Sewers of Nihilia, the Crematory

Quick Facts

Type:
Indoor

Expansion:
Gates

Instanced:
Yes

Keyed:
No

Level Range:
60 - 70

Send a correction
This is the instanced zone involving the group expedition "Sewers of Nihilia, the Crematory" (see this quest entry for expedition information).
-----------------------

Post Comment
2 zone versions
# Jun 14 2007 at 9:31 AM Rating: Decent
Scholar
***
2,461 posts
Gamesh does give you access, but to the non-flagging version of this zone.



For the flagging version go see High Priest Diru Riwirn.
____________________________

2 versions of zone
# Jun 14 2007 at 9:30 AM Rating: Decent
Scholar
***
2,461 posts
Gamesh does give you access, but to the non-flagging version of this zone.


For the flagging version go see High Priest Diru Riwirn.
____________________________

screwed by semantics again, thanks sony.
# Jan 24 2005 at 3:07 PM Rating: Decent
Verified that if the person that does the turn in is not grouped, no one else in the expedition will get the flag. This is the only trial I know of where everyone in expedition that needs flag will not get it regardless of group status. (remapping my disband key to shift/alt/ctrl/f12 now)
getting in
# Dec 12 2004 at 1:38 PM Rating: Decent
I've not done an instance zone in GoD and need to for the purpose of getting the Taelosian stones for spells. Can someone tell me how to initiate the quests for these zones?
can't reply
# Nov 30 2004 at 4:44 PM Rating: Decent
For some reason I can't eply on these forums now, something must be broken.

Anyhow, in response to an earlier poster, yes, the mobs respawn. Its less like an LDoN and more like one of the Instances @ Dranik's Scar in Dranik's Hollows.
Min level to zone in.
# Oct 19 2004 at 4:54 PM Rating: Default
For those that asked, min level is 60.
#REDACTED, Posted: Aug 12 2004 at 1:07 AM, Rating: Sub-Default, (Expand Post) we just did this one tonight and all we did was EXP leader got the remains and went into middle of trhe room and poped the named rightaway but before hand we got four reamins and Druid already had four from previous attempt so we first off fought to the Cryatal room and FD'd a monk then went to furnace room and just succored to the zi and waited for monk to zone then hailed the High Preist ding we were done
nameds???
# Jun 10 2004 at 5:13 AM Rating: Decent
Just did this trial, well tried to. Killed our way to furnace room. Got 2 sets of heads otw there. Tried everything, could not get the 4 nameds to pop. Killed the named ooze next to room, and everything in the area. Petitioned, no reply for 2 hours. 6 hours wasted because of BS SoE bugs and poor customer service. Tried to ask a GM in chat and the only reply was "petition in game." Am I doing something wrong?? I have read all these posts 10 times and can't figure it out.

Oh and is there some guide to these trials somewhere? How are we supposed to know what to do in one?

Eldonko 65th Warlord
Emarr
RE: nameds???
# Jun 10 2004 at 10:19 PM Rating: Decent
30 posts
This may not be the case so nobody flame me but let me share my experience:
When I did it we had an enchanter charm a pet. Cyrint was expedition and group leader and some tag along was going to loot all the parts since he had a few to start with already. OTW there the tag along got all the parts he needed. The remains kept dropping so cyrint decided to collect some as well. By the time we got to the furnice Cyrint had collected all but one of the remains and the nameds still hadn't popped. We ran around thinking EQ was being slow then 30 minutes had passed. The enchanter needed to go AFK so we decided to kill his pet. The pet ended up dropping the last drop and Cyrint looted it. At that point the 4 named all popped. The group was unable to decide if the pop was instant or whatnot but I'd put my money on the expedition leader needing to have all 4 remains to pop the nameds. After that everything went smooth. We had the tag along (who was a monk) FD all the way to the crystal room and do the turn in with his parts. It worked fine.
Not just a rog.
# May 27 2004 at 1:35 AM Rating: Decent
I pulled as a bard, and of course got mostly singles. As far as someone going back for turn in..we had me (with all four heads) and our monk (with all four heads)....i was there in case the monk dropped on the way to turn in. We killed three of the named ghosts in the furnace room, then the monk got an indoor selo pulse and did the FD run like hell method back to the turn in area. Once he was there, we killed the fourth ghost and waited. After turn in, we gated out, then ran back for talking to the scribe.
New Named - Cryxtetl
# May 13 2004 at 3:26 AM Rating: Decent
New Mob. Cryxtetl , Undead. Conned Dark blue to 65. Dropped these gloves

