Gateway to the Deep

 
Home

Hobbies

Quests

click pics to enlarge

 

 







From the Under Cover of Night event.

Quest Video
by Magicpipe II of TD

right click and choose "save as"

     High Quality (58 MB)
     Medium Quality (29 MB)
     Low Quality (15 MB)
 

Hi Maggie, I've done this quest a few times now, this is something I wrote up quickly for our Allegiance and friends, feel free to use part of all of the info if you wish.

Burberri (MT)

Requirements:
--Level 130+
--Access to Aerlinthe Island

Items needed:
--Yellow Virindi Gem
--Sezzherei's Lair Gem
--Pyreal Bar
--Swamp Stone

Recommended
--Weapons/Wands/Missile:
--Slash Rend, Cold Rend, Fire Rend

Talk to Shuthoth in Ayan Baqur who will give you a Watcher token.

NPC: Shuthoth (Servant of the Lady - Level 53 Lugian) - 60.1S, 87.7W

Shuthoth tells you, "Welcome, friend. I seek warriors in search of great adventure. I represent one who would grant the Isparians of the world much power, much knowledge."
Shuthoth tells you, "She has found something. Something powerful beneath the waves of this world. A city, ancient and doomed. The blue-skinned King did his part to raise it from the deep, but I daresay he could not have done it alone."
Shuthoth tells you, "Now that the island exists, the lady would ask Dereth's hunters and adventurers to explore its mysteries."
Shuthoth tells you, "If you seek such a challenge, I bid you take this gem and place it within the empty eye of one of Aerlinthe's Watchers. The Watchers will tell you what else you must do."
Shuthoth tells you, "You have the spark of adventure within you. Good luck, my friend."

Shuthoth gives you Watcher Token.


Now head to Aerlinthe Island, run east from the drop and head along the shoreline until you reach a Devastated Watcher at 87.3N, 51.2E.

Hand the Watcher token to the watcher to be portalled into the first dungeon.

Note: There is a 2nd Ruined Watcher that takes you through the west Gateway.

The Watcher looks down on you, a glint in its one good eye. There appears to be something missing from the other eye socket.
You give Devastated Watcher Watcher Token.


The gem clicks into place within the Watcher's empty eye socket. The statue hums to life and looks down upon you. You hear a whisper in your mind, "Appease the Gatekeepers," then all grows quiet.


Gateway to the Deep - pt. 1 (East)
--Map: Gateway to the Deep - pt 1 East
--Levels: 130+
--Creatures: Doomed Spirits, Entropy Wisp, Bone Scourge, Virulence, Mu-Miyah.

or

Gateway to the Deep - pt. 1 (West)
--Map: Gateway to the Deep - pt 1 West

Use fire or slash on the Doomed Spirits, slash on the Wisps, fire on the Bone Scourge, slash or lightning rend on the Virulence, and fire on the Mu-Miyah.

There are Lighting, Flame and Acid traps. These do not vuln, but shoot wall spells. None are deadly in their own right, but bear them in mind when running or moving when hp is low. Try to stay healed up at all times in here as the Doomed Spirits can hurt when you are blade vulned and two or three of them decide to practice the art of war magic on you.

Basic directions are as follows:

Take a left turn wherever possible, at first you will be heading down ramps then begin to head up again towards the end. As you progress through the dungeon you will come across several open rooms, one has no visible floor and if you look down you will see lava, just run straight across the room to the door at the other side, stay in the middle of the room as you run.

How do you know when you are at the final room?

You'll head up a ramp and enter a room with several exits right and left side, there is a wooden ramp in the top right corner of the room (as you enter).

There are many Doomed Spirits in the halls exiting left and right from this room, there is no need to fight them.

What you do at this point depends if you are solo or the size and strength of your party.

If you are solo, I recommend that you run straight across the room, up the ramp, head left and keep running till you hit the door with the exit portal behind it, open the door and run through the portal.

Running is probably your best bet if your group is small and you don't fancy a big battle with the creatures ahead, stagger the run if you do this, so go a minute or so apart to let the creatures settle or the subsequent runners could get stuck and die.

There are a LOT of creatures in the room, if you try to run it with a group it is likely that someone will get stuck and die near the door.

