~ Aerbax’s Lyceum ~ (Caul Flagging + Recall)

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~ Aerbax’s Lyceum ~ (Caul Flagging + Recall)

Post by Taomagicdragon on Sat Jun 07, 2008 4:44 pm

~ Aerbax’s Lyceum ~ (Caul Flagging + Recall)

Timer - 7 days, 21 days on the Dark Rings
Rewards - Quintessence Sickle (Flagging), 1 of three Dark Rings + Caul Recall (Recall)
Weapons - Fire, Cold, and Slash. Virindi/Shadow/Tusker/Tumerok
Type - Epic
Reqs- 50+ (Flagging) 90+, Lock pick (Recall)

Note: This guide will employ the use of the PK/L-Trick to get through the doors in the interest of time. For those who wish not to use this trick I will include alternate directions at the bottom. The PK/L trick will exclude you from 2 of the 3 choices of Dark Rings as well.

~ Singularity Caul: Flagging ~

Before you can get to Aerbax’s Lyceum and retrieve the recall you must first flag yourself for access. Everyone in your group will need to be flagged. To do so, head to the Singularity Bore deep in the Obsidian Plains at 64.1s 63.8w (Use the Dangerous Portal Device for easy access). From the drop head South to a pit you will need to jump down to. From here take the West exit and stick to the Left to reach a Guardian of the Singularity. Each person will need to get the kill in order to be flagged. This Virindi also drops a Quintessence Sickle for any axe-users. When everyone is done, recall then, from the drop once more, head North and stay straight to reach the portal to the Singularity Caul.

~ Aerbax‘s Lyceum: Caul Asylum ~

From the drop you must run to the Caul Asylum at 94.8s 91.0w. The drop is safe. From the drop head though the North door (Lockpick or PKL) and head East down the hall, take the turn North and stick left down a ramp. Take the turn South and head East down a hall, turn South down the hall, turn West and take the North turn the head down a ramp. Continue North through a cat walk down another ramp where you’ll head East at the T to another door to lockpick/PKL through. You’ll be in a large, open room with an exit towards the South that’ll lead you to a split; head East and follow along to another open room with a door to the South; PKL though and open on the other side then head into the portal to the next section.

~ Aerbax‘s Lyceum: Caul Athenaeum ~

Note: Anyone who’s PKL should relog at this point


From the drop you will need to head to the Eastern section of the main room (Not the North-eastern or South-eastern alcoves) to find an exit you will head through. You will reach a T intersection; head North then at the 4-way intersection head West. At the next turn head East and head East again at the following turn. Finally at the 4-way intersection head North (Will be a diagonal turn) and stick Left to reach another door you’ll need to PK/L through and open from the other side. Have the PK/Ls relog and then have everyone jump West towards the portal leading to the next section. If anyone falls they’ll need to start over (From this section, not the entire quest).


~ Aerbax’s Lyceum: Caul Sanitorium ~


This level requires a bit of jumping technique to make it to the Southeast landing. You will be jumping along portals (They will not send you anywhere) and should you fall, a portal to the top lies in the pit below. There are a many ways to do this and people prefer different routes so I will leave it up to you but I generally head West down the portals and jump to the Southwest platform. Turn to face the central structure and jump to a ledge that juts out facing you. Head along the portals toward the Southeast corner of the room and jump across to it (tap-½ regular jumps ought to suffice with Full ones being only needed for mages with a low jump skill).

From here head through to an intersection; head East (Diagonal turn) and stick to the Left until you reach a fork after the third up-ramp. From here stick to the Right until you hit another lop-sided 4-way intersection; head South and stick to the Left to reach the correct portal to the next (And final) section.

~ Aerbax’s Lyceum: Aerbax’s Antechamber ~

From the drop head South and PK/L through and hit the lever on the other side to open this door and have your group come on through. Have the PK/Ls relog before continuing.

