Griffon Mount Quest Guide

By Athelennia & Hagdurwulf & Thothmose

Technically its 45+ quest, but for some it may require 50. T5 crafted especially for tanks. Part 3 of the quest you will be taking on some pretty mean dungeon bosses.

See Also: Griffon Quest

Griffons of a Feather… Ch. 1 Initiation (Southwatch)

Part 1 Initiation

Part 1 isn't terribly hard. Find Scout Pellillo up the "harvest" trail from Southwatch village. He is located on a hill not to far from the hatchery cabin. Scout Pellillo wants you to pluck 5 feathers from the griffon hatchlings (he gives you 11 locations to do so, check your quest log) In order to do this you must turn into a bush by using a devise he gives you. This will turn you into a bush for 3 mins in which to pluck a feather from a hatchling AND avoid any matriarch. If a matriarch see yous, you not only loose all your feathers you've collected, you die as well! " everyone then starts from square 1. The strat many use is to click bush on, pluck feather, wait till bush buff wears off in a safe place (cant click off), rinse and repeat.

Reward: A very nice set of gloves and a pretty decent necklace I'll have to find a link to them later.

Part 2 Reporting for Duty

After handing in part 1, Pellillo will give you a note and tell you to report to Naziel Brockmann in New Targanor. This part is simply following your compass using the location in your quest log. The only trick here is he is NOT in the building found in NT, but BEHIND it. It took me a few mins to find him at first, but its not terribly difficult.

Part 3 Naziel's Request

Ok, not so fun part now. Naziel's going to ask you to get some ingredients for a potion. He needs 3 components:

1. Bubbling Saliva of Torlaxix in Rahz Inkur - Torlaxix spawn point is found the palace near Major Domo, you need to surronding giants and loot a efreeti blood and pour it on the seal of rahz to summon a flarehound type mob, there is a chance of summing Torlaxxix when doing this. It may take a couple of trys though. Torlaxxix isn't a terribly tough mob (easily the simplest of the 3)

Torlaxis will spawn, but he does not spawn often, sometimes it's majordomo and other times its trash mobs, so bring a decent amount of blood, 3 or 4 is not enough, think 15. The hard part is making him spawn in the first place. Gather and MT and AT, with a few healers and a dps is good enough to take him down. Be prepared to do him more than once just like the other two insanely difficult mobs for the griffon.

2. The Beating Heart of Pharoah Harakhan in Nusible Necropolis - This one is very tough. You need to head to NN and seek out Ozymandius he will tell you to collect body parts of Harakhan from various small bosses within NN. Head (Kehepfa Asim God King), Heart (Pharaoh Shekhan Nkosa in the gestalt room) Lower torso (Xefti Ambassador) and Upper torso (Harakhty). You need to assemble these with wraps found off trash mobs near entrance and head to his sarcophagus to summon him. I have not done this yet, but from what I've heard this guy is VERY hard for only 6 people. Groups have wiped on him numerous times only getting him to 80%. Raid guild groups have problems with him at times as well. So be ready!

— The body parts: There is a Map of NN (edited by me derived from a Forgotten Horde map with their permission) I have added indicators for all the part locations and the Pharoah room itself, If a member already has the body (like Hagdurwulf does) than you can just go to the Pharoah room and summon him directly without collecting parts. - Hagdurwulf
018.JPG

Strategy 1: is to have Ranged stay back near wall opposing Harakhan, Healer/Healers stay on other side of Casket keeping Harakhan out of visual sight but the Tanks must be in view of you so you can heal them. Harakhan is suspected as having a line of sight spell that drains you of your POWER/or makes yours spells cost more. YOU MUST KILL HIM AS fast as Possible about 1-2 min into fight HARAHKAN will start unleashing all manner of bad crap on you and will most likely make your group die very quick so … .kill him fast. Group SHOULD BE HIGH DPS oriented.

Strategy 2 : 2 clerics, 1 monk, 1 pally, 1 Ranger, 1 bard. If you have book of morfare be smart and use it. Clerics cast turn undead whenever poss, and at end let pally cast invincibility on himself to extend his lifespan that much longer. Other than that make sure the tank is properly holding agro before the dps come in because the pharaoh is temperamental and the tank needs a good hold of him. It would also be nice if you had outside buffs which include BM and druid buffs. Whatever you do, it's a close call, granted clerics are supposed to be one of the hardest classes to get through the pharaoh. Thanks goes to Bandar for inviting me to the grp.

Thothmose Notes: (07/08/2008 Thothmose) We tried Pharoah the other night and it seems they may have changed the curse from LoS to area effect as it seemed to hit those who did not have line of sight. Also, his damage shield does spiritual damage, most of the time between 350 to 500 a tick. His melee attacks hit me for anywhere between 2500 and 6500 damage a hit. Thats with full Icht set, about 72% mitigation (adjusted), and just under 40% evasion. We did it with just one healer and not enough DPS we think so for the party make up we're looking like

Hagdurwulf note: Thothmose indicates that the line of sight tactic isn't working during his excursions. Where some others claim success with that tactic. So many varibles that come into play, and by virtue of both, success has been had. It would be nice to get a definative answer to that detail.

