Quest Name: Rallos Zek Level: 60 Class: All NPC: Location: 1st Akessan Bridge
Head up to ZP, and approach the first Akessan bridge. As you approach, you'll get a popup that tells you that you must find some way to distract the guards on the bridge.
Immediately do a 180, and you'll see behind you a green con 'catapult'. Approach the catapult and talk to it. You can chose to light the fuse, or leave it alone. Light the fuse; this causes the guards on the bridge to scurry over to the flaming catapult and allows your raid force the opportunity to get over the bridge unmolested.
On the other side of the bridge you'll see Initiates. Kill these until a Captain spawns. Kill the Captain and a Commander will spawn. Kill and loot the Commander; he'll drop a 'Mark of Rallos'.
Now head to the next bridge and cross it. You'll see more Initiates and a Zek Trainer along with his unattackable pet (Mograthar? spelling). He's a giant minotaur-looking pet. Kill the Trainer - this will then make the pet attackable.
Attack the pet, at some point it will run across the next bridge and the guards will chase him. Follow him across the bridge and once on the other side you will see a portal over in the back corner.
You'll see a signpost. The person with the 'Mark of Rallos' in their inventory interacts with the post, and this makes the portal active. The raid party must pass through the portal FIRST, the person with the Mark in their inventory goes LAST.
There's Rallos. Have at it and good luck.
STRATEGY T0 DOWN RALLOS ZEK:
First off, Rallos Zek is a hard mob there is no denying that. Only 2(?) guild have downed him to date correct me if I'm wrong... I think this number can be drastically more. Our game can't seriously be that far onto its last legs can it? It took us 5 weeks(one try per week) of trial and error to get him down with some glitches blowing up 2 of those weeks as well. So basically we thought we could give some tactical advice to the community on how to kill him. If you want to figure it out on your own then don't read on...
Lets start by talking RZs dmg output on your Main Tank. It's decent but nothing to be scared about, 8 clerics with mana batterys will keep them up easily. Less clerics can do it probably but 8 is a good safe number especially when dealing with a very long fight. His 3rd form(if he doesn't equip a 1hander from his loot table) will also only double hit for 3600ish dmg instead of quading 2200 4 times a round so its easier to keep the MT alive through that.
That's the easy part, the hard part is killing him fast enough. The 3 form gauntlet will seem near impossible, but once you got it down you the fight really seems far easier then people think. The key isn't in having 10 combined ZPed sorcerers, in fact we don't even use a single one. My enchanter was the only caster with combined ZP. The best wizard possible for him is a channeler, with mana blast and full fury line. Combined zp's slash resist isn't a good source of damage on him, there will be rare spurts where you can get his slash resist low and it will hit full but for the most part he resists slash pretty good by over 50%. His AR on the other hand is in shambles... and Mana Blast is a gauranteed 5500 damage every cast. This is all done by the enchanter ar debuff cm line basically, Im not sure if that stacks with sk ar debuff too but we have those as well...
First 2.5 reds our wizards basically do nothing, there is no need for them too. Debuffs we use are: Alc ac debuff, Bard ac debuff, Strategic Blow, Rakish 5, Misery, Brawler's Aegis, Expose, SK ac taps, and the Bolash Bat's ac debuff. Also melees should use high dmg pierce weapons if possible for best results. With all of these are quads are over 1k a hit and possibly more, we even got the debuffs to proc so high once I was quading 2500 2500 2500 2500 on my bard. We haven't used a pally shield bash but that would help damage even more. To start the fight we have our melee own the pet- it dies in 1-2 mins easy as pie, it won't respawn as long as you don't wipe and you don't want it going attack mode on you with the first form dies. Then attention is turned to RZ. Your petters and melee need to be aware of the heal shield going active because at this point... RZ gets to half life fast and I mean real fast. Alc lvl 55 ar pots also do good damage during this time, with ar debuffs up but they aren't usable once his heal shield is active.
