Description: The elemental planes are being wreaked by magical storms! The
Alienist in his tower is using sorcery to conquer them. Restore balance to
The following is a quest walkthrough created by Agrona long ago. Only minor modifications
have been made for readability and to remove irrelevant information.
The quest is composed of 4 elemental sections, which you proceed
through in order, and then a corridor of blockers with the Alienist himself
at the end of it.
Each section is approximately 20 rooms or so. In each section,
there are small mobs, medium blocking ones, and some large ones. They
vary in size from roughly 5k-40k (before size mods). This is the same for
most of the areas. Each plane has a boss Mob (generally theres the word
'Lord' in their names, and I believe they target as lord), and a pool to
the next area. If you hit the pool, backtrack and make sure you've got the
rest of the area. (The pool should be behind blockers, as are the lords).
The mobs are generally mages, so it may be a good idea to have someone
interrupting. Electros have some decent interrupts (that do damage), and
bard's hearty laugh is good too, and pyrotechnics. Most midrowers will
have one decent interrupt. You may want to use bash some, if you've got
tons of ep to spare. Your party can probably work it out without your
help. It'll definitely be to their advantage to interrupt most of the
Generally, with anything complicated where there is midrow
damage, you'll want to have your midrow phlegmmed (or at least
viatted/evil-viatted or at worst heroed).
All XP values are (probably) pre-xp mod, so add about 5-15% to
Theres a pillar in the middle and 4 little statues to each side.
Theres also a little bit before you get here with hellhounds and a dark
paladin and this and that. No idea what the hell they're doing here, but
you can kill them for explore. There's a hole in the ground in the west
Go north from this central room to be transported to the fire
portal and begin the quest.
Prots: IW, Fire, Phys, Mass, any large (>15-20%) midrow fire
The first section is the fire plane. The exits don't -quite-
work, for instance, you could go north, and then south, and then north
again and have hit three different rooms. It helps to think of the
directions as 'loose' and sometimes north is really northeast and sometimes
it isn't. Sometimes north and east are opposite directions (alternating
them will keep you moving between two rooms). It'll help to have a lot of
something (like bolts, which won't be a problem because you should have a
merchant along) and label them 1-100 or however many rooms there are. Drop
one in each room so you know where you've been. I have a feeling that
the bards will make sure that you're being thorough and visiting every
NOTE: The bit about the exits needs verification. The exits seemed standard when
I went through
Anyway, the fire elementals cast shelter. A LOT. Even when your
not in the room. What I did was have Tryphiodorus chain-cast destroy
field. It kept the elementals from regenning too much, and it was
necessary for going back in. He had enough eq (and no quickchant) so that
he was regenning despite the constant casting (although slowly). I'm not
sure how I'd handle it with a merchant/bard, as her regenning will be more
NOTE: I also didn't have a problem with sheltering mobs when I ran this quest.
The leader of the fire plane is about 50k. Make sure you loot
Next, you'll fight you way to the earth pool, its sort of to the
Prots: IW, Phys, Mass, (disint?), Make sure the party is FLYING.
(Although not as obnoxious as casting WB on your party, casting flying on
your party is a nuisance, flying eq is good to have. And not that hard to
get ahold of. Druid hides and/or thunderfist shoes are very easy to get).
Next section is the earth plane. Wasn't the fire plane easy?
Now we'll be fighting mobs who do 2x physical damage. I think they're
still casting, although I generally remember less of that (although if Kimo
came I probably have him to blame for that, he is generally interrupting
mobs before I realize that they're mages).
Eventaully you'll get to Tuber, who is the Earth Lord. He
weighed in at 205k. I do remember he seemed to have a very acute sonic
vulnerability. So bards will be a good asset here. Disint is probably
wise against him, if you haven't been using it in the area.
He'll probably be pounding on you decent. Right, loot the corpse
and move on.
You may run across (and should, if you're exploring) some mob in
the southeast of this area. He's not agro on sight, and is an lq-informant
type guy. You can query him a bit, basically he'll say that the Alienist
has imprisoned the elementals and is making them his slaves and is an
all-around mean guy, and you have to kill the Lords he's placed over the
different elements to get to him or something. Its more an intuitive quest
than a research quest anyway.
Eventually, you'll come across the water portal.
Prots: IW, Phys, Asphyx, Cold, Mass, any large (>15-20%) midrow
cold/asphyx vulns, and for God's sake make sure everyone has WB eq. Beg,
Borrow, Steal, perform sexual favors for, or whatever, to get WB eq. (As I
write this I can think of at least 2 people selling spiked brooches for
5k). Having to WB your party is the worst possible thing in the world.
You'll be in the water plane. Big suprise, you'll be underwater.
