Information is King  

Quest Started By:Description:
Maximum Level:115
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Quest Items:
Related Creatures:
Era:Veil of Alaris
Group Size:Solo
Min. # of Players:1
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon Dec 5 01:02:50 2011
Modified: Mon Mar 9 18:58:53 2015
Veil of Alaris Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor

This is a shared task (1-6 players) that begins with Faltar in Erillion, the City of Bronze (found outside the city boundaries, in the far western part of the zone around -930, 2000, 12).

Pre-requisites for requesting the task:
- No tasks
- 81 Skill Level in Alaran

You say, 'Hail, Faltar'

Faltar says, in Alaran, 'Hello. I suppose it is too late to invite you to our lands. Perhaps you can assist me with my [mission].'

You say, 'What mission?'

Faltar says, in Alaran, 'I have been sent here to learn about the defenses the city of our enemies. I have studied what I can, but can penetrate no deeper. Perhaps you can assist me with some [tests] I would like to make. After all, when you need to forge a weapon and you have no true steel, you must make do with whatever scraps are available.'

You say, 'Tests?'

Faltar says, in Alaran, 'I need to know whether they have left their elite soldiers in the city, or if they are the ones besieging Argath. I need to see how they react to a threat. I need to know what their infrastructure looks like. These are things that you can [help] me with.'

You say, 'I can help'

Faltar says, in Alaran, 'Well enough. Let's see what metal you are made of.'

You have been assigned the task 'Information is King'.

Faltar has asked you to help it discover the military strength of Erillion. The Argathians may have abandoned their love of war, but some of them appear to retain some of their skills. Faltar is hoping to accomplish his information gathering and perhaps more. It is important to know what sort of military sources your enemy has. Count the number of buildings dedicated to smithing in the city.

Count the number of buildings dedicated to smithing in Erillion 0/12 (Erillion)

You'll need to enter all 12 smithing buildings. If you look at your map, you'll see eight clusters of buildings within the city's confines. Every cluster has at least one building dedicated to blacksmithing (some of them have two). The buildings are set up with residences on their first floors and tradeskills on their second floors. To get this step to update, you need to visit the second floors of the buildings dedicated to blacksmithing.

Speak with Faltar 0/1 (Erillion)

You say, 'Hail, Faltar'

Faltar says, in Alaran, 'As I expected. It is pleasing to know that you went to the effort to get real information. Now I need you to test the skills of the soldiers they have left to guard their city.'

Kill 5 City Guards 0/5 (Erillion)

Any guards will do.

Speak with Faltar 0/1 (Erillion)

You say, 'Hail, Faltar'

Faltar says, in Alaran, 'It appears that they have left somewhat more compitent soldiers to guard their homes than they sent to attack my home. That says a lot about them. Now let us test their reaction to the unexpected.'

This opens up the next two steps.

Kill 6 Edible Animals 0/6 (Erillion)

Start several campfires 0/6 (Erillion)

Task Window Says: Faltar wants to see how the city responds to hints of an approaching force. Kill several edible animals like Braxi or Selyrah to simulate the needs of a small force. Light a half-dozen campfires in close proximity within sight of the city walls.

Selyrahs and Braxis update the kill step. It is probably best to get these kill updates done before doing the campfires.

Starting the fourth campfire triggers the spawn of the four scouts, but the scout kill step does NOT open up until you've ALSO killed the six animals.

Once a campfire is started, a group of mobs ("an elite guard") will spawn nearby. It's believed that whoever first aggro's the scouts will draw the attention of the elite guards, who will proceed to follow the player around until the scouts are killed (possibly until the entire task is finished, but not confirmed). These guards don't hit hard or have many hitpoints, but they can be an annoyance.

Kill 4 Scouts 0/4 (Erillion)

Task Window Says: If the city sends out a small force of scouts, kill them. If they don't respond, tell Faltar that they 'failed' to arrive.

The scouts are splittable, but it's unknown how long they will remain up before they despawn, if left idle.

Deliver 1 Fire Starter to Faltar 0/1 (Erillion)

Task Window Says: Tell Faltar about the large force of elite guards heading to the fires.

Faltar says, in Alaran, 'Good, you were smart enough to avoid their elite guards. In fact, since their response was significant, let us use that to our advantage. Weaken their ability to support their war. Kill some of their skilled blacksmiths.'

