Blackmire 4: Kivik Lir's Temple
repeatable
| Author: | Ashbringer |
| Contributors: | Sprawl |
| Difficulty: | Medium |
| Maximum Level: | 60 |
| Maximum Time: | 120 |
| Minimum Time: | 60 |
| Quest Timer (days): | 28 |
| Introduced During: | A Small Victory |
This quest is the fourth installment of the Ancient Armor Quests to be added for the Burun Invasion.
Walkthrough
| Walkthrough | Step-By-Step | Rewards | Maps | Portal Routes | Contributors |
INTRODUCTION
Rising from the surrounding swamp area is the opening of a Temple that leads deep into the ground via enemy filled tunnels and trials of strength and mental porwess.
Preperation
When preparing for this quest you must choose your Portal Route. There are safe areas surrounding the temple but depending on the portal route you choose you may have to buff before leaving for the quest. Frost is the best weapon against the Burun, although Fire and Pierce are both good substitutes.
WALKTHROUGH (Return to Top)
As approaching the Temple you will notice that it is throughly protected by Burun. They are fairly easy to run past for levels 100+ but a large group of lower levels may be needed to clear the entry way. Once inside the temple, do not jump down. Open the back pack and take a look at how empty it is! This is to flag you to enter, or so it is thought. Once finished marveling over the pack, take a hop down into the pit and use the Gaurdian.
(Note: It is critical that no one in you fellowship talks to the Guardian in the starting room more than once. Stress this fact to your fellowship. Talking to the Guardian more than once will cause death.)
Each member of your fellowship should now speak with the Guardian located in the center of the room and she will bestow upon you a riddle:
"The Lady of this temple, Kivik Lir, has deemed it closed to visitors. Only her students may pass through the gates beyond. Should the student present a glyph bearing the union of blood and shadow, the doors of knowledge shall open. Those without the glyph of the Lady Kivik Lir shall be turned away from this temple, for her knowledge is not for you.
Heed my warnings. I shall sup upon your blood and send you from this place should you speak with me again, or should you fail to present the correct glyph."
Once regrouped in the starting room combine the Fragment of Charred Wood and the Fragment of Solidified Blood to form the Emblem of Blackened Blood. Hand the Emblem to the Guardian to finish the riddle and be teleported from this room:
"Welcome to the halls of Kivik Lir's temple, child. I will now transport you to the staging area. You will be able to prepare yourself there before continuing further in your training."The next portion of the dungeon you are faced with a chioce. You can either take a fairly safe jog down to the final area. Or take the "Lagger's Dagger Run of DOOOOMMMM!!!" Not sure if this is the actual name for this, but it is fitting.
Guardian teleports you with Lyceum of Kivik Lir.
The Run of DOOOMMmmm!
The Run of Doom, as I lovenly call it, is reached by jumping on the floating blocks about the room until finaly reaching one on the North wall. Enter the fake wall and be careful, there are nasty debuff traps down either hallway, they can be jumped over but if tripped have the ability to entirely debuff you. From here on I am not familiar with the Run of Doom but I have heard that it is linear. You will eventually come to a bridge that you can jump down from to end up near the Strange Device to exit this portion of the dungeon. If you make it please scroll down until the Strange Device Activation portion.
Walk in the Park.
Now for the people that don't feel the Dagger Run of Doom is for them, which I hope is your entire fellow, simply exit the South of the room and down the ramp. Hang a left and then follow the left wall the rest of the way until you find a ramp leading up into a room filled with Burun. Clear out the room and make your way into the room. One member of your fellowship should run to the North wall while everyone else assembles in the up ramps on the East and West walls. The solo member should then pull both levers located on the North wall and run to either hall to rejoin the fellow. Proceed up the ramps and avoid the few dagger traps there are and find yourself in the Strange Device room. All in all, this path probably takes a few extra minutes but a much lower casualty rate.
Strange Device Activation.
When everyone is together at the Strange Device, it is time to get flagged to enter. (Note: This is my way of doing it. There seem to be many bugs and loop holes and red flagging that occurs during this process but I have found my way to work 100%. There are other ways but they may be fixed in the future. If you find my way not to work, please submit it and we will change the guide. Thank you.) To activate the Strange Device you have to first go poke some eyes that are located about the room. There are four in total and every member needs to do this. My method is pretty easy. Divide the Watchers into 4 directions and follow this:
1) Use the NW Eye.After being teleported you find yourself before The Guardian of the Trials (refered to as Guard1). Down the West hall you will find the Guardian of the Arena (Guard2). To the East hall you will find an Eye of the Watcher and Urns. And the North you will find the jumping section. One member of the fellowship should now speak with Guard1. The Guardian will bestow upon your fellow a test before you can continue:
2) Use the NE Eye.
3) Use the SE Eye.
4) Use the SW Eye.
