No Freedom in Death  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:85
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Faction
  • Loot
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Factions Raised:
Factions Lowered:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:House of Thule
    Recommended:
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Tue Oct 26 20:25:36 2010
    Modified: Tue Dec 19 17:37:26 2023
    This is a group progression mission (3-6 players) that begins with the Fallen Soul in the Well (located in the northern part of the large western cavern).

    You must have completed Dtaemi's three solo tasks prior to being able to request this task.

    You say, 'Hail, Fallen Soul'

    Fallen Soul says 'I have watched you, and others like you come and go. Some trying to help the boy, while others were fated to becoming one of the [lost souls] here.'

    You say, 'Lost souls?'

    Fallen Soul says 'I was like you once. Long ago, I came to help find the boy that was lost here, but was killed for my efforts. But instead of my soul moving on, I found myself trapped within the [body] of one of the creatures here in the well. At first it was a spider, but once that body perished, I found myself in the body of a scorpion. This has continued for a very long time. To make matters worse, I have noticed that I appear to lose just a little bit more of myself each time my soul is transferred.'

    You say, 'What body?'

    Fallen Soul says 'I believe that most of the creatures here entomb the soul of someone lost to the dangers of the cave. It seems that the more of us that die around the same time, the longer it takes before we are cast into another body. Why, I do not know... Perhaps, if all of us were [released] around the same time, we'd be freed permanently from this fate.'

    You say, 'You think you'd be released?'

    Fallen Soul says 'I don't know if that is the case, but it seems just as good an idea as any. I would guess that there appears to be about twenty of us here. The window to release us is fairly short though, so I would hurry. After some time, we seem to lose any control over our physical bodies and will attack almost anything before finally waking to find that we are, yet again, entombed within some creature. Will you [help] me... us! Will you help... Us...?'

    You say, 'We will help!'

    Fallen Soul says 'Thank you and good luck. Let me know when you are [ready] to proceed.'

    You have been assigned the task 'No Freedom in Death'.

    You are tasked with freeing the many souls that have been taken and entombed within the bodies of the creatures here in the well. You have only a limited amount of time to release all the souls so that they may be free from the horrible and cruel circle of pain they currently endure.

    You must find and kill the creatures in the well in order to free the captured souls within.

    You say, 'Ready'

    Fallen Soul says 'Be careful and good luck!'

    LOADING, PLEASE WAIT...
    You have entered The Well.



    Free the lost souls within the corrupted creatures 0/20 (The Well)

    Kill 20 of the corrupted mobs found throughout the zone.

    Note: As of a patch in September 2012, "a lost soul" becomes KOS 35 minutes after its spawn. (These see invis.) The task can be completed within this time frame, but if you take longer, you may have to contend with these spawns in addition to the other parts of the task.

    Speak to the Fallen Soul 0/1 (The Well)

    You say, 'Hail, Fallen Soul'

    Fallen Soul says 'You've done it! But you need to kill the warden. To do this you will need to kill the Lower and Higher Denizens. Then, and only then, will the Warden appear. When you do this, in the presence of the Warden, the souls you have released may attack you.'

    This opens up the next two steps.

    Kill the Lower Denizen 0/1 (The Well)

    The Lower Denizen is found in the mud hole. (From the zone-in, take the eastern tunnel.) It hits for a max ~7,500; single-target rampages; and casts "Power of the Low":

    Power of the Low: PB AE 100', Magic (-675)
    1: Decrease Hitpoints by 20000 per tick (3 ticks)
    2: Decrease HP when cast by 10000
    3: Slow Push (100)
    4: Increase Disease Counter by 18

    Lower Denizen has been slain by _____!
    Lower Denizen's corpse explodes in meaty chunks.

    Kill the Higher Denizen 0/1 (The Well)

    The Higher Denizen is found in the southern part of the easternmost cavern.

    It hits for a max ~7,500; flurries; and casts "Power of the High":

    Power of the High: PB AE 100', Magic (-675)
    1: Decrease Hitpoints by 38000
    2: Stun (2.00 sec)

    Higher Denizen has been slain by _____!
    Higher Denizen's corpse explodes in meaty chunks.

