Madstone CraterQuest Giver: Blaze ar'Rhind in Gianthold
Level: 14 (Party)
Patron: Agents of Argonnessen (8/16/24)
Length: very long
Entry Point: southeastern gianthold ruins
Prereqs: none
Recommended Party: standard
Base Experience: 12,796
Quest Info:--
Creatures: trolls, madstone infected minotaurs, ogres, ogre magi, fiendish trolls, giant skeletons, giant skeleton enchanters
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Traps: none
Objectives * Speak to Blaze, Captain of the Storm's Heart Brigade
* Rescue the first seer
* Rescue the second seer
* Rescue the third seer
* Defeat the first Seer's Giant Skeleton Guards
* Meet the seer at the first crystal and start the shattering
* Defend the seer until first crystal is shattered
* Defeat the second Seer's Giant Skeleton Guards
* Meet the seer at the second crystal and start the shattering
* Defend the seer until second crystal is shattered
* Defeat the third Seer's Giant Skeleton Guards
* Meet the seer at the third crystal and start the shattering
* Defend the seer until third crystal is shattered
* Speak to Blaze to open the central pathway, and beat the Giant Priest skeleton.
WALKTHROUGH:A few good spells and weapons to have are flesh to stone, dancing orb, solid fog, cloud kill, invisibility, paralyzing & distruption weapons.
1) Stepping in will bring you to the first killing field. You have two options here. First is to clear out the front yard here, or second is to quickly pull a U turn to the right, and deal with this place later. It is usually wiser to clear this out first, until you know the dungeon well.
It is a tough fight, wave after wave of bad guys. Creatures that are made insane, such as the minotaurs, by the madstone effect and are immune to mind affecting spells. Solid fog, paralyzers and web to slow them down, cloud kill and wounding weapons to drain con work well. Or just good old hack n slash. The ogre magi will cast cone of cold and chain lightning, as well as symbol of pain.
2) Once the entrance is clear you can move into the cave ahead. This cave has a
shrine and an optional hall with a treasure chest. The hall is locked, but it can be picked, or the key is out in the lava shallows through the next cave exit. There are skeletons down the hall. When fighting skeletal enchanters have your casters stay back, use webs. If you get agro the enchanters will cast madstone rage on you, which will prevent you from casting spells.
3) Now head back out to the beginning entrance, use the other cave there to start on the way up. In that cave free the giant shaman. He will attack you
DON'T ATTACK HIM, but kill the skeleton enchanter that is controlling him to free him. Talk to him so that he will move out to help you destroy a crystal that is amplifying the madstone's power. Head through the cave to the open area to catch up to him.
4) Once you catch up to him, cast buffs and invisibility on him, then talk to him to start the madstone crystal breaking dance. You must protect him while he dances, or you will have to start over (If his life gets below half). A wave of minotaurs will come out of the gate behind you and attack him. You can heal him. Every mino you kill will spawn another so an option is to have the caster turn them to stone and leave them as statues as long as possible (Hit them w/curspewing once). This prevents respawn. Once the crystal is broken, head through the cave that is on the lower ramp.
5) Clear it out, save the second giant, grab the chest in the enchanters room. Catch up to the giant at the second crystal. Before talking to him, give him cold, invisibility, and electric resists. Now get the dance going. Watch out for the ogre magi on the top ledges, protect the giant from the things coming up the four ramps. (
A cloudkill at the bottom of each ramp, before you start the process, bottles up bad guys down below.)
6) Once this crystal is shattered move in to the next cave. Work your way through and free the third seer. Catch up to him at the top of the next open area. Again give him resists, invisibility, add displacement and blur if you have them. Position your melees at the side ramp but not where they can get knocked off, keep a caster with charms or cloudkill up top, as well as a healer for the giant. Start the dance.
Charm as many on the top shelf as you can, to have them fight one another. Use solid fog and cloud kill in the rampway, to assist the melees. Once the third crystal is shattered, jump down to the lava river to the south. The first shrine with optional undead chest is there. Speak to Blaze at the beginning again.
7) Blaze tells you the gate to the main madstone is now open, now you just have to fight your way up to it. Clear the path of the final infected soldiers, and get ready to run up the spire. Cast deathward and any other spells you like for fighting in Xoriat balls, because you are going to get hit by this one. Sprint to the top and fight the Madstone Wizard, a huge skeletal enchanter.
Many times he will have a spell immunity on that will protect him from most forth level and lower spells, so watch his inspection screen and see what defenses he has.When you defeat him, grab your loot. There is a chance at unique loot, and 1d3 giant relics.
* Ancient Band - Ring: Heavy Fortification- +3 Protection
* Axe of Adaxus - +5 Battleaxe: Slicing, Improved Fire Resistance
* Crystalline Scepter - +3 Club: Greater Combustion VII, Evocation Focus
* Girdle of Giant Brawn - Belt: Strength +6 Strength, -3 Wisdom, -3 Intelligence.
* Iron Beads - Necklace: Greater Magnetism VI, Lightning Lore
* Steady Handed Armbands - Bracers: Dexterity +3, +1 Competence bonus to hit
End Reward: standard loot choice
Thx to Lost Guides, WIKI, and tentonhammer.com.
Last Modified: 6/8/2008 9:37pm
Contributors:
Mellodise
Easy Link
BBCode Link: [guide=mad]Madstone Crater[/guide]
URL: http://aga.dkpsystem.com/guide/mad
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