Aer Elai

Aer Elai is the final main quests in Solasta: Crown of the Magister. It is unlocked automatically when the player completes the previous main quest and grants certain rewards upon completion.

## How to obtain the quest

You get this quest after completing The Missing Piece quest.

## Objectives and quest log entries

**Exit the Lava River**

* You found a possible escape route from the lava river, but it meant going head-to-head with a bunch of Soraks.

**Climb up the Mountain**

* You got rid of the Soraks that were on top of the mountain.

**Find a Bone of the Magister**

* You searched the piles of bones and found a dragon tooth that belonged to the Magister. Or at least you thought so.

**Leave the Bone Yard**

* You passed through a tunnel in the mountain, emerging in another insane place.

**Find a Way Through**

* You finally found a way to cross the lake of acid.

**Cross through the Mist**

* You came across the misty path.

**Explore the Palace**

* Exit the area.

**Approach the Rift**

* You have reached the Rift.

**Defeat the Tshar**

* The Sorak leader known as the Tshar has the Crown of the Magister. Kill this evil monster and take back the Crown!

## Walkthrough

* There will be no more opportunities to take long rests from this point onward, only short rests. As such, do no be too overeager with using spells and other abilities that recharge on a long rest (the latter of which you might want to save some of for the second-to-last battle) and make sure to use your hit die for recovering hit points. Also, make sure to try and ambush enemies using Cautious mode.
* There are 6-7 battles in this quest, and the final one actually just requires you to survive for a few turns. It is the penultimate fight against a bunch of Sorr-Akkath (the second of 3 fights against various Sorr-Akkath here), including 2 legendary enemies, that you want to save most of your resources for.
* If the transportation square that brings you to the next area disappears (which may happen if you return to a previous area), it will reappear if you quick travel on the map to any location in the area (after a loading screen).
* Make sure you have scrolls to make sure you have more spells to cast, and health potions to use after your hit dice run out from short rests. There are some scrolls and quite a lot of potions in the level itself but it is best to prepare beforehand.
* The first step is to proceed from the arch where you start to a platform with a transportation square (same as when moving between different areas). It will fall down into the lava river below as soon as the whole party steps on it, causing 1d6 bludgeoning damage and alerting some enemies.

**Fight (1 Fire Elemental, 4 Fire Spiders) - 1550 XP**

* This fight takes place on a small area and the enemies are bunched up, so area of effect abilities are useful but can be hard to use because of friendly fire.
* It is impossible to take the loot due to the platform moving immediately thereafter (not that that really matters).
* A cutscene will show the next target: a group of Sorr-Akkath dropping dragon bones into the lava river.
* Below the next fight area there are some gatherable items: Primordial Lava Stone, and Dwarven Primrose.
* Be careful when approaching the next group, as they may spot you from afar when you're climbing up to them. The Saboteur in particular wanders the closest to the normal route up.

**Fight (2 Sorr-Akkath Assassins, 1 Sorr-Akkath Saboteur, 1 Sorr-Akkath Warrior) - 450 XP**

* Despite their wandering, they actually tend to end up pretty close to each other, with only the Saboteur being at the edge of area of effect abilities. Use this to your advantage for your opener.
* Of the 4 interactable piles of dragon bones, it's the northernmost one that is important. It contains a Dragon Tooth that calls to the Crown when touched. The other 3 piles are empty.
* Proceeding brings you to a lake of acid.

**Fight (3 Badlands Wraiths) - 1350 XP**

* The area is in bright light, so the Wraiths all suffer disadvantage on their attack rolls, Dexterity saving throws, and Wisdom saving throws.
* Be wary of the Wraiths' resistance to common damage types such as fire and cold.
* Their attacks inflict Drained, and the resulting reduction in maximum health until the next long rest is incredibly devastating here since there are no more opportunities to do that.
* Two of the Wraiths' starting points each have a container with potions, which might be useful if you haven't stocked up on enough of them before starting this mission.
* To proceed you have to interact with two stone pillars so they float up and form a path. But be careful! There is one remaining Wraith near the end of the path that can catch one of your characters off-guard.

**Fight (1 Badlands Wraith) - 450 XP**

* The only danger with this lone enemy is if it can get up to a lone character trying to get to the nearby stone pillar and that character doesn't end up having time to dash away.
* All the Wraiths drop magnesium, which can be used to craft a few extra health potions over the course of any short rests taken.
* The intro cutscene for the separated stone platforms floating in the wind that form the next area shows the only danger there: 4 Air Elementals.

