High Scale Kirn  

Monster

Level: 53
Expansion: Ruins of Kunark
NPC Added: 0000-00-00 00:00:00
NPC Last Updated: 2020-03-28 22:03:29
Known Loot:
icon Engraved Ring

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Getting to Kirn
# Nov 29 2003 at 12:00 AM Rating: Excellent
I just got my ring from kirn today. He is popping in the right spot as advertised. I was using the map I got off of the Shamans Crucibel forums here - http://forums.interealms.com/shaman/showthread.php?threadid=16046

However a few things to go over if your planning on raiding. We did this today wiht 60 shm / cleric / enc, 61 mage, 53 mage, 55 druid and 65 paladin/druid. An odd combo indeed. Anyway key things to note. The constructs are basically unslowable, old constructs are immune and destroyed are very, very hard to slow, even if you land tash and malo. I would say your best bet is to simply have a paladin tank with stuns for aggro, and nuke them to death. The same goes for gargoyles, somewhat easier to slow but basically better to just nuke them to peices. Also, don't let your chanters try to mez either of these...the aggro will be fast and fairly brutal.

On the flip side the ghosts of the old city and the ratmen guards are fairly easy to malo/slow. They can also be mezzed. Hence my suggestion is to make sure you raid force always concentrates on constructs/gargoyles while mezzing the ghosts / ratmen. Ghosts dont' CH, but they do do a 20-30% heal, so be sure you keep them mezzed and stunned or it'll get aggrivating.

Now, when your get to the blasted gate and the large tower building is where things can get hairy. I heavily suggest that you pull to the blasted gate to start with, then start moving your forces in room by room as you clear infront of you. Clear surrounding rooms if there are any, as wanderes and wall aggro will bring adds otherwise. Expect adds in any case, cause there will be some.

Kirn is on the top floor, and while the maps are hard to read you can just hug the right hand side of the building, going up each flight of stairs as you find them. You will pass the enchanter epic person on the 'lowest' floor with the keeper of the tombs near the center. Kirn is about 3 flights up from there, and you will know when you reach the top because the room has large windows looking across to the other side of the building. Kirn will not be KOS, so pull everything from his room and from the room across from you, then hand in and pull Kirn or fight him in his room.

The key for kirn drops off the Old Construct i believe, which you will probably encounter on the way, otherwise bring a rogue to pick the door. The key is also tradeable, so you might be able to buy it in the bazaar.

I imagine this can be done by a group of 60+'s or 2 groups or more of 55+'s. Bring enough nukers and at least 2 tanks to handle the above mentioned problems.

Hope this helps.
RE: Getting to Kirn
# Dec 24 2003 at 11:11 PM Rating: Good
I wanted to throw in my 2cp as I recently did Kirn. Just to pick up some other users' comments:

* To get to Kirn you need to go through the city portion of the Hole until you get to the ruined gates. Near them are two buildings--go in the one with two gargs above the doorway (two ghosts inside) Work upstairs to a small courtyard (Ghost of Kindle is on the left side of the complex). Inside the next building (the main tower) go left and up several sets of stairs until you reach the top where there is a single door. (Tzizi the Crazed roams here). At the top is a locked door--you can open it (and all doors) with the key you receive from any named mob (Olds, Ancients, the special Ratman Inhabitant, etc.)

As for Kirn himself, he's terribly easy however if you are a small group I would fight him in one of the side rooms. One side room has a ghost, but if you fight him in the other side in a corner you can avoid the proximity aggro of the mobs that go up and down the stairs outside.

As for Kirn himself, I duo'd him (yeah, big deal--plenty of folks that can :) but the naughty part is that he runs at the end, so make sure he's snared.

That's it.

A fun, quick way out of the area if you're a small group is to work your way out to the courtyard, go to the right and attack the garg on top of the wall. Easy summon up and you can drop down and avoid the better part of your return journey (that is, those of you that forgot to bring a porter.)

Best of luck!

