Player guide

CleanWater — where it comes from on Aurenfall

In short: CleanWater drops (30%) from the eleven Water Lords on the Snail Islands, past the Meteor Zone at the far end of the desert road; it is the gate to the CelestialStone every rebirth needs.

One CleanWater plus seven mined gems make a CelestialStone at Celestine in Twin City, and a CelestialStone is what Eternity asks for at each rebirth. The gems trickle in as you mine; CleanWater is the part you have to go and take. This guide is the road there and back.

Who drops it

Water Lord — level 100, 65,535 health, hits for 1,500-2,500, a red-devil body. There are eleven of them, one to an islet, on the Snail Islands (the archipelago past the Meteor Zone and the High Zone). Each one drops:

  • CleanWater — 30% per kill, so on average one in three Water Lords pays; expect to kill a few.
  • A purse of 5,000-15,000 silver every time.

A fallen Water Lord comes back fifteen minutes after it dies — counted from its death, not from when it appeared — so a round of the islets is worth a second lap.

The road there

There is no Conductress ticket to the islands. It is a walk, and a long one, so bring potions and plan on a full evening the first time. Every cell below is the live one from the server's portal table -- stand on the swirl cell and you cross; the "lands at" cell is where you appear.

StepWhere you areGo toYou land onat
1Twin Citythe Conductress: Desert CityDesert City497, 651
2Desert Citythe swirl at 163, 471the deep desert756, 873
3the deep desertthe Road Guide at 365, 16 (an NPC, not a swirl -- talk to him)the Blade Road1350, 1193
4the Blade Roadthe swirl at 3, 160 (west edge)the Bandit Road690, 397
5the Bandit Roadthe swirl at 3, 301 (west edge)the Bird Pass590, 396
6the Bird Passthe swirl at 3, 201 (west edge)the Hawk Ridge1071, 797
7the Hawk Ridgethe swirl at 4, 281 (west edge)the Fairy Road1351, 1199
8the Fairy Roadthe swirl at 3, 160 (west edge)the Fairy Plain950, 478
9the Fairy Plainthe Pass Guide at 14, 481 (west edge; talk to him)the Meteor Zone10, 329
10the Meteor Zonethe swirl at 4, 329 (west edge)the High Zone951, 558
11the High Zonethe swirl at 3, 400 (west edge)the Snail Islands1014, 1291

The pattern is easy to keep in your head: on every map after the desert the way on is at the far western edge, and you always land on the eastern side of the next one.

  • Shortcut: the Wandering Guide in Twin City (442, 377) offers the Meteor Zone as a shortcut on some weeks (he drops you at 617, 652). Ask him first -- it skips steps 1-9.
  • What you pass: Meteor Doves (100-105) in the Meteor Zone are ranged and do not miss much, so keep moving; the High Zone is Evil Ghost (103) and Night Devil (120) country -- skirt the devils. On the islands the big pieces hold Water Devils (120, more than nine hundred).
  • Back: a city gate scroll works on the islands. On foot, the swirl home is at 1015, 1295 (it lands you in the High Zone at 10, 401), then the same edges in reverse.

The islands

You land at 1014, 1291, on the south-eastern piece. The archipelago is joined by short one-way hops -- stand on the first cell, appear on the second. All of them:

Hop fromtoHop fromto
1083, 11201021, 10341025, 10381087, 1124
942, 1015902, 1040906, 1041941, 1011
1135, 8921045, 8341049, 8381137, 896
872, 847898, 824898, 828871, 851
871, 856898, 895896, 891870, 852
861, 846807, 822811, 826865, 845
781, 841704, 920708, 921780, 837
579, 824538, 751542, 755581, 828
476, 688368, 650372, 651478, 692
810, 677689, 666693, 667814, 676
846, 555833, 454837, 458845, 559
352, 512403, 450404, 454348, 511
674, 415714, 376710, 377673, 419
620, 399610, 310614, 314622, 403
392, 387334, 281338, 285394, 391
310, 171379, 152375, 153309, 175

The eleven Water Lords, each standing near the middle of its own islet (they wander a few cells), listed from the landing outward:

#Islet centre#Islet centre#Islet centre
11115, 11545780, 8109425, 423
2963, 9646509, 72410765, 396
31203, 9647627, 59611280, 217
4647, 8968653, 435

The first is a short walk north of where you land; the rest run north-west across the map. Eleven islets on a fifteen-minute clock means that by the time you have crossed the archipelago, the first ones are standing again.

Fighting a Water Lord

  • It has the health of a small boss and the punch of an endgame monster. Melee at level 100 in ordinary gear will feel it; ranged and magic can kite. A team shares the work and the danger, and the drop belongs to whoever lands the kill, for the first twenty seconds.
  • Two full rounds of the islets, fifteen minutes apart, is about the amount of hunting one CleanWater costs on average — and you may get lucky on the first.
  • Bring a Heaven Blessing if you have one: dying out here costs experience and a long walk back, and the blessing revives you where you fall.

What to do with it

Take the CleanWater and the seven quest gems (mined in the Mine Cave — normal quality, one of each kind) to Celestine in Twin City; she refines them into a CelestialStone. Then Eternity on the Market. The whole rite is in the CelestialStone quest and rebirth guides.

Why it is the way it is

On classic servers the Water Lord was a rare spawn in a place few people found. Ours is deliberate work rather than luck: eleven of them, each on its own islet, on a fixed clock, with the drop raised to 30% — so a CleanWater is a real trip, not a lottery. If the islands ever turn out too harsh or too generous, the drop chance and the respawn are the dials.

Where to find them

NPCWhereCell
CelestineTwin City365, 92
Eternitythe Market298, 217
ConductressDesert City477, 630
ConductressBird Island791, 566
Conductressthe Market215, 220
Road Guidethe deep desert365, 16
Pass Guidethe Meteor Zone12, 329
Pass Guidethe Fairy Plain14, 481
Wandering GuideTwin City442, 377

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