High Keep  

Quick Facts

Type: Outdoor
Continent: Antonica
Instanced: No
Keyed: No
Level Range: 20 - 30
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Welcome to Highpass KeepThe BasementKing's Court CasinoThe Highpass Bank
Holding CellLady in WaitingThe LibraryHighpass Insignia
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Not worth it
# Jul 02 2004 at 7:08 PM Rating: Decent
47 posts
Despite what people will tell you, if you are aggro to the guards, can't solo them, and don't have invis, this zone is not worth the trouble. Highkeep is not a darkie-friendly zone at all. Go to Mistmoore or, if you are a dark elf, Marus Seru. LDoN can also replace this zone. If you are on good faction with the guards, however, Highpass Keep is the best place from 24-34.
Spawn time in WR
# Mar 06 2004 at 6:57 AM Rating: Decent
1,226 posts
Is anybody out there who can tell me what the spawn time in WR is? dunno if I was just too tired at 06:00 a.m., but somehow I got mixed results... max was 12.5 minutes. ?

help is appreciated :-)
EQ wiki FTW
Claius, 75 Wiz, Povar, Aude Sapere. born December 03, 2003
Favorite Zone
# Dec 12 2003 at 10:46 PM Rating: Default
2 posts
All I can say is that Highkeep is the best zone for a level 32-39 solo class to fight. If all you have to worry about is yourself (i.e. dont have to worry about other groupmembers being stupid and causing trains) you can easily solo your way up to 39, in about two hours a level with decent gear. Sure, you lose some pretty important faction, BUT I made 600pp every four hours, 600pp!! No Joke, I am a level 35 beastlord making that much solo, and getting uber exp while doing it. I have saved up 1k since i first came to highkeep. I suggest this zone to everyone if faction is of no importance to you.

Beastlord of the 35th meow
Favorite Zone
# May 24 2009 at 4:54 AM Rating: Decent
36 posts
You would have been far better soloing Bears in Goru Kar Mesa. Each tooth is worth 25 plat, in just two hours, you can easily top 3K in teeth alone. Just keep out of the way of Ursuala, she's pretty mean and takes a 40+ to take her on, even with a healer merc.

Also stay clear if Blacktalon is floating around, he cons light blue to my 59 BL but then ate him for breakfast.

Favorite Zone
# Dec 28 2009 at 7:15 AM Rating: Decent
19 posts
I had to register an account here just to say the same thing.. did he realize he was replying to a post from 2003? Gorukar Mesa definitely did not exist then..
Favorite Zone
# Sep 22 2009 at 2:29 PM Rating: Decent
20 posts
Do you not realize you were responding to a six year old post and telling them to go to a zone that didn't even exist at the time?
factiocn hits
# Sep 07 2003 at 3:46 PM Rating: Default
4 posts
hey all if ur fighting gaurds around lvl 30 how fast will ur faction with them go down.
30th season Druid of Saryrn <Jabez Blix>
RE: factiocn hits
# Dec 17 2003 at 5:01 PM Rating: Default
77 posts
your faction goes down very quickly. it is easier to kill your faction than to gain it
# Jul 18 2003 at 10:27 AM Rating: Decent
1 post
I need to get to highpass keep but i am an ogre. Does this complicate getting there or hunting there for that matter?
Longjohnsilver-hume-thief-final fantasy

Oogabooger Elfmuncher-ogre-warrior-everquest
RE: Journey
# Sep 20 2003 at 2:31 PM Rating: Decent
84 posts
Being an Ogre it is hard fighting there. So i wouldn't go there until you wanted to take on the gaurds. (If you have sow and run right between the 2 at the steps of the CY they should not attack you.
My eq2 and MMO blog (Ogrebear.com)
RE: Journey
# Sep 20 2003 at 1:22 PM Rating: Decent
33 posts
I have a DE Shadow Knight that faced the same problem. The most important thing to know is how to get from the zone edge of High Pass to High Keep's door. Luckily I knew the way from going there with my light-skinned characters. How I got in was to get a SOW from someone in one of the Commons, cast invis vs. undead for the trek through Kith, (RV might be a better idea if you don't have invis vs. undead) then I clicked gather shadows from a piece of my equipment and ran for it. About 3 steps into my run, invis dropped and a guard spotted me, but I just kept going through the gauntlet. With SOW on I was past the guards before they were able to react to me, and I just ran to the HK zone.
Once inside(sticking close to the zone to stay away from guards) I got another invis from a player and went downstairs.
The only downside to being here is that you can't loot too much, because if you get heavy you can't sell. Also, if you get over-pulled and the group has to run, you can't go near the gaurds.
Dwarven Cleric
Bane to those who are not quite dead.
Bristlebane Server
RE: Journey
# Aug 21 2003 at 7:43 AM Rating: Decent
94 posts
I know this answer is porlly abit late, but yes it does make it hard for your to get there, playing i troll i got a sow and a superior invis and ran my big *** through RV and most of HK b4 the invis fell, as an Ogre if you don't have invis, you better have atleast 1400 HP to make it through that run alive, however you WILL get killed in RV if your not invis
Enchanter Soloing
# Jul 16 2003 at 8:59 AM Rating: Decent
3 posts
Hi i have a lvl 30 enchanter and i decided to charm solo guards. Unforunately i found out that guards cannot be charmed (fortunatley i had rune up and tried to charm the guards near the zone). I was wondering if i could charm anything else in the zone for killing or i should use my uncontrollable pet? Also can guards be mezzed i see no reason why the shouldnt but just wondering.

Thanks alot
Uildaan Windrider 34 druid
A question about the Highkeep Royal Suite key...
# Jun 25 2003 at 10:09 PM Rating: Decent
3 posts
How do I get this? This will be a extremely useful place to hide if someone is after me. I heard only a few people knows about it.
Kylebergman - Level 35 wizard on Rallos Zek. Guild - Transcendent Order.

Kylebergman on Tholuxe - Level 27 enchanter. Guild - Legion of Elves.

"An eye for an eye, and a tooth for a tooth".
wizard newb to low lvling HHK
# Jun 15 2003 at 4:16 PM Rating: Default
36 posts
ok i wanna take my wizard here but i never came here for exp for anything exept bards/nobles.is this right for lvling.

20-35 i can do goblins?
20ish to 29 i can do orasgan also?
34ish-39 i can do bosec??
34-40 gaurds??

correct me on these lvling if im wrong give me some other tips and what is good here passed 40 till like 49 till i can nobles?
EQ1 Faeaninll

EQ2 Faeaninll
# Jun 10 2003 at 8:00 PM Rating: Decent
77 posts
could a lvl 25 chanter with a lvl 24 tanker pet kill any guards in HHK in a group . Heres a question does anyone know if you are attacking 1 guard if another one will attack too, if anyone knows please let me know Thank You!!

Yanamyan Theimpossible
The Nameless One

Edited, Fri Jun 13 16:10:55 2003
RE: Guards?
# Jul 17 2003 at 1:10 PM Rating: Decent
5 posts
At 25 you'd definately need a group, its been a while since I hunted there but I couldn't solo guards untill my ranger (now retired) was 35 or so. AS for guards ganging up on you. Yes they most definately will.

