Fortress Mechanotus

Quick Facts


HOT ZONE
Type:
Outdoor

Expansion:
Secrets of Faydwer

Instanced:
No

Keyed:
No

Level Range:
80 - 80

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Fortress Mechanotus is a giant cuckoo clock of gears, sprockets, geysers and steam driven machines. Meldrath uses his mechanized creations to wreak his vengeance on his own people, who many years before rejected and exiled him. The Fortress is a dangerous place as Meldrath's insanity knows no limits.
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Ak'Anon Strike Force V CampFortress MechanotusClockwork ArtilleryOcta the CollectorThe Elevator SystemSootmane the Brute Patrols the Top LevelIn the Control Room of the BlimpOil RigsCog MaraudersRecycling PlantThe S.H.I.P. Workshop Hovers in the DistanceJust Outside Meldrath's Mansion
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ignition device
# Nov 23 2011 at 8:01 PM Rating: Decent
the ignition device is called "Burning Ember" and it can be found on the top floor (the floor with minos and gnomes and rooms with sleeping gnomes, etc). its in one of the side rooms. near a cooking grill thing, on the floor. not too hard to find. red graphic
Entry to Fortress Mechanotus
# Jun 01 2008 at 1:12 PM Rating: Good
Enter from Dagonscale Hills.

Run into the canyon on your immediate left after zoning into Dragonscale Hills and after a short ways you come to a small encampment and a gigantic mechnanical cannon. This Cannon is your friend.

Run up the ramp on the left side of the cannon and when at the top, you will be at the bottom of the cannon shaft. Step into the shaft, as if you were going to be shot out of it.... more later.. and then click the bottom of the cannon shaft (which is more like a wall since the cannon points up at 45 degrees.

Someone in the back of the wall must hear you because ... BOOM! You're up in the air sailing away and the next zone is loading........


Safe Journeys!
Entry to Fortress Mechanotus
# Aug 22 2008 at 9:23 AM Rating: Decent
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59 posts
Directions are given from succor point perspective, not the GH port ;) Entrance is in far Northeast of zone.

Edited, Aug 22nd 2008 1:22pm by djjazzyjosh
SPY REPORTS
# Jan 17 2008 at 3:01 PM Rating: Decent
there is a quest in fortress after you do gurtrudes other task called spy reports
how to get back to dragonscale?
# Jan 14 2008 at 8:32 AM Rating: Default
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178 posts
How do you get back to Dragonscale Hills from FM?Is it only by gating or some other PC port?

TF
how to get back to dragonscale?
# Mar 23 2008 at 11:04 AM Rating: Decent
Invis and jump off the edge.
SPY mk VII - location
# Dec 08 2007 at 2:20 AM Rating: Good
48 posts
Location on spy MK VII in Steam Factory - in the power plant 4 round rooms together. Loc is +635, -676
SPY mk VII - location
# Dec 08 2007 at 9:06 PM Rating: Good
**
293 posts
Poking around in that area spawned him at that loc, but he had two guards next to him who prevented me from being about to get the final update. I did get the following update, however.

Quote:
Speak to Steamwork Spy MK-IV ... Done ... Gyrospire Beza
Deliver Grease to Steamwork Spy MK-IV ... Done ... Gyrospire Beza
Speak to Steamwork Spy MK-V ... Done ... Gyrospire Zeka
Deliver Metal Twine to Steamwork Spy MK-V ... Done ... Gyrospire Zeka
Speak to Steamwork Spy MK-1 ... Done ... S.H.I.P. Workshop
Deliver Battery Casing 3 to Steamwork Spy MK-1 ... Done ... S.H.I.P. Workshop
Speak to Steamwork Spy MK-VI ... Done ... Fortress Mechanotus
Deliver Contraption Parts to Steamwork Spy MK-VI ... Done ... Fortress Mechanotus
Speak to Steamwork Spy MK-VII ... Done ... The Steam Factory
The Spy is missing! Find it at all costs! ... 0/1 The Steam Factory


I was in rogue SoS sneak/hide mode, walking all around him, but did not get the update. Decided to try dropping out of hide really quick, hailing him, and then using Escape to rehide and drop agro, but when I tried that I was dead so fast I wasn't able to have my hail register to get me that last update.

