TDS Progression #18: What Hate Begets  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:105
Maximum Level:105
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Money
Success Lockout Timer: 06:00:00
Quest Items:
Related Creatures:
Related Quests:
Era:The Darkened Sea
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Sat Oct 25 21:58:54 2014
Modified: Sun Oct 11 22:41:13 2015


The Darkened Sea Info & Guides: Overview | Progression & Task List | Raiding | Visible Armor



This solo task begins with Amlis the Torturer (click for map image) in the Combine Dredge, located in the far southeastern corner of the island.

Pre-Requisites for Requesting:
- Completion of "A Rising Storm" (Tempest Temple)
- Completion of "Gathering Clouds" (Tempest Temple)
- Completion of "Clearer Skies" (Tempest Temple)
- Completion of "The Edge of Balance" (Katta Castrum: Deluge)
- Completion of "The Abscent Scholar" (Katta Castrum: Deluge)
- Completion of "Just Recompense" (Brother Island)
- Completion of "The Cover of Night" (Brother Island)
- Completion of "Loyal is the Heart" (Caverns of Endless Song)
- Completion of "Leave No Brother Behind" (Caverns of Endless Song)
- Completion of "Two Sides of the Shield" (Caverns of Endless Song)
- Completion of "The Sacred Profaned" (Degmar, the Lost Castle)
- Completion of "Crying for the Dead" (Degmar, the Lost Castle)
- Completion of "Burden of the Past" (Degmar, the Lost Castle)
- Completion of "An Endless Cycle" (Thuliasaur Island)
- Completion of "To Remake Eden" (Thuliasaur Island)
- Completion of "Fit for the New World" (Thuliasaur Island)
- Completion of "A Fickle Wind Blows" (Combine Dredge)

NOTE: Upon requesting this task, you will be ported to the air above the water. If you have levitation on, you'll have time to quickly invis yourself before you fall into the water. If you fall in the water without invis, you will probably aggro some of the sharks in it. Be prepared in case this happens. Also note that sharks don't drop their aggro if you leave the water. The mobs here can be glitchy and warp around some.

Say "talk" to request the task.

At the end of the previous task, you saw:

Amlis the Torturer holds the meat hook near your skin. '[Talk] to me. Give me meat to chew on. I'm hungry.' Your torturer taps the tip of the hook on your arm. 'And I know the sharks and nagas are also hungry. [Talk].'

You say, 'Hail, Amlis the Torturer'

Amlis the Torturer says 'You going to [talk]?'

You say, 'I won't talk!'

Amlis the Torturer says 'You refuse? When the sharks' teeth get rid of your flesh and begin chipping your bones, you'll be begging me to talk!'

You have been assigned the task 'What Hate Begets'.

You have been captured by Holmein the Hated and the forces of Lanys. You must escape from your torturers, find Firiona, and construct an object that will destabilize the Combine magic.







Defeat the sharks to survive the southeastern pool 0/15 (Combine Dredge)

The sharks here each hit for a max ~5,000; don't have too many hitpoints (relatively); and are mezzable and rootable/snareable. They have a fast respawn timer. Kill 15 of them, and then get out of the water.

Firiona shouts from the ridge overlooking the cauldron of torture. 'I have scoured the Dredge looking for you! Thank Tunare you are safe! Meet me on the path below; there is much to discuss!'

Speak with Firiona at the bottom of the path to the southeastern shark pool 0/6 (Combine Dredge)

Firiona Vie places her hand on your shoulder. 'I know what it is to be captured, imprisoned... tortured...'

Firiona Vie says 'If I had only known you were being held by Lanys' forces, I would have come for you...'

Firiona Vie looks around and lowers her voice. 'You saw Dreezil? He did not mention that he spoke with you...' Firiona frowns. 'I have known him for a long while. I thought I still did. But this Dreezil seems almost a stranger...'

Firiona Vie says 'Dreezil returned to me at the docks. He said he found Station 10 and that Lanys' forces were trying to break through a magically sealed door. Al`Kabor must be inside.'

Firiona Vie says 'If Dreezil's information can be trusted, the Doomscale and the geomancers are trying to concentrate the magic of the dredging crystals to rip open the door. We must disrupt those crystals if we are to have a chance at saving the staff and Al`Kabor.'

Firiona Vie says 'Now, to disrupt the crystals... We need magi-potent ore from the rock quarry and salt-laden rock from patches of the seabed. Refine both at the smelter complex, if you can find your way inside. And see if you can find out anything more about Lanys' plans. Hurry; I do not think we have much time.'



