Moddok Crevice (mission)

Mission Objectives and Rewards
Dunkoro must be in your party in order to enter this mission.

Objectives
Travel through the Bahdok Caverns to escape to Vabbi
 *  *Bonus*  Follow Dunkoro's remaining suggestions.
 * You have followed 0..4 of Dunkoro's 0..4 remaining suggestions.

Primary
At the beginning of the mission you are confronted by a band of Corsair Cutthroats led by Captain Bohseda claiming to be your guides through the tunnels. You must choose whether to trust them or not (Dunkoro will advise you not to trust them); your choice has no overall effect on the mission or bonus. If you choose not to trust them, they will turn hostile and you must kill them. If you choose to trust them, you will be led a short ways into the next cavern where a large group of Corsair Raiders will spawn, and you must kill them along with the other corsairs.

The first cavern is filled with Mandragor. There are two exits: the shorter path to the east leads to an insect boss, while the longer path to the north has a group of corsairs at the top of the hill and a few groups of insects as it loops around to the west. Either path will eventually bring you to location 4 on the map, where there is an opening to the north. There are two paths, populated by insects, both of which will bring you around to a path that leads west and across a stone bridge.

As you approach the bridge, General Bayel appears in a cutscene, accompanied by The Hunger. After the cutscene, they will be in a small chamber beyond the bridge, with a row of 8 Kournan Bowmen stationed on an arch above the bridge and 4 more stationed at the sides of the chamber. There are a few different ways to tackle this situation:


 * Nuke the front line of bowmen from your side of the bridge. Be sure to use a flag to keep your melee henchmen/heroes from running through the chamber to get to them.
 * Plant a flag to keep your heroes/henchmen away from the bridge, then draw Bayel and The Hunger across to them, away from the bowmen.
 * Run past both Bayel and The Hunger to the far side of the chamber; they will both follow you out of range of the bowmen.
 * Position your party (using a flag for your heroes/henchmen) directly under the bowmen on the bridge - they can't shoot you through the bridge - then you just draw Bayel and The Hunger to the party.
 * If you have a MM in your party wand/shoot one of the archers and create flesh golem which will finish the rest.

Bayel and The Hunger are not attached as a group, so you can fight each one individually (unless you use the third option above). Neither is particularly difficult to defeat.

Bonus
Dunkoro's suggestions will appear at specific points in the mission.


 * 1) Mark "2" on the map: Dunkoro: I don't like the look of this passage. There are no tracks going in or out. It looks like the corsairs avoid it completely. Perhaps we should learn from them and not travel that way. Don't follow the dirt path that leads north out of the water here; instead, stay in the water and head to the northwest.  You must also avoid traveling this path from the other direction later in the mission.
 * 2) At the bottom of the northernmost path out of the water: Dunkoro: Wait a second. Notice how the path here is worn? See those footprints in the mud over there? It looks like a patrol comes through here on a fairly regular basis. Perhaps we should conceal ourselves. I spotted a waterfall to the west that should drown out any noise we make nicely. Hide next to the waterfall (marked "3" on the map) and allow the corsair patrol to move by before continuing up that path.
 * 3) After the insect group at the top of the hill: Dunkoro: Corsair camps! There. To the west. Our best plan is to stay close to the eastern wall here and head north around the camps. If we're careful, we should be able to avoid them. Proceed cautiously. Hug the eastern wall to avoid the camp, fighting the insects along the path, until you find a path leading straight north (marked "4" on the map).
 * 4) Mark "4" on the map: Dunkoro: We've got to get past that camp. But look. You see those two corsair runners? They're [sic] job is to alert the other camps of any trouble. If they get away from us, they'll surely bring back reinforcements. You will actually see the runners before he makes this suggestion.  To ensure that you can kill the runners bring along 2 rangers with Pin Down; split the party into 2 groups around each ranger (the runners will split up) and have the rangers simultaneously cripple both runners, then kill them. A Dervish with Avatar of Balthazar, Crippling Sweep and two enchantments can also take out one of the runners, as can an Elementalist with Water Magic Snares (Glyph of Sacrifice followed by Deep Freeze, for example).

Your mission log will not always update appropriately to reflect the number of suggestions you have actually followed. The suggestions themselves may not always trigger, especially the first one if you avoid that side of the cavern; you will still receive credit toward the bonus for doing what is required, though.

Monsters
Demons Humans Insects Mandragors
 * 28 The Hunger
 * Corsairs
 * 17 Corsair Cutthroat
 * 15 Corsair Raider (only if you choose to trust the corsairs at the beginning)
 * 22 Corsair Lieutenant
 * 22 Corsair Runner
 * 21 Corsair Wind Master
 * 16 Captain Bohseda
 * 23 Corsair Admiral
 * Kournan military
 * 20 Kournan Bowman
 * 28 General Bayel
 * 20 Bladed Veldt Termite
 * 20 Veldt Nephila
 * 22 Mandragor Slither
 * 22 Mandragor Imp
 * 22 Stoneflesh Mandragor

Bosses

 * 24 Yakun Trueshot: Cruel Spear
 * 24 Ranshek, Carrion Eater: Cleave
 * 24 Kenmak the Tranquil: Light of Deliverance

Follow-up

 * Upon completion of the mission players will find themselves in: Wehhan Terraces.
 * To continue the storyline, take the following Primary Quest: Rally The Princes.