(Side notes: Olds can be slowed, but they mitigate and are fairly MR. Ratman Guards are best slowed with disease based slowed (Grummus) since they are insanely MR -- just try to land a snare when they run. The special Ratman Inhabitant (look for the bag and a higher max hit) can be slowed, but mitigates like the constructs. Ancients cannot be slowed at all, so you'd best just have plenty of healing--max hit is only about 255, though. Brokens can be slowed, but frankly you won't need to fight any unless you're headed downstairs for the Ranger mob)
POP TIMER
# Nov 15 2003 at 1:16 PM Rating: Decent
What is the interval between spawns fo HSK?
Faction
# Oct 14 2003 at 12:38 PM Rating: Default
Hey all-

I have transferred servers with my shaman. Factions should transfer as well right? So is it true, I can skip killing kirn then?
Duo'd
# Oct 01 2003 at 4:01 AM Rating: Decent
Just Killed Kirn for my shammies epic. pretty easy fight. hard part was getting to him. had the help of some people that were doing their chanter epic mob who were nice enough to help clear to the tower. that new tower is mean. lots of mobs lots of adds but once u get to kirns room its cake. must have a key drops off random mobs in zone. other hard part was getting kirn off my shammy since i was 2 boxing. i stoicismed before turn in, sent in necro pet (65 necro) walked very slowly away barely with 1 bub life when he was on agro on pet. healed self and slowed kirn. took 2 tries. first resisted, tried to malosi, it was resisted and then next slow landed fine. after that it was cake. HT'd for 891, hit for 157 max on me might be higher but thats all i got hit for. simple fight just hard to get to. GLuck shammies
RE: Duo'd
# Nov 23 2003 at 2:30 AM Rating: Decent
whats the key called?
Kirn pops
# Sep 21 2003 at 3:09 AM Rating: Excellent
31 posts
Did the Kirn part tonight 9/21/03. The spawn issue has been fixed....he does NOT despawn and repop at his old spot. Wow...VI/Sony fixed something. One group + 1. War x2, SK, Cleric, Rogue, Mage, and Shaman.


Sallar 65 SK
Shaame 52 Shm
Kirn is fixed
# Sep 15 2003 at 5:54 PM Rating: Excellent
The KOS Kirn you need to kill that spawns after turn in now does so at the same spot as non-agro turn-in Kirn in new spot in the city. He's fixed. :)

Yohimba Density
Barbarian Mystic of 53 seasons
Elders of Time - Saryrn
Kirn
# Sep 08 2003 at 10:59 PM Rating: Decent
We found him today at his new loc (-44, 265, -244) - he is near the new loc for the Keeper of the Tombs.

Shaman did turn in and Kirn depopped - as stated in previous posts. Our ranger tracked him back to the castle where is old spawn is. Not sure how this is supposed to work exactly - if he is supposed to pop back to there or pop in the same place you hand in stuff but in KoS form.

Anyway, we cleared tunnel back to castle and wiped b/c we had no CC - enchanters had left earlier. So not sure what ultimately happens if we had got back to him for kill.

Our raid force consisted of 3 groups with a mix of all classes, ranging from 59-65.

Fix this please...
# Sep 07 2003 at 10:09 PM Rating: Decent
Elders of Time on saryrn server went to the hole today for ranger and shammy epic.

Kirn was not in the city spot but was instead in the tower with his pet, I assume some poor shaman had handed in icon and had wiped on route earlier.

No one else in zone doing kirn, we proceeded to fight to Jaeil. I (52 ranger) sneaked behind, handed him shiny bowl, and proceeded to beat him down, with me landing the killing blow in the water! Looted the soulbound hammer!

While thinning out mobs at the tower we got 2 gargoyles and let one get too far down tunnel during deathrun, got adds, chanter down, chanters charmed elemental added, killed 3 gargoyles before healers oom and wiped quickly after that.

After corpse recovery, wife and I sent petitions, bug reports and feedback in game, was contacted by GM, They hadn't heard about the bugged re-spawn point!!!!! People, send petitions bug reports and feedback reports on all servers, don't assume it's already been done. need to get this fixed.

Galloway Density
52 Pathfinder
Husband to Yohimba
Shammy Epic
# Sep 07 2003 at 9:31 PM Rating: Good
I have decided against fooling round with this part of the epic. By killing Glaron and Tabien 1 extra time and giving 3 items to the wandering spirit I have jumped up one extra level of faction. After killing Kirn your faction to TS should be Warmly. WITHOUT killing Kirn I am already Ally (I had to redo the Bondl & Ooglyn part a second time due to being killed by a killer shark so there may have been some extra faction there too).

You will note that there is a continuity break in the epic after killing Neh'Ashiir and giving her diary to the Spirit Sentinel. If your faction is sufficient it will be possible to obtain the Tear and do the hand-in to Rak without completing much of the proceeding parts. I will post again as to how many times the Glaron/Tabien/wandering spirit/spirit sentinel part needs to be redone once completed. And to confirm that this is possible,a shammy who was with us on my failed attempt said she had done it this way. More to follow.... And butt out SOE and don't stuff this epic up anymore!
RE: Shammy Epic
# Sep 10 2003 at 8:39 PM Rating: Good
OK I now have sufficient faction to do my tear hand-in WITHOUT having done Kirn or Neh kills or hand-ins.