Main Tank
Main Healer
Backup Healer
DPS
DPS
Everyone else

(07/11/2008 Thothmose) Ok! We went for another round withe Pharoh and learned a lot more, as well as getting our FIRST kill as a guild against him. Pharoh has a buff (Strength surge) that scales up every 30 seconds. At 30 sec its +10% to his AC and damage. 60 sec its +20%, 90 sec +30, and I think at 120 seconds its "You die on your next attack", it may have been longer than 120 sec but reguardless.

Other things to watch for.

  • * Darkened Sight - Reduces spell range by 70%. For a range of 30m on a spell that works out to about 7m.
  • * Fleash Crumbles - DoT that does about 1k hp damage every 5 sec.
  • * Mind Magots - Drains MP
  • * Bastion of Weakness (I think) - Reduces incoming heals to 25%

.

3. Sporling from the Spore Keeper found in Gorgalok Swamp

The Fungal Abomination: Next to the Pharoah this is a very hard encounter.

First you need to go find the "PRINCE" accesesed through the water caves.

After you kill him the Queen will scream and yell about the loss of her child. Than you will go to the MAIN Spore Chamber, the biggest cave in the place, and kill the "QUEEN" She will drop some blood/item and one person may loot it. This Item allows the "KING" to become active when you near him.

He is also in the MAIN Spore chamber. NOTE: Clear every single Fungal oritiented mob from around the king, in the little cave underneath the hill adjacent to him (thanks wytholyn) and make sure to take out the guys in the Huts towards the far end of the area where the king is (NEEBIX is a tough mob and has about a million HP). IF you dont clear area the "KING" will summon all the surrounding mobs to help him. MAKE sure you are not IN a raid when you kill the KING, it will bug his drop. Every other one can be a raid just not him.

The "KING" drops a "stipe" if you are on the quest "Naziels Request". Next you go kill Hegnarian (there are a bunch of quests from an NPC in the main spore chamber by the water, that give nice items, from killing the mobs leading to Hegnarian and Hegnarian himself.)

Hegnarian: Kill Phage spawns at temple entrence, go inside temple, three people activate books in the three rooms sorrounding the rotating arms, around the same time. Mycidos comes, kill him, watch out for eye of mydicos that orbits room and stuns you for 60 seconds. go down to next chamber. Stay on Houglass platform, click hourglass, as time slows down pull spawning mobs around the room to center hourglass platform, bring them to 20 percent and they will scream and crack the hourglass. Do this three times, you may have to click the hourglass multiple times. The hourglass breaks and the Timekeeper spawns, kill him… no special rules for him. Then go down and kill Hegnarian. FIRST put on levitate, otherwise Hegnarian will blow you all over creation. Second keep all healing and ranged attackers/casters at the top of steps (near the bottem) Tanks will orbit the central area of lower floor and and lead Hegnarian around, while in range for heals and supplemental spells. Tank needs to generally keep moving so that Hegnarians blue ground area effects dont continually damage tank. Patience and Hegnarian will die.

When Heg is dead you will right click the STIPE in your inventory (gotten from KING MNAL) and it will produce a Magic Mushroom.

Go to area indicated on your map (OUTSIDE) to find spawn place of the FUNGAL ABOMINATION.

the FA is really, really hard. you will die alot to get things right. Keep trying… dont give up… revalute your strategy if it is not working.

YOU NEED: TANK with as much HP as Possible and Protection as possible. Swamp armor or really good armor is recommended… but many have done it without. BUFF up to 10k+ hp if possible.

Stratagy One: (Hagdurwulf) YOU need HEALERS, 2 or 3 at most… the PRIMARY healer stays on Tank and and trys to keep power high and spam heal the tank. The Supplementry healers try to keep the hp of the tank from falling and staying down too long…. in between MAIN healers castings. They also MIGHT heal others in the group, but primary focus is on the TANK. ALL others are DPS ranged if possible to the FA. EVERYONE moves in concert down the hill from the FAs spawn area. They move in concert with the tank. Who has to move to keep out of range of the EXPLOSIVE/POISON/STUNNING Spores the FA drops every once in a while. 5 steps back Whack, Whack, 5 steps back Whack Whack…. others may come up with there own rythym. The FA has a Damage Shield that some classes can get rid of, its also possible to let the DS run out.. it lasts 2 min at most, later might be activated again. KEEP at it and you will prevail. Many give up and get discouraged. Its all rythem, and coordination with the group. YOU must not be in a raid otherwise you wont get drop. PLUS you must have the MAGIC MUSHROOM in your inventory for the FA to count as killed in your quest.

Stratagy Two: (Kitras) After a few unsuccessful tries, the Fungal Abomination finally dropped, allowing Draahk and I to loot our infused mushroom thingy. The strategy seemed pretty straightforward, You'll travel east of the Mnalus rift entrance (over land, or preferably through the air) to a small town looking place (possibly elven in architecture). There's a small circle of buildings near the edge with a road coming off of it. The Fungal Abomination spawns there when you right click your Mushroom. You'll know you're in the right spot, because you'll get flavor text stating that the air is charged with magic or some such nonsense. Now before you go attacking the Funky Abom, make sure you clear out all the little adds. There are roughly 15-20 level 46-48 dot 2 mobs, most of which can be smacked around like red-headed stepchildren. No worries there. If your tank can kill FA, then they can get rid of some tiny adds. Once the area is clear, then the fun starts.

