Get thru splitpaw easily (EQ2 Official)

January 12th, 2008

I have this on meh webbie, my friend originally wrote it and said it was fine for me to claim it as mine, so how it got on ten ton hammer, i dont know if my friend is lieing or if ten ton hammer is lieing but i can tell you that i did not plagerize knowing it (if i did even plagerize at all)

To enter the zone, you must first /claim and examine a 'darkened shard,' then work your way past the late 20's mobs guarding each gnollish terraporter (boney arch structure adorned with crystals) in the Thundering Steppes. There are four terra porter locations, here's two:


**Tower 2 Terraporter: next to Tower 2 (check your map!) in northern TS.
**Double crater terraporter: not far from T2 at location +707, -404.


Note that if you're 30 or below you should approach these locations with caution, as they're guarded with late 20's mobs.

Required level: 20 Max level 50. Once you've retrieved the second half of the shard you /claim'ed, you'll be able to repeat the quest.

Before you begin, it's important to know the types of gnolls you'll be encountering. Knowledge is power, and knowledge will help you save power if you can recognize which gnolls are the mez, the healer, and the fighter. Why flail away at the fighter only to have him healed by the priest gnoll, while the coercer stifles your casting / combat abilities? Knock out the mages and healers first, then the fighter.

Here are the basic gnoll types you'll be fighting, by first word of their name (e.g. 'a Rosch mal deceiver' is a mage):

Rosch - mage (important: deceivers are coercers, see below)
Nisch - priest (healer)
Lteth - scout
Tesch - fighter
For more detailed information on subclasses names, visit this SOE forum thread.

Fighting your way through the Sundered Splitpaw zone:

I personally know of a scout, priest, and warrior class that have soloed the zone with success; it can be done, but you'll have to fight smart, especially if you're a 'squishy' like my healer. The hints and tips apply whether you're solo or grouped, however.

A few hints and tips:


**Clear all roaming single mobs before taking on the groups: you won't be able to afford much in the way of adds!

**Buff / Vitae / Ward to full before each encounter: once combat begins, there's a good chance you'll be silenced.

**When fighting groups:


**Pull them into a safe, open area. The zone still has serious pathing issues, and you might not be able to target the mobs effectively in the few tight corridors throughout the zone.  They will, however, be able to target you! Mobs have been known to disappear into walls too.

**Take out the coercer type (Rosch mal deceiver) and the illusionist type (Rosch mal sycophant) gnolls first! The deceivers stifle, which is very uncomfortable, especially if you're nothing like a pure melee class. Sycophants charm you, which is worse in that when charmed, the mobs will stop attacking you. This breaks the enounter, and you won't get exp or loot when the charm breaks and you're again under attack. Note: some folks say that the enchanter types will only use damage spells if you leave them till last, I haven't found this to work though. Feel free to give it a shot if our method doesn't work for you though.[br]

**Next, the healers (Nisch): These won't be able to do much for the enchanter gnolls if you kill them quickly, and you want to take them out before they can patch up the tank and scout units.[/li]

**Third, the scouts (Lteth) and leftover mages (other Rosch) Get rid of that DPS!

**Finally, the fighters. (Tesch)


**You'll encounter movable chests which work exactly like placing house items. This is required info to complete the final step of the zone. Once you've killed the named mob deep inside the zone, he'll drop a key for a chest located atop a steep platform. This chest includes the darkened shard you'll need to fuse your half to to gain Splitpaw access. To get to the chest: place one box about 5 meters from the base of the chest platform. Stack two boxes stairstepped atop one another, then stairstep these (together) atop the one you first placed. There's a fourth box if you need it, but if this halfling can make it up there with three boxes anyone can. Open the chest with the key (or whomever looted it must do so), then examine the chest for the quest update! Note: this won't complete the quest, you'll have to live with it in your quest journal until the release of the Splitpaw Saga.
Congratulations! You're ready to enter the Splitpaw's domain in southwest Thundering Steppes ('A Gnoll Cave' on your map)!