When ready, head South and at the intersection take a Right then head West down a hallway (ignoring the side rooms) and you will soon hit a locked door; open it (LP or PKL) and pull the lever to the left then open the next door and stick left to a chamber with a door opened by the lever you just pulled housing yet another lever you'll need to pull. When you’re done, head out of the room, stick to the Left, to reach a large open room where you’ll find the Auditor, a Virindi, inside an inner chamber. To get into this chamber simply pull the lever in the Southern end of the room Kill the Auditor to find three items:

Blue Key (Only One, have the Leader pick this up)
Green Asylum Chest Keys (9, this is for the Recall Scroll)
Dark Sapphire Ring (Focus VI Self VII ring) (9)

With the items collected head out and on top of the inner chamber to walk along the portal to where you’ll have to tap jump into an opening on the Eastern wall. Stick left and unlock the door you come then pull another lever. Head out and stick Left once more to another door to unlock. Head on through and after the up-ramp unlock the first door on the Left and the second door on the right; each room houses levers you will pull to open the South and North doors of the "drop room" you arrive in. With those pulled, head West and stick Right to go back into the drop room.

Head North and at the bottom of the ramp is a dispel trap (tap jump over to the Right ramp down to avoid it). From the Right-ramp stick to the Right to reach a locked door housing another lever; open it and pull the lever then head back and take the first Right turn then head West until you hit a wall; Turn North and follow along to another room with a Lever. Pull that lever then head out of the room, sticking to the Left to reach the a large open room with another inner chamber.

Use your Blue Key to open the doors and then the Green Asylum Chest Key to loot your scroll (and various other types of loot) from the Asylum Chests (Loot fully but do not drop any items until all are finished). Use the scroll to learn the spell and you’re done! (Various lore can be found in this room that can be translated in Zaikhal)


Last edited by Taomagicdragon on Thu Oct 21, 2010 4:44 pm; edited 7 times in total

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For those who want the full choice of rings or do not want to use the PK/L trick

Post by Taomagicdragon on Sat Jun 07, 2008 7:39 pm

Now, for those who want the Dark Ruby or Amber Rings , or who don’t want to use the PK/L trick, below are the alternate (Longer) directions through the Asylum, Athenaeum, and Anteroom sections.

~ Aerbax’s Lyceum: Caul Asylum (Dark Ruby Ring) ~

From the drop you must run to the Caul Asylum at 94.8s 91.0w. The drop is safe. Open the door to the North and take a Right at the T intersection and stick to the Left until you go down a ramp and hit another T intersection; Take a Right and stick to the Left until you reach a 4-way Intersection after a down ramp. From this intersection head North until you hit a wall then turn East and follow the path to a locked door that, once unlocked, will lead to a large open room. The exit lies to the South. You will come to a fork where you will head West that will lead to a room with The Gatekeeper (Virindi). He will drop a number of Dark Ruby Rings (Str VI/End VII) and Asylum Keys (Only one needed).

Head out of the room and stick to the Left to get back into the Large open room. Take the East exit and stick to the Left to reach a locked door where, upon opening, lie the Asylum Chests. Open one and loot the Key and lore (If you want). Head out of the room and stick to the Right wall to reach the large open room once more. Take the Southern exit and, this time, head East at the fork to reach a room with a door that the key from the chest opens. The portal behind the door leads to the next section.

~ Aerbax’s Lyceum: Caul Athenaeum (Dark Amber Ring) ~

From the drop you will need to head to the Eastern section of the main room (Not the Northern or Southern alcoves) to find and exit you will head through. You will reach a 4-way intersection immediately; Head South (Diagonal turn) and at the next two intersections continue South and you will wind up in a room with The Sage (Virindi) who will drop Dark Amber Rings and a Key (For the leader). With the key in tow, head out of the room and at the next three intersections head Northward and, after the third one (Where you entered this level) stick Left until you hit a door. Use your key on the door and jump forward to the portal leading to the next section. If you fall, you’ll need to wait for the Sage to respawn or simply have someone hold the door for them to work their way back up.

