Quest:Protect the Horses
|Starts with||Automatic Quest Bestowal|
|Starts at||Helm's Dike|
|Quest Group||Helm's Dike|
|Walkthrough & Notes|
Without planning and preparation before the quest is active, it is difficult to get platinum. The overall idea is to bottleneck and slow down the waves of mobs before they can reach the horses. The mobs spawn across the stream from the stables, and are usually tightly grouped when they spawn. Before the quest begins, have one player set up barricades in front of the stables. If you can locate the place where the waves spawn, concentrate barricades there, and maybe even build and aim a ballista at that spot. All players need to move immediately to the stables once the side quest starts. Engineers should place trip wires, caltrops, and bear traps in the lanes where waves run. In a 6-player fellowship battle, there will be a few mobs attacking horses behind the stable sporadically, so one person will need to stay back there. There are no real bosses, so the goal is to survive the waves of enemies.
Runekeepers and Minstrels can heal the horses. A single healing spec'd Runekeeper can easily solo this quest simply by getting three tiers of Writ of Health going on the horses that are being attacked.
A small group of enemies has made their way to the stable behind Helm's Dike. They are trying to drive away the steeds and placing traps to prevent riders from retreating back to the Hornburg. Horses can be commanded to run free, but will be unavailable to assist any retreating Rohirrim.
Protect the horses at the stables from invading Orcs. If necessary, the horses can be set free to prevent them from being attacked.
This quest starts with Partial Merit Rating.