51 Bard
Voix D' Couer
"See, this is what happens when you leave a bard by herself for to long..."
# May 24 2003 at 9:20 PM Rating: Decent
2 posts
I don't have anything of significance to say...only to sing the praises of High keep. In one night 6 hours, I went from barely 26 to 1/2 through 30! Had a group of fighters and rotating healer types...and we rocked the joint! With the gobbies that is...the guards seem to be more trouble than they're worth for a warrior if you ask ********* near went broke paying for buffs. But once you hit 31 or so, that's pretty much all your options! Crying shame when they take out the banker though!
Gilianne CrimsonDreams
"Before my enemies, I stand defiant..."
# Apr 09 2003 at 10:01 AM Rating: Default
18 posts
Dont ever leave this zone! you can come here at lvl 20 and stay in the basement and kill goblins till 35, then you can solo guards or group them if you like but there faction is only good for HighKeep so dont worry about faction, the faction is also affective if you enter one building in freeport and thats the building wit the big FREEPORT MILITA painted on it just dont go in there an you will be fine ). plus guards drop Fine steel weapons which can be sold and they drop 1-5pp a kill making quick plat even ont he greenest guards. I have been here since lvl 20 and i am now 37 soloing guards with my monk. Bind Wound, Mend, Kill.. Kill... Bind wound, mend, kill... kill.. ETC... im getting ALMOST a full blue bubble from killing Darkblue guards have fun and dont worry about faction if it ever comes to it you can always get it up by killing orcs )UBAH EXP

Edited, Wed Apr 9 10:26:00 2003
-Freedom Will Only Be Available Through Death
System of a Down
# Jul 02 2004 at 7:15 PM Rating: Decent
47 posts
Never leaving is a good idea, except that you will get encumbered a lot.
# Apr 09 2003 at 11:23 AM Rating: Excellent
3,705 posts

Freeport militia is the guard faction for east freeport, west freeport, east commonlands, AND West commonlands.

If you are interested in travelling ANY of these zones, please be aware that killing guards and/or nobles in Highkeep will make you KOS to these guards.

Also, you get a faction hit with Corrupt qeynos guards, which, while not as bad, can still be a problem. Not all Qeynos guards are corrupt, but they are mixed in with the regular ones. What makes this bad is, once a corrupt attacks you, all the regular guards will jump into the fight, and help the corrupt guard, not you.

Also, one corrupt guard, usually seen near the crow's nest in North Qeynos, is a lvl 51 SK, with a mean harmtouch.

Corrupt guards are found primarily IN Qeynos, however there are a few in Qeynos hills, and throughout the Karanas.

Something to think about, before you move upstairs,and start killing the human inhabitants of HK.

Last thing : killing orcs doesn't help freeport militia, or corrupt qeynos factions. Killing the orcs in highpass will help Highkeep factions. However, turning in their scalps, along with gnoll scalps from the other end of the zone, and goblin ears from the basement, to the appropriate guard captains, will. Killing Deathfist orcs (the ones near freeport) won't help militia faction, unless you turn in the belts to the militia captain, which in turn ruins faction in NORTH freeport, and you can't do it anyway, if you're KOS to militia.

Edited, Wed Apr 9 11:51:46 2003
Xaanru's stuff
# Apr 09 2003 at 1:04 PM Rating: Excellent
The flip side of the corrupt guards faction for Highpass is there are three mini-quests you can do in Highpass Hold and Highpass Keep to RAISE your faction with the Crrupt Qenyos Guards and the Freeport Militia without lowering any other factions.

Turn in goblin ears to Capitan Bosec in High Keep. Turn in Gnoll scalps to Capitan Orben and Orc scalps to Capitan Ashlan in Highpass Hold. It takes a LOT of turn-ins, but it's one of the few ways to get in their good graces without upsetting anyone else.
Dargadin, Barbarian Shaman of the 61st Season
Lost Fires
Ayonae Ro Server

# Apr 16 2003 at 10:30 AM Rating: Excellent
3,705 posts
Yes, I agree. The quests are great for faction. My point is, killing guards/nobles wrecks your faction FAST!!! It took several weeks for me to get my pally to max ally, and 2 hours to lose it all back to indifferent killing guards.

To many other good zones to hunt, to kill all those factions by killing guards/nobles here.
Xaanru's stuff
This zone is great
# Mar 31 2003 at 11:46 PM Rating: Decent
17 posts
I must say this zone is a great zone. I came here the first time at 23 and ding to 25 in 2 1/2 hours and made 60 plat.
Jerry stick a fork in me....I'm done
This zone...
# Mar 30 2003 at 1:29 PM Rating: Default
36 posts
i *hate* this zone.

Yeah, the exp is pretty good. Its small... everything is close, yadda yadda...

The other players here, at least on the E'Ci server, suck. It seems like every level 20-30 whiny b*tch comes here, if nothing else than to complain about someone taking their goblin. Then you have the people who are killing guards and nobles who b*tch about the trains, even though they are the ones killing the devices in place to stop trains.

Also, this place is WAY overcrowded. It takes so long to get a group here its insane. I found myself creating another character just so I would have something to do when I can't find a group.

When I do find a group, chances are the people in it are going to be idiots. I had a warrior back off of a mob because it was hitting him and not me (a rogue). I told him that was his job, to take hits, and he said that NOBODY is supposed to take hits... so I left. Thats just a smal example.

Overall, this zone is a complete PITA. I wish with all of my heart that there was a zone I could go to at level 27 with at least comporable exp, and get a group reliably... but no. Everybody level 23-30 seems to be here.
RE: This zone...
# May 08 2003 at 11:02 AM Rating: Default
185 posts
try paludal caverns... maybe even unrest... or some other zones on luclin... i personally never ent to highkeep/highhold because of the fact that the porcs there come in rampant numbers and usually your team isn't prepared for it... me and my bro went there... just us two.. we killed 15 orcs in ten minutes... and we were both druids getting our A$$E$ handed to us... there is good exp/loot... but i suffered a different problem... no one was even there... and the few there were ridiculously higher than the zone would do any good... we met a lvl 52 chanter... he gave us a free rez... still, i thought KFC was pretty cool... exp came kinda slow but the loot was something else... the gems they drop are about 5-10pp... but this is on Bertoxx server...
Exarch Roxannia Wildride
65th Archon of E`Ci

RE: This zone...
# Jul 17 2003 at 1:13 PM Rating: Decent
5 posts
I see the same problem on Brell. For some reason HHK attracts all the whiney babies. I wouldn't bring any of my chara's there if I could find a place that offered as good exp from lvls 20 - 30 as there. The only places I can really think of are Najena or Sol(A? which ever doens't have Naggy). Maybe Rathe Mnts, I'm not exactly sure what lvl that area is tho, its been so long since I've been over there.
51 Bard
Voix D' Couer
"See, this is what happens when you leave a bard by herself for to long..."
# Mar 17 2003 at 10:41 PM Rating: Decent
5 posts
Ok i got a 37 bard and need money i need money bad. the only place i know to much ofcourse is Highkeep but ive been told by killing the guards in hk it will mess up faction wif qeynos and freeport and cant do my epic i dont know what to do can somebody let me if this is true and if they can tell someplaces i can go?
Group ratios
# Mar 13 2003 at 7:54 AM Rating: Excellent
70 posts
Big fan of this dungeon, getting me through my twenties in a few days thanks to a kind husband/wife team on VS who took me into group at 20 (grats to Carra and Ryld). Made 3 levels in as many hours that night, and been hooked since.

The only real problem with this dungeon can be the players themselves. Since the various camps are so close together, the mistake of one group tends to ***** any others around as a tuff goblin train zooms upwards. I reckon the key to eliminating this is quite simple, and that's in the grouping balance.

Far too many people come here without any experience of grouping, and thus tend to ***** up a lot. I've seen lots of tanks who just come in, start a group, and bash away. While this may (again, MAY) work in the GR, once you start grouping in the WR or RR it will get you and lots of others killed. So...best group balances for the rooms:

Guard Room (GR):

Two tanks a plus due to number of pops, in case one aggros on a caster/healer.

