Updated Fri, Feb 13, 2009 by Darkgolem
| Starting Npc: |
Chief Ungurz |
| Quest
Zone: |
Outer and Inner
Splinterskull
Fortress |
| Related Zones: |
Tangleroot Gorge; House
Phiarlan |
| Level: |
7 (both) |
| Monsters: |
Brown Spider Prince,
Black Widow, Hobgoblin Infiltrator, Hobgoblin Cleric,
Hobgoblin Slayer, Darkfang spider, Night
Scorpion, Worg, Grey Ooze, Hobgoblin Witch Doctor, Hobgoblin Reclaimer |
| Named
Bosses |
War Chief Narl, War Chief
Krug, War Master Muurj |
| Bonus
Objectives: |
Slay War Master Muurj
(The
Way to Yarkuch) Slay the shamans trying to reclaim Zulkash's Fane (Yarkuch's Last Stand) |
| Possible Reward Items: |
3 Chests (The Way to
Yarkuch) 3Chests (Yarkuch's Last Stand) |
| Walk-Through: |
Quest 9: The Way to Yarkuch The hallways of the outer fortress should be quite familiar now.
In the last visit you will make (unless you die and have to return),
you find only difference from your last visit in The
Way of Zulkash, the glass spiders are no longer present, and in the
main chamber you will meet the ogre War Master, Muurj.Muurj isn't particularly difficult, being cr 6, but has many hobgoblin clerics, infiltrators and slayers with him. Once he is defeated, simply head into the inner corridor and enter the fortress proper. If you need, you can use the shrine in the center of the outer fortress, or take the chest in the overlooking ledge (mind the two traps on the way). Quest 10: Yarkuch's Last StandThe bridge leading across the underground river is still down, but guarded by several infiltrators, slayers and hobgoblin witch doctors (so prepare fire resistance). The gate to the elementals is down, and there is no way to enter it.![]() Beyond the bridge, where you previously meet the spy in Agent of the Darghull, you will have another encounter, with witch doctors, slayers and a infiltrators, plus worgs. If you wish to do the optional object, head east toward Zulkash's fane. If not, head west toward your final battle. The large rectangular hallway of leading toward Zulkash's fane is repopulated with slayers and infiltrators at the wheels in each corner. In addition to their normal grouping are hobgoblin reclaimers, who are merely cr 6 witch doctors. Once all four corners are cleared, turn to the wheels in the same combination as found in Zulkash, Herald of Woe, then enter the (now opened) fane. There are two dread zombies, some hobgoblin slayers, and the three remaining hobgoblin reclaimers. With their defeat you have completed the optional objective. Use the shrine, and head west toward the fight with Yarkuch. The hallway to Yarkuch's throne room can only be opened by acquiring two keys, found in vaulted chambers to the east and west of door opening into the hallway leading to the throne room. Each room has a contingent of slayers, infiltrators, worgs, and three hobgoblin witch doctors, plus an ogre war chief (Naarl and Krug). The best way to handle these rooms are not to go into them. The war chieftains cannot leave the rooms, they are too large. Simply go to the doorways of these rooms , keeping back, have one
person enter and get their enemies attention, and kill them after they
exit the room. Then kill the war chief (who will be standing in
the doorway) from range, and collect the key the war chief drops.
If you enter these vaulted chambers, expect many fire spells to pelt
down from the witch doctors who are in the upper portions of these
chambers.Once both keys are collected, head to the locked door which leads north to the chieftain's throne room. Two traps are found in this room, which can be disarmed, or avoided by timing. On the right is a shrine. The throne room itself has ramps leading forward, left and right. It probably is best to disarm the traps in the hallway (so your not standing on them) and lead enemies to the hallway, pulling
small groups at a time, until only the chieftain and his allies close
by are present. Then go up the center ramp to the throne of
Yarkuch and dispatch the chieftain. He will drop a key (which
opens the chest next to his throne).In addition to this chest, there are two secret doors, found on the south east and west walls of the throne room, leading to chests. Both hallways are trapped, one with spinning blades (the shorter hallway), and one with darts (the longer hallway). The dart trap, it should be noted, does not activate until the chest in that hallway is opened. Congratulation, you have completed the Assault on Splinterskull series. Exit and make sure to speak to chieftain Ungruz for your reward. |