This is a wiki for a reason. Anyone can contribute. If you see something that is inaccurate or can be improved, don't ask that it be fixed--just improve it.
[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]

Siren Hunting

From Project 1999 Wiki
Jump to: navigation, search

Contents

Siren's Grotto Sirens

Loot

In Siren's Grotto, there are three main areas that contain A_siren_priestess and/or A_Siren_Enticer (currently not the same mob as the wiki link for the enticer; the ones in SG are, I believe, level 51-55 enchanters). These are rarely camped, and as a result their drops appear to have significant market value if their wiki price quotes are remotely accurate.

Specifically, they have approximately a 4% chance to drop each of the velious BP gems, Pristine Emerald, Black Marble or Flawless Diamond. In addition, they have an approximately 10% drop rate for both versions of Runed Sea Shell, and rarely drop both Walrus Skin Drum and Ornately Runed Shell Necklace. Though as a member of ALS our internal economy differs significantly from the server economy, these have been the primary source of Flawless Diamonds within the guild for Velious BPs and The Spirit of Garzicor. Finally, they do have some trash cash drops.

There are three locations which contain significant concentrations of sirens in the zone. There is a siren temple in the south eastern end of the zone, one in the south central end of the zone, and one in the northern end of the zone accessible either via a swim down a long tunnel or down a tube. All three of these can be broken into with a raid force, but the focus of this article will be on duo and single group locations.

General Siren Fighting Tips

All of the sirens are enchanters or clerics. As a result, all of them will start out buffed with both enchanter and cleric buffs. Start each fight by dispelling them several times, either using Crystallized Pumice or casting Annul Magic. Both siren types will gate, and clerics will CHeal. CHeal can be dealt with via push with a duo, but Gate generally needs to be addressed either by fighting as a full group or by fighting the siren near its spawn point. Clerics and Enchanters both use all MR check spells, several of which can be painful or devastating in a duo (charm, mez, slow are all problematic in addition to nukes). A high MR is recommended for this camp. Duoing with a Torpor Shaman + Level 55 rogue with 180 MR was possible, but dangerous, as slow and Charm could still sometimes stick. At level 59 and 240 MR, the Rogue was effectively immune. The enchanters will AOE Tash you, you can use cure poison to remove it. Both types of sirens will run at low life unless in close proximity to allies, so make sure to snare them. They have approximately 13000 HP, and double attack for about 200 damage a hit.

Siren Temple East

Getting There

The easternmost siren temple is located at the approximately -600, -600 area in SG. To get there, invis past the Molkor at the entrance, then swim east. There are see invis seahorses who will aggro you; you can break aggro by swimming straight up, like you're trying to run out of the water. Breaking the surface this way drops aggro from the seahorses, causing them to start to path back and giving you some breathing room. Rogues can just sneak over, and Clerics can DA through fairly reliably, but otherwise you might need to practice it a bit. There is a watery tunnel you need to swim through at approximately -700, -430. Things will not cleanly path through that tunnel, so once you're through the seahorses will turn around and run in the other direction. You must proceed swiftly to land at this point, as the seahorses have not lost aggro, they're going to run back, bug up a ramp and pull half the zone on you. If you keep swimming forward, you can get up on land to break aggro before any of that happens. You can either swim around to the southern side, where there is a big rock that blocks line of sight to the southwest siren where you can get on land and invis, or head straight and get up directly in front of the temple entrance. There is enough space there to avoid aggroing the servants outside the temple as long as you stay at the water line.

Mobs

The eastern temple has 5 sirens that are easily pulled single. This makes it an ideal area for a duo to set up and kill, but is too few to keep a full group busy. There are six total sirens outside of the temple; one in the south west, the south east, the northwest and the northeast, plus two tucked in next to the towers, one on the north side and one on the south. All 4 of the sirens away from the structure can be single pulled up into a corner of the zone, though the northwest siren should be aggroed from melee range while invis and walked slowly down to the water line, as it has very erratic pathing behavior that can end up pulling the servants from the front of the area. The siren tucked up against the temple near the southern tower can be pulled safely, but the one on the northern side in a symmetric position will usually aggro the siren in the tower and train the temple on you.

If you have a cleric with Mark of Karn or a skilled enchanter/cleric combo, you can kill the Icy Servants to crack open the temple itself, at which point the location has enough mobs to reasonably keep a full group busy. There are 16 sirens and two servants, plus neriad maidens in the tunnels below to fill out the kills between respawns.

Annotated Map of the area:

Siren pulling.png

Dark Temple

Getting There

The northernmost temple, or as I have heard it referred to occasionally the Dark Temple, has two access points. It can be reached by a tube located at approximately 60, 60 in the zone, or it can be crawled to down a long tunnel full of neriads, servants and potentially felspine. Doing the crawl takes a significant amount of time and can be very difficult, but the tube can be reached from the WW zoneline without having to pass any see invisible mobs. Unfortunately, there are always see invis mobs up at the bottom of the tube, usually three. These can be pulled up the tube and killed, clearing a path down into the temple clear of see invis mobs.

Inside, there is a huge, three layer room filled with sirens. The second and third floors just contain sirens, while the first floor contains a mix of sirens and servants. The eastern side of the second floor contains a location that is clear except for two pathers that roam through. After the see invis mobs at the bottom of the tube are pulled and killed, the group can invis up and swim down the tube, pop up out of the pool, then head up the stairs to the camp on the second floor, where one of the pathers can be ambushed.

Mobs

Once the pathers are cleared, normal pulling can proceed; it should be possible to get most of the sirens on the second or third floors as singles, pairs or triples. There are over 50 mobs total in this room, which ensures that a group can chain pull as fast as they are able to kill if they have access to Mark of Karn to kill Icys. Even without taking on Icy servants, there are approximately 24 sirens that can be pulled.

Video of path to Camp