Spawning the Fungal Abomination is easy. Click a mushroom. Killing him is a tad bit harder. Everyone knows about the "bombs" he drops. These are dot 4, stationary spores. Each spore does damage to everything within 10 meters of it. Best to stay away. When it drops, you have 3 seconds to remove your hind-quarters from the general vicinity of the spore or you'll take an average of 3k damage from a single activation. Don't be there for a second. Anyway, most people walk the Abomination down the road straight on. We found that zig-zagging him will save you a bit of room, and keep the casters from having to move all that much (being slowed by casting). Just remember to avoid the previous spore. He hits for roughly 8k damage average but it didn't seem to be that fast. You'll want a tank with around 15k HP if you can get it. We got lucky. Our tank had 20k. One with spot heals and one with the big ones. We found that having a druid and a shaman were not enough. Adding a bloodmage didn't matter. When we replaced our tank with a higher level, with decent gear, it was a walk in the park. That being said, don't try to tank him at level 51 before you've finished your swamp breastplate *cough*.

The Funkster looked to have about 500k-1m hit points. This is a flat out guess. I'm leaning more towards 500k. Once you get him down below 80% and everyone jumps in, he goes down fast enough (was within 2 minutes). Nobody tried to kill a spore. Dunno what kinda HP they're rockin.

Once completed, there will be an Infused Mushroom Stipe (Think that's what it's called) on the body. you'll have to loot that manually. Somehow it didn't drop for me, and I was told that someone looted it that wasn't on the quest (though I could have misheard). Thankfully I could spawn him again, and got my shrooms. They're quite psychadelic.
Turn in Naziels Request Quest


Part 4 Memories of the Old Blood

Recall where you must turn in to continue on your quest. This one sends you to OLD TARGONAR this is really really hard. Some of these knights rival the Fungal Abomination in terms of complexity, group managment and overall, organization.

This quest requires you to head to Old Targanor to retrieve 6 signets. In order to spawn the royal blood (named) mobs, you have to kill the inhabitants (trash) mobs there. After a random number have been killed, They shout in red text when they're alive. You'll see the message pop across your screen. MAKE SURE YOU HAVE SOME AVAILABLE SPACE IN YOUR MAIN INVENTORY AT ALL TIMES. You will not get a signet rings if you do not do this. Rumor: When the mobs are at a low HP% (like 5% or less), players can be kicked and others can be invited. The invited player will get credit. Do not kick any healers/tanks out of your group as they can't do their job outside the group.

1. Raffen, the Vain: He shouts: "Your defeat is assured, for while I am flawless, you are not."
Stratagy: First 50% you can all out DPS him. He, like most, has an energy drain. You should/could position him with the mob on one end, the group on the other and the tank in between for healing range. Casters/healers stay out of 25m. Ranged attacks (like bows/shiruken) get stunned. At 50%, he throws up a barrier that will deal back 100% of melee damage taken to him to the attacker as a reposte. This will kick any melee's ass. It damages you for the amount you damage him. He casts an aura around him greatly mitigating spell damage as well. Tank only in close. After he throws up the damage buff (I think it's called "Pride of the Vain" all casters should be at max range casting and all melee should disengage except for the main tank. Managing your aggroe is critical here as you're in for a very long fight (~20mins minimum). He hits fairly hard so having 2 healers is probably a good idea. Red had a good strategy at point of pulling in the highest DPS mage to 8m of him and casting withdraw so that they could nuke for maximum damage. has an enchantment that makes him immune to all spell damage, but can be stripped by enchantment stripping people.

Ideal group make-up: Tank, 2 healers, 3 Mage DPSHe .

LOCATION: Paths by AKANDE from the west.

2. Cennfar the Cannibal: {shout unsure}
Stratagy: Push the stance at 50%It's a normal fight until 50% health. At that point, he throws up a stance that will deal a very significant amount of damage to melee DPS. However, this stance can be knocked off so a ranger, monk or rogue is critical.

LOCATION: Paths by Abby, This named does not path by the rock. If you can get a healer there, they could summon group to that location.

3. Akande the Butcher: He shouts: "Tempt my wrath and I shall grant it eagerly."
Stratagy: Anyways, he pops a dog pet (which is a dropped mount, btw, if you're lucky) which will assist him. If you leave the dog alive, your tank will die. Both Akande and his puppy hit for 4-5k. Akande also has a Word of Doom spell crit (can be countered) and a strikethrough. At 50%, Akande and his dog get buffed. It's very very very important that the dog is dead before he goes below 50%. The dog repops ever 1.5 mins. So beat Akande until dog pops, beat dog until it's 10% alive, beat Akande until he's 55%. Kill dog, DPS the living snot out of Akande. Hope you do it in less than 1.5 mins. The dog is 100% immune to all spells, btw. Casters are near useless here as they can only damage Akande. Get a BM with counterspelling gear if you want to counter the Word of Doom. Akande./dog doesn't drain mana, though.

