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Difference between revisions of "Blackburrow"

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2 Snake Ledge
 
2 Snake Ledge
  
3 Elite Room
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3 Elite Room (5 high level gnolls spawn here)
  
4 Commander Room
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4 Commander Room (4 high level gnolls spawn here)
  
 
5 Fall to here from pit trap above
 
5 Fall to here from pit trap above
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== Dangers ==
 
== Dangers ==
This level is quite dangerous, mostly for two reasons. The first is that it is famous for its "trains." Trains are created when a gnoll runs to the lower levels after being attacked, encounters some of its fellows and recruits them to help him to return to the top. With the zone generally quite empty on p1999 trains don't seem to be as big as a problem as they were on live.
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Blackburrow can be an extremely dangerous dungeon to adventure in. The most obvious danger is the density of gnoll spawns which often have as many as 5 gnolls spawning within agro range of each other.  This is made more difficult by the range of levels that will spawn together. It is common to see an elite guard spawn within a group of lower level gnolls making it very difficult to pull safely.
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On P1999 Blackburrow tends to be fairly underpopulated by players which usually means that the vast majority of gnolls in the zone are spawned at the same time.  So if your group is hunting deep in the dungeon and pulls a train, chances are your going to have to run past a lot of hostile gnolls on the way out.
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 +
During peak times when there actually are a decent number of players in the zone (10-15 people on average) another danger becomes apparent and this is the above mentioned trains.  Quite often parties deeper in the dungeon will miss a pull and head for the surface dragging along every gnoll in their path.  The problem with Blackburrow is that there is only a single tunnel which leads to the surface and it is along this very tunnel that most lower level players hunt.  This can lead to a lot of deaths if the training party doesn't get a chance to shout out a warning.
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Another possible threat most people don't consider is the zone itself.  Blackburrow contain a large number of bridges, narrow pathways, ledges and water.  While the pathing on P1999 is actually very good and results in few accidental trains, I've lost count of how many times myself or my group mates have fallen off of bridges or got stuck in cracks.
  
The other danger is that there is a large variance in the strength of the gnolls who spawn at the top, which is made more dangerous by the fact that there really isn't a good, safe place to stand and keep an eye on the spawn spots. They spawn all around you and have a wide range of levels, so you can wind up attacking a much more powerful gnoll if you don't /con first. Needless to say, this happens often, and people will be running past you with gnolls chasing them.
 
  
 
== Benefits ==
 
== Benefits ==
This area, although dangerous, does provide some good benefits. First of all, the gnolls are generally pretty wealthy. Most of the gnolls you kill will either have a weapon or some cloth armor item, all of which are worth cash. You'll find that every time you go home, you'll feel rich for having hunted there.
+
This area, although dangerous, does provide some good benefits. First of all, the gnolls are generally pretty wealthy. Most of the gnolls you kill will either have a weapon or some cloth armor item, all of which are worth cash. They also all carry coin with the higher level ones often having several gold pieces each.  You'll find that every time you go home, you'll feel rich for having hunted there.
  
The other reason people hunt here is for quest items, mostly monks coming out of Qeynos looking for items for the quests. They can only be found here, so monks are seen here frequently with their parties. There are quite a few other quests that can be done here, looking for various items for use in the surrounding towns, so the place is a hub of activity.
+
The other reason people hunt here is for quest items, mostly monks coming out of Qeynos looking for items for the quests (gnoll skins are the most commonly sought item and drop off of high level gnolls). They can only be found here, so monks are seen here frequently with their parties. There are quite a few other quests that can be done here, looking for various items for use in the surrounding towns, so the place is a hub of activity.
  
The character of hunting in Blackburrow has changed significantly over the past few months of Everquest, and I have changed this guide to note that. When the average player was about 10th level, Blackburrow was swamped and it was almost impossible to get a kill in anywhere in the dungeon. Trains happened about every 5 minutes, and you had to play at 3 am in order to get a shot at camping the Elite Room. Now things are different. The dungeon is much more open as people have improved the levels of their characters, and you can actually hunt here.  
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Probably the greatest benefit to hunting in Blackburrow are the gnoll fangs that drop commonly off of every gnoll in the zone. These can be handed in to npcs in Halas and Qeynos for a ton of exp at low levels. Even as high as level 12 I still managed to get nearly an entire level from handing in about 30 fangs. This makes Blackburrow a very safe option for characters to solo in by simply killing green con gnolls and gathering all the fangs up.
  
