Chansey: "You are now asked to help find out what happened to the real Anataeus, with Kelec's help. Kelec will perform a ritual in which he will summon a demon and question him, in order to find out Anataeus' fate."
Chansey: "To perform the ritual, Kelec will need materials, which you are going to collect for him."
Chansey: "Go to the Academy and talk to Kelec. You can find him on the second floor of the building on the south side of the Academy's courtyard."
Chansey: "Kelec will give you a list of ingredients, /use the list to read it."
Chansey: "Kelec also gives you a sack for the ingredients, they will all go in there as you collect them automatically."
Chansey: "The first ingredient you need to find is hallowed earth. Go to Avalon Marsh and make your way to the Church Ruins."
Chansey: "The church is on the SE part of Avalon Marsh, go to Avalon Marsh: 40766, 48490"
Chansey: "/dig there in order to receive the earth."
Chansey: "Once you have the earth, read the list again."
Chansey: "Off to Cornwall. You now need to kill an elder beech, south of Cornwall station and get a wizened root from it."
Chansey: "The elder beeches are all over the place, there are several around 62330, 37000 in Cornwall. Basically, it's go to Cornwall Station and then go south into the hills until you find one (or one finds you as the case may be)."
Chansey: "Kill one, get the wizened root, and read the list again."
Chansey: "You are now setting off to Lyonesse, your journal instructs you to dig by the lake at the entrance in order to find the enchanted sand."
Chansey: "Simply follow the road from Cornwall into Lyonesse, and go down the hill."
Chansey: "/DIG in Lyonesse, where the road meets the lake just past the entrance, at 55903, 39146. Get the sand."
Chansey: "Read the list again."
Chansey: "Now we need to kill a peallaidh for its roe."
Chansey: "Go south, past the dunters, the peallaidhs are all over the place on the shore line. You will see plenty of them at Lyonesse 54890, 51150."
Chansey: "Kill one, get the roe, and read the list again."
Chansey: "Off to Cornwall Station. When you get there, talk to Eva Aldar, the healer, and she will make the potion for you."
Chansey: "Once you have the potion, your journal should tell you to go back to Kelec in Camelot."
Chansey: "Talk to Kelec in the Academy and give him the bag."
Chansey: "Kelec tells you he'll meet you at the stone circle located NE of the guard tower on the border of Salisbury plains and Campocorentin Forest."
Chansey: "Go to the summoning circle in Salisbury Plains (12261, 45100) and talk to Kelec. Kelec will begin the summoning ritual."
Chansey: "Kelec summons the demon Bashnak. You learn that Anataeus is held in Darkness Falls, by Geryon, the Keeper of Demons. The demon also informs Kelec that demons walk the land in the guise of humans."
Chansey: "However, as it turns out, the restraining spell never held the demon. The demon replied to the some of the questions that were asked of his own accord, because nothing can stop the demonic plans. When Kelec demands to know the identity of the demon's master, the demon tires of the conversation and kills him."
Chansey: "Kill the demon, and return to Harlen in Camelot."
Chansey: "Follow the conversation to complete this part of the chain, and talk to Harlen again to start the next part."
Conspiracy: Forging the Key
Chansey: "Talk to Harlen and agree to lead the expedition to rescue Anataeus."
Chansey: "Harlen sends you to talk to Master Narudos in the Academy."
Chansey: "Master Narudos sends you to farm 3 chunks of a metal called Nethril which he requires to make an amulet that can send you beyond the wards that block the entrance to the sealed part of Darkness Falls where Geryon resides and Anataeus is held prisoner."
Chansey: "Master Narudos gives you a list, which lists 3 mob types that horde Nethril. It is up to you which type you want to kill. You will need 3 chunks of the metal. If you are doing this in a group, each toon in the group will need 3 chunks."
Chansey: "Read the list. Your options are Lyonesse, Barrows or Dartmoor"
Chansey: "Barrows version: Follow the tunnels inside. Turn left at the entrance hall where the first mobs you encounter reside, and follow the corridor west to the end."
Chansey: "When you hit the wall, turn right (North), and immediately left (west) again, down the stairs."
Chansey: "Go north past the malefic phantom and spectral essence room – you'll need to clear those mobs in order to pass (they con yellow and orange to a level 50 player), into the room where Uther's pedestal is. The stone sentinels are in that room, along with a Pendrake and a Pendragon Ardent.
Chansey: Kill stone sentinels until everyone that is on the quest has 3 chunks of Nethril in their packs.
Chansey: "Return to Master Narudos at the Academy. He won't take the Nethril chunks when they are stacked, so seperate them in your pack first."
Chansey: "Talk to him, and hand him the Nethril Ore."
Chansey: "Once he has all 3 chunks, he sends you off to inform Harlen. Do that."
Chansey: "Complete the conversation with Master Narudos and head to see Harden."
Chansey: "Talk to Harlen to finish this part, and once again to start on the next one."
** Note. Again, you may also choose to go to Dartmoor or to Lyonesse for the Nethril. I didn't feel like hiking that far.
Conspiracy: Finding the Keeper
Chansey: "Talk to Harlen to get this part. He sends you to Master Narudos yet again, to get the finished amulet. Go to the Academy and talk to Narudos."