Second Strat: Just burn the hell out of Akande and try to make the dog fall through the world near the safe rock, across the path.

Third Strat: Simple, If done correctly, the sequence should go: Start, Akande, dog spawn, burn dog to 10%/attack Akande, attempted dog spawn, finish off dog, burn Akande to death.

Fourth Strat: Get a 53 level Tank, full raid gear, maybe two tanks, I beat Akande much easier with that

Ideal group make-up: He hits very hard so you'll need at least 2 healers, the tank and the rest melee DPS.

LOCATION: Fsr NE on Road intersection, next to arch to the West.

4. Naranda the Grotesque: She shouts: There is nothing you can offer me, save for the amusement of your demise."
Stratagy: You can pull her to the corner of the keep and fight her there. You have to move fairly quickly, though. You need a few people who have good counterspelling ability (like 750 or better). She starts healing herself at 60%. At 50%, she does mana/endurance drain. Casters at 25m range. Ranged attacks (bows/shiruken) get stunned. You need at least 2 counterspellers with 750+ counterspelling and at least 530 Spell Identification. If you can get 3, then the fight is almost guaranteed unless someone is off their game. Healing is not much of an issue as she does not hit very hard. Fill the sixth spot with almost any class.You can force counter spells by dragging your counter spells from ability book to hotbar. Increases it's cooldown time, though. Start counterspelling when she waves her arms and has a blue particle effect. This is her heal.

Ideal Group Makeup:Tank, 1 Healer, 3 Mage DPS, 1 Other

LOCATION: She spawns directly north of The rock.

5. Tekar the Heartless: He shouts: "Hope is a false promise, dispair overcomes us all."
Stratagy: You should position him on the other side of the road from the safe rock with your group on the opposite side of him at max range. The tank should be between the group and the mob. Another ranged fight due to mana drain/AOE dot he has. The AOE dot is nasty (600 damage a tick). Melee, other than tank, is near useless. Casters will have the most effect. He heavily debuffs healing and debuffs the tank. Debuffs increase at 50%. He has a large series of AEs that will prevent melee from engaging for long and you will need at least 2 healers to keep the tank up. Aggroe management is key here so don't overnuke as a mage or you will get summoned and killed. He is a straightforward slow burn damage fight.

Ideal group make-up: Tank, 2 healers, 3 mage DPS

LOCATION: Paths by The Rock

6. Shorul the Wee: He shouts: "Every scrap of power and piece of gold shall be mine, no matter how insignificant. Even yours!"
Stratagy: You should position him inside the tower Next to THE rock. He is a normal fight until 50% when he will began to cast an AE Life/energy/endurance drain. The AE is line of sight; by positioning him inside the tower with Tanks standing in the Doorway, you will give your healers line of sight to the tank but not within line of sight to Shorul so the AE won't hit them. For casters, you will have to time and joust your way to nuking the mob by running in and out of LOS. The timing here is pretty simple if you have an instant nuke. The key is you will see a blue-ish swirl around the tank along with a lightning bolt between the tank and Shorul when he AEs. After that, you have ~2.5-3 seconds before he casts it again. I did not get any spell icons so you have to time it by sight alone and not a pop up icon.

Ideal group make-up: Tank, 2 healers, 3 mage DPS

LOCATION: At the safe rock, Shorul will appear soon after he pops. Everyone stand on the road side of the rock (other than melee). PULL him into the Tower. Return to NT when all 6 signets are collected.


Part 5 Collecting

This time, the coward behind the building won't talk to you. As you enter NT, take your first left, past the castle, into the first district. Continue straight until the second district with the statue in the middle. Take the right at the statue. You should see some stairs leading to dirt. Follow this. Eventually, you come to an opening in the wall on the right, exit. Go right, there's a griffon camp here. Get the quest.

Strategy 1: Go to each location and loot 2 samples off the griffons and 1 dead body. If there is an Umbrial Syndicate Agent there, don't speak to him untill you have all 5 spells. which is obtained at each location. Than talk to him and follow his instructions. You will enter a duel, He's an easy fight, just make sure you use the spells given to you. The order may change, just make sure you are zoomed in on the guy, the graphic effects for his spells aren't that visable. Order of spells Used (below?) the simplest thing to do is locate an empty hotbar and place the abilites on that hotbar in order. The following was provided by Jakkal of SafeHaven (She mentioned that it does sometimes change but not by much)

Fire, Blinding, Posion, Fire, Frost, Lightning, Blinding, Fire, Frost, Lightning, Poison, Blinding, Fire the spells are learned while you are collecting the blood samples from the griffions,

simply put red is fire, blue is ice, when he gets on his knees, shine the beacon, etc). Once done, go back to NT and turn in the quest.


Griffons of a Feather… Ch. 3 Down and Dirty

Part 6 The Harness

You have 3 ways of getting this. Buy it outright (8 plat), diplo/craft it (50g), or buy one piece and craft/diplo the other (various). Each method gives you a different title. Buy it gives you High Roller. Half way is Kingpin. Doing it cheaply gets you Hustler.

My Kingdom For a Saddle
This quest allows a player to obtain crafted parts from player crafters to create a saddle instead of purchasing one outright.

