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Tangle Root (TR)
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Assault on Splinter

Chapter 1-7


Chapter 1: First Strike
Chapter 2: The Hobgoblins' Captives
Chapter 3: Yarkuch's War-plans
Chapter 4: Whisperdoom's Spawn
Chapter 5 Part 1: The Deadly Package: The Stronghold Key
Chapter 5 Part 2: The Deadly Package: Agent of the Darguul
Chapter 6 Part 1: Doom of the Witch-Doctor: The way to Zulkash
Chapter 6 Part 2: Doom of the Witch-Doctor: Zulkash, Herald of Woe
Chapter 7 Part 1: The Last Move: The Way to Yarkuch
Chapter 7 Part 2: The Last Move: Yarkuch's Last Stand




__________________________________________________________________________________________
Chap 1: First Strike
(Assault on Splinterskull a.k.a. Tangleroot part 1/7)

Quest Giver: Chief Ungurz in Tangleroot Gorge
Level: 3 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: At the top of Tangleroot Gorge, just past Chief Ungurz)
Prereqs: none
Recommended Party: any, rogue and healer are nice
Base Experience: 772
Quest Info:
--Creatures: Black Widow, Brown Spider, lesser gray ooze, gray ooze, hobgoblin guard, hobgoblin slayer
--Traps: electric, spikes

WALKTHROUGH:

Head into Splinterskull and drop through the pit. Travel through the web filled tunnels. To the right is a dead end with an ooze filled pool, the left continues into the fortress. To the left takes you into the hobgoblin fortified areas, straight continues to a dead end spider tunnel.

Heading into the hobgoblin area, swing right and left and get the levers to open the portcullis. Then go thru to the portcullis, at this point you should have 19 of the 20 kills you need. Choose any of the passages to get the last kill.

At this point you could recall out, but there are some optionals that are available each and every time you come in. East Wing Prison Cell: Pit with chest (strength door), West Wing Prison Cell: locked door with chest.

North route, throne room with locked treasure room. This room is trapped with electricity.
Continuing deeper in is advised against at this time.

End Reward: none
__________________________________________________________________________________________
Chap 2: The Hobgoblin's Captives
(Assault on Splinterskull a.k.a. Tangleroot part 2/7)

WALKTHROUGH:

The layout is the same as part 1, head on in and open the portcullis, as you did before. This time in, you have to go all 3 directions. Both prison wings, east and west, each have 2 prisoners. The last prisoner is being held in the throne room.

Once you have saved all 5 and done your choice of optionals, go ahead and finish out, don't forget to advance.

End Reward: none
__________________________________________________________________________________________
Chap 3: Yarkuch's War-plans
(Assault on Splinterskull a.k.a. Tangleroot part 3/7)

WALKTHROUGH:

Enter in, this time the portcullis is already open, so you can skip the gatehouses. The first Tactician is in the eastern cell block.

Now is your first time traveling past the throne room to the west. Take the northern route and take your first right into a spider cave. In the back of this spider cave is the second Tactician.

Now head back and continue west, take your first turn left to the south. There is a shrine down here, once ready, head further, but let the rogue lead. There are two nasty blade traps. At the top of the ramp is a good sized fight, with the last Tactician, a group of his buddies and they are supported by 4 clerics.

Get the last set of plans and finish out to advance.
__________________________________________________________________________________________
Chap 4: Whisperdoom's Spawn
(Assault on Splinterskull a.k.a. Tangleroot part 4/7)

WALKTHROUGH:

Most parties at this point choose to skip the earlier optionals, but it is just a generalization. This quest takes you back up past the throne room and into the deeper tunnels, take a right again, heading north. First, swing back into the shrine hall on the left, and clear the area and the traps. Then head back up and further west. This time head to the second spider cave, past the closed portcullis. At the back of this hall is the huge and invincible Whisperdoom and all of her sticky egg sacks.

The most common strategy here is to have the group stand well back from the Spider Queen's egg chamber, hug the north wall and just wait. Then send in your biggest, toughest tank to get Whisperdoom's agro. That tank will usually run away back down the shrine hall, run up past the disarmed traps and drop off the cliff on the other side. While that is happening, the group has stepped into the egg chamber and destroyed all the eggs. Everyone then finishes out and advances quest.
__________________________________________________________________________________________
Chap 5A: The Deadly Package: The Stronghold Key
(Assault on Splinterskull a.k.a. Tangleroot part 5.A/7)

WALKTHROUGH:

Work your way all the way back to the first spider cave, where the second Tactician had been. The chest in the back contains the stronghold key which will open the door just around the corner.

