Dreamwalk into the darkness

Brimsurfer
Brimsurfer
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How do you do this quest 'Dreamwalk into the Darkness', where you have to kill the ancient warriors to cure count Montclair's wife?

Its a level 24 quest I am level 25 tank but there are too many ancient warriors in the room like 15 or 16 of them and they all come together and they are not touching anyone else in the room, they all just jump on me and kill me in less than 5 secs, I can't even cast my abilities.

I have some NPCs with me who I am guessing are meant to help me but they just stand still and enemies are also ignoring them.

So how did you guys get through this part? Please help!!!
  • ciffix
    ciffix
    same situsation i'm in worse part is it's my v3 story progression quest. so now i can't even finish the map...
  • digital_illusion
    digital_illusion
    Soul Shriven
    Same situation here, I have managed to clear the room and unfortunately it still does not progress. The more people that raise a bug for this, the quicker it will(hopefully) be looked at, mine = 140411-073647
    I've noticed that the "glowing" Oblivion symbols on the floor do not re-appear on the floor if you die and re-enter the room, I've been resetting the quest and trying to clear the room on each first attempt to see if it is an "instancing problem", but 2k on repairs has called a halt on that approach
  • brandon
    brandon
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    I just went to the side and tried to draw a few out at a time it worked but I cant progress the quest.
  • chaospraxis
    chaospraxis
    Soul Shriven
    marine142 wrote: »
    It's the Montclairs! if you die at the beginning (or i assume anytime in the encounter) and the montclairs don't continue then you'll need to reset them. Leaving the area, wayshrine etc or full log out and log in should reset that portion of the encounter.
    worked for me
  • Chili
    Chili
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    Resetting is not working for me. I have died plenty, reset multiple times and managed to kill them without dying and it still does not update. I'm tired of resetting just to try and complete this quest, it's obviously broken and progression halting. I shouldn't have to keep resetting the game to finish a simple quest.
  • sinz_xb16_ESO
    sinz_xb16_ESO
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    Holy crap this encounter is insanely difficult on Veteran content. You have to solo 12 mobs at the same time that all do insane amounts of damage and of course all the mobs are focussing on YOU instead of the three (totally useless) NPC's that are with you. Even health potion + Bloodcraze + Funnel Health + Midnight drain are not enough to keep me alive during this encounter.

    The only way I could kill the mobs was by going into the fight fully hidden, but if I do it like that the quest wont update after I kill all the mobs...

    Going for my 15th attempt now. Already filed a bug report ingame, because this is obviously not working as intended.
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  • Woolenthreads
    Woolenthreads
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    Well that explains it. I thought I just had a poor character build as a Dark Magic Magic and Summoning Specialist. I am sort of screwed for this because Crystal Shard, Daedric Curse and Stormcall all do splash damage, so I can't attract individuals only and as a mage you tend to break easily ;). The Clannfear and Twilight won't distract enough. I gave up after 4 attempts and decided to come back later and more powerful but I guess that won't work either :(.
    Edited by Woolenthreads on April 27, 2014 10:18PM
    Oooh look, lot's of Butterflies! Wait! Butterflies? Get out of here Sheo, stop bugging me!

    Having issues with Provisioning Writs? A list of problem Writs and people willing to help in game can be found in this Thread
  • Ace_Tomoe
    Ace_Tomoe
    Soul Shriven
    my lil addendum to the above:

    you can bypass this group & run up one of the side ramps in the back of this hall, right after that Defeat the Ancient Warriors event starts. a few of those skeletons will follow you up the ramp, but not all of them. if you stay/move far enough away, some also seem to "lose track" of you & run back to their original positions. this did not reset the quest nor did it block progress. up from that ramp it's possible to pull them in convenient splinter groups, or even singles.

    likewise, teaming up when starting the whole quest line is possible. i duo'ed it with someone. during the dialogue phase in the beginning i only saw the team marker of the other player, but in that hall with the skeletons we were able to both see & help each other.

    i'm an imperial sorceress with a daedra pet (twilight matriarch). i'm rather focused on 1/1 instead of AoE, & i have a bow instead of a staff. that bow might've been a factor in pulling manageable parts from that (ridiculously) large group (my team partner also had a bow & we were doing pretty well)

    ergo:

    bringing a bow for the encounter seems to be a good idea in general. if only for pulling...
    BODY SIZE: tiny | HEAD SIZE: large | GENERAL ATTITUDE: calm, focused, attentive | TRUE ATTITUDE: unimpressed with most peoples' b.s.
  • Woolenthreads
    Woolenthreads
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    I completed the Dream-walk last night so perhaps it's fixed or I was lucky. I used my Restoration Staff in lieu of a Bow, however, before the Skeletons popped up Montclair started making statements, so I don't think the issue was with triggering the Skeletons, it was specifically with the NPC's
    Oooh look, lot's of Butterflies! Wait! Butterflies? Get out of here Sheo, stop bugging me!