Kill 8 Blacksmiths 0/8 (Erillion)

Task Window Says: While the elite guards are out, kill some of the smiths to reduce their war support capacity. Do so before the elite guards find you.

Speak with Faltar 0/1 (Erillion)

You say, 'Hail, Faltar'

You have done well. My fellows appreciate your assistance. Thank you.

375 platinum
Eltarki's Diary - Rule by Order
Send a Correction
Post Comment
# Apr 21 2019 at 3:38 PM Rating: Good
74 posts
The campfires should be placed outside the walls at the southern most west corner on the west side.
Goofydoofy Goatspanker
110 Druid, 110 Enchanter, 110 Paladin
Celestial Naviagtors
Drinal - Maelin Starpyre Server
# Apr 21 2019 at 3:34 PM Rating: Good
74 posts
The Scouts will path to the spot you planted the campfires. Don't expect them to magically pop when you put down the campfires. Just drop six campfires and wait. They will come right to you.
Goofydoofy Goatspanker
110 Druid, 110 Enchanter, 110 Paladin
Celestial Naviagtors
Drinal - Maelin Starpyre Server
Solable but tough
# Apr 16 2017 at 4:17 AM Rating: Decent
134 posts
105 SMolo Magician, Silver Account

All the Partisan Quests had been quite easy up til this one.
The four Scouts were a real handlful as a soloist and I went through a lot of pets, bulwarks and deaths before I got them.
I remembered a Goo Gun I'd had for ages but never used in earnest. This let me get the fight start as three, then burnt one scout down by the time the goo root wore off. Plain sailing in the end.
The final blacksmiths masacre was ok since the elite guards don't travel too fast so I just went from corner to corner of the zone doing a couple of smiths at a time. Still had to gate once when the guards arrived with a shedload of cook adds.
Chard ~ 105 Solo Magician of Bertoxxulous
Scouts - Correction
# Mar 06 2015 at 1:58 PM Rating: Decent
46 posts
- Start the campfires before killing the sixth mob, otherwise the scouts won't spawn and you won't be able to finish the task.

Not true. I killed all 6 animals, then planted all the fires. The 4 scouts spawned fine, just nowhere near us. Tracking FTW!
# Feb 09 2014 at 6:45 PM Rating: Good
Taskadd can be done just before the final hail.

Edited, Feb 9th 2014 7:45pm by Veludeus
Veludeus Exmachina - Bristlebane

*rate the posts, please*
needs edit
# Dec 28 2012 at 6:41 AM Rating: Good
439 posts
Start several campfires 0/4 (Erillion) should read 0/6 not 4
Elite guards
# Jun 30 2012 at 9:12 PM Rating: Decent
463 posts
The pack of 8 guards does indeed seem to track the person who first tagged the scouts, or maybe the one who lit the fires. Note: The scouts must spawn inside somewhere and head for the fires; they showed up while we were fighting an animal and made rather a mess. We faded and let the mercs die, then left the scouts standing over the fire they'd aimed for, and finished the animals, then killed the scouts.

The elite guards showed up while we were pulling the last scout. There's an invisible mob called "the elite guard troop" that followed me around, moving at walking pace. The guards, also walking, follow the elite guard troop. As long as they don't get near the blacksmiths there's no problem, so I just hung out invisible with the troop and a 95 shammy plus healer and tank mercs killed the blacksmiths.

I did also try leading the troop far away (especially since they started outside the city where they'd come to find us) and then running in to help kill, but the troop showed up unexpectedly during one fight, so after that I went back to just standing with the troop.

Update: When the shammy died to an add and the merc rezzed him, the troop began zeroing in on him instead. So I camped and came back, and then they reset to follow me again.

Edited, Jun 30th 2012 8:31pm by Sukrasisx
Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
-- Mystic Coercion, EMarr
Elite Guards
# Jun 21 2012 at 2:47 PM Rating: Decent
34 posts
Man the devs were not thinking with this one, I'll explain

As stated after you kill the four scouts the guards spawn. They dont hit for much but are yellow and mezzable. They do not see invis and will not spawn on the group while you are invis, but the timer continues to run - Ie when we popped out of invis we got 8+ adds instead of one. The timer is around 30-60 seconds you will get an add. They path to where the fighting happens when they spawned. Numerous times in our group the guard walked over to a dead blacksmith and stood over him, then if you moved and hit something they would start to path at the new location.

