Everything You’d Ever Want to
Know About: Gates of Discord – A Kirynos Compilation Volume 1.3.27
First, get
the maps from: http://maps.eq-toolbox.com/goddl.php
Unzip them
and put them in the maps folder of your EQ directory. You'll be happy you have
them later.
Get to GoD: Start by finding a magus. Say Nedaria to the magus to get there. Walk
around the corner of the tent in nedaria's landing and find the next magus. Say
natimbi to that magus. This will get you to the first zone of GoD: Natimbi.
Invis up and follow the right zone wall until you come to the entrance to
Qinimi at approx 2060 160 550. While still invis, you'll need to run across
Qinimi to the Barindu zone line at approx 770 270 -15. (In Qinimi you can go
southwest to Riwwi, West to Ferubi, Northwest to Barindu or East back to
Natimbi.) Once you've zoned into Barindu, you'll come to a long hallway. Follow
the hallway until it opens up. You'll see a big pyramid ahead. Remember this,
because you'll be coming back to it. Now you'll want to find the building in
Barundi with Scribe Gurru and High Priest Diru Riwirn in it. (approx. loc 260,
-550).
Tier
1
Barindu
Everyone -- Hail the High Priest in the building near the temple, once. If
group leader, on the second hail he will give you a sewer expedition. The
expedition can only be done by 6 people, and is instanced. There are four
different sewer expeditions, and all must be completed in order to progress to
the next tier of trials.
Things
to look for while doing Sewers - a timing gear, a rusty spring, an oiled belt,
and a processing gizmo. When you have them all, place them inside the
gearbox and combine them. Once this has been done, the gearbox should give you
a report. Return the report to me.' Breakdown in Communication Quest
Order
doesn’t matter but you get the permanent flags in row -- if you do 2,3,4 then
you wont be able to get any permanent flags till 1 is done. When you get an
expedition from the High Priest, he will give you the lowest expedition that
the person hailing him has not yet completed. Talk to the scribe and say
issues. He'll fix your flags (if all goes well).The order is:
1) Plant
2) Furnace
3) Lair
4) Pool
So, for
example, if I have not done any expeditions from the High Priest, he will give
me Plant. If I have done Plant and Furnace, he will give me Lair. If I have
done Plant and Lair, he will give me Furnace.
There
doesn't appear to be a refresh time. I have requested an expedition, entered
briefly; left the zone, left the expedition, and requested another within 5
minutes.
Reminder: the events in the sewers only work when you get the expedition from High
Priest. Gamesh's expeditions are for xp, as far as I can tell, and to
let you go to whichever zone you want to regardless of which flags you already
have. NPC’s inside won’t respond in exp dungeons
You can
invis, invis vs. undead and pacify past most of the content in these trials to
speed things up a bit. Be more careful in phase one as the mobs are very hard
there. In phases 2-4 you can use this method at will, the mobs are about easy
LDoN in difficulty.
Most ghostly taelosians (the new anime like model), slimes and blobs will
see invis. Golems aren’t slowable. Nocs and dog models will run as will some
others so you will want to snare those. Each instanced zone has a
variety of named. They seem to spawn in fixed locations from what I have seen
so far. They can drop items, augs and GoD spells. They can repop so you can
farm these instances if you like.
Sewers
of Nilhilia, Purifying Plant

From
zone-in, move east through the first room until you get to the 2nd room near
Ansharu. You can bypass much of the room's monsters by hugging the walls
overlooking the middle. Except for the ghosts and slimes, nothing sees invis.
Once you've hailed Ansharu continue moving south to the Stonemite Room.
Everyone needs to hail him. It's a preflag.
In the
Stonemite room there are nine stonemites in the middle. I would pull from the
southeast corner of the room. You'll need to be out of the water in able to
cast on them - I'd suggest standing on the pipe close by. Single pull and kill
8 of the 9. You can pull these pretty easily with snare or arrows. They usually
come one at a time. They do however AE ramp and hit for over 1100. I recommend
putting your tank by himself on one side of the steps and the rest of the group
on the other side of the steps. Don't pull them towards the hallway or the mobs
there will assist. It’s time then to med to full. Kill the 9th when you're
ready and an Ancient will spawn.
