| Common Name: | Aerlinthe Recall |
| Author: | Dar'van al-Zanuff |
| Difficulty: | High |
| Maximum Time: | 240 |
| Minimum Level: | 45 |
| Minimum Time: | 180 |
| Quest Timer (days): | 14 |
| XP Reward: | 500,000 |
| Introduced During: | Taste of Twilight |
| Has Levers, Requires Lockpick | |
Walkthrough
Aerlinthe became a place to explore after the Dericost opened portals to the island rather than having to make a perilous trip over the oceans. They warned us to stay away from the tools and machines that had been built in and upon Aerlinthe. Alas, we continued because that is our nature; to explore and to seek out power. The golems were a puzzle to us until we found a book that described the golems that helped dredge and protect the channel. The Yalain had put them there originally, now they seem to be lost, standing near the pillars that line the channel, challenging all that pass.
On the west side of the channel is a town that has since been littered with the walking dead, a Singed Note was found that described some tools that were needed to operate the foundry. Ejan, the master smith, is still very confused about whether he is dead or not. It's eerie to listen to him talk to himself. The note mentioned that the there were a few things broken in the foundry and two spare parts were needed; The Pyreal Forge Bellows and a Sluice Gate Bar. From our travels, we remembered the Crater had some Kilns there. The second appeared to be on the island in a place called the Foundry.
General information
The Reservoir and Foundry are fairly easy with the Behemoth and the Keep being much more difficult. [If you would like to know more about Aerlinthe and its founding, retrieve the Aerlinthe Record in the Undead Town (86.4 N, 45.5 E). The Charred Book is found in the Library and can be translated by Bretself in Cragstone.
Also, you MUST have a lockpicker for the Foundry, Reservoir, and inside Aerfalle's Keep.
Steps to Complete
1) Get the Pyreal Bellows (Crater Caves)
2) Get the Sluice Bar (Foundry)
3) Turn in the Sluice Bar to Repair Golem (Reservoir) and start the quest
4) Turn in the Pyreal Bellows to Smith Golem (Foundry) and Caldera monsters spawn
5) Kill the Behemoth then the Hellfire (spawns the watchman) at Caldera
6) Kill the Relic Watchman at the undead town to open Aerfalle Keep portal (watchman has Ring of the Watchman)
7) Kill Lady Aerfalle and get key to her chest (she has a total of 12 keys, some loot, and a letter)
8) Go to the chest room, kill the Hellfires, and loot the chest (wait 3 min. between pulls and pull everything)
Notes
1) There is a 3 hour wait for the Repair Golem to spawn from the last time the sluice was given.
2) You have 90 minutes after killing the Watchman to get to Lady Aerfalle and kill her before the quest resets.
3) Watchman spawns after Hellfire is killed. There is a short random timer from the Hellfire's death to the Watchman spawning. This gives you time to get to the Undead Town and less possibility for quest jumping. About 15 minutes.
4) Monsters range from Cursed Bones to Plasma Golems. Plasmas have about a 336 magic defense and are reasonably hard. Most monsters on this quest have high magic defense.
Quest Jumping
This is much less of a problem now with the watchman spawning delay and that Lady Aerfalle drops 12 Ashen Keys. To make double sure you get to the Keep, you can separate into several groups so that you can hit each section as fast as possible. If you have done it enough times, you can take a person to the Repair Golem (#3) and leave them there while a group goes to the Caldera. One person, assuming fairly high level, can turn in the Sluice Bar then run to and thru the Foundry and turn in the Pyreal Bellows. I have completed it with a single group going through it step by step. Most people are friendly enough to wait and I haven't seen much jumping recently.
Items Found
Black Boulder. The Black Boulder is found on the Behemoth. This is turned in to one of the Stone Collectors (they are in Qalaba'r and Zaikhal) and you receive the Black Fire Atlan Stone that fits into all the Atlan weapons. It makes the atlan weapons worthy again considering all the new weapons that have been created. It adds +5 +5 mods, BD VI, SK IV, Cold IV protection, and Curse of Black Fire (-50 on magic defense).
Red Fire Infusion. Found on one of the Hellfires in the Caldera. This is used on the Sword of Lost Light to add +3 +3 attack/defense modifiers and Sword Mastery IV.
Aerfalle's Pallium. A fine black hoodless robe that has some interesting properties. First, it is made of material mixed with chorizite threads. This gives the robe an unbuffable property. In addition, it is non-drop. It has some nice properties. It cast Focus V and Willpower V along with Aerfalle's Ward giving AL 220 and a useless Arcane Lore VI spell. Still AL 0 vs. hollow weapons. :(
Sacrificial Dagger. A 3-5 hollow dagger.
