the Ghoul 0/1 (Erudin Burning)

Altherod the Ghoul says 'Fighting me will only result in pointless death. You should have knelt before the new masters of Erudin!'

Altherod the Ghoul has been slain by _____!
Altherod the Ghoul's corpse screams and falls.

Loot a partially-eaten hand from Alterod the Ghoul 0/1 (Erudin Burning)



Deliver a partially-eaten hand to Yoren Sylgar 0/1 (Erudin Burning)

Yoren Sylgar says 'So, Altherod and his cronies were. . . devouring the bodies of the victims? How disgusting, and for an Erudite to stoop so low, illustrates the danger we are in. Madness is taking every one of us. Fear drives the madness; even now the gnawing dread and terror of dying horribly in this place tear at my sanity. Oh, it seems the Heretics have gotten wise to your adventure. . .'

Turning in the hand triggers the spawn of a second set of mobs to kill (5 heretics + Anchar Synov).

Kill three heretic blademasters 0/3 (Erudin Burning)

a heretic blademaster says 'Another fool without the sense to leave a burning city. I don't have all day, I'll try to make this quick for you. . .'

a heretic blademaster has been slain by _____!
a heretic blademaster's corpse looks surprised and keels over dead.

Kill two heretic assassins 0/2 (Erudin Burning)

a heretic assassin says 'The heretics have prepared our way... It is time for you to die!'

a heretic assassin has been slain by _____!
a heretic assassin's corpse says 'Terris! I have failed thee!'

Kill Anchar Synov 0/1 (Erudin Burning)

Anchar Synov says 'Another fool without the sense to leave a burning city. I don't have all day, I'll try to make this quick for you. . .'

Anchar Synov has been slain by _____!
Anchar Synov's corpse looks surprised and keels over dead.

Loot a strange-smelling spider egg sac from Anchar Synov 0/1 (Erudin Burning)



Deliver a strange-smelling spider egg sac to Yoran Sylgar 0/1 (Erudin Burning)

Yoren Sylgar says 'Ah, Anchar apparently didn't have time to destroy the spider egg sac he confiscated from me. Anchar Synov, witless heretic thug... now a witless DEAD heretic thug, ha-ha, hah! What do I want with these spider eggs? Well, for one thing, their smell will protect me from the one who laid them. I have been down here so long, I deserve to live at least a little while longer. Longer than you. Remember, by coming here, you asked for this. You asked for this!'

This turn-in triggers the spawn of Hulkenfang at the portal stone.

Kill Hulkenfang 0/1 (Erudin Burning)

Hulkenfang hisses and rushes into combat.

Hulkfenfang hits for a max ~8,600 and casts "Corrosive Webbing":

Corrosive Webbing: PB AE 100', Corruption (-200)
1: Decrease Hitpoints by 2500 per tick
2: Decrease AC by 127
3: Increase corruption counter by 18

He spawns adds called "a young terrorspinner" (also hit for a max ~8,600; immune to mez/snare) which do NOT despawn upon Hulkenfang's death.

Hulkenfang has been slain by _____!
Hulkenfang's corpse leaves a small pool of blood and poison where it falls.

Kill Yoren Sylgar 0/1 (Erudin Burning)

Yoren Sylgar says 'Another fool without the sense to leave a burning city. I don't have all day, I'll try to make this quick for you. . .'

Yoren Sylgar hits for a max ~8,600 and casts nothing.

Yoren Sylgar has been slain by _____!
Yoren Sylgar's corpse looks surprised and keels over dead.

Hail Seveth Dinallin 0/1 (Erudin Burning)

You say, 'Hail, Seveth Dinallin'

Seveth Dinallin says 'I am pleased you survived Hulkenfang's onslaught. I wish Yoren could have held out awhile longer before descending into madness. Our nightmares take shape in this place. Is the city around us real? Are we all just losing our minds simultaneously? Or is there some power behind it all? At any rate, I am too far gone to deserve a rescue. Coming here, you have only fallen deeper into the web of nightmares that surrounds us. Take this for your efforts and escape while you can.'

Claim your reward from the blackened chest 0/1 (Erudin Burning)

Though the effort to rescue the captured citizens of Erudin was largely futile, it did provide some interesting insights into the situation now facing the surviving defenders. Something dark and mysterious is altering the perceptions of the inhabitants, a phenomena which defies all reckoning.



