This is the quest to gain access to the Deathfist Citadel. It is given by Shadow on the docks.
The first order of business is to talk to A Green Hood Trap Master outside of the outpost walls ( 211.20, -39.31, 197.88 ) .
After this you must kill orcs (Tallon Raiders nearby work well) until you have the four pieces of the map. After you have all four return to Shadow at the docks.
Shadow will then send you to speak to The Glademaster, far to the north, near a pond ( 342, -20, -464 ) . The glademaster requests you to kill a few monsters nearby. He asks you to kill:
They can all be found in the same area, near 585, -25, -325 .
After killing all of your targets you should return to The Glademaster. He will at that point open up a new quest Into the Vallon Foundry. You must complete that quest before you can advance this quest any further.
After you complete the Vallon Foundry quest you must talk to Tusk in an Orc Stockade. Tusk can be reached by following the path SE until it turns North. The second door on the path will trigger 4 Orc Defenders that must be killed or trained before you can pass. You can sneak around the door by hugging the left zone wall. Tusk is in a tent at -208, -27, -82 .
After that you must find the lookout spire which is North of the Stockade. This is the large rock that you must climb up. When you reach the top you will notice a very small chest in the rubble at -24.22, 75.31, -366.25 . Examine it.
Finally you must go to Deathfist Citadel and swim in the moat and find the two grates leading to the sewer. These are located at 42.15, -42.21, -780.72 and 85.8, -44.05, -753.27 . After finding both you gain access to the Deathfist Citadel.
I have encountered a band of elite stalkers calling themselves the Green Hoods. I have agreed to help their cause...the fall of the orcish Deathfist Empire that plagues the Orcish Wastes.
Stage 1
I must assist a Green Hood trap master in sabotaging the orc catapults that threaten the Far Seas port on the Orcish Wastes.
Start:
I must speak with the trap master beyond the port walls.
Complete:
I spoke with Digger the trap master.
I spoke with trap master Digger.
Stage 2
I must hunt the orcs in hopes of discovering the four pieces of the orc foundry map.
Start:
I must hunt orcs for parts of the map.
Complete:
I hunted the orcs and found all parts of the map.
I obtained all parts of the orc foundry map.
Stage 3
I need to return this map to Shadow in the port of Zek.
Start:
I must speak to Shadow in the port.
Complete:
I spoke to Shadow in the port.
I informed Shadow of the foundry map.
Stage 4
I must take the map of the foundry out to the Glademaster far to the north of here, near a pond.
Start:
I must speak to the Glademaster.
Complete:
I spoke to the Glademaster.
I delivered the foundry map to the Glademaster.
Stage 5
I must destroy the operation of the Vallon lumber mill near the camp of the Glademaster.
Start:
I must slay some Vallon grunts.
Complete:
I slew some Vallon grunts.
Start:
I must slay some Vallon loaders.
Complete:
I slew some Vallon loaders.
Start:
I must slay some Vallon builders.
Complete:
I slew some Vallon builders.
Start:
I must slay the lumber mill taskmaster, Gurk Strongarm.
Complete:
I slew Gurk Strongarm.
I did much damage to the Vallon lumber mill operations.
Stage 6
I must return to the Glademaster at the camp near the pond. I need to begin his latest task.
Start:
I must complete the Glademaster's next mission.
Complete:
I am well into my new mission in the Vallon Foundry.
I have found my objective and have begun my mission into the Vallon Foundry.
Stage 7
I must return to the Glademaster upon completion of his task.
Start:
I must return to the Glademaster after completing his task.
Complete:
I spoke to the Glademaster.
I disrupted the operations of the foundry and spoke to the Glademaster.
Stage 8
I must venture to an orc stockade deep in the heart of the Orcish Wastes called Zek. There should be an agent named Tusk hiding somewhere near the orc stockade.
Start:
I must locate the stockade and speak to a Green Hood called Tusk.
Complete:
I spoke to Tusk.
I found the orc stockade in the heart of Zek.
Stage 9
I must retrieve the key to the Emperor's Battle plans from a Deathfist Lookout at the top of Titan's Tower near the citadel in Zek.
Start:
I must search Deathfist Lookout for a small chest.
Complete:
I inspected the small chest and found a key!
I ventured to Deathfist Lookout at the top of Titan's Tower and obtained the key to the Emperor's battle plans.
Stage 10
I should make sure I know where the two Deathfist Citadel sewer drains are. These are included in the Emperor's battle plans.