Defeat enemies in the northeastern rock quarry that might hold Magi-potent Ore 0/5 (Combine Dredge)

Defeat aquatic enemies and regrua that might hold Salt-laden Rock 0/5 (Combine Dredge)

Loot Magi-potent Ore from enemies in the northeastern rock quarry 0/5 (Combine Dredge)

Loot Salt-laden Rock from aquatic enemies and regrua 0/5 (Combine Dredge)

Ore can drop from any mobs that spawn in the quarry in the northeastern part of the zone. The more players in your group that are on this step, the more ore that will drop per mob.

The same can be said for regruas and crabs in the western part of the zone, for the rocks.



Forge a Magi-potent Crystal on the second floor of the large northern power station 0/1 (Combine Dredge)

This is the northernmost tower of the three towers. On the second floor are two forges in different rooms. Each forge tends to have a see-invis spawn next to it, so you can probably plan on a bit of clearing or mezzing. In the forge, combine the 10 items to produce a "Magi-potent Crystal".



Pick up Holmein's logbook on the top floor of the large southern power station 0/1 (Combine Dredge)

This triggers the spawn of 2x "a flesh disciple" which aggro you, but can be faded and don't see invisibility.

You open the stained book and leaf through the pages. '...The knife burrows. It is a maggot under my skin, eating the putrid remnants of weakness. All that remains is the burning purity of hatred. The mistress smiles and pushes deeper... The bones, the pins -- each is a reminder of the purity we share and the hate the mistress feels. She names them as she shoves them in: Thubr, Dagda, Firiona. They will feel as I feel. The pain, the hate... The staff shall be hers, and tonight she will again teach my flesh to obey, to burn, to hate...

a flesh disciple says 'Come, join the watery dead.'
a flesh disciple says 'Come, join the watery dead.'

Kill Holmein's flesh disciples that found you looking at Holmein's logbook 0/2 (Combine Dredge)

They are of average difficulty for the zone (hit for a max ~15,000; reported as no longer mezzable).

a flesh disciple has been slain by _____!
a flesh disciple's corpse says 'I hate you!'



Speak with Firiona on the dock 0/2 (Combine Dredge)

Firiona Vie shuts Holmein's book in disgust and flings it onto the dock. 'To think someone like that was once in the Qeynos Guard... How long does it take to really know a person?'

Firiona Vie says 'We must [strike] now with force, before Lanys knows we are here!'


Rewards:
Experience
150 platinum
Rewards:
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Magi-potent crystal
# Aug 05 2016 at 3:42 PM Rating: Decent
Avatar
17 posts
Anyone know if you need to keep this for anything or is it disposable ?
Final Encounter a Bit Tougher
# Jan 23 2016 at 9:17 PM Rating: Decent
Scholar
37 posts
Things were a bit different for me at the end. There were 4 static spawns in the room with the book. Not a big deal there. Just took a few minutes to clear them out. The 2 Flesh Disciples poped exactly as expected and I slowed them and was beating one down. A Doomscale Assassin popped when the first one was at about 75% and I lost my tank merc so I evaced. When it popped there was a message something like 'A Doomscale assassin says "This is a fine time to stretch my legs"'. On my second try the Assassin popped after I had killed the first Disciple and forced me to evac when the second Disciple was at about 35% health. Bummer! On the third try I got the update for the task after killing the first one and went ahead and killed the second one. The Assassin never popped on the third attempt.
Forge & book
# Nov 11 2015 at 4:27 AM Rating: Excellent
*
100 posts
* you don't have to kill any mob to forge the items, just stay invis and close to forge.
* all your group will get update from Holmein's loggbook + killing flesh disciples; pick up one book only and kill the mobs.
Forge
# Oct 16 2015 at 9:23 PM Rating: Good
*
53 posts
If you go to the room due south and take a right as close to the wall/corner as possible, like HARD RIGHT and then over into the corner; it is possible to just kill the one golem mob on that side and use the forge there.
____________________________
Majique Dangereuse
Agnostic Wizard of The Rathe
Flesh Disciples No Longer Mezzable
# Oct 10 2015 at 9:36 PM Rating: Good
*
63 posts
As the subject says, the Flesh Disciples for the last step are no longer mezzable.
Flesh Disciples No Longer Mezzable
# Oct 11 2015 at 9:41 PM Rating: Excellent
Avatar
****
4,470 posts
mannhec wrote:
As the subject says, the Flesh Disciples for the last step are no longer mezzable.


Updated, thanks.

Was this announced in a patch?
Looting
# Sep 13 2015 at 9:03 AM Rating: Decent
For all the loot X amount of whatever item, I just kill a few to a bunch before looting at all. This way, every kill....no one in the group is checked as having any of the quest drops, so you usually get max drops for those quest items. For the final fight, YoPauly is right, no need to run through everyone clicking the book and dropping agro. Just clear the area and click the logbook with your tank and everyone in group gets credit for the task update and then kill the two flesh disciples.

