Partial Guide to Kedge Keep Bosses

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rmm10
Posts: 357

Partial Guide to Kedge Keep Bosses

Post#1 » Sun Jan 24, 2021 9:59 pm

This guide expands upon the present info that is provided for the Estrella fight, the Auraia fight, the Auraline fight
and the Phinigel fight. These bosses are the ones that must be killed for one of the phases of the raid aura quest.

For a lot of players, Kedge Keep (KK) is one of the most annoying zones in the game due to it being an underwater zone and because its a maze. And so the first step in all of these fights is figuring out how to get to the areas.

This guild will be using a lot of compass directions (ALT D). Also, most all the tunnels have black and white squares
lining the their walls and so I will be using them to approximate distances.

Begin by zoning in to Unrest using Trix, the 1-30 portal fairy, then running to the Dagnor's Cauldron zone line. Once in Dagnor, make the short run to the KK zone in. This method of getting to KK is faster than zoning into Dagnor directly.

Upon zone in, head out of the hallway you are in and into the middle of what the old EQAtlas maps called "First Floor".
Below you will be a tunnel...swim down it until you get to a room (about 16 squares down). This room is called "Second Floor" and has four alcoves with portcullis doors. Go to the eastern alcove, and down the vertical tunnel that is in there.

About six squares down that tunnel is a horizontal tunnel heading to the north. Go into that tunnel and you will immediately come upon a four-way intersection of more tunnels. If you go west, you will end up in a small dead-end room. Heading northwest
will also take you to a dead-end room. I suppose that in Live EQ there were mobs in there that had cool loot but in THF there is just trash. If you look east, you will see a vertical tunnel that goes both up and down. Head down that tunnel.

That tunnel makes some turns then brings you to the top alcove of Estrella's Room. If she is spawned, you can see her from there. As long as you hug the walls that are farthest from her, then you can go down into her main room without aggroing her.

Once in her main room, you'll see a north (to the left) and south (to the right) alcove. To get to Auraia, swim to the northern alcove. Once there, you'll see several exit tunnels. Go thru the one to the east (to the right). It will make several turns and eventually lead you to Auraia's Room. If she is spawned, you will see her straight ahead on top of a pedestal thru the portcullis door thats at the end of the tunnel. You can go a short ways into her room without aggroing her.

To get to Auraline, start at Estrella's main room and go to the southern alcove. Again, there will be several tunnel exits. Go to the one to the west (to the right) and follow it. It will take several turns and has a portcullis door along the way.

This tunnel will end at a four-way intersection room, with you heading south. Continue straight thru the room, continuing south and go into that tunnel. After a short distance it will go east and put you at a two-way intersection where you can choose to go either north or down. Head down to the bottom of the tunnel. You will pass by a portcullis door and there will
be another portcullis door at the bottom. Open and go thru the bottom door.

A few feet past this door and the tunnel goes up. Swim all the way up until it ends and you'll see portcullis doors at
all four compass points. Outside those doors is Auraline's Room. If she is spawned and you have shadows enabled then you can see her shadow thru the east portcullis door. To prevent aggroing her, open and go thru the west portcullis door and hug the walls as you swim away from her.

To reach Phinigel's Room, continue in that direction until you come to a pair of portcullis doors on the west side of Auraline's Room. Open and go thru the two doors and thru the tunnel until it ends in a room called the Patriarch's Room (so named because on Live EQ, the Seahorse Patriarch spawns there). To the north (to the right), in a corner, is a square black planter. This
planter is a secret door that slides open if you have the Coral Key (item 99323). This is the key that npc Estria Yuniz gives you after you hand her the proper drops (Mermaid Scales, Mermaid Scepter, Mermaid Pearl) from the Estrella, Auraia and Auraline fights.

Go thru the tunnel that is revealed by the secret door and you will end up in Phinigel's Room.

Now that you know how to reach the bosses, here are some notes about their fights:

If you are using pet classes, you need to set those pets with Focus and GHold, otherwise adds are likely to get
out-of-hand.

Estrella of Gloomwater - She spawns her adds at 84%, 49% and 24%. Her adds consist of four An Armored Seahorse. Each time you kill one, the death will spawn two An Armored Mermaid and each time you kill a mermaid it will spawn two An Armored Shark. Two of the seahorses will spawn in the north alcove and two in the south alcove. Estrella is not rooted, so I aggroed
her to one the alcoves knowing that I could tank both her and a couple adds at the same time. As soon as I kill all the adds on that side, I switch to the other side with Estrella following. She can summon you, but will not do so often. When the adds spawn, she becomes invulnerable until all the adds are killed. Since each of these add events end up spawning 28 mobs, that gives a total of 84 adds that must be killed for this fight.

Priestess Auraia - very similar to the Estrella fight but with less adds. She is not rooted and so she can be aggroed to a spot in front of the entrance portcullis so that one tank (if powerful enough) can maintain the aggro of all the adds. As soon as
Auraia is aggroed, four Enchanting Mermaids appear...two on either side and slightly forward from the entrance (four total). Just like in the Estrella fight, killing an add spawns two more. An Enchanting Mermaid--> A Ravaged Seahorse--> An Aqua Goblin Destroyer. Auraia will be immune to damage until all adds are killed, but unlike the Estrella fight, there is only one wave of these adds. Once all 28 are killed, you can kill Auraia without further trouble.

Auraline - you'll need a tracker (ranger, bard, druid) for this unless you are a very very lucky player. This fight will not
have the usual trash adds. Instead, when she reaches about 85% (I think) she will spawn two clones of herself. These three Auralines (the original and two clones) will consist of two "ghosts" and the real one. To speak from a programming
point-of-view, the ghosts are simply Auraline mobs that have had been set to be untrackable. Their graphics and attacks are the same as the real Auraline and they can be targeted just like the real Auraline and they show up on MQ2maps just like the real Auraline, but they will NOT show up in a tracking window. And this is important because you must kill both ghosts before
killing the real one otherwise you fail the fight. What can make things even trickier is that the Auraline you first see in
the room...the one that is sitting there looking at you...may or may not be a ghost...AND...when the fight starts, that first Auraline may or may not change its real/ghost status. So to start the fight, put all your toons right at the entrance, including your tracker. Then have your tank go attack Auraline. When her adds spawn, minimize hits to her and then find Auraline in the tracking window...there will be only one. Then highlight her name in the list and hit the tracking button and check the tracking messages in Main chat. Use the messages to have your ranger face straight at the boss...this will be the real Auraline. Kill the other two, then the real one.

Phinigel fight - like the wiki says, you have to kill the four seahorses and then the ph seahorse. He seems to always spawn within aggro range of the ph seahorse fight. There were adds but I forgot to record when the adds appeared, how many, and what their names were. Sorry. And he definitely death touches. My donor bp was supposed to give me a 50/50 chance of surviving but failed during my two fights with him. I guess I am unlucky. The lesson that should be learned is: always bring a second tank even if it means asking for help in /ooc.

If anyone has anything to add...and if anyone remembers to record the details of the Phinigel adds, please post it here. 8-)

muchew
Posts: 43

Re: Partial Guide to Kedge Keep Bosses

Post#2 » Fri Jan 14, 2022 3:43 pm

Thanks for the post --

Just thought I'd add, that I've been trying Estrella and she seems to spawn extra Piranha adds (in addition to the seahorse/mermaid/shark adds) when she gets lower. She also healed (or someone healed her) when she was at like 15% up to 50%.

Haven't seen that mentioned anywhere.

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