 
== Travelling To and From ==
 
== Travelling To and From ==

Revision as of 02:34, 8 January 2011

Map of Blackburrow (Level One)
Map of Blackburrow (Level Two)
Map of Blackburrow (Level Three)

Blackburrow is the home of the Blackburrow clan of gnolls. It is something of a combination between underground dungeon and above ground hunting area, and represents the only pathway to get from Everfrost and the home of the barbarians to the Qeynos Hills and lands beyond. The overall structure of Blackburrow consists of two entrances and a ring with a deep hole in the middle. There are multiple tunnels to the lower levels where higher level gnolls can be found.

Level of Monsters: 4-15+
Types of Monsters: Gnoll Pups, Scrawny Gnolls, Gnolls, Scrawny Gnoll Guards, Burly Gnolls, Gnoll Guards, Gnoll Shamans, Gnoll Elite Guards, Gnoll Commanders, Gnoll Brewers, Gnoll Master Brewers, Razorgills, Giant Plague Rat, Giant Snakes, Bear, Splitpaw Refugee, Splitpaw Commander
Notable NPC's: Gnoll Courier, Lord Elgnubb, Trannix Darkpaw
Unique Items: Studded Leather Collar, Spiked Collar, Rusty Spiked Shoulderpads, Giant Snake Fang, Onyx Earring, Brewing Casks, Gnoll Hide Lariat, Runed Totem Staff
Related Quests: none
Adjacent Zones: Qeynos Hills, Everfrost Peaks

Map Location Key

Level One

1 Pit Trap

Level Two

1 Snake Pit

2 Snake Ledge

3 Elite Room (5 high level gnolls spawn here)

4 Commander Room (4 high level gnolls spawn here)

5 Fall to here from pit trap above

Level Three

1 "The Bridge"

Dangers

Blackburrow can be an extremely dangerous dungeon to adventure in. The most obvious danger is the density of gnoll spawns which often have as many as 5 gnolls spawning within agro range of each other. This is made more difficult by the range of levels that will spawn together. It is common to see an elite guard spawn within a group of lower level gnolls making it very difficult to pull safely.

On P1999 Blackburrow tends to be fairly underpopulated by players which usually means that the vast majority of gnolls in the zone are spawned at the same time. So if your group is hunting deep in the dungeon and pulls a train, chances are your going to have to run past a lot of hostile gnolls on the way out.

During peak times when there actually are a decent number of players in the zone (10-15 people on average) another danger becomes apparent and this is the above mentioned trains. Quite often parties deeper in the dungeon will miss a pull and head for the surface dragging along every gnoll in their path. The problem with Blackburrow is that there is only a single tunnel which leads to the surface and it is along this very tunnel that most lower level players hunt. This can lead to a lot of deaths if the training party doesn't get a chance to shout out a warning.

Another possible threat most people don't consider is the zone itself. Blackburrow contain a large number of bridges, narrow pathways, ledges and water. While the pathing on P1999 is actually very good and results in few accidental trains, I've lost count of how many times myself or my group mates have fallen off of bridges or got stuck in cracks.


Benefits

This area, although dangerous, does provide some good benefits. First of all, the gnolls are generally pretty wealthy. Most of the gnolls you kill will either have a weapon or some cloth armor item, all of which are worth cash. They also all carry coin with the higher level ones often having several gold pieces each. You'll find that every time you go home, you'll feel rich for having hunted there.

The other reason people hunt here is for quest items, mostly monks coming out of Qeynos looking for items for the quests (gnoll skins are the most commonly sought item and drop off of high level gnolls). They can only be found here, so monks are seen here frequently with their parties. There are quite a few other quests that can be done here, looking for various items for use in the surrounding towns, so the place is a hub of activity.

Probably the greatest benefit to hunting in Blackburrow are the gnoll fangs that drop commonly off of every gnoll in the zone. These can be handed in to npcs in Halas and Qeynos for a ton of exp at low levels. Even as high as level 12 I still managed to get nearly an entire level from handing in about 30 fangs. This makes Blackburrow a very safe option for characters to solo in by simply killing green con gnolls and gathering all the fangs up.

Travelling To and From

There are two entrances to Blackburrow. The first is on the southeast segment of the canyons of Everfrost, which can be hard to find given that the area is confusing. I'm not sure why, but I get lost there about every other time even though I've travelled that path about a hundred times now. The tunnel is guarded by several gnolls, and has up to three of them down through it, so you'll often see barbarians who are timid to go into Blackburrow itself hunting out here. The tunnel itself is long and dark, and used to be impassable without a light source. I believe they've improved it, but not by a ton, so don't count on it being vastly lighter.

The other entrance is through Qeynos Hills, and the entrance is in the northeast corner of the zone. There is no path to it, but it is east of Surefall Glade and north of the zone to the Plains of Karana. The gnoll head canopy is hard to mistake. There are several good spawn sites nearby for gnolls, especially a few for gnoll watchers in groups that are fun to take out for lower level groups. The tunnel here to Blackburrow is much lighter and shorter.