The second half of the fight is where the wizards are needed, there is no need for them to waste mana/aggro at all when he gets to half life in under 2 mins with the sick quad dmg. They need to unload... with no aggro worries at all. Chained furys/mana blast. Its also not like melees are done for this part of the fight, pierce damage owns him. Rogues really shine with Poisoned Blade, Agony, and backstabs all doing significant damage. If you have a monk, ninja mca will rock him, if you have a ranger true shot will rock him. Don't bother with Bravo at all its gimp slash dmg on him much like combined caster zp.
You don't need some ridiculous amount of DDs to pull it off, the key is in the debuffs. Have 1-2 good shaman-druids dedicated to keeping your melee alive and its GG... The fight seems a lot easier once you actually do it once. Its not wise to bring all channelers as your only damage, and its not wise to have all of your damage be melee you want a decent mix between the 2. 4 melee 4 channelers is easily enough damage to pull it off. Good luck to any guilds out there still trying to kill him.
Quest Name: Tallon Level: 60 Class: Any NPC: Zek Sergeant Location: Deathfist Citadel (N)
Start from MTG, head NW. Once you get to the old DFC camp, the Zek Troops are N/W over the mountains, by the palm trees. Technically the camp is in Deathfist Citadel (N), but it's right on the border with NW. Map
Kill the Zek Troops (con red@60) until you spawn a Zek Sergeant. Kill the Sergeant, and he drops one "Tallon's Key" No Trade No Rent LORE. At this point the portal spawns, it cons blank but you can talk to it.
The person with the key should go through last. When you talk to the portal, this is the dialog: (The energy of the portal is waning, use it quickly) CHOOSE: (use portal) Next dialog:
Yes, I am the last No, there are more that need to use it CHOOSE: No, there are more that need to use it
You do not need to be flagged for zp to pass through this portal. As the one with the key passes through last, and chooses "Yes, I am the last", the portal will port the questor and close. You are ported to Zaoran Plateau (S) - right near where you kill the headstones to turn in your zp armour. Note: some have noticed glitches with the portal. Go slow, one at a time so as not to spam it. If it closes before all are through the rest will have to get a druid/wiz port to zp, and meet up with their raid.
As you approach the ramp, guarded by the sentry, the person with the key will now get a popup that states you have given away the key, and received "Tallon's Bent Key" in exchange, and that the fortress is now attackable.
The dragon has a huge 4k aoe nuke and uses it frequently but cannot be pulled out of position nor can you get by him and run up the ramp. He's sees through invis. You can engage him, and if you must can run away out of los to heal up, he will not move nor cast if you are out of sight. Kill the dragon and proceed into the fortress.
RAMP #1 Once you reach the bottom of ramp #1 you will spawn golems (6-8); initially they were unconnable, but reaching the bottom of the ramp makes them spawn KOS. They can be tanked by one tank. Warning: At the back of this room, to the left, is an empty-con post, if you talk to it, you will spawn approximately 15 Assasins that pour out from the room on the left that you passed to get to the post. There appears to be no benefit to doing this, so avoid it.
RAMP #2 Go to the back of the golem room and go to the right (post is to the left, ramp to the right) and proceed to the next ramp down, Ramp #2. At the bottom of this ramp are more golems that spawn on you. Kill and proceed to Ramp #3
Ramp #3 At the back of the room to the left, you'll find another ramp down, Ramp #3. At the bottom of this ramp, there are 4 pillars to the ceiling, and there are 6 or 8 things in the room that look like coffins or benches or something, you will find captains, about 10-15, roaming all over.
There are 6 more halls, each with roamers. You can see some have the Black Widow Spiders which means “Dead End”. There are no more mobs that pop on you from here on, the mobs you see in the halls are what you got. Hallway C is the correct choice to make here.
When you get to the bottom of the last ramp, there are a few mobs, there are at least 2 that walk the square outline from the hall by the ramp, you can clearly see the hall going left or you can turn right. It all wraps around to the same area. (the brown squares are table-like objects).
