Tarton's Wheel  

Quest Started By:Description:
(From 1 rating)
Maximum Level:120
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Spell
Quest Items:
Related Zones:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
Appropriate Races:
  • All
Entered: Thu May 31 16:21:32 2001
Modified: Sun Jul 10 02:00:14 2022
This quest begins with Sulgar at location is 3030, -2395, -58, in Everfrost (just into the main area of Everfrost and to the north boundary).

You say, 'Hail, Sulgar'

Sulgar says 'Hail, traveler! Would you happen to [know] the location of any of the spokes of Tarton's Wheel?'

You say, 'What is Tarton's Wheel?'

Sulgar says 'Tarton's Wheel was a device that Tarton constructed to let him travel through the planes. If you are [interested] in helping me reassemble it, I will [reward] you well.'

You say, 'What reward?'

Sulgar says 'If you bring me the [Staff of the Wheel] and the [Star of Eyes], I will reward you with a rune of frost and a rune of the astral - for personal use, of course..'

You say, 'What is the Staff of the Wheel?'

Sulgar says 'The Staff of the Wheel and the Star of Eyes are made by combining the ten spokes of Tarton's Wheel in a [wheel case].'

You say, 'What wheel case?'

Sulgar says 'I will lend you this wheel case - put the ten spokes of the wheel in it when you have collected them. I did say lend, however. I shall need the case back. Once you have constructed the Staff of the Wheel and the Star of Eyes, I will trade you them for a rune of frost and a rune of the astral.'

You receive "A glowing chest" (identifies as "Tartons Wheel Case"), a 10-slot TEMPORARY container, and a Tome of the Wheel, which reads:






In the crossing
Of the waters
Rests a ship
On its side

Drowned sailors
Swim around it
Past this ship
The Azia lies.

In the land
Of wind and snow
This stream of water
Does not flow

Below the ice
Upon dry land
The Beza rests
Held by no hand

In the Lake of Rathe
An island looms
It hides a treasure
In its womb

A stone tower
Protected sleeps
Those who guard it
Can not weep

A cauldron stews
But does not boil
Its edges rock
Not dirt or soil

Inside the cauldron
Lurks a door
The Dena lies
Some paces score

Once Trolls did live
Within these halls
Then vengeance struck
Their might did fall

A well of water
Upside down
The Ena rests
Yet does not drown

The tears of Marr
A pool do make
Two towers stand
Within this lake

In one tower
Guarded high
The Fana dreams
Of sleeping dry

Upon the mountain
Through the pass
The Tiger Roars
With eyes of glass

The Tiger sees
The waters fall
Geza is held
Under its thrall

Under this city
Upon the coast
Tunnels stretch
And secrets boast

Two dark pits
Within the ground
Fins circle Heda
Round and round

Under the Mountain
Where the sunless mass
The Blind Fish swims
With eyes of glass

The Blind Fish sees
Through azure haze
The Izah rests
Within its gaze

Upon this house
Was laid a Doom
Its owners rise
From beyond the tomb

Now sunken is
A Dwarven crest
Where the Jaka lies
But can not rest

There are 10 pieces that you need scattered across the face of Norrath, each called "A Rod."

The locations are as follows:
(1) [azia] On the ocean floor in Eruds Crossing past the zombie boat where the zombie sailors hang out. (location - neg 1162, pos 2340);

Here are some video guides on the original zones. These videos are not for the revamped zones.

(2) [beza] In the underwater cave in the Everfrost plains. It is in the "house" all the way back and right in the cave, where 3 dry bones guard it in the center of the room;

(3) [caza] Lake Rathetear. Underneath the first island you see is an underwater tunnel leading to a stone tower. It's on the top floor of the tower. (You need enduring breath for this one);

(4) [Dena] Dagnor's Cauldron, right outside the entrance to Kedge Keep, at -890, -740. If you face with your back to Kedge, it is directly diagagonally left, in a corner - or you can swim straight out and down from Unrest;

(5) [Ena] Lower Guk in the Reanimated hand room. This one is the only one you need a group for, unless you're brave and kamakaze it. Warning, the floor is the same color as the rod in this room and it makes it very hard to find with the hand and the dar beating on you;

(6) [Fana] Southern Desert of Ro, northern section, in the underwater tower in the lake, at +3695, -1740, -35;

(7) [Geza] Highhold Pass, on the patio at The Tiger's Roar, at /waypoint -268, 585, -14

(8) [Heda] Qeynos Aqueducts, in the shark pit;

(9) [Izah] Neriak in the water in front of the bar called "the blind fish". The bar has 4 glass windows that are underwater, and the rod spawns right in front of those windows;

(10) [Jaka] Unrest in the water outside the right side of the house near where the the gnome spelunker is. Instead of going into the tunnel that leads to him, you go a little right of that entrance and there's a very short passage where you can find the rod.

You have fashioned the items together to create something new: Staff of the Wheel.
You have fashioned the items together to create something new: Star of Eyes.

