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Taken from the private journals of Morgen Kapp, swashbuckler extraordinaire:
I visited the undead mechanic in his crypt just west of the MP spillway base at 42.1N 79W, where he gave me a rumor about missing parts. Now I was in a real fugue, 19 parts are listed without any hint as to their location except for “…
| At one time there were stores of these parts cached about the land, but now, with the chaos of the times and your meddling, intrusive ways, Isparian, who knows where the parts may be. But find them and bring them to me and I will reward you with a dose of the poison.
Several hundred dungeons, points of interest and even more NPCs this would be one truly epically nasty scavenger hunt to finish without help.
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So I dialed 1-800-maggies and obtained a listing of the appropriate dungeons. Not a very noble or heroic beginning for a quest, but without it I would not even bothered searching for 19 parts.
This is a design flaw in my opinion; you should have a clue or two as to where to start and then clues in the dungeon as the next. If there were only 20 or 25 dungeons in the realm then searching for 19 randomly located parts wouldn't be so onerous, but 19 out of hundreds is positively clueless-ly irresponsible.
Old Mines - Alloy Piston [79.2S 27W]
Ah there on the list was an old favorite, the Old Mines [east of Qalaba'r or reached thru a portal inside the Arwic mines in Ariwc]. I ' d spent the better part of 14 or 15 levels in there or about 50 minutes of my initial life cycle bashing the level 18 to 32 luggies. But I suspected the missing part won't be in the first, half but rather nestled deeply in the second part with the undead. Countless hours of past lives had been spent watching over untold re-rolls mugging luggies, I'd not visited the 2nd half since the time a level 15 or 16 Jack and Ag Nar got so beat down by undead Mhoram, DeVir and Sun-Tzu Zen had to assist in recovery - guess that surprises some of you that Jack was even level 15 or 16 at one point.
So I asked Tiwaz to summon a Hub portal and off I ran; buffs and banes wouldn't be needed for the pitiful luggies found within this dungeon. Strange looking luggie greeted my arrival, bluish with silver armor. Hmm it didn't die with just one swipe of my blade. A quick examination revealed the old level 18 luggies had been forced out by a more powerful gang of thugs, these luggies - Gotrok Montok - were level 70 and some were sporting hollow weapons! Knowing the location of the spawns sure helped but even un-buffed or baned I slowly made my way back to the deeps of the Old Mine. Noting along the way the once dreaded mountain rat had been replaced by a mated pair of wasteland rats and the old skeletons locked in the chest rooms had matured into revenants.
But changes or not, I was soon at the ramp-grill to the undead section. But time had played a nasty trick for it is a locked grill making LP required to continue. $%&^%#^*%. So I waited like a foolish child for a grownup to come and open the door for me. But once inside my trusty flame burned a path around the corridor to the upper level and the Alloy Piston was found lying on the ground in the room before the exit portal.
The undead mechanic was glad to see me offering the 14th page of an unreadable tomb for the Alloy Piston, and hinting that if I could collect all 19 pages he would swap those for a more appropriate gift. Your immediate reward for returning the piston is 200K experience.
Thieves Den - Alloy Cogwheel [17.7N 65E, Eastham beach]
Ag visited this place many, many moons ago back when he and Wyk trolled the coastline of Eastham avoiding gromnies and wasps. It was a must stop for all Aluvian's visiting Eastham as you could purchase Gertarh's dagger for 400py if you were lucky enough to have lock pick and didn't offend Gertarh. As we all know before tinkering and dirks the 8-9 variance damage this dagger did was truly uber. Well poor Gertarh was done in by a pyreal greedy Oswald and this messy dungeon was rarely visited before this quest I suspect.
Several Banderling strikers, drudges, rats and skeletons to fight off as you try and find you way thru this twisted maze of levels. Past the initial door turning left takes you to the Gertarh area where LP is required. Going right takes you to the Portal exit room.
Not so fast bucko, it is easy to miss that down ramp on the west wall. Where you will be wandering around in search of pits to drop down to reach other levels to finally reach the room with the Alloy Cogwheel. Without a map this part will be long and painful as you learn all the connections between the various parts of the dungeon. Hire a guide or purchase a map unless you truly love exploring and trying to juggle the relationship of various disconnected parts in your head.
The undead mechanic was glad to see me offering the 9th page of an unreadable tomb for the Alloy Cogwheel. Your immediate reward for returning the Cogwheelis 45K experience.