Quest Name: The Unnamed Champion Level: 60 Class: All NPC: Council member in Dshinn's Location: Dshinn's Redoubt
Salin sends you to get a scroll from Torgias in murnf. Take scroll back to Salin in Highbourne. He partially translates the scroll. Be warned, he takes the vial, resilan, and your garlic trinket(booo, nice necklace). Salin tells you to go back to the council in Dshinns to get help with one symbol on the scroll he isn't familiar with translated.
Council member tells you a little background info on Razael. Quest log now says to summon and kill Razeal. Razeal can be found wandering on the top of the castle to the left of the port in spot (he used to the the unnameable mob roaming up there) - the same castle where undead stallion is. Speak with Razeal Moloch and get your popup.
Razeal does NOT require the four souls from the broken blade quest.
After you get pop up from Razeal, he disappears. Once you do this, there's a Gravestone that spawns at a post near the wailing ghost. Basically, just like what happened in the past, your going to use 4 archtypes in order to summon him. The first Gravestone is the grave of the tank, have a tank speak w/it. After that, a stone spawns down at the pillar across from it. Have a healer speak w/this one. Next one spawns across from this one, and have a caster speak w/this one. Last one spawns across from that, have a melee speak with this one. After this is done, they all disappear and a post spawns in the center. Speak w/it and he is summoned to the isle; you recieve Razeal Raid Teleporter. Port up and own.
When you port up...The mists that are already up don't multiply on death. Kill them and make way to set up in a spot South. The Spawner can spawn from any set up point on the South Side The spawner talks to Razeal and then moves out of LoS before he spawns KoS(Using the Pillars nearby him).. Doing so will only aggro the mists...And they will multiply on death until you kill Razeal or the party is overwhelmed... They only initially aggro the spawner...And when the spawner dies (Or Raid Force attempting to kill Mists and Razeal at Once)... They will roam the other side of the island clearly out of the way of your raid force leaving your guild and Razeal (Does not Camp). Beware you are on a 20 minute timer.
The con-able "Mist of Razeal" are supposed to be up during the encounter (they are not so bad) but that the Death Mists should not be up during your Razeal engagement, only after. The death mists are to clear the island after raid is over. i logged..on the island "b4 death mists spawned" when i woke up i logged in and they're still there. the mist of razeal (sp) are the ones during fight and they're ez. U have to have ur grps made b4 summoning have e1 ready to start cause of that timer. today we did summoning and within 15 mins it despawned. but its so ez to spawn not that big of a deal. just a quick port back to zp and regroup. The death mist seem to spawn on a timer starting at the summoning. so idk if ur in battle if they will spawn during it. didnt take us that long to kill.
Resistances: Tank should have AR and FR. The 2k cast is actually two tiers of damage.
ON RESPAWNING RAZEAL
If you want to kill Razeal again the smartest thing to do after Loot is dealt with is to have the raid party stay where they are..Let the Death Mists do their thing...Take your 4 Archetypes back to zp, resummon him, and res back. (Do not LoS Your fellow group members) As soon as Res affects drop, rinse and repeat and it's your kill again. He's Tankable with 14 toons.
To respawn Razeal: Once you have the quest completed, the "Teleport your group to Razeal and destroy him!" will stay in your log. Each time you want to kill, you just need to walk up to Razeal and get the pop up, that spawns the first gravestone. And just go from there.
The ZP items from the original ZP should be dropping off of Razeal now. Original ZP as in... hmm... what was called Tier 2 item drops. Tier 3 will be coming in a later update. And next update will be the method to turn the gems into the armor sets.
Quest Name: Wailing Ghost-Broken Blade quest Level: 60 Class: All NPC: Wailing Ghost Location: Zaoran Plateau
This quest forms part of the Broken Blade mystery
Note: If you are doing the Broken Blade mystery you can log the Wailing Ghost |Garlic Trinket| quest at the same time you log this quest. You will eventually need the Garlic Trinket from that quest to advance. While you're up in zp, farm yourself the blood vial from the bolash bats now. You will need it later when you go to log the Unnamed Champion.