Turn these in for your reward. (NOTE: With the recent revamp of the spell research system, the Rune rewards have each been replaced with "Shattered Rune". We need confirmation (8ish years after the spell research revamp) that this quest is still messed up)
Submitted by: Shaidar
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Qeynos change
# Mar 04 2003 at 4:29 PM Rating: Decent
When I went to get the Qeynos rod today I couldn't find it in the shark tank. There were 2 npcs standing near the sharks, Timvu and Omorb. I saw a message saying "Timvu picks something up off the ground" So I killed Timvu and Omorb, but neither dropped the rod. However when I looked in the shark pool after they were dead there was the rod...
couple things...
# Feb 07 2003 at 5:36 AM Rating: Decent
The lich in everfrost wanders that whole cave, get invis vs. undead if you can, saved my life =).

also, for the Mob named Deep, she didn't aggro on me (i'm lvl 41, she's red). i approached the tower slowly with invis up and only went to the "window" the rod is within reach without going in the tower. (note: this cave is under the island east of the diving board)

I used davidhutchinsons guide posted below. thx david.
Lich of Miragul
# Jan 19 2003 at 8:28 PM Rating: Excellent
6,424 posts
Watch out when doing the Everfrost rod! The skellies in de house are easy, but I went there as a lvl 32 wiz with a lvl 29 wiz, and we ran into the wandering Lich of Miragul... a level 45 Undead (so Invis doesn't work!)

Well, my wiz friend managed to pull off a Nexus Gate, only to die there of a dot.... I keeled over after being charmed and received another 495 hp nuke...

The Lich is following the path you would take when you stick to the right... so make sure you don't run into it on your way back, as we did...

The tunnel in Lake Rathetear lies at 2617,1404,-190. I couldn't find it at first, as the tunnel entrance is BIG!!!!! Even at max gamma, it's still a dark hole...

Edited, Sat Jan 25 14:34:23 2003
# Jan 08 2003 at 2:06 PM Rating: Decent
i am going to attempt this as a 4 wizard lol. most of it will be a cinch, just run in and grab it before you die :) also invis can get through all the places sept LGUK and oasis. so if you have trouble in lakerathe, then you dont know how to use invis :) if your not in either WOLF FORM OR INVIS DO NOT ATTEMPT TO GO AFTER THE ROD IN LAKE RATHE, THE MOB DEEP SPAWNS UP THERE AND SHE IS LVL 60 AND WILL RUIN YOUR DAY. this is one of the easiest quests i have EVER seen for such a good item
# Jun 01 2003 at 11:09 PM Rating: Decent
Hehe, I like the idea of doing this before level 10. Just grab the rod. You die and still have all your gear and the rod anyway.
Invis and Invis vs Undead will get you through most of it. You just have to grab the rod before the Hand in LGuk slaps you and you're sorted.

I wonder what the quest xp would be like at this level. )

Edited, Sun Jun 1 23:27:49 2003
My experience
# Dec 24 2002 at 11:11 AM Rating: Excellent
I did this as a 34 Dark Elf on Karana. First I printed out all the maps and then.....

I got 8 water stones from a magician player in plane of knowledge (no rent items). With all these assume enduring breathe from the water stones and Invisibility.

Sulgar can be found in everfrost at 3029, -2395, I con'd him first to make sure I could do the hand in for the quest. Fine and his friends as well. Don't get the Wheel case yet, its no rent anyway.

Because I am a Dark Elf I run around with invisible a lot, it really hepled, I advise you to do the same.

The Rods:
[Azia]. Eruds crossing, Go from Queynos, not Erudin, if you stand at the end of the pier and reappear, nothing aggros you. The sharks around the zombie boat have gone. The rod is at neg 1162, pos 2340

[Beza] Finding the hole was the hard bit, they are marked on the allakhazam map as smnall blobs on the river, stick to the right all the way once you get into the caverns. There are deepwater divers (green I think), but I went Invis as always. Its quite a long way to the house where the rod, is but the dark boned skeletons have been downgraded to ice boned skeletons, a smidge over 1 nuke takes them out, so not much threat.

[Caza] Lake rath. Is this a long way, defintly have Invis here, you can pick up the rod without it dropping, so find the entrance under the island with the diving board, go to the top of the underwater tower pick it up, put a bit of distance between you and the tower and gate out. The tower has some tough deepwater goblins in it, these and the reanimated hand were the only things not green to me. But then they never saw me. way to go Invis.

[Dena] Dagnors cauldron, no problems just go and get it, its at neg 890, neg 740.

[Ena] Lower Guk, this was both the hardest and the easiest, I was waiting for a guildie to turn up wondering if today WAS a good day to die, when a 64 magician turns up. I dont know if my guild mate met him first or he was going anyway, but after we zoned in he went to the reanimated hand room, up to the rod room and using call of heroes bingo I was there. As easy as that. Lots of thanks oh mighty magician, I owe you one.

[Fana]Oasis of Marr, again Invis and enduring breathe are your friends, go in pick up the rod, its in the underwater tower on the top floor. Then leave, simple as that.