Wizards do well here for the level (20-27) as their nukes at the time hit hard on the lower goblins

Half-Healer a good idea (druid, shammy) just to keep the group ticking over

I have seen groups here which are mostly tanks, but they need to be full and work well together (ie not split mobs and know how to taunt off MT) to survive the whole night without running.

Warrior Room (WR):

Two tanks are pretty essential here, as the pops can come fast within the room and Warriors have a nasty habit of heading straight for the healer/caster in the group. Warrior/Paladin combination is quite nice I've noticed.

1 Healer is ESSENTIAL (as with most groups) because otherwise you will be slowly worn down and sooner or later you will be training upstairs. Best to try and get a Cleric as main (pref with KEI), because shammies have to cannabalise themselves to keep going, which can be bad news if a warrior jumps them and they're already down to 1/2 health.

1 enchanter/magician is also pretty essential for a variety of reasons - summoning lightsources very useful, mez ditto when the room is popping, breeze for healer, etc.

Other two spaces probably go best to a druid/shammy and another tank. Wizards can find it rough here, as their nukes attract undue attention.

Raider Room (RR):

As above except 2 HEALERS ESSENTIAL. You WILL get dead as your HP's fall fight by fight and don't have time to heal up fully. If you are the top range reccomended here (35+) then you can probably do without, but most groups here are nowhere near that, and rely on a whole group to take red mobs. Also that 3rd tank comes strongly reccomended in the RR.

WR and RR together:

This is a popular camp when there are 20 people or less in the zone, and is fantastic xp and loot for a full group. YOU MUST HAVE 2 HEALERS THOUGH. Even with 2 you will come out of some fights where you have pulled the RR and the WR pops in the middle nearly dead. Without a full, balanced group, this camp is the surest way for you and everyone else in the basement to die very quickly so PLEASE don't try it with a group that isn't full or balanced. Notice the dull repetition of those two words. This is so you remember them...

Upside of this place is that you can zoom 10 levels in a few nights, learn a lot of basic group skills for later, and get some good loot for the levels while at it. However, if you just rush to get xp with a bad/half group, you will simply die a lot.

Postscript: If there isn't someone from one of the essential classes above in the zone, just /who all people of your level in places like the bazaar/PoK/nexus and see if they want to group. Nearest port is in Rivervale, nearest spires in North Karana, so the Keep is fairly easy to get to, and if they are looking for xp they will thank you once you get in the dungeon and are fighting. Done this several times and now regularly group with, and have become friends with random /whoed people I asked to fill out the group.

BTW there IS an xp bonus in this place, not sure exactly what, but pretty hefty - I'm guessing 15%-20%. Add that to the fact that you're grouping red/yellows at 25-30 and you can ding ding ding.

Edited, Thu Mar 13 07:30:19 2003
RE: Group ratios
# Apr 22 2003 at 8:22 PM Rating: Excellent
1 post
Agree with Orientis on this - might be overkill as Phack says, but its smart overkill. Been in the Keep far too many times recently - found it for my 27 warrior, great place! - when a bunch of lower 20s would just run into the lower rooms and try to hold them. They ALWAYS get killed and end up running upstairs and training us on the way. Once one group dragged both downstairs rooms with them and they killed all the guards and took over the ground level of the keep for ages, very annoying.

Always insisted that if I was in a group taking the two small rooms down at the bottom of the basement that we had a healer. Got 2 the other night after reading this, and we couldnt be touched! So like I said, might be overkill, but its smart - too many people dont know how to group properly at this level, so they need the extra help.
RE: Group ratios
# Mar 30 2003 at 6:38 PM Rating: Default
36 posts

Sorry thats all there is to it... most of these "ratios" are overkill. Yes its nice to have a solid, balanced group, but you dont need 2 healers in ANY room if you're the correct level.

Earlier we were pulling WR and RR with just a Druid for heals... 2 warriors, and a rogue (me). None of us were over 30, and we didnt have a single problem. Later one of the warriors left, and druid was replaced by a cleric. Same thing. No problems, still kept pulling away from both rooms, getting seriously kick-*** experience in the process.
RE: Group ratios
# Apr 15 2003 at 5:28 PM Rating: Good
70 posts
Was somewhat skeptical reading this until you said that you were pulling AWAY from the rooms (presumably to the stairs below the GR). Granted, this could well make the world of difference because you wouldn't have any mobs popping on top of you in the room, which is when the need for healers comes in.

Anyway, on Venril at least, this doesn't happen much, as camping on the stairs is much frowned on, since the GR mobs tend to aggro the WR group and bum the GR camp out of their kills.

Even so, I'd still stand by what I said up above. Note that I didn't say that it COULDN'T be done without the groups I outlined, but that it SHOULDN'T - as in general, people don't have enough grouping experience at 20somthing and most groups will get overwhelmed and train the rest of the zone. If you want to be safe with your xp, then use those groups, if you don't, then the majority of people reading this will get screwed sooner or later.
RE: Group ratios
# Mar 13 2003 at 10:17 AM Rating: Decent
14 posts
Well, I can't help but disagree with your assessment of the difficulty.

I have a lvl 32 pally in HK,who has levelled here since 18. I pair up with another pally, and we are nearly exactly the same level. Rarely do we EVER have another healer in our group.

At 18, we were able to hold LR, just the two of us. Had to use LH every now and then.

at 21, with an 18 druid healing, the 3 of us held GR for several hours.

At 26 moved to WR. Usually just the two of us, but occasionally would pick up a 3rd member. Didn't matter class, as we could handle heals with bandaids and pally spells.

At 30, could easily duo RR. Now at 32, the two of us can sit in RR, kill the 3 room mobs, the hall mob, and all 5 WR mobs, and rarely need to use Lay hands.

If you are over 35, and still in this zone, you should be killing upstairs, not in the basement.

Now, of course, we have decent equipment. Old cultural armor, a few pieces of deepwater thrown in (this stuff is down to a couple hunred a piece), and decent swords.

Back in the day (2+ years ago) when people came here in banded, and left with a few pieces of bronze, your guidew would be about right.
Amstaff's scroll
# Feb 21 2003 at 2:29 PM Rating: Decent
9 posts
Hello I was just wondering where this item drops and what mob drops it. what level should i be to kill him? Im a paladin (level 24) and i need this for my ghoulbane and i was having too much trouble with the skeletons in najena. I needed to kill them for a nobleman's hilt but most were too tough. Any stratigies for the hilt or the scroll. thanks for helping.

7th hammer
RE: Amstaff's scroll
# Mar 13 2003 at 9:20 AM Rating: Decent
37 posts
It drop's off any non pick claw goblin.

example: Crazed Goblin, Goblin Thief
Drenlo - 60 Gnome Rogue
Gnommad - 70 Gnome Warrior
Whisperwind Server
HK and its secrets
# Feb 18 2003 at 10:40 PM Rating: Decent
10 posts
Ok, I've been in HK a million times, and ive brought many characters through it, but as on today. I learned of something I never knew. Heck, even EQ Atlas doesn't have it. Anyway, after you pass through the picture closest to the stairs on the 4th floor, and go near Guard Stald or something like that. (The other guard, not the one with the DE Necro chick). Along the wall is a hidden door... yes there is one that will take you back out onto the main floor, but this is another one, you need to click on the wall to open the door. Once you pass through it there is a small tunnel. At the end of one is 2 "A Guard" guarding a vault door. I used the ancient art of druid cliping (Wolf Form) to look through the door, and what did I find? A room filled with chests. Now, I have been playing EQ for a long time, and I havent never been able to open any chest that is to be found. Now, here is what puzzles me. When I try and click on the door, as to open it, it gives me a message of "You cannot reach that" like im to far away, and it says the same thing when I try and touch torchs near by. So that means that something is there... but what I dont know, maybe the chests can be opened! But first need to get to them. Please if anyone has any useful info on how to open that door or somehow get in that room, feel free to respond.

