Sleepless Nights  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(Average from 2 ratings)
Information:
Level:95
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Loot
  • Money
Time Limit:06:00:00
Factions Raised:
Factions Lowered:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:Rain of Fear
    Recommended:
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Wed Nov 28 10:04:05 2012
    Modified: Tue Dec 5 05:21:04 2023
    Rain of Fear Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor



    This group mission begins with Harbinger Glask (map) in Shard's Landing. She is located at 185, 70, 1 (inside the same tent as Overseer Drent in the crater's southwest).

    Pre-Requisites:
    - Level 85
    - Completed "Welcome to Shard's Landing"
    - Completed "Words of the Unspoken"
    - Completed "Unusual Goral Coral"
    - Completed "The Harbingers of Fear"
    - Completed "Conquering Your Fears"
    - Completed "The Believers"

    You say, 'Hail, Harbinger Glask'

    Harbinger Glask says 'Good, you're back. I feel it is now time to take more direct [action] against The Believers. Their careful manipulation of fact and acts of subversion have gone on long enough. Accomplish this for me and you will be rewarded with even more delicate work.'

    You say, 'What action?'

    Harbinger Glask says 'Your first task is to gather enough allies to accomplish anything. Speak to me when you are [ready] and I will send you on your way.'

    You have been assigned the task 'Sleepless Nights'.

    Harbinger Glask has sent a scout ahead to assess the situation. It is her belief that the clergy has been collecting empowered shards of fear to use Cazic's power to conduct some grand ceremony.

    Your first task is to meet up with Glask's scout to find out what is going on.

    You say, 'Ready!'

    LOADING, PLEASE WAIT...
    You have entered Shard's Landing.



    Speak with Glask's scout 0/1 (Shard's Landing)

    Say "help".

    You say, 'Hail, Scout Reksvel'

    Scout Reksvel looks up at you with half closed eyes. His hand is wrapped around his own neck, holding closed a massive slash wound. He chokes out a few whispered words, 'The... ceremony. You must... stop... phantasm...' The Iksar's chest heaves as a trickle of blood runs down his cheek, '[Help]... me?'

    You say, 'Let me help...'

    The wounded Iksar manages a smile. The hope that he may survive this encounter is quickly cut short as a shadowy alaran materializes behind him and forcefully drives a boot through his throat. The Iksar's body spasms violently then falls limp, dead.

    This triggers the spawn of "an enthralled ambusher".

    an enthralled ambusher glares at you with a soulless expression.



    Defeat the enthralled high guard 0/1 (Shard's Landing)

    Task Window Says: It seems you are not welcome in the Underground City. Defeat the powerful ambusher!

    The enthralled ambusher hits for a max ~12,000 and has a lot of hitpoints (known to parse around 28 million). DPS it to 95% at which point Itzerak the Forsaken appears:

    You hear a battlecry in the distance.

    Itzerak the Forsaken says, 'You must weaken the shield protecting this beast so that I may kill him off!'

    Damage the high guard to 90% at which point Itzerak offers to "kill" the guard. You can kill it yourself (for an achievement) or have Itzerak do it for you.

    Itzerak the Forsaken says, 'That's it! Give the word and I shall [kill] this brute.'

    You say, 'Kill it!'

    Itzerak the Forsaken waves its daggers around wildly then pierces the ambusher in the back of the head.

    Itzerak the Forsaken nods, 'Hurry now, you must put a stop to the ceremony.'



    Speak to Itzerak the Forsaken 0/1 (Shard's Landing)

    Task Window Says: A powerful barrier prevents your entry into the city. Speak with Itzerak the Forsaken to see if they can get you into the city.

    You say, 'Hail, Itzerak the Forsaken'

    Itzerak the Forsaken says, in Alaran, 'The clergy has divided the city and imprisoned any resident they could not control. The city is now more dangerous than ever. To break the clergy's hold on the residents you must destroy the sustainers that are channeling the walls that divide the city and then make your way to the sacred ritual hall. When you are [ready] I will shatter this barrier as it seems weaker than the others within.'

    You say, 'Ready!'

    Itzerak the Forsaken says, in Alaran, 'Tread softly within these halls. May your gods protect you from what lies within.'



    Make your way to the Silent Hall 0/1 (Shard's Landing)

    Defeat the Shield Sustainers 0/7 (Shard's Landing)

    Defeat a few hostile Believers 0/10 (Shard's Landing)

    Task Window Says: Make your way to the Silent Hall. It will be the center of the clergy's operations. Defeat anyone who gets in your way as you make your way through the city.