Ashbane. A unique fire weapon. Its base damage is 15-30 pts but is otherwise unbuffable. Non-drop. This can be given to Leikotha, near Samsur, for a reward and a free trip to the Abandoned Mines.
Ring of the Watchman. Casts Deception Mastery V.
Staff of Aerfalle. A green glowing staff made for Aerfalle. It casts both Life and War Mastery V. Non-drop.
Unreadable Scroll. The Scroll is non-drop but allows you to learn Aerlinthe Recall so you never need to pay a D or C note again to get to the island. (Turn in the scroll to Kuhyiza bint Zayi in Zaikhal to get the scroll translated.)
Pyreal Forge Bellows. This is used by a golem to restart the forges.
Sluice Gate Bar. This is the titanium bar used by the Repair Golem to fix the sluices.
Ashen Key. This is the key taken off of Lady Aerfalle to open her chest and obtain the Staff of Aerfalle, Ashbane, and the Unreadable Scroll.
Aerlinthe - The Adventure
The first thing I noticed when arriving on this island was the heavy stink of sulfur in the air. The entry is a small platform with the western lighthouse behind. There is a portal to the Northwest Direlands2 behind you so avoid stepping backwards into it.
You can hear enemies all about you. Drudges, Banderlings, and Malus Shreths inhabit this area. I jumped down the steep walls and waded out into the water. The air seemed better here with the ocean breeze to carry the sulfur stench away and it was far enough away from the enemies while I readied myself for the journey.
Looking down the harbor, you can see the line of large pillars lining the entry along with the heads of coral golems that protect this island still. My extreme dislike of running long distances is overcome by the fierce challenge ahead and history that sits in deep, remote places that can shed light not Aerlinthe's past. For in the past we learn our future. Yet, my heart quakes at the effort of trying to dispatch the hundreds of ruthless monsters that reside here. Everyday it seems like more vermin infest this island, even the Virindi have come here though few in numbers. Before heading out on this journey, you must have prepared with the right gear and have obtained the Pyreal Forge Bellows. In the next section, I recount the trip to obtain this instrument.
Some notes about the dungeons: The monster spawn rate is very high, so staying in an area will likely result in someone dying. To complete this quest you should carry a good supply of stamina elixirs, mana elixirs, health elixirs, and gems of stillness. Mages with level 7 spells are a boon. It is best if you have armor, bludgeon, fire, and cold protection lore items on since there are places where all your protections are dispelled. :( Bludgeon and Fire are the main banes you need throughout the quest though you need Acid banes in the Reservoir.
Starting the Forge
Aerlinthe is a foul place and it heartens me to know that I have done some small part to make it better. In exploring this island, I found remnants of a most profane tragedy. Ejan Aralea, the Master Smith, was yet another person tricked into undead life and can be heard still. I just could not leave him wandering and gave him mercy. It was there I found a Singed Note ( can be translated by Bretself in Cragstone) that indicated there were forges on Aerlinthe that could be made to work. Additional exploration exposed several underground systems that were used in making weapons. Golems are used to work on the forges since it is too hot for humans. The upper forge requires a new set of bellows. In addition, the lower magma sluices are in need of repair. The spare sluice bars are located in the Foundry. You will find this note in the Undead Town. The Undead Town is located on the west side of Raina's Harbor in the corner.
Pyreal Forge Bellows. This device is found in a magma lair in the Crater Caves that is found within Mt. Esper (Crater). This dungeon was in limited disrepair but was still inhabited by a number of golems and of course, elementals. (Only one character is necessary for this portion of the quest, and should be properly buffed with bludgeon and fire protection the whole way. Also remember, the Crater is filled with fire elementals [One Firestorm(white infusion), many magma golems, infernos, flammas, and flares] typically, because they invade due to other adventures starting the forges on Aerlinthe. See Sword of Lost Light quest since both the red, white, and blue infusions needed to upgrade the Sword of Lost Light are found on this quest. The White Infusion is found here on the Firestorm in the lake, the Blue Infusion is found on a Hellfire at Mt. Lethe, and the Red Infusion is found on a Hellfire in the Caldera)
To get to Crater Caves, you must pass the trial of Crater Pathway (60.4N, 15.7E). Take Abandoned Mines to Mayoi and run to the housing hub at 60.8, 80.2 then take the Songview Portal and head to Crater Pathway. There are many creatures guarding the dungeon so if you go with more than one person, you might want to clear the area first. Crater Pathway is filled with Zephyrs and Dark Wisps. The traversal of this dungeon is simple, stay to the right and head up. You will wind about a bit but will always head up. The exit portal takes you to the output at the Crater (64.8N, 13.6) that has the legendary Archmage Silencia and her Altan/Isparian glyphs.