You can simply buy the pieces from the guy in the middle tent (who also gives you the quests to assemble it manually). If you get it crafted, you'll need 30 draconite ores, 30 aged timber, and 30 smooth hide. They are all T6 commons. Then find 3 crafters (one for each sphere) who has the recipes to make them and have them make them. The recipes are 2p from the vendor who also sells the griff pieces. I did this method as the griff harness costs 5 plat. I'm a harvester, I spent 70g on combines. When you have the 3 sets of stuff, go to the crafter behind the tent near the wall and he'll combine all the pieces for you.

Completely Crumbelievable and One Eye Jacked
Completely Crumbelievable and its sub-quest One Eye Jacked allow a player a means of obtaining the registration required for the Griffon Quest without buying one outright.

You can buy the diplomatic acquired items for 3 pp and avoided the fuss of that. According to Carvetor: Go to the gnome listed in your quest in Mekalia, she gives a quest to retrieve a monocle for her and she will forge griffon race papers. This mob is in OT fairly simple tank and spank. Note: I have enclosed a map that will lead you through the Old Targ Keep. The entrance to the Old Targ Keep is a stairwell that goes down in the east wing, IIRC. It's the only staircase that will go downstairs in the ruined keep. The Keep is the big building in the center of Old Targ. Once you enter the keep, mobs no longer see through invis to undead. Have a healer use an invis vs undead clickie (or a cleric with said ability) to run to the green dot marked on the map (included below). Do not go around this last corner. The mob you need to kill DOES see through invis to undead. Summon at the green dot. Psychoticjer and a warrior friend could duo her pretty easily, it will take a bit. Maybe a bring a tank and some DPS, and a healer to make sure it goes smooth. She is a 43 level 6 dot. Hagdurwulf (me) brought down a 53rd level Dread Knight, who was able to solo her with hardley any damage to himself, and minimal healing from the Shaman (me)

After killing this OT mob turn in quest in Mekalia and the gnome gives you the forged racing papers, now they need to be signed by Crumbeard. This is where the diplo part comes in. I bought my diplo papers off the broker. Note: Lifted may have put some in the Guild Hall bank, check there first, or ask some of our higher diplos if they have any spare. To be in race you have to assume the identity of Crumbeard, a dwarf already signed up. So now with forged papers in hand you must travel from Mekalia to Leth Nurae which is Crumbeard's location. Talk to him and show him the diplo blackmail papers. He will reluctantly signs your forged racing papers. Now turn in at NT and you're ready to race. Thanks to Carvetor for that bit of information. I corrected some spelling and grammatical mistakes and added what I knew of it in.

Turn these pieces in to the original quest giver and he sends you off on the next quest.


Griffons of a Feather… Ch. 4 Take Me to The Races

Part 7 The Races

These are simple enough. Go to the starting line. Talk to the NPC. She gives you a land only griffon. BUFF UP. Mount and hotbar the mount so you can remount quickly. Get the quest. Turn right and follow the gates, not your compass. YOU WILL BE ATTACKED BY HITMEN. They're easy though. Kill them, remount, keep going. Turn your quest in at the finishline. This part can really frustrate you, depending on your system the gates wont pop up ahead of you, they pop AFTER you pass through them (NEEDS to be FIXED). You will run around in mini circles around the each gate until the next one pops. You might guesstimate correctly where to go. Eventually you fail repeat it so many times you start to get familiar with the track/trail you should be taking. The HITMAN can really mess with you too… some of them stand right in the spot where you are, and as a result you can't hit them. Because you can SEE them. Eventually you will get it.

Some say turn your Particles up to see the gates (doesn't work), some say tweak system for performance. I say they need to FIX it so that the next few gates POP ahead of you so you know where to run… or MAKE a track or somthing on the ground to follow, thats rediculous.

This guy gives you a flying griffon and you do the same thing. Except no hitmen. No need to shift display properties to accomplish this part, it is easy.

At the end, you meet another NPC. She ports you to Sano. Sano challenges you to an event. He casts some magic and you have to counter it while on a griffon. There's 5 orbs in the sky. He activates one. It bounces around wildly and changes color. Fly to it quickly. If you're fast enough, Sano gets damaged. If not, you get damaged. Repeat until you or he dies. QUICKLY fly in and click the ! on his body. NOW This can be very frustrating as well, Some systems may not render the balls fast enough, TURN your clipping range UP real high, and Particles up really high. It is very likely that you will die alot. ORBIT the area well away from SANO, Get to a Middle posistion and keep all the orbs in a equidistant position relative to each other and you. This is so that you can rush to them really fast and keep them in view with relativly little need to pan your camera around alot, if you miss it you only have about 3-5 seconds between each orb activating. I could try and explain the order of all the balls but it realativly hard to know what posistion you are gonna be facing when it starts.

Lets see…. Facing the falls, after activating the quest. Jump up to the air immediately and get away from SANO. He can kill you easily. Keep a good distance from him while flying around.

