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Old 02-03-2007, 11:29 PM   #1 (permalink)
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Default Sesketh's Qeynos to Freeport Betrayal Guide (part 1/2)

by ElnAckom in the Quests and LiveEvents forum

It came to my attention that there was really no single comprehensive guide for this, and that since the betrayal revamp, many people are confused, particularly on the PvE side, as to how to proceed. In the spirit of The Fallen Legion's commitment to the community, I'm pleased to share what I learned when betraying my Swashbuckler as an experiment.




It is worth noting that invisibility helps TREMENDOUSLY with many of these tasks.

Also, be advised that if Nektulos and/or Thundering Steppes con mostly orange and red to you, and you don't have invisibility or stealth, you may seriously want to consider waiting, as any path you choose - remaining in Exile, returning to Qeynos, or proceeding to Freeport - will require you to navigate these zones at some point. I began my journey as a 13, and died several times as a result in these zones even with invis. For me, that's no big deal, it's part of the game, but if you're easily frustrated, you may want to wait until you're in your twenties to do this. It's up to you.

Also, be sure to empty your shared bank, your old apartment or house, and relinquish ownership of your old apartment or house.

Please note: Any class specific armor that you have will NO LONGER be usable. Your armor does not convert just because you do. This is an important caveat to consider prior to initiating betrayal.

Trade Secrets

Begin your journey by speaking to Sprockfuddle (985 -25 2) in Qeynos Harbor, located in the hidden area beneath the docks, where the fence (Freeport-side broker) is located. If you're not sure how to find it, jump into the canal that runs the interior of Qeynos Harbor and swim beneath the wooden area on the west side of the zone. (Not the docks in the harbor itself, but in the channel, essentially beneath the statue of Queen Antonia.) You will see a hole in the east wall of the canal, underwater. Swim through it, and up through a broken well to find the hidden area. Speak to Sprockfuddle.

After a dialogue, he sends you to speak with a friend of his in Fish's Alehouse. This is the large inn located at the center of the zone. Swim back out and navigate your way to Vernon Tinworthy, who paths the top of the stairs on the third floor. (This is where the old betrayal NPC used to be. He is no longer there.) Tinworthy isn't the trusting sort, and sends you on a series of tasks involving the locals.

When you speak to each local, you enter a looping dialogue with a series of options. The goal is to win their trust to get them to open up to you and spill the beans. If you make an incorrect or foolish choice, the NPC will basically tell you to sod off, and you will have the opportunity to apologize and "rephrase yourself." If you see two options, and one is "rephrase yourself," you made a mistake and will start over. Use common sense and always act as if you're on their side. I won't ruin the dialogue for you by spelling it out here.

The first local is Mary Dillon, located downstairs in the same building.
The second is Thierry Dillon in South Qeynos. Use a guard to locate him, as he paths on the road around 650 -15 200.
The third is Ellinnea Umalia, an erudite across the bridge from the Mage Tower in South Qeynos. (647 -19 144.)
The fourth is Towser Flizgibbert in the Elddar Grove. (Location noted on EQ2Map, 692 -16 -456.)
The fifth is Arbutnot Jumrotter in The Baubbleshire up on the hill near the dock tunnel, past Mirf Guinders.
The sixth is Jo Ironshield in North Qeynos, up on a hill near the path at 284 17 -167.
The seventh is Magus Weskah in the second room in Irontoe's East in North Qeynos.

Return to speak to Vernon Tinworthy in Fish's Alehouse in Qeynos Harbor now that you've learned all about this shield generator and what a wasteful, deluded leader Queen Antonia really is.

The Concordium's Delivery

Vernon wants more information, and you're happy to discover it as part of uncovering this whole shield fiasco for what it really is. He has a lovely little tool that will amplify voices from afar. Instead of using it for more unseemly purposes to find out other kinds of Antonia secrets - wink wink - you elect to listen in on the Concordium goons around Qeynos.

There are five Concordium people to listen to. To do so, you must get close, but not too close, then "use" the "voice amplificator" item in your inventory. You will know you are in the right place by the message that will appear in your chat box, as well as an orange pop-up notification that you are in the "hidden secret location." If you get too close, the NPC's will change the topic. Back far out of range and try again. There is no penalty for this.