Your decision, run or fight.

If you fight the best strategy is to run up the wooden ramp and get against the wall on your right side. (stay away from the ramp and edge then any Doomed Spirits below can not shoot you with war)

Have any missile chars or mages in your group take out the Entropy wisps and Spirits that are shooting at you. Melees focus on the Mummys and Bone Scourges (do not run up the room to them, let them come to you), the Mummys have a LOT of health and some of the Bones carry shields, so once the 'Magic casters' have been dealt with, mages swap to imperiling then blasting the mummys and bones. Re-spawn on the magic casters is fast, so unless your group is large or strong enough to clear the mummys quickly, be prepared for another round of incoming war spells. Mages and missile chars deal with any casters as they appear.

Once you have cleared the spawn head towards the portal, kill anything that appears on the way, then open door and all exit.

You are now standing on a mountain ledge with four Crystal NPCs. It is very important that you interact with the Crystals one at a time. Form a line and don't talk to or attempt to interact with a Crystal until the person in front has been portalled.

Portal to Crystals from Ayan: 60.4S, 90.7W

Shemza is the first crystal that you need to talk to.

Shemza tells you, "A warrior! A warrior comes! Brothers, feast your eyes on one who would give their lives willingly to the great lord!"

Shemza tells you, "You seek to bask in the glory of Grael, do you not? You seek to join us in the worship of he who is more powerful, more glorious, than all who have come before? My brothers and I, we were the first to join his side. We were there when he led us to victory over the old ones. We helped him slay the mages and lay waste to their cities. We were there when he led an army upon the heretics of the light."

Shemza tells you, "When defeat fell upon us, we knew that our ascendance was only delayed. One day, we knew that our god would rise from the depths and claim that which is his. And we knew that ones such as you would seek to free him from his chains."

Shemza tells you, "And now you are here. You seek to barter with us who have given our souls in exchange for life eternal. Those of us who have lengthened our lives for the sole purpose of delivering warriors unto him."

Shemza tells you, "Yes. You are here now. And now you will aid me. And then you will aid my brothers."
Shemza tells you, "I seek a boon. One small boon. The masters of the portal carry a token of golden hue. A token that I would claim as mine own. Find it and deliver it to me. Then the first part of your quest shall begin."

Shemza tells you, "I have altered your body. You may now use our portal near Ayan Baqur."


Once Shemza has finished talking to you, give him the Yellow Virindi Gem, you will be portalled into dungeon 2.

You give Shemza Yellow Jewel.
Shemza tells you, "Seek out the Radiant Crystal. Bring a shard to my brother Lurza. Then he will treat with you."


Gateway to the Deep - pt. 2
--Map: Gateway to the Deep - pt 2
--Levels: 130+
--Creatures: Doomed Spirits, Entropy Wisp, Bone Scourge, Radiant Crystal


Once everyone has portalled in, head straight ahead and begin to descend down the ramps. There are Entropy Wisps at the beginning and then Doomed Spirits.

I recommend killing everything if you are in a group. If solo you can run this section (I've done it); if you decide to fight, then you will need to be strong enough to handle 3 or more Doomed Spirits at a time.

Once you hit the section with the Doomed Spirits you will see passages leading off in all directions, at the bottom of the central passages are doors; at the bottom of the eastmost and westmost passages are rooms with torches on the walls.

The idea here is to get one of the doors open by using a torch. One of the doors is a false, one which does not need a torch to open (behind the door is an unlocked steel chest).

If you're solo, find a room with a torch, hit it, then run back up and check each door in turn to find the one you opened. If with a group, place the group at the top of the passages, hit the torch and get one of the group to check each passage in turn to find the open door Get them to block it and call everyone down and in, keeping it blocked as you run back .

Once you are through this door, you will notice you are in a room with a pit. There is an unlocked Black Marrow Reliquary in here. If you are careful, you can hop over and take turns looting it. If anyone falls, then I recommend the group jump down to assist them.

When you are done with the Reliquary, Imperil all the Spirits below, jump down and kill them all. Take any exit from the pit and take all left turns, head up any ramps you find. You will soon come across the Radiant Crystal. There are Doomed spirits in the room with it. If you are solo (mage or archer), you can shoot the crystal and if lucky only need to kill the odd spirit that manages to get to you. yYu may find that they all come.