Note: If you're evil, getting to some of these locations is a pain. Consider deathgating at Grimm to save yourself a subsequent run out there [don't forget to take the boat to bogman village, it's a bit easier than running from ZK]. Use a wizard to help port you if possible. Desert Hate portal is very close to Dshinn's.
Go to Zaoran Plateau. Straight north from where you port in, is a little cemetary. It's here you can find the Wailing Ghost roaming around. When you speak with him, he'll give you two options, for this quest, you want to chose the option "I was hoping you had some information for me" (the other option is to log the Wailing Ghost - Garlic Trinket quest). The Wailing Ghost then tells you to see him again in a minute. Nothing else will happen, but if you check your quest log, you'll see it tells you to go and see Grimm Brellhand. (Note: you don't need the broken blade in your inventory at this point, but you will need it or the crafted soul in order for Grimm to talk to you in part 2 below.
Head to Grimm Brellhand in Gramash Ruins (s). Grimm will give you an etching of the inscription on the broken blade and sends you back to speak to the wailing ghost. If you're evil, you may want to deathgate here as you'll need to come back and see Grimm in step 4. The etching says: You will know the time when you need it. Do not be caught without it. When the time is right you will know what to do. You will need this. Keep it close to you at all times. Important note: DO NOT LOSE/DELETE THE ETCHING. If you do so you will not be able to complete this quest and it cannot be relogged!
Note from Daemaas (nov 6/08): Even though the quest specifically said to keep the etching, for those of you that deleted it, please send a ticket into CS. They are looking into seeing if they can tell whether or not you've had the etching previously, and whether or not you got the reward. For those that have not received the reward yet, you "should be able to get your etching back. However, I say "should" because it is CS that makes policy for reimbursement. It will ultimately be their decision on whether to reimburse or not.
Return to ZP, speak again with the Wailing Ghost. This time you are sent to Dshinns Redoubt (c) to speak with the giant skeleton (Yarn Blackport) inside the same round room as you found the Council of Watchmen, in the undead village.
Yarn tells you something about no turning back once you've made a choice, and tries to translate the inscription but instead tells you to see Grimm Brellhand about it (runaround!). Head back to Grimm in Gramash Ruins and he seems totally surprised that you have the inscription. He sends you back to Dshinn's to talk to Teacher Heather Johns. There's some talk about Mayong Mistmoore, information about an invasion and overall, they mention a great power/danger/force but don't tell you what it is.
Find Heather John's in Dshinn's Redoubt (c) in the schoolhouse. You be sent to Murnf to talk to Keneto Barillo in the smaller inn, north of the of the coach. Talk to him, and he tells you to talk to Torgius Bullow there in murnf (same guy you talk to for the lucky stone quest).
Speak with Torgius, and he'll send you back to Dshinn's to speak again with Heather Johns. She tells you the translation of the broken blade as follows: Original Inscription - "Ith na elem kabar. Resilan bolash ith na elem. Gra lisa embek." Translation Given - "With the lava blade. Oil from a bolash in the lava. I will embark/appear." She will give you your reward.
Reward
Reward was 25,000 XP (no Boon/luck), 25K tunar and:
You recieve "Elem Kabar Resilan" (TY SarrlockeDK) which is a small red vial - same graphic as viscous vampire blood. Don't worry, she will not take the broken blade, from your inventory.
Remember, keep the Resilan Blood & your etchings safe in order to complete the Broken Blade Mystery.
Quest Name: The Wailing Ghost Level: 55 Class: Any NPC: The Wailing Ghost Location: Zaoran Plateau
Note: If you are doing the Broken Blade mystery you can log the Wailing Ghost-Broken Blade quest at the same time you log this quest. You will eventually need to complete both the Garlic Trinket and the the Wailing Ghost-bb quest to advance. While you're up in zp, farm yourself the blood vial from the bolash bats now. You will need it later when you go to log the Unnamed Champion.
Note: Especially if you're evil, getting to some of these locations can be a pain. If you have a wiz, you will find the Desert Hate portal very handy when getting to Dshinns (run west from wiz port spot), and to Box Canyons. Use Melton to get to Druid's Watch, Aviak Village, and Crethley Manor. Use Baga Village to get to Merry-by-Water, and off course Rathe Lake to get to zp.