He hits for
over 1000 so I'd certainly recommend bringing a patcher of some kind. A 65,
1400 hitter/flurry). He flurries and isn't slowable. After you kill him you'll
get your flag message. Head back to Ansharu (evac out, train out, fight out,
quit expedition to get ported out) and hail him and you should get a flag. Talk
to the scribe and say issues, to make sure you have the permanent flag. Then
you can exit the zone and go back to the High Priest for entrance to the second
trial.
Sewers
of Nih, Crematory Furnace:

You'll need
to clear towards the furnace room (marked on map). Like in the previous trial
you can skip some content by hugging the walls of the rooms and
invising/pacifying your way. Along the way you must collect the remains of four
Taelosians. They are skulls: Ngozi, Mabiki, Taloki & Yogundi. They're
dropped by random mobs in the zone. Have one person (rogue) loot them all. If
more than one of the same type drop, try to create sets to help other groups in
the future.
Once you
get to the furnace room the ghosts of the four will spawn. Kill them each and
wisps will spawn when they die and move out of the room - DO NOT touch the
wisps. This is when it gets tricky. A 30-minute timer starts for you to reach
the Blue Crystal room once you kill the 4th (also marked on map).
The
zone will emote at some point which means you have 15 minutes remaining. The
hand-in npc needs to be hailed before he'll accept anything. Once you've hailed
him, give him the 4 skulls and hit give. Your whole group then gets flagged and
you win. Evac, train, fight out, quit expedition. The thing to beware of here,
is that aggressive mobs are all around the turn in npc. So...the rogue, monk,
etc needs to quickly do the turn in and might die if they use this method.
Again have everyone talk to the scribe and say issues to clean up the temp
flags.
Sewers
of Nih, Lair of Trapped Ones

You need to
clear up to Alej Leraji who is trapped under a piece of stone. Pretty
straight-forward dungeon crawl. You can invis/lull past parts if you want, but
I would recommend clearing. The room before him is filled with ghosts that
see-invis but you can IVU through it if you want.
There is a
portion of the map underwater east of the water wheel and north of the first
room after zone in. I would highly recommend staying on dry land at the edge of
the water and pulling up to there.
Fight/sneak
to Alej in the northwest corner of the zone and give him the seal given to you
by the HP after successfully completing sewer trial 2. A rogue or monk can do
this if you want. Once you hand in the seal, it becomes timed. Once you hail
Alej he'll ask you for his tools which are scattered around the zone, this
spawns 3 rooms (B, C, and D on the map). Mobs will spawn in clusters of 4 or 5
across the map. You can use invis to get between the three rooms and Alej fast.
There is a timer but it’s fairly generous. I would run from Alej to the Water
Wheel room first. Kill the mobs there and eventually you'll get an emote saying
you find some tools. Then evacuate to the zone in and kill the golems there
until you get a second emote. Finally run over to the Cocoon room and get the
final tools. There is a timer for this part but I'm not sure how long it is. I
would guess thirty minutes.
Once you
have all 3 components, head back to Alej and speak with him. You should receive
a flag. The thing you want to say to him is: "I have found your three
stone shaping tools.” Again, head back and say issues to the scribe.
Sewers
of Nih, Pools of Sludge

Ferubi
ALTERNATIVE
TO SEWERS (Raid Level Event)
There is a halfling ranger named Taminoa Bialu, who is in the Abysmal Sea, in a
room near Morden Rasp. Hail him and say Ferubi, and he gives you a stone and
tells you to give it to Smith Rondo in Ferubi.
Deep in Ferubi is an erudite NPC named Smith Rondo, he is non-kos and roams
around in a room with several kos enemies in it. When you give him the stone he
gives you a note to take back to Taminoa. Taminoa then tells you to collect
four weapons from elite guards in Ferubi, and give them to Smith Rondo. Broken Sword Blade, Chipped Hammer head, Spear piece and Brawler
piece.
In Ferubi there are 4 Pxet Elite guards who spawn randomly, A spearmaster, a
blademaster, a hammermaster, and a brawler. Kill each of them and they drop a
no drop, no stat weapon.
I found the
Battlemaster in a room you get to by hanging all rights from Qinimi zoneline*
The
Hammermaster is in the room before Smith Rondo.