Magic Item, Lore Item, No Drop, Fine Moss-Stitched Gloves
Slot: Hands
AC:10
Str: +5, Sta: +5, Cha: +5, Int: +10
HP: +65, Mana: +75
Sv Fire: +10, Sv Disease: +15
NEC WIZ MAG ENC
Race: All
Slot 1, Type 7
New name
# Apr 30 2004 at 10:33 PM Rating: Decent
New mob Diseased Larva
[img]http://img7.imageshack.us/img7/9752/EQ000005.jpg[/img]
Droped Mage spell Monster Summoning IV
the pure turn in
# Mar 23 2004 at 11:14 AM Rating: Decent
oh btw the trade is extremly hard for the sos rogue. I suggest aiming for the feet. anyone who has done this knows what i am talking about...
RE: the pure turn in
# Jun 18 2004 at 3:49 PM Rating: Decent
*
145 posts
the turn in is not hard. Pure one will spawn at the base of the stairs, facing them. Stand in the water behind her...check that you are within the sneak arc for the mobs to the left and right of her...turn in from max trade distance.
Mission / loot
# Mar 23 2004 at 11:12 AM Rating: Decent
Can also do this mission by planting a mage in the hallways past the water room that diseased larva spawn off of. are no roamers in that hall mage can sit there agro free.

Got ft2 aug from diseased larva. regen2 aug from the named ghost , gksfjdpgowiruty something, and got muck stone 5 save al aug from slime devourer. Same aug that came from grimy turtle in plant. I believe the augs are random in this zone, as there have been reports of others getting different ones than the ones i have seen looted.

and btw named spots do not respawn, so dont bother trying to camp em.
.
# Mar 11 2004 at 8:14 PM Rating: Default
OK this zone is imo very very annoying mobs arnt that tough at the start, but have a bit to much hp. And the farming of skulls is a bit boring imo. But anyways inc a brief summary of this sewar trial .
First of and formost Get a rogue in your grp . It will make this trial much much more managable. Ok basic summary of this trial is you kill random mobs until you Get 4 named skulls ( there all lore, so youll know when u get the forth one) make sure your rogue lewts these, Btw the first room almost always drops 2-3 skulls make sure u kill everything . OK before i xplain this make sure u have updated maps from toolbox. Now star clearing back once you get to the cross roads (one path leads to the blue crystall room) be wary once you start clearing past the crossroads mobs start hitting for 900+ it gets a little annoying and your not gonna have a pet for this trial . As soon as youre rogue gets the last skull. Invis,pacy ect to the crematory room, now ghosts are immune to pacy so you gotta fight them =/ . Ull probably get adds as well. Slimes also see invis . There is 1 room right past crossraods area with 3 slimes and 2 ghosts that your going to have to clear . Pull the slimes first . NOw be wary when u pull the ghosts there both gonna come no matter what . I recomend root pulling . NOw invis up u should be able to invis/ pacy all the way to the furnace room . Once your in the furnace room 4 named ghosts will spawn ,coresponding with the name of the skulls the rogue lewted . Kill Them. Now after you kill each one a "Ghostly essense will spawn . Do not attack it ect. These essenses will start pathing back towards the blue crystal room . Once all 4 essenses reach the crystal room you will get a zone wide message , some along the lines of come complete the ceramony , you only havea short time blah blah blah . Once this happens you have exactly 15 min to turn in the skulls in . Have rogue sos to crstal room , as soon as the last essense reaches there a non kos mob called some thine pure pops have the rogue turn in the 4 skulls boom boom you get ur flag . NOw if u dont have a rogue ur in for a load of hell haha. The first 2 times we did this there was no rouge and i had the skulls . Needless to say after kill the 4 named ghosts i had to train to zone .. come back in invis as far in as i could then train to turn in mob and da and do turn in . Was not fun haha SO GET A ROGUE . This concludes crematory faq~!

Edited, Thu Mar 11 20:14:54 2004
RE: .
# Mar 30 2004 at 12:27 AM Rating: Excellent
*
56 posts
Translation of above:

For this trial there are two key rooms. One of the rooms is at the very end of the dungeon - and the first place you need to go. Either kill your way there or pacify and invis. Once in the room (named: Furnace room - because of the ovens there) walk up near the platform and 4 ghost will spawn - one in each corner. You can kill one without agroing any others. After you kill each ghost a wisp will spawn. Each of these wisps will path back to the second important room. Let these 4 wisps go.

