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Storming Aerfalle’s Keep (Aerlinthe Recall)

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Storming Aerfalle’s Keep (Aerlinthe Recall) Empty Storming Aerfalle’s Keep (Aerlinthe Recall)

Post by Taomagicdragon Fri Jun 06, 2008 10:35 pm

~ Storming Aerfalle’s Keep ~

Timer - 14 days, 27 days for infusions
Rewards - See Below
Weapons - Bludgeoning, Fire, Cold, Slashing and Undead/Shadow/Olthoi/Fire Elemental/Ghost/Skeleton Slayer
Type - Epic
Reqs- 45+ or 150+, Lock Pick, C or D note, and at least two people

The rewards for this quest vary based on the tier you decide to do as well as whether or not you wish to complete any side quests. Below are the rewards:

Original: Ashbane, Aerfalle’s Pallium, Staff of Aerfalle, Scroll of Aerlinthe Recall, and a token for 15 mill xp

VoD: Superior Ashbane, Aerfalle’s Supreme Pallium, War Staff of Aerfalle, Scroll of Aerlinthe Recall, and a token for 55 mill xp

150+: Reforged Ashbane, Aerfalle's Mana-infused Pallium, Mana-Infused Acid War Staff of Aerfalle, Scroll of Aerlinthe Recall, random level 8 spell components, and a token for 125 mill xp and a 3-pull mana forge key

Various: Black Fire Atlan Stone (1), Pyreal Nugget (1), Red/White/Blue Fire Infusions (Optional), Ring of the Watchman (1), Sacrificial Dagger (unless you hand yours in to trigger the original version), and Lore (3 pieces, only 1 on the boss).

This quest involves exploring the isle of Aerlinthe and reigniting the forges deep within the caldera of Tenkarrdun to access the keep of Lady Aerfalle, a leader among the Dericost and the lover of Lord Rytheran. Before you even set foot on the Aerlinthe Isle you need to make some preparations.

~ Preparations I: Acquiring the Bellows ~

From Crater Village* head to the Crater Caves dungeon at 66.7n 12.5e. From the drop take the immediate Right ramp down into a chamber. From here head to the North exit of the room and straight at the immediate three-way split then Left at the fork. Follow the next room North and take the exit on the North wall to a circular room where you will head East until you hit a 4-way intersection; head South then at the T-intersection head North and stick to the Right wall to reach a series of Yalaini forges behind a pool a lava where a set of Pyreal Forge Bellows lay for the taking (7 day timer).

* The lifestone at Crater Village or the Crater Pathway surface tie would be a smart tie if you intend to collect the White Fire Infusion.


~ Preparations II: Heading to Aerlinthe Isle ~

There are two ways to get to Aerlinthe depending on how much you want to spend:

~ C Note (Lock pick or high Jump skill required) ~
From Baishi (Make sure you buy some Sake) head to the Drunken Madman at 53.0s 61.0e and give him the Sake for a portal to the Walled Portals. Head out to the Accursed Halls portal and head out to Castle Chalicemere* at 17.0s 57.5w (You will need Lock pick for the door or a high enough jump skill to make it over the wall). Give Faladha the Emissary a C note to gain access to Aerlinthe Isle.

* In the event you die, you should lifestone ahead of time at 18.1s 56.9w


~ D Note ~
From Candeth Keep head to the Tomb of the Sand Kings* at 87.6s 65.6w and give Garaena the Emissary a D note for access to Aerlinthe Isle. If you do not have access to Candeth Keep then head to the Sylsfear Dungeon (11.0n 14.7e, can be accessed from the Unified Hearts Villas portal from Al-Jalima at 5.7n 4.3e). From the drop, take the exit on the South wall then stick to the Right wall until you see a portal behind a metal door at the end of a corridor; that portal will drop you at the lifestone nearest the Sand Kings’ Tombs.

* In the event you die, you should lifestone ahead of time at 88.3s 64.5w


~ Preparations III: Retrieving the Sluice Gate Bar (Lock Pick Required + 2 People) ~

You will now be on Aerlinthe Island, an old Yalaini port city used to mine and refine pyreal. There are two ways to travel from the Eastern side of the isle (Where the drop is) to the Western side of the isle (Where nearly all but one part of the quest takes place). You can either run up and around the Raina’s Harbour or take the Coral Tunnels* at 84.1n 46.9e at the bottom of some stairs. The first dungeon we need to go to is the Tenkarrdun Foundry at 88.8n 42.8e.

