Argin-Hiz #4: A Dimming Light  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:100
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Money
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Call of the Forsaken
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Jul 15 23:46:04 2014
Modified: Tue Dec 5 05:21:04 2023


Call of the Forsaken Info & Guides: Overview | Progression & Task List | Raiding | Visible Armor



This solo task is the fourth in a series of four. It begins with a pained laborer (click for map image) in Argin-Hiz (located outside the mines).

Pre-Requisites:
- Level 85
- Completion of "Burning Curiosity"
- Completion of "The Reclusive Collector"
- Completion of "The Keeper's Ring"







Speak to an ember tender 0/1 (Argin-Hiz)

Follow the dialogue of "an ember tender" in the northeastern quadrant of the zone.

Obtain 2 Burning Imp's Hearts 0/2 (Argin-Hiz)

Kill fire imp mobs (a messenger of Ro; a minion of Ro; a familiar of flame) until you get 2x hearts on your cursor.

Obtain a Keeper's Component Bag 0/1 (Argin-Hiz)

Kill any "keeper" mobs (northwestern part of the zone) until you get a component bag on your cursor.

Obtain a Ro's Rose 0/1 (Argin-Hiz)

These are ground spawns around the perimeter of the courtyard surrounding the Keeper's Hall. Roses appear between the small planters that have three yellow trees in them. Known ground spawn locations can be found here.

Speak to the ember tender 0/1 (Argin-Hiz)

You receive a powdered antidote.

Deliver the antidote to the pained laborer 0/1 (Argin-Hiz)

Speak to the ember tender 0/1 (Argin-Hiz)

You receive a torch.

Light the torch with Ro's Flame 0/1 (Argin-Hiz)

This updates in the middle of the Keeper's Tower at /location 2190, 780, -122.

Speak to the ember tender 0/1 (Argin-Hiz)

Obtain an Ancient Elddar Branch 0/1 (Elddar Forest)

Head to the Elddar Forest, the far south-central part of the zone, where you'll find Tunare's Shrine (the giant tree with a door on it). Around this tree are several ground spawns (branches). Pick one up. (/loc vicinity -1470, -500,-97 in Elddar Forest)

Use the Branch to capture Ro's Flame 0/1 (Argin-Hiz)

Head back to Ro's Flame in the middle of the Keeper's Tower. You receive a Burning Elddar Branch.

Thin the population around the Keeper's Hall 0/10 (Argin-Hiz)

Kill any mobs in the halls.

Speak to the ember tender 0/1 (Argin-Hiz)

Give the pained laborer the Burning Elddar Branch 0/1 (Argin-Hiz)


Rewards:
187 platinum, 5 gold
Experience (about 3 AAs at Level 100)
Rewards:
Send a Correction
Post Comment
Rose.
# Jan 05 2023 at 7:52 PM Rating: Good
posted /loc is good. also can use 1774.06 353.06 -150.03 or 1676.45 446.65 150.03
Campfire
# Sep 28 2021 at 1:36 AM Rating: Decent
*
171 posts
If you can, save yourself alotta grief and plant a campfire by the Ember Tender at the start of this quest.
Or, be okay with her running your azz back and forth across the beautiful red parklands of Argin-Hiz REPEATEDLY.
And having to kill the pesky see inviso and his 2 friends, outside her door every time you are forced to return.
You can also return quickly from the annoying jaunt to Eldar Forrest with a campfire placed.
Profit from my pain. Place a campfire.
ChantressClio
Drinal


Edited, Sep 28th 2021 2:37am by ChantressClio
another mob will drop....
# Feb 25 2020 at 10:29 PM Rating: Excellent
*
157 posts
got my Burning Imp's Heart off a Familiar of Flame
Flame Ro
# Dec 12 2015 at 10:55 AM Rating: Good
*
63 posts
Getting to the flame is the tricky thing.
With an SK :
took south entrance from outside Ring. Left of side entrance : 1 keeper to kill that walk around
Then enter through the south Door, getting a bit on left : pulling and killing a Keeper
Getting on the next room on the left : killing the cloud
Then : invis, run to next room, open the door, run to the flame and FD. got UD.
Mage Coth to get out.
Did it twice. No death

Selar - Tunare

Edited, Dec 12th 2015 11:57am by Selarkersauzon
____________________________
Selar
Anthem Guild
Tunare

notes
# Sep 14 2015 at 2:29 PM Rating: Good
Sage
***
3,008 posts
Keepers see thru all invis, can't be snared and can't be mezzed. The imps see thru all invis as well. Some of the imps and storms can't be mezzed, along with a couple of other humanoid types I didn't bother to write down. The only somewhat tough part of this mission is to get to the Ro's Flame in the center of the Keeper's Hall. The Flame is in a circular room in the middle of 3 concentric rings. The rings all have some SI Keepers (and other mobs) as well as several wanderers. There are almost no entirely safe spots, although there are spots where you'd only be in danger from wanderers and that's if you're not invis'd. While your group can probably fight all the way to the Flame---assuming you can tank 2-3 mobs at the same time---it's a challenge. We found an easier way.

We fought our way to the second concentric ring. (Leaving one more ring beyond that, then the round room with the Flame.) We scouted ahead a bit using invulnerability spells, cast sight, an eye (and by eating a few deaths) and discovered there are safe spots in the inner areas---it's just impossible to get TO them without agro. (Maybe a rogue's SOS could manage but we had no rogue.) The southeast corner of the round central room, and the SE corner of the next ring are safe from SI mobs and only non-SI wanderers path by, and usually not even close enough to agro if you did not have an invis buff. What we did was cast a cleric invulnerability buff on our mage (18 seconds), have him run to these spots and die once the buff dropped. Once the mobs re-set and pathed away, we rezzed the mage THRU THE WALL. He then used his Call of the Heroes spell to summon the rest of the group. Once we got to the inner circle, we laid a campfire. When you're at the steps requiring moving to the Flame, this step is just a place update---there is nothing to click so it can be done quick. To make your move and get the update you can either kill the 2 SI roaming imps that circle the Flame slowly or time your move to avoid their meanderings. The campfire helps because you have to visit the Flame twice, and in the interim you need to run to Eiddar Forest. The campfire saves a lot of effort getting back to the center of the Hall.

The run to Elddar Forest was interesting since this zone, and the Ruins of Takhiz you need to pass through to get there, have probably never been visited by players with less than 10 years in the game. It's nice to have to visit old under-utilized zones in the course of completing current content missions.

Edited, Sep 14th 2015 4:31pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
See invis
# Oct 23 2014 at 6:45 PM Rating: Good
Avatar
*
121 posts
Too many keepers of the flame up by the doorway to center, have to clear then wait for imps to path away and run to center, drop fire there so you don't have to kill again to light torch.
____________________________
Exor's holy blade cleanses his target (1274629)!
Level 105 Paladin <Iratus Lepus>
16477 AA
Getting to the center of the tower
# Oct 01 2014 at 5:07 PM Rating: Decent
Scholar
*
137 posts
Anyone try this with a bard or chanter? How about without crowd control. Just kill and grind your way in?

Appreciate any advice!

-Bara
Getting to the center of the tower
# Oct 21 2014 at 8:45 AM Rating: Decent
Sage
*
99 posts
You can get a Worlu's Windcloak (usually in Bazaar or from a friendly mage) to invis yourself and run into tower to light the torch. Fast and easy
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