Empyrean Rescue Quest: Difference between revisions
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# Return to the same dungeon on Freebooter and look for a blotchy/hazy looking portal in a semi-random location. This won't show up on radar, you have to look for it visually. Use the glowing shard near it and a regular portal should spawn (it is buggy and doesn't always spawn). | # Return to the same dungeon on Freebooter and look for a blotchy/hazy looking portal in a semi-random location. This won't show up on radar, you have to look for it visually. Use the glowing shard near it and a regular portal should spawn (it is buggy and doesn't always spawn). | ||
# ?? | # ?? | ||
== Walk Though == | |||
Credit to: Rhesus (of FrostFell) [http://forums.ac.turbine.com/showthread.php?t=47983&page=2 Official Forums Post] | |||
My gimped patch day write-up of the Freebooter Apostate Quest | |||
Despite my one complaint about the dungeon orientations, I think this is an awesome quest and a great way to bring the Empyreans home!!! Awesome job Turbine, thank you! | |||
QUEST REQUIREMENTS | |||
A) At least one archer/melee | |||
B) Access to Freebooter | |||
C) Patience | |||
D) Preferrably a group that doesn't drop death items | |||
E) Patience. Did I mention patience? You can't just dash through this quest. | |||
All of the dungeon spawns are completely random except for the boss spawns. It's even possible for Sparkly Portals and destroyed portals to spawn in all of the dungeons. The following monster types can be found in at least one of each the dungeons ( I can't remember all the names so I'm just going with classing them according to other familiar spawn types): | |||
* Dire-class Gear Knights (level 8 lightning vuls galore) | |||
* VoD-class Virindi | |||
* Gravyard-class skeletons (on the Armored Guardians, cast Turn Blade/Blood Loather on their swords to keep them from wrecking fire vul'ed toons) | |||
* Dire-class Gear Hunters/mages (they love to debuff mage skills/attributes) | |||
* Undead Commanders that hit like a frieght train (only seen in last dungeon) | |||
* Northern Caul-class Rifts | |||
NOTE | |||
Annoyingly and for no reason I really understand the dungeons are NOT oriented N-S-E-W. All of the dungeons are turned 45 degrees so room entrances/exits are any of NE-NW-SE-SW instead of the typical N-S-E-W to which we've become accustomed. | |||
The Walkthrough | |||
1. Go to Cragstone and talk to the Emissary of Asheron located at 24.4N, 48.3E | |||
2. Travel to Freebooter Isle by whatever means available to you. | |||
3. Head northeast from the Freebooter Isle drop to the beach. | |||
4. Follow the beach/water north until you reach 45S, 79.7E. | |||
5. Go down into the hole you find there and take the Mysterious Portal. | |||
6. The dungeon is fairly linear. Follow the dungeon until you reach the Virindi Apostate Master (10k health, big Virindi, and I might not have the name right but you'll know it when you see it). | |||
7. Kill it and have everybody in your group loot a Dark Apostate Shard (again, I might have the name wrong, but the critical part is the DARK bit). | |||
8. Portal Recall back to Cragstone and take the Dark Apostate Shard to the Emmissary of Asheron at 24.4N, 48.3E. | |||
9. The Emissary will give you a multi-use Glowing Apostate Shard (again with the naming, but GLOWING is the important part) in exchange that has a lifespan of 1 hour. | |||
10. Repeat steps 2-5. | |||
11. As stated above, the dungeon seems to be comprised of random spawns (not unlike Castle Mhoire where every little room can spawn any of a number of different kinds of monster groups). Follow the dungeon searching for either a destroyed portals (at which point you should use the Glowing Apostate Shard) or a Sparkly Portal. Don't be disappointed if it says a portal appears but no portal appears (I'm not sure if this is a bug or not, but it's a really frustrating dynamic when you use the shard 5-6 times and no portal ever appears). Keep scounting until you find either a Sparkly Portal or a destroyed portal that will turn into a Sparkly Portal when a Glowing Apostate Shard is used nearby. | |||
12. The Sparkly portal dungeon is fairly straightforward as well. Follow the dungeon (passing through two Castle Mhoire-like mazes along the way) until you come into a large octagonal room with an Apostate Guardian (forget the full name, but it's another 10k health big Virindi). | |||
