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.
| Step | Where you are | Go to | You land on | at |
|---|---|---|---|---|
| 1 | Twin City | the Conductress: Desert City | Desert City | 497, 651 |
| 2 | Desert City | the swirl at 163, 471 | the deep desert | 756, 873 |
| 3 | the deep desert | the Road Guide at 365, 16 (an NPC, not a swirl -- talk to him) | the Blade Road | 1350, 1193 |
| 4 | the Blade Road | the swirl at 3, 160 (west edge) | the Bandit Road | 690, 397 |
| 5 | the Bandit Road | the swirl at 3, 301 (west edge) | the Bird Pass | 590, 396 |
| 6 | the Bird Pass | the swirl at 3, 201 (west edge) | the Hawk Ridge | 1071, 797 |
| 7 | the Hawk Ridge | the swirl at 4, 281 (west edge) | the Fairy Road | 1351, 1199 |
| 8 | the Fairy Road | the swirl at 3, 160 (west edge) | the Fairy Plain | 950, 478 |
| 9 | the Fairy Plain | the Pass Guide at 14, 481 (west edge; talk to him) | the Meteor Zone | 10, 329 |
| 10 | the Meteor Zone | the swirl at 4, 329 (west edge) | the High Zone | 951, 558 |
| 11 | the High Zone | the swirl at 3, 400 (west edge) | the Snail Islands | 1014, 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 from | to | Hop from | to |
|---|---|---|---|
| 1083, 1120 | 1021, 1034 | 1025, 1038 | 1087, 1124 |
| 942, 1015 | 902, 1040 | 906, 1041 | 941, 1011 |
| 1135, 892 | 1045, 834 | 1049, 838 | 1137, 896 |
| 872, 847 | 898, 824 | 898, 828 | 871, 851 |
| 871, 856 | 898, 895 | 896, 891 | 870, 852 |
| 861, 846 | 807, 822 | 811, 826 | 865, 845 |
| 781, 841 | 704, 920 | 708, 921 | 780, 837 |
| 579, 824 | 538, 751 | 542, 755 | 581, 828 |
| 476, 688 | 368, 650 | 372, 651 | 478, 692 |
| 810, 677 | 689, 666 | 693, 667 | 814, 676 |
| 846, 555 | 833, 454 | 837, 458 | 845, 559 |
| 352, 512 | 403, 450 | 404, 454 | 348, 511 |
| 674, 415 | 714, 376 | 710, 377 | 673, 419 |
| 620, 399 | 610, 310 | 614, 314 | 622, 403 |
| 392, 387 | 334, 281 | 338, 285 | 394, 391 |
| 310, 171 | 379, 152 | 375, 153 | 309, 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 |
|---|---|---|---|---|---|
| 1 | 1115, 1154 | 5 | 780, 810 | 9 | 425, 423 |
| 2 | 963, 964 | 6 | 509, 724 | 10 | 765, 396 |
| 3 | 1203, 964 | 7 | 627, 596 | 11 | 280, 217 |
| 4 | 647, 896 | 8 | 653, 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
| NPC | Where | Cell |
|---|---|---|
| Celestine | Twin City | 365, 92 |
| Eternity | the Market | 298, 217 |
| Conductress | Desert City | 477, 630 |
| Conductress | Bird Island | 791, 566 |
| Conductress | the Market | 215, 220 |
| Road Guide | the deep desert | 365, 16 |
| Pass Guide | the Meteor Zone | 12, 329 |
| Pass Guide | the Fairy Plain | 14, 481 |
| Wandering Guide | Twin City | 442, 377 |