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Empyrean Rescue Quest
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== Walkthrough & Notes == === Part 1: Glowing Apostate Shard === # After speaking with the Emmisary of Asheron, travel to [[Freebooter Isle]] and run north to 54.0S, 97.6E where you will find an open magma tube style entrance (just north of a similar entrance used for [[Defeating Bandit Mana Hunter Boss]]). # Stay left and you will find a portal not too far inside the cave. # Inside the first dungeon, continue staying left for a long time and you will eventually find an [[Apostate Nexus Master]]. Kill him and everyone loot a {{Itemlink|Dark Apostate Shard}} (drops 9). # Return the shard to the Emissary in Cragstone who will give you a {{Itemlink|Glowing Apostate Shard}} with a 60 minute timer. === Part 2: Sparkling Portal === # Return to the same dungeon on Freebooter and look for a blotchy/hazy looking portal. These are closed portals that spawn in fixed locations in a couple of places in the dungeon (sticking left you will pass two or three). Use your {{Itemlink|Glowing Apostate Shard}} near the closed portal to change it into a Sparkling Portal that can be used. Take the now open Sparkling Portal to enter the second dungeon. #* Note: The closed portals won't show up on radar, you have to look for them visually (See notes below). #* Note: Using your {{Itemlink|Glowing Apostate Shard}} to open the portal will not consume it. # The second dungeon has several maze sections of interconnected rooms that you will have to navigate. It is possible to run through the dungeon without fighting, but it is easy to get stuck at certain spots due to the narrow hallways and the size of the Gear Knight enemies. At the end of the dungeon, you'll find an [[Apostate Nexus Guardian]] in a room with two surface portals (don't take either). Kill the guardian in the main room to avoid portal spawning issues. When the guardian dies, a white Gateway portal will open to the third dungeon. Take the portal. #* The mini map plugin helps to make navigating the maze sections easier. === Part 3: Pyramid Traps and Boss === # In the third and final dungeon, you will quickly come to a killable door. Take it out and proceed forward. # Go slowly as you'll soon come to a hallway with pyramid traps similar to [[The Jester]] and [[Hoshino Must Die]]. The pyramids are typically instant death if you get hit by one. Using a pierce protection rare will negate all damage. There are five sets of alcoves on the sides of the hallway and you'll need to run from side to side (no more than one intersection at a time) until you make it past the pyramids. It is safest to wait until there are two pyramids close together that go past, then run to the next alcove. Then wait and repeat. The timing is fairly lenient so as long as you don't fumble your turns or the start of your running you should make it through ok. # At this point the dungeon changes textures and the mobs start to get very dangerous. The undead and skeletons hit extremely hard and the hallways are so narrow that it is easy to become stuck if running. Remember that the dungeon is loggable though, it can help if you get really stuck. # Continue until you get to a room with [[Wailing Statue]]s and a door blocking the exit. Have ranged characters destroy the door, or if there aren't any, there is a safe spot just in front of it where the statues don't hit you. # Continue down passing three cooled lava doors that are destroyable. After this is the jump down to the boss room. Be sure to re-buff before jumping down as the boss room is a hot landing. # The boss room has a mostly invisible floor which is suspended over the lava. Several Undead Commanders are in the boss room by default. The first portion of the fight can be very dangerous, as the Undead Commanders hit very hard. #* {{Warning}} [[Sparkling Portal]]s may appear in the lava roomβbe careful not to enter one. # After all the Undead Commanders and other spawns have been killed two named Undead ([[Filinuvekta Exarch]] and [[Filinuvekta Hieromancer]]) will spawn. They each drop the robe they are wearing when they die (decorative purposes only). # Once those 2 are killed an [[Engorged Bloodstone]] will spawn (some have reported that using the glowing shard causes it to spawn). The bloodstone will not attack unless it is attacked first. This is a good time for anyone who died to get back to the boss room if possible. Note that some of the minor spawns in the boss room will respawn after a few minutes. # Once everyone is ready, destroy the bloodstone. Everyone should then loot an {{Itemlink|Engorged Bloodstone Shard}}. It drops more than 9 (amount?) per kill. The entire boss fight sequence has to be repeated to get more shards if necessary. # Once everyone has looted, move to the far side of the room where you'll find the wall has opened. Do a medium tap jump over the gap to the legendary rewards room. # Loot a 3 use [[Legendary Key]] from the ground in the middle and use it on the chests. # Return the shard to the Emissary of Asheron in Cragstone for your robe, xp, and luminance rewards. An animation of the Empyreans who were rescued is displayed after each person turns in their shard. Notes * The dynamic for the portals is that they activate every 12β15 minutes and turn red for 60 seconds and are named Sparkling Portal. During this phase you can enter the portal if you have the glowing shard in your inventory (you do not need to use the shard). While red, the portal also shows up on radar. So if you happen to get lucky and get there while it is red, just go right in. After the minute is up the portal will "disintegrate" and appear purple and hazy again. Some players have had the portal disappear entirely, if this happens continue on until you find another. The portals are a somewhat random spawn. If no portals are found, kill creatures within the dungeon and a portal will have a chance to spawn. After repeated testing it appears that despite the shard's description, using it has no effect on portals. It's just a matter of waiting for the portal to open on its own.
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