[Geza] Highhold pass, dead easy, go to the Tiger Roar Inn, dive in near the water fall get the rod. I am ok here, but Invis works here as well.

[Heda] Qeynos Aqueducts, you are going to need a map for this one, I cast Invis (what didnt you have invis on already, well yes actually I did) entered through the secret entrance in the outside walls to the left of the main entrance. Then walked there, jump in the pool get the rod, gate out. Everything green again.

[Izah] Neriak, My home town. However for those who it is not, its in Neriak commons, for all you good guys Invis is a must. Its in the pool outside the window to the blind fish basement. You can either dive for it or enter the blind fish, go downstairs and pick it up through the glass.

[Jaka] Unrest obviously do this at the same time as dagnors cauldron, its in the pool to the right of the mansion. jump in, there is a partition/short tunnel on the far right, go in and then up, there is a dry ledge, the rod is on the ledge.

And finally run back to everfrost, find Sulgar, chat to him until you get the wheel case, fill it and combine, bingo one nice staff and another thing you will never use. Don't use the case for storage its no rent, and dont give him the rod, he will give you the runes for ice comet (go buy it in the bazaar)

I used 7 out of my 8 water stones doing this quest, it took a little over 5 hours, except I already had the neriak rod, and the reanimated hand room rod.

Have fun, excellent staff.

34 Dark Elf Wizard
RE: My experience
# Feb 20 2003 at 1:31 PM Rating: Decent
346 posts
A most excellent post!

* The only clarification I have is that I found the Unrest rod, jaka, actually in the water.
Lake Rathe rod
# Dec 18 2002 at 4:50 PM Rating: Decent
Where, exactly(loc) is/are the tunnel(s) to the tower. And what's the loc of the tower?
# Nov 16 2002 at 12:36 PM Rating: Excellent
As I work my way through this adventure, I find that things have changed a bit over time. As soon as I have the staff in my hands, I'll post my updated notes and send the corrections to the keepers of this collection of lore.

A few notes now:

At my 24th season I have had no trouble with Unrest, Outside Kedge Keep, Erud's Crossing, Highpass, or the Oasis of Marr.

However: A serious warning: In the ice caves in Everfrost Peaks there lurks a Lich. A lich is a magic wielder who has managed to extend his live by unnatural means until he/she/it becomes undead. The Lich of Miragul who resides in the NW corner of the caves is very, very dangerous. Despite attempts to prove his season, it is now known that his power has grown with time. I would stay clear of him and his pet if at all possible. Going the long way to the rod cave is the best way to do it. In general, just the word LICH should be enough to keep almost anyone a long distance away from its lair.

Safe hunting,
The Beza Lich
# Nov 17 2002 at 3:29 PM Rating: Excellent
After a bit of research, I have discovered that these caves were once the secret "Cache" of the Arch-Necromancer, Miragul, founder of the Erudian Heretics.

Here is the story in full, both of Miragul and his Lich.

Over three thousand years in the past humanity was in its infancy. Mankind dwelled in the center of Antonica, spreading out slowly to inhabit the vast and fertile plains of Karana. Villages appeared and prospered, several reaching the size of towns, and two even became cities -- Qeynos to the west, and Freeport to the east. Humanity, much to the disdain of the elder races who watched from afar, was strong -- it rapidly gained a solid foothold in the world of Norrath and was there to stay.

This is not to imply, however, that humanity was at peace. Early on small groups formed, some linked by similar appearances, others by common goals. Competition was fierce, and when resources grew scarce for one reason or another many groups abandoned the promises and alliances of their past and fought. A few leaders spoke out against the violence, urging the masses to remember why they had fled the cold north. They had broken away from the lands of Halas and their barbarian brothers in the name of peace, and these leaders insisted that humanity adhere once again to those principals to which all had agreed.

Their cry was not totally ignored, and the fighting subsided. Villages were encouraged to trade with one another and to respond to competition nonviolently. An economy based largely on agriculture appeared and the villages and small towns were surrounded by large farms. Most of humanity’s leaders were pleased with this, wanting nothing more than peace and food on every man’s table after a hard day of work. A few, however, wanted more. Even though their people had risen well beyond the standard of living endured by their barbarian brothers to the north, they were not content. Explorers and adventurers returned from afar with tales of elves, dwarves, and other strange creatures, as well as descriptions of ancient abandoned cities. A few even came back with limited knowledge of sorcery and the mystic arts.

And when that discontent minority of leaders heard all of this, they became both jealous and determined. A small, fragile man of great intellect called Erud led this group, and he formed them into a council. They quickly became irritated, even disgusted, by their fellow man. Leaving a small network of spies behind, the remainder of Erud’s followers fled the city of Qeynos and boarded a small fleet of ships. They sailed to the west and landed upon the barren coast of the island of Odus. The land was sparse and uninhabited and quite appealing to the council and their people. They quickly built a city of their own, dissimilar in almost every way to both Qeynos and Freeport, for it was almost entirely a towering castle. Erudin it was called, and within it the scribes and scholars, who called themselves High Men, gathered and analyzed reports, captured books and scrolls, and other artifacts brought to them by their spies. The first human mages were then born – wizards, sorcerers, and enchanters occupied the great halls of Erudin and grew immensely in both power and knowledge.

