Please Release Me  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Level:90
Maximum Level:90
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Faction
  • Money
Success Lockout Timer: 06:00:00
Factions Raised:
Factions Lowered:
    Quest Items:
    Related Creatures:
    Era:House of Thule
    Recommended:
    Group Size:Solo
    Min. # of Players:1
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Tue Nov 16 22:40:12 2010
    Modified: Mon Feb 14 19:11:29 2011
    This is one of five pre-requisite tasks leading up to this zone's mission, "Miragul's Vendetta". There are no pre-requisites for requesting this task.

    This is a shared task (1-6 players) that begins with Hiljorin in Miragul's Nightmare. He's located in the castle area (center room of the bottom floor). Beware there is one roaming mob that paths through this room.

    You say, 'Hail, Hiljorin'

    Hiljorin says 'You. Can you help a poor soul who has payed his dues a thousand-fold? I have [suffered] for so long but with your help that can end.'

    You say, 'Suffered?'

    Hiljorin says 'Miragul has trapped me in his nightmare as punishment for betraying him. You see, I was once a trusted servant of his. I was there the night he performed the ritual to become a lich. My despicable [acts] led to the deaths of many innocents to fuel the dark magics needed to complete Miragul's transformation.'

    You say, 'What acts?'

    Hiljorin says 'Much blood was spilled by my hand, until I came to my senses and realized what I was doing was against all of nature. I had enough. I left the ritual. I was hunted for many years by Miragul's abominations for my treachery. They eventually caught up with me and now I suffer as an undead shadow in Miragul's nightmare. I have found a [way out] however.'

    You say, 'A way out?'

    Hiljorin says 'I am not a simpleton. Even in undeath my mind is still intact, even if my body is not. Miragul keeps me trapped here, and undoubtedly others with the use of magical orbs. If you can [assist] me, I know of a way to possibly destroy them though.'

    You say, 'I will assist you'

    Hiljorin says 'Go forth and collect globs of shadow essence from the pools of darkness or other shadowy creatures that inhabit this area. I will explain more when you return them to me.'

    You have been assigned the task 'Please Release Me'.

    Hiljorin has betrayed Miragul and has been trapped in Miragul's Nightmare as a punishment. He believes he knows of a way to free himself however, and it is up to you to help him.

    Destroy living pools or other shadowed creatures and loot globs of shadow essence. You are not sure what Hiljorin wishes to do with such an awful substance, but he should hopefully have more answers once you return them to him.



    Loot globs of shadow essence from pools of darkness 0/6 (Miragul's Nightmare)

    This is a common drop from pools of darkness, shadow mephits, and darkbone golems. This step will update from any of those mobs (not just the pools).

    Give the globs of shadow essence to Hiljorin 0/1 (Miragul's Nightmare)

    Speak with Hiljorin 0/1 (Miragul's Nightmare)

    You say, 'Hail, Hiljorin'

    Hiljorin says 'I am pleased to see that you have returned, and with the needed items. With simple alchemy, the globs of shadow essence can be transformed into a substance which should theoretically disrupt the power of the orbs that trap me here. Here, take this ectoplasm and use it on six orbs. Use caution; I know not the effects this may have on them. Return to me when you are done.'

    Give a bottle of shadowy ectoplasm to the green orb 0/1 (Miragul's Nightmare)

    Give a bottle of shadowy ectoplasm to the blue orb 0/1 (Miragul's Nightmare)

    Give a bottle of shadowy ectoplasm to the red orb 0/1 (Miragul's Nightmare)

    Give a bottle of shadowy ectoplasm to the orange orb 0/1 (Miragul's Nightmare)

    Give a bottle of shadowy ectoplasm to the yellow orb 0/1 (Miragul's Nightmare)

    Give a bottle of shadowy ectoplasm to the black orb 0/1 (Miragul's Nightmare)

    All you need to do is give one bottle to each of the orbs.