The first mage is Augurer Phineas in South Qeynos (651 -19.03 124). He only appears at night.
The second is Augurer Arnon (435 -21 258).
The third is Augurer Vharlan (534 -9 131).
Next head to Qeynos Harbor for the fourth, Novitiate Shorechaser (752 -20 188).
Lastly head to North Qeynos for the fifth, Augurer Caranthir (389 -20 167).

Once you have completed this, take the information to your Elddar Grove buddy, Towser Flizgibbert.

Unlocking the Plans

Towser decides that enough is enough, and sends you to get the plans for the shield. As the plans are locked up in the Mage Tower in South Qeynos, you have to make two trips: one to make a mold of the key, and another to unlock the chest.

Head to the Mage Tower at night. Once inside, use the Red Teleporter. Go down the stairs, to the right, and find the box on the desk at 703, 42, 106. Right click on it to bring up the context menu and get that key shape!

Return to Towser for an update, then head to jolly old Arbutnot Jumrotter, who is completely oblivious to what you're up to. Once you have the key, follow the journal instructions for a return trip and wrap it up. The plot thickens...

Destroy the Qeynosian Shield Generators

You heard the quest journal! Tally ho! When you enter the Mage Tower instance - and you'll be sent there as an instance - you'll have to kill the NPC in front of you to obtain the three key eggs: Red, Blue, and Yellow.

There are three tables around the room, and your three usual portals: Red, Blue, and Yellow. On the tables are eggs of Purple, Orange, and Green. You can place eggs by examining them in your inventory, and collect them from the table again by right clicking them. You can move the eggs as frequently as you like.

Basic color theory comes into play. Remember back to elementary school art class.

To activate the Blue Portal, you don't need the blue egg. Blue is the key.
Red + Blue = Purple, so place the Red egg next to the Purple egg.
Yellow + Blue = Green, so place the Yellow egg next to the Green egg.
The Blue Portal is activated. Use it. There are enemies to kill if you are not invis. Either way, destroy the generator.

To activate the Red Portal, you don't need the red egg. Red is the key.
Blue + Red = Purple, so place the Blue egg next to the Purple egg.
Yellow + Red = Orange, so place the Yellow egg next to the Orange egg.
The Red Portal is activated. Use it. Same deal.

To activate the Yellow Portal, you don't need the yellow egg. Yellow is the key.
Red + Yellow = Orange, so place the Red egg next to the Orange egg.
Blue + Yellow = Green, so place the Blue egg next to the Green egg.
The Yellow Portal is activated. Use it. Same deal.

Look down. It's fire and nightmare below. What has happened?! When you return down the portal this time, you discover that you have been cornered, your Freeport coconspirators are dead, and your life is forfeit. Oh, crap. No, wait! Oh, joy! You are...

In Exile

Congratulations, headbanger, you're officially on the outs with everyone. Welcome to Haven, the underground lair of the misfit toys. Er, outcasts. Talk to everyone, learn the lay of the land, and if you like, pick up the Welcome to Haven quest from the Hospitality NPC to your left.

A few things. Firstly, your suffix is now "the Exiled." Wear it proudly! (Unless you're on PvP. Run. Hide. Faster. What's that red dot on your forehead? BANG. Told you to run faster.)

Also, you've got all the creature comforts of home. Why move to a city? The truth is, you don't have to. You can remain in exile indefinitely if you so choose. There is no timeline.

You now have access to Nektulos and Thundering steppes. The exits aren't very convenient for getting out of or getting into Haven, so be prepared. (Remember what I said way up at the top about levels and patience? No? Oh, good... Well that'll teach you to skip my paragraphs, sonny!) If you're staying in Haven, you're done. If you're returning to Qeynos, I can't help your poor judgment. But if you're continuing on to Freeport... read on, fair comrade!

Gol M'Tun

You'll find Gol M'Tun under a tree on the path leading east out of the North Qeynos gates in the ballpark of -29 0 -55. He's a Tier'Dal hanging out in Antonica, so you can't miss him.

Aside from the fact that his name is an atrocious innuendo spelled backwards, Gol's a pretty good guy. He stands brazenly outside Qeynos basically wagging his blue endparts at it in disdain all the livelong day. You're going to take advantage of his... spirit... and stick it to the Queen Meanie in every way possible.