  • BALL 1, Immediately; Forward - Right, ball jiggles, it is light colored (BLUE). (from starting place, facing falls)
  • BALL 2, To your extreme (facing falls) right color (RED) will activate
  • BALL 3, This is an irksome one, this Ball which was orginally was down near Sano, to your Left from starting place (facing falls) will suddenly pop WAY up near the apex of the whole area, and activate, turning bright (YELLOW). This is the hard one to catch, you will do well to go to that spot in the Air (way up) right after you Counter the 2nd red glowing Ball, and be in position to snag it.
  • BALL 4, From starting place (Facing Falls), this ball is FORWARD a little distant, it will jiggle and go (GREEN)
  • BALL 5, The ball directly behind you from Starting place (Facing Falls) jiggles going (WHITE)
  • BALL 6, Is the same ball as ball 3 (YELLOW) and still in the same location.
  • BALL 7, The ball to your extreme (Facing Falls) right color (RED) will activate
  • BALL 8, From starting place (Facing Falls), this ball is FORWARD a little distant, it will jiggle and go (GREEN)
  • BALL 9, Forward - right, ball jiggles, it is light colored (BLUE). (from starting place, facing falls)
  • BALL 10, WAY up near the apex of the whole area, and activate, turning bright (YELLOW) (same as last place for it)
  • BALL 11, The ball to your extreme (Facing Falls) right color (RED) will activate
  • BALL 12, The ball directly behind you from Starting place (Facing Falls) jiggles going (WHITE)
  • BALL 13, WAY up near the apex of the whole area, and activate, turning bright (YELLOW) (same as last place for it)
  • BALL 14, The ball directly behind you from Starting place (Facing Falls) jiggles going (WHITE)
  • BALL 15, The ball to your extreme (Facing Falls) right color (RED) will activate
  • BALL 16, Forward - right, ball jiggles, it is light colored (BLUE). (from starting place, Facing Falls)

MATOPIX of the "Platinum Order" gave Hagdurwulf his sequence for it!!! (after she did it LOL)

blue, red, yellow, green, white, yellow, red, green, blue, yellow, red, white, yellow, white, red, blue

You will get used to the movements eventually. Just keep the other balls in view and rush into each of them as they start to jiggle, this guide will give you a jump on what to expect (I died 37 times to find out this pattern. MATOPIX gave me the sequence after I did it to share with all of you correcting my memory). You continue countering SANOs magic, reflecting it back on him. SANO will be dead. After this the Quest complete.

Turn in quest.

WARNING!!!!! THERE IS A RUMOR THAT THE ORB SEQUENCE MIGHT HAVE BEEN ALTERED FOR THIS PART OF THE QUEST: Working on finding out what that Sequence is. So far it seems correct, but just watch out. Thanks Lovi of Silky Venom


Griffons of a Feather… Ch. 5 Creepy Cadavers

Part 8 Kill Chath

2nd Talon Cassius Bladesong has determined the source of the Umbral Syndicate and requests that you slay Chath. Chath is in a tough dungeon, the entrence is a hill (map marked) in the Heros Plains. An NPC will talk to you and give you access into the dungeon there. You need a good sized group to enter and conquer it, and finding than killing Chath. Hagdurwulf (me) hasn't completed this yet as of (july 11, 2009) so Details will be Forthcomming. Prelimanary deaths our guild has suffered and what is learned so far.

Heroes Plain location. South of Plains of Anquish, right in the housing area.
Gnome guardian vigil over the Yellow Symboled Teleport gates, (two of them) ports you past the Stone block that blocks entrence to the dungeon. If you go in one, and die, than you can port into slightly different instance or entrence with the other portal. The previous portal will turn red and recharge for re-entrence (within the hour)

Preliminary assessment and clues from others say we NEED an extremely good geared and well managed Tank. Healers and support DPS, Mezzer, NECRO, and BARD is said to be a must for area. to avoid traps you need to kill fast and keep moving through dungeon fast. Chath is said to be as hard.

SUMMANDARIUS of the "Platinum Order" and Jamee, Saccun, and Scotis helped Hagdurwulf acheive this and thus this is the breakdown of the run.

Once you enter the dungeon through the portal (on right), the first wave will attack (3 mobs - Zombie, Undead Bear, and Undead Wolf - 3dot 50th level). through the portal on the right.

Just inside the dungeon there are timed spear traps that come out of the foor doing about 1800-4000 worth of damage to a person on top of them.

Keep on moving forward through the hallways killing the mobs as you go, as fast as you can. It helps to run all the way to that just down the hall when you can see Chaths room with the first wave, than stand there just in the corner finish that first wave and wait for the other waves to come to you. (from right portal, run down hall, turn run into first hallway, continue running down hall till you get to firt turn, plant whole group in corner on your right, in this corner you can see chaths room straight ahead, [which is a left turn at that juncture] stay put) Kill that First wave, Wait for the second wave, in that same corner, kill them, wait for third wave, kill them. YOU NEED TO kill them all quickly (hence bard). After those Three waves, go down to the door of Chaths room, and just outside of it snugged in the corner (left of door), plant whole group there, than kill the next Two waves there. AGAIN these mobs need to die quickly or you will have less time to kill Chath. The max time in this dungeon is 10 min.

There are always 3 Mobs, but they do get bigger in each wave. You will find that some spells dont work on the mobs. Recommended to avoid Arcane and Physical power abilities. They heal some of these mobs.