Filo's Doom - Alloy Device [12N 62.2E, NE of Rithwic]
A totally new, never before visited dungeon [by any incarnation of me], this should be a different experience. Stopped in Rithwic to pick up a few usts, 2py cheaper then in Cragstone, and an intricate carving tool from Ynarre [10.2N 58.5E] before running over to the dungeon. Hidden away in a rock cavern on the surface the portal is protected by jade gromnies.
Once inside it was easy to find a jump down point, or a series of doors/levers to access a ramp down to the second level. There after overpowering a few white rats, skeletons and young Banderling [more because they were as annoying as Harie Krishna's at the airport then any danger presented] it was easy to find the Alloy Device lying on the floor of a small dead end passage.
The undead mechanic offered a blue binder for the Alloy Device, seems pages have to be inserted in order, ala Nuhmudira Bestowment quest. Your immediate reward for returning the Device is 5K experience. Ed note: unnoticed at the time, the mechanic seems to have slipped page one into the binder as well. Unfortunately examining the binder doesn't reveal how many pages have been inserted, but when used on page two the binder incorporates it into the binder without any previous using on a page one.
Empyrean Garrison - Alloy Apparatus [54.2S 81.8E, S of Nanto]
Another unique, I've never visited dungeon. Once again the outside was protected by level four drudges and jade gromnies, with the entrance portal inside a bunker building. After wandering around for several levels an epiphany filled me with wisdom. Having acquired ten vassals to drop leadership in order to learn lock pick, one probably should stop in town and purchase some picks before going a dungeon that might have locked doors. Well it was either an epiphany or a locked door, was kind of late in the evening so was hard to tell which it was.
On the first level there was a door that couldn't be accessed from here, but there were several other ways deeper into the dungeon. First level was filled with odd angled corridors and level 4 drudges and white & red rats. Obviously they are not much of a threat to anyone that can actually reach the dungeon's portal but still well worth killing. Not for the experience mind you, but rather for the three gold and scarlet letters in the short time I was inside.
Oh that locked grate before a plank to drop down, it was about the only locked gate I can recall and was on the path to the Alloy Apparatus. So reach that and the end isn't far away.
The undead mechanic offered a 2nd page of an unreadable tomb for the Alloy Apparatus. Your immediate reward for returning the Apparatus is 7.5K experience.
Dungeon Nye - Alloy Dynamo [6.2N 34.4E, NW of Lytelthorpe]
Actually it is a good run from Lytelthorpe, so if the weather is foul heading to the Enchanter's Meadow Estates portal at 2.2N 50.4E will quickly transport you to 5.7N 36.9E making for a shorter run. If running the entire distance Samsur doesn't appear to be any further of a run so which ever town is easier to get to is a good place to start. But from Enchanter's Meadow it is merely NW a bit over the hill and then down to the valley where a party of Ravener Drudges are guarding one of those portals inside a stone head.
Arriving at a nice very empty meeting hall, I soon encountered more Ravener Drudges and there were flashing reports of Banderling Berserkers nearby. Dungeon is a couple of big rooms connected by ramps, stairs and long corridors with only a couple of locked doors, which can be ignored because they only lead to chests for looting and not the Alloy Dynamo.
So after a lot of running around and no Alloy discovered I was confused, surely I'd been everywhere possible to go and not hide nor beep of the Dynamo. Another quick, intense search around the dungeon failed to find the piece and I was getting very upset. Even relying upon BS/2 to beep when the piece came into range wasn't helping, what the heck is going on? So I pulled out my IPad, connected to ACMaps R Us for even more blatant cheating. Turns out there is an invisible wall near the corridor to the second exit portal - not the one close to you upon arrival but one up over and back down a ways. Of course it's a long corridor run once thru the false wall to the dynamo, which is just long enough to cause BS/2 to miss the item till you are beyond the wall.
The undead mechanic offered a 13th page of an unreadable tomb for the Alloy Dynamo. Your immediate reward for returning the Apparatus is 150K experience.
Bone Lair - Alloy Instrument [29.4S 7.0E, NW of Al-Arqas]
This dungeon is a throw back to a simpler time and age, when getting there was half the battle. So the dungeons weren't overly huge nor were they complex. Located to the NW of the Al-Arqas arrival point the entry portal is in a crypt building surrounded by skeleton warriors.