Head up to Zaoran Plateau and speak with The Wailing Ghost. He is straight north of where you port in wandering through the cemetary.
Wailing Ghost sends you to speak with Lerod Damonus of the Council of Watchmen in Dshinn's Redoubt (c). In the undead village by the river, in a small open roofed tower.
Lerod sends you to confront the danger in Druids Watch. On a hill, in Druids Watch (s) (s/e of the wiz port-melton) you will find Bolash Daemons (Con red@60), red faced. Kill and loot 5 skulls. Genorok says: Bolash Daemons have SoW, Lots of Hps, Low recast bloodwasps, and quad for 350-500 per it at 2970 Ac Note: they are not rootable, but can be single pulled with low level ability pull spell without getting adds.
Return to Lerod. He takes your skulls and then sends you to see Grizwald. Grizwald can be found in Merry-by-Water (c) by a tree near the south tower on the road leading into town. He explains that an unnamed champion has driven all the forces from ZP - the Akessans, followers of Mar, even the Rallosians. He sends you back to the elders in the Council of Watchmen.
Speak with Osrad Martanius (same room as Lerod). You will now be sent to confront the danger in Elephant Graveyard. Head to EG (c) and find more Bolash Daemons under the big white arch. Kill and loot 8 daeman hearts.
Return to Osrad Martanius in Dshinn's. You are now sent to Aviak Village to speak with an Aviak named Nelytu. He's located on the TOP of a very high peak n/e of the village in Aviak Village (c). Nelytu will take your demon hearts and send you back to the Council of Watchmen in Dshinn's.
Speak with Ustelum Devoy (in the same room as Lerod & Osrad). He gives you a letter to take to an elf named Lenwe Nenharma in Box Canyons (you receive the Seal of the Watchman). Lenwe can be found by entering the northern most gully of box canyon - if there are majorkahn giants roaming nearby then you have the right entrance. Access the entrance to box canyons by going through the NORTH/WESTish part of the zone, the actual entrance itself is located in Box Canyon [w] (TY Shorte). xcobainx says: in box canyons west, in a cave-same canyon as arios skyhir not the real one (random spawn one)
Follow the gully along and stay to the right till the very end, you'll find Lenwe in a cave guarded by two Majorkahn Giants posted outside.
Lenwe is not happy with the Council and not particularily worried about an unnamed champion or the bolash. Return to the Council of Watchmen in Dshinn's.
Speak again with Ustelum Devoy. He sends you to find and slay a spirit located in Crethly Manor, a Tormented Eidolon. The spirit roams directly south of the actual "crethly manor" on a hill in Crethly Manor (s). (N/E of Swineherd Sully or S of the Brewster farm). CONs red
@60 and drops FOUR garlic trinket plans (NTL)
Note: As pointed out by Edge, you must be in the kill group to successfully be flagged as having completed this part of the quest.
Return to the Council of Watchmen and speak with Mecei Lostaud for your reward.
Reward
Mecei gives you some xp, a congratulations ("All hail the hero") and: Garlic Trinket: Lvl 55 170 HPs 50AC 50AR
Note: do NOT delete or merchant this item as it is required to complete the Broken Blade mystery.
Quest Name: Vallon Zek Level: 60 Class: All NPC: Location:
First, there are some concerns that the raid is not playing out as intended. This just in, from Kekoo: I created this raid and can assure you that I am doing everything within my power to correct this issue. I intended this raid to be difficult, but not in this way. You are correct, this is a bug. Please allow me time to come up with an adequate solution to this problem so that you all can enjoy taking down Vallon Zek once again!
Head to Salt Mine (c). To find the location, head directly east of Siloth Mines, run over the hill and you'll find a camp of Zek Scouts walking around a campfire on the east side of the mountain. They are little goblins, con white@60, and are white-faced.
