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 3: Hizk Ri's Temple
Blackmire 3: Hizk Ri's Temple
repeatable
Author:Sprawl
Ashbringer
Contributors:Eternal Darkness
Difficulty:Medium
Maximum Time:90
Minimum Time:60
Quest Timer (days):28
Introduced During:Treaties in Stone

Walkthrough

Blackmire III
Walkthrough Step-By-Step Rewards Maps Portal Routes Contributors

WALKTHROUGH

The quest requires a bit of muscle and some mage help. A tight fellow of three (2 melees and a mage all 100+) can complete the quest, but more is recommended. Fire will be your best attack against the Tormented but I have heard Pierce works well against the Guruk.

It’s a good idea to buff before heading out to the recommended starting place for this quest, the Valley of Death lifestone (48.0S, 65.2W) or the Obsidian Rim Portal drop (48.0S, 65.0W). The lifestone is sometimes a hotspot and a bit dangerous. Once together, start out heading southwest to Hizk Ri’s Temple located at (51.5S, 67.9W).

Once at the Temple it’s a good idea to take out the Tormented Attendents that are waiting outside. This will avoid any mishaps should someone be straggling behind. Once you have dispatched the Tormented Attendents continue up the ramps. The Carved plates scattered about the temple can be collected and given to Skigg Finn in Candeth Keep for a nice thank you. For this quest, all you need is the plate to the immediate right of the entrance. Make sure everyone grabs the same plate, using the wrong plate results in a trip to the lifestone. Once everyone has the plate, enter the spire and jump into the pit. While looking around the room, you’ll notice a few pillars.

A plate rests inside the depression on this pillar. The plate displays an oddly positioned geometric shape. The pillar has what appears to be a setting for a plate of some kind.
You will see several of these pillars. You want to use your plate on the pillar that is different from all of the rest.


Set this plate within the South Pillar. You will be sent into a portal upon using your plate.
You give Pillar A Carved Plate. As you look about the room the answer comes to you. The plate slides into place with a click.
Once portaled you find yourself in front of a looming Guardian. Upon closing investigation, you’ll find a door to the SW and four more plates scattered about the room. Quickly collect the four plates and talk to the Guardian for a riddle.
Guardian tells you, "You have entered the halls of Hizk Ri, the Matron of Pain. Your presence is unwelcome. You have disturbed a perfect order that has existed for eons. What right have you to enter these halls, cur? Do not answer. Your presence marks a return of the ancient ways. You shall be tested and if not found wanting, you shall find your way to the seat of the Matron's power and wake her from her slumber. I pray that you fail, for power such as Hizk Ri's should never be loosed upon the world. We have suffered for millennia under her cruel wiles. The pillars scattered about the room are devoted to the bodies that hang in the sky above. A riddle seals their secret and bars entrance to the halls beyond. I shall issue this riddle after this final warning: return to me for judgment only when the riddle is solved. If you fail to do so you will be struck dead where you stand. If you return to me with only half the puzzle solved you will be struck dead where you stand. You have been warned. The riddle is as follows: Au, the light of this world, hangs in the east, opposed to star of portent. To the north, the moon run red with blood watches its twin in the south. Prove your worth, or die trying."
Use the Red Moon on the North, the Yellow Moon on the South, the Sun on the East, and the Star West. Return to the Guardian for another pep talk and be prepared to run to the SW door.

NORTH
SOUTH
EAST
WEST


Once you have completed the riddle you will hear:
Guardian tells you, "You may advance through the halls of Hizk Ri, Matron of Pain. Be warned, you dwell amongst the hopeless and cruel."
Quickly advance to the SW and through the door. Be sure and bug it for any latecomers as it closes fairly quickly. Once through this door your fellow, if divided among the levels, are faced with a choice of splitting up or helping the higher/mid/lower levels through the first part of their dungeon. The lower level is <60, middle, 61-99 and the upper 100+.

From here out the walkthrough follows the 100+ corridors. The first area is very linear much as Blackmire 2. You might be able to just run through and make it to the end, but the last room may prove difficult for a large fellow. The hall does fork right before the final room but meets back together. The final room is pretty packed, so it might be a good idea for the melees to clean it up a bit through the door before entering. The button for the door is located to your left on the wall. Entering the room you’ll find a ramp down with an apparent dead end. But closer inspection shows that the torch next the statue on the wall is a switch and the statue a sliding door. Making use of the Guardian in the back of the hall provides access to the next part of the dungeon.
Guardian teleports you with Well of Tears.
As before you are brought before a Guardian and looking around the room, you’ll find yourself on a floating island located in the middle of an Arwic Mines drop and 4 bridges that seem to phase in and out of world. Talk to the Guardian for a bit of lore. In this part of the dungeon you will run into the Tormented Patriarchs and Ancient Souls.
Guardian tells you, "Within this well the wayward sister of Hizk Ri was cast beneth the worl and bound by vile arts to suffer for all eternity. The restless souls, that make this place their home, have tormented the woman's soul since its imprisonment here." Guardian tells you, "If you wish to meet Hizk Ri you shall need to garner her sister's tears for me. You will need to collect them in an ancient philter, lost somewhere in this crypt. Collect them from the well and return them to me and I shall then let you pass. Go now and return to me only when you can hand me the phial of bloody tears."
Depending on how long you took before you may want to rebuff now, but if you have more than 30 minutes, you should be fine.
To begin you must collect the Ancient Philter. Every fellow member needs one to continue on. Head up the North bridge. The bridge is stable even when invisible. Indiana Jones anyone? The path is linear again and you’ll come to a room with what appears to be a chemistry set atop it. The Philter is laying on the floor in front of the table. It's on a 10 second respawn so you may have to fight on the way down, but if your quick, you can run back down to the Guardian. Jump down from the platform and ready yourselves at the entrance in the East wall. Dispatch of the resistance and head up the ramp and take a right. Continue on until you find the impressive Well of Tears. Pretty bad sound effects here if you like that kinda stuff…. But moving on. Use the Ancient Philter on the well to collect a few Bloody Tears. Once your entire fellow has used the well turn back. Do not enter the room you jumped into but instead continue up the other direction. Once you come to a T-junction up in the path, hang a left.