Inside you'll meet up with more warriors as you run around pulling a lever to open door to a room which houses a lever to open another door which holds the lever to, etc. After about four or five of these lever room combinations you succeed in opening the middle door across from your arrival point. Going thru that you wander back to a big room with skeleton warriors and in the far corner the Alloy Instrument. Over all the buffing may take and the run from the arrival most definitely will take longer then actually getting the Instrument once inside the dungeon.
The undead mechanic offered the 3rd page of an unreadable tomb for the Alloy Instrument. Your immediate reward for returning the Apparatus is 10K experience.
Glenden Woods Dungeon - Alloy Tool [54.2S 81.8E, N of Glenden Woods]
Just north of the city off the road is the portal into this huge dungeon. There are numerous locked doors and keys to be found but they probably pertain to another quest or the Banderling chest loot. I found only one door that needed to be unlocked and that lead down to an area that on the left leads to the North GW Prison portal and to the right leads to the Alloy Tool. There seems to be another route to get down to this area, but I didn't sit around long enough to check that path.
One thing noticed, is the location now and permanent spawns of some often hard to find critters. This was first noticed when encountering Banderling Strikers in an earlier dungeon, and in this dungeon on the way down I passed a Fire Auroch Bull & Cow and obtained another lucky gold letter off a low level drudge.
At the end the tool is guarded by two Granite golems. Ed note, suggests Turbine heard the out cry about some monsters being impossible to find for the rare drops and now has seeded some of them in the dungeons of this quest.
The undead mechanic offered a 4th page of an unreadable tomb for the Alloy Tool. Your immediate reward for returning the Apparatus is 20K experience.
Smuggler's Hideaway - Alloy Contrivance [54.2S 81.8E, E of Tou-Tou on the coast]
Interesting puzzle here, get to the fort and there isn't anyway in to use the portal to the Hideaway. But a bit to the North is a Smuggler's Fort portal which does put you inside the fort so once the bandies are eliminated you can then portal into the Hideaway.
Lots of Banderling strikers in here [one graciously dropped a Ruined Amulet of Bow for Dagger Mastery II's gauntlets] and a few Banderling Rouges. Several locked doors that open when you step on the correct pad in front so you can get to the back, dead end corridor and loot a chest. If you can kill the monsters quick you can even make it back out before the door/grate closes. If not then you'll have to find the lever/button to reopen the door from this side.
Eventually you'll discover a grate in front of a down ramp but no button lever near by and no big pressure pad in front so that the door opens as you come near. See those two rocks in the corner, standing on the correct one opens the grate. Once on the 2nd level you need to make your way south then to the western area to find the Alloy Contrivance. Ed note, the amount of strikers in this dungeon, at least for me tends to confirm my suspicion that a benefit of the quest is discovering fixed locations of some formerly rare drop monsters. You need a bow amulet; this is certainly the place to camp.
The undead mechanic offered the 10th page of an unreadable tomb for the Alloy Contrivance. Your immediate reward for returning the Apparatus is 50K experience.
So ends the first day of journey upon this path. Time to rest and recharge my energies for tomorrow.
Drained from so many new places and the burden fighting my way thru as I explored for the correct path to my trophy, I've decided to start today attacking a familiar dungeon and work slowly back into this quest.
Mount Naipenset - Alloy Generator [5.4N 56.05W, where the direlands meet the North Landbridge]
A familiar dungeon, one where numerous hours of conscripted work had been preformed seeking Granite Golem hearts for SIK rings when nothing much else was going on. Unfortunately the colorful granite, copper and iron golems were ousted and Gold Golems now inhabit all levels of the dungeon. A fixed supply of Granites replaced with almost useless Gold, not great for pack space but at least now I'll have less grunt work to perform in the slow periods.
Of course the only tricky part to this dungeon is getting the pit doors open [stepping on the right floor tiles] and then getting thru the door before it closes or you step on a wrong tile and close the door. One big surprise of extreme miniature stature was right at the Alloy Generator while slugging it out with two or three Gold golems, a small sand golem [level 100, about 8 inches tall] walked up and joined in the battle. This is the first of it's kind I'd seen, other then the very miniature diamond golems on Marae Lassel isle that love to shout Blood - must be related to Jack.
The undead mechanic offered the 19th page of an unreadable tomb for the Alloy Generator. Your immediate reward for returning the Apparatus is 450K experience.
Phyntos Menace - Alloy Turbine [68.2N 20.05W, east of Stonehold]
Another familiar dungeon, well an almost familiar dungeon, as I can not count the times I've portal-ed to Stonehold using this dungeon. But other then arriving and exiting, had not really ventured into it at all. Arrival was a tad unsettling, numerous times in the past occasionally a random spawn nearby might wander over to inspect our arrival. This time eight plus white Phyntos wasps were laying in ambush at the drop point, inside their numbers increased dramatically.