*The giant
room that looks like a chapel that’s right before Votal
*The room
with all the broken golems in it
Once you
have all four weapons, go to Smith Rondo and give him the weapons (Clear Room
First). He will despawn and Weapon Master Vtiink Vzaan
will spawn with four apprentices. Pull weap master to
corner make sure healers avoid the 4 dots that her ADDS AEs which lower heal
efficiency by hiding behind a pillar (the AE is LoS). Put off-tanks on the
apprentices and try not to agro more than you can handle. Weapon master also
REFLECTS spells and can also deflect melee attacks.
Once you
kill the Weapon Master, Smith Rondo will spawn once again and attack the raid. After Weapon's Master is dead... Smith Rondo will agro. Oh yea he
doubles for 3k and you want him tanked AND dead ASAP or he will mow down your
healers, etc. Have him cornered and lay all out DPS on him. Kill Smith
Rondo and his spirit will spawn. Hailing his spirit flags you for tier two
(instead of having to do sewers).
1. Clear
the room of normal mobs before taking on Weaponmaster - apparently the 4 red
adds will respawn on aggro if killed, or just add normally if not.
2. Dispell on pull, has a VERY nasty spell reflect buff
3. All but one of the Assistant adds are Blissable
4. Resists help alot on AOE DoTs during the fight (all are called "xxx of
the muramite" where xxx is Axe, Blade, Mace, etc.
5. Smith Rondo respawns KOS when Weaponsmith dies - be ready for it.
6. Smith Rondo sees thru invis and SoS when in KOS. form.
CR during Weaponsmith fight portion of event is possible, but not easy to
accomplish (room repops fast). Weapon Master can be mezzed, should you need to.
Pretty much impossible during KOS Smith fight portion.
He's very
weird with his hail range. If he's not on the same z axis location as you then
the flag doesn't take.
Things
to look for while doing Ferubi -
NOTE: You do not have to do the note/stone turn in to get the flag. You just
need to be on the raid and hail the NPC. However, if you have completed the
note/stone turn in, you also receive a note from the hail, which is part of the
progression quests in Abysmal Sea.
Tier
2
Head back to Barindu, and this time you need to talk to Apprentice Urdana. She
will send you on an expedition to Vxed and then to Tipt. Both of these zones
are instanced zones just like the sewers. Max time – 6 hours. The nearby Scribe
is like Gamesh. She will give out instances to Tipt and vxed if you haven’t
completed sewers.
A note about these trials: You can switch people in and out of the
expedition whenever you like. Say a person has to go? Succor to zone, make him
zone out. Then he can leave group AND expedition (both) and you can invite
another person to finish up with you.
To start the first trial in Vxed Hail Urdana and say "take heed."
Vxed
This expedition is pretty much like a LDoN adventure. You go in, and must kill
approximately 90-110 monsters. Best place I have found to set up camp is the
bridge along the right, but zone in is also ok, though slower pulls there. Once
you kill enough enemies, a Stonespiritist Ekikoa will spawn in the northeastern
most room in the zone. All you must do to succeed this expedition is spawn the
NPC and say “tend” to her. You can then click the stone behind her and port
out. Takes like 4 to 6 hours. A tip for this trial is to bring an enchanter.
Charm one of the mobs and buff the chanter pet. Let the pet do all the work,
have a cleric just CH the pet, and have the enchanter stay at max range from
the pet with it snared. It goes fast this way. It also helps to have a paladin
to AA stun the mob the charmed pet is fighting. SNARE Kyvs
(archers) and Ukuns (humanoid dogs), snare them or you will die. They run at
Selos speed and will give you nightmares if you don’t snare.
Once you are "flagged" as having
completed Vxed, you can not get the trial version again from the Apprentice
(you can start an "exp" version though – from scribe if you say
“vxed” or “tipt”).
Things
to look for while doing Vxed: a flickering finkenheimer, a tarnished sprocket, some uncoiled
springs, a greased BELT, and some connection rods. When you
have them all place, the sprocket, springs, bolt, and rods in the finkenheimer
and bring me the result. I must warn you to be careful though. If these things
could stop my clockwork, they must be pretty powerful creatures. Breakdown
in Communication Quest
Tipt
This expedition consists of three trials. The zone is a fairly straight forward
chasm. Once you pass all three trials in Tipt (this zone is a challenge). You
must hail the NPC at the end of the chasm.
