Fast Facts
Name:
Asheron's Call
Acronym:
AC
Developer:
Turbine
Publisher:
Turbine
Release Date:
11/02/1999
Country:
USA
Genre:
RPG
ESRB Rating:
Teen
AC Database > Quests > Blackmire 2: Liazk Itzi's Temple
Blackmire 2: Liazk Itzi's Temple
repeatable
Author:Sprawl
Difficulty:Medium
Maximum Time:90
Minimum Time:90
Quest Timer (days):28
Introduced During:A New Threat
The Force has worked with others to find their way through the temple of Liazk Itzi. More Burun have poured through portals from their home world to Dereth. Sprawl has worked with others to find their way through the temple of Liazk Itzi. More Burun have poured through portals from their home world to Dereth.

Walkthrough

Entering the mage's home, you immediately draw your blade. Something is amiss. It appears as though a magical struggle left this place in a state of disarray. Whoever or whatever it was, they were gone now. A large vine has pierced through the painted emblem on the floor and wrapped its way around the legs of the arcane pedastal's base.

The investigation starts off at the Gharu Master Mage, Arwic to Al-Jalima (33.6N, 57.1E) to Khayyaban (7.5N, 5.1E) to Desert Vangaurd Cottages Portal (49.3S, 25.9E) to Fadsahil the Master Mage (40.8S, 11.9E). Fadsahil has setup shop in a standard-issued tent just a short hop away to the northeast. Be sure to pickup a few pieces of dragonsblood for later use.

Rummaging your way through the debris, you pull out a knife to cut away a portion of the vine. As you reach for the vine, a strange wave overwhelms you. Falling to the ground you feel as though your body has been torn asunder.

Using the [ and ] keys, find the 'vine' and use it to be teleported into the first dungeon.

You have been transported to a place seemingly not of this world. Taking a moment to compose yourself, you gaze around the dimly lit dungeon. A statue dominates the center of the room, but you find it increasingly hard to ignore the eyes on the wall. Taking a moment to comprehend it all, you struggle to remember how you got here in the first place. As you approach the statue, it speaks:

Guardian tells you, "You have entered the sacred halls of Liazk Itzi, the sleeping High Matriarch of the lush and fertile Iktzil Delta. The High Matriarch sleeps and you are not of the spirits that make this temple their home. Your business then must be to bring the sacrifices that will awaken the High Matriarch and allow her to reclaim this land once more."

Guardian tells you, "Beyond the door that I guard are guardians of the tunnels that lead to her resting place. They stand vigil over the spirits who were tasked to defend her temple in her absence. You may prove yourself worthy of entrance to the halls beyond by answering the riddle she has devised."

Guardian tells you, "I shall act as arbiter for her and I am prepared to receive the answer that you will posit. Know this. Failure to answer this correctly will allow me to feed, and I am ever so hungry. Listen carefully, and hand me that which you believe is the answer to the High Matriarch's riddle only when you are certain. The High Matriarch wishes that the sacrifices brought to her are hers, and not mine."

Guardian tells you, "The riddle is as follows: Blood of flesh has sealed me and blood can see my locks undone. Though blood came first from opened flesh, the blood to see my joints unbound is found when ground is opened."

Taking a few steps back, you scan the room for a way to flee. Carefully searching the walls, it appears as though their is a passageway to the north. Something tells you that the Guardian will not let you by until you feed it.

You give Guardian Blood of the Hopeslayer.

Guardian tells you, "Curious. This is not what the High Matriarch desires, but it may serve to awaken her more quickly. Alas, you have failed the riddle and are mine to feast upon."

Guardian casts Soul Dissolution and drains 341 points of your health.

Lying in agony upon the floor before her, you ponder the words of the riddle knowing that one more mistake would prove fatal.

You give Guardian Dragonsblood.

Handing the Guardian Dragonsblood purchased at any local mage shop opens the door to the north for a mere ten seconds. The download into this dungeon is one of a longer breed, therefore be sure everyone is prepared to move before handing the Guardian the Dragonsblood. If you should need to open the door again, hand the Guardian another Dragonsblood. Their is no limit.

Gathering your gear, you spirit for the door to the north. Unsure of where you are heading, anything is better than those eyes. Just as you clear the door, it slams shut behind you. So much for going back. Walking down the incline, you are presented with four more statue. Unlike the Guardian statue however, these remained silent. "Tombs", you decide to yourself. Pulling out your blade, you attempt to pry apart one of the statues. As the metal touches the stone, you feel another wave overwhelm you. Much like the first, pain wrenches through your torso, sending you into a downward spiral of blackness.

Use the appropriate statue for your level range. Only one statue will be useable, so feel free to try them all. At this point the groups are divided up into the following level ranges: 40-59, 60-79, 80-99, and 100+. It is not recommended that members of the same fellowship divide at this point, however it is still possible to accomplish provided ample forces are in each section.

Another one way path. You sigh to yourself due to the lack of choices. As you start down the hallway, voices echo seemingly from around you. Pulling out your fire weapon, two Ancient Souls approach. Dressed in blue, a transparent blue, these Falacosts do not intend to make friends.

The dungeon is linear for all level ranges. Fight or run your way down through the never-ending spawn of Ancient Souls. Be careful not to get caught up at the quick-closing doors. Use the buttons located directly next to each door to open the way.