    Having issues with Provisioning Writs? A list of problem Writs and people willing to help in game can be found in this Thread
  • Senneck
    Senneck
    Soul Shriven
    Post-patch 1.07, I finally managed to complete this bugged quest, using a combination of the advice given here, and trial-and-error. I'll describe what I did below, in detail, for those who may still be stuck.

    For the record, I was playing as a non-Veteran, level 28 Nightblade.

    First, as others have said, you don't want to die during the undead battle with the Montclairs. Dying will bug the quest, so that it will not progress, even if you clear the room.

    If you die, you will have to leave the mission area; drop the quest; log out of the game; and then come back in, retake the quest, and start it from scratch.

    So, yeah, don't die in this one, if you can help it. Buy some healing potions from the Alchemy vendor, and use them if things get twitchy.

    Second thing: you'll need some kind of "pull" ability here, because you really don't want to aggro all the skellies in the room at once (see Not Dying, above).

    As a Nightblade who doesn't use bows, I ended up taking the Entropy I starting Mage's Guild power. It turned out to be especially useful for this battle, because 1) It has a significant range, and 2) it draws health from your target, while giving some to you. Very helpful with the Not Dying objective.

    Okay. so, I'll walk through how it worked for me, in the hopes that it will help someone else ...

    When you enter the room, stay at the back, by the doors. Try not to go any further forward than the ill mother. Use her right shoulder as your "do not cross" point.

    Also, do not crouch or Stealth upon entry as a NIghtblade. This will cause the skellies to re-set, and you want them to trigger for the quest.

    The skeletons should spawn, and the first group should attack the Montclairs. Let this happen, and stay back. The Montclair group often doesn't finish off foes, but if they leave any unslain as the fight winds down, try picking them off with your ranged attack. If you have to step in physically, try to lure them back toward the entry doors.

    Phase Two

    After the first wave, the Montclairs will likely just stand there, while nothing happens. Unfortunately, you need to trigger the second wave here, and avoiding aggroing every last skellie in the room is crucial for our goal of Not Dying.

    This time, use the left shoulder of the caster-healer daughter as your "do not cross" marker.

    Try to pick a skeleton with not to many others nearby (I found one solo on the left edge of the pack) and hit it with your ranged non-Area-Of-Effect pull (e.g. Entropy I) and then head back toward the doors as fast as you can.

    The Montclairs should attack the second group when they get near, but the nature of the bad aggro in this quest phase means that the skellies will likely be trying to focus all on you.

    If playing as a Nightblade, this is where you may have to Stealth (the power) and move to confuse the skellies' targeting, and to give you a chance to strike back at them.

    If things get hot, try standing right next to the Montclair caster-healer daughter (literally touching her). Her AI is tragically stupid, but if you're that close, and damaged, she does seem to realize that she needs to cast heals on you.

    If you need to use a Heal potion, do it. Anything that helps with the Not Dying.

    Again, if there are stragglers at the end of the fight (the Montclairs are fairly awful at finishing off their attackers), it's up to you to put paid to them. If you have to go north off the healer-daughter, do so, but do your best not to aggro the last skellie group in the process.

    Last Phase

    Make sure your Heal Potions are once again ready for use.

    As in Phase Two, you'll need to pull the last group to trigger the final battle. Do so.

    This last wave tends to be spellcaster heavy, and given the crappy AI in this mission, they will all target you.

    Try to pull them all towards the Montclairs. If the Montclairs engage them your survivability will go way up.

    If you're playing a Nightblade, Stealth, move, and try to cut down the casters first, if at all possible. The casters will absolutely ruin you if you get tied up fighting melee skellies, as they will mass snipe you to death even as you fight.

    For this last wave, you can move anywhere in the room you like (nothing left to aggro), but try not to stray too far from the Montclairs -- especially the healer-caster daughter. They help to distract the foes, at the very least, and the healer will heal you if she notices you.

    Heal potions: use `em if you got `em.

    Note also that the Mages Guild Entropy I power can _really_ help here. While you're running about, working on the Not Dying, foes you've tagged with this spell will continue to feed you little bits of health at range, even if they'e not your current combat target.

    That's All, Folks

    If you've made it this far from a clean re-start to the quest (see above) and without dying, then after the last skellie dies, the Montclairs should immediately pick up the story and move forward.

    If the quest doesn't pick up at this point, I'm sorry, I don't know what to tell you.

    Hope this helps others get through, until the day this quest is properly fixed.

    Cheers,

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