    Kill the Warden of the Well 0/1 (The Well)

    The Warden of the Well spawns in the center of the easternmost cavern. It hits for a max ~8,000; AE rampages; and casts "Breath of Soul Corruption":

    Breath of Soul Corruption: NPC Hatelist 0', Corruption (-25)
    1: Illusion: Unknown(608)
    2: Unknown #430
    3: Unknown #431
    4: Decrease Hitpoints by 14000 per tick (10 ticks)
    5: Decrease Movement by 50%

    Any Lost Souls that happen to be nearby will assist the Warden.

    Warden of the Well has been slain by _____!
    Warden of the Well's corpse explodes in meaty chunks.

    Speak to the Fallen Soul 0/1 (The Well)

    You say, 'Hail, Fallen Soul'

    Fallen Soul says 'We have been freed! Maybe for good this time. You have done more than I could have ever hoped. Here is what little I have to offer. Take it with my thanks. Let me know when you are ready to [go back].'

    Claim your reward from the heavy chest 0/1 (The Well)



    Task Rewards:

    Experience (about 3% regular exp at Level 86 or 1-2 AAs worth)
    315 platinum
    60 Dream Motes
    Faction with Dream Delvers

    Known chest rewards (1 item + 1 spell per task):

    Distraught Tendril
    Fantastic Gem of the Garden
    Minadra's Band of Hive-Tending
    Petrified Skull of the Unworthy
    Raze's Brainstem
    Stolen Spear of the Soothsayer
    Sword of Frozen Wind
    Thulian Linked Bracer
    Thulian Linked Breastplate
    Visage of Kijaemz

    Minor Nebulous Dream Fragment
    Lesser Nebulous Dream Fragment
    Median Nebulous Dream Fragment
    Greater Nebulous Dream Fragment
    Glowing Nebulous Dream Fragment
    Rewards:
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    when 'a lost soul' goes insane
    # Apr 07 2016 at 1:52 PM Rating: Excellent
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    After the 35 minutes is up, for the first 'a lost soul' to go insane (i.e. KoS), you will see this broadcast in the zone:

    Fallen Soul shouts 'Beware! The lost souls are no longer in control of themselves!'

    ____________________________
    http://eq.magelo.com/profile/1409180
    Challenging but successful win strategy
    # Aug 30 2015 at 12:18 PM Rating: Good
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    Finally completed this with my main, a 90 Pally and two boxes (90 Chanter and 90 Wizard, 1 tank merc and 2 healer mercs).

    After zoning into the instance, I popped a campfire at the Fallen Soul, just to expedite the mission. The first part, (kill 20 corrupted mobs) is straightforward. I found it easier to group them so when the lost souls become kos, they're neatly stacked away from the locations where the Upper Denizen and the Warden will eventually pop. Once I had killed 20, we all used the campfire to get back to the Fallen Soul to start the second part of the mission and head down to the mud pit.

    The most challenging part was winning the fight with the Lower Denizen. The mud pit is a pain in itself, just because any movement will make you slip around. Add the Lower Denizen's push and I was constantly finding myself pushed into walls, unable to cast and unable to spot heal. Before engaging him, I killed all the corrupted mobs. If any of the lost souls were kos, I took them out before engaging the Denizen. Like all the boss mobs in this mission, he's indifferent until you engage him. Ultimately, I set all the toons to Walk and cast Lev on everyone, which helped immensely from getting pushed into walls. Spam casting Root on the Lower Denizen was essential because he would always kill the healers. With the Wizard nuking the mob, me and the merc tanking, he finally went down.

    The Warden was another straightforward fight. After taking out any stray lost souls that might get try to assist, I set the chanter and wizard just inside range. I held aggro until the merc tank finally took it. Unfortunately, despite their distance, the AE from the Warden still hit the Wiz and Chanter. At 50% we popped infusion (wasn't necessary but wanted a little insurance), while I was casting group heal and helping to spot heal the merc tank. With the two of us taking and the Wizard nuking the Warden finally went down.