A square-ish dungeon layout of inner and outer rings, the dungeon is a bit interesting in that it has been rotated a bit. So instead of N-S or E-W corridors you encounter NE-SW, SE-NW corridors [angled]. Another feature is the wasps love casting war spells; hope you have a high Magic Defense skill. Mine is a 230 base and I was still getting tagged now and then. This doesn't seem bad except for the sheer number and the tendency to flood rooms under attack that the wasps possess. Similar to that of the Olthoi soldiers in the major stinging stone dungeon. If you can survive the wasps are about 20K a pop, so that's nice bonus.
Working your way to the center one then fights their way up the stairs to rooms high above where the Alloy Turbine in located.
The undead mechanic offered the 20th page of an unreadable tomb for the Alloy Turbine. Your immediate reward for returning the Apparatus is 500K experience. What's going on here the undead mechanic talks about 19 pages and a reward; yet I've now got a 20th page. Maybe being undead has an effect on mental agility, you think?
With the pack filling up with these scrawled notes, time to start doing them in page order to clear the clutter.
Tomb of Dead - Alloy Contraption [18.3N 9.3E, SW of Tufa]
Another older dungeon I'd never visited that is now filled with Risen Soldiers of undead and Shadow Wisps. After arriving you eventually discover a divided large room with 3 locked doors. To the south is an alcove with a wall lever, and another locked door to the south. The southern door is the one opened by the lever and after a bit of exploring a room with 3 floor levers and a wall lever are discovered.
Doesn't take a rocket surgeon to figure out that each floor lever opens one of the doors back in the great hall, and typical of lever doors, the wall lever is to open the exit door back to the great hall from this side. Now one is caught in the middle of a dilemma. Which lever to try first behind which door is access to the area holding the Alloy contraption? Is it door #1, door #2 or door #3? I'll leave that as an exercise for the student to figure out.
The undead mechanic offered the 5th page of an unreadable tomb for the Alloy Contraption. Your immediate reward for returning the Apparatus is 25K experience.
Saadia's Retreat- Alloy Implement [58.6S 76.6E, ENE of Lin]
While this is another never before explored dungeon, I feel confident wagering that the Mosswart Fanatics, Zealots and Idolator's now residing within weren't there a month or so ago. Annoying critters they are constantly blocking progress of wandering around this circular puzzle of ramps and walkways. More so for me cause once the bloody beasts are dispatched it is very hard to not loot them, which means more will be on you and progress delayed again.
In the past dungeon with these walk ways and open pits, could be short cut by dropping down to the deepest level and then finding or killing what you came for. This dungeon trek doesn't follow that familiar logic.
Nope, you've got to explore and find you way down, under, over and across to some side corridor between levels where the Alloy Implement is just laying in the hallway, and not in some final end room.
The undead mechanic offered the 6th page of an unreadable tomb for the Alloy Implement. Your immediate reward for returning the Apparatus is 30K experience.
Enkindled Souls - Alloy Utensil [49.4S 26.9E, SE of Khayyaban]
After so many never before visited dungeons I'm beginning to have doubts as to whether or not I've ever gone on quests before! This is another confusing dungeon of corridors on a bias that mostly looks similar adding to your disorientation. After a bit of wandering you will find to the north of your arrival three locked doors which are not accessed from here. Oh great now to find the levers while getting around these pesky Lich Lords and Skeleton Wraiths.
Tucked away kind of in the southern center is a room with three levers, but not to worry about which to choose. Turns out all three doors open into the same great room, so hit them all and go find the first open door. Once inside the great room you have to find the path up to the ledge so you can take the path down to the lower level.
Basically the second level is a square corridor on a bias with 3 off shoot corridors. The one that leads east has an exit portal and a treasure chest, not what we came for. Your task is to find the two leading west, of which one contains the lever to open the door granting access to the other. Once that is figured out you gain access to a ramp down to another great room with two treasure chests and two can't be accessed from here doors - one leads to another exit portal, the other to the Alloy Utensil. Several trips around the room will convince you that there aren't any levers to access the doors. And if you didn't explore the rest of level two you won't realize there weren't any other levers. After much running around the room in desperation seeking floor pressure plates I decided to loot the chests. Stepping up to one of the chests, a door opened, &%^%**%*%. Yeah approaching the other chest the other door opens.
