|
Home
Hobbies
Quests
click pics
to enlarge
|
From the
Under Cover of
Night event.
Hi Maggie, I've done this quest a
few times now, this is something I wrote up quickly for our Allegiance and
friends, feel free to use part of all of the info if you wish.
Burberri (MT)
Requirements:
--Level 130+
--Access to Aerlinthe Island
Items needed:
--Yellow Virindi Gem
--Sezzherei's Lair Gem
--Pyreal Bar
--Swamp Stone
Recommended
--Weapons/Wands/Missile:
--Slash Rend, Cold Rend, Fire Rend
Talk to Shuthoth in Ayan Baqur who will give you a Watcher token.
NPC: Shuthoth (Servant of the Lady - Level 53 Lugian) - 60.1S, 87.7W
Shuthoth tells you, "Welcome, friend. I seek warriors
in search of great adventure. I represent one who would grant the Isparians
of the world much power, much knowledge."
Shuthoth tells you, "She has found something. Something powerful beneath the
waves of this world. A city, ancient and doomed. The blue-skinned King did
his part to raise it from the deep, but I daresay he could not have done it
alone."
Shuthoth tells you, "Now that the island exists, the lady would ask Dereth's
hunters and adventurers to explore its mysteries."
Shuthoth tells you, "If you seek such a challenge, I bid you take this gem
and place it within the empty eye of one of Aerlinthe's Watchers. The
Watchers will tell you what else you must do."
Shuthoth tells you, "You have the spark of adventure within you. Good luck,
my friend."
Shuthoth gives you Watcher Token.
Now head to Aerlinthe Island, run east from the drop and head along the
shoreline until you reach a
Devastated
Watcher at 87.3N, 51.2E.
Hand the Watcher token to the
watcher to be portalled into the first dungeon.
Note: There is a 2nd Ruined
Watcher that takes you through the west Gateway.
The Watcher looks down on you, a glint in its one good
eye. There appears to be something missing from the other eye socket.
You give Devastated Watcher Watcher Token.
The gem clicks into place within the Watcher's empty eye
socket. The statue hums to life and looks down upon you. You hear a whisper in
your mind, "Appease the Gatekeepers," then all grows quiet.
Gateway to the
Deep - pt. 1 (East)
--Map: Gateway
to the Deep - pt 1 East
--Levels: 130+
--Creatures: Doomed
Spirits, Entropy
Wisp, Bone
Scourge,
Virulence, Mu-Miyah.
or
Gateway to the
Deep - pt. 1 (West)
--Map: Gateway
to the Deep - pt 1 West
Use fire or slash on the Doomed
Spirits, slash on the Wisps, fire on the Bone Scourge, slash or lightning rend
on the Virulence, and fire on the Mu-Miyah.
There are Lighting, Flame and Acid traps. These do not vuln, but shoot wall
spells. None are deadly in their own right, but bear them in mind when running
or moving when hp is low. Try to stay healed up at all times in here as the
Doomed Spirits can hurt when you are blade vulned and two or three of them
decide to practice the art of war magic on you.
Basic directions are as follows:
Take a left turn wherever possible, at first you will be heading down ramps then
begin to head up again towards the end. As you progress through the dungeon you
will come across several open rooms, one has no visible floor and if you look
down you will see lava, just run straight across the room to the door at the
other side, stay in the middle of the room as you run.
How do you know when you are at the final room?
You'll head up a ramp and enter a room with several exits right and left side,
there is a wooden ramp in the top right corner of the room (as you enter).
There are many Doomed Spirits in the halls exiting left and right from this
room, there is no need to fight them.
What you do at this point depends if you are solo or the size and strength of
your party.
If you are solo, I recommend that you run straight across the room, up the ramp,
head left and keep running till you hit the door with the exit portal behind it,
open the door and run through the portal.
Running is probably your best bet if your group is small and you don't fancy a
big battle with the creatures ahead, stagger the run if you do this, so go a
minute or so apart to let the creatures settle or the subsequent runners could
get stuck and die.
There are a LOT of creatures in the room, if you try to run it with a group it
is likely that someone will get stuck and die near the door.
Your decision, run or fight.
