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Gianthold Tor
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Gianthold Tor, getting Blooded.

Quest Giver: Cydonie of Argonnessen
Level: 14 Party
Patron: Agents of Argonessen (7/14/21)
Length: very long (can be upto 2hrs long)
Entry Point: northwestern side gate of the Gianthold Tor, inside Gianthold

Prereqs: In order to enter you must first:
Speak to Crag in the gianthold. He will tell you to join each of the brigades, which is to complete Madstone Crater, Prison of the Planes and Crucible. Return to Crag and he will tell you that in order for him to let you into the Tor, you must pay him a large supply of Relics. 20 of each type, Dragon, Elf and Giant. (there is a dwarf by the bank that will exchange relics at a price of 3:1 if you want). Once you have done this, talk to Cydonie and she will give you some information and bestow the quest.

Recommended Party: Cleric, flesh to stone and firewall caster, big damage melees, bard always nice too.
Base Experience: 9,300 +3500/dragon optional
Quest Info:
--Creatures: hill giant, stone giant, cloud giant, fire giant, jarilith, orc, gnoll, hobgoblin, human, elf, dwarf, rakshasa, ogre, troll, minotaur, giant skeleton, giant skeleton enchanter, White Dragon, Blue Dragon, Black Dragon
--Traps: land mines

WALKTHROUGH:


Thanks to AlexHaddox.com for the map.

This quest is split into 4 segments. The first is the main quest, it is necessary to and to get back to the Dragons, which are optional, but you need to finish once to get "Blooded". The giants and skeletons all have special deathblocks that defend against all instant death effects and paralyzation/hold.

Main Quest: Buff up with fire, acid, true sight, freedom of movement, deathward. Grab your puncturing and high crit weapons. Stand in the inner circle and start the battle. From here you can use dancing ball, stone to flesh, web, and a few other crowd control methods. Once the main battle is finished, head up and around to take out the Gatekeeper. He has a few Jarilith pets. Open the shrine then head back down and go further into the Tor.

After the Gatekeeper & Jariliths:
After defeating the giants in the hall, squiggle through the rocks and speak to Snutch the kobold. He will tell you about the side tunnels. Now find the side tunnels and clear out both sides. Pull the levers on both sides to open side rooms, the western side room has a chest. Then pull both at the same time to open the gate to the center hall.

Giant Skeleton Gatekeeper:
Split into two groups send caster/damager & healer types to each side. To spawn the skeleton gatekeeper you must first fight through a bunch of giant skeletons which spawn on the E & W. When you both boxes on each side are entered by a person at the same time, a barrier comes up, if there isn't a person in the boxes, then you have to restart. Defeat them all, keeping one person in the box on both sides at all times. When it is done the Gatekeeper will pop out of the ground in the center area. Take him out to finish the quest and open the paths to the Dragons.

Getting Blooded:
You must have killed all three dragons atleast once in order to do the Reaver's Fate raid.

In all the Dragon rooms there is a dragon and a giant. They must die within a few seconds of each other or they will respawn. So strategy is important. Tips: have someone watching each of the enemies life bars and have them coordinate the take downs. In some rooms its good to have the healer mass healing and the group together.(but, not white)

Black Dragon: Head east, clearing out the halls and pulling the levers to open the gates. When you reach the rune, activate it to summon the undead sentrys. Defeat them to open the portal to the dragon.

Buff up before you go through. Acid, Fire, Lightning, Shield or Nightshield, any combat buffs. Use the shrine. Decide ahead of time who will go for which target, Giant or Dragon. They have to die within seconds of one another, or they will pop up full health and ready to go again. Split up the team and head in.

The Giant will cast fireball, lightning bolt and force missiles, he will agro on whoever is closest to him. The Dragon will use his claw, bite and tail attacks, acide breath weapon, and will agro on whoever does the most damage or intimidates him. (Fighting them both by the barrier and using mass heals works well in this room if you have a DPS tank and a good damaging caster.)

When both die at the same time, it will open the treasure vault. The chest has a chance at unique loot, and about a chance of a black dragon scale (25 are needed to make a suit of armor).

Moving on:
Clear out the main hall of undead skeletons when you get back. Head north, clear out the hall as you go. Find the two runes on the bottom, and the chest. The ramp up is trapped, so be wary. The traps will only go off once. Again, clear the undead sentrys at the rune.

Blue Dragon: Buff up with lightning resists and protections, and combat buffs. Make a plan for who will attack which target. The Giant has much few hit points than the dragon, but moves around a bunch.

Once inside, avoid standing on the gold as much as possible, as it conducts electricity from the dragon’s breath weapon. Either way, you will take electric damage, use protection from lightning potions to help mitigate the damage. The giant has a random agro attack with his bow, the Dragon will attack whoever does the most damage, or intimidates. (Fighting them both by the barrier and using mass heals works well in this room if you have a DPS tank and a good damaging caster.)

Once the two are dropped simultaneously, the gate to the treasure room will open. The chest has a chance at unique loot, and about a chance of a blue dragon scale.

Last Dragon:
Down the west hall, clear it out, get the rune on the bottom level, and the chest. Head up the ramp, take the left stairway to the second rune, then head back to the other stairs. Once again, clear the undead sentries to open the portal.

White Dragon: First decide teams. The white dragon will rip apart any melees, so usually better to put all your melees on the giant. Archers and the caster, even solo caster, can handle the white dragon if they are fleet of foot. Freedom of Movement, jump, haste, blur/displacement, and cold resist and protect on your Dragon Slayers.

(Casters who can, use a scroll of Cold Shield, even though its only 45 seconds, it will save you. Run in a circle w/the dragon agro, placing firewalls like the spokes of a wheel running the dragon as you circle through them. If your coordinator wants you to lay off of the dragon for a second, simply run out of the fire are with the dragon behind you for a little bit and then right back in. Use scorching ray if you have it to deal extra fast damage if you need to take her down fast.)

You can cast similar buffs, including deathward on the giant fighters, but it will be dispelled quickly by Jorgundal. Jorgundal will cast a triple cometfall, so caster and cleric, never stop moving. Cleric will have to bounce from the melee group to the dragon group, so be sure to have freedom of movement on. (Placing yourself in the center between the fights helps you stay in healing range.)

Caster, another good way to handle the dragon is to lay a bunch of firewalls all around the pillar off to the right side, and run around it in circles. The dragon will chase you around the pillar and burn to a crisp. If you are doing too much damage, pull the dragon out of the fire walls and run around while the melees catch up, then get back to business.

Melees, just pound away, you may out damage the caster, in which case you will need to shield block until the fire walls catch up. Yes, you fighters can STOP hitting things mindlessly...hehehe.

Once the two are dropped simultaneously, the gate to the treasure room will open. The chest has a chance at unique loot and a possible white scale.

End Reward: 1st time is 1k pp, nothing after that. :(

Edited from Lost Quests Guides, thx.




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  • Last Modified: 6/1/2008 10:43pm
    Contributors: Mellodise
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