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The Last Move: The Way to Yarkuch
The Last Move: The Way to Yarkuch is the 9th quest in the Assault on Splinterskull story arcStory arcs are chains of quests that make up a story line. Completing everything in a story arc often yields a nice reward.. |
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First Strike • The Hobgoblins' Captives • Yarkuch's War-plans • Whisperdoom's Spawn • The Deadly Package: The Stronghold Key • The Deadly Package: Agent of the Darguul • Doom of the Witch-doctor: The Way to Zulkash • Doom of the Witch-doctor: Zulkash, Herald of Woe • The Last Move: The Way to Yarkuch • The Last Move: Yarkuch's Last Stand |
Your skirmishes have exposed Splinterskull to a final assault. It is time to do battle with Chief Yarkuch and his war-masters.
Requires access to adventure pack
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The Last Move: The Way to Yarkuch | |
Heroic level: | 7 |
Epic level: | None |
Duration: | Short |
Heroic XP: | ♣348Solo/Casual ♦612Normal ♥644Hard ♠676Elite |
Epic XP: | N/A |
Takes place in: | Outer Splinterskull Fortress |
Bestowed by: | Chief Ungurz |
NPC contact: | Chief Ungurz |
Quest acquired in: | Tangleroot Gorge |
Patron: | House Phiarlan |
Base favor: | 3 |
Purchase: | Tangleroot Gorge or VIP |
Extreme Challenge: | No |
Overview
Break into the throne room of Chief Yarkuch and slay him!
- Make your way once more through the Outer Fortress, on your way to the final confrontation with Chief Yarkuch.
Spoiler Warning: Spoiler material below this point!
Objectives
- Get to the entrance to Splinterskull's inner stronghold
- (Optional) Slay War Master Muurj — Bonus (10%): Heroic( ♣35 ♦61 ♥64 ♠68 )
What to Expect
- Spawning/respawning monsters
- Ability check (optional; 16 Strength required to open a door)
- Locked doors (optional)
- Contains the entrance to another quest (to The Last Move: Yarkuch's Last Stand)
Known Traps
- Spike trap in the western storeroom, in the corner beyond the door; control panel is on the western wall
- Electrical trap in the small room off the throne room; control panel is just inside the door on the north wall
- Blade trap (on both walls) down the corridor past the second shrine; control panel is on the north wall
- Spinning blade trap further down the corridor; control panel is on the south wall immediately after the blade trap
Tips and Misc
- Rejoice, for this is your last time through the outer fortress! This time, you can face War-Master Muurj on your way. He can be found in the central chamber.
- The door to the Inner Fortress is still open; once you pass the threshold, the quest is completed.
- Once more, if you leave before completing the second (inner fortress) portion of this set, you'll have to go through this quest again.
- Once again, there's no real need to go into the lever rooms or the storage rooms unless you want the trap or breakables XP bonuses.
- You don't receive favor until after completing the next quest.
Bonus XP
- Insidious Cunning bonus: 0 or fewer monsters killed +10% Bonus.( ♣35 ♦61 ♥64 ♠68 )
- Devious bonus: 2 or fewer monsters killed +7% Bonus.( ♣24 ♦43 ♥45 ♠47 )
- Discreet bonus: 12 or fewer monsters killed +5% Bonus.( ♣17 ♦31 ♥32 ♠34 )
- Aggression bonus: 46 or more monsters killed +10% Bonus.( ♣35 ♦61 ♥64 ♠68 )
- Onslaught bonus: 60 or more monsters killed +15% Bonus.( ♣52 ♦92 ♥97 ♠101 )
- Conquest bonus: 73 or more monsters killed +25% Bonus.( ♣87 ♦153 ♥161 ♠169 )
- Tamper bonus: 2 or more traps disarmed +10% Bonus.( ♣35 ♦61 ♥64 ♠68 )
- Neutralization bonus: 3 or more traps disarmed +20% Bonus.( ♣70 ♦122 ♥129 ♠135 )
- Ingenious Debilitation bonus: 4 or more traps disarmed +30% Bonus.( ♣104 ♦184 ♥193 ♠203 )
- Mischief bonus: 52 or more breakables smashed +8% Bonus.( ♣28 ♦49 ♥52 ♠54 )
- Vandal bonus: 68 or more breakables smashed +10% Bonus.( ♣35 ♦61 ♥64 ♠68 )
- Ransack bonus: 84 or more breakables smashed +15% Bonus.( ♣52 ♦92 ♥97 ♠101 )
External Links
Loot
- Chests: Three (same ones in all Outer Fortress quests)
- One in the room past the scorpion pit in the eastern cell block (requires 16 STR)
- One behind the locked door in the central chamber
- One on the lookout ledge down the inner corridor past the second shrine
- Collectables: Ten
- Two Mushrooms down the South-west tunnel
- Adventurer's Pack down the South-east tunnel
- Bookshelf in the alcove as you first enter the stronghold proper
- Adventurer's Pack in the spider pit in the western cell block
- Cabinet in the central chamber
- Mushroom just before the second shrine
- Mushroom on the lookout ledge
- Mushroom down the North-west tunnel around the loop
- Mushroom down the South tunnel around the loop
NPC end rewards
No reward when turning in the quest.
Monsters
Name ( picture ) | CR | Type | Race |
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Black Widow ( view • edit ) | ♦2Normal ♥4Hard ♠7Elite | Vermin | Spider |
Brown Spider Prince ( view • edit ) | ♦5Normal ♥8Hard ♠10Elite | Vermin | Spider |
Brown Spider ( view • edit ) | ♦1Normal ♥3Hard ♠6Elite | Vermin | Spider |
Gray Ooze ( view • edit ) | ♦4Normal ♥6Hard ♠9Elite | Ooze | Gray Ooze |
Hobgoblin Cleric ( view • edit ) | ♦3Normal ♥5Hard ♠8Elite | Goblinoid | Hobgoblin |
Hobgoblin Infiltrator ( view • edit ) | ♦2Normal ♥4Hard ♠7Elite | Goblinoid | Hobgoblin |
Hobgoblin Patrol Leader ( view • edit ) | ♦3Normal ♥5Hard ♠8Elite | Goblinoid | Hobgoblin |
Hobgoblin Slayer ( view • edit ) | ♦4Normal ♥6Hard ♠9Elite | Goblinoid | Hobgoblin |
Night Scorpion ( view • edit ) | ♦4Normal ♥6Hard ♠10Elite | Vermin | Scorpion |
War Master Muurj ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite | Giant | Ogre |
Worg ( view • edit ) | ♦2Normal ♥4Hard ♠7Elite | Magical Beast | Wolf |