*Coral Tunnels Directions:
From the drop clear the inner room to the South of Skeletons then take either ramp outside of the room up to a Lever you will need to pull to open a door on the South wall of the inner chamber you cleared; head on through that door and follow the tunnels to a large open room with a shallow pit; jump in and head West. Stick to the Right down two ramps and up another ramp where you will immediately stick to the Left and go up another ramp ending at a T-intersection; take a Left and stick to the Right wall to reach another shallow pit that you will jump out of. Head North and stick to the Left wall to reach a door (Pressure plate before it will open it). Head North to the Surface portal to reach the Western side of Aerlinthe Isle.


Note: There’s a vender at 84.3n 45.0e that sells souvenir t-shirts you can give to your vassals as well as stock up on supplies.

From the Tenkarrdun Foundry drop head South down a slope then turn West down another slope then take the North exit and tick to the Right to reach a room with a ramp in the middle leading into the ground; take it and at the T intersection take a Left and stick left into an open room then back into another tunnel; avoid the surface but make note of it for later. Continue through over a bridge to a fork; take a Left down a spiral staircase to reach another fork. This where your group will divide into two teams: The lever pullers and the lock picker who will be getting the Sluice Gate Bar.

~ The Lever Pullers ~
Take a Left down a spiral staircase and stick to the Left to reach a large open room with two levers. When the Lock picker is ready. Pull the one to the West then wait for you may need to pull it again when the Lock Picker goes to run back. After that, head to the fork where you split up.

~ The Lock Picker ~
Take a Right down a spiral staircase and follow along to a door you’ll need to pick then stick to the Left to reach a door that, upon your signal, the Lever Pullers will open for you. Continue down to a large open room where an Empyrean Protective Field will give you a Fire Protection III buff (How thoughtful). Your goal is through the doors in the North where, among the forges in the North end of the enclosed room, lies the Sluice Gate Bar (7 day timer). Once you have it head back to the door and have the pullers open it (If it’s closed) then head to fork where you split up.

Head up the spiral staircase to the South then stick to the Right to hit the Surface Portal.

~ Preparations IV: The Sacrificial Dagger (Lock Pick Required, Leads to next Preparations stage) ~

Now you must head to the Aerlinthe Reservoir at 85.5n 43.4e. From the drop head out of the room and stick to the Left until you reach a 4-way intersection; head East and stick to the Right until you reach yet another 4-way intersection; head North and either path at the fork will bring you into a series of small circular rooms for you to jump through to reach the Olthoi section.

To get the Sacrificial Dagger (3 day timer, needed if you want the Recall, optional otherwise*) take a left at the first intersection followed by another Left at the next intersection. Stick to the Right to reach a locked door where, in this sacrificial room, the Sacrificial Dagger lies.

Coming out of the room take a Left at the intersection followed by a Right at the next intersection to reach a large, open, sloping cavern. In here you will tick to the Left to reach the exit tunnel on the South wall then through it to reach another room with a ramp leading down into the ground for you to take. This leads to yet another room with a ramp leading into the ground that you will, again, take to reach a locked door that, once opened, will lead to the Lower Aerlinthe Reservoir.

* If you’re doing the Hard version of this quest you can simply stick Left from the drop to reach the rooms with the ramps leading into the ground for the portal to the next section.

~ Preparations V: Turning in the Sluice Gate Bar ~

From the lower reservoir drop jump down to the South two times to reach a room with 4 exits; take the North exit then turn immediately West after the ramp and head into the tunnel. Stick to the Right from there to reach a jump. You must jump into the Southwest corner in order to land on a metal grating (If you miss, you’ll have to recall out and head through both Reservoir dungeons again if you have the Sluice Gate Bar). From there head East and down a ramp to the North and give the Repair Golem the Sluice Gate Bar in order to trigger the Smith Golem to spawn deep in the Tenkarrdun Foundry for the next section. A surface portal lies in an alcove off a circular room South of the Repair Golem. In order to get to it you must jump through a hole on the Southern wall. An easy way to do it is a tap - ¼ regular jump from the Eastern ramp through the hole.

~ Preparations VI: Turning in the Pyreal Forge Bellows ~

Now you must had back to the lovely Tenkarrdun Foundry (88.8n 42.8e). From the drop follow the directions detailed in Preparations III to the point where the groups split up. I will outline the jobs below:

~ The Lever Pullers ~

Take a Left down a spiral staircase and stick to the Left to reach a large open room with two levers. When the Lock picker is ready. Pull the one to the West then wait for another signal to pull the East lever. After that, head back to where you split and head up the Southern spiral staircase then stick to the Right to reach the surface portal.