Give the Guardian the Phial of Bloody Tears.
You give Guardian A Phial of Bloody Tears. Guardian tells you, "You have pleased me. I will sup upon the tears of her soul this night and be sated for a time. Prepare for your reward."
Once teleported, you’ll find yourselves in a large room with eyes scattered around the walls. Looking down, you’ll find the floor trapped with wailing staues and the walls lined with more disappearing platforms as well as some pleasantly stable stairs leading to a very large Strange Device. Much as in the past 2 Blackmires, the eyes must be used to gain use of the strange device. However, unlike the others Blackmire quests, every member must use the Red eyes. There are four scattered around the room. The jumping can be hard and one of the eyes even reduces your jump skill by 50%. The easiest path I’ve found is the start to the right and work your way around. Take your time, falling is much worse than having to rebuff. Once you make your way to all four eyes your fellow can reassemble in front of the Strange Device.

As you click the Eyes you will hear:
The eye stirs and you feel changed.
DEBUFFS

If You Fall:

Now, if one or more of your members fall, which is more than likely, its best to group together and wait for all of the members and proceed to the South end of the room, avoiding the Wailing Statues, jump into the pit and here you have a choice to make. If you have enough people you can fight your way though (slow, steady and safe) or, in pairs, make a mad dash for freedom to begin jumping again (more than a pair is dangerous as you tend to drag too much, any other dasher as myself understand). Whichever your choice, here’s the quickest route: The Wailing Statues in this maze cannot harm you, they are above head level. Head straight East from the pit drop. Once you find yourself at the T take a right and a quick left. Once up the ramp you’ll find a room with a coffin in the middle. Take a right upon entering the room to find a button along the wall. Use the button to continue on. The rest of the trip is a twist upwards and eventually you’ll find a wall with a Wailing Statue blocking it. This statue will harm you. You’ll find the button for the door on the wall to the right.

Back at the start, hope you learned your lesson to be careful jumping!

Once everyone is flagged (used the Eyes), use the Strange Device.
A loud hum fills the room and for a moment you feel waves of mana washing over your body. You are certain that something has changed.
Once downloaded you’ll find yourself in a dungeon that reminds me very much of the Food Storage in Bobo. It seems to be a fairly small dungeon and easy enough, just take up ramps. The dungeon is symmetric and all ends up in the same room. This room will be filled with Guruk Titans and Gorefiends. You’ll know it’s the end room by the lever to the left of the entrance and the steel door on the far wall. Dispatch of the Guruk and pull the lever to find a Guardian hiding in the closet.
Guardian teleports you with Patriarch Zixki.
Once you have used the Guardian, do not move except to take a few steps South and wait for the rest of your party. You’ll quickly notice the dozen or so Tormented Patriarchs as well as Zixki. Once your whole party is here, you are once again faced with a choice. Looking about the room, you’ll find 8 cells. Now, the cells have a fake wall that you can open via a torch or button. At the end of each hall is a Tormented Patriarch wielding the key to your cell. This is important because while fighting Zixki, he tends to teleport you or fellows into these cells. He also teleports about but is pretty quick to return. You can either; A) Each collect a few keys before the main event. B) Get the keys when you are imprisoned. C) Once imprisoned, call out to your fellows to free you. I usually use option C, it is quick and easy for a fellow to run over to free you and return to the fight quickly, especially if he/she is a mage. Once defeated, you have to make your way quickly to a door opposite where you porteled in. It won’t stay open long, but there is a button at the top of the hall that opens it. At the end of the hallway, you’ll find a Guardian that will teleport you to the Trophy Hall.


