Sewers of Nihilia, the Crematory

Quick Facts





Level Range:
60 - 70

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This is the instanced zone involving the group expedition "Sewers of Nihilia, the Crematory" (see this quest entry for expedition information).
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Three nameds
# Oct 10 2021 at 12:36 PM Rating: Decent
99 posts
The three possible named mobs in this expedition are:

Diseased Larva
Slime Devourer
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Regarding CoH Mage
# Nov 18 2004 at 11:30 PM Rating: Default
7 posts
CoH doesn't work in the trials sorry.. It does nothing
RE: Regarding CoH Mage
# Jul 04 2005 at 12:58 AM Rating: Decent
29 posts
We just used CoH in this trial tonight. I don't know where you got your information from. This was 7/3/2005. Perhaps something changed, but as of this date, CoH works.
Spawning the Named
# Aug 24 2004 at 7:10 PM Rating: Decent
1,273 posts
Our group were working great and fought all the way to the room that's meant to contian the four named, but they weren't there. We emptied the spirit room and killed all named on track, but nothing we could do would spawn the four.

Anyone have any idea what does it?
One Way To Do This Trial
# Jul 16 2004 at 2:17 PM Rating: Excellent
29 posts
I was in a group of 6 that successfully did this Trial last night. We were two clerics, druid (me), shaman, ranger, beastie. (Note: So much for the EQ holy trinity, or the necessity of chanter/bard crowd control.)

With one major exception, it was pretty easy.

One member had the four skulls from a previous expedition. This was a good thing because only one skull dropped for us the whole time.

The six of us fought to the furnace room. We killed three of the four ghosts, but left the fourth one up. Four of us evaced back to entrance. Shammie and ranger stayed. The beastie, two clerics and druid fought to the blue crystal room and killed the mobs around the NPC spawn point. Shammie and ranger killed the last mob in the furnace room. When the wisp reached the blue crystal room, the NPC spawned. We did the turn-in, got the flags, exited the trial. Voila -- finished. We never had to worry about the timer. This method was time-consuming, but it worked splendidly. We were never in danger of wiping. No one was killed.

The five of us (one person two-boxed) are not elemental equipped, but we have played a lot together and work well as a team.

Now for the caution. It took a humungous amount of time for the four furnace room ghosts to spawn (at least 20 minutes, maybe more). We thought for sure that the trial was bugged. We tried everything we could think of to spawn them, but without luck. We gave up and decided to kill a Named that was in one of the two adjacent rooms. As the shammie went to pull, the four ghosts spawned. I'm not sure what finally caused the spawn to occur, but maybe it was entering the corridor of the adjacent room (speculation only).

Also, when the ranger and the shammie killed the last ghost, it took a huge amount of time for the final wisp to travel to the blue crystal room.

Heroes Unlimited of Povar
RE: One Way To Do This Trial
# Jan 18 2005 at 2:52 PM Rating: Decent
We've tried these trials four times now and the ghosts are easy to spawn....just have someone that has the four skulls in inventory walk towards the center of the room and when they get close enough the four ghosts will pop.

# Jul 03 2004 at 9:26 AM Rating: Decent
40 posts
Some notes that may help you:

- Gizta the pure doesn't spawn until the 4 essences spawn. You cannot loose until the 4th essence has arrived and stayed there for 30 mins.

- The NPC is called Gizta the Pure. He is near the blue crystal room.

- If you take too long, Gizta the Pure shouts out that you have failed him and that you will feel his wrath (which summons some mobs).

- The Stonemites (little flat wurm like creatures) are the only things that can be charmed. Fully buffed they can do 500-600 dps.

- Also, for those that are just starting these things, you should know that loot is VERY VERY rare. I have done 7 of these things totalling over 20 hours of hunting and have yet to see a single loot (even from killing the Kysaerops in #1). I have even killed a named spawn and still seen nadda.

Maestro, Nameless.