13. Kill the Guardian (it has 10k health and is a Virindi) and two Surface Portals and a Gateway will appear. Take the Gateway. | |||
14. At this point you'll need to make use of the "At least one archer/meleer" in your group. Follow the drop down until you reach an attackable door (health unknown). The door has insanely high regen and is 100% magic immune (even with a War rare). Two mages with UA as secondary couldn't kill the door. It took at least one toon with a specialized melee or missile skill to kill the door. | |||
15. In the next room should be an overhead gallery of random monsters. Tip: Kill the monsters through the windows in the gallery to save you potential grief in the next section. | |||
16. Run across the bridge, watching out for the lightning eye traps on the walls on either side of the bridge. | |||
17. As soon as you turn the corner past the bridge, stop and look ahead. You'll see insta-kill Pyramids striking the wall at the end of the hallway in front of you. | |||
18. To traverse the Pyramid Hall is easy if you're patient. Wait for the second of a double pyramid spawn to pass then immediately move forward one cubby hole. Repeat the process until you can exit the Pyramid hall near the point where the Pyramids spawn. | |||
19. Continue forward through the dungeon past the Pyramid Hall. Again, the dungeon is fairly linear save for a two-level semi-maze (Castle Mhoir-style) area. | |||
20. At the point the walls change to black rock, you should be near the boss room. In fact, you'll be near a huge long room full of potentially deadly mobs (depends on the random spawn generator) when you find yourself at a hallway with two attackable Cooled Lava doors. The last safe spot to rebuff is right after the second Cooled Lava door. | |||
21. Kill your way through the final large rock hall until you come to a third attackable Cooled Lava door. It is past this third door you'll find the boss room. | |||
22. Clear debuffs (especially bludgeon vul) and drop down into the boss room prepared for a big fight. We used one Melee Rare toon (me) to drop down and take all the aggro with debuffs to the Undead Commanders (imp/fire vul/magic yield/fester and UA debuffs for the Undead Commanders) while another two people and the rest of our group made a wall in the Surface Portal hallway at the opposite end of the boss room. | |||
23. Kill everything in the room from the safey of the melee wall in the Surface Portal hallway. The Undead Commanders have around 21k health and hit like freight trains. Be careful trying to tank them. | |||
24. Two giant named undead (each with 150k health and I didn't get screenshots of them or their names) will appear after the last of the Undead Commanders is killed. Debuffs worked on them just fine, but be warned that they use a pretty wide array of spells including something called Demon Tongue that appeared to be completley typeless damage. If ANY Gear Hunters/Mages spawn kill them immediately as they drop lots of life vuls that the giant named undead use to their advantage. | |||
25. Both of the named unead drops a SINGLE zero AL hoodless robe that's using the Empyrean Robe artwork. The robes look just like Gaerlan Robes minus a hood and they do exactly NOTHING special. | |||
26. The last mob to spawn is the Engorged Bloodstone (200k health). It moves around slowly, does melee damage and casts Harbinger style war spells. We were able to debuff it, it didn't seem to counter buff, and everybody was able to beat on it. | |||
27. When the Engorged Bloodstone dies, it drops a bunch (at least a dozen, possibly more) of Engorged Bloodstone Shards (timer is 27 days). Everybody needs to loot a Shard. | |||
28. Take the Engorged Bloodstone Shard to the Emissary of Asheron in Cragstone. IMPORTANT: Take your time doing the turn-ins. The Emissary goes through a little play of sorts where he takes the item, talks a lot, gives you your reward then spawns a bunch of ghostly Weakened Empyreans. The ghostly Weakened Empyreans wander around a bit then the Emissary portals them away to a safe place. | |||
== Maps == | == Maps == |
Revision as of 19:32, 15 October 2010
Walkthrough & Notes Dungeons & Maps Rewards Images Dialog Update History |
Empyrean Rescue Quest | |
---|---|
Level: | ?? |
Type: | Group |
Starts At: | ?? |
Repeat: | ?? |
Quest Overview
Come to Asheron's aid in rescuing a pocket of trapped Empyreans. You must be a Knight in a society faction in order to have accesss to Freebooter Isle where they are being held.