AS I mentioned above, at the time of OBTAINING the High Scale Icon (NOT doing the actual hand in - it's still in my inventory) I was Ally. SInce the above post, I have killed the RM duo 3 times and handed the loot to the wandering spirit in WK 3 times and the sparkling gem the WS gives you to the Spirit Sentinel in EJ TWICE. On the last hand in to the WS my faction couldn't get any better so I didn't bother with handing the gem in.

So, as I figure it, do up to killing Black Dire and getting the boots (they're worth having - instant right clickable SOW even on the run). Then do the 2 CoM parts - reports and 3 books from Lord Ghiosk - and turn them in as per requirements. Then forget Kirn and Neh - 4 or 5 loops of RM kills/WK turn in/gem turn in in EJ shld get you to max ally. Then get the tear and do your final fight.
High Scale Kirn's location
# Sep 07 2003 at 6:56 PM Rating: Decent
I tried my turn in today...had a large raid party, worked our way to his new spawn point...turned in my Icon and he despawned as he should have...BUT he then respawned in his old spawn point in the tower where he shouldn't have. :-( I petitioned and the guide has escalated my petition. His respawn point is supposed to be his new spawn point, NOT the old spawn point. This should be fixed soon now that they are aware of the bug.
High Scale Kirn Help
# Sep 04 2003 at 3:30 AM Rating: Decent
Scholar
*
153 posts
Found good info on this link:

http://forums.interealms.com/shaman/showthread.php?threadid=16046

Kirn was moved - and behind a locked door. The key is a random drop so killing the various mobs on your way in may net you the access you need. Just kill your way in.

His turn in is moved I should say, the kill mob is back at the old Spawn point. So you have to work your way to him - Given the respawn times on these mobs and their increased difficulty - Looks like you need a lot of high muscle for the kills and respawns.

Had a blast there tonight, and upon trying to leave - we got wiped - but we all agreed - this place is worth the challenge now.

Edited, Thu Sep 4 04:20:48 2003
found
# Sep 02 2003 at 9:21 PM Rating: Decent
17 posts
If you look at the map on eqatlas he is in the center room where the 9 label is. We did the shaman hand in last night and tracked him to there, however he just poofed when our shammy did the hand in, so it must be bugged. I am looking for ghost of kindle of anyone sees his new /loc please go post where on his page =)
RE: found
# Sep 03 2003 at 9:39 AM Rating: Decent
He didn't actually "poof" per-se`. After hand-in Kirn respawns in KoS form. However, SoE forgot to move the respawned form; so he reappears back in his original spot (bring a full group of 65s and be careful; undead tower is no joke). My suggestion is(for those not high enough to take the tower), until this is fixed, is to send in an SK with harmshield to pull him out. Have your group wait in the side tunnel that leads to Yael's old room and just tag Kirn as he runs by; he's on a different faction so the others won't add.
RE: found
# Sep 06 2003 at 3:00 PM Rating: Decent
Yeah and isn't that so typical of them. Thanks a million SOE/Verant for gross stupidity. Went there last night to get the ring. Fought all the way to his old spawn point and nothing.
Where is he now?
# Aug 30 2003 at 4:43 AM Rating: Decent
I read in the strategy discussion that Kirn was seen on track in the town area. Has anyone confirmed that he no longer spawns inside the tower? I want to take my Froglok Shaman in here to get the ring from Kirn.

Edited, Sat Aug 30 05:42:24 2003
Easy
# Aug 23 2003 at 5:55 AM Rating: Decent
Went there with myself 61 Shaman, 61 Magician, 61 Cleric, 60 Ranger and a 56 Druid to hand in my shammy epic piece. We started at the beginning and fought our way through. It was easy as pie and we encountered absolutely no problems even with the adds. All mobs are about the same strength and High Scale Kirn was not a tough fight at all. Slow landed on 95 percent of the mobs and once they were slowed it was no problem. In all it took 5 of us less than 1 hour.
tactic
# Jun 16 2003 at 9:54 AM Rating: Decent
I am trying to do this part for my epic and so far I just scouted around with the rogue.
I just wanna point out that the undeads in the tower are not on Brell faction and will aggro the rogue if not on hide/sneak mode. I am assuming it is the same for the cleric. What I am gonna try is to res the mage outside the tower as soon as i find a safe spot and IVU him. Then walk him to the mini hall/room right before Kiln and CoH the other party member. The room with Kiln have about 4 spawn and the hall have just one roamer.
I have IVU potions ready for everyone.
Once roamer is dead I am gonan kill the 4 mobs in Kiln room then do the turn in and have High Scale follow me in the hall.
I am gonna try this in a few days and post the results.