If you fight the best strategy is to run up the wooden ramp and get against the
wall on your right side. (stay away from the ramp and edge then any Doomed
Spirits below can not shoot you with war)
Have any missile chars or mages in your group take out the Entropy wisps and
Spirits that are shooting at you. Melees focus on the Mummys and Bone Scourges
(do not run up the room to them, let them come to you), the Mummys have a LOT of
health and some of the Bones carry shields, so once the 'Magic casters' have
been dealt with, mages swap to imperiling then blasting the mummys and bones.
Re-spawn on the magic casters is fast, so unless your group is large or strong
enough to clear the mummys quickly, be prepared for another round of incoming
war spells. Mages and missile chars deal with any casters as they appear.
Once you have cleared the spawn head towards the portal, kill anything that
appears on the way, then open door and all exit.
You are now standing on a mountain ledge with four Crystal NPCs. It is very
important that you interact with the Crystals one at a time. Form a line and
don't talk to or attempt to interact with a Crystal until the person in front
has been portalled.
Portal to Crystals from Ayan:
60.4S, 90.7W
Shemza is the first crystal that you need to talk to.
Shemza tells you, "A warrior! A warrior comes! Brothers, feast your eyes on one
who would give their lives willingly to the great lord!"
Shemza tells you, "You seek to bask in the glory of Grael,
do you not? You seek to join us in the worship of he who is more powerful, more
glorious, than all who have come before? My brothers and I, we were the first to
join his side. We were there when he led us to victory over the old ones. We
helped him slay the mages and lay waste to their cities. We were there when he
led an army upon the heretics of the light."
Shemza tells you, "When defeat fell upon us, we knew that our ascendance was
only delayed. One day, we knew that our god would rise from the depths and claim
that which is his. And we knew that ones such as you would seek to free him from
his chains."
Shemza tells you, "And now you are here. You seek to barter with us who have
given our souls in exchange for life eternal. Those of us who have lengthened
our lives for the sole purpose of delivering warriors unto him."
Shemza tells you, "Yes. You are here now. And now you will aid me. And then you
will aid my brothers."
Shemza tells you, "I seek a boon. One small boon. The masters of the portal
carry a token of golden hue. A token that I would claim as mine own. Find it and
deliver it to me. Then the first part of your quest shall begin."
Shemza tells you, "I have altered your body. You may now use our portal near
Ayan Baqur."
Once Shemza has finished talking to you, give him the Yellow Virindi Gem, you
will be portalled into dungeon 2.
You give Shemza Yellow Jewel.
Shemza tells you, "Seek out the Radiant Crystal. Bring a shard to my brother
Lurza. Then he will treat with you."
Gateway to the
Deep - pt. 2
--Map: Gateway
to the Deep - pt 2
--Levels: 130+
--Creatures: Doomed
Spirits, Entropy
Wisp, Bone
Scourge, Radiant
Crystal
Once everyone has portalled in, head straight ahead and begin to descend down
the ramps. There are Entropy Wisps at the beginning and then Doomed Spirits.
I recommend killing everything if you are in a group. If solo you can run this
section (I've done it); if you decide to fight, then you will need to be strong
enough to handle 3 or more Doomed Spirits at a time.
Once you hit the section with the Doomed Spirits you will see passages leading
off in all directions, at the bottom of the central passages are doors; at the
bottom of the eastmost and westmost passages are rooms with torches on the
walls.
The idea here is to get one of the doors open by using a torch. One of the doors
is a false, one which does not need a torch to open (behind the door is an
unlocked steel chest).
If you're solo, find a room with a torch, hit it, then run back up and check
each door in turn to find the one you opened. If with a group, place the group
at the top of the passages, hit the torch and get one of the group to check each
passage in turn to find the open door Get them to block it and call everyone
down and in, keeping it blocked as you run back .
Once you are through this door, you will notice you are in a room with a pit.
There is an unlocked Black Marrow Reliquary in here. If you are careful, you can
hop over and take turns looting it. If anyone falls, then I recommend the group
jump down to assist them.
When you are done with the Reliquary, Imperil all the Spirits below, jump down
and kill them all. Take any exit from the pit and take all left turns, head up
any ramps you find. You will soon come across the Radiant Crystal. There are
Doomed spirits in the room with it. If you are solo (mage or archer), you can
shoot the crystal and if lucky only need to kill the odd spirit that manages to
get to you. yYu may find that they all come.