Farm the Zek Scouts until one drops a Portal Rune, No Rent. I had one drop after I'd killed about 10 scouts. While they were quadding my alch for 547ish per swing, they were solo-able by kiting (tank will take mins).
As soon as a Zek Scout drops a Portal Rune, the portal will spawn by the campfire. Speak with the portal, it will need to verify you have a portal rune in your inventory. Touch the portal, once it sees you have the rune on you, it 'breaks' your Portal Rune of Zek and replaces it with 20 Portal Shards (no rent)
Hand out the portal shards to those in your raid party, con yourself to use the portal. You are ported to an island in Zaoran Plateau (w). You'll see Vallon Zek standing at the far side of the isle, at this point he is white faced.
Have your raid party set up, and then speak with Vallon. He drops Sapphyra's Sword also and he will equip it. He doesn't even look like his old self, he is the orc graphic that Tallon was, the fat short Orc. He still wears plate armor but he is no longer a deathfist and no longer has that plate helm.
Vallon will tell you that you've found his training grounds and you are not welcome there. Don't bother reading all the text, in the middle of it he respawns kos along with some friends (just x through the dialogue real fast).
Note: One problem noted is that Rage of Zek's appear to spawn mid-fight, and quad for 150k. See note above, Kekoo is looking into this problem. Right now you can get lucky and port up and actually be able to fully kill him before the Rage of Zek(s) spawn but most of the time they will spawn and join you and your party, which will result in failure and once people die the raid is pretty much over as they will proceed to kill people who res back over and over.
Quest Name: Agent Quests Level: 60 Class: All NPC: Varies, see below Location: Varies, see below
In order to gain access to Zaoran Plateau, you'll need all your agent quests done (walk-throughs below) and collect their runes:
Note: it's easy to do both the Agent of Tranquility and Agent of Spite quests at the same time as both require running back and forth to the same two mobs. So log Tranquility first, then Spite and progress both quests as you advance. I would recommend doing Honor next, then War, and last Growth (War and Growth are both near the ZP portal and so when you're done you can turn in your five runes and port through).
Level 60s wishing to gain access to ZP - remember!! After completing each quest speak again with the Agent to get your rune.
Once you have all five runes, return to Lake Rathe (c) and speak with the portal guardian. Bring 1 tunar for passage each time!
NOTE old info He tells you that once you've ported through, you'll have to pick a side. Lieutenant Jenakvs (ZP east, beside a campfire) is recruiting for the Honor Guard and Lieutenant Ugmar (again, ZP east) is recruiting for soldiers of Zek. It is rumoured some have tried to ally with the Akessans but many have died trying.
NOTE old info Don't bother trying to cross the second Akessan bridge, or try to enter the castle guarded by giants, until you have allies (ie. picking a side). If you fail, you get ported out to your spiritmaster. Same goes for trying to gain access to any of the islands, without first being asked to venture there. Do not be coerced to do Syla of Marr, Dublog of Zek, or the Akessan Collectors biding unless you must. Should you tread the wrong path, and have no choice, fine, but your much better served working for the lieutenants.
NOTE old info Last, don't bother trying to coth someone that hasn't done their ZP portal quests, they'll just end up ported off the island by unconnable invisible wisps that are all over the place.
AGENT OF TRANQUILITY I recommend logging this quest, then Agent of Spite and advancing both quests at the same time)
You will find the Agent of Tranquility located in Shon-To Monastery (C), on the east side of the lake (north of the tunnel entrance). Speak with her to begin the meditation process. Say NO when asked if you have any more fears, sadness, or hate/anger as you'll have to start the meditation over again.
She will tell you to go settle the dispute between Bobble-by-Water and Merry-By-Water.
Begin by speaking first with Kayle in Bobble-by-Water. Kayle spawns in BBW (SW), across the river from the coachman, near the south wall (not the spot where Kayle spawned for the Agent of Spite quest). She doesn't think anyone can get into MBW to convince them to talk things out.
Now you must head to Merry-by-Water (C) and speak with Hayle - on west side of town by wall. Hayle will agree to meet Kayle in Rivervale, but you must convince Kayle first.
