Showing posts with label Reclamation Rock. Show all posts
Showing posts with label Reclamation Rock. Show all posts

Sunday, 3 May 2015

Neverwinter Online: Reclamation Rock Vigilance Guide

[Part of my Neverwinter Online: Vigilance Quest Guide.]

Reclamation Rock is home to very dangerous bulettes, but it also has the easiest starting area of all the zones to complete. Personally, I've been using it as extra XP for my characters who already have finished the campaign. This guide will be using the same color coding as last time.

Green - Easy and/or fast.
Pink - If there's nothing else to do.
Red - Better to take a break than do these solo.

BEACH CAMP

My favorite spot as it gives easy access to quest givers and to traveling back out to the world map. The instanced dungeon here is the Crypt of Ascension, and if you do decide to go in there you will find the entrance behind an illusionary rock face. Make sure you have both quests to make the trip more worthwhile if you do attempt it.

*Dassar Truebow
  • Adepts of Ascension - rescue acolytes    
  • Scouting Ascension - kill enemy scouts   
*Imbross Irri'karr
  • Black Earth Survey - investigate / disrupt training camps   
  • Cult Infiltrators - talk to infiltrators (usually on ground level)
  • Stealing Their Mettle - steal cult weapons
  • Scouting the Forest - talk to ranger scouts (usually on higher ground)
  • The Heroic Way - complete HE, rescue merchant
  • Tombs of the Watchful - Visit 5 tombs (open world) fight inhabitants, interact with something.
*Baram Hannikar
  • H1 - Heroics - As of this post, currently bugged and finishes by itself: Free XP.
  • Deployment Orders - get orders (pickup or mobs)   
  • Training Manuals - get training manuals    (pickup or mobs)
  • Cult Connection - gather journals from cultists (goes well with below)
  • Fighting the Earth - kill Rock Claws (the West cultist camp has 7 in the vicinity)
  • Grinding the Gravel - kill mercs and throwers  Leading the Avalanche - kill elementals (doesn't really mesh with any other quest)   

CITY CAMP

Ah the city. The grind of this zone begins now. Fortunately there is a secret tunnel (near one of the scouts) that leads up to the tavern to save travel time. There's also a new secret tunnel that leads from the cathedral to Scar Keep. From inside the cathedral if you are facing the doors, turn right and look for stairs down. The instanced dungeon here is the Underlift, and because the quest selection here is so poor I actually do recommend going in there (with 2 quests) to save time. The crazy bomb throwing dwarf boss in there isn't too bad. Just kill the adds and you will win. I sure hope you know how to tell the difference between a mimic and a treasure chest though (cursor has bag = regular chest).

*Brother Satarin (Cathedral)
  • Posting the Truth - put up posters. If contested by other players, switch channel.
  • Warding off Madness - gather materials to reinforce wards (tainted water x4/archon dust x4)
  • Holding the Streets  - draw out cultists on street. Use corners for cover or leave quest circle if hard pressed.
  • Rocky Foundations - kill 40 earth elementals. Not too bad since the marked zone has around 20. Archons count.
  • Rock Tumbler - kill galeb duhr. (Rare to find in the area, especially if contested)
  • Voices of Stone - kill 10 blackmantle sorcerers (more rare than above, even with the new summoning scrolls)
*Councilman Graves (Cathedral)
  • Rescue Mission - rescue workers from Underlift
  • The Verge of Collapse - stop bombs in Underlift
*Hedgewizard Nottin - (Scar Keep)
  • Hedging against Plague - not a vigilance quest (doesn't take up a slot), but good for bonus XP. Collect notes from cultists (100).
  • Call to Alms - collect alms (drops anywhere and pickup from zone) then hand them out
  • Recovering Reconstruction  - collect construction supplies (drop / pickup) and rebuild
  • Hero of the City- complete ANY HE (good combo with below)
  • Shaking up the Town  - complete Earthquake HE - High odds of others doing this as it is right outside the cathedral. If currently active, try get this and Hero of the City to complete both.
  • Hostile Induction - Complete Press Gang HE - can be difficult without aid or sniping from cliff top.

MEMORIAL FIELDS

The most annoying area of all the zones purely because of it's crappy quest choices and tough or rare opponents. Expect to be here awhile. The instanced dungeon here is the Lost Tomb which happens to be where the Earth Prophet, Markos Unrayle is encountered. He has a pretty big room to fight in but isn't that much of a threat. Kill his adds while fighting (so kill him slowly) or lure him near the entry so you can murder him with ease. Because of the low quest choices here, I do recommend visiting this at least once (with two quests).

There are also Slaad (frog men) present who are numerous and pretty annoying to fight (long to kill/use up too much resources), so I try to avoid them.