Archer can 'rail gun' the crystal (it has no missile defense). Once the crystal
is dead, everyone loot a Radiant Shard. I am unsure how many shards it drops,
certainly more than 5, but in any event re-spawn on the crystal is fast if you
need more shards.
Timer: 24 hours
Once everyone has their shard, take the exit portal. You are back on the
mountain ledge, this time talk to Lurza.
Lurza will ask for the Radiant shard, give him the shard, Lurza will then ask
for a key, give him the Sezzherei's Lair Gem.
Lurza tells you, "You must bring to
me a shard of the Radiant Crystal. Only when Shemza sings your name to the lord
of the deep will you gain access to that Crystal."
You give Lurza Radiant Shard.
Lurza tells you, "Long have
we waited, trapped within these crystalline forms, waiting for those who would
join him in his quest. And now you come. You come seeking our approval. But are
you worthy?"
Lurza tells you, "There is something I seek. The key to one who once followed
our cause. A traitor who makes his home among the winged demons of the dark.
Bring the key to this fallen lord, and I will grant you passage."
You give
Lurza Sezzherei's Lair Gem.
Lurza tells you, "The demon Sezzherei once called himself our brother. But when
he betrayed our lord to the ancient mages, he fell from Grael's favor. Our
brother Tursh slew Sezzherei on the battlefield, or so we all believed. Now he
claims the dark as his master, and seeks to appease its twisted whims."
Lurza tells you, "Sezzherei will once again know the taste of his own blood.
When Grael rises and marches across this land, Sezzherei will kneel once again."
Lurza tells you, "Now find the Dazzling shard, and give it to my brother Dmesne."
You'll be portalled into the third dungeon with instructions to find the
Dazzling Shard.
Gateway to the
Deep - pt. 3
--Map: Gateway
to the Deep - pt 3
--Levels: 130+
--Creatures: Doomed
Spirits, Entropy
Wisp,
Virulence,
Diseased Phyntos Wasp,
Dazzling Crystal
Once everyone is in, head through the dungeon taking left turns wherever
possible. You'll come to a room with a pit; jump down.
The dungeon textures change and you will now encounter Diseased Phyntos Wasps.
Kill these as you work through the corridors (taking all lefts as you go).
You'll soon come to another pit, make sure you are fully baned and protected for
acid damage and jump down.
You'll find yourself in a mazelike set of rooms with acid as the floor, the acid
will damage you regularly for small amounts. There are Virulence in the rooms
which can cast Acid vuln on you; watch out for that.
Make your way through the rooms, taking all left turns. Kill everything as you
go. It makes the last part a little easier. You'll come to a room which you
access via a narrow passageway. There you will meet some more Wasps and can see
the Dazzling Crystal in front and above you.
Once you have killed all the spawn, place yourself a few paces in front of the
doorway you came through and make a full jump up and onto a grated floor in
front of you. (If you play around with your camera angles you can see the
grate.)
From the grate jump up either left or right. Don't jump up towards the crystal
or you may overshoot and hit the exit portal.
Kill the Crystal and make sure everyone loots a shard, then take the exit
portal. You are back on the mountain ledge, this time talk to Dmesne.
Dmesne tells you, "I require a shard of the Dazzling Crystal. Until you have
acquired one of these from my brother Lurza, I will have naught to do with you,
little one."
Give Dmense the Dazzling Shard when he asks for it, then when he asks for the
bar of metal, give him the Pyreal Bar.
You will be portalled into the
next dungeon and instructed to find a Brilliant Shard.
You give Dmesne
Dazzling Shard.
Dmesne tells you, "There is a metal, a pure metal of great power. You use it to
strengthen your arms, barbarians that you are. One bar is all I ask. One bar and
you shall have my blessing."
You give Dmesne Pyreal Bar.
Dmesne tells you, "Within this chamber lies the Brilliant
Crystal. Take a shard to my brother Rhujun, and you will be escorted to the isle
of water."