Teriel Darkwood
54th lvl Druid, Zeb server
RE: HK and its secrets
# Feb 18 2003 at 11:30 PM Rating: Decent
485 posts
I've been up there too and did a "sit-clip" look thru the wall. Not sure how one could get thru there, maybe shadow step or log-port through it?
<img src="http://sapphire.indstate.edu/~tcarbaugh/images/avatar.jpg">
Rogues do it from behind.
Great XP
# Dec 30 2002 at 8:14 PM Rating: Decent
4 posts
I have a level 35 Paladin here and at night, on my server, this place is almost empty. I solo the warrior and raider rooms (with soothe) and get 2 and 3 percent XP per kill. Its getting kind of boring though. Been here since 26 and the XP is still going strong.
# Dec 10 2002 at 7:18 PM Rating: Default
934 posts
i would like toknow what is higher lvl.s raiders or warriors the warriors seem to hit me harder

Lord Kroakinfrog NeverKroaks <High Order of the Dragon>
Lvl. 70 Froglok Paladin protector of Mithaniel Marr
Tunare(ECI) server

"A hero is no braver than an ordinary man, but he is brave five minutes longer."

RE: lvl.s
# Feb 14 2003 at 9:39 AM Rating: Decent
1 post
Huntin ground
# Oct 03 2002 at 7:00 PM Rating: Default
12 posts
at 35 would u guys say i go to Sol B or LGuk? getting a group in sol b would be hard at 35 tho right?
Fandol 32 Ranger Erollisi Marr
Femlueth 42 monk Erollisi Marr
Dalakor 27 Monk Prexus
# Sep 02 2002 at 9:08 AM Rating: Decent
75 posts
Question is there some kind of Exp boost in this zone because i kill here for ore and faction and i have gotten more soloin Raiders Room then i do killin HGs most mobs in this room despite on ocassion the pickclaw gaurds pop, are all blue
To all those who came before me and remembered shall be remembered forever for they left a lasting impression. I hope i do the same.

Froggerii RoadRage
65th Shaman of Primal Evolution
RE: Experience
# Oct 23 2002 at 10:11 AM Rating: Good

HighKeep is considered a dungeon, and has an XP bonus. I don't know exactly how much the bonus is (probably around 15%), but there definitely seems to be one.
HighKeep Faction
# Aug 31 2002 at 9:59 PM Rating: Decent
1 post
Ok, i am a 27 warr w/Bad faction to HK (HighKeep) Gaurds and i need to get it better fast, i have tried killing Orcs, that takes wayy to long, what else can i do to get my faction better and thats the fastes way posible
RE: HighKeep Faction
# Oct 03 2002 at 8:07 PM Rating: Excellent
3,705 posts
If you can get to dubious, you can turn in scalps/ears for faction. see under the quests for this zone, and highpass hold. Note that often, if you are KOS, but not too far, a share wolf form will get you to dubious, so you can do these quests. Buy the scalps from the orc/gnoll groups in highpass hold, and the goblin groups in the keep, and turn them in. a backpack of these should get almost anyone to decent enough faction to pass thru unmolested, and to trade.
Xaanru's stuff
# Jun 05 2002 at 10:42 PM Rating: Excellent
8 posts
As a monk it is possible for you to solo here from 20 - 55. (i imagaine other classes maybe be able to as well) Start with everyones fav punching bag osargen. Come in at 20, camp him will high 20's. Ask for some buffs from fellow players in the zone, being twinked also helps alot. When osar gets worn out after many hours of camping we move on to the guards at the door. (NOTE: this will ***** up faction and make the zone unusable from this point on. ALSO without being twinked or without uber buffs u may have to hunt the goblins for awhile.)The guards hit hard but u can pull them one at a time to the zoneline and if u must, then zone. There good XP and crap faction. When the guards start becoming dull u can use guards farther in and clear the lower floor of them, zone out and wait for respawn. When the Guards run out of XP head up stairs and pick on the nobels who are slight under-con. By the time those guys run out of xp you should be around lvl 55. The guards in the zone even tho KoS will leave u alone since they con green, but while ur still getting xp off the guards plz be careful as it is very ez 2 train. Good Luck All!
Whats in a name
# Jun 02 2002 at 7:40 AM Rating: Decent
12 posts
I hear people complain all the time about the name change for this zone. HHK HKH HK and then the pass HHP HPH HP who cares. If anyone knows the zone they will know it by any of the names so who cares.
# May 20 2002 at 1:10 PM Rating: Decent
1 post
Can anyone tell me where to find the Soulbinders here?
#DemitriAlexander, Posted: Aug 06 2002 at 2:59 AM, Rating: Sub-Default, (Expand Post) The soulbinders here are usually in the basement. Their names are in dark blue print, sometimes they have last names, sometimes they don't. You usually start the soulbinding conversation by giving out a /shout and stating that you need a bind in the bank, this seems to trigger a random soulbinder (note, the title "soulbinder" is never in their name for some reason) who will usually come to the bank from downstairs somewhere, and bind you. Sometimes the soulbinder will ask for a donation, and it's always wise to donate if asked. Also, the soubinders here are never a guarenteed race/gender either, so you may need to look around a bit. If no soulbinder comes up after a shout, please keep yelling, in fact, fill the screen with needless shouts if you like, if a soulbinder doesn't spawn then, you'll need to bind in kithicor forest. The binder there is referred to as "the general", just hail him.
RE: binding
# Oct 02 2002 at 6:15 AM Rating: Default
Whats your problem? The person just thought there was a soulbinder, an easy mistake to make, so relax. If you're going to pick on people for every little mistake they make, general v'ghera must be spawned by handing in the box, he isn't always up.
Darkdirk Devertebrater 56 rogue

Inumbro 29 shaman

RE: binding
# Jul 17 2002 at 11:20 PM Rating: Excellent
3,705 posts
They are usually sitting at the bank, shouting *** lfg. they can be any wisdom or int caster.

Seroiusly, there is no soul binder here. However since it is a city zone, any player with the spell bind affinity can bind you, anywhere in the zone.

Edited, Thu Jul 18 00:08:32 2002
Xaanru's stuff
HQ ore
# Jan 03 2002 at 7:08 AM Rating: Decent
569 posts
Those of you talking about the HQ ore that drops in HK (also Permafrost, Runnyeye, and Sol A), you may wish to store a few bricks in the bank. These are used by advanced human smiths to make enchanted weapons and armor or other quality non enchanted items. We (yes I am one) will pay a bit more than what the merchants will pay you. This price is usually some where between what the merchant will pay and whay they resell it for.

Bronze Armor
# Sep 28 2001 at 9:05 AM Rating: Default
5 posts
I want a bronze suit, but I dont want to buy it. What mobs, if any, drop medium/large bronze armor around here? looking in the shops, all I've seen were Bronze helms, and this site says Small bronze drops. Clarification, anyone?
RE: Bronze Armor
# Jun 13 2003 at 12:44 AM Rating: Decent
135 posts
Recondite Bronze drops all over the place in Paludial Cavers, and a good group htere can have 3 or 4 levels in a day easy. MAD XP in Bandit camps, just watch aggro, it can get pretty nasty, wepecially the camp right by the Shadowhaven Zone line. The train can get depressingly impressive. Great zone for 16-25.
Casual player since 2001
RE: Bronze Armor
# May 01 2003 at 5:27 PM Rating: Decent
12 posts
As your post is quit old i dunno if u have anything by it but the Ogre Guard in Najena drops a lot of Bronze Armor. I have seen helms, pauldrons, capes, knuckels, leggings and boots.