Task Rewards:

315 platinum
Experience
Faction with Dream Delvers
80 Dream Motes

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

Arcane Warden's Earring
Blessing of Might
Enigmatic Buckler
Maeder's Staff of Station
Shimmering Heart of the Phantasm
Somatic Plate Armguards
Spelltorrent Ring
Spellward's Saber
Taskmaster's Flail
Warden's Vest

Minor Nebulous Dream Fragment
Lesser Nebulous Dream Fragment
Median Nebulous Dream Fragment
Greater Nebulous Dream Fragment
Glowing Nebulous Dream Fragment
Rewards:
Send a Correction
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Level 90 max is a recommended Joke
# Jun 20 2012 at 9:04 PM Rating: Decent
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Tried with

War 93 + Healer Merc
Enc 93
Dru 93 + War Merc
Bst 91

no chance...
We had Hulk at 95% and the first adds spawned. After each perhaps felt 10 seconds another add spawned. Slowed the adds but wiped.

Had fellowship inside so zoning and rebuffing was no problem. But couldnt get the adds split. The dont see invis.

This is NOT a lvl90 mission, definitely not.

Trying perhaps when all are 94 or 95.... - the Loot will be then **** but it always seems that some missions are ment to drop crappy loot at that moment when you are able to do them...
Level 90 max is a recommended Joke
# Sep 05 2012 at 1:39 PM Rating: Excellent
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114 posts
91 SK + cleric merc, 88 RNG, 86 DRU + rog merc, 81 ROG. Completed in 43 mins, with no deaths. It's not as hard as you seem to think. Only SK and DRU were gold accounts.

Saved all discs and dps abilities for Hulkenfang, burned him down in 32 seconds had 2 adds, which were not really any trouble. Hulkenfang has approx 800K HPs, Yoren has approx 760K HPs.

realgrumpy's advice about where to stand was spot on, made splitting and pulling the mobs easy (apart from a few pathing issues with Altherod the Ghoul).

Dropped the Arcane Wardens earring and a 90 spell gem.

Edited, Sep 5th 2012 3:45pm by Umbraeques
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Merks
# Sep 30 2011 at 3:51 PM Rating: Decent
36 posts
Are merks allowed in this mission??
Merks
# Sep 30 2011 at 4:33 PM Rating: Decent
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80 posts
Yes. You are allowed to have mercs
Ranger for zero deaths
# Aug 27 2011 at 7:18 AM Rating: Good
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55 posts
No Deaths!

Weaponshield.
Everyone max DPS!
Hulkenfang dies... everyone stops attacking.
Cover Tracks!

Drop frequency for 8 fights:
Blessing of Might x1
Maeder's Staff of Station x2
Enigmatic Buckler x1
Taskmaster's Flail x1
Warden's Vest x3

Edited, Aug 27th 2011 9:32am by darmonaro
Big fight.
# Aug 18 2011 at 10:20 PM Rating: Decent
13 posts
Duo'd hulk with 90 Mage + 90 SK... HT + LT + massive mage twin cast burns. Killed hulk with only 1 add that spawned. SK dies, I kill the add solo with my mage. I'm SO glad the adds are on a timer and not based on % of hp on hulk. This to me was easier than the Library mission named.









Danish_VZ
Crap
# Jun 19 2011 at 10:26 PM Rating: Decent
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169 posts
Wiped, came back and entire quest reset. Is this part of the quest or just a stupid bug that they felt the need to incorporate into the game. Kind of irritating and pointless if you ask me.
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Firiona Vie Server
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more details
# Jun 17 2011 at 8:10 AM Rating: Decent
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This mission writeup was missing a lot of information and, frankly, I had no idea what to expect. Having just finished it, here are my notes:


Location
--------

The mission takes place entirely in the "downstairs" cave room in Erudin Burning. Its the most south-located room. You enter the room on a balcony overlooking a big room, below. Stepping on the portal pad transports you to the room below. This mission is more like a cage fight. You cannot use the portal pad to go back up and evac/succor simply transports you to a point in that same room. So, you will do the entire mission down below in this area with no travel or running around.

The mission consists of three main phases: In the first phase you kill 13 mobs. In the second phase you kill 6 mobs. In the third phase you kill a tough named spider plus adds. Then you kill the NPC and loot to win.

