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It's
all about Uziz! Who's in Uziz? (I just like saying Uziz!) Gersan
the Sureshot, Gervena the Oblique, and Gerloc the Defender. They've set up
shop to transform your crystal gems from the Vestibule dungeons into
powerful Orbs, Shields or (X)Bows! To begin the
Shendolain Vestibule quest,
you'll need a Shedolain Key from a Harrower or Destroyer Grievver. Everyone going will
need their own key. Or take two! They're small.
The best way to get to the
dungeon at 53.8S, 59.6W is to have a member of your party tie to the
entrance and give you a ride. If that's not an option, you can run from
either the Tumedion Fortress (55.9S, 60.7W) or the Black Spawn Den (60.0S,
57.7W). There's a lifestone relatively close by at 49.9S, 53.7W. The dungeon
itself is
restricted to Levels 36+.
There are two parts to the
quest. The first part consists of using your key on the gate to get your
Shendolain Portal Gem, and the second part consists of killing the
Shendolain Crystal for your gem. You may even want to consider doing the
quest on two different nights. If you're going with a large group, the
final wait for everyone to get their gem can be brutal and can turn the
quest into a 4-5 hour marathon and you'll find yourself still up at 3AM
and you'll be completely worthless the next day! Hee hee. Longest durn
quest I ever did!
It's much better inside,
than outside! When you first enter the
dungeon, you'll be in a room that is safe to organize and buff. You'll need
to split your party into two group. Teamwork is required. One group will
be the Lever Team to open the doors for the rest of the party; the other
group, the Gate Team, will be working their way down through the dungeon
to the Shendolain Gate. The Lever Team doesn't have to be large -- just
enough to kill a few Skeleton Bone Knights, two Dark Revenants and the
occasional Great Skeleton. A mage who can Imperil and a few melees (use
fire) should do the trick. You should also have one person from each Team
tie to the entrance portal so you can more easily reorganize at the top
when the first group is done. Then make a new Lever Team and do it again
so that everyone has a chance to get a Shendolain Portal Gem for the 2nd
half.
The Lever Team
When you're ready, take the right passage from the entrance heading West and go down
the ramp and across the bridge. To avoid the lag spike, lower your
graphics settings. Fight the Great Skeleton and Bone Knight at bottom of
the ramp. Keep to the right and head up. At the split take the right passage and the lever room is up
the ramp in a room to the right. You'll see four groups of 4 levers levers
each. Leave your Lever Team here. Have one person in the Gate Group
Fellowship with the Lever Team in order to coordinate opening the doors.
The Lever team won't be doing much more than killing the spawn while they
wait for the signal from the Gate team, watching for the occasional pea
drop!
Door 1
The Gate Team will want to follow the same directions from the
entrance, except they will take the left at the split, instead of the
right passage which leads to the lever room. At the next 3 way split go straight then
take a right over the bridge. Head down a ramp and at the T at the bottom
kill the Diamond Golem and the Great Skeletons. The first door is directly
to your left. Wait here for the Lever Team to open it.
Each group of four levers opens one of the
doors below. The first door is opened by one of the levers in the group of
four closest to the door (to your right if you are standing in the doorway).
Pull the levers slowly, one at a time, until the lower group gives the
signal that you have opened the door.
Note: there are several theories about how the levers work. 1) You
need to pull the levers 4-3-2-1 right to left to open the door. 2) You
need to pull the levers 4-3-2 but don't hit 1 or the door with close after
it opens. 3) It's a random lever of the group of 4 that resets with each
quest. Best bet is to pull them right to left, slowly one at a time, until
the Gate Team signals it's open.
Door 2
From there, the Gate Team will take the ramp down and kill the 3 Cursed
Bones & Revenants. At the first split make a left heading North. At
the T take a right heading E. You'll see your first large open room ahead,
but don't go in! It's full of nasties! Keep to the left and take the North ramp heading down
again, past the Diamond Golem above. From there, make your first right heading South,
then head down another ramp. After passing a Great Skeleton and a Dark
Revenant you'll enter a small room with a lever and two doors, one
straight ahead and one around to the right. Be careful not to
use the lever. The door you want is around to the right on the South Wall.
Supposedly, both doors lead to the same location, but the right door has
easier monster -- mostly undead, and the other has deadly golems.
Additionally, there have been reports of problems getting the other doors
open when taking the straight ahead route.
This second door, like the first, must be opened from above. Give the
signal to Lever Team and they'll use the 2nd group of levers to the left of the
first. The door doesn't stay open long, so hurry through!