The Upper Caves is your link from Thundering Steppes to the Splitpaw Den, an non-instanced NPC area that serves as a hub to the many Splitpaw adventure zones. This zone is instanced (created just for you or your group; you won't find any other players inside) and scalable (mobs inside are scaled to bracket your level, or your groups average level) and can be skipped by using a teleportation shard, a quest reward that will be explained later.

Note that even in the solo instance, you may encounter heroic mobs. Choose your battles wisely, and avoid adds at all cost. You *should* be able to solo any mobs between the entrance and the Den zone-in with relative ease, I've spoken with soloers of every archetype that have been able to work their way in. If you have a lot of trouble, consider switching up your armament to something with more AC, STA, and AGI, even at the cost of a little of your primary stat. If that fails, your tactics might be hurting you. Always pull to a safe area, take out the Rosch (mage), Nisch (healer), and Lteth (dps-scout) mobs in gnoll groups first (in that order), and buff up to maximum strength before every fight.

You'll encounter boxes and barrels along the way. You must use barrels to destroy breakable walls to progress through the zone, and please note that they will hurt you if you're too close when they detonate. Barrels have about a 5 second fuse, lit by right-clicking the barrel and selecting 'Detonate.' Boxes allow you to climb walls, and please note that they can only be moved 3-5 times before falling apart and becoming immobile. To use boxes for this purpose, climb on top of the highest object by the wall you wish to climb. Stack the boxes one on top of the other like stairsteps on the ground (if they aren't within reach, move the bottom box to within reach and stack them up there, be careful to move each box only once while putting them in reach / stacking). Finally, while standing on the highest object by the wall you wish to climb, place the entire stairstep on your level. If you played it smart, you should have one move left to adjust the stairstep if necessary.

If you're capable of invisibility, this zone can be traversed without fighting a single mob if you wish. Just follow the steps below while invis.

__________________

Enough introduction!! Here's how to progress through the zone. By the way, there's a nifty quest for a torch that gives off blue light, as well as some other areas to explore, but for the purposes of this article, I'm mainly concerned with how to move through to zone to get to the Splitpaw Den. More info as I confirm it.

First room: from the entrance, make a right. Look up and clear the aggro flying mobs you see one at a time. Always clear these flying nasties, they are masters of add and will attack you while you're dealing with the mobs ahead. Deal with the spiders one at a time along the wall next. If you like, you can work your way around and clear the mobs on the other side of the cavern, but it's not necessary. Progress through the first passageway into the next room.

Second room: Gnolls everywhere! Deal with any mobs you need to along the right wall, roaming / flying mobs first, until you get to a ledge containing a group of gnolls. If you're lucky, this group contains a sycophant (illusionist) gnoll which always drops a barrel.. Pull them down off the ledge and kill them one by one. If a barrel doesn't drop, take a moment and kill the solo mob by the breakable wall to your left. Next, use the method described above to build a stairway to the ledge, where a barrel awaits you. Place the barrel against the breakable (cracked) wall and detonate it to gain access to the third room. By the way, you can jump down the hole a set of gnolls were guarding into an area below to deal with some undead mobs. There's water below, so you won't sustain damage, but this area is not required to progress through the zone.

Third room: More gnolls; some undead, some living. Basically repeat what you did with the first room. There's another area reachable with boxes to grab a barrel if you're invis and don't want to fight for it. Blow out another wall to move forward.

Fourth room: Gnolls and purple blobbies. Fight / stealth your way into the tent area (who needs a tent in a cave?) where you'll find another interactive object, a wooden board. Place the board across the crevasse to enable you to drop onto to the lower area off to your left, but first be sure to grab a barrel to blow out the wall on this lower level.

Fifth room: Contains a teleporter to take you to the Splitpaw Den. Congrats, you've made it!


This is a very fun little zone which will test your solo abilities to the fullest!