    The Silent Hall is in the northeastern part of the city. Along the way, kill at least 10 enthralled NPCs and any "a shield sustainer" you come across. Most mobs here see invisibility, but some do not.

    a shield sustainer shouts, 'Stop the intruders, the High Priest demands it!'

    Upon killing a shield sustainer, you see:

    a shield sustainer has been slain by _____!
    a shield sustainer's corpse laughs, 'You are too late to stop the ceremony!'
    The barrier protecting the Silent Hall has weakened slightly.

    Upon reaching the Silent Hall, you see the emote:

    You look through the transparent shield that blocks ingress into the Silent Hall and see nothing of interest apart from a small urn that sits where the Silent Herald once stood. You will have to find a less direct route into the clergy's stronghold.



    Use the portal in the Council Room 0/1 (Shard's Landing)

    Task Window Says: The only way into the Silent Hall will be through the portal in the Council Room.

    Make your way the long way around to the Council Room, killing the remaining shield sustainers along the path. Upon the death of the last one, you see:

    The walls of the city shake as the final sustainer falls. The barrier protecting the Silent Hall has been severely weakened.

    You hear a faint murmuring from the Council Room.

    Once in the Council Room, hail "a council dissident" and say "ready", then step on the platform with the rotating crystals.

    You say, 'Hail, a council dissident'

    a council dissident says, in Alaran, 'The barrier protecting the Silent Hall cannot be physically breached, but the council has a portal that can take us there. When you are [ready] I will activate the portal.'

    You say, 'Ready!'

    a council dissident says, in Alaran, 'Very well, it will be up to you to face whatever strange evil the clergy is channeling this time.' The council dissident waves its hand and the portal begins to radiate with power.'



    Approach the Altar of the Unspoken 0/1 (Shard's Landing)

    Task Window Says: Something seems amiss. The Silent Hall is empty save for the urn sitting on the stage. Investigate the strange artifact.

    When ready for a fight, walk onto the stage with the urn.

    Your vision darkens as you feel a strange presence enter the room.

    The soundless voice of the silent herald fills your mind but seems to be addressing the crowd, 'These outsiders aim to stop the revival of our lord. It is time you give your lives for Alis!'



    Defeat the Vengeful Masses 0/30 (Shard's Landing)

    Task Window Says: The true nature of the Silent Hall has been revealed. Defend yourselves from the apparitions of Cazic that the heralds of the Phantasm are controlling!

    NOTE: The task locks upon the death of the 30th spirit.

    The believers sacrifice themselves and become apparitions of fear, and attack. Six of these mobs will always be up at a time. They are auto-aggro and continue spawning until 30 have been killed. These hit for a max ~7,000.

    All apparitions appear to be mezzable, except for the amygdalan model. Most (or all?) are rootable/snareable.

    Once 30 have died, one will be left over:

    a vengeful spirit has been slain by _____!
    a vengeful spirit returns to the Heart of Fear.

    The voice of the Silent Herald enters your mind, 'So you are capable of destroying the easily manipulated abominations of your own fallen god? You will not stop Alis return!'

    A dark presence begins radiating from the urn of howling souls.

    "Lesser Vessel of the Phantasm" spawns on the stage at this point. Note that it is not auto-aggro, so you can rest up before engaging.



    Defeat the Lesser Vessel of the Phantasm 0/1 (Shard's Landing)

    Task Window Says: Defeat the body that the Phantasm has taken control over.

    This is a fairly standard fight. It hits for a max ~15,000 and casts "Force of the Failing Body" (includes a knockback) and "Strike of the Failing Body":

    Force of the Failed Body: PB AE 100', Chromatic (-1000)
    1: Decrease Movement by 80%

    Strike of the Failing Body: PB AE 200', Chromatic (-980)
    1: Decrease Hitpoints by 16409
    2: Decrease Mana by 3456
    3: Decrease Endurance by 3456

    Lesser Vessel of the Phantasm has been slain by _____!
    You feel some unseen force rise from the vessel's body and dissipate throughout the room.

    The room begins to shake as the body housing the unspoken falls dead to the floor. The godly power inhabiting the creature dissipates into the room. You know full well that the clergy will soon be redoubling their efforts to house their god in corporeal form.

    a council dissident shouts, in Alaran, 'How is this possible? We thought the unspoken was a thing of myth. The will of the clergy will surely be our undoing!'



    Claim your spoils from the Urn of Howling Souls 0/1 (Shard's Landing)

    Task Window Says: Destroy the Urn of Howling Souls and claim whatever spoils lie within.

    "Urn of Howling Souls" spawns with loot. Open it to complete the task.

    With the Vessel destroyed the urn begins to crack and shatter under your influence.