First, upon entering Crater Caves run straight ahead and take the east ramp down. It opens into a room with a doorway leading to 3 corridors. Go north and take the left turn when it Y-s. This leads you into a zigzag room with 4 Granite Golems to greet you plus an additional 2 more Granites and an Obsidian Golem near the ramps. Follow the zigzag till you find the 3 ramps down. Take the straight head (north) and jump down. There is one Magma Golem in a room down the corridor on the right. Monitor your health since it is very hot here and you will take damage. Rebuff with banes and protections for bludgeon and fire if you need to. You will be fighting Infernos and Magma Golems. You can run to the very bottom of this or you can fight your way down, up to you since most monsters will get lost by the time you get to the bottom.
Take the east corridor until it opens to a larger area then head right. When you hit the T intersection, go left (north). There will be several Infernos and Magmas in this room. Dispatch them and head straight and to the right, it bend to the east and there is a tunnel heading out of the room. It will open up into a large room with igloo-looking things (kilns) and it is very, very hot here with many Magma Golems.
The Bellows is across the pit of magma in front of a kiln (note crosshairs in picture to the left). There are about 6 Magmas here. There are some chests past the bellows area, one that is locked. It looks like the magma pit contained something else but was wrecked at some point.
Access to the Island
There are two emissaries from Aerlinthe on Dereth. Each will summon a portal to Aerlinthe (untie-able, restricted to Lvl 45+).
In Chalicmere Castle (17S, 57.5W), Faladha the Emissary can be found. The Castle is guarded by a variety of undead and Diamond Golems
He says the following:
The dead man turns and looks down the rotted remains of his nose at you. A cool, aristocratic presence invades your mind, and seems to speak in Roulean.
"You are foolish to come here, outlander. This is the castle called Chalicmere, fortress of the Latzimestal faction..."
"Ah, but such subtleties are beyond you. To your barbarian eye, we are merely corpses and bones, all alike and monstrous. Yet it is not so, and these rotting forms you revile shaped the destinies of men and kingdoms far beyond your ken."
"Obstruct me not, whelp. I have urgent traffic with the Lords of the Latzimestal..., Unless you will give me a note worth 10,000 pyreal. Then I shale grant you all the adventure you desire, if you be mighty enough to use my passage. Yet I shale not suffer barbarians in my home, and will prevent you from conjuring the gate yourself."
So, if you have properly prepared yourself by bring a C trade note, give it to Faladha. He summons a portal, and says:
The voice in your mind sneers, "You are wise to offer me such a boon, lest I strike ye down like the cur in the street. I shale open the path to my home, the ancient port of Aerlinthe. You would be wise to tread lightly, lest you wake the ire of my island my Lady."
Alternatively, travel to the south Dires to the tombs at (87.6S, 65.5W). Take Sylsfear (11.0N, 14.7E) to get to the tombs. You can reach this by going to Zaikhal and running to the dungeon. (See footnote #1 for alternate routes) At the bottom of the dungeon is a portal that takes you to the tombs and a Lifestone at 88.3S, 64.5W. You can see the tombs to the west. Garaena is outside, behind the back of the furthest tomb. Approach the tombs, fight off any undead around, and speak to Garaena the Emissary.
The rotting woman inclines her head stiffly, and a disembodied voice seeps across your mind like oil.
"Child, you walk among the tombs of the Sand Kings. Long ago they were mighty captains in service to the powers behind the Ice Throne. Now they rest, and dream of new plots. Yet still they hold themselves great power, and are ageless and fey."
"My mistress sent me hither to solicit their aid in a great cause. Perhaps you could serve, for I shall call the enemy of mine enemy friend. Those in shadow...thralls of the one called Slayer of Hope...beset our isle. If you give me a note worth 50,000 of the Yalaini pyreal, to fund my mission to bribe the Sand Kings, I shall open the gate for you."
"Be warned; only the mightiest may pass through this gate, and I will not allow you to tie to it."
So this emissary requires a D trade note! You give her the note, and she summons the Aerlinthe portal, saying:
The voice in your mind purrs, "Ai, this will serve. Seek the dark ones and destroy them...yet meddle not with the devices on the island of Aerlinthe. Perilous they are to those who do not understand their art."
