Where: | Who: | Rating: |
| Information: | Level: | 65 | Maximum Level: | 125 | Monster Mission: | No | Repeatable: | Yes | Can Be Shrouded?: | No | Quest Type: | Task | Quest Goal: | Time Limit: | 01:15:00 | Factions Raised: | Factions Lowered: | Quest Items: | Related Zones: | Related Creatures: | Era: | | Recommended: | Group Size: | Group | Min. # of Players: | 3 | Max. # of Players: | 6 | Appropriate Classes: | Appropriate Races: |
Entered: Fri Feb 16 04:26:26 2007 Modified: Tue Dec 5 05:21:04 2023 | |
There are three versions of the "Hired Hands on the Open Sea" task: One involving live pirates (in zone "The Open Sea: Merchant vs Pirate"), one involving undead pirates (in zone "The Open Sea: Merchant vs Undead"), and one involving another merchant ship (in the zone "The Open Sea: Merchant vs Merchant"). Which task you get, is random.
Note: Unlike most group missions, this task only has a 1:15 timer (one hour, 15 minutes).
Also Note: This task scales in level. Shown here is the highest level of difficulty (Level 73+). You can get it at lower group levels where the mobs won't be as difficult as suggested here.
This group mission begins with Captain Zeke (click for map image), who is located at -850, -290 in the Barren Coast (a dock near the middle of the coastline). There are no pre-requisites for requesting this task.
You say, 'Hail, Captain Zeke'
Captain Zeke says 'Aye, how be ye this fine morning? Things are well enough with me, I [suppose].'
You say, 'You suppose?'
Captain Zeke says 'At least the cartel sent a guard over to try to keep the undead at bay. I guess that's kind of them, considerin' that I'm not truly a member of their bloody [cartel]. They only let me use this dock because I act as a barrier between them and those stinkin' corpses that walk the beach to the south. What with the [walking dead], the [rats and thieves], I'm surprised that I get any customers at all. Hang on, are you a customer? Bloody bones, I didn't mean to make it sound all that bad.'
You say, 'Bloody cartel?'
Captain Zeke says 'Them Freetide Cartel folks, well, I can't say much bad about them. I pay them a bit for the use of this dock, they sometimes provide me with a guard. I make enough money to run Wave Dancer and that's about it. She may not be the sturdiest ship on the sea, but she serves me well. Unfortunately my ship and goods are not protected by the cartel, so the trip out to the Hook is not always uneventful. Them pirates. . . Hang on. It's not really that bad. Really. Are you interested in passage, or are you only here to listen to an old sea dog [chatter]? Or maybe you would like to hire on to [protect] my ship.'
You say, 'Enough chatter!'
Captain Zeke says 'Aye, I can run on a bit.'
You say, 'I will protect your ship'
Captain Zeke says 'Aye. From time to time I find it useful to hire on adventurers to help protect my ship. Captain Ongel seems to have some of the worst luck I have heard of. If you are [interested] gather a group of your friends, two to five will do, and let me know you are interested and I will hire you on.'
You say, 'I am interested'
You have been assigned the task 'Hired Hands on the Open Sea'.
Captain Zeke wants you to protect his ship. Each member of your party will need to speak with Harbormaster Blumble and purchase a free ticket to the Open Sea, and then board the Wind Dancer for your tour of duty.
Step 1
Purchase tickets to the open sea and catch the boat 0/1 (Barren Coast)
Dockmaster Blundle says 'You look like you've been at sea on a dangerous mission for a while? Perhaps you plan to head back out, in which case you're going to need to purchase another ticket before boarding the Wind Dancer.'
Buy a "Seafarer's Ticket: The Open Sea" from any of the Dockmasters along the coastline and keep it in your inventory. When the ship docks, step onto it and wait for it to sail out to the Buried Sea. Upon zoning, you'll find yourself on board a ship.
Step 2
Stay aboard to protect the ship 0/1 (The Open Sea)
This step updates automatically as you zone in.
Step 3
This step varies according to which version you're on.
Kill 15 Pirates 0/15 (The Open Sea)
--OR--
Kill 15 Undead 0/15 (The Open Sea)
--OR--
Kill 15 Voracious Rats 0/15 (The Open Sea)
--OR--
Suppress but not kill 15 mutinous sailors 0/15 (The Open Sea)
Damage them to 20% or lower and they deaggro. Name changes from "mutinous sailor" to "suppressed sailor"
You can kill them without repercussion unless you kill too many to still get the 15 conversions.
General pirate population hits for a max ~1,350. Named mobs (other than the captains) will hit for a max ~1,800 and have ~125,000 hitpoints each. It is NOT necessary to kill any named mobs here (they don't contribute to your kill count anyway).
If you get the rat version, that's a little less difficult as you don't need to worry about KOS undead or pirate mobs - only the rats, which also hit for a little less than the pirates or undead.
Step 4
Speak to Fortuna Gelukk to report your progress 0/1 (The Open Sea)
First Mate Fortuna Gelukk says 'Thank you for your help. You have repelled the boarding pirates so that we can escape. We will continue on the journey shortly.'
First Mate Fortuna Gelukk says 'Thank you for your help. You have repelled the boarding undead so that we can escape. We will continue on the journey shortly.'
First Mate Fortuna Gelukk says 'Thank you for your help, those rats were of unusual size were they not? We will continue on the journey shortly.'
LOADING, PLEASE WAIT...
You have entered Barren Coast.
Step 5
Speak with Captain Zeke to report your success 0/1 (Barren Coast)
You say, 'Hail, Captain Zeke'
Captain Zeke says 'Arrr. Ye have done me a great service. Thank ye.'
You have successfully defended the ship by repelling the pirate boarders so the crew could take over.
Rewards:
- Doubloons (varies)
- Faction with Blacksail Smugglers (+10) |