The biggest issue that you need to keep in mind is from the point you spawn them you will train other groups. Anyone who hasn't done this will freak out and may cause their group to take measures thinking they just got trained with 10 very hard mobs. IF you switch camps you will train someones group.

The way we did it was camp a 3 spawn BS spot and kill the guards as they came to life. You get 0 exp for the guard spawns but they do have money on the bodies.

Also do the camp fires last, the scouts spawn after the fires are lit and you will fail this mission if you kill them before it asks you to (No it doesnt automatically move on to that step after the fires have been lit). Kill the edible mobs first then light the fires or you will start over again
elite guards
# Jun 16 2012 at 7:23 PM Rating: Decent
22 posts
The elite guards DID follow us up the ramps to the rooms we were fighting in I am not sure why it was different than the other post. We had an extra player so once we got set up down on the ground and saw which one they all lined up in front of we left him there with them stationed in front of him and they stayed all lined up in formation the entire time we finished killing the blacksmiths. Hope this helps
Avoid Elite Guards - Fight up stairs
# Apr 25 2012 at 1:07 PM Rating: Decent
59 posts
After running around for an hour trying to figure out how to elude the Elite Guards, we finally figured out a very simple solution. Since we didn't have anyone "expendable" in the group to have the guards hover around and they were being quite annoying when trying to pull the blacksmith's we finely gave up and just went upstairs to where they were. To our surprise the cant go up the ramps and just hang out below, problem solved fight the blacksmith's in the room where they are. Hope this helps, I know it made it a breeze for us. Monk, Pally, Sham. combo.
Quest still insanely buggy
# Mar 12 2012 at 11:41 AM Rating: Decent
99 posts
I tried this quest yesterday. After killing the scouts 6 or 8 Elite Guards popped near where we set the fires and attacked us. The wasn't so bad except that they continued to spawn every 5 or 10 minutes as we tried to pull the blacksmiths for the final step in the quest. This made the quest impossible to finish. I'm pretty sure this is a bug and not an intended part of the quest.
scouts pop somewhere other side of wall
# Feb 25 2012 at 8:38 PM Rating: Decent
93 posts
I have found scouts pop somewhere other side of wall. I clicked the fire starter 6 times by wall facing to faltar, it seems nothing happen but actually scouts pop at other side of wall.
It seems that scouts no longer chase player and stay enough time for killing animals before depop.
Buggy as hell
# Feb 23 2012 at 11:05 AM Rating: Decent
14 posts
This damned task is buggy as hell. Have done it 3 times now and every time have had to restart due to bug issue.
Elite Guards
# Jan 17 2012 at 3:27 PM Rating: Good
46 posts
The elite guards don't hit for much, don't have many hit points, and don't see invis. However, they are an annoyance. It appears that the first person to aggro the four scouts will be the person the elites center on. This can work to your advantage. Have a non-essential class aggro the scouts first. Kill the scouts. Once the scouts are dead, invis everyone (you may have to kill one wave of elites). Have the person who has elite aggro stay put while the rest of your group kills blacksmiths. The elite guards will stand around the target player and won't follow the rest of the group. In my case it was my enchanter who had elite aggro so it worked out fine for him to stay out of the fights.
# Jan 16 2012 at 5:58 PM Rating: Decent
32 posts
4 scouts can be mez. They exit from the main city gates and head to campfires.

Note: There are about 8 elite guards that travel as a pack and look for you. Need to keep moving and not linger too long in a spot or you'll get jumped. Elite guards can be mez, but they seemed to poof and warp. Tracker can tell if they are close.
# Jan 16 2012 at 5:21 PM Rating: Decent
32 posts
4 scouts can be mez. They exit from the main city gates and head to campfires.
# Jan 03 2012 at 10:49 PM Rating: Decent
Don't wait to pop the campfires until after the animals are dead, if you do, no scouts pop to be killed.
Also, don't kill any scouts before animals are dead, no updates for them then.
Graeme Faelban, 110 Barbarian Shaman, Erollisi Marr
<Ne Cede Malice>
Information is king
# Jan 02 2012 at 8:13 PM Rating: Decent
31 posts
The edible animals are not any animal outside the wall-- seem to be selrey and braxi only
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