Archer can 'rail gun' the crystal (it has no missile defense). Once the crystal is dead, everyone loot a Radiant Shard. I am unsure how many shards it drops, certainly more than 5, but in any event re-spawn on the crystal is fast if you need more shards.

Timer: 24 hours

Once everyone has their shard, take the exit portal. You are back on the mountain ledge, this time talk to Lurza.

Lurza will ask for the Radiant shard, give him the shard, Lurza will then ask for a key, give him the Sezzherei's Lair Gem.

Lurza tells you, "You must bring to me a shard of the Radiant Crystal. Only when Shemza sings your name to the lord of the deep will you gain access to that Crystal."

You give Lurza Radiant Shard.
Lurza tells you, "Long have we waited, trapped within these crystalline forms, waiting for those who would join him in his quest. And now you come. You come seeking our approval. But are you worthy?"
Lurza tells you, "There is something I seek. The key to one who once followed our cause. A traitor who makes his home among the winged demons of the dark. Bring the key to this fallen lord, and I will grant you passage."

You give Lurza Sezzherei's Lair Gem.
Lurza tells you, "The demon Sezzherei once called himself our brother. But when he betrayed our lord to the ancient mages, he fell from Grael's favor. Our brother Tursh slew Sezzherei on the battlefield, or so we all believed. Now he claims the dark as his master, and seeks to appease its twisted whims."
Lurza tells you, "Sezzherei will once again know the taste of his own blood. When Grael rises and marches across this land, Sezzherei will kneel once again."
Lurza tells you, "Now find the Dazzling shard, and give it to my brother Dmesne."


You'll be portalled into the third dungeon with instructions to find the Dazzling Shard.

Gateway to the Deep - pt. 3
--Map: Gateway to the Deep - pt 3
--Levels: 130+
--Creatures: Doomed Spirits, Entropy Wisp,
Virulence, Diseased Phyntos Wasp, Dazzling Crystal

Once everyone is in, head through the dungeon taking left turns wherever possible. You'll come to a room with a pit; jump down.

The dungeon textures change and you will now encounter Diseased Phyntos Wasps. Kill these as you work through the corridors (taking all lefts as you go).

You'll soon come to another pit, make sure you are fully baned and protected for acid damage and jump down.

You'll find yourself in a mazelike set of rooms with acid as the floor, the acid will damage you regularly for small amounts. There are Virulence in the rooms which can cast Acid vuln on you; watch out for that.

Make your way through the rooms, taking all left turns. Kill everything as you go. It makes the last part a little easier. You'll come to a room which you access via a narrow passageway. There you will meet some more Wasps and can see the Dazzling Crystal in front and above you.

Once you have killed all the spawn, place yourself a few paces in front of the doorway you came through and make a full jump up and onto a grated floor in front of you. (If you play around with your camera angles you can see the grate.)

From the grate jump up either left or right. Don't jump up towards the crystal or you may overshoot and hit the exit portal.

Kill the Crystal and make sure everyone loots a shard, then take the exit portal. You are back on the mountain ledge, this time talk to Dmesne.

Dmesne tells you, "I require a shard of the Dazzling Crystal. Until you have acquired one of these from my brother Lurza, I will have naught to do with you, little one."

Give Dmense the Dazzling Shard when he asks for it, then when he asks for the bar of metal, give him the Pyreal Bar.
You will be portalled into the next dungeon and instructed to find a Brilliant Shard.

You give Dmesne Dazzling Shard.
Dmesne tells you, "There is a metal, a pure metal of great power. You use it to strengthen your arms, barbarians that you are. One bar is all I ask. One bar and you shall have my blessing."

You give Dmesne Pyreal Bar.
Dmesne tells you, "Within this chamber lies the Brilliant Crystal. Take a shard to my brother Rhujun, and you will be escorted to the isle of water."

Gateway to the Deep - pt. 4
--Map: Gateway to the Deep - pt 4
--Levels: 130+
--Creatures: Doomed Spirits, Entropy Wisp,
Bone Scourge, Virulence, Brilliant Crystal

Take all left turns in here. When you find yourself in a room which has ramped floor on your left side, head up and over the ramp and take the exit in front of you. Keep taking lefts and heading down where possible. There are some unlocked steel chests on the way (they seem to allow only one open at a time).