Head back to BBW and speak with Kayle again, and convince her to also head to Rivervale to meet Hayle. Once you've resolved the conflict between the two towns you can head back to the Agent of Tranquility for your reward: Stone of Enlightened Physique No Trade Lore - Level 1 "This stone allows you to clear your mind and harness tranquility, allowing you to gain a bit more experience than normal." (30% extra XP, 1 hour, 5 charges) Important! Level 60's - Speak to the Agent of Tranquility again to recieve your rune. All five needed to enter enter zp.
AGENT OF SPITE: Start this quest by talking to the Agent of Spite located south west of the coachman in Bobble-by-Water (cross the river, head south BBW SW.
He will direct you to listen in on Kayle's conversation to Bobloe regarding how she won the pie baking contest, in the hopes of hearing something surprising. Kayle is located north of the Agent of Spite, near the river, in an open area under a tarp (if you see a Kayle near the south wall, this Kayle is for the Agent of Tranquility's quest, wrong kayle!). Near the tent, get a popup, listen to the conversation and return to report to the Agent. Sometimes the popup can be tricky to get, just move around the area. Return to the Agent of Spite with your news.
He advises you the best thing to do is tell Hayle what happened, in Merry-by-Water (C) on the west side of town, by wall. Go slowly through the conversation, stirring the gossip, until she tells you she will take action.
Returning to BBW and speaking again with the Agent of Spite will get you an XP gem: Spitestone No Trade Lore - Level 1 "This stone allows you to harness the darkness inside, allowing you to gain a bit more experience than normal." (30% extra XP, 1 hour, 5 charges) Important!! Level 60's - Speak to the Agent of Spite again to recieve your rune. All five needed to enter enter zp.
AGENT OF HONOR The Agent of Honor can be found in Halas, head outside through the tunned and aim towards the lone tower south of the tunnel (Halas (c)). Speak to the Agent of Honor, and then the Scribe of Marr. The Scribe tasks you with taking out three key targets in the opposition. These three items may require a lot of farming. This is the longest Agent quest! NOTE If your evil and to save alot of time you can pre-loot these items before you run to Halas.
*Sticky Finger Sword: white/db con Orc Sapper's, Siegmaster's, & Commander's in fp (exit fp out of north gate, by blacksmith). Along the road, to the east and west is the camp. Sometimes they despawn. You can note which Orc's are holding the sword as you can see the graphic.
*Rallosian Rune from the sand giant siegemaster in Hazinak. Again, this item just requires farming, the Siegemaster will spawn near the portal. Pull Siegemaster far away from the portal, or when you loot the rune the portal will eat it. If this happens, stay near the portal, as it will spit it back out.
*Titanium key from the Superior Head Jailor in Runneyeye. check this walk-through on the jailor from the pickclaws. That walkthrough details where in Runnyeye to find the pickclaw guards. Farm the superior guards, a superior jailor will spawn, kill him, and the superior head jailor should spawn shortly. Kill him and loot his key (drops four).
Once you have the sword, ore, and key, head to Yalie Keylotta in HP and log the Lord Pickclaw quest (link on this quest provided below in next paragraph) in order to kill him and get yourself a Sceptre. Agent of Honor will ask you for it after turn in your three items so might as well save yourself the run to Halas and get it in advance.
Now you should have the sword, ore, key and sceptre. Return these 3 items to the Scribe of Marr and you will receive 40k tunar and 4.5 million xp. Then speak with the Agent of Honor and ask for your rune. Before he will give it to you, he wants you to speak with Yalie Keylotta in HP in order to obtain:
Turn in the Sceptre to the Agent of Honor, then speak with him again to obtain your Rune.
AGENT OF WAR: Do this quest at the same time you do the Agent of Growth, as both Agents are on the same island in Lake Rathe. Start this quest by heading to Lake Rathe (on the island that has the good water cave to farm; second island heading north-west into the lake C and speaking with the Agent of War. You will be ported to a spot in Lake Rathe E and you will have to speak to Coach Rubgar.