At this point, your goal is simple: Acquire +10,000 City of Freeport faction in any way possible through Gol. However, if you want my opinion - and if you're still reading, clearly you do - then the absolute positive fastest way to get this done is to select the option to take a mission from Gol that will "really prove" yourself. It's towards the bottom of the list, and it sounds like something big.

It's not. But it pays off.

If you have invisibility, you're golden. If not, it's still the easiest of them all in my humble opinion: Hail Gol and select the appropriate option (and the follow-up "absolutely" answer) until you are given The Seed of Tunarbos. If he offers you the Alchemy one or another quest, simply decline, rinse, repeat, until you get The Seed of Tunarbos.

The Seed of Tunarbos

If you have the ability to invis, or are high enough to mitigate damage from evenly-conned enemies, this may be the route for you. Consider all of the options under the yellow titles before proceeding. I recommend this method only for those with invisibility.

Again, you don't HAVE to do The Seed of Tunarbos. If you've selected another method of grinding up to +10,000 City of Freeport faction offered by Gol M'Tun, skip this section. This is just the method I personally used.
The Tunarians are growing a new Elddar Tree. In the words of my half-elf pirate boy, "Nooooooo, mm-mm!" Can't have that. The path ahead is simple:

Firstly, jump in the moat and swim south to the Peat Bog entrance in Antonica.
Secondly, get to the west wall and into the Vermin's Snye sewer drain.
Thirdly, without moving, simply click on the Down Below sewer drain that's next to you when you zone in.
Fourthly, a couple feet away is the Elddar Grove sewer drain. Head there.

As an alternative method of sneaking in, it has been suggested you might invis to the South Qeynos gate zone-in and follow the wall right to the Down Below, then pick up in the Elddar Grove. Some have had difficulty with the guards.

Once in Elddar, there are two things to look out for: The static Knight Captain Percius (Level 40^^^ Epic x3) and the pathing Guard Kaladenth (35^^^ Heroic). Percius has been seen in three different locations around the sewer grate and, unfortunately, near the In Range Basement. Head carefully along the wall in front of you to the left, and through the archway near the statue. Hug the wall and continue right through the archway and right in front of you is the In Range Basement. Be cautious if Percius is in position just around the corner. Go invis if you can, then zone in.

If you're invisible, this is CAKE. If not, thump the goodies first. There are two plants (with self-heal) on either size of the zone-in, so if you don't have invis, be prepared for this fight. There is also a cook near the stove. Once you've cleared, or if you are invis, take the cooking oil from the stove on the right hand side on the barrel near the cook by right clicking on it. Next, head upstairs. There are two patrolling Tunarians here that you'll have to encounter if not invis. Behind the bookcase is an important Tunarian warden. Kill him/her. Staying back behind the shelves ensures you can do this without aggroing the other two in the room. Take the key from the pouch s/he drops, re-invis if you can, and head back downstairs.

Unlock the door across from the zone-in by right clicking on it, then select "use."

There's a gardener in here you may have to dispatch if you're not invisible. There's a barrel along the back wall. Right click it to mix in the cooking oil, then again to light the fuse. You're done.

Backtrack carefully to avoid the guards and head back to Gol. You earn +5,000 Freeport Faction and lose the same from Qeynos faction.

Wikod also suggests that if you don't care about death and debt, simply commit suicide. Reviving will take you back to the North Qeynos Gates, all of a stone's throw from Gol M'Tun. Gooter clarifies that this death must be accomplished outside of the basement. Note that your gear will still take damage despite removing it unless you wait two minutes after combat.

Twelve repeats of this simple quest will earn you enough faction to move on. That's my preferred method! Took me a couple of hours.

Again, this quest is only recommended for those with invisibility.

Alchemical Hazards

It has been suggested that the quest Gol M'Tun offers that involves the sabotaging of the alchemy supply is also an easy way to grind this faction with invisibility. Entering North Qeynos at the gate nearby, if you are able, and invis-ing past the guards to the blacksmith in North Qeynos, one can enter the instance and continue invisible past enemies wtihin. There is a single mage target, reportedly, and a rinse-and-repeat of this quest apparently yields similarly-rapid faction improvement. The North Qeynos gate is guarded by Lambton (30v), Jarvis (30v), and Camden (25v) outside (all single encounters), and by Meyer and his dog Roger (both 55^^^) and Blackhammer and his dog Robert (both 55^^^) on the inside (all single social encounters).

