Table of Contents
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Zone Information
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Description
A certain passage exists in a famous Adoulinian fairytale regarding an architectural relic from ages past. Should this brief allusion be true, it would mean that a culturally advanced civilization had inhabited the Adoulin Islands long before the supposed founder king ever stepped foot on their soil. Though its origins are mysterious, its appearance is downright mystifying. Accessible only via a vertical transport device from Outer Ra'Kaznar, it consists of a few connected pathways—sans balustrades—suspended above a gaping abyss. Its bizarre construction has lead researchers to suggest that the court serves as nothing more than a causeway for some inexplicable force of darkness. Or perhaps its eerily geometrical corridors lead to an even more sinister realm deep below. | |||||||||||||||||||||||||||||||
Connections
Enter/exit this zone from:
Escape to F-8 Kamihr Drifts |
Involved in Quests/Missions[]
Quest | Type | Starter | Location |
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The Key to the Turris | Seekers of Adoulin | ||
Blood for Blood | Seekers of Adoulin |
NPCs Found Here[]
Name | Location | Type |
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? | ? | ? |
Notorious Monsters Found Here[]
Name | Level | Drops | Steal | Family | Spawns | Notes |
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Suspended Sculpture
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Structures | A, H |
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants |
Regular Monsters Found Here[]
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants |
Reive Monsters Found Here[]
Name | Family | Spawns | Notes |
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Heliotrope Barrier | Obstacles | 3 per Reive |
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Indomitable Spurned | Fomors | 4 per Reive |
S |
Spurned Deeparrow | Obstacles | 1 per Reive |
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants |