S.H.I.P. #2: S.H.I.P Sabotage!  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:80
Maximum Level:125
Monster Mission:No
Repeatable:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Faction
  • Loot
Time Limit:06:00:00
Factions Raised:
Factions Lowered:
    Quest Items:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:Secrets of Faydwer
    Recommended:
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Thu Mar 20 17:19:53 2008
    Modified: Tue Dec 5 05:21:04 2023
    This group task begins with Gurtrude the Spymaster who can be found at the Ak'Anon Strike Force camp near the zone-in of Fortress Mechanotus. It is available after completing "S.H.I.P. #1: Deception and Interception".

    You say, 'Hail, Gurtrude the Spymaster'

    Gurtrude the Spymaster says 'Shhh. . . A good spy knows to keep her voice low and quiet. Now, have you come here to assist me with my [work], or to [try to join] my gaggle of spies?'

    You say, 'Work would be good.'

    Gurtrude the Spymaster says 'Well, it is my task to lead a fine group of spies. I can't tell you anything about them, but it is our duty to infiltrate the enemy's structures, disrupt their war effort and steal what secrets we can. Now, I readily admit that none of us on this detail were much for spying before the crash, but when it became obvious that we would not win this battle by strength of arms, I convinced many of the crew to work together as spies. They are even now infiltrating Meldrath's infrastructure. Though, we are spread a bit thin, and there is no support from the ground for our efforts. Perhaps you might be willing to do a few simple [tasks] for me?'

    You say, 'What tasks?'

    Gurtrude the Spymaster says 'Good! Obviously I'm risking the lives of my people by trusting you, but I have no choice. I won't be sending you to speak with our most important spies, however, since I really don't know you very well. Will you be handling this [alone] or with trusted [friends]?'

    You say, 'I have friends.'

    Gurtrude the Spymaster says 'I hope these are good friends, because you'll be asking them to do some dangerous work. Good luck!'

    You have been assigned the task 'S.H.I.P. Sabotage!'.

    You have been asked to help one of Gurturde's spies build and detonate explosive devices inside the S.H.I.P. Workshop. He is probably very well hidden somewhere on the second level. Let Gertrude know when you are ready to 'sneak in'.

    You receive a Spark Wheel.



    Deliver 1 Steamwork Power Crystal to Ak'Anon Spy 0/1 (S.H.I.P. Workshop)

    Deliver 1 Clockwork Metrognome to Ak'Anon Spy 0/1 (S.H.I.P. Workshop)

    Deliver 3 Microcog to Ak'Anon Spy 0/1 (S.H.I.P. Workshop)

    Tell Gurtrude you are ready to 'sneak in' to the workshop 0/1 (Fortress Mechanotus)

    Once you have the task, go around Fortress Mechanotus and loot several items from crates (you can only do so while in the task):

    Steamwork Power Crystal is found in a steel-bound chest. The chest is near the middle of the northeast top floor room, to your right as you head toward the elevators.

    Clockwork Metrognome found in a Damaged Crate in the southwest corner of the pit below the MMM entrance ramp.

    3x "Microcog" are found in a Singed Crate in the northwest corner room of the top floor, to your left as you approach the elevators.

    Crate locations:
    steel-bound crate: 1651.81, -1382.18, 622.33
    Singed crate: 1801.30, 1479.45, 622.25
    Damaged crate: 1176.43, 130.42, 544.81

    Map points:
    P 1382.1843, -1651.8134, 619.2004, 0, 240, 0, 2, steel-bound_crate_-_Steamwork_Power_Crystal
    P -1479.4513, -1801.2980, 619.1290, 0, 240, 0, 2, Singed_Crate_-_3x_Microcogs
    P -130.4245, -1176.4349, 541.6852, 0, 240, 0, 2, Damaged_Crate_-_Clockwork_Metrognome

    Once you have these items, go to Gurtrude and say to her "sneak in" to zone into the instance.

    Once in the instance, take the lift up to the first level. Then use the spiral ramp in the first room to take you to the second level. The spy you are looking for is called Cledmire Drysproket and he can be found in a crawl space in the western wall of the southeast room.

    His location is 401.86, 410.33, 235.09.

    Map point:
    P -410.3305, -401.8591, 233.0289, 0, 240, 0, 2, Cledmire_Drysproket

    To avoid problems, hand in (in order) the 3 unstacked Microcogs, then the Clockwork Metrognome, and then the Steamwork Power Crystal.