Also Amlis the Torturer tosses you in the waters if you have the quest and are near him. I stood far,...just close enough to request... and was not tossed in the water full of sharks.

Edited, Sep 13th 2015 11:09am by Boop
notes
# Mar 07 2015 at 1:38 PM Rating: Good
Sage
***
2,210 posts
Annoying because the moment you get this mission, even if you didn't plan to start doing it, you get dumped into the pond and the sharks agro. They aren't very tough but they're annoying, as any mobs that have to be fought in water tend to be. They'll even keep "hitting" if you emerge from the water, although they don't follow---thankfully since they are fish, after all. I was planning just to GET the mission for my six toons but after this annoyance I just dumped the warrior, a healer and a nuker into the water and killed 15 sharks in about 3 minutes.

Interesting thought: these sharks are dark blue, they hit very weakly (max 5000 or so) and they don't have a lot of HPs. Plus they respawn very rapidly. I didn't watch XP movement but it might be worth testing to see what kind of XP return they do give since they could be mass-killed easily by any class with instant nukes or good aoe spells. Stacked damage shields seem to do them a lot of damage as well...

The quarry is easiest reached by floaing over the water and entering thru its eastern-most end, which has a sea-level access point. This is good because there is at least one SI mob in the western part of the quarry who aggro'd on my group as we were moving thru. There's one spawn in that corner and one wanderer that visits it, but otherwise this is an ideal spot to pharm the quest drops. ANY mob can drop the magi-potent ore. Drop rate is very high to start if your whole group needs the item, and as usual it slows down to 1 per kill when you're down to one group member still in need.

Any crab will drop the salt-laden rock. Problem here there are too many crab critters and they're so closely congested it's hard to find a good pulling spot. I went up to the second floor of the decrepit tower in that area. There are wall areas with no static spawns and only one wanderer passing by. As always drops go 5-4-4-3-2-1 (sometimes zero) as your group members fill in their quest step.

I found the forges on the THIRD floor of the above-referenced tower. Using Aspect of Zomm you can see a SI mob next to each forge. Each forge room has a guard at the door and two additional mobs IN the room. None of those 3 are SI. So 4 total to deal with. I found it easiest to pull the outside guard and the SI mob using snare with evac/CoHero so no time wasted killing them. Slaughter the other two inside mobs and then do your combines.

Final encounter is in the NE room of the top floor of the southernmost power station. Watch out as their can be SI mobs on the way up but you can avoid them by sticking to the circular ramps. The room itself has 2 static spawns. The book is on a small bed. The two flesh disciples do spawn immediately and will attack right away, and the room spawns will assist if they're close enough. I did find I could set up a campfire in the far corner and nothing aggro'd. I suggest having each toon pick up the book to get that step done and then clear agro however (evac, CoHero, etc.) Once every group member has this step done they can all get credit for killing the 2 flesh disciples by clearing the room and then having the tank pick up the book one more time. The flesh disciples don't always SI but they CAN so don't assume once you've spawned a pair the next group member can waltz in invisd and spawn another set without being attacked.

Longish mission but fun. Earned 3%XP at the end. Even more importantly the zone gives excellent XP, even for killing quest-item dropping mobs. I was seeing about 1% per kill in a group of 6, without any experience buff. This was not true on Thuliasaur Island as quest mobs there gave experience messages but zilch for xp. I wonder now if that zone is broken somehow...



Edited, Mar 8th 2015 4:50pm by Sippin
____________________________
Sippin 105 DRU *** Max AA *** Firionia Vie
Master Artisan (300) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 105 WAR ENC CLE MAG WIZ 100 SHD BER RNG PAL SHM Master Alchemist *** 85 ROG Master Tinkerer & Poison-Maker
Fades
# Jan 16 2015 at 9:07 PM Rating: Good
*
202 posts
Ranger Cover Tracks works
Bard Fading memories works
Mage fade not so well. I think the mage died before the fade could cast.
Enchanter - fade? Why bother?
Not auto aggro
# Jan 15 2015 at 2:35 PM Rating: Decent
*
196 posts
"Pick up Holmein's logbook on the top floor of the large southern power station 0/1 (Combine Dredge)

This triggers the spawn of 2x "a flesh disciple" (auto-aggro and remain auto-aggro regardless of invisibility or whether you fade them). "


They are NOT auto-agro. I picked up book w/ druid, 2 mobs spawned (hit veil of underbrush) non re-agro.
I went in w/ Shaman and picked up book & another 2 spawned (hit totem) non re-agro.
Waited a minute they de-spawned, went in with ranger, picked up book tagged one & BB the other.
Killed both & whole group got kill credit.

*Only one person in group has to loot book & everyone( in group) at "exact" same point in task will get credit.



Edited, Feb 19th 2015 3:59pm by YoPauly
____________________________
~YoPauly
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