Walk Through
- Speak to the Emissary of Asheron (Cragstone) at 24.4N, 48.3E near Cragstone. This flags you to enter the first portal (required).
- Travel to Freebooter Isle and run north to 54.0S 97.6E where you will find an open magma tube style entrance (just north of a similar entrance that leads to the Bandit Boss).
- Stick left until you come to a portal, go inside and continue sticking left for a long ways until you see a Virindi Apostate Master. Kill him and everyone loot a Dark Apostate Shard, he drops 9 and respawns if you need more.
- Return the shard to the Emissary in Cragstone who will give you a Glowing Apostate Shard with a 60 minute timer.
- Return to the same dungeon on Freebooter and look for a blotchy/hazy looking portal in a semi-random location. This won't show up on radar, you have to look for it visually. Use the glowing shard near it and a regular portal should spawn (it is buggy and doesn't always spawn).
- ??
Walk Though
Credit to: Rhesus (of FrostFell) Official Forums Post
My gimped patch day write-up of the Freebooter Apostate Quest
Despite my one complaint about the dungeon orientations, I think this is an awesome quest and a great way to bring the Empyreans home!!! Awesome job Turbine, thank you!
QUEST REQUIREMENTS
A) At least one archer/melee B) Access to Freebooter C) Patience D) Preferrably a group that doesn't drop death items E) Patience. Did I mention patience? You can't just dash through this quest.
All of the dungeon spawns are completely random except for the boss spawns. It's even possible for Sparkly Portals and destroyed portals to spawn in all of the dungeons. The following monster types can be found in at least one of each the dungeons ( I can't remember all the names so I'm just going with classing them according to other familiar spawn types):
* Dire-class Gear Knights (level 8 lightning vuls galore) * VoD-class Virindi * Gravyard-class skeletons (on the Armored Guardians, cast Turn Blade/Blood Loather on their swords to keep them from wrecking fire vul'ed toons) * Dire-class Gear Hunters/mages (they love to debuff mage skills/attributes) * Undead Commanders that hit like a frieght train (only seen in last dungeon) * Northern Caul-class Rifts
NOTE
Annoyingly and for no reason I really understand the dungeons are NOT oriented N-S-E-W. All of the dungeons are turned 45 degrees so room entrances/exits are any of NE-NW-SE-SW instead of the typical N-S-E-W to which we've become accustomed.
The Walkthrough
1. Go to Cragstone and talk to the Emissary of Asheron located at 24.4N, 48.3E
2. Travel to Freebooter Isle by whatever means available to you.
3. Head northeast from the Freebooter Isle drop to the beach.
4. Follow the beach/water north until you reach 45S, 79.7E.
5. Go down into the hole you find there and take the Mysterious Portal.
6. The dungeon is fairly linear. Follow the dungeon until you reach the Virindi Apostate Master (10k health, big Virindi, and I might not have the name right but you'll know it when you see it).
7. Kill it and have everybody in your group loot a Dark Apostate Shard (again, I might have the name wrong, but the critical part is the DARK bit).
8. Portal Recall back to Cragstone and take the Dark Apostate Shard to the Emmissary of Asheron at 24.4N, 48.3E.
9. The Emissary will give you a multi-use Glowing Apostate Shard (again with the naming, but GLOWING is the important part) in exchange that has a lifespan of 1 hour.
10. Repeat steps 2-5.
11. As stated above, the dungeon seems to be comprised of random spawns (not unlike Castle Mhoire where every little room can spawn any of a number of different kinds of monster groups). Follow the dungeon searching for either a destroyed portals (at which point you should use the Glowing Apostate Shard) or a Sparkly Portal. Don't be disappointed if it says a portal appears but no portal appears (I'm not sure if this is a bug or not, but it's a really frustrating dynamic when you use the shard 5-6 times and no portal ever appears). Keep scounting until you find either a Sparkly Portal or a destroyed portal that will turn into a Sparkly Portal when a Glowing Apostate Shard is used nearby.