One of the more adept practitioners of the arts was named Miragul. Unlike and more extreme than the others, he not only abhorred his human brothers on the mainland to the east, but he also grew to hate his fellow Erudites. To him they were both short sighted and narrow. They created schools of thought, categorizing magic into three groups and designing themselves to three classes: Wizards, Sorcerers, and Enchanters. Miragul found this limiting and thoroughly resented the thought of being restricted to one school of thought or another.

He soon found others who felt similarly. They were a small but growing group of outcasts who often studied forbidden texts and other knowledge generally kept secret from the majority of students. The council was morally and ethically opposed to much of the information gathered afar by their spies. Miragul found that these outcasts not only studied the three schools of magic, but also a fourth. It was called Necromancy and a few lucky spies had returned from a distant underground city (Neriak, it was called, home of the dark elves) with both their lives and also ancient texts describing this art. Miragul was intrigued, and, by using powerful magic, created for himself four identities, four separate countenances and names, and joined all four schools without the knowledge of the council, nor anyone else for that matter.

It came to pass some years later that the council, in its ever growing desire to know all there was to know, both in distant lands and also in its own city, discovered the group of Necromancers. They were branded heretics and a great conflict arose. For the first time in several hundred years, the Erudites fought. They engaged in a civil war not entirely dissimilar to that which they had loathed and fled from back on the mainland. But there was one very significant difference – they did not use swords and bows, but rather magic, and the result was terrible. Lives by the hundreds were lost, great buildings and structures destroyed, and eventually the heretics were forced to flee Erudin, to hide and regroup in the southern regions of Odus.

Miragul, being a member of all four schools, was not blind to the implications when the conflict began. He left the heretics before they fled the city, abandoning his fourth identity and siding apparently with the council. But this was only a ruse in order to buy time. He soon gathered every artifact and tome he could discreetly steal and then left Odus entirely, taking a ship back to Antonica and to the city of Qeynos. The lands of men, however, were not only to his dislike, but also filled with Erudite spies.Miragul grew afraid, even paranoid, and soon fled again. He headed far to the north and then to the east, wishing to avoid the barbarians of Halas. After many weeks he found himself near the great lake called Winter’s Deep and he hid there for some time.

While Miragul waited in secret his mind was not idle. He schemed and planned, and looked over every letter of every scroll and tome he had taken from Erudin. Time passed and his understanding and power grew. But he was unsatisfied and a deep hunger for even more arcane knowledge ate away at him. He soon left his hiding place and began to travel long distances in search of more ancient texts and artifacts. His power had grown and confidence overcame his fear of Erudite spies. Once again he cloaked himself in false identity and countenance and traveled the lands of men.

Not far to the south of where his cache of artifacts lay, Miragul soon found another of the new races, the Halflings, and their town Rivervale. The mage feared these small people and their propensity to sneak and to steal, and as his treasures grew in both size and value, he eventually made the decision to move even farther north, and away from all intelligent life. He traveled leagues and leagues, far beyond the range of both Erudite spy and curious Halfling, and eventually came to a vast tundra. This land had no name, and was not until centuries later referred to as merely the Frigid Plain. This frosty and remote environment appealed to Miragul’s heart, for it had grown cold, obsessed with only knowledge and the abstract, and filled with only hatred for others. Creatures with intelligence forced him to be discreet and slowed his acquisition of knowledge and items. He had as little to do with them as he could, only hiding amongst them when absolutely necessary.

Under the icy ground of the Frigid Plains, Miragul created a large network of tunnels and rooms in which to hide and study his collection. He used no labor, but rather deep magic to remove the earth from his way. Room after room, passage after passage, he did create to house his store of artifacts. He split his years, spending one score out in the world, exploring and amassing knowledge and items, returning them to his cache, and then the next dabbling with them, experimenting in one of several laboratories he had created.

Many years passed, even centuries. Miragul grew old, even though he did his best to extend his life using magical means. There was a limit to his enlightenment when it came to aging, and he soon acknowledged that one day even he would die. Only one aspect of death did he fear, and being no longer able to learn and collect wrought him with terror. As his skin grew wrinkled, and his breath short, Miragul’s time was spent less exploring the world of Norrath and more studying the existential. He soon discovered the various hidden dimensions that neighbored his own, the Planes of Power and Discord. He discovered means by which he could traverse these planes, making portals that led between them. But his strength was leaving him, and his journeys into these realities were short and often unprofitable. More and more, his own mortality limited his reason for living, and the specter of death haunted him daily.

The mage’s research into life and death was built upon a foundation he had learned from his fellow outcasts centuries before in Erudin. Necromancy, more than any other art, became Miragul’s obsession. Eventually he discovered a means by which to create portals within his own plane and made them to travel great distances in mere seconds. He traveled back to Odus, to its southern regions, in search of the other Necromancers. Perhaps, he mused, they had unearthed by now a way to cheat death.