~ The Lock Picker ~
Take a Right down a spiral staircase and follow along to a door you’ll need to pick then stick to the Left to reach a door that, upon your signal, the Lever Pullers will open for you. Continue down to a large open room where an Empyrean Protective Field will give you a Fire Protection III buff (How thoughtful). Your goal this time, however, lies in the West exit out of this room. Pick the door you’ll come to then head on into a large open room. Head forward to a ledge and wait for the Fire Wall Trap to finish so you won’t become stuck on it. After the wall passes jump over to the South (Full regular jump) and give the signal for the Lever pullers to open the door you’ll come to. From here, stick to the Right until you reach a room with 4 exits; take the North one and stick to the Right to reach the Smith Golem who will accept the Pyreal Forge Bellows. An exit portal lies at the bottom of a pit that lies East of the Smith Golem; jump down to reach it.

~ Preparations VII: The Behemoth and Hellfire of Tenkarrdun ~


Both teams will now have to rendezvous inside the Tenkarrdun’s now active caldera (Around 90.0n 46.0e). Here, after about 5 minutes or so, you’ll find the Behemoth of Tenkarrdun, a large Magma Golem, as well as the Tenkarrdun Hellfire. The Behemoth is necessary to advance the quest and, upon it’s death, starts a 10 minute countdown for the Relic Watchman to spawn.; on its corpse you will also find one Pyreal Nugget (not 100% drop) and one Black Boulder that any Stone Collector can craft into a Black Fire Atlan Stone (Damage/Spell upgrades to Atlan Weapons).

The Hellfire drops a number of Red Fire Infusions that will start off the optional side quest noted below which can be easily completed while waiting for the Relic Watchman to spawn starting the actual quest.

~ Side Quest: The Infusions of Lost Light ~


After killing the Tenkarrdun Hellfire use your tie to Crater Village where, in the middle of the lake, you’ll find the Mount Esper Firestorm who, upon its demise, will drop the White Fire Infusion. Using Mount Lethe Recall and heading up the hill into the volcano itself will yield the Mount Lethe Hellfire who drops the Blue Fire Infusion. These infusions have two purposes. One use is to use them on the Sword of Lost Light to raise the damage, spells, and wield requirement of the sword. The other use is to bring them to Lily of Glenden Wood (32.0n, 27.2e) for xp (Shares in fellowship). You can have lower level characters pick up the infusions for xp (Or the sword) but the infusions themselves are attuned/bonded.

With this quest done, or undone, head back to Aerlinthe to begin the actual quest!


Last edited by Taomagicdragon on Tue Nov 03, 2009 10:35 am; edited 10 times in total
Taomagicdragon
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Storming Aerfalle’s Keep (Aerlinthe Recall) Empty Storming Aerfalle’s Keep: The Actual Quest

Post by Taomagicdragon Fri Jun 06, 2008 10:36 pm

~ Lady Aerfalle’s Keep: The Port City ~

Before you reach Aerfalle Keep you must head to Port Aerlinthe at roughly 86.4n 45.6e. It is the remains of a Yalaini Outpost where the reanimated skeletal remains of the inhabitants serve in thrall to Lady Aerfalle.

Here, if you want some lore, look for Smith Ejan (86.3n 45,8e), former governor of Aerlinthe, who will drop a Singed Note (He also does emotes and speaks randomly, he won't attack unless provoked directly). In a nearby building lies a Charred Book (86.4n 45.4e). Both pieces of lore can be translated by Bretself of Cragstone (26.0n 47.0e) but are not necessary for this quest.

The Relic Watchman is the target here at around 86.4n 45.4e. When everyone is ready you can kill the Relic Watchman (chance of spawning every minute after you finish at Tenkarrdun) who will open a portal at the coordinates previously mentioned. The portal only stays active for a minute so make sure everyone is there before you kill him and that everyone is inside. The Watchman drops a ring with item/creature/mana conversion buffs that's decent for lowbies.

Note: If you have trouble finding him he will be the only Skeleton wearing a helmet with curved horns on either side. He also drops a Ring of the Watchman (Only one) on his corpse for anyone who wants it (Item/Creature/Mana C V spells) but, like the lore, it’s not necessary. He tends to have a chance of spawning every minute so it's recommended to clear the spawn until he appears.

~ Lady Aerfalle’s Keep: Storming the Keep (Lock Pick Required)~

You have one hour in which to find and lay low the Lady of Aerlinthe, Aerfalle. If you can’t, then you must exit and wait for the Repair Golem to respawn allowing you to retry the quest (3 hours total from after you hand in the Sluice Gate Bar).