    Used the campfire again to get back to the Fallen Soul, do final hails and get the chest to pop. Pally luck being what it is, the chest contained the Distraught Tendril (monk or bst) and a dream fragment.

    The Lower Denizen was the biggest challenge for my trio to overcome. Whatever your strategy, if you're taking or casting from within the room, Walk and Lev really help. Fun mission though I had several failures initially....
    ____________________________
    - Aaikan (Luclin)
    Wish they would remove the thulian drops
    # Jan 26 2014 at 3:30 PM Rating: Decent
    After 2 tries and one wipe on the 2nd try, only got the Thulian Breastplate. Quite a crappy reward, the recondite stuff is better by far.

    Also would like to note that the time frame for the lost souls seems to be a bit random. Was clearing the room that the Warden spawns in before triggering the denizens and one of the souls randomly aggroed (glad it wasn't more because I had them all in a tight group) On the way back to the fallen soul they were about 50/50 as far as ones that would aggro, had on con KoS, but wasn't able to attack. Was originally planning on just killing them as soon as they spawn, but they aren't killable until they go aggro :(

    The assist range on them is small enough that I didn't have a problem pulling the warden from within 100' from the nearest soul.

    Edited, Jan 26th 2014 4:55pm by Risant
    patch 9/19/2012
    # Sep 19 2012 at 9:21 AM Rating: Decent
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    689 posts
    - No Freedom in Death - The lost souls will now begin going insane after 35 minutes.
    ____________________________
    Silfh V'Ester - Holy Defender of Koada'Vie
    Mahlah Tohsis - Spiritwalker
    Povar
    patch 9/19/2012
    # Nov 26 2012 at 2:34 PM Rating: Decent
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    633 posts
    Good post. As significant a change as when they made the Lower Denizen so much easier to overcome.
    patch 9/19/2012
    # Sep 24 2012 at 1:07 PM Rating: Excellent
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    174 posts
    To clarify:

    35 minutes after they spawn (i.e. when you kill a mob and a lost soul pops out) each one will become KoS and can see invis. The timer appears to be set per mob, so they don't all start being KoS at once. You can complete the mission before it starts to be a problem; though wiping to any of the boss mobs, might make it harder to recover.

    Edited, Sep 25th 2012 10:49am by Umbraeques
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    Necro root rot is the way to go.
    # Aug 19 2012 at 9:13 AM Rating: Decent
    2 posts
    Wasted more hours on this than i wish to remember.

    Level 90 Necro with Pestilent Paralysis is the way to go up to the end boss then it`s a simple burn fight with no major suprises.

    Thanks Nelyan.
    Additional Info
    # May 01 2012 at 8:15 AM Rating: Decent
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    Completed this last night following realgrumpy's guide, which is spot on. Wanted to add a few things though.

    For most of the mission it was two of us: 86/1150 Wizard (me) + tank merc, 85/450 Mage + cleric merc.

    As noted elsewhere, all mobs see invis. This isn’t really a problem though since you basically have to clear the entire zone anyway. It’s actually not very densely spawned; all together I think we killed around 30 mobs including the named.

    You don’t need a puller. Every mob can be tagged by itself, and there are only a few places where you need to watch for roaming mobs. Two spots were a little tricky:

    When you first reach the large room on the east side, you have to drop down. There are three mobs plus a roamer that all appear close enough that they would aggro. We dropped (floated rather, with lev) all the way to the left, essentially on top of a spider that was there, and did not get any adds. It seems the aggro radius on all the mobs in the zone is extremely small.

    Eventually when you reach the Lower Denizen, again it will appear there’s no way to separate his guards without some form of crowd control. We dropped straight down however without aggro. We moved to the left corner and engaged the guard there, then moved to the right corner and took that one out. Back to left corner, tagged the guard to the left of the named (pathing it away from the right guard), took him out. Right one was then easy.

