Eel Infested Waters

The Eel Infested Waters is a remote, water-locked island region in the far north reach of Enroth, made up of a few small isles ringed by hostile open sea. You reach it by boat from the Silver Cove north island (the trip is day-of-week gated — Silver Cove sails on Wednesday) or, faster, by beacon once you have set one here. It is a late-game region: there is no reason to come until you are closing out the High Council and the four-crystal endgame.

You first set foot here in Stage 12 (right after exposing the traitor Silvertongue flips your reputation to Saintly) to train Master Light Magic and set a beacon on the north island. You return in Stage 13 to clear Castle Alamos for Memory Crystal Beta, and you swing through again in Stage 11's obelisk sweep to click obelisk #13. The region resets every 8 months.

πŸ—Ί Internals (from game scripts)

Rewards

  • Excalibur

Connections

  • β†’ Castle Alamos

Visit in: Stage 11 Β· Stage 12 Β· Stage 13

Quests

Memory Crystal Beta

[stage]

Giver: The Oracle (Free Haven)

One of the Oracle's four Memory Crystals. It sits inside Castle Alamos on the north island, behind a password-locked beam puzzle. Grab it, warp back to Free Haven, and seat it at the end of one of the Oracle's corridors for 100,000 experience.

Master Light Magic training (Saintly only)

[stage]

Giver: Ki Lo Nee (Stone's Throw Tavern, SW island)

Not a quest item but a one-shot opportunity: the Master Light Magic trainer here only teaches characters with Saintly reputation. Exposing Silvertongue auto-sets Saintly, so come straight here while the window holds and upgrade every eligible caster.

Obelisk #13 (part of the 15-obelisk quest)

[stage]

Giver: (self-recognized; no NPC)

One of the fifteen obelisks whose messages combine into the riddle for the Dragonsand cache. The Eel obelisk is on a small southwestern island guarded by Water monsters and Agar's Creations — Fly out from the southern isles to touch it.

Dungeons

πŸ—Ί Castle Alamos hard (more for the size/getting-lost than the fights; rpggamers rates the interior 'very hard')

When: later (Stage 13 - Memory Crystal Beta; password JBARD) [cleared in stage]

On the north island. Wall-to-wall Magic Users (Sorcerer/Magician/Warlock), Magyars and Air Elementals in a sprawling maze. The crystal is blocked by an invisible barrier until you enter the password; the five enchanted trees (each just labeled 'Tree') give cross-referencing riddles that spell out JBARD. The Warlock's 'Letter to Gharik' inside is useless.

πŸ—Ί Internals (from game scripts)

Rewards

  • Memory Crystal Beta

Keys

  • Teleporter Key β†’ door 8
  • Treasure Room Key β†’ door 10

Ambushes

  • event 18: monsters

Traps

  • event 70: Fireball

Connections

  • β†’ Silver Cove
  • β†’ Eel-Infested Waters
Puzzle solution

Five carved Trees each define one letter of a 5-letter password (events 64-68). Read them, then answer the gate's "What's the password?" A wrong answer teleports you away.

  1. 3rd = "first of twenty six" = A.
  2. 4th = "eight from the end" (Archibald) = R.
  3. 1st = "half the forth plus one" (R=18 β†’ 9+1=10) = J.
  4. 2nd = "next to the third" = B.
  5. 5th = "twice the second" (B=2 β†’ 4) = D.

Answer: JBARD.

Trainers

Trains:

Trains:

NPCs & Shops

Shops & services: an Inn (Expert Ancient Weapons trainer Pat Skylark), an Alchemist store, and a Temple. The Master Light Magic trainer Ki Lo Nee works out of the back of an inn on the SW three-fingered island.

Fountains: a fountain at the Docks grants a temporary +20 Magic Resistance, and a fountain at Castle Alamos grants temporary +20 Elemental Resistances — drink before a hard fight.

Shrine of Poison: a Docks shrine active in November (ask the Seer in Castle Ironfist, #32). Obelisk #13 (the 15-obelisk subquest) is on a small SW island, and the region's statuette pedestal #13 is here too. Castle Alamos has a Teleporter/Treasure Room key-and-switch setup and a monster-releasing pool; loose gems are worth grabbing for selling.

Secrets

Show spoiler β€” Castle Alamos password = JBARD

The crystal is sealed off until you enter the password the five trees encode. The password is JBARD. Solving it by alphabet position: 3rd letter = first of 26 = A; 4th = eighth from the end = R; 1st = half the fourth (R = 18) plus one = 9 + 1 = J; 2nd = next to the third = B; 5th = twice the second (2 × 2 = 4) = D. At the beam doorway type JBARD, then walk down the hall to take Memory Crystal Beta.

Show spoiler β€” Reaching the password beam in Castle Alamos

From the theater-like room, go through the west door, immediately turn right and ride the elevator up (enemies can occasionally glitch onto the lift). Walk through the doorway that looks like it leads nowhere — a narrow beam runs across it — then look right for a doorway at the far end of the beam; that is where you are prompted for the password. Alternatively, cast Jump to reach the overhead beams directly from the SW garden room with the two 'fountains'.

Show spoiler β€” Skip the day-gated boat with Lloyd's Beacon

You do not have to wait for the Silver Cove sailing to reach Castle Alamos. Set a Lloyd's Beacon on the north island the first time you come over (Stage 12), then Recall to it any day to grab Memory Crystal Beta in Stage 13. Ignore the old '20-beacon position-swap' rumor (moving a caster between party slots to bank extra beacons): it does not work in any version of the game — swapping slots just overwrites the existing beacon.

Combat

βš” What to clear / skip

βœ… Clear

  • Castle Alamos Magyars / magic users blocking the run to the elevator: kill enough to reach the lift and password beam safely (it is a straight run to the crystal, not a full clear)
  • Sea Serpent / Sea Monster / Sea Terror (open water): optional XP only - you must Fly to reach them and their bodies sink so they drop no loot; fight only if you want the experience