High Keep

Quick Facts

Type:
Outdoor

Expansion:
Antonica

Instanced:
No

Keyed:
No

Level Range:
20 - 30

Send a correction
High Keep is the seat of a former empire that used to spread its power over central Antonica in years past. Now, their reign has diminished to Highpass Hold due to constant attacks by the orcs and gnolls. However, the inhabitants of High Keep thrive on trade (both legal and illegal) passing through the center of the continent with Highpass Hold being one of the few "safe" regions to pass through.
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Welcome to Highpass KeepThe BasementKing's Court CasinoThe Highpass BankHolding CellLady in WaitingThe LibraryHighpass Insignia
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Post Comment
Kenn Kaedrick Faction hits.
# Nov 19 2020 at 11:44 PM Rating: Good
4 posts
Ok found him on the roof of the keep by going to the third floor balcony on right side (facing the keep). Had my paladin in basement keeping Rodrick Marsett company. Hailed Rod, Fenn spawned. My rogue killed him. All is right with the world. Until I noticed my rogue's (the guy that killed Fenn) faition for Tunare's Scouts got worse by 20 point. The information from this site said it would raise the faction. went from -1687 to -1704. Was wondering what the.....
Not worth it
# Jul 02 2004 at 7:08 PM Rating: Decent
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
***
1,251 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 :-)
____________________________
Still a noob. :-P
Characters on Drinal, Povar, EMarr, Firiona Vie.
Favorite Zone
# Dec 12 2003 at 10:46 PM Rating: Default
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
hey all if ur fighting gaurds around lvl 30 how fast will ur faction with them go down.
RE: factiocn hits
# Dec 17 2003 at 5:01 PM Rating: Default
your faction goes down very quickly. it is easier to kill your faction than to gain it
Journey
# Jul 18 2003 at 10:27 AM Rating: Decent
I need to get to highpass keep but i am an ogre. Does this complicate getting there or hunting there for that matter?
RE: Journey
# Sep 20 2003 at 2:31 PM Rating: Decent
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.
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.
RE: Journey
# Aug 21 2003 at 7:43 AM Rating: Decent
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
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
BRISTLEBANE
A question about the Highkeep Royal Suite key...
# Jun 25 2003 at 10:09 PM Rating: Decent
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.
wizard newb to low lvling HHK
# Jun 15 2003 at 4:16 PM Rating: Default
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?
Guards?
# Jun 10 2003 at 8:00 PM Rating: Decent
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
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.

TC
Rockin
# May 24 2003 at 9:20 PM Rating: Decent
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 me...damn 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!
NEVER LEAVE
# Apr 09 2003 at 10:01 AM Rating: Default
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
RE: NEVER LEAVE
# Jul 02 2004 at 7:15 PM Rating: Decent
Never leaving is a good idea, except that you will get encumbered a lot.
RE: NEVER LEAVE
# Apr 09 2003 at 11:23 AM Rating: Excellent
***
3,705 posts
Wrong.

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
RE: NEVER LEAVE
# 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.
RE: NEVER LEAVE
# 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.
This zone is great
# Mar 31 2003 at 11:46 PM Rating: Decent
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.
This zone...
# Mar 30 2003 at 1:29 PM Rating: Default
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
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...
RE: This zone...
# Jul 17 2003 at 1:13 PM Rating: Decent
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.
TC
faction
# Mar 17 2003 at 10:41 PM Rating: Decent
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
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
Wrong.

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
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
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.

Kandoar
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
HK and its secrets
# Feb 18 2003 at 10:40 PM Rating: Decent
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
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?
Great XP
# Dec 30 2002 at 8:14 PM Rating: Decent
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.
lvl.s
# Dec 10 2002 at 7:18 PM Rating: Default
i would like toknow what is higher lvl.s raiders or warriors the warriors seem to hit me harder
RE: lvl.s
# Feb 14 2003 at 9:39 AM Rating: Decent
Huntin ground
# Oct 03 2002 at 7:00 PM Rating: Default
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?
Experience
# Sep 02 2002 at 9:08 AM Rating: Decent
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
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
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.
Soloing
# Jun 05 2002 at 10:42 PM Rating: Excellent
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
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.
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