5) Do not remove the debuffs. Use the Strange Device.
The Guardian of the Trials speaks into your minds.Each trail will now be talked about separatly. (Note: If you are traveling with 2 fellows each fellow will need to perform these trials. Although they can be done at the same time, each fellow must complete it themselves.
"Welcome, young initiates. You have found your way beyond the guardians of the Tomb of Kivik Lir. You have done well to reach this point. By the Watcher, you shall awaken the High Matron. But there are still spirits to defeat and still challenges that you must complete to prove your worthiness. Within this very hall lie several such challenges. Each must be completed by you within a set period of time. When you have completed all of the tests, and only then, return to me. If you have succeeded, you shall be granter passage deeper into the halls of Kivik Lir's temple. Should you fail... then I shall be forced to rid these halls of your presence. Pray to the Iakvi Livilakti that you do not fail."
The North Trial
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We will start here as the jumping trial can be difficult to do and may require a bit of time. Choosea jumper from amongt the fellow and send him to the North. Here you will notice a room with floating platforms scattered about the room with some the disappear and reappear and some that are solid. The solid blocks are not there. Do not jump to these. Choose a path around the room, your goal being a platform to the North. The best route I have found is that if you face to the NW you will notice a two doorways one atop the other. In front of the lower door you will see a platform that is disappearing and reappearing. Aim for this platform, just slightly to the right of the doorway, avoiding the floating candles that might imped your jump path. Do a full forward standing jump. Once on this platform run inside the doorway and find another door on the North wall. Stand inside of this doorway and move all the way to the left side of it. From here face to the NE and you should be able to see an alcove in the wall. Aim for it and make sure you aim between any candles again. Do a full forward jump and you should hit it dead on. Once here you should just wait for the rest of your fellow to complete the other trials. If you fall. If you fall there are daggers at the bottom. Avoiding these, make your way to the North platform and you will find a level on the West wall. Pull this lever and enter the center of the North wall. Once in the hall choose left or right and run for it. The path is linear and fairly simple to avoid the Burun here. Just keep using your bracket keys to search for a lever to pull. When you find this lever pull it and find the door right near it. Once through the door you can jump down from the wall and find yourself at the beginning again. |
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The West trial is a little difficult, only because you have to clear out a room of Burun. For this trial have your fellowship, minus your jumper, exit to the West hall to find Guard2. Once here, make sure everyone is buffed and ready for a fight. When ready the entire fellowship will have to use Guard2 twice.
The Guardian of the Arena speaks into your mind.Once your entire fellow is inside regroup and note your location in front of The Conveyor of the Arena (Guard3). Choose which hall to take and head out and dispatch of the Burun intruders. When the battle is ended one member, and only one, of your fellow should loot the corpses and collect the 3 pieces of bloodstone; Small Bloodstone Fragment, Sharp Bloodstone Fragment and Small Bloodstone Shard. Fit the three pieces together and head back to Guard3. The member that has the Emblem should talk to Guard3 and be teleported back to Guard2 and hand the Emblem to Guard2. Once you have handed Guard2 the Emblem, you will have 15 minutes to complete the remaining trails. This is a good time to tell your Jumper to use the Eye of the Hieghts.
"Beyond these walls lie the arenas of Kivik Lir. Within these blood spattered walls, the students of Kivik Lir tested their will against others. Those who were deemed champions were presented a Bloodstone Emblem, symbol of might in combat. Those who present a Bloodstone Emblem will be judged worthy and permitted to continue further in the Lady's temple. A warning to those who are unworthy, presentation of anything but the Emblem will result in punishment. Those who wish to mettle against other students should now speak to me once again."
As you appraoch the Guardian, you hear what sounds like Burun on the other side of the wall. Before you can even formulate second thoughts the Guardian pulls you forward into the next area of the temple.
The East Trail
Having finsihed the other 2 trials already, the easiest is last. One member of your fellowship should run down the East hall and turn North to find the Eye of the Watcher. Make sure you have at least 2 places open in your main pack. Use the Eye and recieve a riddle:
The Eye of the Watcher shudders for a moment and settles. Without warning, a voice with the sound of metal scraping on metal chimes into your mind.Well, what could that be? Exit this room and head South to find a room full of Offering Urns. Use one of them to gain a Brittle Bone. Drop the Brittle Bone into the Satchel and return it to the Eye of the Watcher.
" The Lady Kivik Lir has a fondness for Sacrificial Urns. In her time, she collected quite a few of them. In the Antechamber, she keeps six stacks of Sacrificial Urns. Within her personal chambers, she keeps three stacks of Sacrificial Urns. And here, in these halls, she keeps five stacks of Sacrificial Urns. If the Lady Kivik Lir were to put them all together, how many stacks would she command?"
Eye of the Watcher gives you Empty Satchel.
