Second Summary

 

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Second summary: "The Brell Clan Aerlinthe Report (Part Two)"

Written by Brell October 28th, 2000:

Greetings all ye brave men and women,
 
First of all I would like to express my sincere apologies to all who gave their life in order to make last nights trip to Tenkarrdum Foundry a success, in that we were able to retrieve the Sluice Gate Bars from the Foundry. Apologies - because allthough we all were aware of the dangers, I feel totally inadequate in preparing people for the dangers we face on the Island.
 
This report will not be as lengthy as the previous one, but I wanted to give you a sense of what happened, and the monsters we fought with fury.
 
The trip started by us gathering near the tent and Lifestone at Chalicmere Fortress. Due to the fact of me misinforming Dasgar, that we should meet at Chalicmere - Dasgar had to pay a couple of visits to the Lifestone before our trip ever got started, and The Gold Dane met her fait in the form of a OSK (One Shot Kill) halfway to the Chalicmere Lifestone, courtesy of some Banderling Strikers. We were joined by an old friend of the clan - Blighthorn, as well as Qua Badib, Seppuku (an old friend of mine) and Zhyq (that I just recently got to know). Some were a little late in arriving which meant that we didn't depart from the Island dropoff point untill around 8:15 pm PST.
 
We started to make our way around the harbor area, and didn't intend to fight anything along the way - we just wanted to get around and up to the Foundry as quickly as possibly. However, due to the incredible amount of critters and the limited space we had to run in, Al-Qadim, Falcor, Neilla and finally Mithyran the Clouded died. The remainder of the group descided, to fight our way back to be there for these unfortunate souls, to help them recover, and on that run, somone dragged a whole bunch of critters down around the pillars at the harbor entrance, and I got caugth in a group of 5-6 White Phyntos Whasps, I killed a couple of them to break loose, but at this time they had me down to 14 health. I ran for my life, but got whacked from behind by a Coral Golem, and I too had to pay a visit to the Lifestone. I think the rest of the group made it safely to the Island dropoff point.
 
As Neilla and I made our way back through Chalicmere Fortress, and Mithyran the Clouded took an alternative route, we were finally all assembled, except for Falcor and Al-Qadim, who already had lost a bunch of valuables, and descided they did not want to risk loosing even more at this time. A bit disheartening in the light of the fact that, once the rest of us had cleared the way around their corpses to get to ours, we stood there for a while pondering the loss of our comrads. But we pressed on, and made it all the way to the Foundry without any further loss.
 
Lessen number one of the evening: DO NOT run in huge groups of 15-20 people around the Island. Instead divide into smaller groups of 3-4 people and run from one safe-spot to safe-spot, taking breaks and healing in the safe spots. Huge groups of people will eventually drag such a large groups of critters that you allmost inevitably will take damage from all the spells flying through the air. Also you risk getting caught in the middle of a group of critters, struggeling to persue the people up front, and when they fail, they turn and hit you instead.
 
Somehow running on the Island is similar to the fist time I made a run to Fort Tethana with Kazz. We were both level 18 or 19 at the time. Gold Whasps could OSK us - so we learned the importance of running in zig-zag, dodging the spells that these critters cast after us. Back then we did it in a paur of standard AL 80 Yoroi leggings, a Superior Helmet and a matty coat. It is not debatable that the critters on the Island are FAR (VERY) more dangerous, than those in Direlands - but on the other hand, so has the level of armor and protective spells that we are wearing. I still believe that it is very much possible for someone properly buffed to make it around the Island - we just shouldn't run in such a huge group. It is by FAR better and safer to be AHEAD of a group of persuing monsters, than to be behind them.
 
Well - I said we made it to the foundry without any further casualties, that is not quite the truth, because I think Neilla (after recovering her first corpse), died again almost at the foundry, also I think that Mithyran the Clouded had to bite the dust once more but I am not sure.
 
Once inside the Foundry, we took status, and started to buff. The upper section houses Magma Golems, Diamond Golems, Infernos as well as some Unstable Magma Golems, that literally explode when you kill them. In the Foundry you continually take heat damage, much like the continuous cold damage you suffer in Frore. The important thing here is to continue to heal as you work your way down.
 
Also along the sides of the dungeon is a number of smaller rooms, where Diamond and Magma Golems are placed, whose only role in life seem to be to debuff those passing by. The good thing about Thenkarrdum Foundry seems to be that you only have to fight one critter at a time, except for the room with the grand staircase setup, right in front of the room where we find the Sluice Gate Bar and a lever. In there, we find 2 Hellfires, a Nightmare Whisp, 4 Unstable Magma Golems and 2 Vapor Golems, and allthough respawn rate in the dungeon is not insane, we need to keep mooving. We found a spot right before the big room with the grand staircase setup, where we can buff in relative safety, so this is what we need to do. What we lack to figure out, is how we can keep somone alive in the upper room with lever 1 and 2, so he can stay there and hit the levers as the rest uf us proceed through the dungeon. The room spawns with two Plasma Golems, so it should not be impossible - we just need to work out where one can stand, in safety, waiting for the reast of the part arriving to the two doors. I would suggest waiting on the bridge, where the two Plasma Golems seems to be caught behind the stonestructure of the level room, but I am not sure. Anyone else have suggestions on this?
 
The first lever opens the door right before the grand staircase setup, the second lever opens a door further down leading to the Smithing Golem, that we should give the Pyreal Bellows to. Qua Badib, stayed behind in this room, while the rest of us proceeded through a series of locked doors, down to the room with the grand staircase setup, right next to the room where the Sluice Gate Bar spawns.
 
Unfortunately Qua Badib met his demise in this room, and after trying to send him a number of tells, I finally had to give up - I think he must have logged out.
 
The rest of us were in the grand staircase room - opoosite the room where the Sluice Gate Bar spawns. We finally recalled, and Canador as well as Blighthorn were both able to recover a Sluice Gate Bar.
 
Lesson number two of the evening: It is enough to pick up one Sluice Gate bar at a time. Since we will be going to the Reservoir next, and start the quest by handing it to the Repair Golem, we will be heading back to the Foundry, and will be passing right by the Sluice Gate bar on our way to the Smithing Golem, to give him the Pyreal Bellows - that subsequently will cause the spawn of Behemoth. Therefore we can pick up another Sluice Gate Bar to have it ready for the next trip to the Reservoir, once we complete the quest, it resets and we are ready to start over again.
 
Lesson number three of the evening: The Foundry is not impossible to do if we have a good group reaching it. the problem as last time was that we got reduced in numbers, slowly over time. And we were so seriously reduced in numbers, even before we started our assult on the Foundry, that it made our job difficult. We need to learn how to get to the Foundry safely (and to the Reservoir for that matter), without loosing anyone on the way. The trick is here the things outlined in "lesson number one" - to devide into smaller groups - that can stay ahead of the critters, instead of being caught behind them.
 

 
When all this is said - I think we should take a few minutes to reflect on the ones who gave their lives last night in the effort to recover the Sluice Gate Bar's. It makes no sence in fooling ourselves into believing that this will be easy. It IS really hard, but the rewards awaiting us at the end, is definitely worth it!
 
So lets not loose heart - but instead be diligent in raising our skills, regaining what we lost, and then get ready for our next assult in the Reservoir next week-end. Make us of the time during the week, to visit Aerlinthe - and learn how to run through the critters there. It is not impossible if we get together in small teams, and practice a bit.
 
Anyone that lost anything important, please look me up in-game, and let us see if we cant replace those items.
 
See ya all out there, Brell
 


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Last modified: November 14, 2000