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Ghost-o-plasm Round Up

Bring 8 Ghost-o-plasms and the Crate of Ghost Magnets to Hornizz Brimbuzzle in Desolace.
Crate of Ghost Magnets
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Ghost-o-plasm (8)
Provided Item:
Crate of Ghost Magnets

Description

There's a valley to the southeast, the Valley of Bones, haunted by Magram ghosts. Sounds scary, doesn't it? Well think how scary it is to the Magram! If we captured ghost energy from that place, I bet it'd be worth plenty to those centaurs.

Here, take this crate of ghost magnets. If you place one between the two big skeletons in the valley, the Dead Goliaths, then ghosts will wander to it. Distance yourself, take out the ghosts and get their ghost-o-plasm--that's what we'll sell to the Magram.

Progress

Completion



Locations

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Desolace
Desolace
Desolace
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Desolace
Desolace
Desolace
Desolace
Desolace
StartEnd

Reward

You can choose one of these rewards:
Condor Bracers
Anchorhold Buckler
You will also receive: 45

Gains

Upon completion of this quest you will gain:
  • 2250 experience ( 13 50 at max. level)

Related

Rating: +51 [-] [+]
By Ormriss on 11/26/2006 (Patch 1.12.2)
When the ghosts show up, they are not hostile. The ghosts with a blue aura can be pulled without worrying about aggroing more ghosts. The ghosts with the green aura act as normal though, so if you pull one of them, you will pull all the nearby green aura-ed ghosts.

For every ghost you kill, another will show up, walking towards the magnet. Use that to your advantage by pulling new ghosts before they get too close to the magnet. If ghosts aren't showing up or if all the existing ghosts have the green aura, just wait for your magnet to decay. All the ghosts will disappear and you can place a fresh magnet.
Rating: +43 [-] [+]
By Anonymous on 10/07/2005 (Patch 1.7.1)
its at about 64,91
Rating: +29 [-] [+]
By lading on 10/31/2006 (Patch 1.12.2)
Place the provided crate atop the little hill at about 63,89 to use the crate and summon the ghosts.
Rating: +23 [-] [+]
By Anonymous on 01/07/2005 (Patch 1.2.0)
Having recently completed this quest, here are a few pointers to sucess.

First, the location where you drop the magnet is in a horseshoe area to the right of the Magram area. You will see that the entrance is sunken a bit in the terrain and you can see a huge arch before entering the area. You will know you are in the right area if you see skeletons walking around.

Once you enter the horseshoe, you need to clear the area, so start killing the skellies and then the necromancers. If you can interrupt the casters, do so as quickly as possible as they summon more skellies. Once you get to the "bend" in the horseshoe, that is the location where the magnet needs to be activated. You will know you are in the right location because the walls of the area will widen and you will have a good sized open area between the two giant skeleton bones on either side.

If you look at the ground, you will see a slight depression in the ground right in the middle of that open area. That is where you can place the magnet as that is the center of the open area and gives you room to work.

If you are soloing, you will need to re-activate the magnet several times. After you have cleared the area, right click on the magnet in your inventory and wait for it to activate (it will be about a 2-3 second delay). Then, immediately back up away from the magnet and up against one of the walls. Immediately, you will see the centaur ghosts appear. Five (5) will appear at first and each one you kill results in another appearance of a ghost. At this point, the ghosts will be neutral and then become angry when they realize what is happening. So, you have about three seconds to pull away from the ghosts, which is plenty of time. You will see text on your screen indicating what the centaurs are doing.

Wait for one of the centaur ghosts to pull away from the pack and pull that one to you. DO NOT go after it or you will aggro the other ghosts. Kill the ghost you have pulled and loot the plasm. If you pull when the ghosts are too close, you will pull more than one. They have a short link range for the aggro, so when there is some space between the centaurs pull one.

If you are soloing, then you will be able to pull and kill two centaurs before having to re-activate the magnet again. The ghosts will vanish into thin air. You should use the time between magnet reactivations to clear the area of any skellie or necromancer spawns that will pop up several times during your quest. Then, just repeat the process until you have your eight plasm.

When you are done, let the magnet expire and the ghosts disappear and then you will probably have to fight your way out of the horseshoe.

Just take your time, keep your distance and wait for the centaurs to separate before pulling.