You will come to a room with some Virulence and an Acid Pit. You need to run along the wall left side of this room until you see the exit (Acid wall spell traps here). For those brave enough to try, if you look ahead and right of you when you reach this doorway, there is an unlocked Black Marrow Reliquary. You can jump across, loot it and jump back.

There are quite a few Doomed Spirits on the last leg and some in the room with the Crystal. Kill them, then the Crystal and make sure everyone loots a shard.

Then take the exit portal. You are back on the mountain ledge, this time talk to Rhujun, give him the Brilliant Shard and when he asks for a stone, give it the Swamp Stone.

Rhujun tells you, "A shard of the Brilliant Crystal is all I require. Until I have it, you are not fit."

You give Rhujun Brilliant Shard.
Rhujun tells you, "There are those of wet skin and barbaric means. They carry the meanest of stones, a stone whose power is unknown even to them. I would have it, little one."
Rhujun tells you, "I would have it now."


You give Rhujun Swamp Stone.
Rhujun tells you, "The cousins of these young ones make their homes on the bones of the ancients. They know not the power that surrounds them. Such simple creatures they are."


You will now be portalled to an Island with a Lifestone and The Flame Guardian

NPC: The Flame Guardian - 38.6N, 65.8W

I recommend everyone using the Lifestone here. If you die, you can get back by portal recalling and talking to Rhujun again, but it's safer to LS.

Talk to the Flame Guardian who will instruct you to destroy the Spirits of Water laying claim to the Island.

Flame Guardian tells you, "Welcome to my lonely isle, little one. You seek the mysteries of Vissidal, do you not? Many have come before you. Many will follow in your footsteps. The power which once lay dormant beneath the waves has surfaced. I fear the new rulers of this world will regret their meddling before all is done."Flame Guardian tells you, "You seek a boon from me, do you not? You seek my permission to further your quest?""

Flame Guardian tells you, "You must prove yourself, little one. You must bathe in the cleansing waters of the deep. You must destroy the spirits of Water that lay claim to this isle.""


You then need to make sure everyone kills 5 Water Golems each. You get a message each time you kill one, so it's easy to keep count. It's a good idea for the stronger members of the group to imperil/vuln and heal the weaker members. These golems aren't that tough, but cast a lot of vulns and wars and can kill the unwary very quickly.

You have killed 1 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 2 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 3 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 4 Water Golems! You must kill 5 to complete your task.
You bring Water Golem to a fiery end!
You have killed 5 Water Golems! Your task is complete!
Water Golem is incinerated by your assault!


Once everyone has killed their 5 golems then talk to the Flame Guardian again, you will be portalled into a dungeon that is the mirror image of the Abandoned Mines Subway.

Flame Guardian tells you, "The waters of the deep cover your flesh. You have been cleansed. I sense the spirit of Grael about you. I deem you worthy, little one."

Your task in here is to find and kill Bur Lizk. Make your way through the dungeon just as if you were heading through subway to the jump down to the portals. Kill the monsters on the way if you want to.

Once you reach the jump, make sure the party waits until Bur Lizk has been Imperilled and festered, DO NOT VULN her. She seems to be like the Burun Kings. Vuln her and you will do less damage. Imperil seems to help.

There are a lot of Undead Minions who will cast a ton of debuffs on you.

Killing strategy for Bur Lizk: If you solo, debuff her, use a rend wand if mage (I didnt find a lot of difference between damage types), jump down and run north. Lure her into an alcove and kill any Undead Minions that followed you in, then take out Bur Lizk.

Bur Lizk suffers a frozen fate!
Bur Lizk smiles as her body falls to the ground. She looks briefly to the center of the room, then closes her eyes.


I've soloed her as an Archer and a mage, the Archer did great damage with a frost rend bow and when she was imperilled, killed her very fast. She casts a lot of debuffs and is drain happy.

If you have a strong group, everyone can jump and get stuck in. Make sure you imperil the Undeads before jumping; they are pretty weak and die fast (fire works great on these).

