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Q: Assault on Splinterskull 9,10

Updated Fri, Feb 13, 2009 by Darkgolem

Quest Guide: Assault on Splinterskull

Quests 9 and 10: The Last Move; The Way To Yarkuch and Yarkuch's Last Stand

By Darkgolem


The last two quests of the Splinterskull quest chain lead the heroes to a final strike against the chieftain of the Splinterskull tribe, Yarkuch.  The adventurers must fight their way to the inner fortress, past three war chiefs and to the throne room of Yarkuch himself, where they mist kill him and his many followers.

There is only one optional objective that requires the heroes to go away from a direct path to Yarkuch, preventing the shaman reclaimers of tribe Splinterskull from reclaiming the fane of Zulkash.  This objective requires the heroes to go back to the hallways where Zulkash was found, reopen to forcefield, and kill the 7 hobgoblin reclaimers.
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. Outer Splinterskull Map 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 Stand

The 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.Innter Splinterskull Fortress

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
Beware Witch Doctors Fire Spells, 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, Chieftain Yarkuch's must Die!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.




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Windows
Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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