| Aerlinthe/Lady Aerfalle - Part 1.0 - getting the Sluice Gate Bar |
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| Written by Arcus Maximus | |||||||
| Monday, 11 September 2006 | |||||||
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Aerlinthe/Lady Aerfalle - Part 1.0 - getting the Sluice Gate Bar
Not 100% finished. Need to check/verify order of colored infusions for SoLL and monster names. Also need a picture of the sluice gate bar room. Otherwise it should be pretty complete. Ok the first thing we need to do to kick of the quest is to give the repair golem in the Reservoir a Sluice Bar Gate. So obviously that means going to the Foundry and picking up a Sluice Gate Bar (SGB). Whoa nellie. Hold up there! How is it possible to first give the sluice gate, when before that we have to pick it up? Bam-Bam confused, could you explain that a bit more slowly so even a Neanderthal can understand? 1. Acquire SGBfrom Foundry. 2. Give Repair Golem SGB in Reservoir, this action causes the Smithing Golem to be spawned in the Foundry. 3. Pick up a Pyreal Bellows in the Crater Caves of Crater Lake. 4. Give Smithing Golem... no, ok better yet is
0. Pick up Bellows. 1. Acquire SGB from Foundry. Note: Lockpick skill is needed in this part. 2. Give Repair Golem in Reservoir SGB (pick up sacrifical dagger if you want to meet old style Lady Aerfalle). This causes the eventual spawning of Smithing Golem in the Foundry. Note: Lockpick skill is needed in this part. 3. Give Smithing Golem in Foundry Bellows. This causes the eventual spawning of Tenkarrdun hellfire & bohemothic in the volcano. Note: Lockpick skill is needed in this part. 4. Kill the Tenkarrdun hellfire (pick up red infusion from hellfire for inbuing SoLL or turn in for 4M XP if desired). This causes the eventual spawning of the Watchman Relic in the undead town and the Hellfire General at Crater lake (blue infusion). Bohemonit is optional, if you need an atlan black stone or want the 100,00XP for turning in. 4a. Friends can now go off to Crater lake and kill the General (White infusion from a solo Firestorm for inbuing SoLL or turn in for 3M XP if desired). This causes the eventual spawning of the hellfire general at Mt Lethe. 4b. Friends can now go off to Mt Lethe and kill the General (Blue infusion from a solo Hellfire usually up the volcano wall for inbuing SoLL or turn in of 4M XP if desired). NOTE: If you go off to both locations, and then return to the undead town the watchman Relic may be gone and you will have no way of getting inside the keep to finish the quest. 5. Kill the Watchman Relic. This causes the immediate summoning of a portal to The Keep. 6. If doing the old style lady A, turn in dagger to Ghost. Then go to end of dungeon and kill Lady A. Depending on time of day you may get spammed with a lot of congrat /tells from folks online - shout out to Redfist of TD for all the lag his plugin induces sending automated congrat tells from anyone online using it! Note: Lockpick skill is needed in this part. 7. Loot a key and work your way to the chest room. Where you either 7a. Open the new chest from the key from the new Lady A rewards unknow, but known not to contain a recall spell scroll. or, 7b. Open the old chest from the old lady A key. Rewards include Ashbane, Staff of Aerfella, Robe, Recall spell (needs translation in Zaikhal). As used above the phrase 'eventually spawning' means that something like 15 or 30 minutes after the event occurs the creature/NPC is spawned at the next location. Giving you some time to get to that next location, just in case someone just hunting the area and doesn't accidently kill your target bring your quest possibly to a grinding hault. So you get to Aerlinthe Island. Directions in the lore part in case you forgot. Then run around the inner bay to the Foundry.
The arrival location is safe, and in the old time limited span of level 6 buffs was a great place to rebuff. Once ready you run directly south down the ramp and keep going to you are forced to go west. Down another big ramp you will see a lava lined corridor heading north. Take that into another big cavenerous east-west room. Near the western edge of the north wall will be a door to lockpick. Open it and follow the corridor east/north into a squareish large room. In the center of that room will be a floor ramp down heading east. It splits north or south but both merely guide you into the next big north-south room. To the north along the western wall you will spot another exit corridor. This will funnel you into the next large room which has a bridge to cross a lava pit. If you are skilled jumpers you can jump across the lava pit (falling in means, good luck in jumping out or recalling and starting over) which avoids triggering a spawn of several more monsters. Weak jumpers in the party, take the bridge and deal with the extra hellfire and diamond golems. The eastern corridor winds north to a spiral staircase that leads down to a western and eastern spiral staircase. Note: this is another safe place to rebuff if needed. Now for some fun. Someone will need to take the western stair case down and push a lever. Note: room actually has two levers but you will not be able to get to the second door in time to take advantage so just worry about using the lever on your right/western as you enter the room. So you head down the western stairs enter three small rooms in the middle one and head west and then into the north corridor (it's the only corridor so it won't be confusing). This leads you down a level, across a catwalk/bridge and in to a smokey room. Here is where you'll flip the western lever and rush back to the party.
The party can either be waiting at the top of the eastern staircase or they could have moved down that staircase, picked the lock of a door and be waiting at the grate you opened. From there it is a short run to the large room containing a lever to open up the grate you passed thru coming down and to the east of that lever the Sluice Gate Bar on the ground.
With the sluice gate bar in hand at the very least that person will need to get to the Reservoir and turn it in to the Repair Golem.
Ag NOTE: Oh and this room, at a minimum the individual with lockpick& pryeal bellows will need to return here. So if they are strong and aren't needed at the Reservoir back them out of the room up the corridor a bit and log'em out. Will make turning in the Pyreal Bellows a lot easier then getting back here again in the next stage. |
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