Enter from the Splitpaw Den and buff to full. Glancing upwards, you'll see Fip Slytail on an overlook. Close to hailing distance and move the cursor over him until you see a speech bubble to hail (the difficulties targetting / hailing Fip are a bug and scheduled to be fixed in an upcoming hotfix). He'll offer you a series of battles that go something like this:


A giant plague rat

A famished grotto aranea
Old Yellow Tooth(gnoll fighter)

a dreadsnout ravager (seems to be a crusader)
A virulent rock crawler (priest/low hp)
Phosm Stonebend (gnoll fighter)
Kareth Brawnstrong & another gnoll (both seem to be scouts)

A dwarven gladiator, a hateful teir'dal slave, and disillusioned gnome(dark elf is priest, dwarf fighter, gnome mage)
The Pit Champion (Thanks Baloen of Antonia Bayle for helping to fill in the blanks!)
1 through 7 shouldn't be much of a problem. Just exploit your classes strengths and use the soloing tactics you've develop over the 20+ leves of play and you'll be fine. The Champion. however, is a pickle, especially for non-bard scouts and mages.

Here's a few tips that I've gathered.

All classes:

Buff your resistances as much as possible, especially arcane and noxious.

Debuffs: I haven't yet heard of someone facing off against a Champ whose class didn't in a lot of ways reflect their own in substantial ways. What I'm getting at here is, whatever your primary stat is, work to debuff that stat in the Champ throughout the battle to the bitter end. As a Templar, I fought a mystic / defiler, so I debuffed WIS. All players would do well to debuff STR and AGI too; this guy is a nasty melee'r. In reality, you can't debuff him enough to minimize the damage he gives.

Cures: If you can, cure yourself as needed (single cures, not group cures, to save power). You can't afford casting inefficiency due to debuffs, and you want to make him waste mana on DoTs that don't live out their potential.
Damage his power as much as possible. His melee skills are superb, you'll have to live with that, but if you break him on power you won't have to deal with his casts too.
Save your special (15 min. type) abilities for the right time, but don't forget to use them!!

Potions and uber armor / weapons help, but aren't required. Some folks are theorizing that the Champ is hyper-scaled to you, down to AC, power, offense, defense, etc. in which case it might help to dress as he's coming on the scene! If I get brave, I'll try that one out and let you know how it goes!
HOs are free damage plus a chance for rare casts, use them constantly! I chose to back my casts down a tier when power started getting low.
Of all the various strategies I've heard or seen regarding the Champ confrontation, they seem to boil down to three different, basic strategies:

Offensive - Attacking regardless of power (for melee / mage classes):
Stifles and roots are invaluable, if he can't get to you or cast he's helpless against your nuke damage / arrows.
Start with a stealth attack if you're a scout (duh! but its easy in the excitement to forget the basics!).

Kiting is possible if you get your snares to stick.
If you're a Warrior type, forget taunt-attacks. You don't need to hold aggro, just conserve power and use pure damage abilities.
Defensive - Outlasting his power first, then going on the attack (for priest classes):
Though usually we can hold our own solo, don't expect an easy time. The priest's Champ is modeled on a Mystic / Defiler and can ward like crazy while wearing down your power. As a priest, your link to life is your power, so conserve it! Let individual heals expire completely before renewing them, and avoid using the inefficient group heals as much as possible.
The biggie: keep special heals (ward, reactive, HoT) up all the time. Match them to his damage output and back them down a tier or two towards the end of the fight to conserve mana.

STR / AGI / WIS debuffs are absolutely needed to keep melee / casting damage to a minimum. Keep these debuffs up at all costs, even when he's down to a bubble of health. My first time, I got him down to red in health while I had full health (but no power),and he still beat me!

Using DoTs, even piddly ones, against the Champ means he has to keep his ward running and can't devote as much power to damaging you. Keep them running!
When Champ's power is gone, start cooking off the HOs. Use big ones to start, then back down a tier or two as your power dwindles down.