The mage soon found that the heretics of Erudin had built a city into a great hole that led to unknown depths beneath the earth. This chasm was apparently the result of that huge civil war from which Miragul had fled centuries earlier. The city, called Paineel, though somewhat suspicious, allowed Miragul to enter and after a time he earned its inhabitant’s trust. Many humored the old man and his claims, while a select few respected him and were willing to trade knowledge for knowledge, power for power. They revealed to him the true power of necromancy, the ability to raise the dead, creating zombies and wraiths obedient in every way to their master. Many of the heretics planned to assault Erudin with vast armies of undead, to wreak revenge upon the council that had exiled and made war upon them in centuries past.

One important aspect of their necromancy interested Miragul, the fact that the undead ceased to age. Their lives appeared endless and the elderly mage knew that he must discover a way to be like them. He feigned interest in the heretic’s goals, learning spells to raise the dead, helping them raise their undead army. All the while, however, he was experimenting himself, hiding much of his research in the small home he was given in Paineel. After some time he discovered that which he had sought, a way to transform a living being, as opposed to a corpse, into the undead. Unfortunately, time was scarce, for he was tired and almost dead himself, his body deteriorating with age, and the heretics were almost ready to make war once again.

Miragul then left Paineel, using a small portion of his dwindling life energies to make a portal back to his cache hundreds of leagues to the north. Upon arrival, he withdrew silently to his most secret laboratory and prepared his final spell. Dreaming all the while of endless exploration and discovery, he slowly made ready his ultimate experiment. The enchantment laced with necromancy was finally made, and Miragul hid his remaining and fragile life within the phylactery, a small device he had pilfered from the other necromancers. Clouds of mystical energy gathered and then dispersed, revealing a shell of the man Miragul once was, an undead mage, what ancient scripts and legends called a lich.

In his haste, however, Miragul had made a miscalculation. The lich, while retaining all the mystical power of his formal self, lacked a spirit. Only the mage’s soul, now locked within the phylactery hidden deep in the cache, retained the ambition and desire to amass knowledge and power. The spiritless lich possessed none of these human traits, and Miragul’s soul screamed in silence as the undead creature began to aimlessly wander his menagerie of wisdom and enlightenment, his rooms filled with artifacts of power.

NQ "Words are the strongest weapon ever devised."
# Oct 09 2002 at 10:17 AM Rating: Default
RE: quest
# Feb 07 2003 at 5:39 AM Rating: Decent
RE: quest
# Jan 06 2003 at 1:35 PM Rating: Decent
I was a 26th lvl Wizard at the time i did this quest. Yes, i died getting the rods in Oasis, Lake Rathe, and Lower Guk. All i did was get within dragging range and /corpse'd my body out. Giving up just because you died in an obscure place doesn't mean it'll be impossible to get yer body back. Keep in mind this was not my first time doing this quest, i did it before (and completed it) with a lvl 16 Wizard. Nothing like a few EB and Invis Vs. Undead potions to help you out hehe.

Also info about the aqua goblins in Oasis and Rathe....NOT ALL GOBLINS AT THE TOP WILL BE SHAMEN! I have gone through there a couple times and not been seen. I came to later find out the shaman don't always pop. So, for those out there yet to do this quest, keep yer chin up. And if they ARE Shaman, don't give up. Just get a GUILD! MWa ha ha ha ha!!
RE: quest
# Nov 12 2002 at 7:47 PM Rating: Decent
Well I know how he feels I am a 44 Wizard and I am glad that you were kind enough to show him where the Caps Lock button was because that is just downright annoying but instead of giving a smart comment like did you try invis? you could have realized that the casters see through invis, one and two even if you are invised as soon as you pick up the rod it drops. So here is my advise to anyone trying this that doesn't know how to get through it without being seen. First swim to the hole in the top of the tower look down and see where the rod is. It will be close to one of the side holes in either case. Swim away from the tower on the side that the rod is on and start creeping towards it until you finally pick it up then just swim away no problems. As for doing this at 16 by yourself I would like to know how since it took me a 50pally and 51 Nek to help me clear out the hand room since the hand see's through invis to undead and will aggro on you and plus everything else in the room. But not saying it can't be done I would just like to know how. Great intelligence item for the non-twinked though.
RE: quest
# Nov 11 2002 at 10:08 AM Rating: Decent
61 posts
Yeah...I did this quest at 16.....only died twice...once in LGuk and another time in LGuk, hehe. Invis is your friend!
The few, the proud, the non-twink.
RE: quest
# Oct 29 2002 at 12:13 PM Rating: Default
28 posts
never tried invis ?
by the way, hit your [CAPS LOCK] key once to disable it
Ice Comet
# Sep 20 2002 at 4:11 PM Rating: Default
Just to clarify some things. Hand in this Staff and the Gem you get to Sulgar and recieve a NO DROP version of Rune of Frost and Astral. Combine these two runes in a Lexicon (trivial at 150-60 ish I think) to recieve the spell Ice Comet wich is a 1100dd for 400 mana. Runes of frost and Astral can also be found on various lvl50+ mobs all over Norrath And luclin. These will aslo make the spell. Spell also drops on rare oacations from Lady Vox.
RE: Ice Comet
# Sep 20 2002 at 7:12 PM Rating: Default
Just for the heck of it I did this quest again with my Wizard on Kane Bayle. Only died twice due to my own stupidity. One time I saw a killer shark hear dock on Island in Eruds Xing and went to close to it (there are no sharks near the rod) second time was while swiming to the Everfrost cave. Didnt have enduring breath and drowned. quest is doable id say from lvl 16+ cus then you get invis, but I would wait till 24 so you have all the gate spells needed (btw, Lesser Evac will get you close to Queynos hills zone in WK, so no need to run thry the whole zone).
Total time: About 3 hours