**Fight (4 Air Elementals) - 1800 XP**

* The fight area is mostly the same as a straight road but for some platforms you will have to jump to another platform to the side instead of straight ahead for some reason.
* The Air Elementals hit quite hard and attack twice, making them fairly dangerous, especially so with the potentially very limited resources you have here.
* The next area is what seems to be the courtyard of a castle or a fortress. There are no enemies here but there are a lot of lootable containers with potions and some scrolls.
* Make sure to open the 2 chests, one above the entrance and one above the exit. Each contains a potion and a scroll.
* In the next area – where gravity seems to not be quite there, what with the objects hanging about – you will take 1d6 bludgeoning damage from entrance as you fall.
* This is the final area, so make sure you have fully restored you health and benefited from whatever short rests give you.
* Keep in mind that there will be no opportunity for short rests or any sort of preparation in between the final 2 battles.
* After knocking down some pillars to proceed, you will encounter two sets of stairs followed by an archway. Make sure you are 100% ready for going into it, as this starts the final section of the game and the final two fights.
* Only the Abominations wander around, making the Cautious mode a safe method of approach. Additionally, all enemies for the next fight are initially stacked together, which can be exploited.
* The left (southern) platform can serve as a good vantage point for the fight if approached before the battle begins, as no enemy wanders particularly near it. The right (northern) platform is patrolled by one of the Abominations, and while this enemy can be taken out early easier than the rest, this might give the remaining ones free rein to rush you.

**Fight (4 Sorr-Akkath Abominations, 1 Sorr-Akkath Acolyte of Sorr-Tarr, 2 Sorr-Akkath Assassins, 1 Sorr-Akkath Shikkath, 1 Sorr-Akkath Tshar) - 8087 XP**

* Two wounded dragons (they each take 100 necrotic damage as the fight starts) will rush in to help you when the battle starts: 1 Gold Dragon with 156 hit points remaining, and 1 Black Dragon with 95 hit points remaining. They do not have legendary actions or legendary resistance, unlike the Green Dragon. They will rush in and engage the Sorr-Akkath, which might make you not want to use area of effect spells (but also keep in mind that the Gold Dragon's immunity to fire damage means you can safely drop spells such as Fireball on him).
* The enemies can quickly chew through the health of the dragons, so capitalize on them evening out the numbers before that happens.
* This fight has two legendary foes, 1 Shikkath and 1 Tshar, so your plans may have to change quickly even if no opponent technically takes their turn. They will also be able to freely walk through area of effect spells without taking damage if they are using their legendary actions, since it technically isn't their turn.
* Make sure to kill the Acolyte early, so his spells can't interfere with your plans.
* After this, there will be no time to loot or prepare, as the final battle begins immediately.
* Any effects with remaining duration will still be there, so you might want to quickly end concentration on spells that deal damage even to allies, such as Wall of Fire.
* DEFEND MAGISTER KASEINAX AND SURVIVE. Kaseinax has 15 AC and 90 hit points.

**Fight (3 Sorr-Akkath Abominations, 2 Sorr-Akkath Acolytes of Sorr-Tarr, 2 Sorr-Akkath Assassins, 3 Sorr-Akkath Shikkaths) - ??? XP**

* Enemies cannot be targeted if they are behind the portal, even if they aren't directly behind it, strictly speaking. They can still be hit by area of effect attacks, however.
* To win you will only need to have at least 1 party member survive until the end of the fourth turn. Therefore, it is best to huddle together and make sure that the many Shikkaths can't use their Shriek legendary action to cause frightened and separate the group.
* The enemies enter in 4 waves, and will appear at the start of each of the 4 turns. They will have to spend at least one turn getting to the party if the party has not moved forward.
* The first wave consists of 1 Acolyte, 2 Assassins, and 1 Shikkath. The Assassins and this Shikkath are the only foes in this battle that do not spawn behind the portal.
* The second and third waves each consist of 1 Abomination and 1 Shikkath.
* The fourth wave consist of 1 Abomination and 1 Acolyte.
* When the fourth turn ends, the battle is automatically over (even if all enemies haven't been killed) and the war is won.
* Congratulations, you have finished the Crown of the Magister campaign. The last autosave is placed just before the final cutscene, so reloading will just play that and then kick you to the overview screen.