Location: West in the caymus harbor sewers {syl} {w; n; n; n; n; n; w; w; w; w; w; pick g; open g; d; y; w; s; s; w; w; } {}
Keys: a coral key, its found on 1 of 2 merman guards, they assist if not blinded and are rather tough for just 1 hero with pets, advised to bring some help when killing the guards.
Relicing tips and tricks:
Syl is underwater, so pfc/breathe are needed, it starts out with just a tunnel that leads west/downish, its cramped in some rooms so it can be a pain with a form of pets or people. Once out of the tunnel you will come to the reef. Searching at the first room in the reef will lead north to the great whites den. He can be a bitch to kill and loads some stupid "About" eq. his room is NPK tho. The rest of syl is CPK, now the reef is littered with clams and tiger sharks, the clams loads pearls hidden in there inventorys so you might confuse them for relics, I advise either to kill all the clams or just not even look at them.
Now, moving past the reef leads you to the castle of sylania gates, theres 2 guards, one has the coral key hidden on him. Proceeding past these gates the eq run begins (recently sylanis has been wtf changed! so i'll have to get back to you on this post!)
*Notes*
In large groups the mobs can be tough for even hero's, they tend to gang up, they are also aggro through sneak/invis, alone or in small groups they cant hurt much. This entire zone is CPK with the exception of a few hidden rooms, and the tunnel can be very deadly at times. The tunnel where you first enter sylania before reaching the reef has claimed ma
ny souls, its cramped and you usually have to walk down it alone and meet up with your form in the reef. At times like this you're vunerable to a trip wire or a snare and a nightblade waiting in the weeds so be aware of who's on when taking a crack as sylania