Son of Pookie

 

Difficulty:  80+ to survive, 120+ recommended
Level Restriction:  None
Timer:  13 Days 
Can be Solo'd?  No
Rewards:  Either a Scroll of Ring Around the Rabbit, White Rabbit Girth, or Lucky White Rabbit's Foot

It's Springtime again and the Rabbits are multiplying like... rabbits!  Even Pookie, the dreaded White Rabbit, has been busy.  Pookie's vicious son is out for blood and it's your job to stop him!

Step 1:  Preparation.  This quest is yet another in the series of semi-rare loot-generated gem quests.  The only critter that drops the portal gem into Son of Pookie's lair is Pookie himself!  Pookie's den is located on the western coast of the Direlands at 45.6S, 87.0W, which is very close to the Ancient Caves where you find bones for the Composite weapons upgrade.  Fortunately, he drops a portal gem approximately one time in three, so you won't need to camp his lair forever.  However, killing Pookie is no picnic!  You will lose at least one character per fight because Pookie has a nasty habit of casting the spell "Bunny Smite", which is an instant-kill spell.  He rarely casts it during battle, but he always casts it on the character who gets the kill on him as he dies.  He doesn't have a whole lot of health, but he regens like mad and he hits very hard.  A small group is necessary, in the off chance he casts Bunny Smite liberally.  When he dies, check his corpse.  He always drops an Orb of Bunny Booty and a White Rabbit Carcass.  The orb is decorative and the carcass can be used to make White Rabbit Slippers, although it takes two carcasses to make those slippers.  Hopefully he will drop the portal gem too!

Step 2:  Son of Pookie's Den.  Don't be fooled!  Although the map and the portal gem says 100+, there really is no level req on the portal.  Gather your group in a place like Marketplace and when you're ready pop the portal gem.  Ideally, you will have at least a full fellowship, due to the pain of getting the portal gem in the first place.  The drop is safe, but you should buff before you go into the dungeon.  Be sure to bane against piercing and lightning damage.  You can fight your way through this dungeon (it's filled with lots of nasty little rabbits!), but you can run through the majority of the place because the halls are wide and the monsters are small.  The dungeon itself is fairly simple to navigate - either hug the left or right wall and make sure you head down any ramps you see.  I recommend stopping every time you go from a wide hall to a narrow hall so you can kill what's following you and gather in stragglers.  Be especially sure to stop and kill the bunnies at the ramp marked 2, which is found in the middle of a larger room.  Once you pass ramp 2, you will quickly come to the Son of Pookie himself.  He's by himself in the last room, but be careful!  He's very nasty - he hits very hard and casts strong spells.  Fortunately, he doesn't vuln or Bunny Smite, but if you aren't careful, he can tear through you very quickly.  Don't debuff this guy - he'll just rebuff!  When he dies, check his corpse for keys.  Everyone will need a key to get their reward.  You may need to kill the bunny more than once, as he only drops 9-12 keys.  When you have your key, line up at the Bunny Hutch in the back end of the final room and start unlocking it.

Step 3:  Rewards.  The Hutch contains one of three rewards - either a Scroll of Ring Around the Rabbit, a White Rabbit Girth, or a Lucky White Rabbit's Foot.  The Scroll is identical to Slash Ring, but instead of glowing yellow stuff, the spell shoots out 8 white rabbits.  The damage, range, and mana consumption are identical to Slash Ring.  The White Rabbit Girth isn't particularly useful, but perhaps you'd enjoy having a puffy white tail from time to time.  The Lucky White Rabbit's Foot is the most valuable reward.  You can give it to Larry the Bunny Master for the title "Supreme Bunny Master", but its best use is to add it to a melee weapon.  It acts like a no-fail bag of Granite salvage - it reduces variance by 20%.  The foot may be added to any melee weapon regardless of how many tinkers you have already added to it, so saving your feet to add to excellent 10-tinked 400 wield weapons would be your best bet, given the timer and the difficulty of the quest.  All of the rewards are giveable, so if you don't like the reward you pulled, you can always trade it to a friend.