The Run
This is the part that took me longest to find out. (It's one of the little things that are discovered over the course of doing this quest over and over.) I have had more people perish before ever arriving at our destination. Aerlinthe is a dangerous place. Never let your guard down or you will DIE.
With a last gulp of fresh air, I headed off north down past the ancient columns that line the harbor. Golems are stupid and ponderous; I simply weaved in and out of the pillars to cause confusion much to my delight. Head North from the landing (84.1N, 47.2E) and follow harbor around to 87.5N, 44.4E. See above map of the harbor, you will go past the columns, turn east then north then west to get there. The lava flows are the most dangerous part of the journey and they are near the middle of the harbor as you proceed west. You'll see steam rising from the water's edge and the land goes from a green to a blackish red color that heats my armor blistering hot. There are Plasma Golems, Hellfires, Vapor Golems, Diamond Golems, Virindi Observers, Cursed Bones, Cursed Bones, and Silver Tuskers.
(Note: It's possible to run completely around the island but adds a tremendous amount of time to the journey and it is still high risk in two places where lag and monsters can get you. Some people that have Decal running will turn it off. Also, using /render radius 5 to reduce graphics card issues.)
Hunt for the Sluice
From 87.5N, 44.4E, you head NW (more west than north) to a small ledge that winds around the mountain to the right. This takes you to the Tenkarrdun Foundry (88.9N, 42.7E). Remember this route, as you have to do it again later. Several Diamond Golems guard the entrance to the Foundry with one of them in the small building that contains the Foundry portal. I always seem to trip on the rock that is right before the portal so be careful. Tripping and falling at a Diamond Golem's feet isn't exactly the feat of dexterity I had in mind. The run is pretty thick with monsters but they get bored before you get to the building.
If you thought the sulfur was bad outside, it is downright throat burning upon entry. The landing is safe and is a great spot to quench your thirst and prepare for the journey down in to the hotter areas. There are plenty Golems, Fire Wisps, and Fire Elementals to cause any heart to flinch. One only has to go partway into the Foundry to find the store of Sluice Gate Bars. Once you are ready, head South down the ramp and to the right. As you bend around the corner, take out the Diamond Golem that you see then go east and take the first lava filled corridor to the right. There are two Infernos here that sometimes can impede your progress. Remember the lava can make your sollerets extremely uncomfortable.
Here I tank the Diamond in the next room and the two Infernos then head down to the northern door that is blocked by a Vapor Golem. Through the door the corridor bends to the right and goes into a large cavern with a ramp in the middle of the room heading down (east). You'll feel the drain of Fire Wisps that continuously try to sap your health and vigor.
At the bottom go left and follow to a large room then make a u-turn to the left. A corridor heads west that is filled with lava, a Fire Wisp and behind it, an Unstable Magma Golem. It bends back around to the right intersecting a well-made tunnel heading to the east. (There is a portal(90.3N, 47.8E) here if anyone feels overwhelmed and your friends can meet you there after getting the Sluice. The portals near the lever room and Lever Door 2 go to the same spot.) Here is the Bridge Trap room. There are two Diamond Golems and if you cross the bridge over the lava pit, two more firestorms drop down at each end of the bridge to bar your way. I normally jump over the pit to the far corridor leading to the stairwells.
Take the left stair down (to the right is a dead end), the landing I will dub Point 1. At the bottom, you can go right or left; both are stairs going down. Have one person with lockpick head to the right (easterly) stairs. This goes down to a locked gate (resistance 242). Enter and head east to the next room and south to a long corridor that will turn west to a lever operated gate (dubbed Lever Door 1). I dub you person A and you wait here. :)
Another person will take the left stair (west) from Point 1. This leads to the lever area. At the bottom, you take the corridor leading out of the stairwell and open the gate. Upon entering a small room, go left and dispatch the Diamond Golem then take the right corridor that turns a few times heading down and connects to a small bridge heading south. This large cavernous space is home to 2 Plasmas that come from room acrooss the bridge and below the bridge are 2 Pyreal Golems. Plasmas hate cold so I load my deadly arrows and dispatch them quickly. These guys still make me shiver having been sent to the lifestone in a single shot several times. (Note: the portal that is on the bottom level to the left is being guarded by the Pyreal Golems. This takes you to 90.3N, 47.8E; a spot on the side of Tenkarrdun just east of the Caldera. You can see Shimena Keep from this location.)