STEP BY STEP (Return to top)

1) Use mainly fire. First run from the Obsidian Rim or VoD LS to (51.5S, 67.9W)

2) Before jumping down into the building, be sure to grab the Carved Plate that spawns just to the right of the door

3) Jump down and you will notice one is different than the other (South Pillar). Drag and drop the carved plate to be teleported inside

4) You are now in a room with 4 more pillars, a central statue, four more plates and a door. Speak to the statue to get your riddle

5) Pickup one of each of the four tiles spawning on the floor (Red Moon, Yellow Moon, Sun and Star)

6) The Star plate looks more like a sun to me. ID it to confirm its identity. Use the Red Moon to the North, the Yellow Moon to the South, the Sun on the East, and the Star West. Go back to the Guardian to gain access to the door to the SW and move quickly, it closes rather fast

7) Choose the correct statue for your level group and run until you find a torch hiding a another Guardian

8) Once portaled, head North to receive a Philter and then return to the Guardian but don’t give it the Philter

9) Jump down and head East and a right at the top of the ramp. Use the Philter on the Well

10) Return the way you came, but instead of taking the left at the T, head straight

11) At the second T, take a Left

12) Hand the Philter to Guardian to be teleported

13) The platforms in front of you are an illusion. Only the ones that disappear and reappear are usable

14) Take your time to jump around the right side, all the way around, stopping to hit each of the four Red eyes (100+). Once done, return to the Strange Device

15) If you fall, it is a run and a half back up. Find the pit and dive in. Once in the bottom head East until you hit a wall and hang a right then a quick left. In the following room there is a hall that dead ends on the right wall. Use the button to the left and mad dash or fight to the next button. Home free if you survive. But I recommend NOT falling

16) Once all flagged, use the Strange Device

17) Guruk infested dungeon. Pierce works best from what I hear. Make your way to the top by means of the ramps and then pull the lever to the left of the doorway to the final room to go on

18) Zixki and his minions spawn here. Zixki is a mean guy who teleports himself and you randomly throughout the dungeon.

19) When Zixki teleports you behind a door, you must run to the end of the hall, kill the ancient soul there, and acquire the key to get back into the main fighting room. If imprisoned, I suggest simply having a fellow free you.

Suggested Strategy: This last dungeon requires careful planning. The first person to attack wikll have ALL the monsters attack back on that one person. So it should be the strongest person in the fellow. At least one person (two if possible) should be assigned to heal that person while others kill the critters. When you are down to Zixki he will take a long time to kill and you should try to draw him to north side of room near the door. When he dies door opens and everyone must know to run fast to that north door as it opens only momentarily. If not all get in, on the other side at the top of the ramp is a lever to open it again.

Alas welcome to the prize room! Everyone gets Boots and Gaunts.


REWARDS (Return to top)

REWARD(S) DESCRIPTION RESTRICTIONS
Ancient Armored Gauntlets AL 440, Skin of the Fiazhat (armor value +225 pts), Flange Aegis (reduces bludge damage by 62%) Level 100+ to wield
Ancient Armored Long Boots AL 440, Skin of the Fiazhat (armor value +225 pts), Lance Aegis (reduces pierce damage by 62%) Level 100+ to wield
Biting Ballistae +190% +10m, Moderate Crossbow Aptitude, Def VI, BD VI, SK VI, Coordination Other VI, Rejuvenation Other VI Diff. 200
Crossbow 335+
Razorbound Flange 40.3-62 +10m/+12a, Moderate Mace Aptitude, Def VI, BD VI, SK VI, Strength Other VI, Rejuvenation Other VI Diff. 200
Mace 380+
Mansion Hookable Portal Teleports you to the North Direlands (12.3S, 59.1W). Must be hooked to a mansion


MAPS (Return to top)

DUNGEON NAME MAP RESTRICTIONS
Entrance Varies
Well of Tears 1-59, 60-99, 100+
The Sewer (Jumps) 1-59, 60-99, 100+
Patriarch Zixki 1-59, 60-99, 100+
Rewards Room 1-59, 60-99, 100+


PORTAL ROUTES (Return to top)

DESTINATION ROUTE
Hizk Ri’s Temple
(If you have Singularity Caul Recall)
1) Recall to Singularity Caul.
2) Run to Obsidian Rim Portal (98.0S, 94.7W).
3) Run to Hizk Ri's Temple (51.5S, 67.9W).
Hizk Ri’s Temple
(If you have Sing Bore Flag)
1) Recal (or get a portal) to Sing Bore at (64.1S, 63.8W).
2) Take the exit portal from within Sing Bore.
3) Run to Hizk Ri's Temple (51.5S, 67.9W).
Hizk Ri’s Temple
(If you have a VoD lifestone tie)
1) Recall to the VoD lifestone.
2) Run to Hizk Ri's Temple (51.5S, 67.9W).


CONTRIBUTORS (Return to top)

PLAYER NAME SERVER CONTRIBUTION(S)
Sprawl Frostfell
  • Initial patch day walkthrough submission.
  • Step By Step guide
Ashbringer Thistledown
  • Polished walkthrough.
Dangerous the Red Thistledown
  • Help with completing the quest
Eternal Darkness Unknown
  • Patch submission
Takoda Thistledown
  • Help with completing the quest
Wilhelm Thistledown
  • Help with completing the quest
Guide Raven Leafcull
  • Strategy for completion
  • Additions and corrections
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