Howling Stones (Charasis)  

Quick Facts

Type: Indoor
Continent: Kunark
Instanced: No
Keyed: Yes
Level Range: 40 - 60
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Charasis was built by the Kunzar Tribe shortly after the Shissars were driven out of Kunark. It is the birthplace of Venril Sathir and is where he planned his war against the other Iksar tribes, a war which saw to the formation of the Sebilisian Empire under Venril's leadership. Charasis was entombed soon after the fall of the Empire and is presently occupied by a large number of undead, including the spirit of Venril's one-time companion, Drusella.

Charasis, also known as The Howling Stones, is located in the middle of the chasm in The Overthere, and is guarded by several Venril Sathir-aligned scorpikis. You must complete a quest in order to gain the key necessary to enter the zone.
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Tip of the North WingInside the East WingThe PitHexbone Skeleton
The South Wing's Crypt SpectrePassing Through the Fake Venril Sathir PaintingCorridorPlenty of Undead and Golems
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Guide to North Wing
# Mar 22 2001 at 4:04 PM Rating: Good
1 post
Charasis is not Sebelis nor Karnors Castle. You do not go to this zone just to hang out in the hopes of finding a pickup group, it is for experienced groups only. Spare yourself the lost corpses and avoid this zone unless you are confident in your groups abilities. This guide is written by the tank and puller to help others navigate this very kewl dungeon. We cleared the first (North) wing with just under 2 groups. Group1 was made up of experienced Sebelis fighters who have worked together for along time. Group2 was slightly lower level except for jovial level57 necro. We cleared the North wing with mostly high40's to low50's with only one cleric and enchanter.

There is no train problem in Howling Stones, you either survive and fight off the mobs or you die unless you have someone who can Evac. The teleport is at the end of the zone and pops you out to be harmtouched by half a dozen scorps. You may have read in other guides that the zonein is safe, this is NOT true. The 2 mobs that wanders may only be mid40s but alot of them harmtouch so make sure your group zones in at roughly the same time. The first time we tried Howling Stones we lost a couple people to Goon patrols, believe me if you arent KOS to the outpost you will be..they run faster than SOW and will pummel you. Anyway the rest of us zoned in and one person went LD the other 2 of us agroed the skeles and we lost 4 people as they zoned in to their deaths.

Once you secure the LZ the golems are Tasty Experience and have laughably bad pathing while you wait for the sperm. The sperm drops a candle which is the key for the North Door. Do NOT let your tanks wander about getting bored and fall throught the false staircase! Hakz did this but fortunately as me was floating down to the dozen or so angry mobs below our Wiz relocated me. Speaking of pit traps, stay off the rugs..this will lead to the same result as falling through the stairs. Hug the wall on the left after you buff up and head through the North door. You will have to fight 4 mobs at once here so bring a good enchanter.
Most of the mobs in North wing are undead so snare isnt a big problem but targetting is when you are fighting Skeletal Sepulcur152-155. Have your puller bring his resist gear or the harmtouches will eat him alive. The best strat is to keep them packed together and use Fascinate and root while the tanks and pets rip into them. So...stay off the rugs and work your way throught the crypt clearing the space immedately in front. You will eventually see 2 rooms along the top of a square set of hallways with roamers and in the upper-right corner of the square is a locked door. You enter from lowerleft corner btw after dropping down from a ledge. Anyway in one of the rooms on the ground is the key to the door, unless you have a feign puller you get all 4 of the guards at once. These varied from golems to slime and a couple skeles so targetting isnt too bad. After you dispatch them and have the key go throught the next door into the boss room. Inside there are ALOT of skeles wandering around plus some golems on guard. After being assured that only 1,2,3 would come Hakz then pulled 6. Fascination is your friend and so is burn and lots of it. Pets are iffy as we will see so are stupid tanks who break mez. The portal out is just off the main room but why not camp the Spectral keeper for his goodies? He supposedly drops some fancy Chanter robe and always drops the key to West wing. We cleared his room with no problem but soon after had a little problem with pets racing out to pull for us...10+mobs roll throught the door. Group1 Evacs, Group2 Dies. Glad the Necro had 30 stackable coffins on him..
RE: Guide to North Wing
# Nov 20 2001 at 7:40 PM Rating: Decent
47 posts
I can only see one lesson from your "guide".
Noobs don't belong here.
A single group of mid 50's can romp through this whole place if they want to.
Reason zone in wasnt safe for your "experienced people" is that being in your 40's, your agro is huge.

To answer next persons two questions:
1) No, you're not stuck without a rogue. But you will have to wait for a key mob if not up. (The floating sperm guys, drop the candle, which is first key.) You can progress through the entire dungeon by killing the boss of each wing (in order) to get keys.
2)To get out, you either evac out, or you fight out. Without a rogue, you are looking at a very long time before you can get out. Even with a rogue it will be time-consuming. Bring a porter.
RE: Guide to North Wing
# Nov 13 2001 at 3:49 PM Rating: Default
Scholar
18 posts
I cannot figure out who you tink your audience is with this "zone guide" post you made.

This contains no real information of use to anyone that is not a regular there.

Look, there are simple questions that people wanting to go for teh first time want answered and these are the only peopel that read a "zone guide".

1) Can we get in and past the entrance without having a rogue for lockpicking or are we essentially trapped at the zone in?

2) AFter you zone in, can you get out without having to fight out to an exit and where is that exit since the existing maps are extremely poorly marked.

A "zone guide" is more than a "we hunted and killed this". It needs to be informative and contain the information that people new to the zone want to hear. Writing info that can only be understood by those who already go there is doubly useless because 1) experienced hunters ther won't be reading a zone guide and 2) anyone that has not been there cannot make sense out of what you are writing.
RE: Guide to North Wing
# Mar 07 2002 at 4:52 AM Rating: Good
44 posts
"1) Can we get in and past the entrance without having a rogue for lockpicking or are we essentially trapped at the zone in?"

You can get past the zone in area without a rogue. Just have someone lev the group, drop down to the basement, kill the "giant sperm" for its key. Its the no drop candle thing for the North Wing. You can pop back to the top via the port stone in the middle of the basement. The basement also makes for a good camp spot if all the other wings are taken.
So the answer to question #1 is summarized by - Yes.
North wing and the basement can be done by a group without a rogue from the outset.

2) AFter you zone in, can you get out without having to fight out to an exit and where is that exit since the existing maps are extremely poorly marked.

I believe there is a zone out to the OT entry point but I won't recommend using it. Remember the HT skorpions all around the zone in? A wizard or a druid group port is recommended for the exit from this dungeon.
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