Wiety lvl 31 HIE pally
RE: Bronze Armor
# Jul 17 2002 at 11:23 PM Rating: Excellent
3,705 posts
Only place I ever get medium bronze is the dreadlands. By the time you can group there, bronze is junk. However, you may be able to find someone to trade some medium for your small (looted in HK), since they sell for the same price.
Xaanru's stuff
RE: Bronze Armor
# Oct 04 2001 at 8:11 AM Rating: Default
I've gotten small bronze cape, boots and medium bronze helm to drop. Usually off the warriors and raiders. Most often the medium helm. Still a rare drop though. I've been here for 3 levels. Got 4 helms, 1 small cape and 1 small boots. I have had party members get small bronze shoulders twice.

Slipskin Ashenheart
Rogue, 26 level
Bertoxx Server
RE: Bronze Armor
# Oct 01 2001 at 3:50 PM Rating: Default
Been camping here for a couple of levels now and I have never seen anything bronze drop except the helms.
Goblins Offer Great Experiance for a lvl 19
# Sep 08 2001 at 3:24 PM Rating: Decent
5 posts
I started this zone at Lvl 19, with in a couple hours I was 20. I camped the Goblins in the basement by the bank with an almost full group of Lvl 19-21, vairious charicters. All the goblins are red at this Lvl. It was as if I was getting a free Power Level. I did not die once, and we only had to run to our savior, The Wizzard Guild guy in the library a few feet away once. He hits for 300+ i believe. I am an Ogar so not haveing to run is good, cause i have to duck at every door. The loot was good too, usualy a couple plat on every goblin, and bronz wepons that sell for plat.
This might be your Place !!!
# Aug 14 2001 at 1:31 AM Rating: Default
Depending on youre Class and Lvl this can be the Light or it can be just plain DEATH ............

I have seen Usaly 18 - 30's camping all over in the four rooms ..... It is also nice because (If you can ???) U can run up stairs in with a man named Ran FLAMSPINNER ..... If not you can rely on guards but dont expect to always get away with them helping you .......

Usaly Trains are weak and depending on what happenes Trains can usaly knock of everyone before the RR(Raider Room) If you see Lvl 25 - 35's running I suggest you get out of there too !!

Other then that take it esy and enjoy youre stay in HH ... U may have to wait awhile on a group but hey even waiting awhile has its advantages ...

Thx again .....

(Defender of Karana)
Grey Death Society
22 Seasoned Rogue

Solusek Highkeep things
# Aug 11 2001 at 12:51 AM Rating: Excellent
6 posts
Hi there readers,
i play on solusek ro and the issues about the goblins in highkeep are the following. there are 4 goblin camps.


Lookout Room (LR)
Guard Room (GR)
Warrior Room (WR)
Raider Room (RR)

the GR is the most common camp for the average newcomer in highkeep. you will start there at approx lvl 20 till lvl 25. there are now 5 spawns in the GR. relative to sitting on the ledge:

- one in the left most opposite corner
- one in the right most opposite corner
- one right infront of the left post of the ledge
- one at the right wall of the room near the wall, right of the right post of the ledge
- one in the middle of the opposite wall (mostly 'a goblin', 'a goblin thief' or 'a crazed goblin' that randomly drop the scroll for the new questable ghoulsbane)

mobs that spawn here (besides the mentioned above) are goblin lookouts, goblin cabalists and goblin guards.

the lookoutroom is situated right of the guard room, a narrow but deep room. this room is made for smaller groups (or solo players up to lvl 30). there are 3 spawns there. you will most probably sit near the backwall of the room (thats the short wall near to the way iside the room). spawns are:

- one goblin at the opposite wall to the left
- one goblin at the opposite wall to the right
- one goblin at the left side of you camp wall (mostly 'a goblin', 'a goblin thief' or 'a crazed goblin' that randomly drop the scroll for the new questable ghoulsbane)

mobs that spawn here (besides the mentioned above) are goblin lookouts and goblin cabalists.

the warrior room is a little room that you can reach via stairs from the guard room. groups starting at lvl 26 and above can take it easy. there are 3 spawns inside the room and 2 at the stairs outside, so watch if you want to get in or out of the room. goblins spawn in every corner of the room. just the little corner at the doorway is spawnfree. the stair goblins spawn out of direct aggro range.

usually the stair spawns are distributed between WR and RR groups.

the raider room is even deeper down in highkeep, it has itself 3 spawns and a new spawn outside that is also again a gobbo with a chance of the ghoulsbane scroll item.

raiders are still blue to lvl 40 but you will like to hunt elsewhere for better exp at that lvl.

for loot.. the deeper you go down the better the loot gets. finesteel weapons are common drops of weapon wielding warriors or raiders. there is also a drop of small bronze armor and chain armor. coin drops range from coppers to 3-4pp. small and large bricks of high quality ore also drop, so do left goblin ears (and once right goblin ears for a GM driven quest). ears give some gold and unnoticable exp from cptn. bosec if turned in. they also raise factions with all kind of groups (but there are no negative faction hits). factions that are usefull to get and can raised with the ears quest are corrupt qeynos guards and freeport militia as they are both hard to raise once you get kos with them). a good group can easy take WR and RR if they split it up and know what they do (i often see players of lower levels searching the zoneline out of highkeep _down_ there where the raiders spawn.)

a good thing is a chanter for crowd control in the splitphase of your camp. you wont need him actually anymore later since you can take out the mobs much faster as they repop. a healer type is also recommended, so are tanks. pet usage is not that good in WR and RR as rooms are quite small.

keep your casters free from mobs, these 2 rooms are so small a mob can hit you with an easy by just turning around. the wooden posts in the middle of the room seem annoying, as they often block line of sight for DD spells.

well thats all from me. in case you need to run.. dont stop by the guards. doorway highkeep guards get easy killed by a full train of WR and RR mobs so either zone or seek out ran flamespinner. but a zone is always good to clear aggro from any runaway goblin.

so long, and thanks for all the fish,
Raetsel Longlere <Longlere Dwarves>
Jack of all trades
Solusek Ro
# Jul 06 2001 at 6:28 AM Rating: Decent
14 posts
I have a lvl 5 enchanter, & I understand that Mircyl's aNIMATION IS AVAIALBLE IN THE lIBRARY. iS IT SAFE FOR ME TO TRAVEL THERE ALONE, AND WHO SELLS IT?
RE: spells
# Jun 10 2002 at 8:08 PM Rating: Decent
13 posts
Your pet spells are in all in High Keep but really you do not need until you have progressed farther into the game. I would suggest waiting until you go to keep to level before buying them because they will not be of much use prior to that.
RE: spells
# Jul 26 2001 at 3:49 PM Rating: Decent
148 posts
If you have invisibility, yes, I would consider the journey. Since this is the place you must buy all of your higher level pet spells from, you may wish to bring some extra plat and buy a few more to keep you for a while.

Entering HighHoldPass from Kithicor, you need to be invisible, or wait for the group hunting the orcs to eliminate them before passing.

Entering HHP from East Karana, please be advised that many times the gnoll camp is deserted. So the gnolls stand around and then look for trouble elsewhere when they get bored.

Have a good map, get invisible and SoWed. Plan on gating out.
Great Experience
# Jul 02 2001 at 10:58 PM Rating: Default
I have a lvl 18 shaman. I grouped there last night with a lvl 19 ranger and a lvl 18 Paladin. He tanked and all we did was buff and heal. He could take two goblins at once. In 1 1/2 hours, I got 2 1/2 bubbles experience. I don't think the zone was busy, so there were no trains running by. Most of my spells (debuff and dd) were resisted, so I just practiced melee and did buffs and healing. It was great!