    You receive 3x "Explosive Device" upon handing in the items.

    This completes the first four steps.



    Ignite an explosive near the fuel tank in S.H.I.P. 0/3 (S.H.I.P. Workshop)

    To find the fuel tanks, head up one more level. There are three pods sticking out from this level. The fuel tanks are big yellow boiler like things. There is one in each of the pods and as the pods have three levels they are easy to miss. The one in the south pod is on the east side of the upper level. The fuel tank in the west pod is on the middle level. The tank in the north pod is on the lower level.

    To ignite the explosive device: First clear the area around the fuel tank, then click it. One of the Explosive Devices will disappear from your inventory and a mob called "an explosive device" will appear on the ground nearby. Target this and click the Spark Wheel. It will begin to cast Ignition Spark - this takes 80 seconds. A short time after you placed the explosive device, mobs will start charging the bomb planter.

    One add is a named, "Boilermaker", which hits for ~5,000.

    Note: With the Mazicul's Magical Makeup effect, you can be non-KOS to these adds (although they'll probably kill the bomb planter anyway).

    Tank locations:
    North fuel tank (down elevator): location 875, 582, 325. (one add reported)
    West fuel tank: location 191, 754, 349. (one add + Boilermaker reported)
    South fuel tank: location Up Elevator +71, +757, +412 (adds?)



    Give the Spark Wheel back to Gurtrude the Spymaster 0/1 (Fortress Mechanotus)

    Once done, return to Gurtrude with the Spark Wheel to complete the task.

    Your task 'S.H.I.P. Sabotage!' has been updated.

    You successfully detonated the devices. Though Gurtrude was a bit unhappy with the lack of structural damage, at least it made a very impressive booming noise!

    Your faction standing with Ak'Anon Strike Force V got better.
    You have successfully been granted your reward for: S.H.I.P. Sabotage!


    Reward:
    Faction with Ak'Anon Strike Force V

    Ancient Amethyst Faycite Quadsection
    LORE ITEM NO TRADE QUEST ITEM
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    Once you have completed this task, you may request the next task in the series, "S.H.I.P. #3: Mechalossus".

    "Crumblewidget's Death Imitator" is a random trash drop.
    Submitted by: Lias Rixx, Defiant, Zek
    Rewards:
    Send a Correction
    Post Comment
    south pod
    # Jan 13 2022 at 6:38 PM Rating: Excellent
    Scholar
    20 posts
    South Pod fuel container
    Up Elevator
    +71, +757, +412
    south tank loc
    # Apr 06 2020 at 2:43 PM Rating: Decent
    Scholar
    **
    340 posts
    71, 576, 413
    buggy VERY
    # May 26 2019 at 1:28 PM Rating: Excellent
    *
    157 posts
    Took like 6 times to do this.. due to buggy.. here my tips.
    1) get quest.. run up in FM, loot 3 boxes.. being druid, I could open box, insta invis without agro from 2 guards beside box. someone else should loot items .. not the person who got the quest.
    2) make sure u don't have left over items (bombs) from a prev. attempt
    3) person who got quest, who has clicker, remove lev and mount when clicking clicker.

    good luck!
    tips
    # Mar 01 2017 at 3:07 AM Rating: Decent
    43 posts
    After messing this quest up 3 times I found a method that works wells. First you will want more than one toon for this quest. Who ever clicks the fuel tank should NOT click the spark wheel. Basically who ever clicks the tank will get agro from the mobs when they spawn so having them click the spark wheel and getting hit will interrupt the casting. Who ever requests the quest will get the spark wheel so keep that in mind before requesting the task. Also for the tanks that you have to get to via the elevators the mobs spawn at the elevator shaft. The tank in the middle room the mobs spawn in the hall coming into the room. Set your toon up who clicked the fuel tank at the spawn points to keep the mobs from getting anywhere near the tank and the person who clicked the spark wheel.
    Bring a friend or be a bard.
    # Apr 09 2014 at 5:24 PM Rating: Good
    29 posts
    If you're trying to finish the Hero's Journey, either be a bard so you can move around while you're waiting for the 80 second click, or have a box/friend to click while you kill the waves. I wasted 45 minutes doing this quest only to have the last explosive thing despawn on me (why is this mechanic in place) because I kept getting interrupted by endless waves of steamworks.

