Currently, it seems this is broken.
The task window does not open, he does not give the powder, and I assume the instance cannot be entered (due to lack of powder to get there).
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The levels (and abilities?) of the mobs listed in this quest will scale with the party's average level. The rewards similarly scale.
Find Guard Freklin in the Qeynos Hills under a tree at +590, +815 (due north from the PoK book in North Qeynos. He /cons indifferent to dark races as well. You say, 'Hail, Guard Freklin' Guard Freklin says 'Hail ______, well met. So what brings you out to this area of the hills, I know [the reason] I am stuck out here.' You say, 'What is the reason?' Guard Freklin says 'Well, the corporal sort of found me napping once . . . just once. Was a bit odd too. I was patrolling when this strange little gnome stopped to talk to me. He gave me a little box of powder and said if I powdered my nose with the stuff that I'd stay awake for days. I tried it and the next thing I know I'm snoozing while the corporal is yelling in my ear. I was going to use it again in case I did it wrong. Maybe you could [try] it too just to see if I was unlucky? Truth be told, I had a rather peculiar dream . . .' You say, 'I will try it.' This brings up a Task window offering the task "Sleeping on the Job." You also receive Gnomish Wakening Powder, which identifies as "Rub this powder on your nose to stay awake." All members of the party can say "I will try it" to receive their own powder. [Watch out, kids, it's a slippery slope.] You have been assigned the task 'Sleeping On the Job'. You have six hours to finish the task. Guard Freklin says 'Hmm, my eyelids are getting heavy. . . I can close them for just a second.' Put the powder in your inventory and right-click it. You begin casting Gnomish Awakening Powder. Your Gnomish Wakening Powder begins to glow. The dusty powder sends your mind reeling. LOADING, PLEASE WAIT... You have entered North Qeynos: Sleeping on the Job. The big letters on the screen just say that you're entering North Qeynos, but the chat window mentions that it's a special version for this task. In this special version, the PoK book doesn't work. You can cross the zone line back to Qeynos Hills, and possibly to South Qeynos, but once you do, the only way back into the instance is to go back to Guard Freklin, target him, and hail him. You'll get a message to the effect of, "You close your eyes as your attempts to wake Guard Freklin fail" and you'll end up back in the instance. Binding in the instance works as well, but be sure to rebind when the task is over. There are many red-con injured guards and guard corpses laying around at low hit points, many labeled "Guard so-and-so`s Corpse." These include Guard Drath`s corpse at +340, +90; Guard Obyn`s corpse at +565, -110; Guard Buce`s corpse at +545, +215; Guard Gehnus` corpse at +25, +210; Guard Wefnin`s crospe [sic] at +215, +145; and Guard Aerryn`s crospe [sic] at +870, -60. You don't interact with the corpses. However, near you as you zone in is a group of downed guards, with Corporal Lancot sitting against the wall. Step 1 of the task is to tell Corporal Lancot that Guard Freklin has been sleeping on the job again. You say, 'Hail, Corporal Lancot' Corporal Lancot says 'How could this have happened? There was no warning!' You say, 'Guard Freklin is sleeping on the job again.' Corporal Lancot says 'That good-for-nothing guard! I knew I shouldn't have trusted him with watching the gates. If we survive this [attack] I'm going to see that he is severely punished and permanently banished from Qeynos!' You say, 'What attack?' Corporal Lancot says 'Fippy and the rest of the Darkpaw clan rushed the gates of Qeynos and we were not ready for this attack. Put a stop to them and save the city!' Your task 'Sleeping On the Job' has been updated. The next step is to defeat two gnoll supply camps set up outside the city walls and recover the Bag of Supplies. There's a camp near the non-functioning PoK book, and the other camp is in the corresponding position on the east side of the newbie yard. Each has 1 x The Supply Supervisor and 2 x "a gnoll laborer." There are also pairs of "a gnoll guard" scattered around the yard (each standing around a downed Qeynos guard) (again, names/levels needed). The guards and laborers /conned dark blue to a level 18, and the supervisors /conned white. Killing the gnolls yields the standard faction hits: Your faction standing with Sabertooths of Blackburrow got worse. Your faction standing with Guards of Qeynos got better. Your faction standing with Silent Fist Clan got better. Your faction standing with Jaggedpine Treefolk got better. Your faction standing with Merchants of Qeynos got better. The loot is typical Blackburrow gnoll loot (gnoll pelts, NO TRADE fangs, etc.), with no coins. You also get the occasional fine steel weapon. The Supply Supervisor's corpse says 'Help! Our supply line is being cut off!' --You have looted a Bag of Supplies.-- Clear both camps. The next step is to deliver the supplies to Corporal Lancot. Do that, and the next step is to win back the city gates. As you approach the gates the sound of victory howls through the air. There are four guards at the gates (two near the gate, one to either side). There are also 6 x "a gnoll archer" on the parapets who appear to be permarooted. At our level [18-19], they shot for about 15 plus a small flame dot (probably Flame Lick; I think the archers are Rangers). Kill the guards, then rush through the gate to complete that stage. Once you're inside the gate the archers can't shoot you, but there are two more guards just inside. The next stage is to kill the six archers. Turn left just past the gate and go in the door. There are other gnolls inside; some of them are starting to be a level or so higher (including a burly gnoll just inside the door). Fight your way up the stairs inside the room, and then kill the archers. There are two in the room at the top of the stairs, two on the parapets, and two in the room at the other end of the parapets. All of them