The bridge connects to a small, noxious room with large vents of black smoke that seeps up from the floor. It burns your eyes and makes breathing very hard. Make your way to the back of the room and you will find two large levers. The east lever operates Lever Door 1 (above). The west most lever will be used on the second trip here to the Smith Golem. Hit the east lever and tell person A to head into the Kiln room. (If you are solo then you can hit the lever and run all the way back before the door closes.) The furnace room is grand with wide stairways leading down then to the left and right. The lever room sits right above the furnaces, which is why there is so much heat and smoke there.
The Sluice Gate Bar is in the room to the north with the entrance to the room and the end of the first stair. You can either jump off the ledge or head left or right down the rest of the stairs to get to the entrance. The room has a Hellfire, Firestorm, 2 Vapor Golems (one comes from a corridor), Plasma Golem and several Magma Golems. You'll find the sluice on the floor next to a lever that will open the door you just came through. (In the picture it is on the floor just in front of Dar'van. The opening you entered is the white spot to the left of the left rear furnace) The lever is useful since it allows us to backtrack to a portal found near the bridge with the Plasmas. Hit the lever and run back to Point 1 then go to the bridge before the lever room. You can meet your partner here. Jump off the bridge to the floor and take the portal. The landing is somewhat hot. Generally there is a Nightmare Wisp or some Cursed/Relic bones to play with.
Visit the Repair Golem
The Reservoir (85.3N, 43.5E) is in a hellacious spot near the western shore. The shear evil that resides there still haunts my dreams. The exit of the Foundry leaves you quite far from the Reservoir. Head up the hill, approximately SW (the land is steep so you might have to go east then up). The lava flows are dangerous so I have made a point of running around the rim , harbor side, then running down on the opposite side of the flow. (Make your way to 86.8N, 44.4E) Head SW across the valley to 85.7N, 43.8E. I nicknamed this valley of death since I have had so many comrades fall here. Stay to the right of the valley and weave through the trees. You'll end up at my resting spot before heading to the little building you see in the distance. If you go any further you will attract unwanted attention and you will see little
rest in your future.
The first time I headed out here I got lost and ended up at some tent with a bazaar little fellow named Jhen Gan the Souvenir Hawker. He wanted to sell me a shirt and seemed to be rather close lipped when I asked him directions to the Reservoir. I bought a lousy shirt from him and he became friendly and pointed off to the east. If you want to visit him, he's probably still there at 84.3N, 45.0E in a small tent. Don't mind the swarms of foes that surround his tent, I'm sure they won't bother you. :)
Once the trail of madness tires of pursuit, I prepare for a long journey underground where I will find similar creatures to that above ground and many Olthoi. (Bane for acid, pierce, bludgeon, and fire) I've done this part solo but then I still have mental scars of the screams that can be heard still within the tunnels that the Olthoi inhabit. Being alone is not a good thing. When I bring people to see what happens when a race becomes so obsessed with one's own power and longevity, I have them count to 5 before following me up the hill to the building. I will pause on the right edge on top of the hill and gather the attention of all the enemies in sight. As I said before, Golems are stupid and so are all the undead. They fly towards me while my companions run past to the back of the building and to the entrance that lies on the south side of the building. There are stairs down after the entrance and I have had to jump over the rats on occasion when they block the passage. Most portals are vertical, this one is horizontal and I know not why such a thing would be. There is a hefty drop where you enter the dungeon and two Dark Revenants leap to attack. You land in a large pool of blood and bone. One would be wise to bring a health elixir or two in case of emergency.
The east exit starts the journey. Follow it until you hit a 4-way intersection guarded by Nightmare Wisp. Go right then right again into a room with an Obsidian Golem, bonies, and some rats. The room exits north where a corridor connects 3 northward tunnels. Take the middle tunnel. This has another Nightmare Wisp. At the Y, go either direction and it leads to a Diamond Golem and an opening where you can jump down. Jump down twice more, open the door and jump down again. At this point, Olthoi Workers and Soldiers should open the metal door. They don't like strangers.
This is the Olthoi section and its rather confusing. However, a good rule to making it to the Repair Golem is to stay right. (Its really dark so bumping the right wall works well) Its starts off south and goes to a Y. Left goes to a room I dread to mention but for the sake of our historians, I include it here. Lady Galaeral was tortured and mutilated in a sealed chamber down the left passageway. Alibec the Inquisitor vanquished the undead that did this to her. The Sacrificial Dagger can still be found here.