/sigh

Evidently this last part of this "solo task" will require a group to clear around him after he spawns to make it possible to hail him or something.

On the other hand I did find a new named up in the room just south of where he was. Station Attendant Sparkbolt. He conned red to me and was able to see through my rogue sneak hide ability. I was alone so I don't know anything else about him.

Edited, Dec 9th 2007 9:03am by zhmoozo
Supplies for Spies Solo Task
# Nov 27 2007 at 10:43 AM Rating: Good
**
293 posts
I've been working on the Supplies for Spies solo task given by Gurtrude the Spymaster in Fortress Mechanotus. Here are the steps I have so far.

Quote:
Speak to Steamwork Spy MK-IV ... Done ... Gyrospire Beza
Deliver Grease to Steamwork Spy MK-IV ... Done ... Gyrospire Beza
Speak to Steamwork Spy MK-V ... Done ... Gyrospire Zeka
Deliver Metal Twine to Steamwork Spy MK-V ... Done ... Gyrospire Zeka
Speak to Steamwork Spy MK-1 ... Done ... S.H.I.P. Workshop
Deliver Battery Casing 3 to Steamwork Spy MK-1 ... Done ... S.H.I.P. Workshop
Speak to Steamwork Spy MK-VI ... Done ... Fortress Mechanotus
Deliver Contraption Parts to Steamwork Spy MK-VI ... Done ... Fortress Mechanotus
Speak to Steamwork Spy MK-VII ... 0/1 ... The Steam Factory
??? ... ???


I'm stuck on the "Speak to Steamwork Spy MK-VII" step. Having performed an exhaustive search of the Steam Factory zone I can say I didn't find any Steamwork Spies anywhere in the zone, but the clue that is given in the task window is "MK-VII was last stationed in the primary turbine control room of the steam factory." In what I think is that room I found a steamwork model mob named "a deactivated steamwork" which cons scowling, but which does not attack. This mob is tucked under a platform at loc 514, -76, 100.

Most of the other steamwork spies were on the verge of breaking down when I brought them their supplies, so I'm guessing this mob is the spy I am seeking.

Unfortunately the mob does not respond to hails or any dialog I have tried. I also tried giving him a fairly broad collection of tinkering supplies, but none of them seems to interest him and he just hands them back. I haven't tried them all yet, but I am giving up for now to see if anybody else has had any luck with this step of the quest.

As for the previous spies, all were easily and safely accessible in their zones, and all the items they sought were ordinary tinkering supplies sold in Ak'Anon.

The two spies in the Gyrospires were along the edge of the floating islands.

The spy in S.H.I.P. Workshop was right near the zone in point. As soon as you zone in, look around. He's very close.

The spy in the Fortress zone was in a depression in the grassy area in the western portion of the zone.

I was able to get to a deactivated steamwork fairly easily as a rogue, and didn't actually notice any see invis mobs along the way from any of the zone in points. (I was checking pretty carefully.)

I'd sure appreciate any help anybody could lend on this last step.
Supplies for Spies Solo Task
# Dec 06 2007 at 6:07 AM Rating: Decent
Scholar
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1,074 posts
The final step in the mission is "The spy is missing! Find it at all costs! 0/1 Steam Factory.

I am in the process of searching right now and will update this post if and when I find him.
____________________________
After 16 years, I'm not listing every friggin character.
final result
# Nov 26 2007 at 11:13 AM Rating: Decent
from what i heard the final result is ___valthons memory aug___ but u need faction to buy the combine box to put all 10 shards in it(beza and zeka arc).i have yet yo know who has the box as my faction isnt good enough with all the venders yet to look.