The undead mechanic offered the 7th page of an unreadable tomb for the Alloy Utensil. Your immediate reward for returning the Apparatus is 35K experience.
Crypt of Ashen Tears - Alloy Mechanism [14.6N 3.5E, east of Zaikhal]
East of the arrival point to Zaikhal, a stupid mountain is in the way so you have to circle around to get the entry portal.
Lich Lords, Banderling Strikers along with a few sewer rats and golden wasps will impede your progress. I wandered around lost in a daze but eventually I was found on a walkway out to a room above in the middle of a great room. Spotting the Alloy Mechanism down in a corner of the great room I debated aimlessly wandering the halls looking for the stairway down or jumping. Call me lazy I jumped.
The undead mechanic offered the 8th page of an unreadable tomb for the Alloy Mechanism. Your immediate reward for returning the Apparatus is 40K experience.
Ed note: if you can't get to the bandit hideaway for hunting strikers for bow gaunt ruined amulet, this is probably a viable alternative.
Inner Dungeon - Alloy Motor [43.5N 43.4W, S of Plateau Village]
After running down into a big crater I'd never noticed, I hit the portal and arrived in a well lit great room with two locked exits, 350LP. A quick weaken lock spell lowered that into the 200s; I opened the door and headed down the passageway. Where I was greeted by a squad of Unruly Monougas lead by a TM, Terrible Monouga that is, not a tremendous monouga.
Once they were dispatched I was in another great room with two exits on the other side. So on I pressed, corridor, great room, Monougas, two more corridors leading onward. Till I arrived in the 5th such great room where the other exits were again locked 350ish doors. After one was spelled and picked, I ventured down the corridor into a final great room with portals to Eastham, Hebian-To and Zaikhal. Oh, and yeah a few annoying Nomad Mu-Miyahas.
The secret to this dungeon is when presented with an option of going with the right or left corridor take either one. Yeah this is the type of dungeon Ag seems to love for not even a drunken Aluvian Soccer Hooligan can get lost in here since both corridors lead to the same place you can't chose a wrong one. Ed Note: Possibly after four or five 6packs one could technically get lost in here, but by then just operating the keyboard would be a huge quest in itself.
The undead mechanic offered the 18th page of an unreadable tomb for the Alloy Motor. Your immediate reward for returning the Apparatus is 400K experience.
Mountain Keep - Alloy Sprocket [54.7N 32.9E, NE of Colier]
With almost 40 minutes left on the Crypt of Tears buffs, I recalled to Cragstone took the Collier Estates portal and then made a dash to Mountain Keep.
Once inside I was left with the option of take any one of 4 drops, randomly choosing the west as I floated down BS/2 beeped. But by the time I'd landed it was off the screen. Taking the only exit visible I fought my way up a tower column where once again I caught a glimpse of the Alloy Sprocket. So I snagged it and recalled to Marae Lassel to turn in my trophy before heading back to the mansion.
With the exception of the drop and two or three Dread Mu-miyah that I slew on my climb up the tower I've no clue as to what is inside Mountain Keep. I wasn't there long enough to do much besides say I came, I grabbed and I left.
The undead mechanic offered the 11th page of an unreadable tomb for the Alloy Sprocket. Your immediate reward for returning the Apparatus is 75K experience.
Dungeon of Tatters - Alloy Cylinder [54.7N 32.9E, NE of Qalaba'r]
With over 33 minutes still left on the last set buffs, do to the luck of the last dungeon, I traveled to Qalaba'r and set out in the direction of the Dungeon of Tatters. With it being such a nice day, didn't even inquire with the locals about any housing portals that would drop me closer, choosing to just dash on over the old fashioned way.
Nice run, picked up several green dye plants, slew a hoary and snagged a small off a sentimental and his groupies. But with about 6 clicks left in the run I noticed all the side excursions had dropped my banes down to about 7 minutes so I ignored the area's fauna and made straight for the dungeon
Arriving with about a minute to spare I noticed several Banderling berserkers in a tower next to the bunker building so I ripped thru them looking for an Axe ruined amulet, oh well maybe later. So as the banes going I dashed down the stairs hoping to jump into the portal and recall to the house for some buff luv'in.
Well jump back, soo-prise, soo-prise, soo-prise as Gomer would say. This building is a series of several ups/downs and a maze quest of just finding the portal. It is not your typical ‘down the stairs there it be' arrangement. Luck was however on my side and I escaped thru the portal with a few banes still left or going.