*Captain Dunfield
  • Black Earth, Stone Heart - stop ceremonies in Lost Tomb
  • Stay of Execution - rescue captives from Lost Tomb
*Captain Lynn
  • Stone by Stone - Kill 3 Blackmantle Generals. All are casters. Not all are equally defended. Choose targets wisely.
  • By the Horns - hunt 6 gorgons. Slightly rare, one in Graveyard and one next to graveyard. Alternate as they respawn or channel hop.
  • Landshark - hunt 8 bulettes. Easy to find, but very dangerous.
  • Defying the Rock - HE Encounter. Very tough to win. Concentrate on the non-silver/golds on the wings to up the kill count quickly. Better odds for randoms to assist than the HE below.
  • Bannermen Forever! - Raise banner to spawn a Silver HE. Defend.
  • Taking Measures - take 500k damage and live. 15 min limit to complete. As a rogue and ranger I couldn't do this. Might be ideal for Cleric / Pally.
*Brother Theodosian
  • In Memorial - Check on Graves - Easy.
  • Stolen Memories - collect mementos (drops). Good combo with Defying the Rock.
  • Memorial Heroes - complete grave robber Silver HE. - Soloable but be careful.
  • Toad Bait - Close Slaad Limbo Portals. Often contested by other players. Best right AFTER the Slaad invasion event finishes.
  • Toadkiller - Kill Slaad, can find many to the East along the outer cliff.

Once that is all done, you just have to pick up the Earth seed and are finished with this area. That might be a little challenging though as one of the Blackmantle Generals sits right on top of it with two or three groups of lackeys. Get a buddy to help you clear it out or channel hop to find one that has recently been cleaned out. If you skipped the last part of Drowned Shore like I suggested, it is time to go back there and curb stomp everything.

Friday, 1 May 2015

Neverwinter Online: Drowned Shore Vigilance Guide

[Part of my Neverwinter Online: Vigilance Quest Guide.]

Welcome to the Drowned shore. There is a repeating quest here called "Gutting Fish" from the Zhentarim Agents which you should always get for bonus XP. You'll complete it a few times while doing the vigilance tasks. I'll be using colors to indicate what quests should be prioritized and which should be avoided.

Green - Easy and/or fast.
Pink - If there's nothing else to do.
Red - Better to take a break than do these solo.

ENTRY CAMP

Main thing to note here are the mines. Glimmerstone is filled with lizardmen and some sea hags. Silverdrip is filled with sea trolls and many sea hags. These two are "open world" dungeons in that other people can just enter your same instance. The main trick here is to coordinate your tasks when you go in one or the other. Goldseeker's Folly is the INSTANCED dungeon, which means you will not get randoms helping you out. Don't go in there unless you either have both quests for that area and/or have the mandatory task after you've completed your first 16.

*Alinda Greenwood
  • Riptide Molly - Sea Hag miniboss wandering outside the mines
  • Healing Harvest - gather vine blooms and shrooms (shrooms from the mines)
  • Herbal Malady - Collect Gurglewort Sap, add it to Humanoid food crates in Glimmerstone or Silverdrip
  • Alinda's Bounty - Collect Olhydra's Emblems (drops)
  • Mysterious Symbol - find symbol (drop) check it against book
  • Sea Hag Slaying - kill sea hags
  • Heroic Encounter: Breaking the Ice
*Udo Stonekin
  • Deepclaw - sea troll miniboss in Silverdrip mine
  • Needful Things - Supply crates from Silverdrip or Glimmerstone
  • Silver Strike - get silver ore from Silverdrip
  • Sea Trolling - Kill sea trolls
  • Goldseeker's Folly: Mine Rescue - rescue miners
*Bellan Norell
  • War Machines: Destroy 3 war machines at nearby keep
  • The Tidemaster - boss in Glimmerstone
  • Reptillian Reavers: Hunt Lizardmen
  • Shock Troops - kill trolls in Silverdrip AND lizardfolk in Glimmerstone (only in the mines)
  • Heroic Encounter: Ranger Rescue - at nearby ruined fort
  • Goldseeker's Folly: Rogues Gallery - kill minibosses in the mine
  • Heroic Encounter: Subterrenan Surge - Gold level Heroic, tucked away in a dungeon

HILL CAMP

The most efficient way to clear this part I found was to AVOID THE KEEP in the Northeast of the map as there's a lot of pointless and dangerous fighting in there. After completing your 16 tasks here you will get a mandatory quest to raid it anyway. Ideally bring the two Sea Hag's Hold quests when you do make the trip to maximize your time there. Be careful of a lizardman ambush at the pool part of that instanced dungeon too.

Most of the tasks here involve killing lacedons and hags, or collecting merchant goods. ALL of these can be found near the camp. Collect merchant goods from the cultist camp just to the right of the Hill camp (stand at the fire at face the road). Ten steps and you are there.

