Elemental Workshop I
|Elemental Workshop I (#53)|
|Release date||2 June 2004 (Update)|
|Quest series||Elemental Workshop|
Details[edit | edit source]
|Start point||Seers' Village, the house southwest of the bank.|
|Description||Hundreds of years ago, a mineral was found that had the ability to change the property of Magic. The magicians, fearing the effect this may have on their profession, sealed this Workshop forever; or so they had hoped. See if you can rediscover the lost knowledge of elemental ore.|
|Enemies to defeat||Earth elemental (level 35)|
Walkthrough[edit | edit source]
Bound under lock and key[edit | edit source]
The book speaks about an ore that was discovered in the Fifth Age, able to concentrate elemental energy into itself. Following this revelation, a workshop was created in Seers' Village, calling all craftsmen to invent new devices using this unique ore. Unfortunately, realising the destructive potential of the ore, the workshop had to be closed down, along with details of any processes involved destroyed.
Read the book, before using a knife on it to get a battered key, turning the tome into a slashed book. Do not drop the slashed book. Enter the north building with the anvil icon, and use the key on the odd-looking wall with the strange crack. Climb down the stairs you find there to enter a workshop.
Restarting[edit | edit source]
First, head into the northern chamber. There are two water controls to the east and west of the water wheel. Turn both water controls so that they display green instead of red. (If the second valve wheel won't turn green, Turn the first one back to red, then try the second one again.) Then pull the lever near the water wheel to jump-start it. The water wheel should now start spinning.
Next, head into the eastern chamber. Fix the bellows with a spool of thread and leather, then pull the lever next to it. The bellows should now start pumping air.
If you didn't bring your own leather, you can find one in the northwestern crates of the central room. If you didn't bring a needle, it can be found in the crates west of the central room.
Head into the western cavern and attempt to mine an elemental rock. The rock springs to life, yells, and attacks you. Kill the earth elemental, and pick up the elemental ore that it drops. Kill two more if you want to save time for Elemental Workshop II, or three more if you also want a Mind shield after completing that quest. Earth elementals only drop ores when awoken by an attempt to mine them.
NOTE: One of the Kandarin easy tasks is to kill 1 of each elemental (must kill a regular Earth elemental, not the ones that can be mined first) but it is entirely optional for this quest.
Finally, head back to the central chamber. Search the small boxes in the northeast corner to obtain a stone bowl. Fill it with lava from the lava trough in the southern chamber, then use it on the furnace to the east in the same chamber. The inside of the furnace should now glow orange.
A lost art[edit | edit source]
Proceed to use the elemental ore, along with four coal, on the furnace to obtain an elemental metal. If you receive the message "The furnace needs to be hotter in order to be of any use," return to the northern and eastern rooms to ensure that the water wheel is spinning and the bellow is moving.
With the slashed book in your inventory, go back to the centre and use the elemental metal on the workbench to make an elemental shield. If you are unable to craft the shield, destroy the slashed book and obtain a new one from the bookcase.
Congratulations, quest complete!
Rewards[edit | edit source]
- 1 Quest Quest point
- 5,000 Crafting Crafting experience
- 5,000 Smithing Smithing experience
- Access to the Elemental workshop
- An elemental shield, as well as the ability to make and wield them.
Required for completing[edit | edit source]
Completion of Elemental Workshop I is required for the following:
- Note: You may want to defeat one of each of the four Elementals for a Kandarin Diary requirement. For the Earth Elemental, you must defeat one of the actual Elementals walking around; the rock that turns into the Elemental won't count towards the requirement.