Dark Isle Flagging: Difference between revisions

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__NOTOC__
{{Quest Summary
{|border=1 cellpadding=3 cellspacing=1 width=300
|   Patch Introduced = [[Toward Ancient Shores]]
!colspan=2 bgcolor=#F0F0F0| Quest Summary
|      Related Quests = [[Gateway to the Deep]]
|-
|            Updated =  
!Quest type
|  
| Group
|         Live Image = Deep Mukkir Nest Live.jpg
|-
|  Live Image Caption = Deep Mukkir Nest
!Starting location
|         Quest Type = Solo/Group
| [[Bandit Castle]]
|           Kill Task = False
|-
|     Start Location = [[Bandit Castle]]
!Timer
|               Timer = Once per character (repeatable but no rewards)
| Once per character
| Level Restrictions = 150+
|-
|   Level Suggestions = 150+
!Level Restrictions
|        Item Rewards = None
| 150+
|      Max XP Reward = None
|-
|              Titles = None
!Level Suggestions
|  
| 150+
|  Link Walk Through = True
|-
|          Link Maps = True
!Introduced in
|         Link Items = True
| [[Toward Ancient Shores]]
|     Link XP Rewards = False
|-
|  Link Title Rewards = False
|}
|         Link Images = False
 
| Link Lore & Dialog = True
== General ==
|         Link Notes = False
}}
== Quest Overview ==
This is a simple quest that gives access to [[Dark Isle]] for the first time and flags you to use the Dark Isle portal on the east end of [[Vissidal]].
* You must have completed the [[Gateway to the Deep]] before attempting this quest.
* You must have completed the [[Gateway to the Deep]] before attempting this quest.


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=== Directions in the [[Deep Mukkir Nest]] ===
=== Directions in the [[Deep Mukkir Nest]] ===
(note: tentative directions, this might not be the shortest route, but it works)
# From drop go down, and hang left until a room with pillars, and multiple exits.
 
# Take the West exit and stick to the right wall, there will be one dead end but just turn around and keep sticking to the right wall until you enter a 4 way intersection heading north. Continue straight north (the west and east tunnels connect to each other and take you right back to the intersection).
# From drop go down, and hang left until a room with pillars, and multiple {2?) exits.
# You'll come to some bridge like ledges over a pit. Go due north and once out of the pit room stick right and go down a few levels, continue until you go up a level.
# Take the West exit, go through a small room and exit S. Turn right (West), down, and you will be in a large room with black & white tiles, and 4 (?) exits.
# At next intersection, go left (W), next one right (S), then left (W). You will be in a corridor with windows looking into a very large room. Go into the room and take the W exit.
# Take the exit to the E, and left hand rule until another room, go straight (east again), next left, and straight (N) over a bridge.
# You will find an unlocked gate. Go through, and stick right.  
# This part is a bit like a maze. Go generally N-NW (more or less straight-leftish) until you hit an intersection, left hand rule and go generally N and go up a ramp.
# At next intersection, go left, next one right (S), then left (W). You will be in a corridor with windows looking into a very large room. Go into the room and take the W exit.
# You will find an unlocked gate. Go through, and left hand rule.  
# There will be one last [[Barbaric Mukkir]] in the (circular) hallway before the room with Guardian. If you solo this, and have been running through, it might be an idea to kill this Mukkir in the hallway away from the room, so it doesn't come to the Guardian's aid (and does not lure the Mukkir on the other side of the circular hallway).
# There will be one last [[Barbaric Mukkir]] in the (circular) hallway before the room with Guardian. If you solo this, and have been running through, it might be an idea to kill this Mukkir in the hallway away from the room, so it doesn't come to the Guardian's aid (and does not lure the Mukkir on the other side of the circular hallway).
# In the large room with the Guardian, to the right there is a cubicle with a statue. If you are ranged or a mage, you can lurk in the corner behind the statue, and the Guardian might not be able to reach you with melee attacks and rings.
# In the large room with the Guardian, to the right there is a cubicle with a statue. If you are ranged or a mage, you can lurk in the corner behind the statue, and the Guardian might not be able to reach you with melee attacks and rings.
# After killing the Guardian and opening the door, it is a relatively short run, generally N, past a few Undead Ruschk.  
# After killing the Guardian and opening the door, it is a relatively short run, generally N, past a few Undead Ruschk. Note that the door closes very quickly.[[Image:0054.gif|right|100px]]
# One last Mukkir before the [[Dark Crystal Spire]]. You can kill it or, in the room with the Spire, there is a hallway to the left with a surface portal at the end. If you are ranged/mage, you can attack the Spire without any Mukkir coming into the room from this hallway. Archers can go full speed (the Spire has no missile def).
# One last Mukkir before the [[Dark Crystal Spire]]. You can kill it or, in the room with the Spire, there is a hallway to the left with a surface portal at the end. If you are ranged/mage, you can attack the Spire without any Mukkir coming into the room from this hallway. Archers can go full speed (the Spire has no missile def). Mages do best using walls (especially Tusker Fist).
# The portal spawned by the Spire needs to be double clicked to be used.
# The portal spawned by the Spire needs to be double clicked to be used.
== Maps ==
{{Dungeon Table
| Table Rows =
{{Dungeon Maps
|        Dungeon = Deep Mukkir Nest
|    Coordinates = 81.0N 59.3E
|  Wiki Map File = 0054.gif
}}
}}
== Items ==
{{Item Table|Caption=Quest Items|Locked Gate Key|Dark Crystal Spire}}