Good luck!
Rating: +18 [-] [+]
By Fedris on 12/18/2006 (Patch 2.0.1)
Be warned they curse you with "Curse of the Fallen Magram" which increases all damage taken by 15%.
Rating: +15 [-] [+]
By dezmond on 01/06/2007 (Patch 2.0.1)
Note that the ghosts that spawn are lvl 38-40 and there are a couple of lvl 40 patrolling centaur that summon lvl 38-39 skeletons, so while you can get the quest at 34, you might want to go in either with a party, or after you've achieved a couple more levels. (Or be ready to die a few times.) --36 demonology spec warlock--
Rating: +8 [-] [+]
By Anonymous on 09/01/2006 (Patch 1.12.0)
Soloed this as a level 38 Hunter with 37 pet bear. To find the Valley of Bones head south towards the Magram Village. Follow the path just on the west edge of the village directly south. There is an arch you go through and inside are a bunch of Undead Ravagers levels 37-39. In the middle of the Valley of bones you'll see to large sets of ribcages topped with very large helmets. In between them is a hump of ground. Make sure to clear the area of Necromancers (lvl 40) and Undead Ravagers before you start. Set the crate on the mound of ground and step back into a safe spot. The ghosts will appear about twenty yards away from where you set the crate down and they'll walk towards it. They are level 39. Unless you have help do not try to take them all on at once you will get raped. Try to catch them one by one as they are walking towards the spinny thing. Don't be stupid and shoot one in the middle of them all either because it will agro most of them and they do Curse of the fallen Magram which causes an extra 15% damage to you and if you're attacking a bunch of them and you have that on, you're done for. If you are a hunter keep your pet away from the group of them. And don't worry if the ghosts disapear, more with show up. Then when you've accumulated 8 plasms go back to Kodo Graveyard and collect your spoils. I gained 2250 exp for turning in the quest. Not bad.
~Hope this helped~ JacksHeart
Rating: +7 [-] [+]
By Anonymous on 11/23/2006 (Patch 1.12.2)
Soloed as a 34 Fire Mage. To the SE of where you need to drop it, there's a hill you can walk up and camp. Kill a few skeletons while avoiding the level 40 centaur. Once the area between the gladiators is clear, run over there, place the box, and get back fast.

Then pick off the level 38 ghosts (39 and you'll get so many resists, you'll get yourself killed). You should be able to get about 3-4 ghost plasms before respawns, then just rinse and repeat until you have all you need.

Just remove curse when the ghosts drop it on you as well
Rating: +7 [-] [+]
By Soldier45 on 06/27/2007 (Patch 2.1.2)
I had a 100% drop rate.
Rating: +6 [-] [+]
By Anonymous on 11/13/2005 (Patch 1.8.2)
I was lvl 36 Rogue.&nbsp Couple of things to consider if you SOLO this quest:

1.&nbsp If you climb the wall to your right (at the arch), you can bypass a lot of the skeletons.&nbsp Don't bother trying to kill all the skeletons on the way in (unless you're just grinding or want to).&nbsp By the time you finish, they will all be re-spawned.

2.&nbsp Bring some scrolls/potions to boost your strength/stamina/health/whatever.&nbsp You'll need them.&nbsp I got cursed twice with a fairly significant curse which increases both physical and magical damage by 15%.&nbsp These were already 3 levels and sometimes 4 above me.&nbsp You'll need the extra margin.

3.&nbsp As you enter and see the mound and bones in front of you, go behind and to the right of the mound along the wall.&nbsp I think you will find that once you clear this area, the skeletons will respawn, but I found I could mostly stand over on the right fork, away from the one or two respawns.&nbsp

4.&nbsp Be patient!&nbsp Just keep putting the crate down...away from you, back towards the bones.

5.&nbsp The XP sucked for an orange quest, but I got satisfaction from figuring out how to survive and complete didn't die once!
Rating: +6 [-] [+]
By Anonymous on 07/26/2006 (Patch 1.12.0)
This quest is easy for Mages. Because they can remove the curse. What must you do?

