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Aerlinthe Isle (written by Damien Sarin) (thanks go to Damien Sarin for his hard work on this quest) Phase 0: Preparation and requirements Ok, now that you are level 45 (minimum requirement for Aerlinthe Isle portal,) and want to check out and complete the Aerlinthe Isle quest, you will need to do some planning first. You will need the following items BEFORE you go on to the next step:
Phase I: Getting to Aerlinthe Isle Ok, we should start form the very beginning. Two Emissaries from Aerlinthe appear in Dereth. One in Chalicmere Fortress (17.7s 57.4w), and one at a group of temples in South Dires. (87.6s 65.6w). Upon entering Chalicmere Fortress, you will see Faladha the Emissary and hear these messages broadcast to the area: ----The dead man turns and looks down the rotted remains of his nose at you. A cool, Aristocatic 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..." When you hand the Emissary a C note, he then gives you this message and summons a portal to the drop point on Aerlinthe (84.1n 47.2e). See the "Aerlinthe Map" above. ----"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." A similar situation with the other Emissary in the South Dires, with Garaena the Emissary except her fee is 50k. When you speak to her, you see this message: ----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." When you hand her the note you hear this message right before she summons a portal to the same drop point on Aerlinthe as Faladha's portal: ----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." Phase II: Smith Ejan When you arrive on Aerlinthe, you will be assaulted by a lot of high level monsters. Immediately run down into the water out as far as you can go until they stop following. Then wait for the debuffs to wear off before proceeding. I am unsure as to whether this step is necessary to complete the quest, but here it is. Referring to the Aerlinthe map, you will need to go to the abandoned town and kill Smith Ejan. Here is a shot of the area:
Passing by the area, you will hear the following messages: ---Smith Ejan says, "Hanaurel..." Upon further exploration of the abandoned town you will come across Smith Ejan himself in undead form. When slain, his corpse will have a singed note on it. The note gets translated into the smith note in Cragstone. In the note Ejan mentions that before he can work on the forge he needs to have a golem replace a bar on one of the lower magma sluices. (sluice: n. an artificial waterway with agate or other device to control the flow and level of the water). He mentions that he has some of these bars stored away in his storerooms. So that is our first goal... retrieve the sluice gate bar. Phase III: Retrieving the Sluice Gate Bar The "Sluice Gate Bar" is found in a lower section of the "Tenkarrdum Foundry" dungeon (88.9n 42.7e, see map). Special thanks go out to Eskarina of Morningthaw for providing these new, updated maps!! The bar is in the forge room on level 4 that has a number of the same ovens that were at the Crater and a lever that we haven't figured out the use for yet. Here is the dungeon map. Remember the location of the Smith Golem on this map, as you will be returning here later to give him the pyreal bellows. Phase IV: Repairing the Sluice Gate Now that you have the sluice gate bar, you need to take it to the Repair Golem NPC in the Aerlinthe Reservoir Dungeon. (85.5n 43.4e, see map). The Golem is deep in the bowels of the Reservoir. The dungeon is split into 2 parts, the second being 'The Old Ring' section which is where you will find the Golem. Here is the dungeon map for the Reservoir (thanks go out once again to Eskarina for this.) Phase V: Getting the Forge running again Ok, now if you paid attention to Phase 0, you have a pyreal bellows. Take this to the Smith Golem in the Tenkarrdun Foundry dungeon and give it to him. Upon completing this phase, a message is broadcast, "The ground trembles beneath you! Mount Tenkarrdun has become active once again! On Dereth, the volcanoes echo the eruption on far Aerlinthe Island.". Phase VI: The Battle of Tenkarrdun Ok, now if you though things were rough up to this point, you are in for a nasty shock. The next step of this quest is to go to the Tenkarrdun crater (see map) and kill the Behemoth. The Behemoth resembles an oversized magma golem and is 100% resistant to War magic. Almost every attempt to attack the Behemoth near his spawn point fails. A combination of lag due to the insane amount of monsters in the area and coupled with the amount of damage they can inflict made the idea of killing this creature at his spawn point impossible. UPDATE (2 DECEMBER 2001): This is not as difficult as it used to be. Since this write-up was originally created, characters have advanced in levels and skills quite dramatically. I did this quest yesterday with 6 people in the group, and we took down the Behemoth in 15 seconds! Here is a screen-shot of the crater:
Phase VII: The Volcanoes - Kill the Hellfires and grab the SoLL infusions No, it's not over yet. Now that the Behemoth has been killed, a random Hellfire in the Tenkarrdun Crater is carrying the first of three SoLL infusions. There is no easy way to ID it, so you must kill all of them until a area-wide message appears: As *insert name of player who inflicted most dmg here* 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 mountains slopes, you hear the whisper of falling ash, and the clacking of petrified bones... Phase VIII: The Watchman At this point, the abandoned town shown in the Aerlinthe Map is not so abandoned any more. As a matter of fact it is CRAWLING with Relic Bones and Firestorms!! You will need to kill a Random Relic Bone, AWAY FROM ANY WALLS. When killed, the following message is broadcast: Just before *insert name of player who inflicted the most dmg here* 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 where does the portal lead? Surely it will not last long! Found on the corpse of this Relic Bone is the Ring of the Watchman. Hurry up, grab it, and jump into the portal that just appeared to... AERFALLE KEEP!!! THIS COMPLETES THE AERLINTHE ISLE QUEST AND RESETS IT FOR THE NEXT TEAM OF BRAVE ADVENTURERS. See the Aerfalle Keep write-up for the rest of the story... |
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All screenshots, graphics, and terminology specific to Asheron's Call are the exclusive property and copyright of Microsoft Corporation and Turbine Entertainment, and are used in accordance with the terms established by Microsoft Corporation and the MSN Gaming Zone. This section written by Damien Sarin, the master of Aerfalle Keep and Aerlinthe Isle.