Three Vestibules - Fenmalain, Caulnalain, and Shendolain

 

Difficulty:  Minimum to survive, add 10 levels to solo Fenmalain and Caulnalain
Level Restriction: 
10+, 25+, 36+ 
Timer: 
7 Days
Can be Solo'd? 
Fenmalain and Caulnalain yes, Shendolain no
Rewards: 
A shield, orb, or missile weapon of varying strength

Ages ago, Asheron and the Council of Five created a massive crystal prison in which to trap Bael'Zharon.  The device worked, but when the Hopeslayer entered it, the crystal shattered into 6 pieces.  The Empyreans found all but one and placed them into holding facilities.  Three of these dungeons were discovered by Isparians during the Twilight's Gleaming event.  Despite the dire warnings of sages learned in Empyrean lore, Isparians destroyed the crystals, paving the way for the Hopeslayer's eventual release.  Fenmalain Vestibule was a battleground between loyal Shadows and the Undead, who sought to keep the Hopeslayer locked inside his prison.  By the time Isparians found the Vestibule, the strongest Shadow and Undead forces were dead and only the weakest of both armies remained, allowing easy access to the Crystal Core.  Caulnalain Vestibule eluded detection by the Undead.  Fortunately enough though, Isin Dule, the renegade Shadow General, discovered the Vestibule's location and sent a garrison to protect it for loyalist Shadows.    Only the Undead knew of Shendolain Vestibule's location.  They sent powerful Undead and Golems to guard the dungeon, but Isparians made their way through the dungeon and shattered the crystal core there, too.

Before you head into any of the 3 Vestibules, you'll have to find a key.  Shadows and Shadow Children drop Fenmalain Keys, Shadow Lieutenants drop Caulnalain Keys, and Harrower and Destroyer Grievvers drop Shendolain Keys.  You could hunt for keys in Fenmalain or Caulnalain Vestibules, but you'd be better off hunting before you start the quests.  All 3 quests will require you to fight through a Vestibule dungeon to find a Gate.  You'll use your key on the Gate to receive a Portal Gem to the Crystal Core's chamber.  You can regroup and restock after you get your portal gems.  Each Crystal Core will drop a Gem which you can take to the Three Brothers in Uziz at 24.4S, 28.7E.  Trade it in to the appropriate brother for a bow, orb, or shield.  If you want a crossbow, bring a Wood Golem Heart to Barnar the Tinkerer in Stonehold and he will make you a Crossbow stock.  If you'd rather have an Atlatl, give your bow to Gershan and he'll give you an Atlatl.  All the items are Attuned and Bonded, so you won't lose them on death.

Fenmalain Vestibule - 50.5S, 59.8E

The Vestibule section of this quest is relatively straightforward.  You'll be fighting low level Shadows and Undead, so unless you are below level 30 or so, you can probably do without buffs.  Upon entering the dungeon, you'll see 2 paths in front of you.  Either path will take you to the Gate, but remember which you choose.  If you choose right, you'll make right turns through the rest of the dungeon.  If you choose left, you'll make lefts.  Fight your way through and you'll reach the Gate.  Use your key on the Gate (double click key, single click Gate) and you'll receive your portal gem.

Fenmalain Chamber

This dungeon is slightly more complicated than the Vestibule, but it's still not very difficult.  Again, the opposition will be low level Shadows and Undead.  When your group has arrived in the foyer, head straight ahead going down the ramps.  Fight your way through a couple larger rooms and you'll encounter the Fenmalain Shadow Leader.  He's no different from anything else you'll encounter in the dungeon except that he drops an Oozing Lump, which you can have translated.  After you've defeated the Leader, press on through another larger room and you'll come to a corridor.  There will be two sets of paths branching off to the left and right - take the second right or left - either path will lead to the Crystal, so long as it's the second turn.  You will again head down ramps into larger rooms - after the second large room, you'll encounter the Undead leader, Sahoni Arsane.  Defeat him (her?) for a Hastily Written Note.  Regroup and head down the last ramp and you'll find the Crystal Core.  Kill it and you'll receive your Gem.  If you want to explore more, there are a good number of Broken Fragments in the rooms beyond the Crystal's room.

