Gate of Desolation
Originally Published by Snograt
Pre-requisite quest: Crossing the Desolation
This mission provides you with your introduction to the Junundu - gigantic wurms within which you can safely traverse the otherwise fatal expanses of sulfur in the Desolation. You begin by talking to Palawa Joko who leads you to a nearby wurm spoor and tells you that you need to tame Queen Aijundu, the leader of the Junundu. Hordes of undead will now start to attack your position - be aware that the area they come from is sulfurous, so your heroes and henchmen need to be pinned to stop them running in to it and dying. There are a total of five bosses within these groups, Chakeh the Lonely (Paragon - Soldier's Fury); Avah the Crafty (Warrior - Soldier's Stance); Chundu the Meek (Dervish - Vow of Silence); Nehmak the Unpleasant (Necromancer - Signet of Suffering) and Amind the Bitter (Mesmer - Hex Eater Vortex). A lot of these enemies use re-usable resurrection skills so you may consider bringing Frozen Soil. At regular intervals, Queen Aijundu will approach and start attacking your party - once all the undead have been defeated she will turn friendly, at which stage you should click on the wurm spoor allowing your party to mount their wurms. Now it is simply a matter of following Palawa Joko to the Remains of Sahlaja outpost, dispatching several groups of undead, Margonites and elementals along the way.
The bonus involves saving three groups of Junundu young from their Margonite captors. These groups are away from the main mission path, but can all be reached without leaving your wurm. Be careful not to kill them accidentally by careless use of the AoE skill Junundu Smash - this should be disabled on your heroes' skill bars. Once you receive the message stating that the young have been saved you no longer need worry about that group - if they die you will still receive credit for saving them.
The award relates to how many Junundu Young you save: 0 for Standard, 1-2 for Expert and all 3 for Master.
- Zhed Shadowhoof must be in your party.
This mission provides you with your introduction to the Junundu - gigantic wurms within which you can safely traverse the otherwise fatal expanses of sulfur in the Desolation. You begin by talking to Palawa Joko who leads you to a nearby wurm spoor and tells you that you need to tame Queen Aijundu, the leader of the Junundu. Hordes of undead will now start to attack your position - be aware that the area they come from is sulfurous, so your heroes and henchmen need to be pinned to stop them running in to it and dying. There are a total of five bosses within these groups, Chakeh the Lonely (Paragon - Soldier's Fury); Avah the Crafty (Warrior - Soldier's Stance); Chundu the Meek (Dervish - Vow of Silence); Nehmak the Unpleasant (Necromancer - Signet of Suffering) and Amind the Bitter (Mesmer - Hex Eater Vortex). A lot of these enemies use re-usable resurrection skills so you may consider bringing Frozen Soil. At regular intervals, Queen Aijundu will approach and start attacking your party - once all the undead have been defeated she will turn friendly, at which stage you should click on the wurm spoor allowing your party to mount their wurms. Now it is simply a matter of following Palawa Joko to the Remains of Sahlaja outpost, dispatching several groups of undead, Margonites and elementals along the way.
The bonus involves saving three groups of Junundu young from their Margonite captors. These groups are away from the main mission path, but can all be reached without leaving your wurm. Be careful not to kill them accidentally by careless use of the AoE skill Junundu Smash - this should be disabled on your heroes' skill bars. Once you receive the message stating that the young have been saved you no longer need worry about that group - if they die you will still receive credit for saving them.
The award relates to how many Junundu Young you save: 0 for Standard, 1-2 for Expert and all 3 for Master.

