Gate of Desolation (mission)

Objectives
Tame Queen Aijundu and gain control of the junundu wurms.


 * ADDED Defeat Queen Aijundu and her undead minions.
 * ADDED Call forth a junundu so you may ride it through the sulfur.
 * ADDED Guide the junundu to the Remains of Sahlahja.
 * BONUS Protect the junundu young from the demon hordes. You have saved 0 of 3 junundu young.

Primary
In this mission, you must fight progressive waves of undead charging in from the sulphurous wastes. If your partymembers venture beyond the safe zone, they are immediately killed by the poisonous mists of The Desolation, which is indicated by the yellow blanket of sulphur on your minimap. At some point, the queen of the junundu wurms will come and attack the players directly, giving you the opportunity to damage and kill her before she retreats back to the sulphurous wastes and you must fend off attacking undead again.

After "taming" the queen, you simply follow Palawa Joko to the next city, which is very easy and straight forward.

Bonus
The bonus is obtained by speaking to Queen Aijundu once she is tamed. There are 3 junundu young which must be protected from the demon hordes. In practice, the demon hordes will not attack them so there is no need to rush; you must simply travel to their location and wipe out any mobs in the vicinity. The young will then join you.

Allies

 * 24 Palawa Joko

Bosses

 * 28 Chadek the Lonely (Soldier's Fury)
 * 28 Avah the Crafty (Soldier's Stance)
 * 28 Chundu the Meek (Vow of Silence)
 * 30 Queen Aijundu (uses only monster skills, cannot be killed)
 * 28 Nehmak the Unpleasant (Signet of Suffering)
 * 28 Amind the Bitter (Hex Eater Vortex)

Follow-up

 * Upon completion of the mission players will find themselves in: Remains of Sahlahja

Tips

 * While fighting the waves of undead charging in from the sulphurous wastes stay well back up the hill behind the wurm spoor. This means any henchmen in your party won't accidently run into the wastes and die.
 * When arriving to the part you must do as human to the West have your party remain in the sand as junundu while one person draws the enemies.
 * It is advised to take the junundu young marked 1. on the map first it allows for you to take the second (marked 2.) as a wurm rather than human, making it far easier.
 * If you carry a cap sig into this mission, make sure to use it prior to boarding a junundu as it will prevent you from having access to one of the wurm skills (which could be very back if it's the heal/rez skill). Alternatively, you can place it in slot 4, which in this mission is for an unavailable skill.