Walk to the Valley of Bones. I recommend keep walking at left side. Then you see a small area in the most east side of the valley (in the hill without mobs). You can walk far enough from Undead Ravagers (which slows you magic spells to 5 seconds if they attack you... use frost nova!) and one wandering Outcast Necromancer, not big deal.
If you're in the safe area in the east (loc 65,90) then kill some Undeads (2 is enough)
There are giant bones, but you see little dark gray ground with small bones near giant. You don't need really to place exactly between giant bones on small hill!
Place the magnet there in the middle of dark gray ground. Walk now to safe area in the east. Look now carefully to ghosts. You see first yellow colored. You must now pull yellow colored from safe distance. The red colored ghosts are dangerous, you can pull easy 2-3 ghosts at same time.
But you can pull safetly yellow colored between red ghosts.

If you cannot pull safetly enough because ghost are already near the magnet in action, they shall turn soon in red. Wait first until some ghosts disappears. You see new yellows soon. Pull them now with your ranged attack.
Soon the pulled yellow ghost shall spell curse on your (15 minute spell). Mages can remove it easy with Remove Lesser Curse after killing ghost.

Take you time, watch carefully, look out for respawning undeads. And when magnet disappears, make area first safe, place a new one and run quickly back to safe area. Do it until you have all needed plasms. Good luck.
In fact, you must only pull yellow ones. Not reds.

If you're not a mage, ask someone who can remove your curse.
Rating: +5 [-] [+]
By StubMcBean on 02/23/2008 (Patch 2.3.3)
For Alliance, if you get the quest Down the Scarlet Path (http://classicdb.ch/?quest=261) from Brother Anton at Nijel's Point, then killing the Ravagers works for you since the quest is simply to kill 30 of them and report back. I got the Scarlet Path quest first, picked up Ghost-o-plasm on the way, and made it a 7,250xp loop.
Rating: +4 [-] [+]
By Anonymous on 10/07/2005 (Patch 1.7.1)
When you use the magnet at the currect location you might want to step back. It spawns like around 5 mobs that come to it as neutrals but then they turn red. Each time you kill one another will spawn.
Rating: +4 [-] [+]
By Anonymous on 10/07/2005 (Patch 1.7.1)
we're doing that as a group of three and we get like 20 exp (+3 group exp bonus) for each kill... bug?

makes the quest soo not worth it.
Rating: +4 [-] [+]
By Anonymous on 09/01/2006 (Patch 1.12.0)
This was fairly easy. Place the trap on the little mound (small hill). Coords are 63,93 wich mean you have to look almost farthest down on the map. Anyways, simply place the trap on the mound and run to safe place. The ghost don�t aggro as much as you would expect. Pull them one by one and collect the plasma. Don�t worry if the ghost vanish, just place the trap on the mound again and continue. Remeber to clear the area. Did this as a lvl 40 rogue, but i guess lvl 37+ will do.
Rating: +4 [-] [+]
By Anonymous on 12/15/2004 (Patch 1.1.0)
As soon as you set the box back about 15 feet away so they do not all spawn on you. This way you can usually get 1 mob per pull. Easy solo.

Edited, Fri Dec 17 02:49:46 2004
Rating: +4 [-] [+]
By Discombobulator on 09/20/2007 (Patch 2.1.3)
Have a great time clearing out the TWO TONS of crap to make way for centaurs. Respawn on trash isn't too nice, either. The centaurs are easy, but it's just a total pain in the ass to clear up the area.
Rating: +4 [-] [+]
By ArgentSun on 01/02/2008 (Patch 2.3.0)
All the ghosts disappear if you die.
Be careful of patrolling mobs, especially that Outcast necromancer there. One or two centaur ghosts might be something you can handle, but the necromancer + his summon double the number of enemies you need to fight. And his shadow bolts hit for ~200.
Rating: +4 [-] [+]
By Tanzin on 05/08/2008 (Patch 2.4.1)
A note - don't delete the crate after you're done.... you need to turn it in along with the plasm...
Rating: +3 [-] [+]
By Krelios on 08/12/2007 (Patch 2.1.3)
Only died once as a 36 rogue and that was when a respawn happened during a fight. Even without stealth and ambush this was a pretty easy quest--just take your time, eat/drink after each pull if you need to, and keep placing magnets from the crate until you get your ghost-o-plasms.
Rating: +3 [-] [+]
By swash on 10/03/2007 (Patch 2.2.2)
i'm a lvl 36 undead mage, and this is the most annoying quest i've ever done. skeletons pop up everywhere. the coords are right though. click the box while you are between the two big carcasses.
Last edited by swash on 10/03/2007 (Patch 2.2.2)
Rating: +3 [-] [+]
By Eglamore on 04/20/2008 (Patch 2.4.1)
Supremely easy quest if you do it right.

