Quest:Breaching the Necromancer's Gate

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Breaching the Necromancer's Gate
Level Scaling
Type Skirmish
Repeatable Yes
Starts with Landscape
Quest Group Skirmish
Quest Text

Breaching the Necromancer's Gate
"Dol Guldur is a labyrinth of tight hallways and open courtyards. The Necromancer's Gate marks the entry into the heart of the fortress...."

Background

The Necromancer's Gate marks the entrance to the heart of Dol Guldur's outer fortifications. To assault the fortress, the gate must fall.

Objective 1

  • Claim the First Ward

The First Ward is the first step on the road to taking the Necromancer's Gate.

Goldagnir says, "It is time to begin the final assault of the fortress. The first step is to capture these outer defences."
Goldagnir says, "If you can push forward and claim the Necromancer's Gate, then the heart of Dol Guldur will be opened for our forces."
Goldagnir says, "This mission cannot fail. Without the Gate, Dol Guldur stands unassailable. Fight with strength and honour!"
The First Ward has been cleared. The banner may be claimed for the Free Peoples
The First Ward has been claimed

Objective 2

  • Claim the Second Ward

The Second Ward provides a vantage point over all of Mirkwood below. It is crucial to take so that reinforcements may approach in safety.

A counterattack has been launched against the First Ward
The Second Ward has been cleared. The banner may be claimed for the Free Peoples
The Second Ward has been claimed

Objective 3

  • Claim the Third Ward

The courtyard of the Third Ward guards the entrances to several inner chambers of the fortress, most bunks for the Enemy's legions.

A counterattack has been launched against the Second Ward
The Third Ward has been cleared. The banner may be claimed for the Free Peoples
The Third Ward has been claimed

Objective 4

  • Claim the Fourth Ward

The Fourth Ward is a seemingly ramshackle arrangement of tents and debris, but a number of the Enemy's leaders camp there to stay close to their troops.

A counterattack has been launched against the Third Ward
A counterattack has been launched against the Third Ward
The counterattack has been defeated. The Third Ward is secure. It is safe to press on
The Fourth Ward has been cleared. The banner may be claimed for the Free Peoples
The Fourth Ward has been claimed

Objective 5

  • Claim the Sorcerer's Ascent

The Sorcerer's Ascent is the final defence of the Necromancer's Gate and is well fortified on a steep incline.

A counterattack has been launched against the Fourth Ward
The counterattack has been defeated. The Fourth Ward is secure. It is safe to press on
The Sorcerer's Ascent has been cleared. The banner may be claimed for the Free Peoples

Objective 6

  • Claim the Necromancer's Gate

The Necromancer's Gate guards the heart of Dol Guldur's defences. It must fall in order to besiege the true fortress.

A counterattack has been launched against the Sorcerer's Ascent
A counterattack has been launched against the Sorcerer's Ascent
The counterattack has been defeated. The Sorcerer's Ascent is secure. It is safe to press on
Doraz says, "You do not belong here!"
Doraz says, "I kill all who approach the gate!"
Doraz says, "Weaklings!"
Doraz says, "What is going on?"
Doraz says, "You will fall!"
Doraz says, "How can I be losing?"
Doraz says, "I have failed the Tower..."
The Necromancer's Gate has been cleared. The banner may be claimed for the Free Peoples
The Necromancer's Gate has fallen. The heart of Dol Guldur is open for assault
Goldagnir says, "This is a great victory for the Golden Host."
Goldagnir: 'You have done great work to secure the Necromancer's Gate. Report to me back at the camp and we will discuss the next phase of the assault.'

Optional Encounter 1: Defeat Lavalúg

Encounter: A slab of aurochs-meat is sizzling next to the fire ahead
Encounter Update: A screech comes from outside the walls. Something wants to be fed
Encounter Update: A roar echoes through Dol Guldur. Dinner has been served

Optional Encounter 2: Defeat Gortag

Encounter: The sulphurous odour of burning lanterns wafts from beyond the Second Ward
Encounter Update: As the lantern is extinguished, an angry Orc defiler appears

Optional Encounter 3: Defeat Firingúl

Encounter: The sulphurous odour of burning lanterns wafts from the Third Ward
Encounter update: As the lanterns are extinguished, an angry priest appears

Optional Encounter 4: Defeat Murúk

Encounter: A snarl echoes from the Fourth Ward
Encounter Complete: Muruk has fallen to your mighty blow

Optional Encounter 5: Defeat Annoniel

Encounter: The flames of the lanterns ahead should be quenched
Encounter Update: As the lantern is extinguished, an angry sorceress appears

Optional Encounter 6: Defeat Thrângund

Encounter: Thunderous footsteps echo from the southern walkway
Encounter Complete: Thrangund has fallen to your mighty blow

Optional Encounter 7: Defeat Morgúr

Encounter: A wailing echoes from the south

Optional Encounter 8: Defeat Agardúr

Encounter: The sulphurous odour of burning lanterns wafts from beyond the Fourth Ward
Encounter Update: As the lantern is extinquished, an angry caretaker appears

Optional Encounter 9: Defeat Grishglok

Encounter: A snarl echoes from the South