The second room is the Crystal room. There is a massive crystalline stylactite (or -mite...) hanging from the ceiling. The 4 wisps gather around there after they path back. From the point that the last wisp paths there you have 15 minutes to turn in the skulls that you have looted along the way to the first room. (Note: make sure you have all 4 DIFFERENT skulls before you kill the ghosts...) Once you get to the crystal room (strat we used described below) turn in the 4 skulls to the Pure and you receive your flag. If you do not turn in in the first 15 minutes, the Pure will despawn. If you're still there 15 minutes after THAT, the wisps agro and whip butt.

Now - strat we used for this trial:

We cleared every single MOB from the IZ in till we had our 4 skulls. After that we kept killing - but only enough to clear a path to the Furnace room. It would have been possible to just pacify and invis past most of the dungeon but we were there for the exp and possible drops as well (very nice 36% haste 100/100 belt dropped off yard trash).

We got to the furnace room and spawned the ghosts. Killed them - they are easy kills. We then succored to the IZ. From there we started pacifying/invising in at a furious rate. We got to the turn off to the Crystal room at the same time as the last wisp pathed there - so we knew we were golden for time.

We cleared/invised/pacified to the room - turned in the skulls and got our flags.

The MOBs on this trial hit weakly - 500s in the front to 900s in the back. They don't have a lot of HP. They're not densely packed. Frankly - this trial is easier than the first as long as you can get to the Crystal room in an expeditious fashion. :)

Good luck.
RE: .
# Aug 03 2004 at 4:01 AM Rating: Good
*
66 posts
UgZug - thanks for the translation - very useful info. Just one point of clarification....

Is it the case that if you get to the crystal room in sub-15 mins you can do the turn in without agressive mobs nearby whereas if in the 15-30 min region you have to fight aggressive mobs (namely the wisps turned bad)? I was under the impression that there were always agro mobs here so it would be necessary to do the turn in after some clearing OR do the turn in with DA on.

Some people seem to take the view that the group leader needs to be the one with the 4 skulls as well (?)
RE: .
# Apr 27 2004 at 7:25 PM Rating: Default
RE: .
# Apr 27 2004 at 7:25 PM Rating: Decent
when clearing the path around the zone, do the mobs respawn? are the trials like LDoN mobs? no respawn?
RE: .
# Mar 13 2004 at 4:04 PM Rating: Decent
If anyone would mind translating this babble into English, I'm sure many of us would be appreciative. (More info, less "blah blah blah")
#REDACTED, Posted: Mar 18 2004 at 9:00 PM, Rating: Sub-Default, (Expand Post) That post earns you an excellent. What a dumbass, eh?
Where is the named?
# Feb 25 2004 at 8:42 PM Rating: Decent
There is talk of a named mob called A Slime Devourer but having gone though this zone twice I have yet to see him. With no tracker I was wondering where exactly this mob spawns. I pretty much know trial 1 zone inside and out but now moving onto this zone not sure where the named mobs are.

Dakotou
65 Overlord
Tarew Marr

Edited, Thu Feb 26 12:16:03 2004
Loot
# Feb 21 2004 at 2:22 AM Rating: Excellent
We got a 30 HP Augment, Type 7, restricted to Range, Rings and Ear slots from a named Mob called Slime Devourer. Spawned on the way to the Furnaces, after the ramp.

Wish I could tell you the name, but playing on Kael Drakkal, the Items have generic names at the moment, this one's called "CA_Augment 30HP".

Found a link to Lucy's: http://lucy.allakhazam.com/item.html?id=68477

Edited, Wed Feb 25 03:14:20 2004
How to win
# Feb 20 2004 at 1:56 AM Rating: Decent
Go to the furnace room. Kill the 4 spirits. You are now on timer. Go to the blue crystal room as fast as you can. You do not have much time at all, and you have a long way to go. If you are fast enough Gytas (spelling) the Pure will spawn. Give her the 4 remains you collected to complete the ritual. If you are too slow then you will get a zone wide message letting you know.
Let the Trials begin
# Feb 16 2004 at 9:40 AM Rating: Decent
This is actualy Tier2 Phase2 Trial. You must talk to the scribe and High Priest to start doing trials. Like PoP there is a flag system in place in GoD. Lots and lots of flags.

