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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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