Singularity Caul Flagging and Recall

 

Difficulty:  Minimum to survive, 80+ to solo Flag or hunt Caul, High Level mage to solo Recall
Level Restriction:  50+ to Flag, 55+ to explore the Caul, and 90+ for the Scroll
Timer:  7 Days
Can be Solo'd?  Yes, but Lockpick Required on the Recall quest
Rewards:  Access to Singularity Caul, Quintessence Sickle, Recall the Singularity Caul scroll, and one of three rings

In the days of the Shadow invasions, powerful monarchs were summoned to a small circular island off the southwest coast of the Direlands.  They were challenged by unseen powers to navigate the a gauntlet of bizarre high level monsters and reach the center of the island.  Later, during the rise of the renegade Virindi Directors and Aerbax, the island reopened, but this time, instead of being a haven for the Shadows, the forces of the Virindi were in charge.  The only way to reach the island, known as Singularity Caul, is to fight through the Singularity Bore, at the very heart of the Obsidian Plains, and kill the Guardian of the Singularity.  High level adventurers can even raid Aerbax's laboratories and claim a Caul Recall scroll from his minions.  Caul is a high-level playground, filled with dangerous creatures twisted by the Virindi.

Quest 1:  The Bore.  Singularity Bore is located at 64.1S, 63.8W, directly in the center of the Obsidian Plains.  Your best bet is to have the quest leader run to the dungeon and tie the portal.  The run to the center of the Plains is a harrowing one!  The spawns are dense and the creatures deadly.  Maybe you will be lucky and you can find someone who has a tie to the dungeon.  The drop into the dungeon is hot, so buff up wherever you are planning on gathering.  You'll be fighting higher level Drudges, Virindi, Assailers, and Hollow Minions.  You will need to buff a fire and frost weapon, and protect and bane against everything.  When you are buffed, summon the portal and have your team jump in.  From the drop, there are 2 paths - the north path leads north to a portal to the Caul and the south path leads into the dungeon.  Kill the spawn and head south.  You will soon come to a pit.  Jump down and move to the southwest.  Kill the spawn and fight your way either north or south - both lead to the boss, so pick one.  Keep fighting and you will reach an end room with a Guardian of the Singularity.  Each person who needs to be flagged must kill the Guardian.  Unfortunately, he has very high magic resistance, so midlevel mages will have difficulty with him.  He spawns quickly though, so you probably won't have to wait very long.  The Guardian also drops the Quintessence Sickle, an axe.  After everyone is flagged, get out of the dungeon.

Quest 2:  Recall Scroll.  To start this quest, you will again need to visit Singularity Bore.  Instead of heading deeper into the dungeon, head north from the drop and take the Caul portal.  You will arrive on the Caul in a safe spot.  Once everyone has downloaded, run to the Caul Asylum, located at 94.8S, 91.1W, which is to the northeast.  Make sure you are not using old coordinates, or your group will be wiped out in a very ugly fashion.  Enter the dungeon as soon as you arrive.

Step 1:  Caul Asylum.  The drop point is nice and safe, should you need to rebuff.  Unless you've really wasted time, you shouldn't need to though.  Once everyone has downloaded, pick the lock on the door ahead of you and take a right.  Hug the inside (left) wall and head down a ramp.  Head south and again around the inside wall, down another pair of ramps, this time heading north.  Run straight ahead, down another ramp, and then turn right again.  You'll now be at a locked door.  Kill the spawn through the door and then pick the lock.  Proceed to the south and down another ramp.  Hug the right wall and circle around to another ramp.  At the bottom is an open room with The Gatekeeper, a large and nasty Hollow Minion.  Carefully kill him and then you should loot two different keys from him.  There are several copies of the chest key and anyone who wants the quest's lore should take one.  He also drops several Dark Ruby Rings.  There are 2 other rings similar to this one on the various bosses in the quest and you can only pick up one of the three per trip.  After you have the key from the Gatekeeper, head back up the way you came.  After you reach the level with windows looking down on the lower level, head off the main path in pretty much any direction.  Unlock the door with the Asylum Chest Key to enter a larger room - there is a chest in each room that the Gatekeeper's key will open.  If you have people who want the quest's lore, wait for the chest to respawn.  Otherwise, make your way back to the downward ramp in the north section of this level.  Head back down, through the locked door and down the next ramp.  This time, instead of turning right, turn left.  You will go down another ramp and enter a larger room with a locked door.  The key from the Asylum Chest will open this door, so use it and head through the portal on the other side into the Athenaeum.

