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<html>
<!-- Mirrored from www.allakabor.com/eqatlas/crystalcaverns.html by HTTrack Website Copier/3.x [XR&CO'2014], Sat, 18 Oct 2014 04:12:25 GMT -->
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<title>Crystal Caverns -- EQ Atlas</title>
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<td valign="top" colspan="3"> <a href="index.html"><img src="images/logo.gif" width="301" height="104" vspace="10" alt="EQ Atlas" align="left" border="0"></a>
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<h1 align: left><font size=+7>C</font>RYSTAL <font size=+7>C</font>AVERNS</h1>
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<table cellpadding=10 width=90%>
<tr>
<th>Location:</th>
<td>Vast mazelike network of underground caverns</td>
<td rowspan=7 width="200" valign="top">
<center>
<p><a href="crystalcavernsmap.html"><img src="images/crystalcavernssmall.jpg" width="110" height="95" border="0"></a><br>
<b>The Crystal Caverns</b> </p>
<p><a href="crystalcavernswellmap.html"><img src="images/crystalwellsmall.jpg" width="95" height="134" border="0"></a><br>
<b>The Well</b></p>
<p><a href="crystalcavernstownmap.html"><img src="images/crystaltownsmall.jpg" width="100" height="111" border="0"></a><br>
<b>The Coldain Town</b></p>
<p><b>click to view expanded map and printable info...</b> </p>
</center>
</td>
</tr>
<tr>
<th>Adjacent Zones:</th>
<td><a href="easternwastes.html">Eastern Wastes</a></td>
</tr>
<tr>
<th>Level of Monsters:</th>
<td>30-45</td>
</tr>
<tr>
<th>Types of Monsters:</th>
<td>Ry'Gorr Miner, Ry'Gorr Oracle, Ry'Gorr Watchman, Stalag Terrors,
Drachnid Retainer, Crystal Crawler, Velium Crawler, Geonids</td>
</tr>
<tr>
<th>Notable NPC's:</th>
<td>Blade Terror, Crystal Lurker, Crystal Spiderling, Crystal Webmaster,
Focus Gem, Dracnid Lurker, Dracnid Purifier, Dracnid Retainer, Foreman
Smason, Foreman Rixact, Hollow Crystal, Life Leach, Ry'Gorr Inspector,
Queen Dracnia, Ry'Gorr Herbalist, Terror Carver </td>
</tr>
<tr>
<th><b>Unique Items:</b></th>
<td>
<p>Blackened Crystallized Robe, Bottle of Karsin Acid, Bricks of Velium
(all sizes), Chipped Gems, Chipped Velium Amulet, Cloak of the Ry'Gorr
Oracles, Crystal Covered Shroud, Crystal Fiber, Crystal Glass Slippers,
Crystal Grinder, Crystal Lined Slippers, Crystal Webshield, Crystalline
Belt, Crystalline Robe, Crystalline Silk Net, Crystallized Sword,
Crystallized Two Handed Sword, Foreman's Skullcap, Frostone Stein,
Frozen Long Sword, Frozen Two-Handed Sword, Glowing Velium Axe,
Herbalist Pack, Klezendian Crystal, Messenger of the Queen, Ry'Gorr
Mining Pick, Sceptre of the Coldain Ancients, Spider Fang Choker,
Stalag Terror Spine Spear</p>
</td>
</tr>
<tr>
<th>Indoor/Outdoor:</th>
<td>Indoor</td>
</tr>
</table>
<p><b>Allakhazam Links:</b> <a href="http://eqbeastiary.allakhazam.com/search.shtml?zone=101">Bestiary</a>
|| <a href="http://everquest.allakhazam.com/db/itemzone.html?zone=101">Equipment</a>
|| <a href="http://everquest.allakhazam.com/db/qsearch.html?zone=101">Quests</a>
|| <a href="http://eqdb.allakhazam.com/strategy/zones.html?zstrat=101">Strategy</a><br>
<font size="-1">Text last updated: 03/31/01<br>
Map last updated: 06/03/01</font></p>
<h3><font size=+2>D</font>escription</h3>
<p>The Crystal Caverns are the ancient home of the Coldain, named Froststone,
long since overrun by giants and now orcs and other creatures. There are
five areas within the tunnels, each controlled by either the Ry'Gorr orcs,
the geonids, the stalag terrors, the crystal spiders, or the Coldain dwarves.
The orcs control the upper parts of the tunnels, the dwarves the small
remnants of their city, the terrors some abandoned halls, the spiders
also some abandoned halls, and the geonids a set of tunnels they created
for themselves.
<h3><font size=+2>D</font>angers </h3>
<p>There is a confusing pit area near the entrance which allows access to
all other parts of the zone, but is also very confusing and can lead you
astray. Although you can fall or levitate down through the pit and skip
much of the upper dungeon, it is adviseable to do this while invisible
or you will have quite the greeting party waiting for you at the bottom.
There are also a large number of orcs who walk all through this area,
so if you are camped along the trail expect to be jumped frequently.
<p>The Coldain will fight all the creatures in the zone, so you can use
the Coldain as "guards" if you wish. The bad part about this
is that they count the elemental illusions of enchanters as an enemy as
well, and will attack them.
<p>The Stalag Terrors are especially dangerous to hunt. They create very
lethal trains and move very quickly, so pulling them is a serious undertaking.
They are also, although roughly the same level as the spiders, much tougher
and hit much harder.
<p>Hunting Queen Dracnia is probably the most dangerous venture in the dungeon.
There is a small area near where she spawns that most groups set up in,
and a group in the high 30's can do well there fighting rapidly spawning
blues. The big problem hunting in this area is the trains that are created.
These have been noticed to be bad when the Queen herself spawns, where
one creature will flee and all the others from outside will rush the room.
The rumors that this is a planned/triggered event are untrue, however.
<h3><font size=+2>B</font>enefits</h3>
<p>The major benefit of this dungeon is that you can travel a large part
of it safely within a certain level range. For instance, the orcs are
all relatively the same level. You can travel in a small group from the
top of the Well to the bottom and hunt the whole way down without meeting
creatures so powerful that you have to stop. Also, most of the creatures
in this zone drop a variety of items, and in the orc sections all of the
rarer creatures can and do spawn anywhere, making hunting anywhere along
the way profitable. Even without getting your hands on rare loot, however,
you can easily make good money in cash from hunting here.
<p>The Coldain city at the bottom is a relatively safe area. The dwarves
who live there, while not friendly, won't attack any visitors there unless
they've been hunted. They also have a bank that everyone can use, and
merchants that are usable by those who can sneak and sell to them, or
change faction through the use of spells or songs. The dwarves will attack
all creatures that enter the area, including the orcs.
<p>Also, the caverns are very easy to travel through with the help of a
few spells. Invisibility will get you past all the monsters in the zone.
Levitate can get you down to the bottom of the Well with ease. With a
way to breath underwater, you can also travel through the various waterways
that lace the bottom level, which can take you all the way back to Queen
Dracnia's lair.
<h3><font size=+2>T</font>ravelling <font size=+2>T</font>o and <font size=+2>F</font>rom
<font size=+2>C</font>rystal <font size=+2>C</font>averns</h3>
<p>The Crystal Caverns are reached through a teleporter located in a small
hut at the back end of Ry'Gorr Keep in the Eastern Wastes. The teleporter
appears to be a small snowball. Ry'Gorr Keep is near -3435, -465. Upon
return to the Eastern Wastes, you either appear in a small tower just
outside the Keep or near the snowball, depending on which exit you use
out of the Caverns.
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<p align="center">all contents Copyright 1999-2003 EQ Atlas Web Site</p>
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