Edited, Nov 26th 2007 2:14pm by cpurtymunonly
amber faycite quadsections
# Nov 24 2007 at 6:39 PM Rating: Decent
24 posts
Thanks, I got all 5 beza missions done, that is the end of the arc...anyone know what to do with the five quadsections (or why its called a quadsection if there are five)?
amber faycite quadsections
# Nov 25 2007 at 10:09 PM Rating: Decent
Has anyone found anything out about these?
fire starter
# Nov 22 2007 at 12:53 PM Rating: Decent
the fire staring part to the beza 4 task is a piece of hot ember on the floor in room up top next to the grill


once completed he then opens a new quest about removing the captain so looks liek part 5 now ill know more later if i figure it out


ok part 5 is basically kill a bunch of mobs and u win



zeka 2 the plans are on a desk up top in parts room looks like a book

Edited, Nov 22nd 2007 4:22pm by cpurtymunonly

Edited, Nov 23rd 2007 7:26pm by cpurtymunonly

Edited, Nov 24th 2007 12:25am by cpurtymunonly
reavers
# Nov 22 2007 at 1:47 AM Rating: Decent
any idea were reavers spawn for sublime quest plz
reavers
# Nov 23 2007 at 5:03 AM Rating: Decent
Reavers spawn along the Big wall as you kill the standing mobs a reaver will pop in's it's place. This is a long process for 40 Reavers.That's the wall by the Elevator across the Oil Fields.
quests to beta and zeka
# Nov 19 2007 at 7:12 AM Rating: Decent
24 posts
Clockwork Gearmarshal gives out two quest arcs, one of probably four quests to beza tower and one of I believe three to zeka. The beza quests are fairly straightforward with trash and named hitting around 2K, except the last quest which requires you to take oil from the refueling room (click on the barrels in the room with the Fuelmaster and the big pipe in the center to get it), spread it on boxes in the repair room (one floor up, second door on the right, just use the oil next to various things on the room), and find something to light the fuel on fire with. I could not find the lighter, clicked everything and everywhere in the zone, and failed the quest after killing the boss due to this. Beza quests rewards are faction and each of four different amber faycite quadsections. Unable to complete the fourth quest, I do not know what you get when you combine all four quadsections.

Beza quest 1 boss, Chamberlain something or other, spawns an add at 75%, 50%, and 25%. If you wipe and kill / train them away, he will not spawn them again.

Beza quest 2 boss, gardener (don't remember name) casts a medium range AEDD, resisted a couple times with max resist but not often, about 4k + small knockback, interrupts healing, fairly often.

Other beza quest bosses don't have any special effects.

Zeka quest 1, something about cheese, don't remember the name, trash and named are alot tougher and hit for 2700s, backstab for 9k+. First quest, you have to kill a bunch of trash, a couple named with no abilities, and get more oil and coal out of the refueling room, then bring it to the meeting room (one of the side rooms on the first floor, with a big table and plates with cheese on them), then use the oil or coal, doesn't matter which, to poison each cheese. When all 12 cheeses are poisoned, another boss, chamberlain IX spawns in another room on the 1st floor. He has alot of hps but also doesn't do anything special.

Zeka quest 2 just requires more trash killing, a boss with no abilities in the repair room (third floor, second door on the right), and to explore several rooms in the tower. This is best done by a rog or bard. However, the final step of this mission says to turn in the plans to clockwork warmarshal, and I did not get any plans anywhere in this mission, so I could not complete it. Rather annoying after spending several hours clearing these difficult trash mobs.

Zeka missions give faction and sapphire faycite trisections as rewards. Again, do not know what you get for getting all three trisections, as I can't complete mission 2 yet. If anyone figures out how to get the plans on mission 2 or the lighter on beza-4, please let us know.

Sekai
76 bard
Voices of Chaos
Bristlebane

Edited, Nov 19th 2007 10:12am by oshi
most mobs
# Nov 15 2007 at 10:40 AM Rating: Decent
19 posts
most of the un named mobs seem to have around 100k hp and hit for 1k to 3k
78 spell vendor
# Nov 14 2007 at 1:58 PM Rating: Decent
Inizen Nogglezop
pos 897, neg 1461, pos 405
78 spells

Edited, Nov 14th 2007 4:21pm by Jesserin
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