Edited, Sun Jul 18 10:30:38 2004
RE: Correction
# Aug 22 2004 at 2:56 AM Rating: Decent
All good info, but you only have 15 minutes exactly after the fourth essence dies, and not a moment more.
RE: Correction
# Jan 10 2005 at 5:58 PM Rating: Decent
Actually accourding to a guide one of my guildies has for all the GoD trials (1 - 6) there is a 30 minute time limit not 15.
Trials by number
# Jul 03 2004 at 9:07 AM Rating: Good
40 posts
Answer -

Trial #1 = Purifying Plant
Trial #2 = Emanating Crematory
Trial #3 = Lair of the Trapped Ones
Trial #4 = Pool of Sludge

#1 is one of the hardest. They hit for 1200 on zone in and only get worse, up to 1286 and there's a nasty boss mob at the end. For example, the mobs in #2 only hit for 500-600ish.

Which trial is which?
# Jul 01 2004 at 2:37 PM Rating: Good
22 posts
Trials 1 thru 4 are always referred to by number when talked about by players. Allakhazam only refers to them by name. Can someone please put names with numbers?
# Jul 01 2004 at 9:19 AM Rating: Decent
I'm not sure what triggers the message, I think it's an inzone timer somewhere around 4 hours. The message is in yellow text and is from the pure one saying "you failed to start the ceremony in time, now you will feel the wrath of my brethern!" I thought we failed (we were doing the mez method above) but all it did was spawn 4 red kos wisps in the blue crystal room that attacked us when we got near the pure one to hand in our skulls. Pure one definately does not spawn until all 4 named mobs are dead, as we killed the last name in the room just before the blue crystal room and saw the last wisp make its journey to the crystal and spawn him. Soon as it got there we got more yellow text saying for us to make haste and get to him.

Downside was that 3 group members died from aggro on 2 red wisps (hit for 900's, and 2 ghosts in the room), including the expedition leader. He transferred leadership to me and I handed in my set of skulls. I thought we had it in the bag. With Purifying Plant if people die to the named at the end you can just run back to expedition and get your flag. The 3 group members that died before handing in the skulls did not get a flag and are in petitions with GM's about it.
Fourth method
# Jun 20 2004 at 5:55 AM Rating: Decent
There is a fourth method, leave a Coth mage (lvl 55 is enough) at a safe spot in the room right before the crystal room on a ledge at N1805, P411. and coth the group after the fourth named is dead.
RE: Fourth method
# Sep 02 2004 at 5:52 PM Rating: Decent
I think you need lev 60 to enter the zone .

need the right group
# May 20 2004 at 6:30 PM Rating: Default
If you do not have an SoS rogue, FD'er or mezzer, don't even try. Unless you are very lucky with a lack of see invis mobs, even if you succor to the zoneline, you will not make it to the handin mob in time. Perhaps CoH would work, but I have no idea how you would get a mage there on his/her own without using an exploit of some kind.

The hand-in mob is the one on the timer I am told, so as long as you hand in to him, the nameds you need to kill pop, but they don't depop after some time. Handin mob depopped no more than 15 minutes after the last wisp entered the room for us.

Mez method:- mez the last named in furnace room and bring it with you to the crystal room. This is slow, of course.

SoS method:- SoS rogue runs on ahead into the crystal room before you kill the last named, and does the hand in as soon as the crystal room named pops.

FD method:- same as SoS method, but more risky I guess. Possibly only doable with a monk due to the caster mobs.

If your group can't employ one of these methods, I suspect it is impossible. Well done Sony!
spawn time
# Apr 20 2004 at 1:34 AM Rating: Decent
Was doin this just for exp and named respawn is 20 min roughly and it seems anything can be a place holder for a named
Completing it.
# Mar 07 2004 at 10:24 PM Rating: Excellent
Mobs in these expeditions do indeed respawn but I believe the respawn is long (about an hour)--could be more could be less, but they definitely respawn.

This one starts out relatively easy but gets progressively more difficult the further in you go. In all of these, if the cleric dies and you have no other rezer, the expedition is over due to how hard it is to CR so far in and the time involved in getting back to where you were.

This expedition requires you collect 4 items. They drop off the random mobs. You need to collect all 4. I would recommend you have more then one person pick up the duplicates just incase things go wrong with the expedition script, which invariably seems to happen.

At the end, when you have killed the 4 named you need to rush to another part of the dungeon where you turn in the 4 pieces you have collected.

