Guide to The Caves

by on Aug 25, 2006

<H1>The EQ2 Caves Guide </H1> <P>&nbsp;</P> <P>&nbsp;</P> <TABLE cellPadding=5 align=right border=0> <TR> <TD>

The EQ2 Caves Guide


 


 



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Credits



RadarX, Guy who stands around and asks too many questions.

Latest Updates



(08.24.06) - Guide posted!

To-Do List



Put your submissions into the guide and research any questions you might
have about The Caves, and Send them
my way
!

Contents



Overview
Minimum Level

Quests and Quest Starters

Soloing Opportunities
Opportunities for Groups

Overview


Not much is know about The Caves. Lore wise, it's difficult to even ascertain
where they are since you can only get their by boat. Now that I think about it,
you don't see any way in or out. Maybe you go by submarine. Yes, that's it. A
magical submarine takes you to the lightless cave where you'll find all types of
gnolls and spiders and other stuff to beat on.


The caves has a variety of quests and creatures which will provide content
for at least a level or two, not to mention a decent amount of collection quests
if you can beat other people to the shiny.


Minimum level:


There is no level restriction for this zone, but it is recommended for solo
and groups between the levels of 5 and 15. At the lower levels of 5-10, your
going to be able to kill gnolls and spiders near the beginning and maybe some of
the early camps. The later levels you will be able to fight heroic golems near
the top level as well as a few nameds for quests and loot. The creatures
difficulty progresses as you go deeper in the zone so don't rush into anything
you aren't prepared for.


Quest Starters:



Normal quests:

The Gnollish Menace:   style="FONT-WEIGHT: normal">Leiutenant Delsun gives this quest at the cave
entrance. He wants you to kill 30 Gnolls of any kind, 2 Dustpaw Armorers
which can be found on the second level, 5 alabaster behemoths which are on
the third level, and 5 Rockpaw Guards also on the third level. Return after
doing this to be rewarded with your choice of a nice leg armor piece.

A Lack of Information:   style="FONT-WEIGHT: normal">This is the first of a series of progressive
quests in the cave. It is given by Consul Bree near the entrance. You are
required to grab the book of Gnollish Orders. You can find the book around
(20, -68). After getting it you'll be required to kill a few gnoll guards
for an update. Return to Bree and this will open up two new quest paths: Hit
Them Where it Hurts and An Explosive idea.
An Explosive Idea:   Initiate this quest by
talking to Emma Torque after doing A Lack of Information. She will ask you
to gather 15 powdered minerals. These are harvested from random spawns
throughout the zone. Return to Emma when you are done to receive your
reward.
Destroying the Foundation: The last of Emma Torque's
quests, this one requires you to take explosives up to the third level.
You'll find two clickable objects one at -10, 76 and one at 51, -83 which
activating both will update the quest. You'll next need to kill Fulkoir the
Haggleton a named gnoll at the Rockpaw camp (45, -109). The reward for this
quest is a choice of foot armor.
Hit Them Where it Hurts: Consul Bree will give you
explosives to place on the armory forge on the second level, and on various
mechanical parts throughout the zone. Return for your reward
Elements of a Ritual: Consul Bree will now instruct you
to speak with Emma Torque who will give you a drawing ray. You'll need to
kill 5 albion pythons on the third level, collect incarnation dust from the
Rockpaw Camp, and kill a River behemoth also on the third level. Use the
drawing ray on his body and then return to Bree.
High Shaman of the Rockpaw: This one is pretty straight
foward but you'll need a group if you are the appropriate level. Bree will
give you a staff to place in the dragon skull on the second level. One you
click on the skull and place the staff, it will summon a heroic High Shaman
Zen'Durath. Kill him and return to Bree for your reward which is a choice of
chest armor.



Soloing Opportunities:


There are plenty of solo creatures around the entrance in the form of
fishies, spiders, and some gnolls. In fact, most of the zone is soloable if you
are the correct level. As I said earlier, as you move up to higher levels, the
creatures will get progressively harder, so make sure you don't go deeper than
you need to.


Grouping Opportunities


My personal opinion? This zone really
isn't designed for a group. There are some heroic targets, but they seem pretty
conducive to a duo or trio of people working on quests. Grab a buddy and get in
there.


Have a suggestion or addition for the
TTH SH zone guide? Want to see us do a guide for one of your favorite zones? href="mailto:radarx@tentonhammer.com">Send it to me and you'll get the
credit! Share what you know (or want to know) for everyone to
enjoy!



Last Updated: Mar 13, 2016