Difference between revisions of "Enderal:Clearwater Cave"

From sureai
Jump to: navigation, search
m (Categorized)
(A new picture, description, filled some loot)
Line 1: Line 1:
 +
[[File:EN-places-Clearwater_Cave3.jpg|300px|thumb|right|Clearwater Cave]]
  
[[File:EN-places-Clearwater_Cave1.jpg|300px|thumb|right]]  
+
[[File:EN-places-Clearwater_Cave1.jpg|300px|thumb|right|second entrance]]  
  
[[File:EN-places-Clearwater_Cave2.jpg|300px|thumb|right]]  
+
[[File:EN-places-Clearwater_Cave2.jpg|300px|thumb|right|inside the cave, second entrance]]
 +
 
 +
[[File:EN-Quest-Tarhuties Elixir.jpg|thumb|300px|right|Elixir lying on the ground]]
 +
 
 +
[[File:EN-places-Clearwater_Cave4.jpg|300px|thumb|right|Main atrium]]  
  
 
==Description==
 
==Description==
 +
If the player enter's through the first door, he'll find yourself in a long corridor leading downwards. The path turns right, where there's a bear trap and a Lost one in the distance. Continue through and arrive in a big atrium-like space with bridges and water at the bottom. A lever before you activates a boulder trap, useful if an enemy is near the bridge in front of you. Belosh the Searcher, a mini-boss, is found on the right, overseeing the room, before him, there's a table with ambrosia and some coins. If some Lost Ones across the balcony notice you, hit the oil cans above them. The ramp to the right leads to two beds and some loot.
 +
 +
Another possibility after entering the big room is going left. The small corridors hide a dead end with a boulder trap, corundum vein and a chest.
 +
 +
At the bottom of the atrium, there's a quicksilver vein. The water doesn't seem to hide anything of value. Moving on, another long hallway opens before the player, two Lost Ones guard the way. A spike-ball trap is also present. At the end, there's a door behind which there are more enemies and a crossroad - going right leads you to the Tarhutie's Elixir, objective of [[Enderal:Bad Vibrations|Bad Vibrations]]. A table with [[Enderal:Cold_Glance_of_the_Ratcatchers|Cold Glance]] is also present and a spell tome is opposite it, in water.
 +
 +
Taking left presents a few rats, quicksilver vein in a dead end and another path leading to yet another atrium. This one is smaller, but a nice waterfall runs through the middle. The bottom of the room features a chest and a scroll, going up leads to a chest, a bridge that ends with [[Enderal:Footprints_of_the_Well-traveled_One|Footprints of the Well Travelled-One]] and a dark, narrow corridor that leads to the second entrance (in this case it's an exit).
 
==Location==
 
==Location==
 
Sun Coast
 
Sun Coast
Line 15: Line 27:
  
 
==Items Found==
 
==Items Found==
*Footprints of the Well Travelled-One (Item Set)
+
*[[Enderal:Footprints_of_the_Well-traveled_One|Footprints of the Well Travelled-One (Set Item)]]
*Tourhute's Elixir (Quest Item)
+
*Tarhutie's Elixir (Quest Item)
 
*Spell Tome (Summon Battle Axe) (Floating on water)
 
*Spell Tome (Summon Battle Axe) (Floating on water)
 
*Quicksilver Ore
 
*Quicksilver Ore
 +
*Nimbus of the Mysterious Nomad (Set Item) (on Belosh)
 +
*[[Enderal:Cold_Glance_of_the_Ratcatchers|Cold Glance of the Ratcatchers (Set Item)]]
 +
*Scroll of Ondusi's Key (Adept)
  
 
==Levels/Rooms==
 
==Levels/Rooms==

Revision as of 17:38, 20 March 2017

Clearwater Cave
second entrance
inside the cave, second entrance
Elixir lying on the ground
Main atrium

Description

If the player enter's through the first door, he'll find yourself in a long corridor leading downwards. The path turns right, where there's a bear trap and a Lost one in the distance. Continue through and arrive in a big atrium-like space with bridges and water at the bottom. A lever before you activates a boulder trap, useful if an enemy is near the bridge in front of you. Belosh the Searcher, a mini-boss, is found on the right, overseeing the room, before him, there's a table with ambrosia and some coins. If some Lost Ones across the balcony notice you, hit the oil cans above them. The ramp to the right leads to two beds and some loot.

Another possibility after entering the big room is going left. The small corridors hide a dead end with a boulder trap, corundum vein and a chest.

At the bottom of the atrium, there's a quicksilver vein. The water doesn't seem to hide anything of value. Moving on, another long hallway opens before the player, two Lost Ones guard the way. A spike-ball trap is also present. At the end, there's a door behind which there are more enemies and a crossroad - going right leads you to the Tarhutie's Elixir, objective of Bad Vibrations. A table with Cold Glance is also present and a spell tome is opposite it, in water.

Taking left presents a few rats, quicksilver vein in a dead end and another path leading to yet another atrium. This one is smaller, but a nice waterfall runs through the middle. The bottom of the room features a chest and a scroll, going up leads to a chest, a bridge that ends with Footprints of the Well Travelled-One and a dark, narrow corridor that leads to the second entrance (in this case it's an exit).

Location

Sun Coast

Occupants

  • Pit Rat
  • Fleshless Lost One
  • Belosh the Searcher
  • Aura Thief

Items Found

Levels/Rooms

1 Level.

Maps

Quest

Bad Vibrations

Notes