Grieg's End

Quick Facts

Type:
Outdoor

Expansion:
Luclin

Instanced:
No

Keyed:
No

Level Range:
45 - 60

Send a correction
Grieg is credited with opening the door for the Combine Empire's trip to the moon. After they found out they would not be able to leave, Grieg was expelled to this castle. As he was attempting to find a way home, Grieg was driven mad by Luclin herself, and condemned to remain in what is now an ancient castle.
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How does one navigate the zone?
# Feb 11 2002 at 1:14 PM Rating: Decent
I'm still relativly new to Luclin, and I'd heard that Grieg's End was an interesting zone so I decided to go check it out. Zoned in and I'm the only person there. I took just a few steps into the tiny hall where you zone in and all of a sudden I see some text it read something like "A Dark Vision materializes" and then "A Dark Vision Appears" and next thing I know I was getting my *** kicked by a female iksar hitting for nearly 200. She was named A Dark Vision (that may not be quite it but it was "A Dark Something"). I tried to fight back but she was just way too hard and I had to zone. So my question is how am I supposed to do anything here if the zone is guarded by hidden mobs hitting for 150+?
RE: How does one navigate the zone?
# Feb 12 2002 at 6:17 AM Rating: Decent
The answer is.. you can't do anything in there solo. The mobs hit too hard & can pop on you anytime anywhere.. & at varying levels & characteristics (sometimes magic resistant & they can be any class). At 53 I have seen mobs con from light blue to even spawning in the first room coming in from dawnshroud. Myself (mage) & a 57 cleric enjoy hunting there, but we do get chased out quite often. However if you can get a group to go in there (I have yet to see more than 4 people in the zone) it is quite fun, good experience, & spells can drop there. Also if you thought a dark vision was fun wait until you meet an atra somnium (or something like that). Those hit in the low 200's and can pop on you anywhere, same as the dark sendings, black sendings, warped sendings & dark visions (& probably some others I'm forgetting). But on the bright side the sounds in there are awesome & there is a spell called tendrils of madness that mobs cast that causes you to rotate through different body types (mobs, player classes & even pets).. that is quite a sight to see. Just remember, if you do hunt there and the plane in which Luclin herself resides is ever found you will not be very welcome :).

Your faction with Dark Sending has gotten worse.
Your faction with Luclin has gotten worse.
Your faction with Grieg has gotten worse.

Everyone needs to get a group & go check out this zone.. it is the best in the game!
Spell Drop
# Jan 22 2002 at 8:33 AM Rating: Decent
*
64 posts
Got into here tonight with a decent group. Me (53 bard), 56 ranger, 59 or 60 monk, 60 chanter, 47 cleric, and 59 druid. First pull got us by surrpise, so with a lttle effort we started again. The first pull went bad thanks to some named mob that spawned in the entrance tunnel from SD He popped as a sacrificer was pulled.

But when we took him out he had a mage spell on him. Transons Elemental Infusion was the name from memory. Nice little pet heal apparently, and significantly better than the previous heal spell.
Route to Scarlet Desert?
# Dec 23 2001 at 10:47 PM Rating: Decent
I'm trying to figure out if it's possible to safely (well, relatively safe that is) reach the Scarlet Desert through this zone. Has anybody checked to see if mobs can see invis?
RE: Route to Scarlet Desert?
# Dec 17 2003 at 7:10 AM Rating: Decent
My necro invised through here with no trouble at all with a rogue friend (she did the hide/sneak method). We reached Scarlet Desert without any hassle.

Hope this helps
RE: Route to Scarlet Desert?
# Jan 16 2002 at 10:01 AM Rating: Decent
*
151 posts
Haven't tried it myself yet, but according to this (http://pub23.ezboard.com/fgraffeswizardcompilationfrm1.showMessage?topicID=9764.topic) thread on Graffe's, Abscond/Evac (and presumably Egress/Succor) lands you right at Dawnshroud zone.

So getting from SD to DP shouldn't be too hard if you can find a high-level druid/wizard. Going the other way may be a tad trickier :).

--
Carlo Curiosus, 55 Erudite Evoker, Morell-Thule
RE: Route to Scarlet Desert?
# Dec 23 2001 at 10:51 PM Rating: Decent
We are currently trying to find the route through this zone from DP to Scarlet and back. It really is a large zone. so far we have had no luck. I can tell you though that there are many mobs that can see through invis and agro range is absolutly huge in here.
Grieg's
# Dec 23 2001 at 10:56 AM Rating: Excellent
THIS ZONE IS A TRIP. Let me just begin by saying that. It's also a double-edged sword.