Fight your
way to the end of this zone to get to where the Riddler guards the gate. When
you talk to him, a dozen or so items spawn on the ground and he asks a riddle.
Answer the riddle by handing him the item that correctly answers the riddle.
Get it wrong and enough mobs spawn on you that your 6 man group is finished.
Get it right and you gain access to the boss. Beat the boss and you win. You
get a no rent key along the way to the final area, some time after you spawn
the ghost woman. Keep that key on a corpse and any rogue can then SoS through
for flag any time.
A) First trial: Lizard room
Looks like an empty room as first sight. What you do here
is send 3 people invis in and make them run separate ways (do not exit room or
agro mobs outside the room). Eventually they will trigger trap and lots of
little lizards will pop. Clear them out, after you're done prepare for named.
Has low HP but nasty DPS of course so be prepared.
B) Second trial: Ghosts
Again use the 3 people invis method to spawn ghosts.. BUT
make them walk slowly so they don’t agro them (they see invis, I think). You
then pull 1 by 1 the ghosts outside of the houses. Then clear left house and
then right house and finally you talk to the NPC. He tells you to find a key.
BTW you may use this room as a saferoom after you're done. No repops here.
C) 3rd room:
Clear the mobs as usual then pull the snake lady (Ikaav
whatever) and she will drop the key. To clear this room just start clearing a
side first then move to that side and pull the remaining mobs. Be careful of
repops again... cannot stress how important it is to time them. THE PERSON THAT
LOOTS THE KEY will have to answer the Riddler.
D) The riddler:
Fight up to the Riddler. So make sure the one talking to
the riddler is the group leader. Follow what he says, he then drops some items
in the ground (exactly 14 items). You need to answer his riddles by handing him
the item that is the answer to the riddle. I wont spoil these but... if you get
a riddle in which the answer is FIRE, prepare yourself you will move on. If
answer any riddle incorrectly, doors will open, 12 mobs will spawn and they
will kill you. Well moving on...
E) The Boss:
Fight up to next large room, this is where the named is. He
is right in front of the Bridge. BE CAREFUL of aggroing him. Once he moves, he
stands there, he doesn’t wander back to him spawn point. The only way to move
him is to aggro him again. Pull the Right back of the room then move up into
it. Clear out room. The guys with the bow and the arrows on their back, move at
bard speed. And one of them re-spawns on a 10 min timer. So clear room, wait
for re-spawn, med up, pull re-spawn, and then Named. I really don’t have a good
way of killing him, other then FAST! He rampages A LOT. He hits for 3k. So you
really don’t want any one in rampage range. Have bard pull with debuff (HOS),
and Deftdance disc, and have MT taunt it off as it’s slowed. GL!
Hailing the shimmering spirit does not get you the flag...
Once you've hailed him, you still need to run across the bridge and just on the
other side, to the left is another Ghost npc that you need to hail to actually
get flagged for KodTaz. (Assuming you have trials 1-5 already)
Things
to look for while doing Tipt - There are five different types of cells, each one is called Vaifan's
Power Cell -- named after the most ingenious gnome there is, of course. The
cells are named from A to E. When you have collected all of them, place
them in this power pack, activate it, and return it to me.' Breakdown in
Communication Quest
With the Vxed and Tipt expeditions completed, along with the sewers or Smith
Rondo events completed, you will be flagged for Kod`Taz.
Tier
3
Kod`Taz
This zone is a normal zone (not instanced). Inside this zone there are 3
trials, then 3 "tasks" then 3(4) raids you must complete in order to
proceed to Qvic. The trials are actually done in Ikkinz, explained under Ikkinz.
To request a raid you must have finished the first three trials in Ikkinz plus
done several other mini-missions in Kod'Taz. (Not Everyone needs to have
finished Trials to have access to raid)
Only
geostones (spells) I've seen drop have been off the mini-named in Kod`Taz (by
mini I mean they can be killed with one group).
When you
are finished with the three Temple Trials, Kevrin Nalavat at the zone in to
Kod`Taz tells you that you are now ready for more challenging work. And gives
you the option to do three tasks in any order:
*Martyr's Passage - The relic farming camp near the Yxtta zone line, which
requires each person to gather Relics of the Martyr and complete a mini ring
type event then defeat the Summoners Ring event.