will shoot at you as you start clearing them out, but for the first pair the cleric should be able to stay out of sight of the other four. (Note: Their bows are heavy and sell for only a few gold, but the arrows stack and sell for 6gp each.) a gnoll archer's corpse says 'Fippy RUN the gates have been breached. . .' Next, you're told to kill four named gnolls. They may not spawn until the archers are down (can anyone confirm/refute?). At this point, you should be at the western end of the upstairs part of the gate building. One of the named is in the room to the south with some other gnolls (two total per room). At our level, Holinix Darkpaw was red and hit for numbers into the 30s to 50s. He's not a caster but the archers will have put Skin Like Wood on him. The later mini-bosses were yellow to our bard after he dinged, so they're probably three levels above the original party average level. Now proceed into the rest of Qeynos and start exploring. There are, of course, gnolls everywhere. Start by checking to the west, where you'll find gnoll traders in Galliway's Trading Post, gnoll fishermen by the pond, and gnoll bouncers in Crow's Pub, along with guards, burly gnolls, and shaman. You'll want to clear out the buildings as you go, else they'll occasionally aggro through the walls and train you, though some buildings (such as Crow's) you may be able to leave partially uncleared. The traders are rogues (I always suspected as much!), but they're not very good at it (backstab for 15). Guards and bouncers have a much bigger aggro radius than armorers, traders, etc. And as usual you need to watch whether a healer mob is assisting your target. Clearing out Crow's Pub will net you one named: Djerr Darkpaw. (He might be hiding in the secret entrance to the Rogue's Guild.) Another named, Grarrax Darkpaw, is in the Monk Guild: fight your way through the guild building to the monk training yard, then follow the yard around to the downstairs room. He's a caster of some sort, probably a shaman. The last named, Kraxz Darkpaw, seemed to be in Ironforge's Estate, over to the east of the entrance area as you head toward the cleric guild. There are quite a few gnolls in that area and they tend to path through the buildings, so be careful here. (We got one nasty train when a gnoll on the Ironforge balcony noticed our puller and ran through the rooms to reach him.) By now you'll be fighting gnoll champions, who were yellow to us. After you take down the last named, you hear a shout: Fippy Darkpaw shouts 'GGGRRRRRR!!! Qeynos is mine you fools! You will never defeat me. I am too powerful!!! BBBBBAAAARRRKKKK!!!!!' Fippy is in the cleric saucer. Note: He spawns only after you kill the four named; we had in fact searched the saucer and found it empty before we found the last named hiding in Crow's Pub. Fippy's a lot bigger than he used to be, too. Red, of course. He starts out alone in the saucer. Fippy Darkpaw says 'You have trespassed long enough on Sabertooth land! Qeynos is ours now you fool!' He actually doesn't hit very hard; no worse than the four named did. But he has a LOT of hits. I harm-touched him for 229 and it did maybe four percent? Still, we could've taken him down (we'd all dinged by then, so we were 19 cleric, 19 SK, 20 bard) except we began to get adds. Fippy spawns 2 x "a Darkpaw Brawler" at 75% health, 2 x "a Darkpaw High Priest" at 50% health, and 2 x "a Darkpaw Assassin" at 25% health, getting smaller each time he does so. Fippy Darkpaw yaps loudly for help as the danger of losing North Qeynos gets bigger and Fippy Darkpaw gets smaller. . . a Darkpaw Brawler says 'GGGGGRRRAAAAAA!!! Qeynos is our lands now!! You will die like the others!!! GRRRRR!!!' a Darkpaw Brawler says 'GGGGGRRRAAAAAA!!! Qeynos is our lands now!! You will die like the others!!! GRRRRR!!!' The bard tried to off-mezz the adds while we continued on Fippy, but that didn't work. Not only did we lose the bard's DPS, but eventually we got the next wave. Since I was staying on Fippy I didn't get a chance to /con the adds, but the bard says they were blue, so they were at most one level higher than the original party average. He also reported that Fippy himself cannot be mezzed. Fippy Darkpaw says 'You have trespassed long enough on Sabertooth land! Qeynos is ours now you fool!' Fippy Darkpaw yaps loudly for help as the danger of losing North Qeynos gets bigger and Fippy Darkpaw gets smaller. . . a Darkpaw High Priest begins to cast a spell. a Darkpaw High Priest says 'GGGGGRRRAAAAAA!!! Qeynos is our lands now!! You will die like the others!!! GRRRRR!!!' After you've finished off the last of the adds, but before you've killed Fippy: Fippy Darkpaw shouts 'I will never give up! Qeynos, someday you will be mine!' After Fippy is dead, the next stage is to go back to Corporal Lancot and tell him Fippy has been stopped. You say, 'Fippy has been stopped.' Your task 'Sleeping On the Job' has been updated. You have saved North Qeynos from the destruction of Fippy Darkpaw and his clan of gnolls. Consider yourself a hero this day and take this small bit of reward as a thank you. "a dusty old chest" can spawn with additional loot. You say, 'Hail, Corporal Lancot' Corporal Lancot says 'Excellent work friends. You would make fine soldiers if I do say so myself. If you can do one more favor for the city of Qeynos. Please go wake up Guard Freklin.' The final stage is to head back to the Qeynos Hills and wake Guard Freklin. You say, 'Wake up.' Guard Freklin says 'Huh. Hmmm, I wasn't sleeping. . . Really I just closed my eyes for a minute.' There are some issues with getting the task to end. Hailing Guard Freklin sends you back into the instanced zone again. Saying the full phrase of "Wake up, Guard Freklin" might make the difference (we need confirmation). In any event, it was a lot of fun to see North Qeynos in a, uh, different light. And especially as a dark elf, to be invited into the saucer of the Temple of Life! | ||||||||||||||||||||||||||||||||||||||||||||||
Submitted by: Sukrasisx | |||||||||||||||||||||||||||||||||||||||||||||||
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