Levophed {Circle of Enlightenment}
Lvl 18 (almost 19) Barbarian Shaman
WR is great
# Jun 25 2001 at 9:36 PM Rating: Good
3 posts
i'm a lvl 30 druid and getting ****** exp everywhere...i asked a guildie where she was and she was in hk...so i hightailed it over there and got into a wr group..waited about 10 mins then got in...it was great exp considering i was in a **** lvl and only being less than two bubbles in 30 i was lvl 31 in no time..plus i made an extra 150pp...the graet thing is that fs weps that drop give u about 3 pp bronze and chainmail about 1pp and high quality small and large bricks that bring between 3-6-9 pp..plus the great thing is there is a bank,(for melee bind spots) and if u have the hp and the speed u can make it to the library where the wizzy Ran FLAMSPINNER (not flamespitter, flimespinner, OR whaterver) will hit for 320+!! plus the dinky guards that hit for only 30-80 (stupid guards

even though it might be a long wait its definatly worth it

kakinak Mistwolf
druid of the 31st season
RE: WR is great
# Aug 25 2001 at 8:45 PM Rating: Decent
12 posts
Well, if you say hp is bad everywhere you should listen to this:) I've fought in HK till lvl 30 after that I went to OT and I got from 30 to 33 in like 3 days:) through all **** of 30, and yeah i was playing like 5 hours a day
the damned name again
# May 13 2001 at 2:56 AM Rating: Default
This has been called everything from "Highhold Keep" to "Highpass Keep". The name of this zone is "High Keep". That makes it HK, not HHK or HPK as a few have called it. Names change far too much for my taste in Norath. :)

RE: the damned name again
# Jun 10 2002 at 8:12 PM Rating: Decent
13 posts
Read at the top of the discussion which is titled "Highpass Keep".
Highhold Keep
# Apr 27 2001 at 1:07 PM Rating: Decent
34 posts
First of all, this zone is called Highhold Keep, and the outer zone is called Highpass Hold :)
Secondly, I must say it is a great zone, and I'm sorry that not many people know that.
I first came to this zone when I was level 26, and was lucky to get in the Warrior Room group. I wouldn't recommend anyone lower than 26 on this group. Highpass Hold is great to get you to level 20, and after that you should try the Guard group in Highhold Keep.
This zone is a player's dream: Good exp, good loot, good faction, guards nearby, close to bank and many merchants upstairs. What else can you want?
It appears you get an exp bonus since the basement is considered a dungeon. The only bad thing in this zone is that there are usually only two groups, and they are usually both full - The guard room and lookout room group (levels 20-26) and the warrior room and raider room (levels 27-32).
The loot in the guard and lookout rooms is not bad, and the loot in the warrior and raider rooms is great - both money and nice bronze items to sell to players later on. You also get goblin ears, which are great to raise your faction with Highpass Hold guards and Qeynos guards. Giving them doesn't lower any of your faction standings. I was dubious to guards when I first came here, gave them 6 ears and now I'm apprehensive.
For conclusion, this is a great zone to take care of you until level 32 or so, provided you get on the group quickly. The groups here usually make lists and will call anyone when it's time for him to join. A very recommended zone indeed.
Marblond Beastmasterr
Hierophant of the 60th hugged tree
Altruistic Valorians
#tommyingle, Posted: Jul 17 2002 at 4:32 PM, Rating: Sub-Default, (Expand Post) this is p!ssing me the *** off! the names settle it once and for all all you **** newbs arguing! The name is High Keep! not highpass keep or that **** so leave it alone and if you doubt me then read the ****** screen when you log on or zone into the **** zone! who cares bout the **** name anyway, but if you want it the ****** name is HIGH KEEP no other! god ****, leave the names alone!
RE: Highhold Keep
# May 01 2001 at 1:21 PM Rating: Decent
28 posts
Unfortunately there is no secret anymore. Getting into the guard or warrior room is truly getting to be difficult during peak times and when just about the whole world is asleep then there are not enough people to make up the minimum group to proctect yourself from getting killed. This is particularly true for casters who can die quite easily in the Warrior Room when Raiders from below are pulled (usually a Visionairy & Seer comes along as well) and the room pops with Warriors. Run girls!

I spent 3 1/2 hours waiting as #2 on the list of a warrior group recently and the list is often 5-7 people long! The reason is simple. The experience is great, the loot not bad and best of all, the Bank is just a few steps away. In addition, there is a zone nearby just in case and Ran Flamespitter in the library just above the Bank is even better protection against those overwhelming onslaughts of Seers, Visionairies, Warriors and sometimes guards. The worst thing about the room is the wait and the fact there is very little to do while waiting. If you are a level 26-32 the HH groups hunting Orcs and Gnolls do not like seeing you prowl around. Can't understand why :-)! This despite the fact the the Gnoll Muxtails have some truly good loot! Ah well.

Higher levels have been known to camp the Lookout room much to the consternation of the Guard camp group. And higher levels (35-42) have been known to camp the Raider room much to the consternation of the Warrior group. But quite frankly it is hard to **** everyone off doing these alternatives. Life is just too short and we need all the support we can get.

Great zone - just too many people know about this.

Paladin Lvl 45
Forbringers of Fate
RE: Highhold Keep
# May 12 2001 at 6:31 AM Rating: Good
150 posts
How cool then!

I live in Australia, and when I'm on at 6pm, there's hardly anyone on! there's like 600-700 ppl on each server and the pickings are ripe and for my taking! gotta try this one when my lower lvl char's get higher!
RE: Highhold Keep
# Aug 25 2001 at 8:50 PM Rating: Decent
12 posts
Yeah:) I'm Russian and you guys gonna be sleeping while I'll be killing stuff!!! MUHHAAA!!!
A tempting quest
# Apr 16 2001 at 4:58 AM Rating: Default
Warning: there is a "quest" there that u might be wanting to try. its about a bounty hunter. if you say that you are the bounty hunter he has been asking for he will call the guards and they will kill you. Be Careful!
Leveling in Keep Dungeon
# Feb 14 2001 at 11:04 AM Rating: Excellent
221 posts
First of all, let me tell you that I took my Mage from 20th to 34th level exclusively in this dungeon and as such, have experienced first hand what I am going to relay.
Anyone under 20th level and over 36th has no business being in any group down there. Period. Under 18 and you get eaten alive and take your healers mana down to keep you alive if a tank and none of your spells stick if you are a caster. The groups there are hard enough without a young whelp tryng to get over there level. Up till 20 you can do orcs or gnolls in the pass easily, then come play down under.

NOTE ON TRAINS: While you are down there, there WILL be trains, part of this sis that the only way to safely break the spawn in the raider and warrior room is to train up to the guards. HOWEVER, it is fairly easy to escape these by running up to the library located directly above the bank. Hang out next to the Wizard trainer, Ran Flamespinner, he punches for like 320+ and betwen him and the guards the gobs die fast.
By Camps:

Lookout room: Often a place to solo or pair up for decent exp. Very slow spawn time, and is often pulled by the neighboring guard room group when their spawns are slow. However, a good guard room knows to surrender the Lookout Room (LO Room)when someone else wants to camp it. I don't recommend attempting to solo this room until at least 23-26.

Guard room: Great exp! Most of the mobs are yellow or red when you first enter at around 20th-21st level. Groups sit on the ledge along the back of the room. That ledge provides a view of the 2 most prominent spawns, one in the far left and one in the far right corners. This room is viable up till about 26-28th level, and should be abandoned by then in favor of the Warrior room below.
*PATHING NOTE* Along the ledge you camp on, there is a pathing break. If you stand on the center of the ledge while a Gob is getting you, and Vector to the opposite end of the ledge, the mob must run all the way back around the room to attack you from the opposite side of the ledge. While this is probably exploiting, it is also VERY humerous to watch a gob running back and forth with pets and group trailing after.