Chansey: "You need to be level 40 to get this part."
Chansey: "Master Narudos gives you the Wayfinder Amulet. Get some friends/other people that need this part, and head to Darkness Falls. You need to use the amulet at the "Entrance to Darkness Falls", which is the region where the little demons are just prior to the zone-in portal."
Chansey: "I did this part "solo" playing my Sorcerer and Rejuv cleric. Got through it easily with a ML9'ed pet and heals from the cleric."
Chansey: "Bear in mind that the instance mobs get harder the more players there are in the group. At 5 toons, you're looking at red/grape mobs, and harder boss type mobs."
Chansey: "When your entire group is at the zone-in area, one of the people in the group needs to use the amulet, which will cause the group to zone in."
Chansey: "Inside, you will see an imp called Oonalo. Talk to him, and follow the conversation line." Oonalo used to be a powerful demon, however Geryon took the place over and turned him into an imp. Oonalo offers to help you on your outing, provided you kill his two treacherous demon brothers, Eternal Darkness and Eternal Hate. He needs them dead so he can get some of his power back.
Chansey: "Complete the conversation with him. Oonalo will follow the last player that speaks to it. So you may want to have someone with strong survivability talk to him."
Chansey: "Do /map to get a look at the dungeon's layout. You will see two large pits, on the NE corner and on the SE corner. The NE one is where Eternal Hate resides. Go there first, making your way north and east repeatedly along the tunnels. Kill the mobs you see."
Chansey: "When you get to the Well of Darkness, kill the adds, then pull one of the guardians. Pulling any of the two guardians, or Eternal Darkness himself, will cause the others to add to the fight. Kill all of them."
Chansey: "This thing is on a timer, as soon as one of those 3 mobs is aggro'ed, Eternal Darkness sends forth flying servants to bring guards to the area. Kill quickly, and be ready to fight the reinforcements. If you manage to kill the messengers before they fly off, even better, less adds for you to fight."
Chansey: "When Eternal Darkness dies, little Oonalo turns into big Oonalo. His major ability is to obstruct your screen for you, he isn't exactly useful in there. However, he does urge you on."
Chansey: "Make your way along the tunnels to the SE pit, the Well of Hate. Repeat the process of clearing adds, kill Eternal Hate and his guardians, kill his reinforcements, then follow the instructions your amulet gives you to the Geryon's lair."
Chansey: "If you look at the layout of the tunnels again, you will notice a small passage leading south from a tunnel which is a bit to the west of the center of the map. That is where you need to get to. Kill Bolehs the spider in that tunnel, rest up after you kill it, regain power, and proceed to the lair."
Chansey: "At that point, Oonalo will declare that he is going to weaken Geryon, and charge ahead, aggroing the mobs in the room. Geryon and his adds will attack you. Kill the adds, then kill Geryon."
Chansey: "Geryon, the final mob, has insane lifetap insanely and a full group will need to beat on him to outdamage his heals. He also has the Sever the Tether ability, which can make things interesting for pet classes. Namely, you lose control of your pets and they can start fighting you."
Chansey: "Once a pet has been severed, it can not be recharmed. So you may want to use the pets on the adds first, then see if you need them on Geryon or not."
Chansey: "When Geryon dies, Oonalo transforms back into Eternal Greed, and graciously decides to spare your life. Talk to Anataeus to return to Camelot, and go see Chamberlain Harlen."
Chansey: "When you talk to Harlen, he seems changed. That's right, Harlen has been possessed be a demon, and will fight you at the end of the conversation. Kill Harlen the Demon, then go talk to the King. Complete the conversation, get the next quest, and go to the Weaponsmaster to choose your Champion Weapon. Some classes don't get to choose, but simply receive the only weapon available to them."
General Notes
VERY IMPORTANT. The mobs in the next chain (Circle of Five boss mobs and Azazel) grant TONS of Champion Level experience when the quest is done (i.e. when killed for the same time assuming you have the quest). If you did the level 30 and level 40 chains before level 50, MAKE SURE YOU TALKED TO THE KING AND ARE ON THE PATH OF THE CHAMPION and getting CLexp for kills. If you ignore this, you miss out on about 3 levels of CLexp you will have to grind later, instead of getting the experience on the next chain.
If you click on your exp bar on the regular client, it will switch between normal exp, RvR, and CLexp. If it says "earning exp towards CL (whatever)" on the CLexp bar, you're okay.
AZAZEL
There are 2 parts to the finale. Part one is getting there, which is best done in /bg, with *at least* 2-3 groups. Part two is fighting in Azazel's lair, which is an instance, each group will be on its own there.
Group make up:
Suggest either 2 balanced/rejuv clerics (or the equivalents) per group, or one cleric with people in close attendance to keep said cleric alive. FoP is a must. As are power pots for casters.
You will need FULL, BALANCED groups to kill Azazel.