    Annoying.
    Full of bugs
    # Dec 29 2013 at 2:43 AM Rating: Decent
    *
    82 posts
    This is probably the single most buggy quest i have done and I have over 10k achievement points. So I've done a LOT of content and this one blows donkey *****
    Delete Explosives
    # Sep 20 2011 at 7:21 PM Rating: Decent
    Scholar
    *
    60 posts
    If you fail, and have less than 3 explosive devices on you, delete the remainder or you will not be given any additional.
    mission
    # May 23 2009 at 7:32 AM Rating: Decent
    You get mission, loot the items from crates in FM for turnin (at upper level NE and NW by the elevators, and dropdown area by front door to MMM), then enter instance.

    Robognome illusion and take elevator up to main floor, then run up ramp to next floor inner room south thru small door (had to shrink and duck to get thru) on W wall to Cledmire Drysprocket for hand-in.

    Had several turn-ins not work, and tried multiple variations, until:
    was in robognome illusion and shrunk with no weapons wielded and top 3 inventory slots empty-
    handed in 1/1/1 Microcog,
    handed in 1 Metrognome,
    handed in 1 Steamwork Power Crystal,

    then got 3x Explosive Device on cursor to put in bag.

    take spiral ramp up 1 more floor and there are 3 pods to enter that each have the main entrance level and also an upper and lower level room connected by elevators. The fuel tanks (yellow boilers) are on one of those levels each pod. hold an Explosive Device on cursor and hit U and a mechanical bomb spawns next to the boiler. Now you can target that to cast on with the Spark Wheel.

    During the cast, Boilermaker and a couple of steamwork troopers spawn and agro. BM hits for over 5k. Our Explosive Device despawned after a few minutes when most of group wiped, before we could recover- one of the 3 and only 3 bombs that you get for the mission- so had to start over again.
    mission
    # May 23 2009 at 7:03 PM Rating: Decent
    Did mission again,

    You do NOT need to have robognome illusion for turn-in, you do NOT need to remove weapons, and I had stuff in first inventory slots this time for test and the devices popped on my cursor- so I dont think you need the 3 empty bag slots now anymore.

    BM name only spawned for our first fuel tank, the other times we just had a couple odd trash spawn near us or train in to us from hallway during cast.
    Tips
    # Dec 27 2008 at 10:15 AM Rating: Decent
    Scholar
    32 posts
    Before entering SHIP, get three items from crates in Fortress Mech.

    Could not open crate until we had the mission.

    After looting crates, we were able to drop and get another task to reset the mission timer.

    Steelbound crate loc 1661, -1378 for Steamwork power crystal.

    Damaged crate at loc 1185, 117, 545 for Clockwork Metrognome. In pit below MMM entrance.

    Microcog at loc 1794, 1488, 619.

    The NW and NE crates are just before the elevators.

    Note micro-cog that drops from mobs is different than microcog from the crate.

    Cledmire Drysproket at loc 402, 409, 233.

    We also got nothing on first attempted turn in.

    Got bombs when we followed Freedym Fry's advice turning them in in reverse order one at a time and first 3 inventory slots open.

    The three fuel tanks are in the pods one level up from Cledmire Drysproket.

    North fuel tank (down elevator) at loc 875, 582, 325 got 1 pop from elevator.

    West fuel tank at loc 191, 754, 349 got 1 steamwork trooper and Boilermaker (named) adds.

    South one was up the elevator (didn't get loc - was going LD and rushed to finish)

    Zone does respawn.

    Last step is to turn the Spark Wheel back to Gurtrude.

    Edited, Dec 27th 2008 1:18pm by Candaan
    tips
    # Aug 01 2008 at 5:33 AM Rating: Decent
    I did this mission a few times yesterday. The first few times the quest npc took the items and gave updates, but no explosive devices. Even with open bag slots. I found that by handing in the items in reverse order of the quest journal, I would receive all three devices upon the last turn in. No empty bag slots needed.

    The order that worked for me (and I did it 5 or 6 times with it working every single time, we had some bad luck in the pods):

    3 microcogs
    gnomometer
    um, power crystal or something.

    bottom to top. Also, I handed in the microcogs one at a time, I never went to test if turning three in at a time worked or not, I didn't want to risk bugging it since it was working with that order.