Door 3
The path to the 3nd door is very straightforward. Take the ramp down and
kill the Skeleton Bone Lords & Great Skeleton in the hall. Follow the
passage until you reach the door. It's guarded by more undead. Again, the
Lever Team above opens the door with the next group of levers, to the left
of the previous one.
Door 4
From here, the path gets even more treacherous, with Plasma &
Diamond Golems, Relic Bones and more. Cross the bridge and kill the Plasma
Golems, then the Relic and Ashen Bones. Watch out for Plasmas dropping
from above. Take the passage past the Dark
Revs, Plasma Golems & Relic Bones to the room with the 4th door. After
the Lever Team opens the door (using the far left set of levers), go
through and buff for the final room.
Shendolain Gate
The passage to the Shendolain Gate is blocked by 2 Plasma Golems,
Relic Bones and a Diamond Golem. When you reach the final room, you'll
have to kill more undead (lots of Dark Revs, Skeleton Bone Lords, etc.)
and the occasional Diamond Golem. Use your key on the Gate to get your
Portal Gem. If you brought extra keys, you can get more than one portal
gem -- insurance in case you need to recover a corpse in the 2nd half!
When everyone is ready, regroup at the entrance so you can do it again!
This time, the Lever Team will become part of the Gate Team so they can
also get a Portal Gem.
Shendolain
Chamber
For the 2nd part of the quest, your group must
have a lock-picker among you. When everyone has a Shendolain Portal Gem,
use them at the same time and enter the Shendolain dungeon. The entrance
is safe, so you can wait for everyone to download. You'll be in a large
room, on a ledge overlooking a pit. After everyone is in, buff, then jump
down into the pit (minor damage).
There are two ways to go.
One leads to a door that must be opened with a lever; the other leads to a
door that must be opened with lockpick to activate the lever. Take most of
your group down the SW passage, then
make your first right, heading North. You'll encounter your first Plasma
Golem. Make you next right heading East, and kill another Plasma Golem.
Make a left and then an immediate right heading East until you find the locked
door guarded by a Diamond Golem.
Have a few members of your
group go the other direction. (Make sure the lock-picker is among them!)
Find the locked door and pick it, then throw
the lever inside to open the door to the lower part of the dungeon. After going through the door, it's pretty easy to make your way
down past the Dual Fragments to the Shendolain Crystal, but watch out for the
Magic Traps! They cast Mana Blight and will drain 170 points of your mana.
The Shendolain Crystal (Level 126) is surrounded by about 4 Shendolain
Satellite Fragments (level 53 -- like Dual Frags on a 15 minute spawn). Wear your Lightning
Protection! An Imperil from a Mage, and a few good Archers
or Mace fighters will bring the Crystal down without too much
trouble.
Shendolain Crystal Gem
The Shendolain Crystal Gem is found on the corpse of the Crystal. It's
no-drop, no-give
and is on a one week real life timer. The Crystal itself is on a 5 minute spawn,
so it's not too bad a wait for your entire group to get a Gem. Before
starting, make sure everyone knows how long the approximate wait will be
in the final chamber. There's nothing more annoying than having folks grab
their gem then recalling out, leaving the rest to fend for
themselves. While you're waiting, the hall before the chamber is a
great place to kill Dual Fragments. There are 4 of them that spawn at a 7
minute interval.
When everyone has a Shendolain Gem, head to Uziz at 24.4S,
28.7E for your prize -- an Orb, a Bow or a Shield. Double click the
NPCs first so you make sure you turn your gem in to the correct brother.
To make the Crossbow, you'll need to add a stock (see Barnar the Tinker in
Stonehold) to the Bow.
To make
an Atlatl (added during
A
Perfect Paradox), give Gershan your bow. He will give you an Atlatl in
exchange!
Shendolain Bows, Crossbows and Atlatls can only be used with Crystal Tipped
Arrows, Quarrels and Darts
-- pretty to look at, but not too practical! ;-)
During
A Perfect
Paradox
Crystal ammunition was also updated. Instead of each Crystal Arrowhead making 10
Arrows/Quarrels/Darts, they now make 250!!
