Tursh Totem

 

Difficulty:  Minimum to survive, add 100 levels to solo
Level Restriction: 
40+ 
Timer: 
45 Days
Can be Solo'd? 
Yes
Rewards:  Tursh Totem (Mansion-only Portal Device), Royal Tattoo sleeves, and XP

The strange new coalition between the Shadows and the Virindi have struck again!  This time, they've invaded the Queen's Royal Vaults, where many priceless items are stored.  What's worse, the Shadow Lugians who created the Crafting Forges and attacked Linvak Tukal are in command!

Step 1:  Preparation.  This quest has 4 different level-restricted dungeons - 40+, 60+, 80+, and 100+.  Unless you are over 100 and planning on running through the 40+ quest, you will need a group and about an hour and a half to complete the quest.  The 100+ quest is quite dangerous and will put you up against some very nasty creatures, so you would be advised to bring a large group.  To get to the dungeon, you can either take the very fast way - visiting a mansion that has a Tursh Totem and using it - or the fast way - tying the Zatara portal out of Plateau and summoning your team.  If you have to run from Zatara, head to roughly 78N 33E, where you will find a tower and 4 Empyrean heads.  The portals are in the heads, so have a look around for the one you want to try.

Step 2:  Defiled Temple.  Note that the design of each of the dungeons on this quest are identical, but the monster population is not!  I've provided the lowest level map pretty much at random.  After everyone enters, it's time to buff.  You will be facing Rats, Grievvers, Wasps, a few acid elementals, and Spirits, so Slashing is your best bet.  You will need all protects and pretty much all banes too.  This dungeon is fairly simple in layout - the top level has two series of small rooms to the north and south and a big pit in the middle.  Eventually you will want to reach the bottom of that pit and although you could just jump to the bottom, you would likely lose at least one person that way.  The safest way I have found is to have everyone jump down, but aim for the bridge that runs down the middle of the pit.  It's a fairly easy target, so you probably won't have any misses.  Carefully clear the bridge and head south.  You will come to a Y intersection - take the down ramp here, but don't press on too fast - the ramp isn't far from the bottom of the pit.  Your goal now is to have everyone get the kill on one of the Spirits in the pit.  When you do get the kill, you will see a green message saying you have been changed - this flags you to enter the next section of the dungeon.  Be very careful - the spirits, especially the 100+ ones, vuln and war a lot!  Once everyone has been flagged, instruct everyone to portal recall.  Now tell everyone to run around the central pit and find the portal at the north end of the floor, within the series of small rooms.  Personally, I think it is safest to just run to the portal, but if you prefer to kill, that's fine too.  If anyone cannot get in the portal, then they weren't flagged.  I would leave them for not following directions, as you would have to leave the dungeon entirely and run back.

Step 3:  Vault Sewers.  This section of the quest is really well laid out and even though the map makes it look like some horrible maze, it is actually rather linear once you get started.  Before you get started, tell the melees to take out the rats and grievvers first while the ranged characters take out the wasps at maximum range.  Head out - I often get a little lost at the very beginning of this section, so try to remember to move generally down and eastward through here.  Once you reach the first series of small rooms, you shouldn't have any more trouble until the very end.  You will come to a room with several bridges many times, each time crossing a different bridge.  After crossing the fourth bridge, you will come to a four-way intersection - all the paths lead to the same place.  Head down carefully, as the bottom of the long ramp leads to a large room with a lot of monsters.  Clear them and head up the ramp in the middle and you should be able to see the portal into the final section.  Run or kill your way to that portal and head in.

Step 4:  Royal Vault.  You will be greeted by a couple Sewer Rats right at the drop - kill them and head up the ramp into the Guard section.  You can talk to the guards if you want, but it isn't necessary.  This is an ideal place to rebuff too - you will be fighting Drudges, Virindi, and Shadows throughout the rest of the quest, so a fire weapon will work very well.  You will still need full buffs though.  When you are ready, find the destroyed door in the southwestern room.  Head down the ramp and you will come to a series of Drudge-infested rooms.  Kill them and continue to the south, where you will find a pair or ramps.  Go down one and you will enter a large ring-shaped room filled with lots of Virindi and more Drudges.  Kill them all and keep going south.  You will again come to another pair of ramps, both of which lead to the same place.  At the bottom of the ramps is a pit - jump down and kill the Drudges.  From here on, the corridors are pretty linear.  Beware of the first large room after the pit - it is very full and very dangerous.  The final room has a large spawn and a Lugian Annihilator - you will need to kill him and grab a Tursh Totem Shard from his corpse.  Depending on the size of your group, you might need to kill him more than once.  When everyone has their shards, get out.

Step 5:  Rewards.  You have two options for your reward.  You can get the original rewards by heading to Holtburg and giving the shard to Guard Tirenia.  She will give you a Royal Tattoo (Paint, Dye, Color, Oil, respectively), a Replica Tursh Totem for mansions, and some XP.  The rewards are worth about 15% of your level, capping out at about 1M, 4.5M, 11M, and 25M respectively.  If you only want the XP, you can take your shard to the Ruschk Challenger at 92.4N, 47.5W (on the Isle of Ruin).  He will reward you with a much larger XP reward - I haven't found out exactly what percent or where the XP is capped just quite yet...