If you're using this strategy, be prepared for a longish fight. Some folks are reporting 30 minutes or more, though I can't see how you can take damage for that long since invariably you will run out of power.
Power-breaking while kiting (for bardic types especially (power damage), but rest of scouts that have solid bow abilities):
Snare and keep the mob snared. Otherwise he will likely outrun you.
Use stifle / interrupt spells and power damage / drain spells (when he stops to cast) to minimize damage to you.

Save your best bow abilities for the end of the fight, when they'll do the most damage.
Close in for the melee kill when he's down to 20% (one bubble) health. But not until then… you can't stand toe to toe with the champ at half health and have a good chance of survival.
If your death looks certain, evac if you can. If you die and are locked out for 45 minutes, grab your shard by clicking the door to the arena before continuing your adventures.

Finally, if you succeed, speak to Fip and tell him you want to collect your winnings.




First, get the quest 'Crawler Extermination' from Gomp Soilscratch, in NW Splitpaw Den. The zone-in is slightly farther to the northwest.

This is a heroic zone, meaning you will need a group to enjoy success. And one heck of a group, too, one that can deal with multiple large groups of nasties. Make no mistake, this is probably the toughest of the entry-level Splitpaw Den quests. I don't recommend exp'ing in this zone- definitely do it to meet Splitpaw trust requirements- but it's no exp'ers picnic.

Whatever your feelings are about mentored instancing (entering an instanced zone mentored to someone at a lower level, so as to reduce the group's average level and spawn easier mobs, then un-mentoring inside), it's more or less a must unless you have a full, balanced group of extremely skilled players, including a mez unit of some sort. I've heard arguments about mentored instancing ranging from 'it ruins the spirit of the mentoring system and game itself' to 'it's a legitimate ruse-de-guerre,' anyway I'm not going to discuss whether or not it's an exploit here. All I'm saying is, if you try it once and fail miserably, you might want to try bringing along someone 5-7 levels below you, mentoring them to zone in, then un-mentoring inside. Enough said.

Walkthrough: Descend into the cavern, dealing with every group you come to singly. Follow the left-hand wall if you want to go straight to kill Queen Zkchriy and finish the quest, or explore a bit and gain some experience, your choice. An NPC crawler with show up about halfway in and lead you the rest of the way to the queen, but again, if you follow the left-hand wall from the zoneline you'll be fine. You'll soon come to a large room with lots of egg sacs on the floor (note that you do not need to do anything whatsoever with the egg sacs to complete the quest) and a pedestal in the middle.

Clear out all aggro in the room before touching the group on the pedestal. When you attack or aggro this group, a barrier is placed in front of the exit and a ring event begins (i.e. a 'ring event' is a series of aggro encounters, a new encounter group spawning every few moments whether or not you've killed the preceding group - it can get hairy fast!). If your mez has a group mez, now is when he / she will shine. Keeping a majority of the mobs mezzed will allow the healers to conserve power, which is especially important since you'll be facing off with the queen about 5 sec. after you've killed the last crawler mob.

Pay attention to what's spawning. When you notice that you're whittling down the number of mobs and no more are coming at you, slow down and gain back some power! The Queen doesn't spawn until the rest of the nasties are dead. It might be a good idea to pull the rest of the mobs to a wall, with 'soft' classes behind him, as well. During our battle, the Queen popped behind our necro off the pedestal, then came up and killed the necro with a few swings, so keeping the aggro named mob in front of you is never a bad idea.

If you've gotten this far, the Queen won't be too much trouble as long as your tank gains the hate of the Queen before anyone dies. Kill her to complete the quest, collect some minor coin, and put yourself one step closer to a Splitpaw Den teleportation shard!