Edit: If you do The Gamesh versions of these (no Advancement) then you are a sucker for punishment for doing them just for "fun"

Edited, Thu Feb 19 09:39:09 2004
RE: Let the Trials begin
# Feb 17 2004 at 1:44 AM Rating: Decent
What scribe and high priest? Where are they located? I've done two of these now, one in plant and one in pools. Both times, the npc inside wouldn't say more than his one line, giving no hints as to what we should be doing. And both times we've reached the end to find nothing. No boss, nothing. Ideas?
RE: Let the Trials begin
# Feb 18 2004 at 5:23 PM Rating: Decent
there are 2 versions of the instanced zones, one is just for xp/camping named pops. The other is for advancement/flagging.

You get the advancement/flagging one by chatting it up with the high priest in barindu.
Found no rhyme or reason to this.
# Feb 14 2004 at 8:53 PM Rating: Decent
*
51 posts
My first ever GoD expedition was here. We spent 3 hours in here and killing the mobs over and over and it gets quite boring. We killed a named slime deep in which split upon killing it and nothing dropped. Found an unnamed inivisible targetable thing nearby that conned blue. We couldn't find anything else, nor was anything else on ranger track. Finally out of sheer boredom we all quit the expedition. I guess time will tell. Also found an area where it emoted that the "rock" in the room was attracting the undead mobs nearby or something. We clicked it, etc but nada.

Edited, Sat Feb 14 20:55:53 2004
Minimum Lvl
# Feb 12 2004 at 8:02 PM Rating: Decent
What is the minimum Lvl for these instance zones?
RE: Minimum Lvl
# Feb 24 2004 at 6:19 AM Rating: Default
Scholar
**
328 posts
I don't know about minimum level, but these dungeons are hard enough for a group of 65's with third-title AA names, so I don't see many 64 or lower lurking there.

If you aren't 65, then hang out somewhere else and get to 65 (with at least the important class AA's under your belt) before coming here. There is really no reason to bring a lower level toon here. It is not an easy zone to get to, nor is it an easy zone to hunt in.

Once inside, the loot is very rare, and the items are not all that great considering the risk/effort involved. You may only see 2 or 3 good drops in about 4 hours of hunting. None of these things drop cash, and the vendor loot barely worth a few PP.
____________________________
Duke Ardnahoy
Noble Lord Protector of the 70th Crusade
Fennin Ro - EQ I

Ardnahoy II
Fearless Guardian of the 40th Tour
Mistmore - EQ II
RE: Minimum Lvl
# May 26 2004 at 8:54 AM Rating: Decent
21 posts
with recent patches this one isnt too bad for a group that is cabable of doing BoT, of course you would have to get by the Purifying plant to do the real version and the PP mobs hit almost twice as hard. but for people just looking to do something other than BoT and that dont mind the run the gamesh version of this is a viable alternative since they weakened up a lot of the GoD mobs.
A few mobs + Info
# Feb 12 2004 at 2:22 AM Rating: Decent
Could not find any way to submit the new information, so here goes.

Some mobs we fought in this area:
A Sewer Gnat - Straight melee, Unsnareable, doesn't run though
A Slimelurking Stonemite = Straight Melee
A Sludge Lurker = Sees Invis (druid Foliage Shield) and is Straight Melee
A Acid Larva - Straight Melee

Had some casters pretty early on, but things started getting hectic so don't remember names or info really. One was a mage, I know, and cast Wrath of the Elements and Malo, the other was a Wizard and for sure cast Lure of Fire.

Not sure exactly what the purpose of these Expeditions are, but the Xp was good, the mobs were tough, the drops were... crap, but all we got was some no drop and tradeskill stuff (no gear).
RE: A few mobs + Info
# Feb 13 2004 at 10:31 AM Rating: Good
Scholar
**
285 posts
To submit information, all you have to do is send an e-mail to allakhazam@allakhazam.com with the information to be added. Posting to the forums will generally not get your information into the database.

--Roz
Name Change
# Feb 12 2004 at 2:04 AM Rating: Decent
Zone is actually called the Emanating Crematory as of tonight.
#REDACTED, Posted: Feb 11 2004 at 3:09 PM, Rating: Sub-Default, (Expand Post) Now if the first post had actually provided some information . . .
#REDACTED, Posted: Feb 11 2004 at 2:30 PM, Rating: Sub-Default, (Expand Post) First post wooooooot!
Post Comment

Free account required to post

You must log in or create an account to post messages.