After this you will see the Traps stop springing in that room, once that occurs Chath spawns. Move into the room, stop and engage Chath, in the center of the room.

The quest buffs you as you enter, you need to beat the whole encouter in 10 mins, otherwise you are ported out. So the quicker you kill the waves the more time you have to beat Chath.

Strategy One: Once you engage Chath, have tank Migrate him into the corner (upper left of room) not tight in the corner but around there right next to a crypt (crypt snug up on chaths right), you will beat him down till he is well under half dead. He will go to sleep and pet will spawn near him, and if placed near the crypt the pet will spawn on the other side of the crypt, hopefully out of line of sight. DONT engage Chath or the pet, back off Chath as soon as you see him go into this mode. Let the pet spawn and sit there. (pull back your pets too) Wait for Chath to wake back up. His pet will go away, in several mintues, than engage Chath and kill him.

Strategy Two: Same as before, engage Chath, but when Chath goes to sleep, an Off Tank enages him while group takes down the dog. Than all turn towards Chath and finish him. DOG has lots of HP, so it is difficult to bring him down.

Strategy Three: Same as before, engage Chath, but whole group attempts to BURN down the dog as fast as possible while Chath Sleeps, finish dog before Chath wakes up. Than engage Chath.

Strategy Four: This seems to be the accepted tactic. Same as before, engage Chath, but whole group attempts to beat down Chath till he sleeps (50%+). Than just engage pet till Chath wakes up, dont try to kill pet, just keep aggro, dont waste powerful effects on this pet, ALSO strip the enchantments all the time (Necro, Sorc, Bard etc…) When Chath awakes, ALL engage and BURN down Chath, dont even attempt to kill pet, just keep his aggro on tank/off tank. Killing Chath while dog is still up, you will gain credit, evac out, leaving the dog.

Make sure everyone uses assist, also if you die. DONT Release, they might beat him even if your dead. Don't Rez a person with combat rez, it will bump you out of the dungeon. AGAIN, you must kill the mobs in the corridors leading up to Chath VERY VERY quickly, or you will not have as much time with Chath as you might need. BARDS and NECROS are really recommended here.
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You must learn how to channel the magic that powers griffons. To accomplish this, you must defeat three griffon riders of old.


Part 9 Defeat Griffon Riders of Old

Location is clearly marked for each Mob.

Shadow: This on is tough. Strategy: He will port away and you will need to bounce to his location, to acquire him. I will most likely pull the guy he is aggroed on with him. Meanwhile everywhere he ports and every where you group runs to catch up with him. You will most likely aggro a ton of mobs along the way. This can become a hastle. You can lose the mobs, off of hills, levitate trick, lev over the water, outrun them, etc… but you need to get to the main tank and assist him cause he will be alone. You really just need one tank. Healing support, one or two, and the rest DPS. PLEASE please BUFF yourselves with every possble buff you can get. From every class that supports it, it will make fighting this guy much easier.

Posted Stratagy: He is on an Island (West of thestra) and you need to farm the tortuga : they drop "RIng fragments". with 20 of these you can reform the ring to make pop During the fight Shadow will run all across the Island. Your Main Tank needs to run after him. Doing that the tank will aggro adds. You need another group in charge of kill the adds. No problem for AE because Shadow is a raid target so the "Bodygard" group won t aggro him. Last point : Shadow call a pet. You need a 2nd tank in the group to taunt the pet

Strife McCloud: Is really hard, but like above PLEASE please buff yourselves with every buff you can obtain from almost every class, HP, Energy, attack damage bonuse, Healing efficiency… etc… if you dont. YOU Will die by this persons Stampede affect, you will also need someone to break his stance, (ye ole disciple, monk good at that). The Stampede is exactly as it sounds, a huge swath of Griffons comes running through the area and nails everyone. Stratagy: There is a rock nearest to his spawn location coming out from the ruins. This is about 40m from his spawn place its the best place to run when the stampede occurs… than beat feet back in and engage Strife, Heal up, Regen power any way you can. and Continue. Rinse repeat until he is dead. It will take a long time.

Posted Stratagy: He is far away on West of Thestra. Easy fight. The only point is to move back on time because time to time some griffons will drop bombs. The main tank stay on Syd but the others need the step back 40+ meters

Syd Highwind: This guy is amazing. His AOE actually fills what seems like hundreds of feet in all directions, with FIRE. We did this. The whole group but the healers jumped on him. We had one great healer stand back at entrence to Stone area just within in range to heal the tank. Than another healer stood 29m from that healer and healed him (once in while skip forward to assist healing). As his Fire AOE starts to intiate the who group, minus tank would run back along with the second healer to avoid the AOE or much of it. Than turn around after its done and re engage Syd. Heal up healer, and tank…. continue. Rinse repeat until dead. (stance might need to be nailed here too)

Posted Stratagy: Kill the Hobgoblins to create a paint (with 20 parts)You will need a levitate for this fight. Eesy fight BUT Stryphe call a Hord of Griffon that may run on you if you don t step back 40+ meters


Griffons of a Feather… Ch. 7 Colorful Eggspression

Part 10 Incubate Egg

Find a griffon egg at one of the griffon roosts around Telon and incubate it.