Following the right corridor will continue south until you find an Olthoi door to the right. It immediately turns and heads down and south again. This goes to a small room with an exit on the far side. There are huge mushroom things growing in the darkness. The exit goes south. If you thought this place was confusing, its nothing like the next section. Gloom hangs about and sucks the life out of your torches. Stay on the right wall. You will go south a bit then turns east and back to south and then west to a room with a eastward tunnel heading down. (Note, you will never go up if heading to the Golem) This leads to another room with an artifact and a tunnel heading north and down right behind it. This one goes to a locked door. After opening the door, jump down into the portal.
The heat becomes fierce in the next section along with the fierce elementals and golems that have taken over the facility. There are 3 steps down that head south. Once you hit the last step, turn around and take the northern ramp down. Be extra careful, as there are several Umbris/Panumbris, Fire Wisps, and Plasmas that try to block your way. Turn left upon exiting the ramp.
The picture to the right is the view you will have right after turning left out of the north ramp down. The exit is hard to see but its just to the right and rear of the column. Go west and slightly south to this exit tunnel. Stay to the right and follow it around to where it ends into a tall vertical shaft that drops into a pit of magma. As you look down you will see a level beneath you before the bottom. There is a metal grate that extends out into the shaft. Jump at an angle to land on that grate. (This is a walking tap jump. Don't get right up against the left wall or animation problems can cause you just to drop into the magma pit. If that happens, recall as there is no way out.)
This large room has two levels and several kinds of monsters (Hellfire, Firestorm, Magma Golems, 2 Plasma Golems, Vapor Golem, and an Unstable Magma Golem). Go east and jump down. Then head down the ramp. This is where the Repair Golem spawns. Should he be here when you arrive, hand him the Sluice. (Note: this activates the quest. This is the room where people wait to do the quest. If you want to keep your spot in line, stay here and greet anyone that arrives, telling them you are waiting to run the quest.)
Once you give the Sluice to the Golem, go up the first ramp then 3/4 up the second ramp. You get this message after handing the sluice:
The golem turns and fuses the bar into the Sluice Gate. Somewhere below, you feel a grinding vibration through the ground... The fire of Tenkarrdun have been redirected to the ancient Yalaini forges.Face south and you will see an opening in the wall. Leap through this to get to the exit portal. This will dump you out at 86.4N, 44.4E or approximately where the Undead Town is. The landing is hot so run down to the water and fight.
Time to Return - Smith Golem
Again, a trip to the Foundry is required. Now that the sluice is repaired, the furnaces can be started and once again the Tenkarrdun will rumble with activity. Go back to the second "Hunt for the Sluice" and make your way to the stairs just before the Sluice room. Again, you will need several people if you want everyone to come with you to the Smith Golem. (You will note that doors in AC that close on a person will actually stay open if you are in the doorway. We will use this fact to help us out.) Have your lever person open Lever Door 1 and station a person in the doorway. Head down the stairs and go through the west exit. Stay left and you will hit a locked door that you must open. Continue on down the corridor turning southward. There is a magic trap here but it has little skill. This corridor opens to a large T shaped pit with another door on the far side, this is Lever Door 2. Look to the east and you will see a small room with a portal. Across the pit there are
two Diamond Golems guarding the entrance with Relic Bones on the other side. Have your lever person open the door then station someone in the far doorway to keep it open. The lever person will now run to Lever Door 1 and then both people will run to Lever Door 2. Your group will now be whole.