Warrior Room: Levels 26 thru 34 should be here. Any higher and you are just sucking exp from the others who really need it. I have seen characters thrown out becase they were too high even when they were still getting exp from the mobs.
The mobs in here drop fine stell, and the occasional small bronze and small or large block of High quality ore. The ore is sellable for up to 10pp to a vendor. Decent loot down here especially with a bank so close. Members often take bank breaks to go dump and sell stuff.
Warrior rooms also claim the spawns on the stairs outside the room and as such have to keep a tank or puller on the move to keep an eye in the hall. Healers are an ESSENTIAL in this room, and Nukers be warned, too much damage and you will find yourself a new friend with nowhere to run. Damage shield and repeated small nukes should do it, or save yourself for the killing blow as the mob tries to exit the room.

Raider Room: 34-40 Recomend 38 tops tho
3 spawns in this room, Raiders being the top end. A well broken room is an easy camp. Loot is as good as the warrior room, with an occasional Cabalist thrown in that is green. Not too many tricks here, just bash n blast. A long way from the guards so have a care when breaking. Train if you must but shout a warning to the rooms above so as to not slaughter them needlessly.

Zaloren V'Shnev
Enchanter of Innoruuk
Master Jeweler
Journeyman Smith
RE: Leveling in Keep Dungeon
# Mar 25 2002 at 9:51 PM Rating: Excellent
37 posts
Hi there,
With respect, just wanted let anyone know, it is possible to clear RR and WR with your group without Training them up to Ran or Guards. It take a good group, I have done it several times, usually there is a full (6) group members consisting of an Enchanter, Healer, 2 Tanks, and 2 more of varius class. Now, the group needs to average about 31st level, lower for Wr maybe a bit higher for RR. Just wanted to let ya all know it is possible. But maybe not wise, Lol, I am a Barbarian after all.
Tokke Sanguinarius
35th level ,Barbarian, Warrior of Rallos Zek
"Blood for the Blood God!"
RE: Leveling in Keep Dungeon
# Jun 17 2002 at 5:47 PM Rating: Decent
627 posts
all the other posts pretty much summon up my thoughts on the Keep. My rogue went 19-36 down here, only dieing once in the Guard room due to a raider train. With a good group in the RR or WR (1-2 healers, 1-2 tanks, and other classes) the spawns are usually *too slow unless the other room (if you're in RR, pull from WR if available and vice versa). In all my time here, I rarely see melee classes die. It's usually the casters (cleric, enchanters, wizzy, mage) that pull aggro and run around so that the melee classes can't pull aggro off. The gobs can hit you twice for 40-60hp so any caster can fall fairly quick if more than 1 aggro to them.

I have since headed to SolB and miss the Keep (mainly the close vicinity of the bank and merchant). The first night at Sol B I was HEAVILY encumbered and had to destroy all my copper and silver (only 5-6pp) and I was still encumbered due to the heavy armor and weapons the Kobolds drop (nearest merchant is the druid ring in Lavastorm).
[65 Deceiver][link=www.magelo.com/eq_view_profile.html?num=362635] Derrict [/link](Halfling) <[link=www.hossguild.org]Hoss[/link]>
RE: Leveling in Keep Dungeon
# Jun 24 2001 at 4:47 AM Rating: Default
Note to mages:

Osargen is a six minute spawn in the jail. He is a lvl 22 rogue.

He is easy to solo with an earth pet. DS pet, pull him with strongest nuke. Play cat and mouse until pet's root sticks, and nuke him until dead. Run if you need to, at 20 he can be tough.

I did him from lvl 20-25. Boring camp, and poor loot (except for the occasional jade shard), but great xp for the solo mage waiting to get into a warrior camp.

Happy hunting =)
RE: Leveling in Keep Dungeon
# Apr 26 2001 at 4:40 AM Rating: Default

At the start:
"Anyone under 20th level and over 36th has no business being in any group down there. Period."

At the end:
"Raider Room: 34-40 Recomend 38 tops tho"

So which is it? is 37 to 40 OK in Raider Room or not?

I get tired of people sayin who can hunt where. If ya get blue exp, its OK to be killin it.

For example.. I was just in a group in the keep that consisted of 25 pal, 25 SK, 25 druid, 30 druid, 31 druid and 37 rogue. We were pulling both Warrior Room and Raider Room, as it was in the AM and not crowded. Without the rogue we would have had a lot of difficulty pulling the Raider room too. Without the SK and Pally taunting, the rogue would be fighting face to face. Without the druids, everyone would run out of HP. Everyone was happy with the exp they were getting. The rogue more than made up for his level by allowing us to pull raiders.

RE: Leveling in Keep Dungeon
# Apr 27 2001 at 1:18 PM Rating: Decent
34 posts
34-40 for raider room is way too high. In level 28 I was in a group when all people were below 33 and we killed everything in both warrior room and raider room without a problem. The raider room inhabitants usually spawned together and sometimes we even handled them together with one or two spawns from warrior room. This shouldn't happen though, as it is wise to pull raiders room only after killing all warrior room spawns (There are about 5-10 minutes between warrior room spawns).
Anyway, I would say highest level for this area is 32 or 33 at most. Higher than that is just sucking exp, since most people in warrior group are high 20s to low 30s.

Marblond Beastmasterr
29th Season Druid of Morell-Thule
Marblond Beastmasterr
Hierophant of the 60th hugged tree
Altruistic Valorians
# Feb 05 2001 at 4:04 AM Rating: Default
Can A DE shop here?
RE: DarkElf???
# Apr 26 2001 at 8:05 AM Rating: Decent
9 posts
DE's Necros are KOS to the guards in the HHP area. And the gurads in HHK have the same faction so I would do some major faction raising before I tried. Not sure of the other classes. Save your gnoll scalps and ocr scalps, once you can talk to the Captains to turn them in you should have plenty to raise faction with the HH merchants.(killing the orcs/gnolls raises guard faction but not merchant).

Kamber De'Kuldi Steeldragons
24th Shadowknight
RE: DarkElf???
# Jul 26 2001 at 3:59 PM Rating: Decent
148 posts
The guards most definatly do not like DEs, so plan on killing orcs and gnolls for a few evenings. If you cannot get into a group killing the orcs, ask for permission to smack each orc a few times for faction, you may wish to bring a weapon you have poor skill with to practice with at this time.

The merchants here are on a different faction than the merchants in most "light" cities. There is a quest to raise faction with these merchants in Qeynos ( http://eqdb.allakhazam.com/quest.html?quest=523 ), assuming you cannot acquire enough orc scalps, gnoll scalps and goblin ears to be able to buy and sell here.
RE: DarkElf???
# Mar 29 2001 at 11:57 AM Rating: Default
i dont think so maybe sence dark elfs can go to freepot
RE: DarkElf???
# Mar 21 2001 at 11:47 PM Rating: Decent
1 post
If your faction is high enough to get here without getting waxed by the guards in Highpass, then, yes, you can shop and bank here. I haven't found myself KOS to anyone, but there's a human next to the eru that sells enchanter pet spells that wouldn't sell to me.

/rude that guy.
Question about a spawn in this zone
# Oct 11 2000 at 3:11 PM Rating: Default
I was wondering if anyone would happen to know what level Xentil Herkanin is. He is part of a Wood Elf Rogue quest which I hope to do and I was wondering what lvl he is considering I have to kill him.(Or loot him)

Wood Elf Rogue
RE: Question about a spawn in this zone
# Dec 27 2001 at 9:35 PM Rating: Decent
16 posts
The guy is around lv 10ish. If ya look in the quest section of this site, it says the quest is 10+, so...hes 10 or lower.

