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At least you'll see it coming!

Mechomatic Guardian

"There's a wee clockwork over there I want you to see," McGeathy told
me. And then I saw it--the biggest freaking clockwork I have ever seen
in my life! The Mechomatic Guardian really brings the "wow factor" to
SoF. We were back in Dragonscale Hills somewhere, but I'm not quite
sure where. The massive mechanical contraption was lumbering around,
just looking cool as hell. I considered it and saw the anticipated red
ring beneath its gargantuan foot.



As if this mob wasn't cool enough by itself with its giant axe for an
arm, McGeathy told me something even more impressive: the mob is a
walking zone unto itself! As it turns out, the Mechomatic Guardian is
the handiwork of Meldrath (no surprise there). He was used a little in
construction of Mechanotus, but the primary purpose of this behemoth is
to destroy.



To Meldrath's dismay, Mechanotus sustained some major damage during the
launch of Mechanotus, and the Guardian hurtled out to land in
Dragonscale Hills. Some of it's components were damaged in the fall,
and many of its gnomish operators inside the metal frame died. Now href="http://tentonhammer.com/node/14604">the Guardian patrols the
hills, knocking helpless victims out of its path with
ground-shaking footfalls. Players will eventually get quests that take
them inside in an attempt to shut down the 100 foot menace.


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The tale of this lost zone is a very
tragic one of death and betrayal.

Loping Plains

Before I had even scooped up my jaw from the awesome sight of the
Guardian, McGeathy had whisked me away to a place he called the Loping
Plains. I immediately recognized the theme here. I was in a dry,
lifeless area with a
graveyard to my right
and a mausoleum in front of me.



Players will find some of the answers to what took place in the Loping
Plains over in the Hills of Shade. But the short of it is that the
elves and humans who used to live in the area. Regardless of what
killed them, their tormented spirits remain. The place is teeming with
undead, so bring a Cleric or Paladin friend along when your tour bus
takes you here.



The only mobs I saw in this area were dark blue to my level 80. I did
not get close enough to see many, though.


Experience a Little Culture

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Ah, the proud style="font-style: italic;">EverQuest tradition of raiding a
theater.

I was a little sad to leave Loping Plains because I had not seen much
information on that place anywhere. But we still had a lot to cover,
and the next section was very cool. I landed in an area that looked a
bit like a fairground. I saw href="http://tentonhammer.com/node/14635">little tents or huts
ahead to my left, but I was drawn to the right.



I saw a building there with what looked like a stage. A specter hovered
there, looking like a macabre priest ready to deliver his sermon. I
approached the mob, which was red to my level 80, and asked McGeathy,
"What is this thing? Level 85?" He informed me that the shade was in
fact level 90, and it is a raid event mob. href="http://tentonhammer.com/node/14637">Wirlem is the Phantom of
the Festival, an area that alludes to Phantom
of the Opera
.



When I got done posing with this soon-to-be-famous dead guy, I traipsed
over to the huts to visit the spectators of this ghoulish performance.
These Mistwynd citizens
sported a new shade model for SoF. They were dark blue to my level 80,
and McGeathy intimated that they are somewhat hard to spot inside
dungeons on purpose.


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What has two thumbs and does not want to
go in there? This Erudite!

Bloodmoon Keep

After the good times at the festival, we made our way to Bloodmoon
Keep, the first Tier 2 area on our trip. Outside the massive
cathedral-looking stone fortress were a pair of orcs. Though they are
the toughest of their kind in Norrath, I though they looked pretty
ordinary. Just your everyday orc, like that jerk who drives the bus and
won't let you out at your stop. But McGeathy engaged href="http://tentonhammer.com/node/14645">one of the orcs to "piss
him off," and he quickly changed into href="http://tentonhammer.com/node/14646">something even more
formidable.



The orcs are lycanthropes. When enraged, they morph into their
were-forms and become considerably stronger. McGeathy warns that groups
challenged by the orcs in their natural forms had better gear up a
little better and return because the were-orcs would mop the floor with
them.



Once inside Bloodmoon Keep,
I got to witness a player die from his own href="http://tentonhammer.com/node/14647">orc train before
McGeathy froze the zone. I also saw a room with a dais and several href="http://tentonhammer.com/node/14642">angry ghosts. These were
fallen elves, I was told. Among them were href="http://tentonhammer.com/node/14641">someone named Emyria and
a guy named Falstaff.
The room was packed tightly, so expect exciting pulls and the need for
crowd control in this room.



The last thing I saw before leaving this orc citadel was href="http://tentonhammer.com/node/14638">a room filled with Faycite.
No NPCs were here, and I learned that it is an event room. It looks
like players will find ample challenge and excitement in Bloodmoon Keep.


To read the latest guides, news, and features you can visit our EverQuest Game Page.

Last Updated: Mar 29, 2016

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