Clear out the surrounding skeletons/centaur, place the box, back off and ranged pull the neutral ones before they reach the item.

You can pull a neutral one through a huge pack of aggressive/neutral ones without agroing them, so just keep your distance. I got my 8/8 as a level 38 Pala and was in zero danger. (Note for Palas: Pull with Exorcism and remember you can bubble away the curse once you get your 8)
Last edited by Eglamore on 04/20/2008 (Patch 2.4.1)
Rating: +3 [-] [+]
By Wuzzupdruid on 06/17/2008 (Patch 2.4.2)
This quest is either hard or easy depending on how you do it. I died twice until I read the above entries and then completed it easily with no additional deaths as a 37 feral druid.
1) Get to the SE "corner", i.e. the bend in the valley. There is a realtively large area that can be cleared of Ravagers (as part of the Ravager quest if you are alliance). Clear it up.
2) Hot key the box with the magnets.
3) Making sure there are no necromancers on the way, sneak up to the little mound of dirt between the two giant skeletons and hit the hot key.
4) Immediately back up to the south and grab ONE at a time the ghosts walking toward the magnet using whatever you use to pull. (Faerie fire for me). These are easy single pulls if you get them before they get near the magnets. That's the key to the whole quest.
5) Depending on your level etc you may only be able to do one at a time or you may be able to pull another one before the box fades out. No problem; you can renew the box repeatedly until you finish the quest. You may have to reclear the ravagers from time to time, or pull back and wait for the necros to pass by.

Done this way I never got below about 70% health and got all the plasms -- 100% drop rate.

The first time, I dropped the box in the middle of the pathway and pulled from one of the several ghosts at the box. I think I agged about six of them and to say the least I became well acquainted with my wisp at a rapid rate. The second time I forgot to watch for the necros. For druids, turn on your Track Humanoids in cat form and you can easily see the necros coming, as well as the annoying Horde gankers who occasionally prowl the area :-)
Rating: +2 [-] [+]
By Anonymous on 12/19/2005 (Patch 1.8.4)
Careful with these guys, if you attack one of the necromancers, it immediately spawns an undead ravager to assist it. It's probably best to tackle the undead ravager quest and the ghost-o-plasm quest with a group of at least two.
Rating: +2 [-] [+]
By Anonymous on 01/25/2006 (Patch 1.9.2)
Did this with my level 36 hunter. Place the box, which doesnt have to be directly on the mound, can beside it. Wait for the ghosts to come, pull one with ranged shot up the hill and kill. Died once because one of the level 40 nec's decided to join, but other than that, very easy quest.
Rating: +2 [-] [+]
By Anonymous on 03/02/2006 (Patch 1.9.4)
this little guy must be hiding in a kodo cause i have no idea where he is in the se of the graveyard.

patience is the key to this quest
Rating: +2 [-] [+]
By Anonymous on 03/02/2006 (Patch 1.9.4)
I soloed this quest at lvl 35 (druid), piece of cake. All you have to do is kill 2-3 skeletons around the mound between the 2 giant skeleton corpses, place the magnet and back off a bit.. then when u back off hit a ghost walking into the magnet (try for one at a time or it will be harder). Just continue that process and watch out for skeleton spawns.

The location is south-east of Mannoroc Coven, south-west of Magram Village it's a U shaped area with 2 large arch's for entrances and skeletons crawling in it. You place the magnet in the south-east section of this place, there will be a mound of dirt between giant skeletal remains.
Rating: +2 [-] [+]
By Anonymous on 05/14/2006 (Patch 1.10.2)
the thing u need to do is to just pull one at a time, and you get those ''plasms''

well while you are there watch out for skeletons
they are pretty annoying...
Rating: +2 [-] [+]
By Anonymous on 06/20/2006 (Patch 1.11.0)
Just get your self in and go stand in the bend in the canyon.&nbsp After that put the magnet near the center (by the little hill) and then you only have to keep track of one or two undead ravagers and don't have to worry about the two 39's and one 40 Outcast Necromancers.&nbsp Then just pull the ghosts before they get to the magnet or when they wander away from the main group.&nbsp Really easy to do as a 37 fire specd Undead Mage.&nbsp The only problem that I see for others that aren't mages is the curse that the ghosts put on you.&nbsp So just take the best class ever with you if you aren't one lol.