Glad to help
# Aug 23 2000 at 10:44 PM Rating: Decent
A little used spawn in this zone is the prisoners out the back past the bank. Most people come into this zone to kill pickclaws, and fair enough. Those are great xp from around 22 to 35 IF you get the right group. Personally, I never had much luck. Was just me.

The prisoners though, are GREAT for around level 11 or 12 and through to 14 or 15. In the main cell, where Osargen spawns, the 2 prisoners are on a similar spawn time as Ossie. those 2 can be camped solo as easily as you want them to be and the xp just roll in. I took my mage from 11 to 13 in a little over 4 hours there. Was around 8 bubs of xp in that time, and all on prisoners.

For those that are just sick of the derv camps being taken all the time, try taking your low teen char up here - no faction hits, and at that level NOTHING will agro onto you in this zone. Apart from the prisoners themselves that is. Once you hit 15 they really start to green out, so it's time to head to Oasis or somewhere like that.

If you get a couple of others to join you there are also 4 other prisoners down the back on the passages past the banker. I've noticed in the past that a couple of those suicide when they leave their cells so it's better to fight them in the cells. Also stops more than 1 agroing on you as they tend to help each other out a lot.
RE: Prisoners
# Mar 24 2001 at 5:20 AM Rating: Default
yeah, i dropped in there at one point when i was feeling the place out with my lvl 20 monk. they were all aggroing on me and coming out of their cells to attack at which point i quickly dispatched them for no xp.
one thing kinda bugs me, tho. anyone else find it kind of stupid that these prisoners can open their own cells? thats hardly proper detainment.
RE: Prisoners
# Oct 16 2000 at 6:26 PM Rating: Decent
184 posts
While killing the prisoners is an option, I have another suggestion. If you have never killed a prisoner, they will acutally help you when you fight Osargen. Attack Osargen then back up near a prisoner, root Osargen and back off to max melee range. Osargen should then attack the prisoner giving you a few free whacks at him. When he kills that prisoner, repeat the same process with the other prisoner in the room. This drastically lower down time to heal/med.

I've travelled this world and have seen many wondrous things. You are not one of them.
Pickclaw Goblins
# Aug 22 2000 at 9:29 PM Rating: Excellent
7 posts
In the basement of Highpass Keep are a few rooms full of Pickclaw Goblins, which are excellent sources of xp for good groups, with rooms starting at lvl 20 and going up to lvl 35 or so. One thing to watch out for -- if the groups deeper in the basement run into trouble, they will often train quite a number of these goblins past your group to escape to the guards, and the goblins they train will be very aggressive and much higher level than you.

If this happens, there is only one good person to run to -- Ran Firespinner, a wizard trainer in the library right above the bank. The guards in this area will help if they see you fighting, but are rather weak, hitting for 30's to 90's, but Ran... He will defend your poor little hide with well-placed punches in excess of 300 damage, putting any monk to shame.
RE: Pickclaw Goblins
# Aug 23 2000 at 7:32 AM Rating: Good
1 post
A slight expansion on Lainde's post: The zone is good pickings even at level 18, that is when my ranger went down to play. This zone also has plenty of rusty weapons and sharpening stones from the miner right before you go into the basement. The only area I can really comment on here is the Lookout Room/Guard Room. Both have goblin lookouts spawn. The GR has goblin guards and casters to look out for too (sorry, I don't remember the names on the casters). Sometimes a couple people will take LR, and a full group will take GR. A full group can also take on both rooms.

Finally, a bit of advice - if you see three or four guys running from upstairs...well, it's best summed up by a T-shirt I saw.

"I'm a Bomb Technician. If you see me running, try to keep up."

Try to keep deaths to a minimum - it ticks off the mobs.

/gsay Lock and Load! Here come the mobs!
#Anonymous, Posted: Aug 25 2000 at 5:06 PM, Rating: Sub-Default, (Expand Post) You say that it is a nice place for lvl 18's to hunt here, I agree, IF THEY CAN GET IN A GROUP!!!
RE: Those Darn Pickclaw Goblin Groups!
# Mar 09 2001 at 7:40 PM Rating: Decent
28 posts
This is not a good place for anyone under level 20. The Pickclaw Groups serve the purpose of breaking up the spawns and keeping trains down to the lowest level possible. I have seen 40 lvl solos hightail it out of there dragging 20 lvl groups to their death with the trains and I don't mean just the Warrior/Raider Trains which can be deadly most of all!

Most groups need a heavy duty player just to keep alive and are picky for a reason. Two or three Guards can ruin a lvl 20 group which is not at full strength. Throw in a couple of casters and you have real trouble which the guards above cannot put down in real time.
Paladin Lvl 45
Forbringers of Fate
RE: Those Darn Pickclaw Goblin Groups!
# Aug 04 2001 at 6:47 PM Rating: Decent
20 posts
I have seen one case here where a lvl 18 was allowed into the grp - she breezed and that was it. She said she wouldn't loot or try to cast on the mobs, she breezed and took exp. It was fine with me :)

I definatly DO NOT SUGGEST trying to be main tank on these gobbies if you are under 23. You die, then the casters either die or run to Ran.

And a note to you larger Ogre kind: please, if you would DON'T stand in the entrance way to the guards from the gobilins, it gets everyone killed if things go wrong :(
Andara Lan'Gstom
52 Mage
TP Server
RE: Those Darn Pickclaw Goblin Groups!
# Aug 30 2000 at 4:31 PM Rating: Default
It's hard to get in a group period, there are lists for each room. Be patient and your number will come up. If you get lucky, you'll be called soon. And the exp is good, so most don't want to leave once they're in the group
RE: Those Darn Pickclaw Goblin Groups!
# Jan 30 2001 at 12:24 AM Rating: Default
While waiting for a group spot to open up, you can solo Osgarren upstairs. He's a fairly quick spawn and was still blue to me at Level 26.

Another option for lower levels is to run back to High Pass Hold, and solo the bandits in the cave. Just go straight ahead from the gates. There are 3 bandits, with the human woman being toughest, the dwarven male second, and human man third. Great thing about soloing this spawn is that the guards are so close. Even without SOW, it's a snap to run to guards or even to zone. The spawn time is pretty slow. I believe it's about 12 minutes or so, but if you have nothing else to do while waiting for that coveted group spot, it's an easy way to pick up some exp. I started soloing the bandits at level 20 and was still getting some exp (off the woman, at least) until level 25.

Arawen Anklebiter
Gnome Warrior
Spirits of Light
RE: Those Darn Pickclaw Goblin Groups!
# Mar 14 2001 at 8:16 AM Rating: Default
I started fighting the pickclaws at lvl 20 with my ranger. What I found was that they were resistant to most of my spells, especially the guards, maybe that is why everyone wants lvls 20 or over for their groups.
Plus anyone under lvl 20 gets aggroed on badly as I witnessed when we let a lvl 18 in our group one day. 5 of the group of 6 died as a result of that when this character when running around and pulled 5 guards to us.
Our group consisted of 1 enchanter, 1 druid, 1 pally, 2 warriors and my ranger. I made it out alive as I ran and was the highest lvl (23) in the group.
I am still fighting picks in High Keep but am now in the warrior room at lvl 26.
RE: Those Darn Pickclaw Goblin Groups!
# Oct 03 2002 at 7:01 PM Rating: Decent
12 posts
should i go to Sol B or Lguk at 35?
Fandol 32 Ranger Erollisi Marr
Femlueth 42 monk Erollisi Marr
Dalakor 27 Monk Prexus
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