12. The Sparkly portal dungeon is fairly straightforward as well. Follow the dungeon (passing through two Castle Mhoire-like mazes along the way) until you come into a large octagonal room with an Apostate Guardian (forget the full name, but it's another 10k health big Virindi).
13. Kill the Guardian (it has 10k health and is a Virindi) and two Surface Portals and a Gateway will appear. Take the Gateway.
14. At this point you'll need to make use of the "At least one archer/meleer" in your group. Follow the drop down until you reach an attackable door (health unknown). The door has insanely high regen and is 100% magic immune (even with a War rare). Two mages with UA as secondary couldn't kill the door. It took at least one toon with a specialized melee or missile skill to kill the door.
15. In the next room should be an overhead gallery of random monsters. Tip: Kill the monsters through the windows in the gallery to save you potential grief in the next section.
16. Run across the bridge, watching out for the lightning eye traps on the walls on either side of the bridge.
17. As soon as you turn the corner past the bridge, stop and look ahead. You'll see insta-kill Pyramids striking the wall at the end of the hallway in front of you.
18. To traverse the Pyramid Hall is easy if you're patient. Wait for the second of a double pyramid spawn to pass then immediately move forward one cubby hole. Repeat the process until you can exit the Pyramid hall near the point where the Pyramids spawn.
19. Continue forward through the dungeon past the Pyramid Hall. Again, the dungeon is fairly linear save for a two-level semi-maze (Castle Mhoir-style) area.
20. At the point the walls change to black rock, you should be near the boss room. In fact, you'll be near a huge long room full of potentially deadly mobs (depends on the random spawn generator) when you find yourself at a hallway with two attackable Cooled Lava doors. The last safe spot to rebuff is right after the second Cooled Lava door.
21. Kill your way through the final large rock hall until you come to a third attackable Cooled Lava door. It is past this third door you'll find the boss room.
22. Clear debuffs (especially bludgeon vul) and drop down into the boss room prepared for a big fight. We used one Melee Rare toon (me) to drop down and take all the aggro with debuffs to the Undead Commanders (imp/fire vul/magic yield/fester and UA debuffs for the Undead Commanders) while another two people and the rest of our group made a wall in the Surface Portal hallway at the opposite end of the boss room.
23. Kill everything in the room from the safey of the melee wall in the Surface Portal hallway. The Undead Commanders have around 21k health and hit like freight trains. Be careful trying to tank them.
24. Two giant named undead (each with 150k health and I didn't get screenshots of them or their names) will appear after the last of the Undead Commanders is killed. Debuffs worked on them just fine, but be warned that they use a pretty wide array of spells including something called Demon Tongue that appeared to be completley typeless damage. If ANY Gear Hunters/Mages spawn kill them immediately as they drop lots of life vuls that the giant named undead use to their advantage.
25. Both of the named unead drops a SINGLE zero AL hoodless robe that's using the Empyrean Robe artwork. The robes look just like Gaerlan Robes minus a hood and they do exactly NOTHING special.
26. The last mob to spawn is the Engorged Bloodstone (200k health). It moves around slowly, does melee damage and casts Harbinger style war spells. We were able to debuff it, it didn't seem to counter buff, and everybody was able to beat on it.
27. When the Engorged Bloodstone dies, it drops a bunch (at least a dozen, possibly more) of Engorged Bloodstone Shards (timer is 27 days). Everybody needs to loot a Shard.
28. Take the Engorged Bloodstone Shard to the Emissary of Asheron in Cragstone. IMPORTANT: Take your time doing the turn-ins. The Emissary goes through a little play of sorts where he takes the item, talks a lot, gives you your reward then spawns a bunch of ghostly Weakened Empyreans. The ghostly Weakened Empyreans wander around a bit then the Emissary portals them away to a safe place.
Maps
Dungeon | Coordinates | Wiki Map | ACmaps |
---|---|---|---|
?? | ?? | -- | -- |
Items
Dark Apostate Shard Glowing Apostate Shard
Empyrean Over-robe Empyrean Robe
Experience Rewards
Images
Click image for full size version.
