Harlune's Diplomacy

 

Difficulty:  Minimum to survive, 200+ ranged character to solo
Level Restriction:  Unclear, most likely 180+

Timer: 
13 Days
Can be Solo'd?  Yes, with lockpick and difficulty
Rewards:  XP, 12,000 Luminance, Titles

The Falatacot need allies, so they've sent an olive branch to Harlune the Misanthrope.  He's gone missing, but one of his Isparian friends is taking care of business for him, asking you to deliver his response to the Falatacot.  Just remember... his epithet isn't "Misanthrope" for nothing!

Step 1:  Preparation.  For this quest, you will need to be flagged for Bur.  You will also need a lockpicker to get you into Mite Maze.  Aside from that, you will need fire and frost weapons, preferably with an Undead Slayer gem on the Fire Render.  Works decently in a group, but you will need to camp the final room if your group is larger than three people.  You can technically solo this quest, but I wouldn't recommend it.

*NOTE!*  The restrictions on this quest are somewhat unclear at the moment.  Roderick must flag you to enter the correct dungeon, and if you don't meet with his approval, you won't be able to do the quest.  The quest flag is either a level restriction of at least 150+ or possibly related to other quests on Bur.  I wouldn't be surprised if you needed to save Asheron, but that is merely speculation.

Step 2:  Roderick.  Begin your quest by going to Mite Maze and heading to the upper level where the NPCs live.  Harlune is no longer there, so run around the level a bit until you find Roderick standing by an apple tree.  Talk to him and he will give you Harlune's response to the Falatacot invitation.  Have a quick look if you like - it's vile, offensive, and sure to provoke a fight with whatever Falatacot reads it.  You're in for a fight!  When everyone has his note, it's time to head to Bur.  Recall or run from the Glystaene Cottages out of Rithwic and make your way into Kor Gursha.

Step 3:  Statues.  Now that you're in Kor Gursha, it's time to buff up.  Melee damage comes in physical and acid varieties, but you'll take all sorts of magical damage, so buff accordingly.  When you are done, make sure everyone talks to Scout Leader Tmauruk, who is next to Torgluuk.  Doing so flags you to pass the rock in the next section.  When everyone has done so, head into the Southern Catacombs.  Follow the right wall and you will come to a rock next to a portal (the latter of which you won't be able to use).  Use the rock and you will find yourself in the Statue Hall.  Again, follow the right wall.  Once you kill a few monsters, you will make your way into a large ring-shaped corridor with plenty of doors.  Follow the right wall around the ring until you see a passageway leading into a large chamber on your left.  Don't go that way - open the door directly opposite from it.  You may annoy the monsters in that large room, so it may be a good idea to wipe them out before going into the small room.  Once you are safe, enter the small room and use the statue inside.  You will be teleported into the first of three Falatacot Alcoves.

Step 4:  Falatacot Alcoves.  From here on, you will be fighting a mixture of Guruks, Sclavi, and high health Falatacot.  Once everyone is in the dungeon, take the lone exit from the drop and follow the right wall, killing as you go.  Ignore the first door on your right - it leads to a dead end.  Continue around until you find the second door.  Go in - from here on, the path is pretty linear.  You will ultimately reach a large room with nothing in it.  This part can be tricky - a statue should spawn at the far end of the room when you enter.  There is definitely a pressure plate directly in front of the door and if you fool around with it enough, a group of Isparians will spawn.  The first time I did the quest, we spawned the statue, but not the Isparians, so if nothing happens when you enter, play around near the door to force the spawn.  These Isparians cast a lot, so watch your health.  When all of them have died, the statue at the far end of the room will become active.  Go use the statue and you will be whisked off to the second alcove.  This second dungeon is fairly simple.  Take a right and follow the passageway, killing as you go.  At the end is another large room with pretty much the same mechanism as the first room.  Hit the pressure plate to start the attack.  Again, once you kill the spawn, the statue at the far end of the room will become active.

Step 5:  Diplomacy.  The final Alcove is straightforward and devoid of monsters... for now.  Follow the short path and you will reach a large tiered room with a lone Falatacot NPC.  Don't talk to him... ever!  Take your group up to the higher tier and have them get ready for a fight.  You will stay down below for now.  When everyone is set, hand your note to the Falatacot and then run up top as best you can.  A large number of Falatacot, Sclavi, and Guruks will appear below.  Ranged people should rain down the destruction on the monsters below.  Once everything is dead, check the corpses.  Look for the corpse of a Blood Priestess and you will find three Falatacot trinkets, which appear identical to the ones you can turn in for writs.  Everyone in your fellowship will need one - kill again if necessary.  Whatever you do, don't talk to the NPC.  He will teleport you a mile above Fort Tethana!  Once everyone has a trinket, you can leave (via Teth if you are feeling adventurous).

Step 6:  Rewards.  Return to Roderick in Mite Maze and hand him  your trinket.  He will reward you with a large chunk of XP (something like 25% of your level - I got 600M + at level 240ish) and the title "Expendable".   A second trip through the quest will get you the title "Hard to Kill".