    You have successfully delayed the clergy in their efforts to use the power of fear to reinstate their god, but it is only a matter of time before they will try again. Harbinger Glask will be interested in hearing about what you have seen here.

    Your faction standing with Harbingers of Thule got better.


    Rewards:
    1 Fragment of Legendary Alaran History
    300 platinum
    Experience

    Possible Chest Loot (1 Item + 1 Dreadmote per task):

    Banescale Pauldrons
    Blossoming Flower
    Hooked Horns
    Infinity Loop
    Inflexible Scale
    Laconic Edged Pincer
    Shimmering Veil
    Silent Grimace
    Stone of the Landing
    Voiceless Hound Skean

    Minor Dreadmote
    Lesser Dreadmote
    Median Dreadmote
    Greater Dreadmote
    Rewards:
    Send a Correction
    Post Comment
    Alaran Beads
    # Aug 23 2015 at 12:59 AM Rating: Decent
    *
    162 posts
    Alaran Beads was chest loot tonight.
    Enthralled Ambusher
    # Sep 24 2013 at 11:29 AM Rating: Decent
    An enthralled ambusher in 519s, 28390k @54700dps -R- Ranndome + pets 15361k @29597dps (54.11%) -R- Undeaddove + pets 5613k @11527dps (19.77%) -R- Jonaner 5206k @10188dps (18.34%) -R- Kebartik 2073k @4147dps (7.3%) -R- Horngath + pets 136k @537dps (0.48%)
    This is what i parsed him at, close to the 30 mil hp mark.
    ambusher fight
    # Jul 23 2013 at 1:22 PM Rating: Decent
    Fight took 58 minutes with 2 level 100 rangers (1 healer merc and one tank merc) and 1 level 96 SK. At the 48% mark I was at the "what the hell was I thinking?" stage, but was too committed to getting the achievement to quit at that point. It was a relatively easy fight, just really, really long.

    There is no skill in this fight, if your healer can keep your tank alive. This is a straight-up knucklebuster of a fight. ... I could have left and watched TV or cleaned the house and it wouldn't have made any difference in the outcome of the fight.

    I'm sure someone with mega DPS could take this guy out sooner, but for an average group with average gear, it was almost an hour for the lil checkmark in a box.

    Adrin

    Edited, Jul 23rd 2013 3:42pm by AdrinRyerNy
    ambusher fight
    # Aug 09 2013 at 10:08 PM Rating: Decent
    *
    72 posts
    100 Mage/Necro 4k aa's ea, healer merc + wiz merc, roughly 30kdps throughout fight.... took 10-15 min, had ~ 18-20mil HP. Very easy, just sooo many HP
    ____________________________
    Forcuv of Erollisi-Mar, LvL 104 Shadowknight
    Gimper of Erollisi-Mar, LvL 103 Mage
    Manifesto of Erollisi-Mar, LvL 100 Necro
    Stonehendge of Erollisi-Mar, LvL 96 Shaman
    Ambusher Achievement
    # Jun 25 2013 at 11:03 AM Rating: Decent
    32 posts
    If your going to go for the ambusher kill achievement you should know that ton of hp is a big understatement lol, he's easy but just takes forever
    Ranger /Autofire Not Working
    # May 31 2013 at 12:09 AM Rating: Decent
    Can anyone tell me why I can't shoot arrows at the mobs in this instance? Zerker with me couldn't throw axes either. All we could do was melee, or cast spells. Very frustrating.
    Ranger /Autofire Not Working
    # Jun 25 2013 at 11:33 AM Rating: Decent
    32 posts
    my ranger couldnt shoot the guards/sentries either but everything else was good
    Level 95
    # Apr 30 2013 at 10:02 PM Rating: Decent
    Scholar
    *
    52 posts
    Druid 97
    Shaman 96
    Enchanter 95
    Warrior 96

    Lvl96 healer merc
    Lvl 97 wizzy merc

    For the 30 mobs,set up in corner and ae mezz mobs and warrior did the rest.
    Merc healer set to efficient
    Druid group healed
    Shaman was really not needed, but hey, everyone like unity and supplement heals for the named

    Named, bagged wizzy merc for rogue
    Popped campfire
    Setup group at first step to named
    Warrior popped disc and druid pulled with ro
    We all hugged named
    Once we got him to 90% set merc rogue to burn and heal merc to reactive
    Druid group healed
    Shaman dotted
    Dead named in 3 minutes

    Prior to this, wiped three times testing out ae radius, but the further we got, the harder we got hit

    Our group is group geared with a mix of t3 voa and t1 rof, basically average gear for our levels.