Getting the Ark of Harclave quest is not done in the traditional 'hail and click' manner. Head to Sarchel the Storyteller in the southeast part of Splitpaw Den and listen to what he has to say. This is ambient chatter, it is not part of a dialogue. DO NOT hail Sarchel without asking players around Sarchel is he's 'in progress.' If he is in progress, have a seat and listen. Sooner or later you'll get a popup asking you if you want the 'Ark of Harclave' quest, hit 'Yes.' This can take a little while; some players were saying up to 30 minutes but mine popped in just under 5. It just depends which story he's telling and at what point you venture in.

Go to the Harclave teleporter in southwest Den and head in. First thing, right click and grab the torch mounted on the wall to your left; this is necessary to light the eight braziers to proceed to part 2. Each brazier is guarded by a single mob, and there's several roaming mobs (including 1 or 2 groups). Take absolute care to eliminate roamers first, and be patient when pulling them. They roam in long, long loops and sometimes are in close proximity to one another, and its really easy to get adds. Always pull to an area you're sure is clear of aggro for each of the longish fights.

Head down through the corridor, and you'll come to your first brazier. Defeat the mob guarding it (no roaming mobs here), right click and light the brazier, then lay the plank across to the next platform. Pull the mob guarding the second brazier to the near the edge to fight; be careful of roamers in the doorway and a static group to your front. Light #2, then buff up and take care of the group of gnoll mobs, pulling them well back into the lefthand corner behind the doorway. Leave the mushrooms across the way for the moment, they're too tough at the moment anyway.

Next, take care of the roamers. There's a lot in the next room, some come up through the doorway, others make a long loop around the next two areas. Braziers #3 and #4 are in the next room, fight the guarding mobs against the wall in case you missed any aggro. Go up through the lefthand corridor for braziers #5 and #6.

Stack up three boxes, one on top of another stairstepped-fashion to reach #7 and #8 on the raised platform. When you've lit #8, equip your highest dmg weapon, and click the Ark. Immediately you'll be attacked by a group of heroic-con mobs, which is ok. Why you ask? Because you've been imbued with the Spirit of Harclave, a mega-buff for your HP, Power, Defense, and Offense plus a damage shield and speed buff. If you have any of these buffs working and can replace these with stat buffs, do so beforehand.

Enjoy slicing through these mobs, but if you start to run low on HP at any point, go for a jog. You'll be healed to full by your enhanced regen in no time as long as you're running away from mobs (and not into other adds!). Also, get out your best encounter-damage and solo damage spells regardless of mana cost.

Do your best to only take on one group at a time, and you should never need to run. Proceed out the way you came, and stack two planks on one another to reach the mushrooms you skipped earlier. Slice and dice your way to the Zygomyd Spore King, make sure you fight him alone (he's dangerous with adds). When you've taken care of the King and gotten the update, its time to go after Rosch Val Gornas in the depths of Harclave.

Wind your way downward (remember, one group at a time!) until you get to a skeleton area. Undead gnolls are guarding boxes around the periphery. You'll need 3 boxes eventually, so pick the most convenient ones. Be very careful of the Dreadsnout group aggro on the few pedestals in the area, clear these first. Rosch is on a raised area along the left wall after the turn that you can pull him down from without stacking boxes. Fight him ONLY when you have a clear open area, mobs in his group tend to get stuck in the walls. Killing him just might get you your TP shard.

When you're ready to complete the quest, stairstep three boxes up to the area you pulled Rosch from and click the Throne to zone out. Congrats! but unfortunately you don't get to keep the Harclave buff!









Sundered Splitpaw: Anvilpaw's Grotto– This is a pretty long and difficult part of splitpaw. You also need a raid for it– I havent even really started it so i dont have a guide for it sorry.

If all else fails buy Eq2 Gold from The MMORPG Exchange! MMORPG-Exchange has supplied me for years and has great customer service and 24/7 instant delivery. Check them out! Eq2 Gold.

Posted in EQ2 GOLD GUIDES

What do you think? Join the discussion...

- Why ask? This confirms you are a human user!