Edited, Fri Sep 20 19:57:44 2002
# Aug 25 2002 at 9:52 AM Rating: Default
I have about 5 runes of frost and 5 rynes of astral and have all my wizards other researched spells, but she isn't high enough to make this spell yet.. do i have to do this quest for no drop runes or will the ones I have work?
Too Easy
# Aug 15 2002 at 11:08 PM Rating: Decent
I just did this quest with my L26 wizzy, not hard at all. I bought IVU potions and SOW potion (to speed things up some) and had no problems at all didnt even get hit once. For the guk one i was lucky and there was someone camping the hand room area so it was cleared when i got there :) Sometimes it is better to be lucky. Regarding the previous post about the one in Erud's Crossing if you stand one shore looking at the Shipwreck, swim out past the wreck about as far as the wreck is from shore and you will find it on the bottom.
It only took me about 3 hrs to complete this quest on Saryn with no help from anyone (other then the group that was clearing the hand room)

Good luck to all that try this quest.

L26 Wizzy and Proud member of rage academy
Erud's Crossing
# Jul 31 2002 at 5:07 AM Rating: Decent
The rod that is supposedly located near the sunken ship i cannot find...If anyone could be more specific with the location i would be very thankful. I am afraid the last patch screwed it up but when I e-mailed them all the said was sorry we can't help with quests.
Hum... that hurt
# Jul 11 2002 at 3:05 AM Rating: Decent
Not thinking much of it I bound myself on one of the docks closest to the underwater cavern in Lake Rathe. I got an enduring breathe and hoped in. I reached the underwater cavern and after a couple seconds I found the little goblin guarded tower. Thank god, they are all green....right? DOH!!! I saw they were all green so i went on in, all of a sudden I was hit and almost slaughtered right away. I grabbed the rod and got alittle bit away, and boom, died. But I had the rod. I suppose THAT is the cleric epic goblin I heard about. Wish I had know that before. Oh well, make sure you are careful of him when you do this part.
guk is easy
# Jul 09 2002 at 1:27 PM Rating: Default
at level 1-10 all you have to do is pay a nice enchanter (or bot one in my case) and have them rune5 and IVU... then you just run to room, pick the rod up and die... trouble is being able to find the rod in the hand room because the hand sees through IVU (which is where rune5 comes in handy ;)
# Jun 29 2002 at 4:23 PM Rating: Decent
Well after hearing all thegory details of the Deepwater gobbos, I got some help.
Turns out we didnt need it - just invis up - swim in to the top of the tower and pick it up and swim out.
(thanks Aepryll)

Wiz 42
Troops of Doom
Seeing underwater
# Jun 23 2002 at 8:34 PM Rating: Default
I'm frustrated! At least two of the required rods for the Traton's Wheel quest are in deep water -- sufficiently deep that by the time I swim down there I can't see a thing, including the rod I need to get!