The room itself is shaped sort of like a cross or "plus" sign. Its a cave so the shapes are kind of blobs and ill-defined but, in general, there is a center area and four smaller alcove areas off : North, South, East and West. The whole area is small enough that you could almost throw a stone from one end the to other - so its cramped and pulling is tricky. The portal pad is in the center area. The NPC you talk to, turn items in to and eventually kill is in the North area. He is non-KOS and its a safe place to sit. The South area has no one in it. This is also a safe area.

I followed Brickhaus' advice, which was spot on - I built a fellowship campfire in the southern area. For the first and second phase, I stayed set up in that South area.

You can evac/succor but this just pops you to a spot in the same room. It will clear aggro but may or may not be safe. If you have to use it, hit a group invis while its casting so your group lands invisible.



Quick Overview
--------------

You will see dead mobs on the ground. They don't come to life and have nothing to do with your fight. They are just "victims" you can ignore. The two erudite NPC's in the North area are non-KOS and you can safely be around them, etc.

When you first hail the NPC, 13 mobs spawn: six erudites and a mini-boss in the West area and six skeletons in the east area. The skeletons con higher level than the erudites. These mobs are KOS but their aggro radius is small. You will kill all 13 of these and loot a hand from the mini-boss. It does not matter which order you kill them in. You get credit for all 13 kills and looting regardless of the order.

When you turn the hand in to the NPC, 6 new mobs spawn: five more erudites and another mini-boss. These 6 all spawn in the East area but not as deep in the area. They are closer to the center area so pulling room is a little more cramped.. You will kill these 6 mobs and loot the mini-boss's spider-sac.

When you turn in the spider-sac to the NPC a big nasty named spider spawns. The spider spawns in the center, next to the port-in elevator pad. This spider spawns adds whenever it is engaged. You will kill this spider and you have to kill any adds left.

After that you return to the NPC in the North area and kill him. Then loot the chest.


Strategy Notes - First Phase
----------------------------

The first phase is best handled by setting up in the South area. All the mobs (except the mini-boss) snared and mezzed. NONE can be pacified. With the cramped quarters, this makes pulling tricky. I set up in the South area for my fight and pull the East mobs North to split them. Then I peeled them off one by one and pulled them south to my camp and fought them there, mezzing the infrequent add.

The mini-boss is no harder than the others and is harder to leave behind so he is likely to just be killed without regard for the order or sequence of kills.

Once the East area was cleared, I had more room to split the West mobs. Depending on your tactics you can pull toward the East. I used snare+CoTH so had to keep the mobs away from my camp so I kept pulling toward the North.


Strategy Notes - Second Phase
-----------------------------

Once the first phase was over, I moved my camp from South to West. West will stay empty for the rest of the event and this gives you more room to maneuver.

Be careful here, once you turn in the hand to the NPC the 6 erudites spawn. They are tightly clustered and not fully in the East area, so be cautious of your camp location. These mobs do not see invis and do not attack immediately so you can invis and go turn in the hand safely.

The same pulling/splitting will be seen as in the first phase. These mobs are no harder than previous ones. In fact this phase is easier because there are fewer mobs and more space to move.

Strategy Notes - Third Phase
-----------------------------

Here is the bad part.

Once you turn in the spider sac, the named spider spawns right at the elevator pad. It does not see invis. This mob is nasty and has a nasty dot.

This mob spawns "baby" spiders when it is engaged. Apparently they are under a timed spawn system. Also, if you do evac or die or anything, these adds do NOT despawn.


If you have to re-enter the zone, you must be visible to say "ready" to the NPC but then you are vulnerable to attack when you land. I was able to mash my AA-invis hotkeys while zoning. It seemed I had about 1-2 seconds before the spider(s) would attack so I was able to get myself safely invis-ed when zoning in.

All the spiders can NOT be mezzed. They can NOT be snared. Pulling these is a major pain. If you pull the named spider-boss, and start fighting it, you will start to get an add....then another.....then another. If you have to fade/evac/die and start over, you will now have the spider-boss AND all the adds right from the beginning.

Thats what happened to me.

I kept trying but once the spider-boss aggroed it started spawning adds. I ended up with SIX adds. These con yellow and are about equal to T4 yard trash.