    To this point we’d had no trouble at all. It was slow going, mostly waiting on mana for the cleric merc and myself, but easy enough. Mobs, including the guards, were no harder than trash in The Grounds. (Haven’t fought in non-instanced Well, so can’t comment there.)

    We debated how to take on the Lower Denizen. Eventually we settled on pet tanking it, switching the merc tank out for a Wizard merc. This left the Mage, cleric, and Wiz merc in the tunnel and out of range of the AE. I had no choice but to drop down for LoS.

    Mage sent pet in, I hit silent casting + 2nd spire + frenzied devastation + TC then dropped down. I got off four twin-casted Ethereals and by that point mob was at 50%. Then the AE hit, which made it impossible to cast (it’s a push/slide AE) anything other than instants. I hit a 32k heal pot, which took care of me, but around the same time as I was able to start casting again, the pet died. The mob then warped up to the tunnel, which took away my LoS. From there it wasn’t pretty.

    Had we gone a second time I think we would have used two cleric mercs and pretty much relied on me for the bulk of the DPS. By this point it was late though and we wanted to wrap it up.

    We managed to get a 95 BST and his tank merc to join us. From there the Lower Denizen and other named were just straight tank/burn fights.

    All in all, a challenging but fair and enjoyable mission.

    Hope this helps, and GL!

    Endaar Flaashpoint
    Wizard of Karana

    ____________________________
    Endaar Flaashpoint, Wizard of Karana
    Current member of Ring of Valor, Bristlebane
    Guild history, for the old timers:
    Founder, The Valorous (Karana)
    Officer, Harbingers (Karana)
    Officer, Evolution of Faith (The Rathe)
    Officer, Legend of Marr (The Rathe)
    Officer, Battle Cry (The Rathe)
    Tips
    # Apr 30 2012 at 8:19 PM Rating: Decent
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    The denizens are stunnable - bring a paladin and you can keep them perma-stunned. the warden, bring a real cleric or druid and cast your Reject Corruption line of spells and you will resist his AE quite a bit. All in all there are some tricks that make this mission rather easy.
    Warden spawns at Lower Denizen Error
    # Apr 18 2012 at 10:50 PM Rating: Decent
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    Warden spawned, after Lower Denizen disappeared. Killed Higher Denizen and Warden but no update of the quest. This thing is bugged.
    Lower Denizen despawned on 1%
    # Apr 18 2012 at 8:39 PM Rating: Decent
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    Anybody had that the Lower Deinzen disappeared at 1% health, the same time the tanking merc died?
    Ignore
    # Feb 15 2012 at 3:21 PM Rating: Decent
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    *Nevermind, I was mistaken*

    Edited, Feb 15th 2012 4:33pm by Baeddon
    Locking
    # Sep 03 2011 at 10:08 AM Rating: Decent
    This task locks after the Warden of the Well dies. After that, you can't /invite other folk to join the task.
    duo
    # Jul 28 2011 at 11:56 PM Rating: Decent
    16 posts
    I duo'ed this just now with my pops (90 sk) me a 90 mage. yall scared me with this lower denizen casting through walls etc talk. We had quite a bit of firepower. When it came to the lower denizen I stayed as far away from him (in the room not up above behind wall) as I could. I never got hit by the dot. SK HT'ed + LT'ed the denizen went down to about 50% right away. I had twin cast going + 1st spire+intensity of resolute. Was double critting for up to 40k (with lvl 90 bolt spell). SK ate it, and I burned him down without taking AE once. Surprisingly a relatively easy fight. Warden however got AE on both of us. SK had skelly illusion I had water elemental illusion. Dots got on both of us. Both mercs + SK dies, I live again ;) Fun mission!