Overwhelmed you disengage and run. Through the halls of some unknown temple, you stumble along with a dozen souls behind you. A dead end! You turn to face your adversaries. Backed up against the wall, your hand slides against a loose brick opening a passage behind a statue on the wall. What luck!

Rounding the last bend, you stop yourself and quietly crouch down. Undetected, you watch as eight creatures perform some sort of ritual. The eight of them circle around a sarcophegus and speak in a lanugage unknown to you. One of the attendants breaks from the circle and walks over to another Guardian-like statue. Upon touching it, he immediately disappears.

Weighing your options, you are forced to make a decesion when all eyes turn to you. Running straight for the circle, you jump over their shoulders and reach for the statue.

You awaken in a location similar to the last except that incessive moaning is louder. Rising to your feet, you drag yourself to the edge of a pit and peer over. A long drop but nothing else, you inch your way around the pit and turn the bend. Even worse! It appears as though someone went through a lot of trouble to keep people out of here. All the more reason to press on.

OPTION 1: The Pit Method

At this point the easiest thing to do is jump in the pit before you.

  • The pit has a "safe" room as a drop-point, although you will still be the target of drains, vulns, and other nasties.
  • Gather your party here, and then follow the right wall past all the Slithits Spthis. Halfway through you will have to stop and kill the few that block your path.
  • You can fight your way through as well, but the run is rather short.
If this is too easy for you, try method #2 below for a jumping challenge!

OPTION 2: The Flying Swords Method

If you are feeling brave and the pit room is not your idea of fun, you can try the flying swords room.

These swords do slashing damage, so be sure to double check the spells on you before jumping out. Failure to buff will almost ensure certain death.

If your jumping skills are top notch, you can easily jump from platform to platform. You will be at the exact same place the "Pit Method" described above with the added satisfaction of survival.

If you fall, run across the floor to the other side. Hit the button on the wall, and run back to the open door.

Feeling a bit more Indiana Jones, you aren't surprised when your path leads you to yet another statue. Once again faced with little to no options, you reach up and lose concisiousness again.

Opening your eyes to sights of a dungeon is nothing new for you. You remember to say a small prayer to Asheron and open the only door before you. Wow! A huge strange device looms before you. Leary of randomly touching artifacts you do not understand, you decide to first examine the three rooms adjcent to this one. Each room is occupied solely by elaborate wall mounted eyes. At first, the eye seemed nothing but a painting on the wall, but upon closer examination you find that it is in fact watching you.

You enter a room with a deactivated portal. In order to activate it, you use the Eyes of the Watcher in a specific order. Each eye is in its own room behind its own door. You use the Eyes in the following order: LEFT, RIGHT, CENTER.

The room shudders and a thunderclap sounds about you. Something has been summoned. Strange Device teleports you with Halls of Liazk Itzi.

This final dungeon is full of Burun Ruuk Shaman. You will find three rooms with inactive portals. Among the mix of Burun is a Burun Ruuk Shaman Keeper. Killing the Keeper flags your entire fellowship to enter the prize room.

As the Burun dies, assailed by your blow, you feel changed.

Use the statue in the center of the dungeon to teleport the group to the prize room.

Everyone in the fellowship is awarded the Ancient Armored Bracers. Use the Tomb in the center of the room for this prize. In additional to this prize, each person is awarded a unique prize. The prizes are Vein-Thirst Kukri (Dagger), Fist of Massacre (UA), Vile Scourge (Staff), Bladed Bow of Impaling, and the six fellowship creature attribute spells. Each scroll prize comes with four scrolls, levels 4-7. Since each prize is on a twenty-eight day timer, it will require approximately six months for a single player to get the entire set. These scrolls however are tradable.

A global announced the first on each server to reach the Burun source:

[Player] has worked with others to find their way through the temple of Liazk Itzi. More Burun have poured through portals from their home world to Dereth.

Step-by-Step

  • Arwic to Al-Jalima (33.6N, 57.1E) to Khayyaban (7.5N, 5.1E) to Desert Vangaurd Cottages Portal (49.3S, 25.9E) to Fadsahil the Master Mage (40.8S, 11.9E).
  • Using the [ and ] keys, find the 'vine' and use it to be teleported into the first dungeon.
  • Give Guardian Dragonsblood to open the door for a few seconds
  • Use the appropriate statue for your level range. The red statue is for levels 100+.
  • Take your first right and follow the only path to the end. Use the statue.
  • At this point the easiest thing to do is jump in the pit before you.
  • If you are feeling brave, you can try the flying swords room (be sure to dispel first)
  • Either way you will come upon the same statue. Use the statue.
  • You will now enter a room with a deactivated portal. In order to activate it, you must use the Eyes of the Watcher in a specific order. The order is LEFT, RIGHT, CENTER.
  • This final dungeon is full of Burun. Fire seems to work decently on them. You will find three rooms with inactive portals. Among the mix of Burun is a Burun Shaman Keeper. Killing the Keeper flags your entire fellowship to enter the prize room.
  • Use the statue in the center of the dungeon to teleport the group to the prize room
  • Everyone use the Tomb to get the Ancient Armored Bracers and a unique prize


*Quest Edited by Roewin May 25, 2004.
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