Once all 3 trials are completed, one member of your fellow should speak with Guard1 to teleport your entire fellowship to a staging area. This is a good place to take a breather and rebuff. When ready to move on simply have each member of your fellow use the eyes on the walls in this room. Then hop into the Strange Device.
Once on the drop zone do not move forward. Only step backwards to wait for people still downloading. At the oppisite end of the room you can click around and find Plocagruuk. He is a Burun character and a fierce meleer and mage. The best tactic I have found is to allow your mages or archers to shoot at Plocagruuk to lure him over and begin taking him out first, mainly ignoring the other dozen or more Burun surrounding you and then once finished with Plocagruuk turn your attention to the rest of the spawn. (I have also heard that once Plocagruuk is defeated you can move to the North end of the room and killing the barrier located here will kill the rest of the spawn.) Either way you choose, once the barrier is down your fellow should move into the now open hallway to find the Guardian and gain access to the prize room.
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STEP BY STEP GUIDE (Return to Top)
1) Find a route to get to Kivik Lir's Temple (38.0S, 47.3W).
2) Kill of the doormen and hop inside. Use the Guardian.
3) Once inside, talk to first Guardian once.
4) Run East to find Fragment of Dried Blood.
5) Run West to find Fragment of Charred Wood.
6) Combine Blood and Wood to gain Emblem of Blackened Blood. Hand to Guardian.
7) Choose Dagger Run or Easy Path.
7a) Jump on the platforms surrounding the room to end up on a platform on the North wall. Follow the halls to the bridges and jump down.
7b) Exit to the South, turn left and follow the left wall the rest of the way down. Pull levers on North wall to exit through upward ramps.
8) Use the Eyes to gain access to the Strange Device.
9) Talk to the Guardian of Trials and complete the 3 Trials.
9a) North Trial: Jump to the Eye of the Hieghts.
9b) West Trial: Talk to Guard of Arena twice then kill Burun to collect 3 fragments of bloodstone. Hand back to the Guardian of Arena, NOT Conveyor of Arena.
9c) East Trial: Talk to Eye of Watcher, grab brittle bone from Offering Urn. Put bone in Satchel and hand back to Watcher.
10) Talk to Guardian of Trials again to be teleported to Prep Area.
11) Use 4 Eyes on walls to use the Strange Device.
12) Kill Plocagruuk and the Barrier to gain access to the Guardian to the North to enter the prize room.
Submit new findings to roewin@warcry.com
REWARDS (Return to Top)
| REWARD | DESCRIPTION | RESTRICTIONS |
| Ancient Armored Leggings | ||
| Manacle of Biting Pain | Casts Evil Thirst(-15 Health), Web of Resistance and Vision Beyond the Grave(+3 to Willpower) | Wield Requirment: Level 100+, Arcane Lore: 200+ |
| Tears of Jvikti Kheval | Casts Gift of the Fiazhat, Eyes Beyond the Mist | Wield Requirement: Level 100+, Arcane lore: 200+ |
| Scroll of Conjurant Chant (Spell levels 4-7) | Enhances the Creature Enchantment skill of your fellowship. (Spell levels 4-7) | Skill Checks |
| Scroll of Artificant Chant (Spell levels 4-7) | Enhances the Item Enchantment skill of your fellowship. (Spell levels 4-7) | Skill Checks |
| Scroll of Conjurant Chant (Spell levels 4-7) | Enhances the Creature Enchantment skill of your fellowship. (Spell levels 4-7) | Skill Checks |
| Scroll of Conveyic Chant (Spell levels 4-7) | Enhances the Mana Conversion skill of your fellowship. (Spell levels 4-7) | Skill Checks |
| Scroll of Hieromantic Chant (Spell levels 4-7) | Enhances the War Magic skill of your fellowship. (Spell levels 4-7) | Skill Checks |
| Scroll of Vitaeic Chant (Spell levels 4-7) | Enhances the Life Enchantment skill of your fellowship. (Spell levels 4-7) | Skill Checks |
MAPS (Return to Top)
PORTAL ROUTES (Return to Top)
| DESTINATION | ROUTE |
| Kivik Lir's Temple (Via Kivik Lir's Temple portal) |
1) A portal to near Kivk Lir's Temple was a prize from
a previous Blackmire. Use the portal. 2) Run to (38.0S, 47.3W). |
| Kivik Lir's Temple (Via Izji Qo's Temple portal) |
1) Bit of a hike, but hop in the Izji Qo's Temple portal
hooked onto your mansion. 2) Run to (38.0S, 47.3W). |
CONTRIBUTORS (Return to Top)
| PLAYER NAME | SERVER | CONTRIBUTION(S) |
| Icedancer | Thistledown |
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| Bronze Monkey | Frostfell |
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| Sprawl | Frostfell |
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| Ashbringer | Thistledown |
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* Quest Edited by Roewin November 3, 2004.