    Danish_Vallon Zek 90 Mage
    Warden of the Well
    # Jun 23 2011 at 10:08 AM Rating: Good
    19 posts
    3 Boxxed, 90Druid, 90Enchanter, 90Mage, 90Wizardx2 (Mercs), 90Cleric (Merc).
    Warden of the Well
    You need the Dark Elf illusion from enchanter on all PCs in group (makes them immune to Warden's AE dot) All mercs died, but easy fight.
    Lower Denizen
    Used pet to run into the room alone, slowed with chanter, Cothed chanter back into the tunnel, and then just let mercs, heal the pet, and nuke from through the wall. (All done from the tunnel leading up to the Denizen, so as to not be susceptible to his AE)
    Higher Denizen
    Pet tank, all PCs were as far away as possible while still being able to heal, AE didn't hit me.
    Casting Through Walls
    Mages can cast Aegis of Kildrukaun through walls.
    Wizard Mercenaries can cast through walls.
    Heals will go through walls.


    Edited, Jun 23rd 2011 12:27pm by megamanshart

    Edited, Jul 15th 2011 1:45am by megamanshart
    lower denizen
    # Jun 11 2011 at 11:58 AM Rating: Good
    Did This event last night. Group make up: Me ( 90 Shaman ), a Friend ( 90 Druid ), and a boxed ( 86 Mage ). We followed realgrumps guide, right to a T. When we came to the Lower Denizen we found that we didnt have the power to burn him, and kept dieing due to the dot. We sat the mage out, and as a shaman, I VPed ( permarooted for 2 mins ) him across the room. We laid the dots down, both druid and I. We never got Hit with his AE, as we sat in the room to the left a little bit, since he was pushed back against the wall, AE didnt hit us at all. Sat the Merc, Tanks, Healers out on this one, and finished him in a jiffy with no deaths. The Higher Denizen we did the same way.

    Got Ganked by the Guardian of the well a few times, as you cant root rot him, however we used 2 Merc Tanks, ( 1 level 90, 1 level 86 ) and 1 level 90 merc cleric. Druid Concentrated all his efforts into heals, we let the boxed mage die. *oops sorry! and i laid the shaman dots to his @ss aswell. Finished him, however All mercs died ( due to dot) but we lived. Hope this Helps. ( spent a couple of days trying this mission, only to fail on the Lower Denizen ).
    more details
    # Jun 06 2011 at 9:09 AM Rating: Decent
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    167 posts
    I recently revisited HoT progression (for a toon I just transferred). This time, I was by myself 3-boxing so really had to pay attention to shortcuts, trouble spots and such. Here are some things I observed which may be helpful.

    All mobs in this instanced zone see invis, which is very different from the normal Well zone.

    You only need to kill (any) 20 mobs (to release 20 Lost Souls) but you will end up killing extras because they see invis and will be in your way. Don't worry which to kill.

    The big room where the Warden spawns in the far East room needs to be cleared so no Lost Souls help when its time to fight the Warden. Clear your way to this big room, killing the few in your way.

    As soon as you enter the big room, stop and pull your mobs to there and they will be well out of the way. When you are done clearing, you should have a crowd of about 10-15 Lost Souls standing around safely on the far west edge of this big room.

    By the time you clear your way into that room and then clear the big room, you will have gotten the 20 Lost Souls you need.

    Now its time to kill the three mini-bosses. Head to the mud pit and attack the Lower Denizen first. You will have to kill 2-4 extra see-invis mobs that are in your way (because you didn't go down this cave-path yet).

    None of the three mini-bosses engage until you attack them so you have time to med up, and prepare right near them.

    The Lower Denizen is the hardest of the mobs and if you wipe or cannot kill him, it would be a waste of time and effort to fight the Upper Denizen only to have to abandon your mission. So fight the harder mob first. If you can kill him, the remaining two are easy.


    This mob has a weird stun/charm/dot thingy: It makes you sort of slowly slide (as if slipping on ice) while unable to cast. Its not exactly a fear or a stun. he alsio has a nasty AE (dot?). I'm not sure if levels, HP, AC or resists (or all the above) helped but my two high level 90 toons had no problems but my 87 chanter got insta-killed twice by this so its very heavily damaging to lower toons.

    The mobs around him can be pacified and single pulled to clear his room.