Note: to
make Crystal Tipped Arrows, Quarrels or Darts, give Crystal Shards to Gersan the
Sureshot and he will give you Crystal Arrowheads in return. Use fletching to
attach them to Arrowshafts, Quarrelshafts or Atlatl Dart Shafts.
|
 |
Shendolain Key |
| Use
this item on the Shendolain Gate. |
| Value |
0 |
| Burden |
50 |
 |
Shendolain Gate |
| Use
the Shendolain Key on this gate. |
| Value |
? |
| Burden |
Unknown Mass |
 |
Shendolain Portal Gem |
| This
is a portal gem attuned to the energies of the Shendolain Chamber. |
| Value |
1500 |
| Burden |
10 |
| Spells |
Portal Sending |
| Spellcraft |
10 |
| Mana |
50/50 |
| Difficulty |
0 |
 |
Shendolain Gem |
| The
heart of the Shendolain Crystal. |
| Value |
0 |
| Burden |
200 |
 |
Shendolain Crystal Orb |
| An
orb imbued with the power of the Shendolain Crystal. |
| Value |
4000 |
| Burden |
50 |
| Spells |
Item
Enchant Mast Self V, Wizard's Greater Intellect (Mana +20), Creature Enchant Mast Self
IV. |
| Spellcraft |
250 |
| Mana |
x/2000 |
| Mana
Cost |
1/20 |
| Difficulty |
240 |
| Restrictions |
Item Enchant 240+ |
 |
Shendolain Crystal Bow |
| A
bow imbued with the essence of the Shendolain Crystal. Uses crystal
tip arrows. |
| Value |
4000 |
| Burden |
450 |
| Damage |
Bonus: 0, Mod: +110% |
| Speed |
60 |
| Range |
80 yards |
| Spells |
BD V, Bow Mast
O V, Swift Killer V. |
| Spellcraft |
200 |
| Mana |
x/500 |
| Mana
Cost |
1/20 |
| Difficulty |
10 |
| Restrictions |
Bow 270+ |
 |
Shendolain Crystal Crossbow |
|
A crossbow imbued with the
essence of the Shendolain Crystal. Uses crystal-tipped quarrels.
|
| Value |
4000 |
| Burden |
960 |
| Damage |
Bonus: 0, Mod:
+140% |
| Speed |
120 |
| Range |
80 |
| Spells |
BD V, Swift Killer
V, XBow Mast O V. |
| Spellcraft |
200 |
| Mana |
x/500 |
| Mana
Cost |
1/20 |
| Difficulty |
10 |
| Restrictions |
Crossbow 270+ |
 |
Shendolain Crystal Shield |
| A
shield imbued with the power of the Shendolain Crystal. |
| Value |
4000 |
| Burden |
690 |
| SL |
180 |
| Protections |
A/A/AA
B/B/A/B |
| Spells |
Warrior's
Greater Vitality (Health +15), Warrior's Greater Vigor (Stam +30), Invulnerabilty
V |
| Spellcraft |
150 |
| Mana |
x/450 |
| Mana
Cost |
1/20 |
| Difficulty |
1 |
| Restrictions |
Melee Defense 280+ |
 |
Shendolain Crystal
Atlatl |
|
An atlatl
imbued with the essence of the Shendolain Crystal. Uses crystal-tipped
darts. |
|
Value |
4000 |
|
Burden |
200 |
|
Damage Bonus |
0 |
|
Damage Mod. |
+110% |
|
Speed |
(30) |
| Range |
60 yards |
|
Spells |
Blood Drinker V,
Thrown Weapons Mastery Other V, Swift Killer V |
|
Spellcraft |
200 |
|
Mana |
x/500 |
|
Mana Cost |
1pt /
20 seconds |
|
Difficulty |
10 |
|
Special Properties |
Unenchantable |
|
Restrictions |
Thrown Weapons 270+
to activate. |
|
 |
10 Crystal-tip Arrow |
| A
crystal-tipped arrow that appears to do fire damage. |
| Value |
7 |
| Burden |
10 |
| Damage |
17-18 Fire |
|
 |
Crystal-tip quarrels |
| A
crystal-tipped quarrel that appears to do fire damage. |
| Value |
7 |
| Burden |
10 |
| Damage |
22-24 Fire |
|
 |
Crystal-tip
Atlatl Darts |
A
crystal-tipped dart that appears to do fire damage.
Used as ammunition by crystal atlatls. |
|
Value |
7 |
|
Burden |
10 |
|
Damage |
21.6 - 24
Fire |
|
Maps provided by Greeneye
©ACMAPS
Shendolain
Shendolain Vestibule
For fabulous screen shots of the Shendolain Vestibule quest, click here!
Special thanks to Gheres
Reficul for the invite and to Garabaldi di Alia, Videian, Auzim,
Rellim, Gilia, Vasarius, Augar, Kurse, Merlin Wizbang, Evil Cazero, Regina
Farr, Oreanna, The Mad Bowman, Ken Shinjo, & Aogi Tensing! Sorry if I
missed anyone. It was a lot of fun! :)
Visit the Abbreviations
and Pronunciation page to find out how to pronounce Shendolain!
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