Finally, after several failed attempts we were able to single pull/split the baby spiders one-by-one until we killed them all and had just the spider-boss left (so we could start her over). If during that, however, she gets aggro, she will re-spawn another spider or two. So we had 6 and went down and up 6-5-4-3-4-3-2-1-2-1-0 babies

I never saw more than six adds so I think thats like the Library - up to six adds at a time.


So...whew...once all the adds were gone, we could start fighting her (again).

For her, then best approach is just a crazy massive Burn fest. We had two chanters and couldn't mezz the adds, so they just slowed and we just burned as fast as we could. Doing that made it a lot easier.

We had two adds to finish off after she died.

The NPC to kill at the end was nothing special.














more details
# May 04 2012 at 1:13 AM Rating: Decent
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This guide is great! Thank you very much. Spot on!
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Broken or Gone ?
# Apr 02 2011 at 8:22 PM Rating: Decent
37 posts
It seems the quest giver and the npc to get into the mission are gone now. Does anyone know anything ?
T4 difficulty
# Feb 11 2011 at 10:15 PM Rating: Decent
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54 posts
Most players already know this by now, but it bears mentioning. This mission, like the non-progression mission in the Library, is of T4-level difficulty with appropriate chest rewards.
Anchar Spawns At the Zone In
# Nov 23 2010 at 2:07 PM Rating: Decent
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22 posts
Tried this today with my group. Got through the first part okay as we did the pally pull/DA/mez/kill one by one. Handed in the hand and the second group spawned...right at the zone in area. Tried the same trick as before, but the mezz missed an add and the chanter died...so we all died. And then we couldn't get back into the instance as we kept dying on zone in.

Moral - don't wipe on the second part...or put a campfire someone else in the instance.

Brickhaus
Hulk disapeared
# Nov 23 2010 at 9:17 AM Rating: Decent
We wiped with Hulk at 3% due to adds. When we came back to rez and retry, he was GONE! No task update and no Hulkie! His little spiders will still piled up but he was nowhere to be found. We decided to kill Yor and see if we got a task update but that didnt do anything except take him out of the picture too. So basically two steps from completion we lost the task. Lame
Hulk disapeared
# Nov 24 2010 at 7:03 PM Rating: Default
your dot's killed him, same thing happened to us. it sucks.
HuH
# Nov 08 2010 at 7:40 PM Rating: Decent
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33 posts
What if you don't have a evac class ? Always gotta be someone that leave's a completely useless comment.
HuH
# Nov 09 2010 at 12:44 PM Rating: Decent
13 posts
well my tank was down and i burned hulk the best i could and surely did an evac after that so thats how i noticed
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HuH
# Nov 08 2010 at 10:56 PM Rating: Good
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3,937 posts
It can be quite a useful comment if you do have an evaccer... surely, you don't expect every comment to be useful to absolutely everyone in all situations?
note
# Nov 08 2010 at 12:40 AM Rating: Decent
13 posts
Yoren didnt rush us after hulkenfang is down
we evaced after huklenfang was down,the adds did not despawned but we could pull yoren past them to kill him, so no need to kill adds at all

had http://everquest.allakhazam.com/db/item.html?item=94134 as chestloot
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Noturiel

Member of >>Der Strom der Gezeiten<<
Mission
# Nov 07 2010 at 11:41 PM Rating: Good
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First of all to Trevis Malfin is thru see invis golems and undead skele's that are mixed together completely on the other side of the zone from where Tensia Hauden the mission giver is located.

Make your way to him carefully, you have to at least kill the golems before the tunnel and at the mouth of the tunnel, after that you can IVU and levi up onto the cliff and run around to the tunnel on other side and drop down an get to him safely.

First wave of adds that spawn upon hailing Yoren Sylgar are two groups of 6 each, one group of starving skeletons (go figure) and another of starving prisoners iirc. They can be mezzed and are stunnable. The named, Altherod the Ghoul, is mixed in with the Erudite Straving Prisoners.

Second wave spawns a group of 6 Erudites with the named standing right in the center of them, a good enc with Sporific Stare can mez the whole group right where they stand and that of course pulls in the named. The adds are mezzable but not stunnable.