Xova shares that invisibility aids in the completion of this quest significantly, and that if the glass bottle is missing, simply zone back out and back in again.

Spreading the Truth


Baradin suggests that the 5k faction quest involving "Sermon" in the title is another excellent method that may or may not involve combat. He says that it involves removing your gear and heading to North Qeynos using the above-described methods to sneak in through the Peat Bog. You can, in theory, navigate through the North Qeynos gate, but beware of level 55 guards. While it does save travel time to use the "front door," it may not be wise if you cannot run off enemies of this level. You should proceed carefully to the Clothspinner clothing shop in the northeastern part of the zone, symbolized by the green shirt on the overhead map. Carbajal gives the /waypoint of the cellar door as 328 -22 193.

Once inside, you should head right past the guard and through the door. The first room contains several non-grouped even-conning v (single-down) mobs with, as Carbajal relates, a low aggro radius. Be patient. There is a non-aggro NPC in the room. Right clicking on this NPC yields the option of "steal key." Once this is accomplished, proceed along the left wall to the staircase up. At the top of the stairs are two doors; Use right click to unlock one. Upon entering, guards will attack. Run to the sermon, switch it, and get out.

It has been suggested that you can either run through all of this with aggro and hopefully survive, invis, or slug it out.

If you choose to hot-foot it and try to do it without combat, if you commit suicide, apparently because of the lack of combat (despite the fact that you will have aggro) you will not incur severe item damage as you would if you had killed an NPC in the last two minutes. This has not been confirmed.

The guards do see through invis, so this quest is recommended for those who can mitigate physical damage. Invis-dependent classes should consider the Seed of Tunarbos.

Again, this quest is only recommended for those who can aptly mitigate physical damage, preferably in multiple-opponent encounters.

(continued...)
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Old 02-03-2007, 11:29 PM   #2 (permalink)
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Default Sesketh's Qeynos to Freeport Betrayal Guide (part 2/2)

(continued from previous)


Once you have +10,000 City of Freeport Faction...

(Note that there are some very helpful links to some of the other quests you can choose from throughout this thread. I'm not going to copy-paste them as it's not my material and I don't want to potentially upset anyone by copying into my own post.)

Either way, once you've earned +10,000 City of Freeport faction, Gol M'Tun sends you to Matthias Siegemaker in Freeport.

Becoming a Citizen of Freeport

Matthias Siegemaker is in the Temple of War in Freeport. From Antonica, use your Call of Haven, navigate to the Nektulos Tunnel (it's hidden down the Smuggled Goods corridor), and enter Nektulos Forest. Head south from the zone-in - avoid the water, nasty fish! - and stick to the roadway south until you reach J'Rais Bridge. (The first bridge you see is D'Abth, so head south from there.) Cross over into the Commonlands. From the zone-in of the Commonlands, head north to the Nektulos griffon station, mount up, and head for the Freeport station. Once there, climb down and head east along the cliff until you reach the ramp down to the docks, which you can now use. Select Stonestair Byway, and navigate to North Freeport. The Temple of War is near the center of the zone. Once inside, head to the very back room through the doors on the right. Matthias will give you a task.

Be advised that while in Exile, and whie in Freeport, every guard you see will say "Death to the Enemies of Lucan!" but will not attack. You're hated. Enjoy the roleplaying or ignore it.

Learning Your Place in Freeport

Matthias gives you a dog whistle and the task of breaking in a new guard dog, Buddy. You can do this anywhere, so have a seat and get comfortable. Use the whistle to see your brave toon dance a hilarious little jig while breaking it down on what looks like a clarinet and sounds like a kazoo with a cognitive disorder, and magically will appear Buddy, your cute but soon-to-be-annoying companion.

Take a deep breath and break out the ibuprofen, because it's carpal tunnel time.

You first must earn Buddy's trust by feeding and petting him. Don't try to use logic; Every research I've conducted, every trial I experimented with, every post I've read, every person I've talked to says that there IS NO SYSTEM to this. Just right click, feed the dog, right click, pet the dog, and eventually you'll get an update.

If you're a dog owner or you've trained animals before, try not to get upset when the usual methods appear to be useless!

Once you do this, repeat the exact same hand-numbing process to teach Buddy to play dead and to sit. Don't chew your hand off just yet, you're almost there.