Ok, as you progress and collect the 4 pieces you will work your way to a room where it seems somewhat empty. You will want 2 people to run down to the flat area in that room and spawn the 4 named. Then have those 4 ppl run back up to the group. There are 4 ghosts that spawn. You can single pull them easily. They hit for 900 roughly. When one dies a wisp will spawn and begin it's journey to the npc that you are to turn in your 4 collected pieces to. Do not interfere with these wisps as they spawn and begin their journey.

Once all 4 named have died in this room, you will need to invis, and run as fast as possible stopping only to pacify and fight where you have to. Once you get to the room with the NPC where you turn in the items, you need to be able to turn them in to it. Surrounding this NPC are several other ghosts and at the top of the ramp are the 4 wisps.

When you go to turn them in you can and probably will agro one or more of those ghosts surrounding the pure one (the npc you turn them into).

I believe after the first one of the 4 named you kill, a timer starts. It may be different, i'm not sure. The timer may start when all 4 wisps get to their final desination by the NPC you turn the 4 collected items into.

Either way, there is a timer of 30 minutes. You may want to time your progress. If you think you can fight to that location in time I'd say you are wrong. So I suggest you invis and pacify your way there fighting only when you have to.

Once you get there and you turn them in and you agro the surrounding mobs--this is because they are very close to the npc, you should CC them, turn them in, and then get out asap. Once you turn them in you get a flag.

In order to do this as a flag trial you need to go to the HP to get the mission. I do not believe you can complete it and get the flag by choosing the one from Gamesh.

Hope this helps. And, remember, the script is buggy so your npc may despawn or make it very difficult for you to turn in the items.
Barindu trials 1-4
# Mar 01 2004 at 1:06 AM Rating: Excellent
36 posts
There are two ways to get to these instanced dungeons (trials one through four, five-six are in a different area). If you just want to go in and fool around you can hail an npc starting with "G" (dont recall name) thats at the south east corner outside of the Barindu pyramid. If you want to attempt them for success in the trial (and you might as well) you have first to hail the scribe and then the high priest in the large bldg a bit NE of the pyramid. The scribe is a preflag if you will for the priest.

On hailing the high priest your group leader will be given the expdition they're "ready" for. When I did this the first time I was given the first sewer, then later the crematory all without asking for any specific trial. If at some point you win a trial you were not 'ready' for you can get the backflag settled by asking the high priest "what issues". In a couple of the trials its a good idea to have one person only loot the collect xxx items, and have or make that person be the expedition leader as you reach where those items are used.

At that point you can enter the trial. For trials one through four the entry is inside the pyramid up the stairs and click on the hole. That room is a 'safe room' and should never be trained. It is also where your corpses will be sent after you all exit the expidition (ALT Z) should you wipe. In all of these four trials there is semi quick respawn and many things (elves, sludges, possibly more) will see invis.

How hard things hit varies by trial and location inside the dungeon, ranging from a low of about 500 to a high of about 1200 for junk mobs. EQ Toolbox now does have maps for trials one through six. There have been many drops, most from random mobs rather than nameds, generally 1-2 items per trial (2-6 hours to do them). Loot is as good on the whole as tier 3 pop nameds or better. Spell drops so far have been uncertain, and are not triggered by class (as in we've had to let things rot, they're all nodrop).

For the crematory you are busy collecting the remains of four different elves. Be sure to have one person looting those items, and make that person expedition leader by the time you bring the items to the final destination. The remains are random rather than 'placed' and can drop off of any mob type.

# Feb 29 2004 at 1:49 PM Rating: Decent
Do these dungeons respawn?
RE: Respawn?
# Jun 07 2004 at 8:12 AM Rating: Decent
Yes, My group tried the first one several times, and after a wipe or semi-wipe, the dungen had always respawned by the time we got back from the nearest bind point outside of GoD.
Instance Access
# Feb 12 2004 at 6:36 PM Rating: Decent
32 posts
Instances are accessed thru the Hanging Gardens zone (Barindu). There's a Wayfarer there which gives "expeditions" (kind of non-time limited LDoN adventures without a clear objective).
# Feb 12 2004 at 12:10 AM Rating: Decent
good question, i wanna know
Where is it?
# Feb 11 2004 at 3:07 PM Rating: Default
How do you access the instance zones?
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