How does one retrieve those pieces??
The spell
# Jun 19 2002 at 12:05 AM Rating: Default
Ok, I have read several of the posts here and do I am confused about the spell Ice Comet. From reading the description above, it appears that you must give the staff and the star to Sulgar to receive the components to research the spell. Surely this is not correct, but could someone clarity? I cannot imagine giving this staff up for the possibility of successfully researching this spell. Also, if this is the case, is this spell worth it all the trouble or is the staff the real prize here? Thanks
Rathmoore 20th Wizard
RE: The spell
# Jun 27 2002 at 4:40 AM Rating: Decent
LOL yes the spell Ice Comet is worth it. It is one of the most powerful spells we Wizzies get if not the most powerful(it depends on what your fighting).Just don't worry about it until you are 49 then you can turn them in and then go get another staff if you like
Lvl 13 Wiz
# Jun 14 2002 at 1:35 PM Rating: Default
Just did it today with my 13 Wiz, a 10 necro, and a 14 Dru alt. Used Dru for Camo, and EB, necro for invis. Only tough part was Guk other than all the running around. Guk like this get camo/Sow and run to the zone line to Dead side by waterfall. Have necro gather shadows, walk himself down to waterfall then IVU, swim down and run to safe hall and bind. Have Necro follow with his own IVU (I Bound him in Grobb). Then he can IVU you while you run in grab the Rod and die. Repop in safe hallway-reinvis and run back for summon corpse. Gate to safe hall, IVU and sneak out, or wait for a friendly port since alot of high levels pull to the safe hall. Took a while but it worked!
Acceptable Levels
# Jun 11 2002 at 11:13 AM Rating: Default
I am doing this quest with a 10 Wizard and I myself am a 16 Enchanter. It's do-able with this group, albeit there is a lot of walking around and the Hand in Lower Guk pretty much HAS to be camped(thanks to Lrac and Wuzzi and that pretty kitty who helped us there!). But if your smart you can do it.
Guk isn't hard if you don't mind dying (and you have a few p
# May 24 2002 at 4:09 PM Rating: Default
I did the Guk portion of the quest last night. First I bound myself just outside upper guk, then ran to lower guk. When I got there, I asked if anyone would give an IVU so that I could go down there safely. No one answered (there were about 10 or so in the zone). I then asked if the hand was camped. I recieved a tell saying that it was currently dead. I still didn't have an IVU though. I decided to go out and see if any shamen were selling IVU potions: first I tried NK, then EC and finnaly the bazaar. I found a shammie willing to make me some. I asked for a 10 charge potion, just in case. On this I spent 140 (usually IVU are 10-12 per charge, put I like to tip :) ) Then I asked for an EB potion as well, which was made for me. YAY! I had everything that I needed for the quest :) on my way back to guk from NRo (I had to bind myself in the bazaar because I did a couple ports for donations) I did a /who all enchanter to see if I could get a breeze or clarity. I just happened to pick up a chanter in LGuk, so I asked how it was down there. A full group of six. Not many, but maybe they can help - ok! I went down and, when I got to the top of the waterfall, leved myself, drank the EB potion and IVU potion, then went into the water and swam up the river. I found it wasn't as long as I thought it was, so that was an EB potion wasted. I went through the BR to the room with the bats and conned them - dubious! score! continued on to the safe spot. I then asked ooc if anyone could help with the hand spawn. No answer. offered 100pp, still no answer. Finnaly, I decided to do a kamakazie run - ran in, swam up to the hand room and bobbed until I found about where in the room the rod is (on the right looking from the water), jumped out with my inventory open, grabbed the rod and put it in an empty slot and started back to the water - hand finnaly noticed me. I ran as far as I could before I died, which was out of sight of the hand's resting place. Yay! I had the rod, but now for CR :) I just happened to find a SK in the area who was willing to cast IVU on me for my CR. He cast on me at the top of the waterfall, I jumped into the water and swam down the river - didn't even get close to choking - and went and got my corpse and dragged to safe spot to loot. After I looted, I gated with the rod safely on me :) Sure, I'd almost lost a level, but I'm sure this will help me immensly in the future :) Potion use: 2 IVU - one for the journey and scouting, the second for getting to the rod safely; 1 un-needed EB - thought I needed one for the river, but with 160 swimming, you don't, it's not too far.

I only died on one other rod - Lake Rathe. I got to the tower and conned the four gobbies there - all red, except one yellow, but all indifferent. I swam in and grabbed the rod, but suddenly started getting atacked.

Qaein Fas, Wizard level 32
Of the land of Brell-Serilis
The Guk Rod
# Apr 25 2002 at 9:52 AM Rating: Decent
21 posts
This one is pretty easy. There are a few things you must do however. Most of the time there are groups in here. And normally someone is camping the hand. Just ask politely for some help and most people are more than happy to help. I just finished mine This morning. The one thing I would say is invis worked on every rod. Nothing saw me at all. The underwater towers are set up in such a way that you can swim directly to the rod from outside. The best way to do this is just to /con the mobs and if they are indiff then you are all good.
# Apr 20 2002 at 11:00 AM Rating: Default
i did this quest at 21, actually i just finished it /em cheers. the only problem i had was guk. i was lucky to find someone there who gave ma a stack of IvU potions, after i used 3 i finally found the hand room but as i reached the top of room i went LD. I got some people to drag corpse to safe hall and rez me went back to room invised and got the rod,but of course i was slaughtered in the process. did the same drag rez and there i was with the last rod and no mana cause i was outa food and water. you might wonder why its cause i had someone kill me from a duel and left all my gear at bind spot so i wouldnt have to retrieve my stuff. i used a IvU and when i got to the gargoyles they killed me lol. So 1 more attempt at a drag and i had the last rod. Went to everfrost and got the box and made the staff what a trip.

I dont think %T likes it when i blast its *****
Hottdogg 21 wizard
#Anonymous, Posted: Apr 20 2002 at 10:54 AM, Rating: Sub-Default, (Expand Post)
quest guide
# Apr 18 2002 at 12:33 PM Rating: Excellent
First, I ported to GFay, then ran to Dagnor's Cauldron. The rod here is at the loc neg 890, neg 740, in front and to the left of the entrance to kedge keep, underwater. The easiest way to get here is to invisible and levitated till you find the coordinates then go down and get it.

