Forum Settings
       
Reply To Thread

An Injured ColdainFollow

#1 Aug 07 2005 at 10:10 AM Rating: Decent
***
1,260 posts
Hiya all.

I am working on my #4 Coldain shawl quest.

I was wondering if anyone has an tips as to how the get the little guy to spawn. You know, "the snow crumbles around your feet revealing an injured Coldain" it's supposed to say.

Ever single time I try this, I get the death squad. Last night they killed me, another time I was able to high-tail it to the Kael zone to save my skin. They spawn 3 at a time and hti real hard.. Killed my pet FAST. I had V and Brells and they ate me alive, even though they all con dark blue. (because there was 3 of them)

I tried the method about parking your pet at the spot near the top of the Kael ramp, and putting him on "guard" mode, and slowly heading towards the direction the pet is facing. (I read about that trick in the forum section for this quest.)

But it seems to be Death Squad every time.

Is there any good way to get him to spawn without the Death Squad? Or is it just luck?.

Also, if I kill the death squad, what happens? Will the injured Coldain spawn then, or can I at least look for him without fear of triggering the Death Squad again since I've just killed them?.

WHat about having another player trigger the death squad, and train them to Kael while I look around where they spawned for the injured coldain.

Also, should I make the velium vapors vial first, so I only have to trigger the injured coldain once? Or do I need to talk o him first, make the vial, and then find him again when I have the vial?

What if I trigger the death squad, train them around in a big circle.. back to the coldain (if he's there).. do the turn in and the zone to Kael and gate?

Any input would be greatly appreciated. To those who have done this part of the wuest already.. how did you do it?

regards,
J/A
#2 Aug 07 2005 at 10:14 AM Rating: Decent
use the pet thingy. Been forever since I've done it, but if you can summon a pet or get someone to come along with you, go to the approximate location and summon your pet and he will point in the direction of the trap or the spawn (I can't remember which).
#3 Aug 07 2005 at 10:21 AM Rating: Good
***
2,198 posts
The pet will point to whichever is nearest, either the coldain, the trap or another NPC. So, make sure there are no other NPCs nearby and then you know it will either be the coldain or the DS. There's no way to tell which it's going to be though. The way I did it was guard my pet, then run in that direction (with jboots) until I either tripped the DS and ran for zone or got the "snow crumbles" message and immediately stopped. It took me 2 or 3 tries to find the coldain.

Make the vial first. You don't have to visit him twice. Just pay attention to the text.
#4 Aug 07 2005 at 10:41 AM Rating: Good
*
161 posts
Like Jiggidyjay said make sure you have the vial ready.

We parked our pets around the rim of the ramp to Kael. Sow'd and levved our "patsy" and invised ourselves and sat on the upper ledge of the ramp area toward the back.

Our buffed up, sow'd, lev'd SK would trigger the trap and we'd stay back out of the area. If it was only giants, he'd run into Kael to lose them.

When we did get the Coldain we also got the giants ... he ran them around the zone while a member of our party would run up and do the turn in. We actually got both each time we did this but everyone did their turn ins and no one died. I don't know if you can do this yourself and still have time to do the turn in.

The spawn is not in the same location each time so it could spawn to the left of the ramp one time and to the right the next.

Edited, Sun Aug 7 11:49:00 2005 by jewelofmh
#5 Aug 07 2005 at 11:35 AM Rating: Decent
***
1,260 posts
Thanks all.

I'll be working just on making the vial of velium vapors today, which will involve a bit of hunting Crystal Caverns, which is always fun and might make me some decent plat off the gems.

Maybe some of my guildies will help me out, to spawn the little feller.

WOOHOO!

J/A
#6 Aug 07 2005 at 1:53 PM Rating: Good
**
426 posts
just to therow my 2 cp in. I had the best luck getting 2 pets up _ from friends - and then tracking to point between them. The other way I did tis was to charm a large mob and then line up behind him nd run from behind between the legs untill I got either the
coldain or the death squad. I never found him where he was suppose to be, but allways close to the top of the ramp.
#7 Aug 08 2005 at 3:25 AM Rating: Decent
***
1,906 posts
Another question to the Coldain shawl quests:

The first quest is given by Loremaster Borannin, and he is on Coldain and Dain Frostreaver IV faction. Will he (and the other Coldain Dwarves) be KOS to my Ogre Beastlord? Will I have to do faction work to start the quest? If, in which way? Kill the frost giants first?
#8 Aug 08 2005 at 9:01 AM Rating: Decent
***
2,015 posts
When you start, assuming you have done nothing to lower it, everyone is apprehensive to the Coldain.

Most characters are KoS to start with the giants, the notable exceptions being Rallos Zek worshippers. They start out dubious with the giants.

Everyone is KoS to the Dragons (except maybe Veshan worshipping bards, but I have not tested this theory)

In order to start the shawl quests you need to raise your faction, either by killing giants/drakkel wolves or faction increasing spell/song. (Don't remember if it is indifferent or amiable). You can do the Vial of Velium Vapors (that is, get the velium purifier) with indifferent faction. My rogue is still apprehensive and the Velium Vapor NPC wont talk to him unless he sneaks from behind.

So yes, to start your Ogre will not be KoS to the Coldain.

#9 Aug 08 2005 at 9:05 AM Rating: Decent
***
2,015 posts
Just thought I would add, if you are an Ogre or Troll and you want to do business in Thurgadin, you need to be shrunk to get past the entrance.

Also the Dwarves in Crystal Cavern are NOT Coldain faction. Killing Orcs there increases faction with the Residents of Frostone only not the Thurgadin ones.
#10 Aug 08 2005 at 9:11 AM Rating: Decent
**
429 posts
Orgres can get into and out of Thurgadin with out a shrink by ducking, but they can not get into or out of any of the merchants or bank. Also on a side note be sure to have more then on shrink on you had a Ogre doing some smithing work when he went LD, once I got back on line I couldn't get out of the bldg.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 151 All times are in CST
Anonymous Guests (151)