~ Aerbax’s Lyceum: Aerbax’s Anteroom (Dark Sapphire Ring) ~

It is advisable to have someone wait at the East door of the drop to hold it when it opens. Have you group unlock the West door and follow the below paths to navigate the first lever puzzle.

Lever 1 - Head all the way West to the wall then turn North and follow the path sticking to the Left to reach a locked door housing a the first lever; pull it.

Lever 2 - Head out of the room and stick to the Left to reach a nearby room housing another lever to pull.

Lever 3 - Head out of the room and follow the hallway east then South (Do NOT go up the ramp) sticking to the Right wall to another locked door that houses another lever to pull.

Lever 4 - Head out of the room and stick to the Right to a nearby room housing another level to pull.

Lever 5 - Head out of the room and stick to the Right to go up a ramp and to a 4-way intersection; Head North and stick Right to another room with a lever to pull.

Lever 6 - Head out of the room and head West until you hit a wall, turn North and open the locked door to pull another lever

Lever 7 - Head out of the room and head East sticking to the Right wall to get to a 4-way intersection. Head South from here to the wall and turn East to enter another room with a lever to pull.

Lever 8 - Head out to the West until you hit a wall, turn South to another locked door housing the last lever.

Have your door holder hold the East door and have the rest if your team go back to the drop room. Have another person wait at the South door for when it opens. With your holders in place, head on to complete the second lever puzzle.

Lever 1 - Head East to a 4-way intersection and head North and then at the next intersection turn East and the first locked door on the North wall you’ll find a room housing a lever.

Lever 2 - Go back into the hall and continue East to another lever you must pull.

Lever 3 - Head out of the room and Stick Left to reach a 4-way intersection. Head South and then at the next intersection head East to the end of the hallway with a locked door housing another lever.

Lever 4 - Head West to the other end of the hallway to another locked door with the final lever of this puzzle.

Have your South door holder move into position then head out of the room and stick to the Left to get back into the drop room (Take the Eastern door holder with you). Head through the South door but have one person hold this door and another person waiting at the North door to hold it when it opens.

When ready, head South and, at the intersection, take a right Right then head West down a hallway and (Ignoring the side rooms) and you will soon hit a locked door; open it and pull the lever to the Left to open the door East. Go on through and stick Left to reach another room with another lever to pull. When you’re done head out of the room, stick to the Left, to reach a large open room where you’ll find the Auditor, a Virindi, inside an inner chamber. To get into this chamber simply pull the lever in the Southern end of the room Kill the Auditor to fine three items:

Blue Key (Only One, have the Leader pick this up)
Green Asylum Chest Keys (9, this is for the Recall Scroll)
Dark Sapphire Ring (Focus VI Self VII ring) (9)

With the items collected head out and on top of the inner chamber to walk along the portal to where you’ll have to tap jump into an opening on the Eastern wall. Stick left an unlock the door to pull another lever. Head out and stick Left once more to another door to unlock. Head on through and after the up-ramp unlock the first door on the Left and the second door on the right; each room houses levers you will pull to open the South and North doors of the drop room. With those pulled head West and stick Right to go back into the drop room.

Head North and at the bottom of the ramp is a dispel trap (tap jump over to the Right ramp down to avoid it). From the Right ramp stick to the Right to reach a locked door housing another lever; open it and pull the lever then head back and take the first Right turn you go to then head East until you hit a wall. Turn North and follow along to another room with a Lever. Pull the lever than head out of the room, sticking to the Left to reach the a large open room with another inner chamber. Use your Blue Key to open the doors and then the Green Asylum Chest Key to loot your scroll (And various other types of loot) from the Asylum Chests (Loot fully but do not drop any items until all are finished). Use the scroll to learn the spell and you’re done! (Various lore can be found in this room that can be translated in Zaikhal).

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