*Pit of the Lost - The relic farming camp in the far northwest corner of the zone
that looks blank on your map. Ground spawns - each one is ~12.5 minutes and
there is pattern to some of them. Hell, some of our clerics got them all last
night in an hour or so w/o help. Then defeat a mini raid type mob in the Pit of
Lost Souls to recover his Relic.
*People
aren't going to waste their time doing upper Kod'Taz quest so they can get a
Rune with ONE charge of gate that is both expendable and has a 15 second
casting time
Crumbled Sanctuary of the Divine –
This one is
a pain, but is what unlocks the 54 man raids for the 3 bosses. Only 1 person
needs to complete this to get a raid.
There is a
dwarf near Martyr's Passage, named Tublik Narwethar at loc -2009, 1288. When
you ask for the 3rd task, he will tell you about the four temples surrounding
the Altar of Destruction. He's concerned about one of the temples that was left
in ruins by the Muramites (the ghosts you kill for relic pieces), and he wants
you to find some clues as to why they only destroyed one temple, but left the
others intact.
If you look on your map at the circular area that you entered to get to relic
camp #2, this is the Altar of Destruction area of Kod'Taz. Instead of going
right like you did to get to relic camp 2, go left and you will see a Temple
that is crumbled and in ruins, with many wandering ghosts (Muramites).
There are ground spawns hidden inside this temple. You must find a way to
pacify, fight, invis, whatever you can inside the temple and pick up 4 pieces
of Flayed Flesh Scraps.
Return to Tublik Narwethar and hand him the Flayed Flesh Scraps, and he will
return them back to you. He then asks you to sew them together, and gives
fairly detailed instructions on how to do it.
Muramite residue X 1 (drops off the ghosts in relic 1/2 camps)
Bone Chips X 4 (steal these from Nummy, clearly)
Combine in any Tailoring Kit will result in Muramite Needle, Trivial 202. Result
is droppable, so ask someone to combine if you do not have tailoring skill.
Next Gather:
Hynid hair strands X 4 (drops from Hynids, of course)
Combining Muramite Needle, and the hynid hair strands in any Tailoring Kit will
result in Hynid Hair Thread, Trivial 262. Result once again is droppable, so
ask for help on the combine if you do not have 250 tailoring.
For the final combine, which we believe does not require Grandmaster Tailoring
skill to succeed since the result is no drop, attempt the following:
Combine Muramite Needle with Hynid Hair Thread and the four Flayed Flesh Scraps
in any Tailoring Kit, and go back to Tublik Narwethar and hand him the final
result. As a side note, the Muramite needle poofs when you complete this last
combine.
The next step that Tublik asks you to do is go back and revisit each of the
Temple Trials you completed before (Singular Might, Twin Struggles, and
Tri-Fates), and investigate for any other clues that you can find.
Once again, the clues that Tublik wants are ground spawns that are called
Glyphed Flesh, and usually one or two will lay outside the three temple trial
areas in random places. Only gather one per temple area. As with the first part
of this task, you need to figure out a way to locate and gather them either by
fighting all the mobs in the outside temple areas or DA in to get them. Use eye
of zomm to locate the ground spawns.
Once this is done, go back to Tublik and hand him the three Glyphed Flesh, and
he will tell you about Sanctuary Righteous, Sanctuary Transcendent, and
Sanctuary Glorified, which unlocks the 54 man raids. Each raid drops 6
"keys" that each person needs to progress further into the mysteries
of Kod'Taz. (4 Glyphs to be translated. this could very well be a limiting
factor w/ multiple guilds in Kodtaz. each win is 6 people with a 1.5 day+
respawn.)
Ikkinz
Once you've
completed these 3 trials you'll need to do 3 tasks, then fight 3 bosses with a
raid force. (You do not need the trials to do the first 3 raids, if your raid
leader has already completed them)
Trial of
Singular Might:
Diabolical
Destroyer – unslowable, summoning @100%, hard hitting mob: Clr, Clr, War, Wiz,
Wiz, Roq/Wiz -- boss of the zone is like 2 rooms away
Aka trial of :
Class A x 2
Class B x 2
Warrior
Enchanter
This trial
requires containment of many adds.