    Hope this helps anyone trying this group mission
    strategy
    # Mar 01 2013 at 10:39 AM Rating: Decent
    Sage
    Avatar
    **
    689 posts
    at first, we melee'd all the vengeful spirits that were active and 2 healer mercs were oom very quickly (within about 8 mobs dead). Rest of the group was 100 shm/100pal (2-box) and a 96 ranger with a wiz merc. Then, the ranger started throwing the mobs back and we fought 1 at a time. Didn't even need a heal at that point ... easy.
    ____________________________
    Silfh V'Ester - Holy Defender of Koada'Vie
    Mahlah Tohsis - Spiritwalker
    Povar
    strategy
    # Apr 30 2013 at 5:48 PM Rating: Decent
    Scholar
    *
    52 posts
    What you need to do is hug the mob, if you are far from him, you will take more damage. We were getting mana and life drained in under a minute, well, we hugged him and he went down.

    If you are using mercs, bag your wizzy merc for a rogue and set it to burn when the named gets to 90%, should be routine from there.

    strategy
    # Apr 30 2013 at 5:50 PM Rating: Decent
    Scholar
    *
    52 posts
    my response was intended for Beq in regard to handling the named at the end of the mission.
    lesser vessel
    # Mar 01 2013 at 2:01 AM Rating: Decent
    Sage
    Avatar
    **
    689 posts
    he spawns at the urn and is not auto aggro.
    ____________________________
    Silfh V'Ester - Holy Defender of Koada'Vie
    Mahlah Tohsis - Spiritwalker
    Povar
    Vessel and Masses - wrong information
    # Jan 03 2013 at 11:54 PM Rating: Decent
    *
    80 posts
    The Sustainers and the believers are killable from the beginning of the caves. You need to kill every sustainer for the number, but believers are more than enough. The Highguards are really tough at my level, no mezz possible. But most guards and all normal folk is mezzable and with mem wipe you come through easily. At the council make your fellowship and you are good if you wipe at the masses.

    The masses are easy to box. Every mob has a specific type and is immune to mezz or snare or slow. But simply at the beginning keep mezzing every mob one by one to check which one are the mezzable ones and when new ones spawn after one is killed simply always check a possible mezz.

    I had at the beginning 4 mezzable mobs and 2 unmezzable mobs. Cleric merc was on reactive at start. After mezzing the four mobs I set cleric merc to efficient and always keep all on one mob. They are easy level 85 trash mobs. With that and a Paragon of Spirits from the beasty from time to time noone even came close to OOM. After killing the 29th (thought it was the last one, I wanted to include my other toons for the task) the task simply closed. There must be a bug like killing 29 and the 30th disappears or there are 31 and after killing the 30th the other one disappears.

    So if you want to task invite somebody leave better 2 mobs mezzed till you have your task invites. After that kill the last ones and then you can med up. Vessel does not auto-aggro. He stays till somebody engages him. The best is to bring all 5 mezzable mobs together and mass mezz them regularly. So you have no hassle with your other toons.

    After these you can move your fellowship down to Vessel. Easy to come to after a wipe.

    Now the big problem for my group: Vessel casts these damn mana dots and that killed my group because healer merc got oom at 60%.

    Group consisted of:

    Enchanter lvl 95
    Druid lvl 95
    Warrior lvl95
    Beastlord lvl93
    Cleric Merc lvl95
    Warrior Merc lvl95

    First: Zerging, does not work, group is killed due to no mana
    Second: Pet Tanking - does not work, Beasty-Pet is two weak at lvl93, simply eaten... after that there was the usual mess
    Third: Stay out of reach - does not work, range is 200? no it does not seem, it is more than my casting range (200), whole group got that AE all the time even at a range where they couldnt cast anything anymore
    Fourth: Hide behind the pillars - does not work, what a crap... that stupid mob casts behind the pillars but he knocks back the tank so hiding is only partial if that would work, but pillars don't protect from the AE...

    You have to be lvl96+ to get this damn task to run... and perhaps a lvl96 Mage Pet, but below it is ridiculous....





    Edited, Jan 4th 2013 7:50am by beq

    Edited, Jan 4th 2013 7:51am by beq
    Vessel and Masses - wrong information
    # Feb 04 2013 at 9:40 AM Rating: Decent
    43 posts
    It's not that bad if you gain a few levels. We easily boxed this with a 96 Bard/Cleric Merc, 100 Rogue/Tank Merc and my boxed 93 Mage/Cleric Merc. No deaths.
    Cleric Mana
    # Dec 28 2012 at 11:03 PM Rating: Decent
    Scholar
    *
    54 posts
    Just finished this as a 99/3500 Wiz, with a 100/7K SK, 100/8500 Necro, 99/3K? Pal and 96/? Monk.