Once you have Buddy's trust, talk to Matthias, who will teach you the lesson of Freeport and, sometimes, the lesson of EQ2: You have to kill the dog. All that stinkin' work, just to kill him?! Yep. But once you get over your frustration if you are, or finish laughing yourself silly at the nonsensical genius of this quest like I did, kill the dog by right clicking and selecting "attack." Buddy is finished, but you're not.

Ending the Revolution

Well, at least your Call of Haven should be back up. If not, well done on your record time with the blasted mutt. Port back to Haven or otherwise make your way back to Antonica. Here, your task is simple and straightforward: Head north from the Steppes Station until you see a dead giantslayer on the road near two nasty wolves. Once you see them, hug the eastern rock face until the path gives way and leads up to the Shattered Vale.

Enter the instance labeled "Squire's Vale," which should really be "Squire's Hold."

Inside, there are level-matched Squires standing or pathing about. Kill each one carefully. Some of them are grouped in single-down pairs, some are solo, some have pets. Kill 'em all indiscriminately, as well as the non-aggro fuzzy bear cub if you really want to be a Freeportian scoundrel.

Now we come to Shay. Shay, Shay, Shay. She looks so simple and so quiet. She's not. Strap in, friends. If you're invis-capable, this will be easy with timing. If you're a heavy-duty, this should be okay. If you're a caster, you're going to want help, so it seems and so I've been told. If you're a pet master, good for you. I've heard this is pretty straightforward with a good pet.

Shay is a multi-stage boss. Surprised? Why? This is betrayal! It can't be easy!

Get up behind her and give her what-for. Once you've gotten her to 1 HP, she will go non-attackable, spout some dialogue, and summon (in a few seconds) an elemental. If you can get out of the Druid Ring fast enough, you can get out of range and regen before each of these battles. The sequence is this:

Shay aggros, kill to 1 HP
Shay non-aggro, summons Earth Elemental (blue single-down), kill Earth Elemental
Shay aggros, kill to 1 HP
Shay non-aggro, summons Wind Elemental (blue-single down), kill Wind Elemental
Shay aggros, kill to 1 HP
Shay non-aggro, summons Fire Elemental (blue-single down, sees through invis), kill Fire Elemental
Shay aggros, kill to 1 HP
Shay non-aggro, summons Water Elemental (blue-single down, sees through invis), kill Water Elemental
Shay aggros, kill deader than a doornail.

Well done. Head back to Freeport. For me, the fastest method was to use Call of Haven and route through Nektulos again. Heading back through Antonica -> Thundering Steppes -> Nektulos will place you at the docks, a fair distance from J'Rais Bridge. Use the same route as before to make your way back to Matthias Siegemaker in the Temple of War.

When you hail him, you complete your previous quest, and are immediately given your final task: to speak to your new trainer.

Qeynos to Freeport - Acceptance

Priests should find them around the corner in the Temple of War. Mages will find them in the Academy of Arcane Sciences across the street in the same zone. Fighters should head to the Militia House in West Freeport, and Scouts should head to South Freeport and the Seafury Buccaneer docks. Your quest journal will tell you who to speak to and where.

Once you hail your new trainer, you're done! You're officially a convert, you happy little traitor you. You start all over again at your current level as the evil-aligned version of your previous class. You will have to confirm several times and then get to reselect your traits, including all racial, class-specific, and enemy-typed spells, such as master strikes. (e.g., as you don't expect to see many gnolls in the Commonlands, you may consider the alternative creature-specific attack.)

According to Nagy, If you are a so-called "neutral class" you will be given the option of retaining your current class or converting to the alternate class.

Please note: Any class specific armor that you have will NO LONGER be usable. Your armor does not convert just because you do. This is an important caveat to consider prior to initiating betrayal.

Congratulations

Well done! I'll try to update this if new information arises, and welcome to Freeport! YARR! If you have any questions, you can PM me here on the forums, or in-game mail/tell to Sesketh (my chiksar main) or Overboard (this new alt I used for illustrating this guide, and whom I've grown quite fond of and will likely actually PLAY!). Good hunting and thanks to several of my fellow Legionnaires for helping detail this information.

Thanks to those from this thread who have contributed to its expansion and improvement.

Message Edited by ElnAckom on 12-02-2006 01:18 PM
Message Edited by ElnAckom on 12-02-2006 01:25 PM
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