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Quest Walkthrough |
QuestID: 34 |
Add-on: 2/14/2001 5:24:13 PM |
Goal/Purpose: Shendolain Quest Walk Through Orb/Bow/Shield |
Difficulty: 10
(1 low/10 high) |
Information: Shendolain Quest Walk Through
Relevant Coordinates -
Shendolain Vestibule Portal – 53.8S 59.6W.Tie to the exit portal.
Tumideon Fortress – 55.9S 60.7W
Black Spawn Den – 60S 57.7W
Essential Protections:
Bludgeon
Lightning
Fire
Acid
+ any more you can cover to handle war spells
Essential Attacks:
Bludgeon (diamond golems, mu-miyahs, bones)
Fire (revenants, bones)
Frost (plasma and vapor golems)
Getting to the Shendolain Vestibule dungeon -
Most people start from BSD, because it is so easy to find a portal there.The Tumideon fortress is substantially closer though, if you happen to be tied there.The run from BSD is pretty standard OP running.I generally run down into the valley next to BSD, turn left (northwest), run about 100-200 yards to the intersection of the various canyons, then take the canyon running pretty much due north.I stay in there until it turns off to the east, then head up onto the (obsidian) ridge, still running pretty much north, and some west.The dungeon is up at the top of the hill and over to the left (west) some.The entry to the dungeon is clear, and the exit portal is tie-able.
Shendolain Vestibule Layout –
The vestibule dungeon is set up as a maze with a “control room” containing 16 levers at the top level that must be manned in order for the party below to proceed through 4 gates, before reaching the Shendolain Gate.The Shen. Gate is an obelisk on which you use your Shendolain Key to obtain a portal gem to the dungeon containing the Shendolain Crystal (which drops the gem that is crafted into the shield, orb, or bow).The team manning the lever room must stay there the entire time.Therefore, parties usually take two trips through to ensure everyone gets the portal gem. You will need to ensure that a person with lockpick is along on your trip, as the Shen. Crystal Dungeon contains a locked door that must be picked to complete the quest.
Now, getting through the Vestibule Dungeon.From the entry room, take the right hand exit, turn right, endure a HUGE lag spike as you go down the first ramp and try to cross the bridge.(Expect your frame rate to drop to 1 fps).Once your computer recovers, continue across the bridge, and down the next ramp.Take out the pair of skeletons at the base of the ramp. You will be at an intersection with two passageways on the left, and the hall you are in continuing straight and up another ramp.
To reach the lever room, continue straight ahead up another ramp, across another bridge, and up one more ramp with a great skeleton at the top.
Lever Room.The lever room is guarded by 3 skeleton bone knights, one or two revenants, and a great skeleton in the hallway on a 6 minute spawn.After the first time through, the great skeleton in the hall can be left alone, if he is an archer, by standing in toward the center of the lever room.He may debuff you, but he won’t be much of a threat otherwise.There are four groups of four levers in this room, and I’ll consider the “first” group of levers to be the group closest the entry to the room where the great skeleton spawns.One lever in each group opens a door as shown below.
Main Dungeon.Once the lever team is situated, the “dungeon team” should retrace their steps back to the intersection at the base of the ramp.Take the passageway on the right that leads to door #1 (sharp right turn).Continue on down to a ramp that ends at a “T” intersection.There will be two diamond golems in the hallway on the right (out of line of sight, unless you go all the way down the ramp).Once the golems are dealt with, turn right off the ramp and go to the iron door at the end of the hall.Signal your lever team to open door #1. You will go down a ramp and hall that enters onto a large room with many undead and one diamond golem in it.The be |
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