Temple
of Twin Struggles:
Wherein you
fight TWO boss mobs at once and there are 6 keys that drop. 2 mobs hitting 2k
plus. CC the summoning one.
Temple
of the Tri-Fates:
Wherein you
now have three bosses (although its trivial to fight them one at a time) and it
drops 6 keys.
Group
Setups that worked: (K1-K3 standing for Kodaz trial 1 – 3)
Clr, clr, clr, war, wiz, wiz (K1)
War Cle Pal
Wiz Bar Enc(K1)
Clr, dru,
brd, war, rog, mag (K2)
Clr, clr, shd, war, wiz, shm (K2)
Clr, clr, pal, war, wiz, brd (K3)
= warrior,
cleric, backup healer, slower(or dps), mezzer/puller, 1 dps
Note that
Knight tanks would most probably need 2 clerics, while Warrior tanks could do
with just 1 cleric and 1 support healer. Still very difficult.
*
Summoner's ring: win = 36 people through it. No big deal. – Not sure what this
is.
* Spawning the Aged Relic Protector. This will probably be a big bottleneck due
to the number of mobs that drop the pieces and duplicates.
Raids:
Resists for
4 raid bosses in 54 man raids:
4th
Raid – Alter of Destruction – working requires the first 3 raids to be complete
to start up this raid. You hand in the Icon of the Altar to the Sentinel of the
Altar. This may require invisibility, or some other faction enhancer, however. (Whoever
the designer had the GREAT idea that requiring a HALFLING PRIEST to at all be
able to finish this encounter was the way to go. Lets not mention that even to
get to this point, you are required to have a caster with high research skill
loot the key items. - But, you weren’t told about this until after you had
killed the 4th key part mob and already looted the key parts with whatever
other class your guild decided was a good idea.)
Uqua
It is
incredibly frustrating. First incarnation, the three pets that mobs spawn would
all hit for 3k along with the trash. Now that is down to 100-300. Mobs now hit
softer at the start of the zone, only 2k now. They quad though.
It is an interesting concept. Basically a death limit and time limited raid
without any hard limits.
But death is too painful there. Lose one person and you are likely to lose the
entire raid. Death should slow you down, not stop you dead in the tracks. FYI,
when you die a mob spawns that used a 3k DD with snare and super slow (120% on
the description.) Then if this mob kills someone another spawns. And so on and
so forth. They need to make it so that this mob can't spawn more when they kill
someone. At least they have a limit to how many can spawn, but they are nearly
impossible to control.
Next, targeting is ass. So even if you could mez some of the mobs it is so hard
to target that it is almost not worthwhile. (F8 barely works either.)
They make you fight in narrow halls and at some point you trigger a trap. This
trap spawns four mobs (sometimes five, but you won't know till it spawns. Joy!)
All con red, none are mezzable. They quad at 2k initially and higher as you
stay in the zone. They all spawn on top of each other which makes targeting
stupid. Many of these mobs spawn the afore mentioned golem pets. So four plus
twelve pets. Then if people die you get the ghosts again. And sometimes a mob
spawns and is unattackable from those traps. And when it despawns the hall it
came from magically respawns.
Then there is the AE. -350 all stats, neg attack, neg spell damage. At least
items are dropping more common to block the AE.
Then there is the message which indicates that the mobs you are fighting are
getting stronger the longer you stay in the zone. This message used to go off
every 6min. Now it is only 12 min.
OF course once you get past three traps, you have to face the behemoths. Both
of which quad, and when I agroed, hit for 7k. This is bad. Especially when you
consider that a death will lead to a chain reaction of more deaths and more
mobs.
But then... It is easier than it ever has been! (God forbid they would make it
harder.)
It does piss me off to no end that they leave you hanging after completing the
kodtaz stuff. "Thanks, that is a really interesting piece. Looks like you
need two more. Off ya go now, and tell us what you find!"
huh? No mention of the mysterious Qvic zone that spits you back out. No mention
of Uqua. Just that we need two more pieces. Of course the guy on the ship says
we must be getting close to Tacvi.
All you are left with is Uqua. No places to gear up in significantly, and a
zone which is so far above and beyond the Kodtaz raids as to leave you gasping.