    Locations (all in the castle area):
    orange: 765, 450, 97 (far east corner as soon as you enter the castle area)
    black: 750, 735, 97 (far west corner as soon as you enter the castle area)
    green: 920, 700, 82 (down below the maimed erudite, west side of front area)
    blue: 910, 575, 82 (east of the green orb)
    red: 1120, 600, 135 (up the stairs and in the center area)
    yellow: 1135, 730, 135 (in the same room as Dridus' journal: upstairs, northwestern room)

    For your in-game "miragulmare.txt" map file:
    P -450.0000, -765.0000, 97.0000, 0, 0, 0, 2, orange
    P -735.0000, -750.0000, 97.0000, 0, 0, 0, 2, black
    P -700.0000, -920.0000, 82.0000, 0, 0, 0, 2, green
    P -575.0000, -910.0000, 82.0000, 0, 0, 0, 2, blue
    P -600.0000, -1120.0000, 135.0000, 0, 0, 0, 2, red
    P -730.0000, -1135.0000, 135.0000, 0, 0, 0, 2, yellow

    Speak with Hiljorin 0/1 (Miragul's Nightmare)

    You say, 'Hail, Hiljorin'

    Hiljorin says 'The power of the orbs no longer holds sway over me. Now I plot my revenge against Miragul. As for you, I suggest you leave this place. There is nothing but suffering and darkness to be found here. Perhaps this will help you on your journeys. Please take it. Farewell.'


    Rewards:
    315 platinum
    Experience
    Faction with Dream Delvers
    30 Dream Motes
    Rewards:
    Send a Correction
    Post Comment
    fast and fun
    # Jun 20 2011 at 7:00 AM Rating: Decent
    *
    167 posts

    This was an extremely easy quest - if you have the right "bag of tricks". Anyone that can invis and then clear aggro (fade, etc.) can do this quest in minutes. I used a combination of pacify and CoTH-clearing.

    Stand between "J" and the wall and wait for the roamer to leave. Drop invis and hail him to get quest.

    The easiest place to collect the commonly dropped globs is pools right at the entrance.

    Run back to "J" and use the same method to hand in him. I pacified the two mobs in the room just to be extra cautious.

    All six orbs are in the castle area. I did the four outside first. These each have only one mob standing near them. I pacified the mob then did my turn-in. Half the time, I turned in and re-invised without a problem. Half the time, the mob aggroed me so I cleared off aggro (use mezz, memblur, CoTH, fade, succor, whatever is in your bag of tricks). One inside isn't too bad. The other has several mobs in the room so you have to be quick with clearing aggro.

    Then hail "J" to finish.

    SUper fast quest
    fast and fun
    # Nov 01 2011 at 8:03 AM Rating: Decent
    Scholar
    *
    100 posts
    Preface: In this age of low posts, realgrumpy (RG) has been a Godsend. Normally I agree with his method at least 90% but for this one, I'd like to add "gimp notes". Gimp notes because it is my best guess that realgrumpy has some pretty decent toons and, to be honest, our group isn't a PL then jump into HoT group either. The core fighting group averages about 2K AAs, but only one toon is outfitted in T2/T3, the rest are praetorian (Katta gear) and a mix of T1/T2. We have about 2K AAs. We have CC (chanter) and we have CoH. So we had enough to technically fit into RG description of some form of evac. But we're pretty gimp to hold up to mobs much.

    Quest Loots: The drop item is roughly a 50% drop but not pre-lootable. Agree with RG that farming the entry pools is one of the easier spots in the zone to farm including the path leading into the zone.

    Drop Turn In: Take note that there are several roamers, they seem to randomly spawn as a see-invis. But there was no time I've been up there where there weren't at least a couple see invis, including some of the non-roamers. Safe thing is to con your way in checking to see which you'll need to avoid. This turn in and receiving the bottles was done with no agro for us.

    Orbs: Of course this is entirely up to each group but my mage is our toughest toon and he couldn't take much beating. I run air pets and it's typical that the pet will stun the mob with his first strike. I'd have a safe mage (just around the corner in the short-cut tunnel) CoH from each orb. My 1st CoH was clean but "too close" and failed to drop agro. But the rest were clean. I'd target a mob and prepare to sic the pet and get 1 bottle in my hand then start a CoH, sic pet, click the orb, click "Give" just ahead of the CoH. Don't know if it is the last orb or a particular color (we did Yellow last) but there were several mobs that jumped in and it seemed that CoH took a couple weeks to finish hitting. It took a couple minutes longer to peel my mage away from kissing the feet of his buddy mage that had CoH'd him.

    BEWARE! For those unfamiliar with the zone, the short cut tunnels have a named that spawns a lot, maybe 50%. Having killed him 8x I've seen him spawn at the T, one mob downstairs from the T, and either of the next two mobs headed upstairs. Many groups will be glad for the spawn. If he's a problem you can work around the long way but beware there is ALWAYS a roaming see invis the long way around and, on my UI, he often does not appear until he's pretty close (nearly transparent mob).

    globs update
    # Feb 12 2011 at 6:35 PM Rating: Decent
    *
    123 posts
    I can confirm, globs from other mobs works. My first update was from a golem in the shortcut hallway.
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