Getting there:
Meet up at the entrance. Talk to Anataeus after completing Circle of Five. Anataeus will inform you that the symbol on the pentagraph you recovered is that of the Master Demon Azazel (sidenote, in Hebrew, telling someone to go to Azazel means telling them to go to hell), and send you on your way to dispatch him. Anataeus will also unlock the Co5 ability on your Champion Weapon, so if you happened to have vaulted that one before doing Co5, you probably want it there with you for this conversation.
As you may have noticed from moving around the Brimstone Caverns while doing Circle of Five, the respawn rate of the "regular" mobs is anywhere from extremely fast to absolutely nuts. That rate was "toned down a little" recently. However, anyone that stays too long in one spot will get repopped on. To avoid this, the raid needs to stay together at all times. If you are botting someone else, make sure the bot is stuck and moving with you. YES you do have to jump a step at one point, expect it, and move the bots.
To put it bluntly, this part is NOT for AFKers. Not only are you likely to get your own character dead, you stand a good chance of getting others dead due to double aggro, from the front and from repops. Do not AFK.
Once everyone is ready, start off north from Anataeus. Simply keep moving north, clearing as you go, and keep moving. You will end up in a tunnel, continue following it north.
At one point in the tunnel, there will be a room to your left. The room has one boss and lots of worshippers. Anyone that goes near the left side of the tunnel (definitely anyone that lags into the room) will cause all of them to come out to play. The adds are not hard, orange con mostly, however there are a lot of them. Simply be ready to fight there. You can try to avoid the fight by hugging the right wall of the tunnel at that point. Kill these or avoid them, and continue going north, clearing as you go. Stop at the end of the tunnel. Hello Legion Room.
Drop a FOP at the entrance to Legion's room and clear the mobs next to you. Then select the side of the room you want to travel through (center will just get you nuked from mobs on both sides), and pull from that side once everyone's power bars are full.
Proceed to that side (THIS IS WHERE YOU NEED TO JUMP THE STEP), hug the wall, kill any mobs there. Recharge your power/endurance, and make your way along the wall, one niche at a time, killing the mobs that are in your way. Work your way north. Everyone needs to move together here. Aggro from behind mid pull can wipe a small raid.
When you get to the northern end of the room, you will see a Mini-Legion. Have one person pull the mobs in front of it, kill those, and proceed to kill Legion. This one doesn't hold a candle to the DF boss (however no lightsabers etc. either wink ).
When Legion is down, you can open the gate behind him and zone into Azazel's lair. Again, move together, anyone left behind should the place repop will not zone in. Each group is now on its own.
Lair of the Master Demon.
The entrance to Azazel's Lair is a safe zone. Buff, drop a FoP to charge up with, and when ready, start pulling the adds, one by one. Clear the ones on the entrance path, then go around Azazel's platform, walking on top of the rocks, pulling each of the adds to you as you go.
When all adds are dead and Azazel is left in the middle of his pit, drop a FoP sort of where the entrance path lines up with the perimeter of the rocks (outside Azazel's AOE range), and park your cleric within range of that FoP.
If you have another healer type, position that one slightly away from the first one, on top of the rocks facing Azazel is a good spot.
The drill here is simple. Azazel can not come to you. He is tethered to the pit. Keep your healers and ressers alive. They will need to do a lot of curing and healing, and that is best done out of Azazel's AOE range.
In the event that one of the players attacking the demon dies, idea is for a resser to run in, ress from far away as possible, and get back out of AoE range.
Azazel is pretty straightforward. Once you start banging away on him, he hits back, AOE dots you, and conjures shades of the five boss mobs that you killed on Circle of Five.
Now UNLIKE Azazel, these shades are not tethered. More often than not, as soon as a shade pops, he will go STRAIGHT for your cleric/s.
So what you do is:
Hit Azazel until a shade pops.
Disengage from Azazel and get off his platform, fight the shade off the platform and outside Azazel's AOE range.
When the shade dies, rest back to full, make sure your healers and casters are fully loaded with power, and start hitting on Azazel again until the next shade pops.
Rinse and repeat until the fifth shade appears and is killed, rest, and kill Azazel.
Should Azazel get back to 100% while you are hitting the shade, so be it. Just go slow, any alternate resser should remember that if the main healer drops, it is up to him to get out of aggro range so the main healer can be ressed.
If all your healers/ressers go down, you're pretty much done for.
There are only 2 ways out of Azazel's Lair (3 if you count Sojourner's ML 10 group port, I strongly advise that one be REMOVED from the quickbars to avoid any accidents). You either kill him, loot up, and take the teleporter out (Teleporter appears where Azazel stood), or you die and release out. Remember, to get back in, it's the trip down the tunnel and Legion room, no small feat for a single group considering the repop rate.
After you've killed him, loot up, lotto the remains, and port to see the King.
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Level 40 - Conspiracy - Forging the Key (addition).
Dartmoor Version:
If you feel like hiking and hitting green-con (to level 50) giants around, go to Dartmoor, to the lake on the NE side of the map.
Go to Dartmoor: 61202 8928.
You will find yourself between 3 boulders.
/dig repeatedly until you get 3 Nethril chunks, and return to Camelot and Master Narudos.
NOTE: You do not KILL the Granite Giants for the metal, they don't carry it on them. You need to /dig at the specified location for it, killing the mobs that interfere with your digging.
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