    The four times I killed him I couldn't figure out a particularly effective strategy. Really a burn just seems to be the best strategy.
    more details
    # Jun 08 2011 at 5:05 PM Rating: Decent
    24 posts
    Hi Realgrumpy, would you elaborate a bit on what mercs you used for this mission? The warden did huge damage with his dots. My merc tank and merc healer just can not survive him. Thanks very much in advance.
    keep healers away from AE
    # May 01 2011 at 11:39 AM Rating: Good
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    55 posts
    Fast burn or quick DPS will make the Denizens and Warden's trivial.

    If you have no fast burners in your group then you'll just have to hide your healers from the AE.

    The Higher Denizen and Warden fight is easier since you can just park your healers far enough from the AE and the nuke casters can contribute in these fights.

    The Lower Denizen is tougher since he is in a Pit which is pretty much inescapable from the AE. Try to fight him where he stands oppossite the pit entrance. I had my monk take him down by himself while my shaman spammed heal from behind the wall. Line of sight nukers will just have to take the death if they can't burn this guy fast enough but any class that can't heal needs to drop down the pit and contribute.
    Wow, not sure what happened
    # Mar 02 2011 at 5:25 PM Rating: Decent
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    We tried this one 03/1/2011, 90 cleric, 90 Shammy, 90 Shadowknight, 90 Enchanter, 86 Shadowknight, & SoD t5 cleric merc, Was cake until the Lower Denizen, Once the AE hit, we were shoved to the wall & there we stayed untill the DoT killed us. On one try the 90 cleric stay just outside the mud room & was not hit by the AE, however mates got shoved to far wall & heals would not land. We got wiped 4 time before it was our bed time. There's gotta be something we're doing wrong

    --------------------
    Algahaw
    90 Cleric
    Xegony-Druzzil Ro
    Legandary Destroyer

    Edited, Mar 2nd 2011 6:26pm by ddbrown
    ____________________________
    High Priest Algahaw Kensington
    97 High Elf Cleric
    The Legendary Destroyer
    Xegony - Druzzil Ro
    iksar mask
    # Feb 19 2011 at 7:03 PM Rating: Decent
    the ancient iksar mask did not work for me... it was more of the luck of the draw, shammy and monk got hit with it and my mage didnt
    still works
    # Jan 27 2011 at 12:11 AM Rating: Decent
    18 posts
    As of 1/26/11, the field of scale iksar illusion still works. One of my characters was using a water elemental illusion and it did not work.
    little trick
    # Jan 18 2011 at 6:11 PM Rating: Decent
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    10 posts
    Might want to get this confirmed, but both times i have done this quest I was wearing the iksar mask from Field of Scale and the ae from the final mob never hit me.
    Drops
    # Jan 16 2011 at 8:23 PM Rating: Decent
    Got Raze's Brainstem on 16 JAN 11 from chest.
    Near soloable
    # Jan 08 2011 at 2:22 AM Rating: Decent
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    223 posts
    Like Nelyan below has stated, this task is almost soloable (include a cleric merc though) by a necromancer myself lvl 90,40k hem,6500+ AAs. I was able to solo every single mob up to the warden. At the warden I had around 4 good tries at him but failed. Two of those times I was able to kill the warden with dots after I was dead, but due to some bug in the task system did not get the update. I'm sure with more persistence it is indeed doable but overall this task is cake.
    Warden of the Well
    # Dec 22 2010 at 2:27 AM Rating: Decent
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    20 posts
    I hear ya can stunlock this guy to 0 ae and 0 dps if ya got a talented pair of chanters handy. anybody able to confirm that?
    New item dropped
    # Nov 09 2010 at 2:47 AM Rating: Excellent
    Dropped the: Stolen Spear of the Soothsayer on Rathe
    In the Chest
    # Nov 07 2010 at 9:43 AM Rating: Good
    https://everquest.allakhazam.com/db/item.html?item=90552

    Petrified Skull of the Unworthy, dropped on 11/07/10 from chest for us.
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