After a short wait, he'll chat with you about your upcoming trial and then port to a bubble where you will have to defeat three sets of mobs (1 on the first, 2 on the second set and 4 mobs on the last set). The first mob is easy, the second set include a cleric so be sure to kill the cleric first or he keeps healing the brawler. The third set has four casters with pets. Ignore the pets, kill the casters first. Strategy below
After defeating EACH set of mobs, loot, and speak to Coach Rubgar again to spawn the subsequent set.
Completing this quest gets some minor tunar and a: Gem of Battle No Trade Lore - Level 1 (30% extra XP, 1 hour, 5 charges) Important!! Level 60's - Speak to the Agent of Spite again to recieve your rune. All five needed to enter enter zp.
Strategy: As we've seen a Nec get owned on just the second part of the war quest (brawler, cleric) we thought we'd post some tips that CS members have found helpful.
It's really hard for a wiz to do, as they can deal the damage but can't take the hits on the last part with the four casters. It's hard for a defensively built tank to do, as they can take the hits but find it hard to kill in the alloted time. To help, have a friend log in the exact spot the bubble will appear. Wait one minute for friends toon to clear bubble, then questor logs quest. The friend waits 2 minutes and logs back in and forms group with questor, questor now has a buddy to help kill inside the bubble.
Apparently, it's possible for groupmates to get close enough to their questor in the bubble for pets to aggro, just make sure those groupmates on the outside of the bubble are standing on the same side as the questor, or you're too far apart. Don't get too close to the bubble or you'll be ported out.
If you can't seem to get the log on/off trick to work, then log close to the bubble while the questor is inside (log facing the bubble). Then log back on while holding your control stick forward. This will pass you through the bubble barrier before it has time to 'pop' into place.
If you're a petter, and alone, on the last part with with four mages, Speak with rugbar and quickly invis (leave your pet uninvised). When the mages spawn, nothing aggro's on you. Send in your pet to attack a mage, the mage's pet will do nothing; as soon as the mage dies, his pet disappears. Repeat for other 3 mages. On the last mob, you may have to break invis to heal your pet, but by then it's almost over.
To try and solo, get ava, have your root up if you have it, particularily aoe root if you have the lion ability, take an ogre pill, have mystical reinforcements prepared on your toolbar (they won't stack with ava but count as an 800 point heal) or bitter roots/herbs. Do NOT kill the pets, the mages just recast them instantly, concentrate on killing the mages only.
NOTE Tips 1 and 3 are cheats, and considered illegal, and if caught your account could be banned! If you decide to try one of these tactics, you do so at your own risk!!
Good Luck! Have another tip for your fellow tunarians? Send me a pm!
AGENT OF GROWTH: Do this quest at the same time you do the Agent of War, as both Agents are on the same island in Lake Rathe) I would recommend saving this quest for the last because the Agent of Growth stands beside the ZP portal. When you're done with this quest, have 5k on you, all the other runes, the LP sceptre, and port through! Read ahead and PRE-FARM the three items you are going to turn in to reduce running around.
Speak to the Agent of Growth, she can be found on top of the same hill as the Agent of War, Lake Rathe C. She'll send you to chat briefly with her gnomish intern. Then back to Agent of Growth who will ask you to speak with her Assistant.
The Assistant gives you a quest to bring back 3 of the same thing (this is level dependent, the list here is for lvl 60):
Once you have these three items, speak again with the Assistant who will give you a Rallosian Healing Device to use on the portal. Con the portal and press square, the device heals the portal and you are given an Empty Rallosian Healing Device back. Speak again with the Associate who will reward you with 500k xp, and 1500 tunar. Choose NOT NOW when asked if you wish to gather more items.
Note: as a Hunt and Gather quest, you can farm for weak herbs/roots and get 1million (w/o luck) for every three you turn in (they stack to 99). As a Hunt and Gather (H&G) quest you can farm weak roots and herbs and turn them in for 500k (w/o luck) for 3.
Speak with the Agent of Growth to obtain your rune.