Start:
I must find the first Deathfist Citadel sewer outlet.
Complete:
I discovered the first sewer outlet.
Start:
I must find the second Deathfist Citadel sewer outlet
Complete:
I discovered the second sewer outlet
I discovered where the two Deathfist Citadel sewer drains are located.
After earning the trust of the Green Hoods I was sent to retrieve a key that will unlock the Emperor's secret battle plans and help the Green Hoods drive the orcs from the wastes.
The key isn't a physical key. Go hail the Glademaster and he will give you "a key quest" or something like that. Click through the text and get your item.
Come on Mojak, look up from your post about 3 inches... Turn it into one of two npc's depending on the reward you want. Lets all read the quest completely.
Twice now, the builders were bugged for me. /Petition'd both times, and after about 3-5 hours, a GM reset the spawn for me. (First time I had logged to get some sleep... and they respawned 'em at 4am EST - by the time I woke up around 7am, they were bugged again).
From what I can tell, it's a pathing / aggro issue. /bugreport I filed observed the following - someone just in front of me ran into the mill, apparently to check on Gurck. He wasn't up, they ran out, bein' chased by the builders, and tried to run aggro off by headin' back to the docks. Once they were out of range, the builders start wandering back... and one gets lost in the path (the one that's about 20-30 meters behind the rest). Once he's stuck the group stops, and voila, they're stuck in the "invulnerable" state.
Builders still bugged. Invulnerable, standing outside the building and do not return to thier spawn point. Myself and several others submitted bug reports but no word yet on when they can be expected to be fixed.
The builders are bugged, but don't need a server reset for them to respawn. I'm not sure the timer, but they were invulnerable when I arrived in the area, and available to be killed about 15-20 mins later.
The Builders were in the Barn as they should be and we killed them around 6pm last night EST. Not sure if they were there as a result of a server reset.
Like merendel said before: Currently the builders are bugged and will not return to their spawn point if trained. (and become invulnerable in the process).
They are NOT fixed, just reset when the server is. Fix supposedly should be in with LU9.
Curently the builders are buged and will not return to their spawn point if traind. unfortunatly the invlunerable till they return code still kicks in so they are invuln untill they path back to spawn but they cant path back to spawn so they cant be attacked. There are only 2 ways to fix this, first wait for server reset and be the first one there and kill befor anybody else agros them and runs away, this is the most reliable way. The second way involves petitioning untill you get a GM that is willing to force them to despawn so they can repop, this method is hit or miss as only 1 outa 10 or so will actualy do this for you. the rest send a caned responce.
Same problem with Builders. Says they are invulnerable. We tried attacking with arrows, swords, DoTs, nothing works. When we tried to send in a bug, that window would not let us, it was broke also. Please help. We want to move on with this. We range in level from 31 - 36 on the quest right now.
I have no idea on how to finish this quest of Operation Greenhood. I have kill the loaders, grunts and Gurk but I cannot attack the builders in which the quest says I must also kill. They are threateningly, not scowls and I cannot attack them seein g a message "you cannot attack the target" or something like that. Anyone have any clues?
Searched around but cant find anywhere that gives a list of who gives which reward so for those trying to find out here's what you get from Captain Vulis,
Bloodlet Bow Pinecrusher The Staff of Kyrtoxx The Stonepine Blade Treebane
If your looking for Vulis you'll find him inside the tent south of where Moog the Overlord spawns
First, While doing the "Into the Vallon Foundry" sub-Quest, they were not kidding when it was said there are two levels. After going up the ramp along the side of the mine wall, I got to the first landing and thought that was it. I did not see the second ramp leading even further up the mineshaft wall. So when they give the coordinates of +355.91 -24.19 -177.66 pay heed to the -24.19 because that's the elevation and it's correct.
Secondly I would like to mention that upon completing the main quest, Operation Green Hood, there was no immediate indication it was done. Our group knew we had found both grates. We received some experience and the quest had moved to the completed sections of our quest journal. I was expecting to receive a physical key I needed to turn back into the Glademaster or Capt Vulis to receive a reward. There was no indication in our quest journals to go back and talk to anyone. Well I went back to the Glademaster anyways. He tells me great you've returned with the key or you got the key.....something like that and gives me a green quest (sorry I did not get the name of the quest he gave) which I immediately completed by turning in the key I supposedly had. At that time I received another 1% exp at lvl33 and a choice of 5 weapons. I don't know if this quest changed today, but I had not read those details before.