From the drop head North over the bridge to a locked door. Pick it but do NOT run through the hall for there is a dispel trap. Instead, do a tap jump over to the next door that will need to be picked and have anyone that needs to rebuff do so now. Have the group head North down the ramp waiting at the metal door. You will need to take the West door and stick left to reach a small room with two levers; pull both of them and have your group hold the metal door for you.

If you’re going for the original version you will need to head back down into the large room and head through the East Door then stick Left to reach the Ghost of Dylaeral who will accept the Sacrificial Dagger to weaken Aerfalle's Apprentice then return to your group. If you’re not going for the recall and, instead, doing the harder version (and not the 150+ version) then ignore this paragraph and meet with your group at the metal door.

There will be an immediate T intersection after the metal door; take a Left then at the 4-way intersection take a Right into a large open room; take the exit on the North wall and then head East to a locked door where, after picking it, you will reach another locked door.

Right after this door there’ll be a 4-way intersection where you will have your group go North and wait at the door while you will go South into a large open room. Take the exit in the Southeast corner and you’ll see another large open room to the South but do NOT run into it for there lies a dispel trap in the entrance to the room. Instead, do another tap jump over the trap into the room**. This room is the throne room (As you can tell by the throne and two chests). Pull the lever in the Southeast corner then run back to your group and through the now opened metal door. From here simply stick to the left to reach Lady Aerfalle and her progeny of Undead and Skeletons (beware the Mana Blight Trap in the curve of the tunnel after the first large room).

**If you intend on doing the new 150+ version of the quest you will need to pick up a Nexus-keyed Mana Shard in this room in the Southwest corner and turn it in to the Ghost of Galaeral, next to the Ghost of Dylaeral. This will lock your fellow.

Lady Aerfalle is fairly easy in the original version but can be significantly livelier (In both appearance and power) in the hard version. Whomever gets the kill on her will get the global. She will drop one Aerfalle’s Letter (For optional lore) and 10 Ashen (Regular version) or Ornate (Hard mode) Keys. If you're doing the 150+ version, you'll see a portal that you will need to double click to use (See "150+ Version" below). If you're not doing the 150+ version please skip down to the Throne Room section of the guide.

Note: Lady Aerfalle may cast the Expulsion spell which will send a player to the start of the dungeon. If this happens then you may need to send the entire group back (PKL-ing through the lever doors) to fetch them or, if the person has Lock Pick, they can work their way back if of a decent level to survive.

~ Lady Aerfalle’s Sanctum: 150+ ~
This dungeon can not be logged into so be wary if you're prone to disconnects, you also won't lose any items if you die. The dungeon features variants of Graveyard spawn and VoD spawn and includes Skeletons, Ghosts, and Undead. Killing as you go is the safer route, the dungeon appears to be fairly linear; start off sticking to the right until you hit a door, open it and head out the South-ish exit, continue sticking right and you'll reach a large open room with numerous spawn, it is advisable to kill in the hall to avoid being overwhelmed. When clear, head into another tunnel and avoid all side passages until you hit a wall; turn right and stick right until the hallway opens up into wider halls. From these expanded halls stick left to the pit where you can see Lady Aerfalle and numerous spawn.

It is advisable to jump down and head through the door on the far south-east wall opposite of the jump that leads to a room with the new Embossed Chest in order to drag her into the hall between the large room and the chest room and keep the spawn out. She dispels and can buff. When she is down pick up an Embossed key and loot the chest for upgraded rewards including multiple level 8 spell components.

~ Lady Aerfalle's Keep: Throne Room's Treasures ~

Head back to the South and stick to the Left to reach a door that will be opened by the pressure plate in front of it. At the 4-way intersection you will head West and at the next intersection you will need to tap jump South into the throne room to avoid the dispel trap.

Use the correct key on the chest to garner your rewards. Be sure to loot the chest fully and do not drop the items on the ground until everyone has finished looting. For those with the Unreadable Scroll and the Token (Or the lore off Lady Aerfalle) head to 13.8n 0.1e in Zaikhal and give them to Kuyiza bint Zayi for the spell in your Spellbook (Level VI Item spell), xp (15 million for the original, 55 million for the hard version, and 125 million for the 150+ tier), 3 pull mana forge key for 150+ tier, and/or the translation of the letter.

While in Zaikhal, whomever picked up the Black Boulder can turn it in to the Stone Collector here. For those who have no use for Ashbane (Normal, Superior, or Reforged), you can return the sword to Leikotha near Samsur (from Samsur head to Yinar portal at 0.8s, 18.9e then run to 10.1s 31.3e) for up to 13.7 mill xp (normal) and up to 50 million xp (reforged).
Taomagicdragon
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