Dark Isle Flagging
From Drunkapedia
Quest Summary | |
---|---|
Quest type | Group |
Starting location | Bandit Castle |
Timer | Once per character |
Level Restrictions | 150+ |
Level Suggestions | 150+ |
Introduced in | Toward Ancient Shores |
General
- You must have completed the Gateway to the Deep before attempting this quest.
Walk Through
- Speak to Kiriel Shadowborn at 66.3N 50.0E, in the Bandit Castle.
- Speak to Lanaith at 70.4N 50.5E. This flags you to enter the Deep Mukkir Nest. (The flagging is permanent.)
- Enter the Deep Mukkir Nest portal at 81.0N 59.3E on Vissidal Island.
- Kill the Fanatical Mukkir Ward Guardian. See below for directions.
- Unlock the door with the Locked Gate Key found on the guardian.
- 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
(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 {2?) exits.
- 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.
- 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.
- 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).
- 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.
- One last Mukkir before the Pillar. You can kill it, or in the room with the Pillar, there is a hallway to the left with a surface portal at the end. If you are ranged/mage, you can attack the pillar without any Mukkir coming into the room from this hallway. Archers can go full speed (the Pillar has no missile def).
- The portal spawned by the Pillar needs to be double clicked to be used.
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!