After recalling back I was able to wander around and discovered the Great Hall narrows in a few places to give the impression of three Great Halls. Each as an up area that will need to be explored unless you select the correct section for it's down ramp to the section with the Alloy cylinder.
Having a high magic defense truly helped with this dungeon, as the Shadow Lts and Mist Golems sure liked casting war spells at me.
The undead mechanic offered the 12th page of an unreadable tomb for the Alloy Cylinder. Your immediate reward for returning the Apparatus is 100K experience.
Small Ice Cave - Alloy Pinion [67.7N 50.3E, N of Bandit Castle]
Don't think that there isn't a reason why this dungeon is close to the Bandit Castle. Several large areas infested with acid snorting wasteland rats and lightning tossing ebon gromnies. If they weren't enough of a PITA toss in some Nubilous Golems for fun. Flame or pierce worked ok on the rats and gromnies but was totally useless on the golems. Strangely, lightning worked very well on the golems and if baned/imbued works well enough on the rats and gromnies to eliminate the need for weapon swapping. This will be tricky in a few locations as you are swarmed under by hordes of monsters. Closest point I came to a free Lifestone trip so far on this quest.
Finally one stands on the ledge before the final room housing the Alloy Pinion. Sure hope you gave Kawin the Insane back at bandit castle a bowl of Carol's Carrot Soup otherwise you aren't getting past that door. For the cooking impaired take to your friendly chief a carrot, milk and cheese. He or she should be able to take it from there.
The undead mechanic offered the 16th page of an unreadable tomb for the Alloy Pinion. Your immediate reward for returning the Apparatus is 300K experience.
Crater Caves - Alloy Fan [66.7N 12.5E, East of Crater Village]
Once again a dungeon from the ancient past, trouble is I never really paid all that much attention to the layout and each time I visited here had to retrace my tracks several times. Since the last visit was at least a year ago, possibly two, backtracking will be the major event of the day.
The old familiar granite golems at the entry have been replaced with Nubilous Golems, good thing I've still got that lightning sword buffed from the Ice Cave. After a minimum amount of back stepping, I've re-discovered the drop to the Magma Golem area. I stepped into the abyss and quickly realize the Ice Tachi wasn't one of the swords I buffed back at Tiwaz, so I hastily banned it with level V's and pressed on.
There really is only one place to start looking for the Alloy component in this dungeon, and that of course would be at the old Pit area with the SIK chests which long ago were upgraded to the Forge area and SIK chest area. So I pressed on, stopping once or twice after a wrong turn or two to back up and get back on the correct path. But eventually there the forge is and as predicted, back behind one of the SIK chests was the Alloy Fan.
The undead mechanic offered the 15th page of an unreadable tomb for the Alloy Fan. Your immediate reward for returning the Apparatus is 300K experience.
Lost Garden Ruins - Alloy Engine [65.8N 59.3E, N of the Mines of Despair]
Venturing deeper into the great arrival hall, one is immediately attacked by Cursed Bones and Great Skeletons. After wandering around and exploring the two other great rooms the only option left is leaping down into the huge pit into yet another large great hall.
Meandering NE and then S, one eventually enters into cubical hell, lots of small square rooms connected. But continuing south thru the maze of rooms you stumble upon a great room with the Alloy Engine. Only trouble is you are down on the floor and the Engine is up there on a ledge. So it is once more back into the cubes looking for a ramp or set of stairs leading up. This wouldn't be much of a problem except for the annoying Paroxysm Shadows that seem intent on blocking your progress. Once that is found, it isn't too much trouble finding that ledge and the desired trophy.
The undead mechanic offered the 17th page of an unreadable tomb for the Alloy Engine. Your immediate reward for returning the Apparatus is 350K experience.
Now with the 20 pages I deftly inserted the remaining pages to complete my binder. Nervously I returned the blinder I had carried over hill and dale up and down the breath of Dereth to the undead mechanic. For my efforts I received an Explorer Title Token, Walking Boots of moderate quickness and an Alloy Machine.
My journey is complete; I can rest secure with the wisdom gained. It would be hard to call this an Epic Quest for some would argue that Aerlinthe was a quest of Epic portions, this was merely a long or huge task comprising many rather simple tasks. So epic in relation to this quest would have more to do with the size of the quest not the scope.
Morgen Kapp, HarevestGain 28, 57 P.Y
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