Underwater mages like Ice and Asphyx. You'll want to put wards up and
double check the ice bit. Its good to prot for the first time, but it
might be me mis-remembering. You'll find the Lord, and he'll have nice big
sonic vulns again, which makes things nice for you. Don't know how he
reacts to asphyxiation or any of the other things that do well under water.
Don't think theres that much more to this area, but everyone will
be suffering penalties from underwater. A bard's esong will help
counteract this (you want your bios and yourself esonged, at the least), as
are (I think) spells like exaggerated movement and free action.
Kill the guy, he's about 200k again, grab his stuff, and move on
to the elemental section of air.
Prots: IW, Phys, Elec, (Asphyx?), Mass, any large (>15-20%)
midrow elec vulns, FLYING. (You want to constantly keep flying up. Again,
eq is STRONGLY recommended).
Use wards, because I'm not positive as to which dtype these guys
favored. They probably don't cast asphyx, but I could be wrong. They
might not cast elec!
Generally the same deal, only I seem to remember this area was a
little more straightforward than the others had been (I could be entirely
wrong on that point). Once you find the guy, kill him good and take his
stuff. He was a little lighter, probably about 130k.
MAIN ROOM REVISITED
The pool from the air plane will take you back into that very
first pentagonal room. If you go to each of the exits with an altar or
statue or something, you can place the things each of the boss mobs dropped
on them. (I'm not quite sure of the syntax, I don't remember it being
particularly difficult). You may have to do 'stone 2' or something because
the pillars are stone-specific.
Anyway, return to the central room and um, something obvious will
happen and you'll get to go to the final corridor. I think the pentagonal
altar in the middle opens up and shows you and exit. I'm not sure and its
not important. Eventually you get to the final corridor.
Prots: IW, Phys, Fire, (Disint), Elec, (Cold/Asphyx), Mass, any
HUGE(>30% midrow vulns). FLYING.
Again, as your going into a new section you'll want to use wards
again to double check those prots. They'll be the same from earlier, but
you might also want to add PFE, Harm Prots, Solidity, Antidrain. (Standard
Cultist/Necro prots. Don't know if these mobs are CN's yet, but the
Alienist himself is).
You'll have to fight through several rooms. Each one will
contain one of each type of elemental, each room becoming harder. You'll
only have to fight through 3 or so rooms like this, but you probably won't
be able to one-run them, as most likely you'll have sacrificed the minor
prots so you can get more dtypes, so you'll be taking more damage.
*looks up at the protlist* Damn, thats like 3000 sps right
there, if you only do Majors. If any of your midrow can do any of those
minors, you should probably go with that combined with a minor from your
abj, to help save them sps. Also, your heraldic aura is a minor of your
shield resistance type, if that happens to be unholy or one of those dtypes
it might be helpful. (or one of the dtypes for a ward that i haven't
talked about yet).
Prots: IW, Phys, Fire, (Disint), Elec, (Cold/Asphyx), Harm,
Unholy, Mass, any HUGE (>30% midrow vulns). FLYING.
And now you're here. The Alienist has 4 bodyguards, one of each
element. They're 40k, and I -think- he may re-summon them if they die
(though this could be innacurate… I'd suggest killing one (well, not
earth), thus saving you on one of your prot dtypes, and see if he comes
back immediately or eventually or what). While you'll take less damage
with less mobs, and your abj will have an easier time protting with less
mobs, the important part here is to kill the alienist.
Standard EQ mob procedures, leave your abj outside to regen, try
to run as tight a ship as possible, don't let gawkers into your regen room
(or the alienists). I was having a bit of trouble at this point (and
probably in the air domain) because the party had been running for quite
Once he is reduced to mortally wounded (10%), he'll turn into
something like 'a HUGE ELEMENTAL.' He still targets as alienist, so keep
wailing on him. The Alienist himself is only about 140k.
He'll drop something that you need to use in the Middle Room to
complete the quest. After his room there will be a portal back to the main
room (again again).
NOTE: This section needs verification. Quest might be completed on Alienist death.
EQ damage is rough, especially from fire/disint/elec mobs, so
you'll need a merchant. That applies in general, but its important here,
too. I was astounded by how powerful bard damage was, so they're good to
have along. I needed two biomancers to keep me kicking, one for healing
me, one for healing the party. That worked out well, and may be the way to
go, although it'll make things take longer, it'll be safer. I think I had
only a small handful of deaths, unlike the predicted mass-pwipes that
everyone else had. So just play safe and you should be alright =). If you
get knocked uncon but are up to full hps and conscious again, don't flee
unless prots are dropping, hopefully your bios will have their heads on.
NOTE: Area heals from necro or Druid RV should be able to handle area damage. I
didn't have any issue running through with a single bio and a necro.