Caulnalain Vestibule - 65.9N 2.6W

There are two ways to do this quest - the fast way and the fun way.  The fast way requires a good understanding of how to jump and bypasses pretty much the whole dungeon, but you'll miss a lot of very interesting eye candy inside the Vestibule.  To make it through the fast way, you'll need the quest leader to have tied to the exit portal inside the dungeon before your group attempts the trick.  Outside the dungeon, you'll see a ring of blue crystals surrounding the portal.  Stand slightly beyond the ring facing directly into the portal.  Your goal is to jump into the portal so that just your feet clip the top of the portal.  Where you stand will depend on your jump skill.  Once you successfully make the jump (you might jump clear over the top of the portal once or twice), hold the forward key and do *NOT* let go of it.  You will appear to fall into into the pit below the portal drop, but the client will eventually show you atop the pit.  If people in your group fail to make the jump, the leader who is tied to the exit portal should jump down and summon so the fallers can try again.  Once everyone is atop the pit, head through the passage ahead of you and you'll be right at the Gate.  Use your keys.

If you choose to go the fun way, don't worry about how you jump into the pit.  Buff up outside - you'll be fighting Shadow Lieutenants, Panumbris Shadows, the Elusive Shadow Cyst, and  low level Grievvers.  When you're ready, hop in and fall down the pit.  Head west and hop down again into the lowest level of the dungeon.  Head west again until you reach a Y intersection.  Head left and then take your second left.  You'll head up a ramp into a large room with a Panumbris in it.  Take the east exit from this room and from there, it's a straight shot to the Gate.

Caulnalain Chamber

Buff up again if you need to - same opposition as the Vestibule.  If you have any characters below level 50 or so or anyone with a poor connection, have them use their gems last - the drop is hot and there's a possibility of people with bad connections getting dragged into the exit portal.  This dungeon is a big mirror - the left path is the same as the right.  On the first floor, take a left and a right (or vice versa) at the two intersections and clear the larger room.  Hop down into the pit to the second floor.  This floor, your two turns will both be in the same direction (ie, right and right or left and left).  The Caulnalain Shadow Leader lives in the large room on this floor and drops a Throbbing Lump, another bit of lore.  Kill him and hop down to the third floor.  Head east from the pit and take either path at the Y intersection.  The next big room is the Crystal Core's lair.  Kill him to get your gem.  If you are feeling adventurous, there is a large series of corridors beyond the Crystal.  There are dozens of Fragments in here, making it a good place to hunt for shards (should you ever need them).

Rewards:  Orb, Shield, Missile weapons

Shendolain Vestibule  - 49.9S 53.7W or 61.3S 39.7W

There are actually two portals into this dungeon - the second location listed was added due to the increasing difficulty of the Obsidian Plains.  Shendolain is a lever dungeon and will require you to break your team into two groups.  If your lever team wants to complete the quest, you will need to run through twice.  You really ought to keep the map to this dungeon handy too, because it's such a complex place.  Follow the pink line through the dungeon!

Buff up in the foyer and divide your team.  You can probably be safe leaving one higher level character in the lever room, but you might want to leave two to be safe.  Follow the pink line on the map to the lever room first and deposit your lever team.  There are four levers for the lever group to pull and although the levers are all numbered in the map, your best bet is to just have the lever squad pull levers until the door opens.  Once you've followed the map to the Gate, use your keys and get your portal gems.  Have your entire group portal recall back to the top and run the quest again, switching your lever team for part of your main group.  Once everyone has their portal gems, you're ready for the Chamber.

Shendolain Chamber

This dungeon requires lockpick, so make sure you have a picker along with you.  The drop into this dungeon is nice and safe, so you can buff freely.  When your team is ready, hop into the glowing pit in front of you.  Take the south exit from the pit, turn right, and then hug the left wall.  Head down 3 ramps and you'll reach a lever door.  Leave your group there and take your lockpicker to find the lever.  Head back the way you came and take the first left you see.  Take the next left, followed by an immediate right and you'll find another ramp heading down.  At the end, you'll find a locked door - pick it and you'll find the lever room.  Pull the levers and have your team bug the door.  Now head back - left, immediate right, right.  Rejoin your group and hug the left wall after you've moved through the lever door.  You'll head down into the Crystal's room.  Kill it, loot the crystal, and you're done.

As an aside, the missile weapons cannot use standard ammunition.  You have two choices - either Crystal-tipped ammo or ammunition made from Mnemosynes.  If you give Gershan in Uziz a cracked shard, he will make you a bundle of crystal arrowheads.  The other option is to trade Mnemosynes to Gabal Feteh in Tufa.  Either way, you'll probably want to stick with your normal weapons instead due to the expense.