== Lore & Dialog ==
== Lore & Dialog ==
<font color=darkgoldenrod>Lanaith tells you, "As was promised, my Master has opened the path to the Dark Isle.  However, the Mukkir have reacted quickly, raising Wards about the Isle to stop us from gaining access to it."</font><br>
<font color=darkgoldenrod>Lanaith tells you, "As was promised, my Master has opened the path to the Dark Isle.  However, the Mukkir have reacted quickly, raising Wards about the Isle to stop us from gaining access to it."</font><br>
<font color=darkgoldenrod>Lanaith tells you, "My Master has located a nest of Mukkir on Vissidal Isle, near that village of strange Merwarts.  He believes they are the ones holding the Wards in place.  Go there, find a way to bypass their Wards, gain entry to the Dark Isle."</font><br>
<font color=darkgoldenrod>Lanaith tells you, "My Master has located a nest of Mukkir on Vissidal Isle, near that village of strange Merwarts.  He believes they are the ones holding the Wards in place.  Go there, find a way to bypass their Wards, gain entry to the Dark Isle."</font><br>
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You split Dark Crystal Spire apart!
<font color=crimson>You split Dark Crystal Spire apart!</font><br>
 
== Items ==
* [[Image:Locked Gate Key icon.png]] [[Locked Gate Key]]
* [[Image:Dark Crystal Spire icon.png]] [[Dark Crystal Spire]]
 
[[Category:Quest]]
[[Category:In Progress]]

Revision as of 16:30, 6 May 2009

Walkthrough & Notes     Dungeons & Maps     Rewards     Images     Dialog     Update History
Dark Isle Flagging
Level: ??
Type: Solo/Group
Starts At: ??
Repeat: ??

Quest Overview

This is a simple quest that gives access to Dark Isle for the first time and flags you to use the Dark Isle portal on the east end of Vissidal.

Walk Through

  1. Speak to Kiriel Shadowborn at 66.3N 50.0E, in the Bandit Castle.
  2. Speak to Lanaith at 70.4N 50.5E. This flags you to enter the Deep Mukkir Nest. (The flagging is permanent.)
  3. Enter the Deep Mukkir Nest portal at 81.0N 59.3E on Vissidal Island.
  4. Kill the Fanatical Mukkir Ward Guardian. See below for directions.
  5. Unlock the door with the Locked Gate Key found on the guardian.
  6. Destroy the Dark Crystal Spire, and enter the portal that appears. This drops you on Dark Isle, and flags you to use the Dark Isle portal on Vissidal Island.

Detailed Walkthrough

  • If you are planning to do this solo, also for mages and archers a Covenant Shield tinked up for the elemental attacks of the Mukkir, and a (racial) melee weapon with a high melee bonus comes in handy when running through.

Directions in the Deep Mukkir Nest

  1. From drop go down, and hang left until a room with pillars, and multiple exits.
  2. Take the West exit and stick to the right wall, there will be one dead end but just turn around and keep sticking to the right wall until you enter a 4 way intersection heading north. Continue straight north (the west and east tunnels connect to each other and take you right back to the intersection).
  3. You'll come to some bridge like ledges over a pit. Go due north and once out of the pit room stick right and go down a few levels, continue until you go up a level.
  4. At next intersection, go left (W), next one right (S), then left (W). You will be in a corridor with windows looking into a very large room. Go into the room and take the W exit.
  5. You will find an unlocked gate. Go through, and stick right.
  6. There will be one last Barbaric Mukkir in the (circular) hallway before the room with Guardian. If you solo this, and have been running through, it might be an idea to kill this Mukkir in the hallway away from the room, so it doesn't come to the Guardian's aid (and does not lure the Mukkir on the other side of the circular hallway).
  7. In the large room with the Guardian, to the right there is a cubicle with a statue. If you are ranged or a mage, you can lurk in the corner behind the statue, and the Guardian might not be able to reach you with melee attacks and rings.
  8. After killing the Guardian and opening the door, it is a relatively short run, generally N, past a few Undead Ruschk. Note that the door closes very quickly.
  9. One last Mukkir before the Dark Crystal Spire. You can kill it or, in the room with the Spire, there is a hallway to the left with a surface portal at the end. If you are ranged/mage, you can attack the Spire without any Mukkir coming into the room from this hallway. Archers can go full speed (the Spire has no missile def). Mages do best using walls (especially Tusker Fist).
  10. The portal spawned by the Spire needs to be double clicked to be used.

Maps

Dungeon Coordinates Wiki Map ACmaps
Deep Mukkir Nest 81.0N 59.3E 0054.gif --

Items

Quest Items

Locked Gate Key Dark Crystal Spire

Lore & Dialog

Lanaith tells you, "As was promised, my Master has opened the path to the Dark Isle. However, the Mukkir have reacted quickly, raising Wards about the Isle to stop us from gaining access to it."
Lanaith tells you, "My Master has located a nest of Mukkir on Vissidal Isle, near that village of strange Merwarts. He believes they are the ones holding the Wards in place. Go there, find a way to bypass their Wards, gain entry to the Dark Isle."


You split Dark Crystal Spire apart!