Once Bur Lizk dies, a portal will spawn in the centre of the room. Make sure everyone takes it

You are now on an Island with a Lifestone and The Water Guardian.

NPC: The Water Guardian - 94.1S, 77.9W

I recommend everyone using the Lifestone here. If you die, you can only get back by redoing the last dungeon (which means killing Bur Lizk again).

Talk to the Water Guardian who tells you to slay the spirits of the flame. This is the same as the last Island except you need to kill 5 Fire Golems each. Once again I recommend the stronger members of any group helping the weaker ones.

Water Guardian tells you, "You have done much to reach this point. You have appeased the Gatekeepers. You have been bathed in the waters of the Deep. You have bested the warrior Bur Lizk. And now you seek my blessing."
Water Guardian tells you, "As you were bathed in the waters of the deep, now must you be cleansed by its fires. Slay the spirits of Flame. Bask in their glory."


Once you have all killed 5 golems, talk to the Water Guardian again. The Water Guardian will give you a Watery Token and Portal you to the Watcher of The Deep at 70.3N, 65.4E.

Give your token to the Watcher to get flagged for access to the new island and 190,000,000 xp.

You give Watcher of the Deep Watery Token.
You feel a low rumble, and the statue looks down upon you. You hear a whisper in your mind, "The isle of the deep is yours," then all grows quiet.
You've earned 190,000,000 experience.


Congratulations you are done :)

Lifestone and portal to the Vissidal Isles are near the Watcher.

Note: The first time this quest was complete on each server, giving the Watcher of the Deep the token triggered a global and the spawn of the Leviathan! Once the Leviathan was defeated, the Gateway to the Deep was opened!

Angeni has slain the mighty Leviathan. The portal to Vissidal Isle has opened.

DT - Total Immortal
FF - Tectonic Rifts
HG - Angeni
LC -
MT - Paraduck
SC - Jelly Belly
TD - Nastazio
VT - Bloody Lovin'
WE - Oblivia

Watcher Token

Give this token to one of the Watchers on Aerlinthe in exchange for passage to the Ruined or Devastated Falatacot Temple.
Value 0
Burden 50
Special Props Attuned, Bonded

 

Shemza

Value ???
Burden Unknown

 

Radiant Shard

Give this gem to the Gatekeeper Lurza to prove your worth. Should you need a quick return to the Gatekeeper's Plateau, present this gem to the Devastated Watcher or Ruined Watcher on Aerlinthe.
Value 0
Burden 5
Special Props Attuned, Bonded

 

Dazzling Shard

Give this gem to the Gatekeeper Dmesne to prove your worth. Should you need a quick return to the Gatekeeper's Plateau, present this gem to the Devastated Watcher or Ruined Watcher on Aerlinthe.
Value 0
Burden 5
Special Props Attuned, Bonded


Maps provided by Greeneye ©ACMAPS

Gateway to the Deep - pt 1 (East)
Gateway to the Deep - pt 1 (West)

Gateway to the Deep - pt 2
Gateway to the Deep - pt 3
Gateway to the Deep - pt 4

Thanks to Holder of Sticks - LC, Darius of the Nexus - HG, Red Raevyn of FF, Burberri of MT, Lithea Sarmad of HG, Zerono's Mage of HG, No'tiv of HG, The Gerbil King of HG, Pureevil of HG, Shinobi Deathblade - HG, Bone Shredder Bm of HG, Excogitate of WE, Sophitia UA of HG, Tlosk of HG, Angeni of HG, Ninavie of HG, Chatlin of HG, Vainda Ra-Sal of HG, Yog-Sothoth of HG, Twin Blade of HG, Aralcarin of HG, Extreme Shannon of HG, Kromwell of HG, The Mad Nomad of HG, Bashum of HG, Yek Yai Edward of TD!


Transportation | Tourism | Restaurants | Apparel | Pets | Sports | Careers | Hobbies | Culture | Shopping | Odds & Ends | Directory
Forums | Search | Home

© Copyright 1999 - 2006 by Maggie the Jackcat.
This page is not affiliated with Turbine, Inc. The opinions expressed on this site are solely my own. 
Asheron's Call is a registered trademark of Turbine, Inc.
Send email to Maggie@thejackcat.com