Sewers of Nihilia, the Crematory  

Quick Facts

Type: Indoor
Continent: Gates
Instanced: Yes
Keyed: No
Level Range: 60 - 70
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This is the instanced zone involving the group expedition "Sewers of Nihilia, the Crematory" (see this quest entry for expedition information).
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RE: .
# Mar 30 2004 at 12:27 AM Rating: Excellent
Scholar
*
56 posts
Translation of above:

For this trial there are two key rooms. One of the rooms is at the very end of the dungeon - and the first place you need to go. Either kill your way there or pacify and invis. Once in the room (named: Furnace room - because of the ovens there) walk up near the platform and 4 ghost will spawn - one in each corner. You can kill one without agroing any others. After you kill each ghost a wisp will spawn. Each of these wisps will path back to the second important room. Let these 4 wisps go.

The second room is the Crystal room. There is a massive crystalline stylactite (or -mite...) hanging from the ceiling. The 4 wisps gather around there after they path back. From the point that the last wisp paths there you have 15 minutes to turn in the skulls that you have looted along the way to the first room. (Note: make sure you have all 4 DIFFERENT skulls before you kill the ghosts...) Once you get to the crystal room (strat we used described below) turn in the 4 skulls to the Pure and you receive your flag. If you do not turn in in the first 15 minutes, the Pure will despawn. If you're still there 15 minutes after THAT, the wisps agro and whip butt.

Now - strat we used for this trial:

We cleared every single MOB from the IZ in till we had our 4 skulls. After that we kept killing - but only enough to clear a path to the Furnace room. It would have been possible to just pacify and invis past most of the dungeon but we were there for the exp and possible drops as well (very nice 36% haste 100/100 belt dropped off yard trash).

We got to the furnace room and spawned the ghosts. Killed them - they are easy kills. We then succored to the IZ. From there we started pacifying/invising in at a furious rate. We got to the turn off to the Crystal room at the same time as the last wisp pathed there - so we knew we were golden for time.

We cleared/invised/pacified to the room - turned in the skulls and got our flags.

The MOBs on this trial hit weakly - 500s in the front to 900s in the back. They don't have a lot of HP. They're not densely packed. Frankly - this trial is easier than the first as long as you can get to the Crystal room in an expeditious fashion. :)

Good luck.
RE: .
# Aug 03 2004 at 4:01 AM Rating: Good
*
66 posts
UgZug - thanks for the translation - very useful info. Just one point of clarification....

Is it the case that if you get to the crystal room in sub-15 mins you can do the turn in without agressive mobs nearby whereas if in the 15-30 min region you have to fight aggressive mobs (namely the wisps turned bad)? I was under the impression that there were always agro mobs here so it would be necessary to do the turn in after some clearing OR do the turn in with DA on.

Some people seem to take the view that the group leader needs to be the one with the 4 skulls as well (?)
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Falrinth (retired EQ Necro)

Druss - Dwarven Rogue of Azjol-Nerub
RE: .
# Apr 27 2004 at 7:25 PM Rating: Default
27 posts
RE: .
# Apr 27 2004 at 7:25 PM Rating: Decent
27 posts
when clearing the path around the zone, do the mobs respawn? are the trials like LDoN mobs? no respawn?
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