-
Caption
-
Caption
Lore & Dialog
Town Criers:
Town Crier tells you, "I've heard rumors that there is now more than one of Asheron's Emissaries mobilizing adventurers against the Apostate Virindi."
Town Crier tells you, "Another of Asheron's Emissaries has been sighted just south of Cragstone. In all my time on Dereth, I've never seen Asheron so active. Dark times ahead, I tell you."
Ulgrim the Unpleasant tells you, "Asheron seems ticked at these new, Blue Applesauce Virindi. They must've gotten into his stout stash..."
Ulgrim the Unpleasant tells you, "Asheron seems to be doing a lot of work lately to get some pile of lost Empyreans back. I hope at least one of them is a brewer, or a barkeep even."
Speak to Emissary in Cragstone:
Emissary of Asheron tells you, "Greetings!"
Emissary of Asheron tells you, "I have been sent here to ask adventurers, such as yourself, to aid in a rather delicate situation my Lord Asheron has found himself in."
Emissary of Asheron tells you, "We have found another pocket of temporal and portalspace disturbances similar to the ones located in the Iron Blade foothold in the Direlands."
Emissary of Asheron tells you, "This newer disturbance is located along a mana flow underneath the volcano on the north end of the place locally referred to as 'Freebooter Isle'."
Emissary of Asheron tells you, "Be warned, however, that this disturbance seems more powerful than the ones in the Direlands, and as it sits on a known Ley Line, the potential threat is far greater."
Emissary of Asheron tells you, "Gather strong friends, bring them all to me, so I may offer them what protections I can, and then begin your hunt."
Emissary of Asheron tells you, "Now, as to those mentioned protections..."
The Emissary of Asheron utters a single, harsh sounding word, and a tingle washes over you.
Emissary of Asheron tells you, "Find the force or entity responsible, end it. Return to me with proof, or better; a way to save my lord's people, and I'll reward you for it."
Emissary of Asheron tells you, "Any questions?"
Emissary of Asheron tells you, "Hello again! Have you located the source of the disturbance that is blocking my Lord Asheron's ritual from rescuing the pocket of Empyreans he has located?"
Emissary of Asheron tells you, "The main source of the disruption seems to be coming from an area under the Freebooter Isle Volcano, likely inside one of the steam vents that riddle the area."
Emissary of Asheron tells you, "Be warned, though, the portalspace disruptions in the area are massive, and my lord Asheron also believes there is a large scale temporal disturbance being shielded by the portalspace disruptions."
Emissary of Asheron tells you, "Take friends, be careful."
Killing the Virindi Apostate Master:
You split Apostate Nexus Master apart!
As the Apostate Virindi dies, a ragged, dying voice echoes in the back of your mind, "Alert our allies! The ritual is compro.m..i..."
Showing the shard to the Emissary:
You allow Emissary of Asheron to examine your Dark Apostate Shard.
Emissary of Asheron tells you, "Interesting. This is similar to the Apostate Shards being found in the area of the Iron Blade Gear Knights, but there seems to be some sort of supression effect or ward upon it."
Emissary of Asheron tells you, "Let me see what I can do about that."
You hand over 1 of your Dark Apostate Shards.
The Emissary of Asheron chants softly in an odd singsong language. After a moment, there's a faint 'pop' sound, and the shard begins to glow.
Emissary of Asheron tells you, "Ah, there we go. This should now allow you to slip through a portalspace fluxuation in the area near where you found it, and bypass the Apostate's defenses to the area it is attuned to."
Emissary of Asheron tells you, "Here you go. Don't waste time, however, as it seems somewhat unstable. Head back to the steam vents near the Freebooter Isle Volcano, find an anomoly that looks similar to the destroyed portals, and use it next to the fluxuations you see."
Emissary of Asheron gives you Glowing Apostate Shard.
Using the glowing shard near a hazy portal (random location):
The crystal glows brightly for a moment when you activate it, and a Portal appears!
Notes
- The portal is buggy and doesn't always spawn when you use the crystal. Try to lure creatures away from the hazy portal first?