You will need to pick your color and each roost supports different colors. Here they are.

Blue Griffon
Location 1 Serpentbone Coast
Location 2 Shoreline Ruins
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Red Griffon
Location 3 Beranid Hills
Location 4 Spires Keep
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Gold Griffon
Location 5 Frostshard Lake
Location 6 Strand of the Ancients
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Brown Griffon
Location 7 Stranglewater
Location 8 Nusibe Necropolis
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Black Griffon
Location 9 Tehatamani Harbor
Location 10 Sands of Sorrow
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Once you pick the Color you want Return to NT and go to the Griffon Watch Area where Cassius is. The Next in the Center of the encampment is where you will incubate the egg. Go to each one till the nest "INDICATES" (exclamation point) with your mouse. Turn in.

NOW YOU HAVE YOUR GRIFFON.


Griffons of a Feather… Ch. 8 Bag 'Em and Tag 'Em

Part 11 Raid Upgrade to Griffon Mount

Strategy One: Need 18 People for Raid. Go to "Sorrows Heart" the Umbral Syndicates encampment, (Glowing Dome outside and south of New Targonar) Hail "Scout Noriko" and all 18 will go in by virtue of a mass teleport. First, Kill as many guys in the first 5 minutes as you can, at the beginning here. Than the "MAGICBORN ABOMINATION" spawns in the middle. After the "Magicbourne Abomination" spawns, hide everyone behind rock near him and kill the adds. Have a couple people who can use invulnerability, step out at the right moment (buff goes down or goes up [not sure] and "Magicbourne Abomination" becomes vulnerable, 3-4 guys use "Griffin Strike" as fast as they can, than get to safty. The "Griffon Strike" spell is a power granted to them from quest, and in their abilty books. This will lower his health by 10% (he has to be vunerable to land this spell.)

Strategy Two: Need 18 People for RAid. Go to "Sorrows Heart" the Umbral Syndicates encampment, (Glowing Dome outside and south of New Targonar) Hail "Scout Noriko" and all 18 will go in by virtue of a mass teleport. First, Kill as many guys in the first 5 minutes as you can, at the beginning here. Than the "Magicbourne Abomination" spawns in the middle. After the "Magicbourne Abomination" spawns, Have a couple Bards kite the adds around. Have your people use "Griffon Strike", jumping out from behind the rocks when he is vulnerable to the "Griffon Strike"

Strategy Three: More Detail credit "Grack" (ex member of guild). You can do this with 12-18 people easy. Go to "Sorrows Heart" the Umbral Syndicates encampment, (Glowing Dome outside and south of New Targonar) Hail "Scout Noriko" and all 12-18 will go in by virtue of a mass teleport.

  • The "MAGICBORN ABOMINATION" does not spawn until 12:00 left of the timer
  • Before the 15:00 min mark clear as many of the mobs in the area as you can (so you can have the mobs chase the runner in that area). You have plenty of time to clear the area for the "Runner(s)"
  • Before The "Magicbourne Abomination" spawns inside the castle/building on top of the hill, gather your group behind the rock next to the castle/building
  • Assign a runner (can be anyone)
  • When The "Magicbourne Abomination" spawns the runner needs to gain aggro (but not get hit). This can be done by running in front of him but not close than 30m or so. The The "Magicbourne Abomination" will start summoning minions that the The "Magicbourne Abomination" will send out to the runner (ie: whomever he has aggro on).
  • Some text will go across screen, then The "Magicbourne Abomination" will get "Weakened" debuff on him. At this time all the guys behind the rock need to try to hit their "Griffon Strike" on him. Timing is critical and sometimes the "Striker" dies (only one PC can actually hit with the "Strike". Strat that worked on this is FD classes can FD right in the gap between the rock and the castle - when The "Magicbourne Abomination" is Weakened they can standup, cast Griffon Strike, then FD right there again. That seemed to work. Hit The "Magicbourn Abomination" 10 times and you are golden.
  • Weakened occurs every 90 seconds or so (not precise timing here).

Things to Watch out for:

  • Others getting aggro on The "Magicbourn Abomination". If he shows aggro on somone, they need to join the "Runner/s" immediately! otherwise you will wipe with all the spawns coming behind the rock.
  • Time Weakened. You can only come from behind the rock and cast for about 5 seconds or so before The "Magicbourne Abomination" will kill you.
  • Don't release if you die unless there is a wipe.
  • Runners should never look behind them. This causes too much lag and then the spawns end up catching up to the runner and killing them (too many spawns to render without lag).
  • Runner with some HPs would probably help (like a tank or something, use a runsong or Psi/Ranger buffs).

Successful kill means you get your partially hatched egg magically "touched", turn in, (get breastplate too) and you have your griffon upgraded to Venerable Griffon Mount versus it being young before. (Venerable "Color" Griffon: 320 Air, 70 Land, and This one is Fully Armored, )

Hagdurwulf Note: If you end up being a runner, and the mobs catch up to you, try not to die to far from Magicbourn. If you are too far away you might not get credit for the kill so stay relatively close when running mobs around, but NOT TOO CLOSE. I had to petition for credit because of this.


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