Third wave is a single mob named Hulkenfang who will spawn spider adds at timed intervals seemed about every 10 secs to me, so burn this mother down fast. The spawned adds are not mezzable or stunnable so you have to deal with them while fighting Hulkenfang. As soon as Hulkenfang dies Yoren Sylgar becomes active and rushes out to promptly kill your cleric so beware tanks and get on him quick.

All the mobs hit for around 8.4k but seemed to die fairly fast ( was with guildies in a raiding guild so this statement may be jaded to that).

Anyway hope this helps. Very good quick mission for faction/dream motes.
Re : Mission
# Apr 18 2011 at 4:31 AM Rating: Good
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1,308 posts
Thanks! Great post! Helped a lot!
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Mission Notes
# Nov 07 2010 at 1:02 AM Rating: Decent
5 posts
Did the mission tonight with a very unconventional group. A few notes:


We were unable to pacify any mobs.

Named are immune to changes in run speed; the mobs around them can be rooted and snared.

After killing Alterod the Ghoul do NOT hand the hand in to Yoren until all you've cleared the first room of mobs. After handing the partially eaten hand in, Anchar Synov and 5 mobs spawn around him in the center of the room.

Burn Hulkenfang down as fast as you can; the adds he spawns hit for over 8k, and are immune to changes in run speed. The longer he is up the more adds you get (they are timed; unsure of timer).

If you wipe on Hulkenfang, you do not have to kill the remaining spiders to engage Yoren to complete the last step. Chest spawns near Yoren (which is also where you zone in).

Only the undead mobs at the start of the task see invis.

Steps
# Nov 06 2010 at 4:05 PM Rating: Decent
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1,731 posts
(Steps are visible in sets as indicated by the separation below)

Explore the makeshift dungeon at the southern edge of Erudin Fallen 0/1

Hail Yoren Sylgar 0/1

Kill six starving prisoners 0/6
Kill six skeletal prisoners 0/6
Kill Altherod the Ghoul 0/1

Loot a partially-eaten hand from Alterod the Ghoul 0/1

Deliver a partially-eaten hand to Yoren Sylgar 0/1

Kill three heretic blademasters 0/3
Kill two heretic assassins 0/2
Kill Anchar Synov 0/1

Loot a strange-smelling spider egg sac from Anchar Synov 0/1

Deliver a strange-smelling spider egg sac to Yoran Sylgar 0/1

Kill Hulkenfang 0/1

Kill Yoren Sylgar 0/1

Hail Seveth Dinallin 0/1

Claim your reward from the blackened chest 0/1

Edited, Nov 6th 2010 9:23pm by GOMN
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Task stages and stuff
# Nov 06 2010 at 3:27 PM Rating: Decent
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Task stages:

Explore the makeshift dungeon at the southern edge of Erudin Fallen.(Erudin Burning – static)
Hail Yoren Sylgar. (Erudin Burning – instance)
Kill six starving prisoners. (Erudin Burning - instance)
Kill six skeletal prisoners. (Erudin Burning - instance)
Kill Altherod the Ghoul. (Erudin Burning – instance)
Loot a partially-eaten hand from Altherod the Ghoul. (Erudin Burning – instance)
Deliver a partially-eaten hand to Yoren Sylgar. (Erudin Burning – instance)
Kill three heretic blademasters. (Erudin Burning - instance)
Kill two heretic assassins. (Erudin Burning - instance)
Kill Anchar Synov. (Erudin Burning – instance)
Loot a strange-smelling spider egg sac from Anchar Synov. (Erudin Burning - instance)
Deliver a strange-smelling spider egg sac to Yoren Sylgar. (Erudin Burning – instance)
Kill Hulkenfan. (Erudin Burning - instance)
Kill Yoren Sylgar. (Erudin Burning - instance)
Hail Seventh Dinallin. (Erudin Burning - instance)
Claim your reward from the blackened chest. (Erudin Burning - instance)

Task window text:
Too many of the civilians of Erudin are still missing since the heretics invaded the city. Tensia Hauden has asked you to follow up on rumours that the heretics are using the former vestibule by the Toxxulia Forest entrance to the city as a temporary dungeon. If there is any truth to this, you are to storm the holding pen and rescue as many of the prisoners as possible.

Task reward:
Experience
315p, 0g, 0s, 0c
80 Dream Motes
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