Alappaa
Patch 17.5 introduced a new team instanced play field in Penumbra that is connected with the Penumbra story quests. Apparently Jobe Explorers and Yuttos guides happened upon this terrible area and sealed it off from normal access, but enabled a teleporter to enter one part of it so that the curious could explore and the brave find ancient riches. This area is similar to Albtraum in that each team that enters gets an instance all their own to explore and fight through without competition from other teams. Among the amazing loot found in the frozen canyon, the fabled Galactic grade Arul Saba gems can be found.
Getting to Alappaa
Anticipating Six
Walkthrough
While this are is simmilar to Albtraum, it is far more linear in its repeatable goals, so the task of the matter ends up doing a series of quests for the Old Man of Alappaa.
Entrance
When you enter the portal in Penumbra, you will be taken to a small box canyon that is teaming with monsters. While the monsters do not socially aggro, they do have very good eyes and will attack the team even if you are some ways off. Since the first quests in this area depend on the team killing a number of monsters in a certain order it is wise to not start killing them right away until any team members who want the quest get them. Beyond this fact, its virtualy impossible to kill just the monsters in the quest without killing others you will need latter, but this isnt as bad as you might think since the whole canyon is full of them.
Once a team has entered the area, the area will stay as it was until the team is fully dissolved and none of the members remain. It is even possible to bring in new members if old ones leave, or have people waiting outside for the NODROP shoulders at the end and simply bring them into the team to loot. If a team member quits the team, they will not get kicked from the area, unlink the Dust Brigade dig site, so you can easily pick up members who have link-died.
The only way to truly reset the zone is to completely break the team and reform it.
NPC: Old Man
The Old Man is, in a word, odd. He talks strangely in bursts and starts and demands that you go retrieve his daughter. |
Quest: Kill
Quest: Kill
Quest: Kill
The Long Walk
Boss: Cascading Molokh
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The Tunnel
After the Molokh is dead you will be asked to enter the tunnel that it was guarding to find the place where the Old Man's daughter is trapped. This tunnel is pretty treacherous, and is filled with spirits that will attack you on sight. To make matters worse, when characters enter the tunnel, it will set off a timer that makes huge blocks of unnatural ice appear in it. This ice gives a snare to any character near by and lays down a damage over time program that is liable to give anybody caught in the ice a very very bad day. The best way to approach the tunnel, from either end, is the run straight through it, without stopping, and have several 'free movement' stims handy to free yourself from possible ice snares. When going into the tunnel the first time this will mean that you will start a train of spirits, so its best for the team to all run at once through the tunnel and fight off the spirits at the other end. The spirits have a nano drain ability (like most spirits do) so casters (like Docs, NTs, etc) should stay back and let the more damage oriented professions actually wade into the fray. |
The Icy Obelisk
Boss: Novictum Blight
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Ambushed!
When you exit the tunnel, after facing the ice, you will face a series of ambushes while walking Shelia back to her estranged father. When the ambushes happen the NPC will stop walking and a set of Unnatural Ice will appear that has the same snare and dot effect as the tunnel ice. Out of the ice the monsters will appear. Its important to remember that you need to keep Shelia alive.