Gateway to the
Deep - pt. 4
--Map: Gateway
to the Deep - pt 4
--Levels: 130+
--Creatures: Doomed
Spirits, Entropy
Wisp,
Bone Scourge,
Virulence,
Brilliant Crystal
Take all left turns in here. When
you find yourself in a room which has ramped floor on your left side, head up
and over the ramp and take the exit in front of you. Keep taking lefts and
heading down where possible. There are some unlocked steel chests on the way
(they seem to allow only one open at a time).
You will come to a room with some Virulence and an Acid Pit. You need to run
along the wall left side of this room until you see the exit (Acid wall spell
traps here). For those brave enough to try, if you look ahead and right of you
when you reach this doorway, there is an unlocked Black Marrow Reliquary. You
can jump across, loot it and jump back.
There are quite a few Doomed Spirits on the last leg and some in the room with
the Crystal. Kill them, then the Crystal and make sure everyone loots a shard.
Then take the exit portal. You are back on the mountain ledge, this time talk to
Rhujun, give him the Brilliant Shard and when he asks for a stone, give it the
Swamp Stone.
Rhujun tells you, "A shard of the Brilliant Crystal is all
I require. Until I have it, you are not fit."
You give Rhujun Brilliant Shard.
Rhujun tells you, "There are those of wet skin and
barbaric means. They carry the meanest of stones, a stone whose power is unknown
even to them. I would have it, little one."
Rhujun tells you, "I would have it now."
You give Rhujun Swamp Stone.
Rhujun tells you, "The cousins of these young ones make
their homes on the bones of the ancients. They know not the power that surrounds
them. Such simple creatures they are."
You will now be portalled to an Island with a Lifestone and The Flame Guardian
NPC:
The Flame Guardian
- 38.6N, 65.8W
I recommend everyone using the Lifestone here. If you die, you can get back by
portal recalling and talking to Rhujun again, but it's safer to LS.
Talk to the Flame Guardian who will instruct you to destroy the Spirits of Water
laying claim to the Island.
Flame Guardian tells you, "Welcome to my lonely isle,
little one. You seek the mysteries of Vissidal, do you not? Many have come
before you. Many will follow in your footsteps. The power which once lay dormant
beneath the waves has surfaced. I fear the new rulers of this world will regret
their meddling before all is done."Flame Guardian tells you, "You seek a boon
from me, do you not? You seek my permission to further your quest?""
Flame Guardian tells you, "You must prove yourself, little
one. You must bathe in the cleansing waters of the deep. You must destroy the
spirits of Water that lay claim to this isle.""
You then need to make sure everyone kills 5
Water Golems
each. You get a message each time you kill one, so it's easy to keep count. It's
a good idea for the stronger members of the group to imperil/vuln and heal the
weaker members. These golems aren't that tough, but cast a lot of vulns and wars
and can kill the unwary very quickly.
You have killed 1 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 2 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 3 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 4 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 5 Water Golems! Your task is complete!
Water Golem is incinerated by your assault!
Once everyone has killed
their 5 golems then talk to the Flame Guardian again, you will be portalled into
a dungeon that is the mirror image of the Abandoned Mines Subway.
Flame Guardian tells you, "The waters of the deep cover
your flesh. You have been cleansed. I sense the spirit of Grael about you. I
deem you worthy, little one."
Your task in here is to find and kill
Bur Lizk. Make
your way through the dungeon just as if you were heading through subway to the
jump down to the portals. Kill the monsters on the way if you want to.
Once you reach the jump, make sure the party waits until Bur Lizk has been
Imperilled and festered, DO NOT VULN her. She seems to be like the Burun Kings.
Vuln her and you will do less damage. Imperil seems to help.
There are a lot of
Undead Minions who will cast a ton of debuffs on you.
Killing strategy for Bur Lizk: If you solo, debuff her, use a rend wand if mage
(I didnt find a lot of difference between damage types), jump down and run
north. Lure her into an alcove and kill any Undead Minions that followed you in,
then take out Bur Lizk.
Bur Lizk suffers a frozen fate!
Bur Lizk smiles as her body falls to the ground. She looks
briefly to the center of the room, then closes her eyes.
I've soloed her as an Archer and a mage, the Archer did great damage with a
frost rend bow and when she was imperilled, killed her very fast. She casts a
lot of debuffs and is drain happy.
