EQ2 Courts of Innovation Guide

December 15th, 2006 by OneDruid

Couldn’t find a guide on the web, so I wrote one based on my experiences running the zone last night. This is a L50-60 group instance in the Echoes of Faydwer expansion. If you want to run the entire zone (about 2 hours) make sure you tank is at least L55+.

You enter this group instance by clicking on the Clockwork Lift in the building sitting in the middle of the lake in Klak’Anon.

FIRST PART: Have your tank lead your team to the top of the ramp as quickly as possible. L56 flying clockworks spawn from the ceiling every 60 seconds or so until you get away from the ramp. Then fight across to the next ramp and pull everything you can at the top of that ramp. Jump down into the courtyard, fight into the small room across the courtyard and use the lever inside to open door to second part.

SECOND PART: Have your tank pull the named on the other side of the open door into the courtyard and fight him there. After you dispatch him, head into the central hub of the zone. Clear all the aggro clockworks there and ignore the Deactivated Clockworks lined up in the middle for now.

You’ll see two paths, one leading up, one leading down. Take the downward path. Click on the deactivated clockworks you see standing along the walls by themselves. A few moments after you click on them, they become aggro and you can kill them. Work your way to the Power Cell room.

THIRD PART: Clear all the aggro mobs in the Power Cell room. Mouse over each of the four power cells and write down the symbols you see. Head up to the top of the small tower in the room and activate the levers to match the codes to deactivate the shielding around all four cells.

Park your group under the tower away from the power cells. Park your tank between the group and the tunnel you entered the room from. Have one party member attack/nuke any deactivated power cell to destroy it (it has very low health). When a power cell is destroyed mobs spawn in the tunnel and head in. The flying clockworks head to the tower, the walking clockworks head over to the power cells. If your group is far enough away from the power cells, you can avoid aggro’ing the walking clockworks until you have dispatched the flying ones.

Spawn sequence (as I recall, may not be exact numbers):

1st Power Cell Destroyed: 2 Flying Clockworks, 1 Walking Clockwork
2nd Power Cell Destroyed: 2 Flying Clockworks, 2 Walking Clockworks
3rd Power Cell Destroyed: 3 Flying Clockworks, 2 Walking Clockworks
4th Power Cell Destroyed: 3 Flying Clockworks, 2 Walking Clockworks & The Crimson Vanquisher

The named has a nasty long lasting AE stun w/damage. If you wipe, release and rez at the zone in, then you can run back to tunnel leading into Power Cell room and single pull him into the tunnel.

After named is destroyed, the deactivated clockworks in the middle hub room are now active. Clear them and take the upper path, activating and killing the single deactivated clockworks standing along the walls.

FOURTH PART: This is the throne room of the zone boss, King Klak’Anon. Clear his guards, then pull and fight him. At 20% health he will become non-targetable and runs to a platform above the throne room, transforming into a bigger, badder King. He can be single pulled back down. When he dies, he drops a Gear and The Master Protocol Spawns on the platform.

The Master Protocol can’t be pulled (he is attached to the ceiling), but it won’t attack you as you clear the rest of the guards around him. Have the tank use the Gear the King dropped (it’s tradable if the MT didn’t get it) to take out The Master Protocol’s shielding and then your entire group can attack it. This fight is WAY easier than the Crimson Vanquisher. When defeated, a chest will spawn.

Congratulations! You finished the Court of Innovation.

Posted in EQ2

One Response

  1. Tipa

    Silverfur! Hi!

    Nice writeup!

    - Tipa

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