    In the pods themselves, when you plant the bomb, it only stays up for about five minutes and then despawns. If it despawns, the mission is bugged, there's no way to plant a new one, even if you have extra explosives. You have to get a new mission, and succeed on each pod without any despawn.

    The mobs that spawn autoaggro the clicker - doesn't matter who gets the bombs or plants them, they aggro the person clicking the sparker. They have katta portal / warning signs like aggro, and will re-aggro every server tick. Though they are mezzable and charmable (except for a rare named), they move fast, and the pods are small. The clicker is probably going to be getting hit at some point before the cast time is over. I'd recommend the clicker being someone sturdy who will have an easy time channeling it (or a bard, since they don't have to stand still at all).

    Entire mission bard solod!

    -Freedym Fry
    bombs
    # Jul 26 2008 at 10:41 AM Rating: Decent
    I tried it with 3 top slots open. Nothing.
    I tried it with No weapons on and in the clockwork illision. Bam 3 bombs.
    you do get bombs
    # Jun 24 2008 at 2:07 PM Rating: Decent
    Cledmire DOES give you three bombs. You have to have 3 top inventory slots open to get them though IE three slots open where bags would go. after you get the bombs they can go into giant containers--so just drop 3 containers on the ground.

    the three areas where you plant the bombs look like gold or yellow boilers. In the north hub it is down the elevator, in the west one it is on main floor and on the souther one it is up the elevator.

    then you spark them----takes about 80 seconds for the spark spell to cast--in which time that character cant move

    the person who talks to cledmire and gets the bombs seems to be the one that the adds spawn on (adds spawn when the spark spell is a little over half cast) so make that your tank if possible and NOT the same person who will be sparking.

    north one seems to have two spawns at the elevator. west one had one spawn come down ramp, south one had one spawn come up elevator. Named adds are also possible in addition to the regular adds.

    do interception and deception a couple times to get the disguise kits---makes postitioning to clear the already present mobs in the room much easier. IE dont finish interception and deception--just do it long enough to get the disguise kits.


    oh and dont AE--even whirl blade--you will kill the bombs

    Edited, Jun 28th 2008 10:33am by Surpurr
    More info
    # May 29 2008 at 2:38 PM Rating: Decent
    Steps are :
    - [0/1] Deliver 1 Steamwork Power Crystal to Ak'Anon Spy - SHIP Workship
    - [0/1] Deliver 1 Clockwork Metrognome to Ak'Anon Spy - SHIP Workship
    - [0/3] Deliver 3 Microcog to Ak'Anon Spy - SHIP Workship
    - [0/1] Tell Gurtrude you are ready to 'sneak in' to the workshop - Fortress Mechanotus
    - [0/3] Ignite an explosive near the fuel tank in S.H.I.P. - SHIP Workshop
    - ???

    The person who gets the task gets a "Spark Wheel" with 5 charges of "Ignition Spark", a small DD with a 80 seconds casting time (yes, that's a very long casting time indeed !)

    Actually you first have to stay in Fortress Mechanotus and loot a few crates. There are 3 of them named "a damaged crate" (on the lower floor before MMM entrance), "a steel-bound crate" (Northeast part, before lifts) and "a singed crate" (Northwest part, before lifts again).

    Loot Metrognome, Crystal and 3 Microcogs from those crates, then head back to Gurtrude and say "sneak in" to enter the SHIP instance.

    There, go to Cledmire Drysproket, the Ak'Anon spy Gurtrude was talking about. He's located at +406, +406, +233 in a tiny room with a very small door, I had to shrink once (as a human) to be able to enter that room.

    We couldn't find out how to get those explosives. I suppose Cledmire was supposed to give them to us ... We found the 3 fuel tanks but they were not targettable, so we couldn't try and ignite them anyway.

    Edit : I was confirmed by a GM that Cledmire isn't supposed to give us anything, all you need to complete the task is the Spark Wheel. Now we have to find where those 3 explosives are, maybe there are other fuel tanks, though the ones we found were not in the non-instanced version of SHIP and they fit the task description well enough ...

    Edited, May 30th 2008 9:28am by Drewinette
    How to..
    # May 17 2008 at 6:21 PM Rating: Decent
    Any advice on how to do the clicks? Group spent 6+ hours the other day and couldn't get a single one without wiping.
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