Melivilth 37 Undead Mage
Malfurion
Rating: +2 [-] [+]
By Anonymous on 03/02/2007 (Patch 2.0.8)
careful cause u gotta push em with a ranged weapon one at a time or a spell, if u are in group better and try to kill the centaur illusions when they are neutral not hostile cause then they wont aggro also look around and see if there arent any skeletons cause they might attack u while u sommuned the illusions and then skeletons and illusions will aggro on u
Rating: +2 [-] [+]
By Anonymous on 03/02/2007 (Patch 2.0.8)
Its on the litle "hill" you summon
You cant miss it caus the skeletons are huge.

its possible to solo with a lvl 35 Paladin but its not easy at all. (if you dont have self heal make sure your 37+ or so)

And GL
Rating: +2 [-] [+]
By parttime on 12/08/2007 (Patch 2.3.0)
This is a tough quest for casters (39 afflic lock) because the skeletons are quick and quick to respawn. They interrupt with hard hits. They won't tank my minion and they aggro their brethren very readily. But when i'm a couple levels up i'll go back and clear it. For now i've moved on.
Rating: +2 [-] [+]
By macromaniac on 12/12/2007 (Patch 2.3.0)
Would definitely recommend the entrance at 63, 81. Go over the hills to the right of the entrance to avoid some of the mobs along the way (watch out for the lvl40 necromancer patrolling). The spot your aiming for is 65, 90. It's a hill up on the left as you make your way in. It's quite close to the Goliaths and well away from all the mobs (its also a very handy spot to run to if your dying; stops you getting ganked when you re-spawn). From this spot you should see the Goliaths and a small mound in the middle (possibly with some tin on it). It's anywhere near this mound that you should run and place your ghost magnet on. Run back to the hill and take your pick of the Magram ghosts walking past. By doing it like this you'll have the quest done in no time but always keep an eye out for ravagers re-spawning and that necromancer. Im a lvl 38 druid and gave up on this quest before, if I hadn't found this spot I never could have got it done. Never give up, never surrender!!
Last edited by macromaniac on 12/13/2007 (Patch 2.3.0) – edited 2 times
Rating: +2 [-] [+]
By Felet on 02/16/2008 (Patch 2.3.3)
Great instructions!

I just finished that quest with my Undead Mage. and I can honestly say that this was imo the hardest quest in Desolace. The Ravagers respawn very fast and hits pretty hard (at least me with my 900 armor).
Rating: +1 [-] [+]
By Anonymous on 12/19/2004 (Patch 1.2.0)
I ran around for about 30 minutes with it as a hotkey activating in between carrion horror aggro. I went from the open area north of the QG (quest giver) to SW of ghost walker post. Any help on where to activate this?
Rating: +1 [-] [+]
By Anonymous on 02/08/2005 (Patch 1.2.0)
If you DO manage to pull too many of these mobs, they WILL follow you to the ends of the earth! I was halfway across the zone before they finally killed me. You Have Been Warned.
Rating: +1 [-] [+]
By Anonymous on 04/30/2005 (Patch 1.4.0)
Here's what I did to keep the aggro manageable. I'd set the magnet down on the mound, then immediately start putting distance between myself and the magnet. Then, use Exorcism to pull one ghost at a time to where you are. Easy. (Resist the temptation to take a swing at a ghost, that tends to anger a number of the nearby ghosts)
Rating: +1 [-] [+]
By Anonymous on 06/26/2005 (Patch 1.5.1)
2250 xp at lvl 39, 45 silvers, no faction gain
Rating: +1 [-] [+]
By Anonymous on 06/06/2006 (Patch 1.10.2)
I highly recomend that you have some kind of healer whenever you do this quest. It is sort of hard to solo and when you don't have a healer...things get pretty ugle. I suggest that after you plant the box, run away just a little bit and try to pull one at a time. I also reccomend that you bring healing potions if no healer is available. You can plant the crate at about 64,90 in between the bones.
Rating: +1 [-] [+]
By Anonymous on 08/19/2006 (Patch 1.12.0)
faction gain: bb