If you have a strong group, everyone can jump and get stuck in. Make sure you
imperil the Undeads before jumping; they are pretty weak and die fast (fire
works great on these).
Once Bur Lizk dies, a portal will spawn in the centre of the room. Make sure
everyone takes it
You are now on an Island with a Lifestone and The Water Guardian.
NPC:
The Water Guardian
- 94.1S, 77.9W
I recommend everyone using the Lifestone here. If you die, you can only get back
by redoing the last dungeon (which means killing Bur Lizk again).
Talk to the Water Guardian who tells you to slay the spirits of the flame. This
is the same as the last Island except you need to kill 5
Fire Golems each.
Once again I recommend the stronger members of any group helping the weaker
ones.
Water Guardian tells you, "You have done much to reach
this point. You have appeased the Gatekeepers. You have been bathed in the
waters of the Deep. You have bested the warrior Bur Lizk. And now you seek my
blessing."
Water Guardian tells you, "As you were bathed in the waters of the deep, now
must you be cleansed by its fires. Slay the spirits of Flame. Bask in their
glory."
Once you have all killed 5 golems, talk to the Water Guardian again. The Water
Guardian will give you a Watery Token and Portal you to the Watcher of The Deep
at 70.3N, 65.4E.
Give your token to
the Watcher to get flagged for access to the new island and 190,000,000 xp.
You give Watcher of the Deep Watery Token.
You feel a low rumble, and the statue looks down upon you.
You hear a whisper in your mind, "The isle of the deep is yours," then all grows
quiet.
You've earned 190,000,000 experience.
Congratulations you are done :)
Lifestone and portal to the Vissidal Isles are near the Watcher.
Note: The first time this quest was complete on each server,
giving the Watcher of the Deep the token triggered a global and the spawn of the
Leviathan! Once
the Leviathan was defeated, the Gateway to the Deep was opened!
Angeni has slain the mighty Leviathan. The portal to
Vissidal Isle has opened.
DT - Total Immortal
FF - Tectonic Rifts
HG - Angeni
LC -
MT - Paraduck
SC - Jelly Belly
TD - Nastazio
VT - Bloody Lovin'
WE - Oblivia
|
 |
Watcher Token |
|
Give this token to one of the Watchers on Aerlinthe in
exchange for passage to the Ruined or Devastated Falatacot Temple. |
|
Value |
0 |
|
Burden |
50 |
| Special
Props |
Attuned,
Bonded |
 |
Shemza |
|
Value |
??? |
|
Burden |
Unknown |
 |
Radiant Shard |
|
Give this gem to the Gatekeeper Lurza to prove your
worth. Should you need a quick return to the Gatekeeper's Plateau,
present this gem to the Devastated Watcher or Ruined Watcher on
Aerlinthe. |
|
Value |
0 |
|
Burden |
5 |
| Special
Props |
Attuned,
Bonded |
 |
Dazzling Shard |
|
Give this gem to the Gatekeeper Dmesne to prove your
worth. Should you need a quick return to the Gatekeeper's Plateau,
present this gem to the Devastated Watcher or Ruined Watcher on Aerlinthe. |
|
Value |
0 |
|
Burden |
5 |
| Special
Props |
Attuned,
Bonded |
|
Maps provided by Greeneye
©ACMAPS
Gateway to
the Deep - pt 1 (East)
Gateway to
the Deep - pt 1 (West)
Gateway to
the Deep - pt 2
Gateway to
the Deep - pt 3
Gateway to
the Deep - pt 4
Thanks to Holder of Sticks - LC,
Darius of the Nexus - HG, Red
Raevyn of FF, Burberri of MT, Lithea Sarmad of
HG,
Zerono's Mage of HG, No'tiv of
HG, The Gerbil King of HG, Pureevil
of HG, Shinobi Deathblade - HG,
Bone Shredder Bm of HG, Excogitate of WE, Sophitia UA of
HG, Tlosk of HG, Angeni of HG, Ninavie of HG, Chatlin of HG, Vainda Ra-Sal
of HG, Yog-Sothoth of HG, Twin Blade of HG, Aralcarin of HG, Extreme
Shannon of HG, Kromwell of HG, The Mad Nomad of HG, Bashum of HG, Yek Yai
Edward of TD! |