Court of Innovation: A City in BAD Need of a Tuneup
by: Tony "RadarX" Jones
<!-- if (!document.phpAds_used) document.phpAds_used = ','; phpAds_random = new String (Math.random()); phpAds_random = phpAds_random.substring(2,11); document.write ("<" + "script language='JavaScript' type='text/javascript' src='"); document.write ("http://ads.tentonhammer.com/adjs.php?n=" + phpAds_random); document.write ("&what=zone:25"); document.write ("&exclude=" + document.phpAds_used); if (document.referrer) document.write ("&referer=" + escape(document.referrer)); document.write ("'><" + "/script>"); //-->When the shattering changed the face of Norrath, the once wonderful gnomish city of Ak'Anon was supposedly destroyed along with countless other landmarks well known to EverQuest 1's players.
The truth however, was Ak'Anon was not destroyed, but like Kaladim abandoned to be reinhabited. What pray tell now lives in the depths of the Steamfont Mountains? Apparently, the magnificent mechanical creations of the gnomes have taken on life of their own!
Remember Maximillian, from the Black Hole? Yeah, he's got nothing on some of these guys. The dungeon of Klak'Anon (yes, they renamed it. Good luck arguing it) is dangerous enough in itself, but holds little on the Courts of Innovation instance inside. Located in a building surrounded by a moat, this zone has enough robots to give the Sarah Conner a run for her money.
Playing in the Court
Who is this zone for? Mobs vary from level 55-59 so anywhere in there you can expect a bit of challenge. Why come in here? Well if you intend to finish the Raincaller Heritage Quest you'll need to kill the last mob in here.
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Walk through the Fire
The zone itself isn't huge, but it's very much packed with any and everything SOE could logically fit in there. You'll start out at the "elevator" and notice a ramp spiraling up. Be mindful of the flying clockworks as you move.
As you hop down you'll notice a wall of fire and a ramp on the left side of it. Don't walk through the fire. Even at level 70, the damage it does is considerable to the point it almost can kill my Brigand. Take the ramp and jump down on the other side of the fire. You'll see a gate and a small room to your left. Inside the room surprisingly enough is a switch which will open the gate.
Getting in the Mix
This next room is swarming with mobs so take your time and eliminate things only as quickly as you are comfortable. You'll see you first named the <insert name> stomping around with his four legged badness. He's a 57 ^^^ heroic and can be dropped with little effort.
You'll walk down the decline towards the winding path deeper in the zone. You may notice some dormant clockworks standing around. They don't stay dormant for very long. Now I did some experimentation, and we couldn't 100% peg what brings these things to life but it may be a mixture of proximity and a timer. Just be prepared to fight.
You'll make your way back to a large chamber with 4 glowing columns (power cells) near a little control tower. At the top of the tower is a series of controls, which turn off the force fields surrounding these power cells. Drop one at a time for the easiest way, but all of them together if you feel lucky.
Power Cell A: Down, Down, Up, Up
Power Cell B: Down, Up, Down, Up
Power Cell C: Up, Down, Up, Down
Power Cell D: Up, Up, Down, Down
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Crimson Vanquisher
When the force field is dropped it will spawn a patrol that will move in to walk around the power cell area. Each power cell must be targeted and destroyed. This will spawn a large, four legged, named creature called the Crimson Vanquishernsert creatures name>. He is a <insert level> and shouldn't give you too many problems.
The Final Showdown
*Cue the Good the Bad and the Ugly music*
Head out of the power cell chamber and back to the large cavern where you'll notice a path towards a gate. The gates may look closed, but many times when you walk up to them they'll pop open. Killing the power cells did this.
Head to the end of the hall where you'll meet, <insert dudes name>. He's very annoyed with the fact you've even ventured into they city. He gives you a lecture on the clockwork political position, and proceeds to attack. There are additional creatures nearby so you might want to pull him back a little and finish him off.
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King Klak'Anon
He's beaten and wait he's running up to the top of the platform. Like a freakish transformer he becomes 200% bigger and walks around looking to smack you. Be wary of a painful elemental AE he has but otherwise he should drop with little problem.
He's down again, and you'll notice a glowing, shiny gear. Pick this up, because you'll need it. It's time for you to face the Master Protocol.
See that ginormous metal head behind you? Yeah he's going to try and eat you.
Put your healers and casters at max range and send in the tank/melee DPS. Good luck finding your sweet spot DPS cause this guy moves around like crazy. At 10% the Master Protocol will throw up a shield. Have someone get close and use the gear you picked up. There is NO way to defeat him otherwise. Do NOT use the gear before the shield goes up, or thanks for playing, try again later.
The Master Protocol will crash to the ground and a little robot will start running around aimlessly. Feel free to stomp him into oblivion and you're all done here! Congratulations!
See anything I missed or a mistake I made? Email me! You'll get credit!
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