Second, I went into Unrest which is off Dagnor's Cauldron. There is a small waterway on the right hand side of the zone. swim on the right hand side of the water. you will see 2 tunnels. take the smaller one on the right hand side. you have to swim in, swim up, then swim in some more. it's laying there on the bottom. As soon as I had this piece, I gated to West Commons.

Third, I ran invisible to Neriak, and went in. Unless you are Dark Elf, you have to do this quickly before your invisibility wears off. The rod is in the second zone inside Neriak, Neriak commons. After you run past the priest of discord, you will go through a gate, and onto a bridge. Jump over the left hand side of the bridge, and into the water under the bridge. The rod is on the ground in front of the windows. Then I immediately gated to N. Ro.

Fourth, I ran to oasis, and got a druid friend to help me. Before I did anything else, I bound myself at the dock area. Now, if you have levitate on, and you get in the water and page up/page down just right you will be able to see clearly underwater. I had my druid friend put on his wolf form, and get close enough to cast a DD spell on the goblins in the top of the tower (the tower is an exact replica of the spec tower) Pulling the deepwater gobs in the top of the tower does not pull the ones on the bottom. Once he had pulled them, he ran like mad for the S. Ro zone. Once the gobs were out of the way, I swam down, grabbed the rod, and gated.

Fifth, I went to lower guk. If you don't know the way, shout at the entrance to upper Guk, and more than likely someone will be willing to show you the way. Once you get to lower Guk, you need to have someone cast invisibility vs. Undead on you. Hopefully, the hand room will be camped (it usually is) I had to have someone show me how to get there cause I had never been there before. The rod is in the upper part of the room, on the right. If your video settings aren't right, the rod may blend in with the floor, and you will have a hard time seeing it. once you have that rod, gate out to North Karana.

Sixth, I went to Highhold pass. The rod there is in the water underneath the waterfall by the Tiger's Roar Inn. (After the zone update, it is now on the back porch of the inn)

Seventh, to save a little time I ported BACK to North Karana, and ran to lake Rather. Once in Lake Rathe (you will need a potion to enable you to breathe underwater. I found mine in west Freeport at Torlig's Herbs and Medicines. I can't remember which one it was, but you can right click on them to find out) go to the island directly across from the entrance, it has a large tower on it, known as the flame tower or the diving board. Underneath this island are 2 tunnel entrances. In the middle, under the island, is a tower that looks exactly like the spec and DW Gob towers in oasis. The rod is in the top of the tower on the floor. Now, I don't know if I got lucky or what, but only one of the DW Gobs that were there were ready to attack, and it was one of the ones on the bottom of the tower. So I grabbed the rod and gated to Tox forest.

Eighth, I ran/took the boat to Erud's crossing. Once there, I ran around the island till I could see the mast of a sunken boat. I cast levitate on myself, and did the swim/bob trick again till I got approximately to the coordinates of the rod (neg 1162, pos 2340) and dived for it. apparently, Verant took out the sharks (Edit March 2016 Shark is back!), so there is no problem getting this rod, aside from the zombies on the ship, which were green to me, but still attacked me. Killed them easily. I then got back on the boat, and headed for Quenos.

Ninth, once I was in Quenos, I went to the Aqueducts. I had to have someone show me the way, because I had only been there once before, and there are things in there that are still red to me at 31. The rod here is in the middle of the shark pit. The shark was green to me at 31 and did not attack me. Once I had that piece, I hightailed it for Everfrost Peaks.

Tenth, Once in Everfrost, I went to the river. It's a long underwater swim, so once again, you need the underwater potion. First of all, I had to find the one hole in the ice, which is at pos 2420, neg 4060. I stayed on the west hand side of the river, since it forks. Once I was out of the water, and into the caves, I hugged the right hand wall till I found a building. Inside this building are 3 Icebone skeletons, which were green but still attacked. Got rid of them easily, and ran out of the caves, swam back for the hole, and the ran to Sulgar. I'm not sure of his loc, but he stands nearby 2 barbarians, and he is wearing a white robe. I asked him "what is Tarton Wheel" and followed the dialogue from there. Note that if you hail him, he talks about Tarton's Wheel, and this will do nothing. you have to leave off the 's. Once I got the box from him, I put all the pieces of the rod in it, hit combine, and BOOM! I had the staff.

DO NOT do this part of the quest first since the box is no rent. Once you have the staff, you can keep it, as I did, or you can turn it back into him for the runes needed for the level 49 Wizard spell, Ice Comet.

If you need the runes for Ice Comet, make sure your research is very high, as you can still fail on combining them in your lexicon, and you don't want to have to do the quest again ::grin:: it was hard enough the first time.

This whole quest took me about 5 hours of playing time. It's not too hard in retrospect, although it can look daunting at first. Good Luck!

Edited, Mar 24th 2016 2:09pm by CalandriaIncendre

Edited, Mar 24th 2016 5:08pm by CalandriaIncendre
# Apr 03 2002 at 9:26 PM Rating: Decent
I found the rod in room where the Reanimated Hand pops in Lguk
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