---------------------------------------------------------------------------------------
Chap 5B: The Deadly Package: Agent of the Darguul
(Assault on Splinterskull a.k.a. Tangleroot part 5.B/7)

WALKTHROUGH:



Clear out the entry area, staying out of range of the casters on the other side of the bridge. When ready, lower the bridge by shooting the switch on the other side. (A bow is provided in chest, if necessary)

Clear out and head on up, speak to Darguul to advance quest.

Optional: Search out the secret door behind the agent, disarm or go through the fire traps, pull the lever to release the Flesh Render below to the east. Now go watch through the portcullis and place your bets on the winner. (I have seen the hobgoblins win before, but the odds are on the Flesh Render 20:1) There is a chest inside.
__________________________________________________________________________________________
Chap 6A: Doom of the Witch-Doctor: The way to Zulkash
(Assault on Splinterskull a.k.a. Tangleroot part 6.A/7)

WALKTHROUGH:

Work your way all the way back to the entrance to the inner fortress. The gate is still open so it is a quick journey through. (Yup, that's it, which is why some people choose to farm this chapter for XP.)

---------------------------------------------------------------------------------------
Chap 6B: Doom of the Witch-Doctor: Zulkash, Herald of Woe
(Assault on Splinterskull a.k.a. Tangleroot part 6.B/7)

WALKTHROUGH:

Clear out the entry area, staying out of range of the casters on the other side of the bridge. Fire resist is nice for the scorching rays. The bridge will already be lowered. Clear out and head on up. Head down through the old holding room where the Flesh Render was.

Be cautious and clear as you go. The puzzle for the puzzle wheels is by the door leading into Zulkash’s chamber.

Optional: after defeating Zulkasj and destroying the altar, you can use the key to open the underwater gate back by the drawbridge. Use the underwater potions if you need them. There is a locked chest guarded by earth elementals.

Return to Ungurz to advance...and yes! You really are on the last chapter...well almost the last chapter.
__________________________________________________________________________________________
Chap 7A: The Last Move: The Way to Yarkuch
(Assault on Splinterskull a.k.a. Tangleroot part 7.A/7)

WALKTHROUGH:

Again, work your way all the way back to the entrance to the inner fortress. The gate is still open so it is a quick journey through.

---------------------------------------------------------------------------------------
Chap 7B: The Last Move: Yarkuch's Last Stand
(Assault on Splinterskull a.k.a. Tangleroot part 7.B/7)

WALKTHROUGH:

Clear out the entry area, staying out of range of the casters on the other side of the bridge. Fire resist is nice for the scorching rays. The bridge will already be lowered. Clear out and head on up. This time hang a left, instead of where the reaver was. Clear as you go until you get to a locked door and choice of left or right wings.

Both ways are nearly identical, each containing a hobgoblin troop headed by an ogre warchief. Each ogre holds a key that you need to reach Yarkuch. It is recommended that you go left first, as this key will open the outer door, and give access to the shrine. Be careful in the shrine hallway, as it is heavily trapped.

The right room gives the key to the second door, Yarkuch's throne room lies beyond. Be prepared before you head through. Up the ramps to the right and left there are secret doors hiding small treasure rooms. Both are trapped. Up the middle is the throne, with Yarkuch and his guards ready and waiting for you.

Return to Ungurz for your end reward.

End Reward: List of Semi-Static Tangleroot loot.

* Black Wolfskin Belt +3 con Belt lvl 5
* Black Wolfskin Cloak -lesser cold resist, +2 resistance
* Blademaster Gauntlets +3 Str lvl 5
* Blademaster Bracers +3 Dex lvl 5
* Crimson Gemstone +50 sp, trinket
* Fist of Daarguul
* Krugg's Spiked Boots
* Lhor-Targu's Shadowed Armor
* Spider Silk Robe
* Splinterskull Acolyte Ring Devotion II, 20% to 1st/2nd lvl healing spells
* Splinterskull Chainmail
* Splinterskull Docent
* Totemic Staff of Splinterskull -summons scorpion 1/day
* Visor of the Flesh Render Guards -gives Deathward 1/rest lvl 7 (7mins)
* Warmaster Halfplate
* Whisperdoom's Fang
* Yarkuch's Greatsword
* Yarkuch's Helm
* Zulkash's Bone Necklace +2 Wisdom and +?


Thx given to Lost Quest Guides, and Game Minion (www.ddo.gameminion.com)


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  • Last Modified: 6/10/2008 1:34am
    Contributors: Mellodise
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