Getting past this next section is difficult. Plasmas, Diamonds, Vapors, Relic Bones, and Fire Wisps. Head south and make a left at the intersection and going through the door into a small room with Relic Bones and steamy pool in the middle. Take the south door that leads to a room with two chests and some obsidian poking out of the ground. Head north down the ramp. Have most of your party stay on the ramp and let the archers/mages head down to take out the Fire Wisps that are at the end of a long corridor. Once you get to the fire pool room, take the south exit from this room. It bends and will lead you to the last chamber. The room is shaped like an L with it bending to the right. The Smith Golem is at the end of the room. You'll have to fight for right to hand him the Pyreal Bellows. You get the following message:
The golem, obeying ancient directives, turns and ignites the forges. Far below you, a tremor runs through the earth. The decayed machinery groans, shivers, and grinds quickly to a halt. Mount Tenkarrdun has become active again!About the middle of the room is a metal railing around a shaft that drops very far. There is a portal lying across it pretty far down (88.6N, 42.4E). Be steadfast and do the jump. I've always used this portal to get out though it is better if you go back to the pit just before the Lever Door 2 and take that portal since it is closer to the next destination. If you follow my longer route then head toward the ocean and make a left, following the beach until you get to the Reservoir again. Run through the valley to Raina's Harbor and then go up Tenkarrdun, just abeam the lava flows, as this is the thinnest of the monsters typically. Head to 89.8N, 46.4E. I normally stop in a clear spot at the rim of the Caldera then head to the Behemoth. This gives a chance to clear any following enemies. (and to reduce lag)
The Caldera of Tenkarrdun
As you can see, the Foundry and Reservoir are very easy. :) Not so for the Caldera. The Caldera is the center of the volcano Tenkarrdun. There are hordes of monsters and one must be very wary. The Behemoth of Tenkarrdun awaits you in the middle of the Caldera, Level 597 and mean. Use cold against this fiery creature. A long time ago a thing called The Eaulinthe or "Star-Stone" was discovered. This stone has a center that burned bright and hot. I discovered a large stone on the behemoth that I took to a Stone Crafter in Zaikhal; it must have been the lost stone for no other stone could work such miracles on a simple Atlan weapon. Its black with a fiery center just like the fabled Star-Stone.
After dispatching the Behemoth you get this message:
The Behemoth roars at the sky, perhaps cursing its opponent (player), then explodes into an enormous pile of flaming rubble.Run past where the Behemoth was and look for the Hellfires just past it. They are just in front of another vent. Pretty close to 90.2N, 46.4E. Keep killing these Hellfires until you get the message:
As (player) smites the Hellfire, the flame-creatures sigh, and begin to disappear back into the vents and fumaroles they surfaced through. But, from the base of the mountain's slopes, you hear the whisper of falling ash, and the clacking of petrified bones...
By this time you should fee like a long, cool drink of water. You'll need it but I would avoid any food at this time. The next place is less likely to smell of sulfur and more so of decaying flesh and you wouldn't want to mess your fine armor! Within 15 minutes you should be back at Undead Town because the Watchman will spawn there. You will want to run into the town and jump on the Library. From the first pillar you come to in the water, head straight up the hill. The last building before a steep hill is the library. There is a small stone where the portal will open in front of the library. The Watchman is actually a Relic Bones so kill all the Relic Bones around the library. In the picture to the left you can see the library with Dar'van standing on the hill(86.3N, 45.4E) so he can jump to the rooftop. (Use a full running jump unless your jump skill is over 400, in this case
use 3/4) This is important because its a great rendezvous spot and sometimes the Watchman takes his time to come forth.
When you kill the correct Relic Bones you will get the following message:
Just before (player) scatters the petrified bones across the ash of the port, it attempts to cast a portal to retreat! The ancient port of Aerlinthe is peaceful again...or at least as peaceful as it ever gets. But now the party has only ninety minutes to find and destroy the Lady of Aerlinthe.ENTER THE KEEP IF YOU DARE!
Aerfalle Keep
Take heart, for you now enter the Lair of the Lady Aerfalle and she is not happy that are visiting. She has many minions that bar the way between where you stand now and her sanctuary near the bottom of the Keep.
Wait to recast any spells needed for this journey until past the first gate. This saves a bit of time since I've been known to trip on a nasty trap in the next corridor. You will need everything you can get and more. Fierce warriors and mages have trembled at the sheer evil presented from the gates to Lady Aerfalle herself. (You need to bane for fire, acid, bludgeon, and armor. I think you can get by with just fire and bludgeon banes but use all of the protects. You will be debuffed the whole time you are in the dungeon. There are dispell traps that will eliminate all protects/buff spells.) Lady Aerfalle has a particular nasty spell that dispels all level 6 and below. :( She can also teleport you out so kill her quickly.
Ok, the landing zone is not necessarily hot but I would be buffed upon entering. Across the bridge are two Diamond Golems and on either side of the bridge are two Dark Revenants. Eliminate the foes and have a person with lockpick open the door. (resistance 302). Walk just inside the door and have last person close the door behind them. Jump from the first gate to the second gate. Don't step backwards after jumping. There is a dispell trap here. Recast your spells and arm yourself for the trial ahead.
The room just past the door you are at has two Firestorms that drop down if you hit the trap that's in the center of the room. Stay all the to the right side and head to the northern corridor that has a ramp leading down to a door. This door is activated by a lever. Choose your lever operator and have the person go thru the west door then left up stairs and through the door. Make another left though a doorway with two levers on the left rear side of the room. Hit the one farthest from you (south lever) and then run back to the group that should be fighting in just past the lever door. (Note, there is a Diamond Golem and several Relic Bones on the way to the levers. No reason to take time to dispatch them, just make rude gestures at them and run back to join your friends. If you get stuck there is a lever just past the lever door on the east side that can be opened by your group.)