    The only problem we had was with the masses. We had six on us at almost all times - one dies and another replaces it - and the cleric merc ran OOM after we had killed 16. I evac'd, we regrouped, and killed the remaining mobs. The named did not auto-engage; it was on the stage, and we had been fighting the masses near the entrance to the room. That fight itself was quite easy.

    The masses were snarable (unresistable Wiz snare) but I could not land root on the ones I tried. It seemed each was 100% immune to certain types of spell damage, which made for a lot of wasted mana on my part.

    Overall I thought this was a fun mission, but it took us nearly three hours. Considering we had a solid group, that's a bit nuts.

    Endaar
    ____________________________
    Endaar Flaashpoint, Wizard of Karana
    Current member of Ring of Valor, Bristlebane
    Guild history, for the old timers:
    Founder, The Valorous (Karana)
    Officer, Harbingers (Karana)
    Officer, Evolution of Faith (The Rathe)
    Officer, Legend of Marr (The Rathe)
    Officer, Battle Cry (The Rathe)
    eww
    # Dec 17 2012 at 12:46 PM Rating: Decent
    Scholar
    Avatar
    *
    90 posts
    Did this today. Everything was ok until the 30 mob spawns. I will say this would be easier with a regular tank, but i used a merc tank and he just lost his mind. He would chase down mobs down the isles and go further in the pews. It was retarded to say the least. Only wiped once. Bad game design with those 30 spawns for merc tanks, that's all i'm going to say about that.
    eww
    # Dec 27 2012 at 11:12 PM Rating: Good
    *
    129 posts
    Set yourself up as Main Assist. Then the merc Tank will only attack the mobs you have targeted
    eww
    # Jan 27 2013 at 2:32 PM Rating: Decent
    *
    240 posts
    And keep merc on assist stance
    Hard to box
    # Dec 11 2012 at 9:45 PM Rating: Decent
    Very hard to box due to the vengeful mass part. The rest is a joke. If you wipe on the masses like I did, expect to lose the exp lost or keep running back until you've picked off 30 (as they aggro right upon porting in after dying, not approaching the stage again)
    Vengeful Masses CAN be Mezzed
    # Dec 05 2012 at 6:36 PM Rating: Decent
    28 posts
    Just a quick update, the amygdalan model Vengeful Masses (sample image pictured here), seem to not be mezzable, when I last did this. The other ones do mez though.
    Loot Drop
    # Dec 05 2012 at 2:51 PM Rating: Decent
    21 posts
    Reward is 300 plat and 4 AA's.

    Chest dropped:
  • Infinity Loop
  • Median Dreadmote


  • Side note: On the Vengeful Masses part, some mobs WERE rootable but it appeared random. We had a druid kite the mobs first and then the group was normally able to root 4 or 5 leaving 1 or 2 to fight at once. Mobs seemed to pop right after one died so we never had more then 6 mobs at once until we hit the 30. Lesser Vessel named mob at the very end has a knock back spell, rampages and another double attack that was hitting for ~1k to ~2k on the first hit and 13,777 on the second hit.

    Edited, Dec 5th 2012 5:51pm by xbaumbachx
    instance zone
    # Dec 04 2012 at 12:56 PM Rating: Decent
    14 posts
    to start this mission tell Glask "ready" to zone in. you will be about at the entrance to underground city. the scout is laying on the ground by ramp into the city.
    Vengeful Masses CAN be Mezzed
    # Dec 01 2012 at 10:17 PM Rating: Decent
    28 posts
    Just did this mission with my chanter, she was able to mass mezz these guys.

    Also, the vengeful masses spawn from the pews, so everyone should run up on the platform. The poor mage was between the pews when we did this and got eaten instantly.
    Fairly simple
    # Dec 01 2012 at 1:20 AM Rating: Decent
    46 posts
    Fairly simple task.

    You will get the Kill 7x Sustainers, 10x believers and visit the silent hall all together. The areas are filled with a handful of see invis mobs and the 7 sustainers are spread through out the area so the bulk of the time put in is going to be clearing to the sustainers.


    The vengeful masses are pretty weak, hit for max of around 4k and dont have as much hp as regular mobs. It is still a decent chunk of HP though and they can stack up on you pretty quick and were immune to roots and crowd control (seem to get a new pack about every 20ish seconds and it did seem like only the first pack was 6 mobs and from then out it was only 1-3, could have just been our luck though) As soon as they're dead the Lesser Vessel spawned and seemed to auto-aggro so you may not want to blow your load on the masses as you may not get a chance to med up before the final fight. He was no more difficult than any named though.
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