Plug Life

Category:Quests
Quest information
Start location 	Lighthouse west of Immerbury
Requirements 	None
Items required (recommended)	Required: Charge runes, Clarity runes, Air runes, and Focus runes. <BR>Recommended Plenty of food, Teleports, Flying mount or boat and Insulating gloves
Stats required 	35 Magic for Magnet pull (Can be subsituted for another player). High hitpoints is recommended, as several monsters can hit over 15, in quick succession.
Length 	Short-medium
Difficulty 	Medium-Hard
A guide not yet written for this quest. 
==Start quest==
This quest can be started by talking to the Lighthouse keeper.
He will request you to find out whats going on in the basement because the lighthouse isn't powered on.
===Into the basement===
Open the trapdoor on the bottom floor, to enter the cave underneath the lighthouse. There will be another trapdoor you will also go down.
===Deactivating Electric fence 1===
Once you've reached the bottom of the basement, you will notice a pressure plate near the Electric fence. (Don't touch the fences... they hurt)
Stand closest to the fence, right next to the plate, and use magnet pull twice on the boulder by the barrels. The fence will turn off. Don't step on the plate, after moving the boulder.
===Deactivating Electric fence 2===
Run inside the area the fence was blocking off, there is a lever on the wall. Pull this lever to deactivate the second fence.
==Obtaining Maintenance key (You'll need a teleport once you get in)==
Next step is to get into the locked door in the main hallway.
You'll need to use magnet pull on the rock to pull it onto the pressure plate. (You can also use Gust to push it)
Once you've got the rock on the pressure plate it will deactivate the fence to the first group of Magnetodes.
Enter that room, and run to the back wall, there should be a searchable barrel (the middle one). Search that barrel, and you'll get a key.
===Enter the Maintenance room===
Using this key on the door in the hallway will open the Maintenance room up.
Enter the doorway, and pickup the Rubber boots.
Use the key on the next door, enter that room.
===Maintenance room===
Inside this room there are several windows and wheels.
You'll need to look out the windows at the arrow plates on the floor.
Turn a lever to rotate the plates clockwise 90 degrees.
You'll want to turn them so they all point to the next plate, with the last one (yellow) pointing away (and NOT at the fence) from the blue tile. (These are teleport tiles, if you havn't figured that out yet)
Once you've moved all tiles you'll need to teleport out, and return to the main hall.
===Deactivating Electric Fence 3 and 4===
Pulling the lever next to the blue arrow tile will turn off the fence 3 and 4.
Once you pull the lever, you'll need to step on the arrow tile which will quickly push you (teleport really) to the last arrow tile, in the corridor with the Henki.
===Deactivating Electric Fence 5===
There is a lever on the wall in the room with the Henki, pull that and run through the fence.
===Obtaining Electrode Room Key===
In the room that is past the sign, there is a searchable crate that contains another key with the same name as the first, make sure you separate them so you know the difference.
==Passing the Electric Discharge==
You're almost there, you can see the last door up ahead.
To make it past this wall, it is highly recommended to make sure a Magnetode is attacking you, as long as you're wearing the rubber boots and insulating gloves, you should be immune to its thunder bolts.
They will still hurt because they use sonic wave when you're immune. So be prepared with plenty of food.
===Careful steps===
So for the next part of the quest, you'll need to navitage between Discharges. You can stay on the wall with the blue tiles, making sure not to step on them.
Every wave that passes by, you need to walk around each blue tile, and return to the wall, and walk up to the next blue tile.
===Unlocking the door===
Once you have made it to the end of the hall, you'll be faced with a locked door. This door is finicky, and can fail to unlock with your key.
It is highly recommended to be ready to use your key many times to unlock this door.
==Turning on the lighthouse==
In the Electrode room, there is a lever on the wall near the 3 small electrodes. Flip that, and return the Lighthouse Keeper in any fashion you like.
=QUEST COMPLETE=
==Reward==
2000 Magic experience.
Access to Magnetode
Access to Henki
The sailor on the dock near the Immy farm will now take you to Al Aljar for 90 coins