-Stanislao
kirn
# May 30 2003 at 7:24 PM Rating: Decent
can a 54 and a 65 elemental monk duo kirn?


Verostis
54 shaman

http://www.magelo.com/eq_view_profile.html?num=573953
this guy is very easy
# May 25 2003 at 3:33 PM Rating: Default
hello
did this guy with my guild last night for my epic (shaman) it didnt work he took the icon and didnt aggro me at all so i killed him anyways he didnt drop the ring. he can be slowed,mezzed,crippled, he didnt resist anything i casted on him.
for those shaman's who are doing epic hear me out,
you can skip the hole part totaly if you raise faction with true spirit which means you go back to city of mist kill lord ghisok or get the 6 report pages turn it kill few times you should be ally i only turned it it once and i am already warmly. note lord rak will not give you the scale unless you are ally with him make sure to con him before you hand him the tear or good luck on second raid to fear and gm's will not return the child's tear back to you. you have to be very carefull when doing this quest. anyways so it is do the first easy part get the boots and the shield than all you do is get faction go to fear get the tear turn it in get the scale give it to the sentinel and /congratulate_uber_shaman
i am gonna skip this part by the way it's waste of time
Excellent guide Milesgloriosus...
# May 13 2003 at 2:37 AM Rating: Decent
Can this be changed a little?
Is there any reason why you don't park the cleric in Kirn's room?
If done without a mage (ie. corpse drag method), could a 59 shaman, 59 monk handle Kirn? Is Kirn slowable, magic resistant etc?
Infiltrating the Hole
# Apr 04 2003 at 5:55 PM Rating: Excellent
*
71 posts
Well, after some trial and error, I can outline a relatively easy way to get a force into close proximity to the epic mobs that spawn deep within the Hole without having to clear through the city (which is a complete pain in the ****** This method does work while Yael is up.

First, you need to powerlevel a brell cleric to level 14. The cleric needs the three spells divine aura, invis to undead, and reanimation, if you want to go totally barebones.

Get the cleric to paineel, bind him right at the pit that drops you into the hole. Have the cleric divine aura and dive in, he'll land in the middle of a bunch of elementals, golems, flighty fiends, and master yael (if he's up). All these mobs should ignore you since you're a brell worshiper. Run up the passage that leads to the castle full of undead and epic mobs. ITU so none of the undead will aggro, run past the entrance to the castle, around the corner, and you'll be on a ledge overlooking master yael's spawn. Park the cleric here, we'll come to him later.

Next, you'll need to have a 55+ mage in your raid party. have everyone in the raid party zone into the hole, no need to fight the entrance mobs, just sit around. Have someone duel the mage to kill him without exp loss. Now, take a level 1 brell worshiping halfling rogue, use sneak/hide and drag the mage's corpse all the way down through the city and to the spot where the level 14 cleric is parked. Have the cleric reanimate the mage, get the mage grouped with the halfling rogue, have the rogue sneak back to the entrance, or even easier make sure he's bound right outside the Hole entrance in Paineel and just have him run up to a mob and ask it for a free port to bind, any way you do it, have him in the entrance to the zone so he can invite people for Call of the Hero. CotH your entire raid party into position, assemble your groups, and presto! You're right near all the epic mobs, you're really close to master yael, and you didn't have to kill a thing. In the event that you don't have a mage that can cast Call of the Hero, it is possible to simply corpse your entire raid party and drag all their corpses through the zone. In this situation, I strongly reccomend that each person at the raid bring their own level 1 halfling rogue, because I had to drag five corpses through the Hole last night and it was not only extremely difficult (ended up making a ton of macro keys to target and summon corpses) but it also took about an hour and twenty minutes.

Hope this helps, and good luck.
(note: copies of this post will be placed in the discussion of the important epic mobs in the bestiary section, as well as under the main Hole strategy discussion. I'm not trying to spam, just trying to make it so anyone looking for info on their epic mob can find this strategy quickly and easily)
Kirn with 5 people
# Mar 26 2003 at 8:44 PM Rating: Decent
Did Kirn last night with 5 people. 61 pal, 58 dru, 58 sha, 61 clr, 50 war (dinged 50 fighting there). We got a kei before heading to the Hole.