*Xalliana
  • The Render - lacedon boss
  • Undead from the Deep - lacedons
  • Drowned Menace - kill lacedons
  • Green-Eyed Monsters - get a hag eye
  • Attack on Blackdagger Keep - kill enemies, destroy supplies at the keep.
  • Heroic Encounter: Pillaging the Pillagers - HE located deep in the keep.
*Ranolf Kemp
  • High Road Warning - post signs
  • Getting Goods - recover trade goods from monsters (use the nearby cultist camp)
  • Taking Stock - recover merchant wares (from keep OR mobs, use the nearby cultist camp)
  • Heroic Encounter: Merchants in Distress
  • Crushing the Crushing Wave - slay cultists
  • Maelstrom - mini boss cultist in keep area
*Lanric
  • Hateful Horrors - kill green hags
  • Heroic Encounter: Cultist Ambush (very near the camp, high chance for assists)
  • Ranger Reports - gather reports
  • Scaly Persuasion - kill cult agitators
  • Life Guarding - free captives (found in watery lacedon areas)
  • Mossy Meg - hag boss just outside the keep
  • Sea Hag's Hold: Down the Drain - drain pool
  • Sea Hag's Hold: Worse Than Death - free captives

After you have finished these and the mandatory quest I suggest you go to Reclamation Rock and do the quests there, coming back afterwards to do the final area with better gear and feats for an easier time. Your call though.

SEA ELF CAMP

The main problem here is that most of the quests lead across the map to the beach, wasting a bit of time on travel. Make sure that the four quests you pick up are completed before coming back. The Inn tasks on the other hand, are right beside the camp. If you do those, complete them and hand them in / pick up replacements before going to the beach. A word of warning with the Inn - on the main level, enemies from upstairs can and will aggro you so expect to fight more than one enemy group when you get there.

*Guard Harris
  • False Priests - kill cultists in Inn (careful once you exit the basement)
  • Avenging the Guard - kill cultists (30)
  • Beach Combing - collect salvage (pick up)
  • A Seafood Diet - collect crab meat (10 drops - not all crabs have meat though), eel grass (pickup 5)
  • Slade the Thricedrowned - miniboss cultist
  • Stolen Memories - recover mementos (drops x5) Abysmal drop rate.
*Iolas
  • Breathless - recover necklace of air breathing (drop x1) Slade Thricedrowned usually has it.
  • Surge - miniboss water ele
  • Stemming the Tide - kill water eles (20)
  • Water Warriors - kill water eles (24)
  • Heroic Encounter: Aquatic Elf Abduction - HE silver level
  • Heroic Encounter: Fountain of Fear - HE gold level, hard
*Seychell
  • Waterbourne Warning - deploy 3 buoys at the beach
  • Hullbreaker - miniboss troll
  • The Ravenous Host - kill lacedons (12) - probably tired of them by now though :P
  • Heroic Encounter: No Room at the Inn - HE (silver tough, starts at main floor so multiple groups right away)

After finishing that, you just have to do a few tasks for the Sea Druid hiding in a tree then you can go fight Gar Shatterkeel in the Sea Cave instance. Like most Neverwinter Bosses, he summons adds as he loses HP. They are finite, so if you kill the adds you will win eventually (Gar is basically a caster so most of his attacks are easy enough to evade, just kill him slow). Alternatively, just lure him far away from his starting spot to eradicate him at your leisure.

Once that is done, just one more trip through the "hard water" is required to collect the Seed of Water and you are done! I wonder if anyone has actually drowned in there.

Thursday, 30 April 2015

Neverwinter Online: Vigilance Quest Guide

With Module 6: Elemental Evil came a whole bunch of repetitive "Vigilance" quests and now that I've gone through the whole lot twice I thought I might make a little guide to help clear your 16 (tasks) x 3 (areas) x 4 (zones) quests as efficiently as possible. In subsequent posts I'll be going into each zone by detail, but for now just some general info.

  • You can "properly" start Elemental Evil upon reaching level 60. Talk to Sgt. Knox.
  • I suggest doing the first three intro quests with Minsc as it introduces you to the new mobs.
  • You can only carry 4 vigilance tasks at one time.
  • In theory you can finish a set of 16 tasks by doing the same quest 16 times but that isn't a good use of time.
  • If you have finished quests and are near the quest givers, go back and hand them in / pick up new ones.
  • Each area has 16 vigilance tasks available but only in batches of 8 which switch over each hour.
  • Each area offers an instanced dungeon. Only go in if you have the two dungeon quests (one before the hour and one after).
  • Personally, I try skip the instanced dungeons (if solo) as you can get more done outside them.
  • It is faster and easier to clear quests in an organized team (carrying the same quests).
  • Reaching level 70 gives you an artifact off hand weapon. Talk to Sgt. Knox. (thanks Shintar!)
  • Finishing the Vigilance cycles of Spinward Rise (last area) gives you an artifact main hand weapon.
  • It is possible just to level up to 70 elsewhere and charge Spinward Rise directly, skipping the other zones.
  • Don't forget to buy potions and sell loot during down times when there are no (decent) quests available.

Clear as mud? Next up, we'll start looking at each zone in detail. :)

Drowned Shore Vigilance Guide
Reclamation Rock Vigilance Guide
Fiery Pit Vigilance Guide
Spinward Rise Vigilance Guide