Step 2:  Caul Athenaeum.  Your goal in this dungeon is to locate a Virindi named The Sage.  He can spawn in one of four rooms on the top floor, so you may have to explore a bit.  From the drop, head to the NW corner of the room and up the ramp there.  The ramp will lead you to a four-way intersection - go straight through it.  Take your next right up a ramp and again go through the four-way intersection to the top floor.  This place is a maze but the rooms you are looking for are in the NW, SW, SE, and NE corners of the floor.  You can wander around in those general directions with some success, so long as you don't go down any ramps.  Before you wander, check the two west rooms.  After you reach the top of the ramp, you will come to another four-way intersection.  Turn either right for the SW room or left for the NW room.  Now go straight ahead, ignoring all the other turns.  You will come to one of the four rooms.  If The Sage is there, kill him and loot the Sanitarium Access key.  He also drops Dark Amber rings.  Once you've found the key, it's time to head out.  Wander around until you either find one of the locked doors or the ramps down.  If you found the door, unlock it and go through it.  If you found the ramp, move back slightly to the four-way intersection just before it.  Take the north turn and then take an immediate turn (left if you're on the east side, right if you're on the west side).  You'll now be at the locked door.  After you pass through, you will go down a ramp to a series of portals and the portal to the next section.  Jump out of the door onto the portals and head into the portal.  If someone falls, you should jump down and lead them back, making sure someone stays back up top to bug the door.  The jump is a simple tap jump though, so no one should.

Step 3:  Caul Sanitarium.  Chances are you will need to rebuff at this point.  The drop point is 'safe' - there are a ton of monsters beneath you and they will debuff you, but aside from the stray harm spell, you won't take any damage.  When everyone is done buffing, it's time to head into the dungeon.  This section is filled with portals and spawn traps.  Only one portal will take you into the next section - every other portal will take you back to the start, so make sure your group knows not to jump into portals.  Head down the portal path winding round the central pillar.  You will have to make a couple jumps here.  If anyone falls, they will land in a nasty pit filled with those creatures that were debuffing you earlier.  Make sure everyone knows that, should they fall, that they immediately head into the portal back to the top.  Otherwise, they will die quickly and recovery will be very unpleasant.  Jump straight ahead onto the SW ledge.  You ultimately want to be on the SE ledge in this room, so depending on your party's jump skill, many of them will be  able to simply make a long jump across the pit.  Those with lower jump skill will have to make two jumps.  The first will be to the NE, where there is a portal ledge.  From there, full power jump to the SE ledge.  Take the only exit from this ledge and up a ramp.  You will come to a four-way intersection - turn right.  Hug the left wall from here until you find the next ramp up.  Atop that ramp, turn left.  Now hug the right wall until you get to the next ramp.  Once you are up that ramp, you will find 4 portals.  Take the southeast portal to reach Aerbax's Antechamber. 

Step 4:  Aerbax's Antechamber.   Do you like levers?  You'd better... this section requires you to hit over a dozen of them.  Hopefully, your lockpicker is still alive too, because you will need him.  I strongly suggest you consult the map for this section.  It is much more effective in describing the path through than any verbal description can ever be.  Just remember that you'll work through the west wing, then the east, then the south, and ultimately the north.  There is a logical progression with the levers and you will probably pick it up after a couple trips through.  After you've completed the west and east wings, you'll head into the south wing to kill the Auditor.  

*Cheat* - You can avoid doing the east and west wings in this section by going PKL.  Get a friend and stand right in front of the south door.  Now both of you should go PKL - the second person to go PKL will be displaced through the gate, allowing him to hit the lever on the far side!  Although it does seem kinda cheap, it will save you a lot of time and effort.  Make sure you and your friend relog so you don't accidently kill each other.  

The Auditor drops two types of keys and the Dark Sapphire Ring, which casts Focus VI, Willpower VII, and Invulnerability VI.  Everyone needs to pick up a copy of the Chest Key while you pick up the Antechamber Key and a Chest Key.  Now head back north.  Make sure you notice where the dispel trap is on the map!  Once you pass through the last lever door, kill the spawn and pick a chest.  Loot the Recall Scroll and whatever useful loot is in there.  There are a couple lore shards in the last room too, if you are interested.  Once everyone is done, recall out!  The lore is really quite fascinating if you are a lore buff like I am.