Kirn was cake, getting to him was a lil rough because we lacked good DPS and kept getting stuck in respawns =P

/rude 3 golems and 2 harvesters plus rats and crusaders all at once. Took some great teamwork. The fact that we always hunt together and didnt panic was a plus.

We made it though and kirn dropped in about 2 minutes. Easy kill.

Sir Puen - 61 Crusader
Venerable Ekar - 61 High Priest
#REDACTED, Posted: Feb 21 2003 at 4:02 AM, Rating: Sub-Default, (Expand Post) Well Kirn is gana Die i'm Taking him Later today the 21st of feb He is gana die because he make mea mad and then i will go kill RAk's DAUGHTER not son Duth why she Has a diary and then Slaughter the Golem then last Rak him sellf must die =( O well
Kirn's Pet
# Jan 07 2003 at 7:56 AM Rating: Decent
Last night 7 of my friends and I headed into the hole to kill Kirn. When we finally got there Kirn's Pet was the only thing up. So we had to kill the pet and I will making another trip down there because the people before me didnt have enough consideration to make sure his pet was dead so he would respawn.
So...

PLEASE be considerate of your fellow shaman. Make sure that Kirns pet is dead before you leave.
RE: Kirn's Pet
# Jan 24 2003 at 2:17 PM Rating: Decent
When you hand Kirn the Icon, he de-pops and a version of Kirn insta-pops with the Engraved Ring. This is done to ensure that people can't just run over and kill him and get the ring without having to hand him the icon. In the process of the unpopping and repopping, the pet it killed, when he repops generally he doesn't ever summon the puppy because he agros on you. So, to make a long story short, if his pet was there, that means that someone just plain killed him outright, most likely not a shaman just some lucky dumbass who happened to be in the hole when he popped.
Getting to Kirn
# Dec 16 2002 at 1:38 PM Rating: Excellent
35 posts
The most important part of handling this zone to get to the undead tower is to do your research. On top of that, I can't tell you how invaluable it was to have someone create a Brell-worshipping Halfling Rogue to scout for us before we raided the place. That rogue (level 1) was able to accompany us all the way to the undead tower without any problems. Therefore, we had someone who knew the route and could get us there with the least amount of problems.

So, I had 16 friends of all shapes and sizes. Make sure you have two enchanters for crowd control and at least two tanks who can do a lot of dps. We had a 58 warrior (with epic), a 58 monk, a 58 bard, shaman and necro pets and lots of casters blasting things.

A good rule of thumb for the Hole is: watch for adds and move quickly. The respawn time is very quick and you can move on safely if you kill quick and then hustle.

We started at the first golem (note: rock golems in the Hole summon). We pulled and cleared to the next area and so one. Mobs are fast and furious here, so make sure your casters are managing their mana.

We got to the undead tower and got Invisible To Undead up and started running. You go up the stairs to your left and keep going. Then, instead of going into the room where Kirn is, we parked ourselves in the chamber with the Ghost and got buffed and full mana.

I turned in the High Scale Icon and immediately got bashed by Kirn for about 400 points. Everyone sent the pets in and the tanks went in. While fighting him, Kirn will move around, so make sure you keep him near the center of the room so you don't pull aggro from other rooms. I was surprised as how easy Kirn was. Within two minutes, he was down for the count. I looted my ring and the druids ported us out.

We were there for about three hours total and suffered only three deaths total.

Again, just do your research (thank you, Allakhazam!) and make sure your have a good group and someone to call out orders.

Now, back to the CoM for the next step.
To Kirn
# Dec 12 2002 at 6:11 AM Rating: Decent
Lastnight 4 of my guild mates went to the hole is search of Kirn. 57 shm 57 clr 60 nec and a 54 pal... Kirn was a easy kill getting there was the problem at one time they had 6 adds while crossing one of the courtyards...after that it was a cakewalk
My Way
# Dec 11 2002 at 1:10 PM Rating: Decent
I read somewhere about making a lv 1 halfling rogue (brell diety) to explore this zone, and it worked :P i just used hide and sneak to elude everything. The best way i found to get in, if your gonna fight...get to the large lake at loc p350 p300, then go to the end of near the water fall, nows the fun part...JUMP! Its a very long fall, but u fall onto the body of water from the waterfall, looks cool when u do it to ) In the room that u fall into there r 4 mobs (also make sure with your lv 1 rogue or a traker that Master Yael is not up). Proceed to the only way to get out, which is to your right, its a tunnel. In the tunnel u will find about 8 or 9 mobs spread out, they r easy. When u get to the end of the tunnel bust out your Invis to Undead potions and enter the tower, go all the way to the top, and bam theres Kirn. good luck shammys
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