There are obviously many problematic pathing areas in this zone, but I'd like to try to isolate a few particularly maddening spots that suffer from chronic pathing problems that aren't just an inconvenience but make effective gameplay super frustrating. The hallway where the Delmare Undertow placeholders spawns is one of these locations that suffers from egregious pathing/warping problems. While this isn't entirely unexpected given the original zone's also very problematic pathing, I'm hopeful that something might be able to done about this problem spot. Courtesy of EQResources, this image shows the general area of the problem spot in this specific portion of the zone. The problem is that the placeholders themselves, "a neriad guard", warp between their physical locations in this tunnel and elsewhere, so that when you attempt to fight them, sooner or later, the entire population of the building to the southeast (and everything in between) will soon come to find your group. One of the placeholders is especially bad as there is a "crack" in the roof of the tunnel, where you can catch a weird glimpse upwards, and its very common to find "a neriad guard" in that crack. I'll try to get a location on that place later from a friend, I couldn't find it again on my exploration for this thread even though i've seen it before! For example, right now only 2 of the neriad guards are where they belong in the tunnel, with multiple guards stuck out of place and warping around as you can see in the images below: One would imagine that this is why when you attempt to fight them in the hallway in light aqua on the map above, that they bring everything in the building from the 2 above pictures. If you need more specific information, let me know and I'll dig it up.