Category:Cavern Of The Fates
Legend states that in some forest in the lands of Avatar the three Fates, Clotho, Lachesis, and Atropos, have made their home. However, they despise adventurers and visitors of all kinds, and have devised a trap for any that may come their way. It is rumored that one can only escape by defeating one of the Fates themselves.
Level Range: 51-51
Walking route from Aelmon: 16e, [e], 2e, n, 2e, 3s, 3e, 3n, 2w, 3n, w, n, e, n, e, 3n, 2e, 2s, 3e, 3s.
Walking route from Ulrich: [n], w, 6n, 3e, 2s, 3e, 3s.
Walking route from Jazz Simmons: 2e [u] 2s 2w 5s.
Portaling point(s) suggested: none.
Starting from this area's entrance (from Wildwood), the Gypsy is east while the main area is south and then down.
The caverns are not recallable, so the only way out is either teleport/portal or by murdering any of the Fates. In this regard, the area is similar to the lower portion of Greed's Gallows.
Navigating the caverns can be confusing due to many rooms with identical or similar names, but the layout is fixed and the area is not a maze.
Three fountains exist that interconnect the cavern's passages, and three more exist that lead to the Fates, and eventually outwards. The fountains leading to Fates are marked as "Mysterious Fountains", so they are easy to ignore, if the area is being run for experience.
This area is big and fun to learn, it is scattered with various mobs. It is designed around the Fatewalkers Quest, which includes killing all the Fates, but it can easily be run for xp.
One big difficulty with this area is the fleeing mobs that can seriously slow down a run. Basically there are four groups of mobs here:
- The souls, the lost heros are weak easy low exp mobs that can be ignored if you want,
- The Guardians of Fate are the wondering aggie mobs that are good exp and dont flee,
- The three headed mobs wich are very good exp but flee and
- The three dragons in their lairs.
In this area you should generally wonder and kill, but make sure to kill aggies first and work your way down to the others. Some groups may want to try to get fatewalkers, however, be wary not to quaff the wrong fountain (usually pools) because of the risk of being sent to a another part of the caverns.
No mobs here are of exceeding difficulty or provide a real threat though its advised for large groupies because this area can get swarmy and troublesome for small groupies.
Non-Aggie Mobs: Gypsy (though not in direct area is decent exp and required for quest), Souls, Lost Hero, and Three-Headed mobs.