Take a deep breath and jog to the west and take the north doorway into a large room. Dispatch the Diamond and Dark Revenants that are here and head to the northern doorway that leads to an east-west corridor. Head east until you enter a large room with cells on each side. Go to the locked door(242) on the east side of the room and open. Enter the corridor and head up to the next grate door. When you are ready unlock the door and kill the Relic Bones and Dark Revenants that will come after you. Take the next left into a room with a lever door and one Vapor Golem. The lever operator must now head south, cross the corridor you just came from into a hideous room with corpse that can be seen hanging from a grate beneath your feet. Jog left a bit and take the south exit into a corridor. Go left a bit and take the next right into a large room with 2 Hellfires and a couple of Relic Bones. There is a dispell trap and a mana blight trap as you pass the doorway. If you jump far into the room you can miss the traps. The lever is near the back on the east wall. Hit the lever and run back to your party, jumping the traps as you go.
Go down ramps until you hit the cavern area. You'll have a nasty fight with a number of Nightmare Wisps and some Sewer Rats. Head SE through a series of caverns until you see a tunnel to the east filled with steam. Be careful, there is a mana blight trap and just around the corner is the fierce Lag Beast, a Plasma Golem, and a Vapor Golem. You can miss the mana blight by jumping to the corner of the tunnel. (From the tile just in front of Dar'van it is approximately 12 tiles before you hit the mana blight.)
The tunnel bends to the left then to the right and leads into a large room. Kill the Lady!
Lady Aerfalle's seared corpse smolders before you!
On far Aerlinthe Island, an intrepid band has found the lair of the Dark Lady Aerfalle, at whose whim the earth itself does shake. But the bold (player) has driven her back into her hidden crypts, and the ground stills...until she next awakens.The withred corpse of Aerfalle hisses in rage as it is hewn in twain. "I shall not be sent to a final rest by primitives like thee, (player)!" her severed head says from the stones. Enjoy this insignificant victory, child. For I have walked this world for over ten millenia, and I shall walk it long hence your little race has returned to the dust that birthed thee!"
The journey is not over! Grab one of the 12 keys and the lore off her body and head back through the trapped tunnel into the caverns. Take the tunnel that leads off south. It bends around where you will hit a trap on the floor that opens the door in front of you. Make a left turn here, following it up the ramp and past the first corridor until you see a room with two Hellfires to the left. This is the Throne Room and it contains the chest that the Ashen Key will open. Remember the traps at the doorway entrance. Jump through and get your treasure. (Make sure everyone takes all the loot. I haven't had a problem with loot gen by doing this.)
The journey isn't over if you want to be rewarded for your trouble of coming here. You need to turn your Unreadable Scroll into the translator at Zaikhal and she will teach you the Aerlinthe Recall; a most useful spell.
Then take Ashbane to Leikotha to receive your reward for return Ashbane to its proper owner. Head to Samsur Housing hub at 0.9S, 18.9E and take the Yinar Portal that will drop you at 9.5S, 33.3E. From there, its a short run to the building at 10.2S, 31.3E. She is inside, right next to the statue of BZ.
She is a very disturbed person and it is sad to see anyone suffer such a fate. Hand her Ashbane and she will grant you 500k experience and give you a free trip to the Abandoned Mines.
Good luck and may Asheron protect us all!
Lore
1) Charred Book translates to Aerlinthe Record
2) Note on Aerfalle's body translates to Aerfalle's Letter
3) Singed Note translates to Smith's note
Footnotes:
1) Another fast way is to take Abandoned Mines (Hub), head to the bottom and take Arwic portal, take Al-Jalima portal that is within view, then run to Al-jalima housing hub at 5.6N, 4.2E and take Unified Heart Villas Portal - this deposits you at 13.6N, 16.2E. From there its a short run to Sylsfear.
One other possible route to this forsaken place involves entering the Carved Caves at (72.1N, 35.6W), going to the bottom, then taking the South Dires portal to (88.3S, 64.5W). Instructions through the Carved Caves may be found in our Sword of Lost Light quest walkthru. - Ed.
2) The Northwest Direland's portal drops you right next to the Obsidian Rim portal which drops you very near the Valley of Death that only the bravest or foolish go.






