Home
Random
Recent changes
Special pages
Community portal
Preferences
About Sundering
Disclaimers
Sundering
Search
User menu
Talk
Contributions
Create account
Log in
Patches
|
Items
|
Quests
|
Creatures
|
Dungeons
|
NPCs
Attributes
|
Skills
|
Titles
|
XP Augmentation
|
Luminance Augmentation
|
Tailoring
Character Creation
β’
New Player Guide
β’
User Interface
β’
Glossary
Editing
Sylsfear Quest
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Walkthrough & Notes == # {{Optional}} Purchase the {{Itemlink|Alphus Range Directions}} and {{Itemlink|Legend of the Undead Defender}} avialable from various barkeeps. While not specifically related to this quest, they provide clues to several locations you will visit. # Head to the [[Mount Alphus Range]]. See that page for route information. #* If you have no lockpicking skill, proceed to step 3. #* If you can pick a resistance: 364 door, proceed to step 6. #* If you can pick a resistance: 583 door, proceed to step 8. # Head to 21.7N 19.4E and enter the [[Zabool Tower]]. Work your way to the top and take the exit portal to reach the summit of Mount Zabool. Head to the southern end of the plateau and take the portal to Mount Alphus. # Head to 19.3N, 17.6E and approach [[Zalphoos the Shopkeeper]]. Purchase the {{Itemlink|Zalphoos' Key}} and optionally the {{Itemlink|Zalphoos Guidebook}} for more information on the area. # Head to 19.5N, 17.5E and take the portal to the Base of Mt. Alphus. Enter the nearby portal to Mt. Alphus Valley. # Head to 20.5N, 13.2E and enter the [[Alfreth Dungeon]]. It is a medium sized cave. Either path you take will lead you to a locked door (resistance: 364). Open this door with the Zalphoos' Key or pick the lock. # Jump into the pit beyond the locked doors and work your way to the end of the banderling area. Kill the Banderling Captain and take its [[Worn Key]]. # Proceed to the [[Sylsfear Dungeon]] located at 11N, 14.7E. There are two routes: #* Head to 17.8N 16.0E and enter the [[Bellig Tower]]. Work your way to the top, optionally stopping to kill the [[Revenant (Bellig Tower)|Belling Tower Revenant]] and taking its {{Itemlink|Hammer of Lightning}}. At the top take the exit portal to the summit of Mount Bellig. Head to the south end of the plateau and take the portal to Mount Gemm, from Gemm head to Mount Dalt, and from Dalt head to Mount Syliph. Enter the [[Syliph Tower]] located at 12.3N, 11.5E. Work your way down, stopping at [[Gemm the Smith]] if you wish, and exiting at the bottom to the base of Mt. Syliph. Near that drop point is another portal, leading just down the steep hills to Mt. Syliph Plain. Just west of this drop point, you will find the Slysfear Dungeon. #* Simply run outdoors to 11N, 14.7E. The Mount Alphus range provides an obstacle, so one must first run to the southern end of the valley and then to Sylsfear. # Inside Sylsfear you will find two hallways near the drop. Proceed down the left (south) hallway first. At the first turn, go right (west). You will come to a long hallway with many side hallways. Ignore all these and proceed straight (east). You will come to an intersection with a malformed lifestone in front of you and a [[Dusty Sign]] warning you not to take the right (east) path. Take this path anyway. # You will come to a locked door (resistance: 249). However, it is locked from the inside, and you can simply open it. Proceed with caution as this next area is filled with shadows and several magical traps. You will reach a final room. Kill the [[Trusted Tusker]] and loot its {{Itemlink|Worn Key}}. Kill the [[Revenant Antiquary]] and loot its {{Itemlink|Laboratory Key}}. # Return to the start of the dungeon. If you choose to retrace your steps and you find that the door leading to the shadow area has locked behind you, the Worn Key from the tusker will open it. Alternatively, you may portal recall if you have the ability. # From the entrance, take the right (west) hallway. Just beyond the two golems you will come to a locked door (resistance: 583). Open this door with the Worn Key taken from the Banderling Captain in the Alfreth Dungeon or pick the lock. This leads to the Laboratory area. Proceed with caution: The final area of the laboratory contains fire and lightning elementals, including an [[Astyrrian]] and [[Inferno]]. # Open the [[Laboratory Supply Chest]] (resistance: 2000) with the [[Laboratory Key]] The loot generated contents are your reward for this quest. #* {{Warning}} when opened, the chest casts Lightning Vulnerability VI on you at 500 spellcraft. If the Astyrrian is still alive, this can lead to the quick demise of an unprepared adventurer. ;Notes * Four versions of the text, {{Itemlink|A Scribbled Note}}, can also be found in the [[Alfreth Dungeon]] and [[Sylsfear Dungeon]]s.
Summary:
Please note that all contributions to Sundering may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Sundering:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
If you're new to the wiki, please take a moment to review our
Naming Conventions
and
Page Templates
. Using proper article names and image formats/sizes keep the wiki clean and helps avoid duplicate entries. Thanks!