On the positive side: The zone is eye candy. The mobs here can appear as *anything* under the sun - we fought centaurs, owlbears, vah shir, golems, halflings, iksars, elementals, fairies, drakes, elves... I mean, you name it, we fought it. The stats for the creatures are not the same as those these ghosts become - indeed it seems the illusions are merely "fun" for these dark terrors. In addition (and here's where it gets *really* goofy) - if a mob lands a hit on you (and you're not already in an illusion form, and that includes wolf form) - then YOUR appearance shall become changed to that of a random Norrathian or Luclin creature as well!! Pretty soon our parties were comprised of chitterlings, wraiths, vampires, goblins, centipedes, bats, and perhaps the most confusing of all was to watch an elf suddenly become a dwarf or a human! Suffice it to say, have that ASSIST key handy because it will become nearly impossible to tell the mobs from the players! The mobs are aplenty too - they seemed to pop with major frequency in every room we decided to set up camp. That made clearing a room and moving on a little more tedious. For the group fortunate enough to be getting the experience points, the exp was very good. The zone is set up really in two distinct and different designs. When you first zone in from Dawnshroud, this place appears to be an indoor dungeon setting, although don't let that fool you - it is indeed an outdoor zone, so in that sense it's vaguely reminiscent of a place like Karnor's Castle. As you work your way through the hallways, you exit into a courtyard with open sky. This too reminded me of KC. From here it begins looking like a place such as the City of Mist - a ruined old habitat. There are crypts about, and plenty of shapechangers, and every now and then you'll be greeted by an appearance of Grieg himself - although before you can target him he poofs away. It's a fun zone, with plenty to look at, plenty of laughs, and nice experience points.

The downside. In four to six hours of hunting, with three groups of high-40's to high-50's, and after felling what seemed like hundreds (probably dozens) of monsters, we got exactly zero drops of any kind. There was the occasional (but rare) enchanter page drop, that sort of thing, but beyond that - nothing. This included several mobs which we considered either named or at least rare. That was a bit of a disappointment, as the risk/reward structure here (based on this one visit) was tilted toward risk.

We got pretty deep (although when you're in a brand-new zone, that's hard to gauge) - but it became pretty obvious when we were reaching depths that were over our heads. As we started fighting mobs with more unique names that were dropping our numbers fairly quickly, we realized we had gone as far as we could that day and decided to come back when we had more reinforcement.

All in all, you've never seen a zone with mobs like this, and hopefully as people dig deeper, there will come stories of fantastic prizes to be found within, although our investigation turned up nothing at all.
RE: Grieg's
# Nov 09 2002 at 8:55 PM Rating: Decent
Unless you are going after Mini-Bosses, Servitor or Grieg, you will get nothing from this zone. The yard trash MoBs drop nothing of any interest and only serve to keep you on your toes while you work your way to the nameds.
A Locked Door...
# Dec 22 2001 at 2:59 PM Rating: Decent
We had a group pretty deep in last night and came upon a locked door. We had a rogue with us that had a 209 Lockpick skill and it said that the door was unpickable. I would like any information folks may have found about this door key. If you have found a key, talked with an NPC about something locked away in Griegs, or anything that might be related please post if here.
Thanks
#Merileaf, Posted: Dec 11 2001 at 3:31 PM, Rating: Sub-Default, (Expand Post) For a level 53 Ranger who's looking for new exp besides KC, what's better, Velks or Fungus Grove? I was in FG last night and it was laggy. I seem to lag only when I'm in big open spaces. Any opinions?
RE: .
# Dec 23 2001 at 11:02 AM Rating: Default
You might consider going to a Velk's or Fungus Grove thread. This one is about Grieg's End. Grieg's we decided to attempt with three groups, and that was challenging enough, so in that sense, for pure experience, I'm sure you'll find it better in one of the places you mentioned, or the trusty old KC.
Grieg's End
# Dec 11 2001 at 6:50 AM Rating: Decent
Went there last night with two very nice groups. At the entrance we encounted what I think were called Dark Terrors. The NPC's outer apperance was random. Also when you got aggro'd you changed into a random npc. The thing I changed into (from my point of view) was a giant Centipede. But everyone in the group saw me as something else. One of our Rangers was a naked Human Female. One chanter was an Owlbear and another was one of those Four Armed purple things from Maiden's Eye.

All in all we had a great time till the puller pulled a Preatorian which we fought for three or four minutes and only got him down to 90%. He Flurried once every ten seconds. Absolutely NO LOOT at all for about an hour of fighting in there.


Kaastle Speedmetal
55 Myrmidon
At Death's Door
Quellious Server
Odd Zone
# Dec 08 2001 at 10:27 AM Rating: Good
I was soloing at the entrance, and the mobs seem to be all blue (with exception of a few) to level 55. The mobs respawn in different forms, with no apparent advantage of one form for another. I can tell you, that of the 6 mobs I killed, (2 mobs, 3 Respawns) 2 were clerics, the rest were melee types. The clerics have about 2200 hp (2 Winged Deaths would have taken care of them if they had not healed themselves) they cast a stun spell that does a max damage of 200ish. The melee types have about 2500 HP (2 Winged Deaths and a few 160 damage roots took care of him) none of the spells I had casted had resisted except Fury of Air (druid magic based stun) 1 time. The entrance to the zone is clear, there are 2 ways to go, straight ahead through a door or take a sharp left and go through a partially open door behind. I went forward, and through the door is 2 mobs, you can take a party in and when you open the door, head to the right against the wall, and it looks like a pretty safe corner. The two mobs standing inside that room could not see invisible. I hope this gives you guys some idea about, at least, the entrance to the zone. Oh yeah, and Sow/Wolf Form works here.

Happy Hunting
Transforming into Random Monsters
# Dec 07 2001 at 6:55 AM Rating: Good
30 posts
You get changed into random monsters while in this zone. Not sure what it accomplishes, but it's kinda neat.
RE: Transforming into Random Monsters
# Jan 23 2002 at 2:16 AM Rating: Decent
One thing it accomplishes is it disallows slam =(
RE: Transforming into Random Monsters
# Nov 09 2002 at 8:54 PM Rating: Decent
It also kills Shrink ;(
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