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Quests - The Green Mire Yari
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Green Mire Grave

Quest:The Green Mire Yari
Participants (Level):Toldhem Shi (13)
Opponents (Level):Drudge Prowler (4); Creeper Mosswart (6); Mosswart Feeder (6); Water Wisp (8); Barker Mosswart (11)
Starts:Shoushi
AC Stratics Rating:0 - 5: Avoid; 6-12: Party; 13+: Solo
Notes:Lockpicking may be used to avoid having to collect the keys.
Author:Auz

The Green Mire Yari is the easier of the two quests in the Green Mire Grave - indeed, it is actually the first part of the quest for the Green Mire Cuirass, but since it can be completed at a lower level than the Cuirass it will be treated seperately here.

Green Mire Camp Directions
To pick up your first clue, purchase the "Green Mire Camp Directions" from Brother Gonun in Shoushi's Brush and Stone. Although this is actually directions to a camp of Mosswarts it tells you the location of the Green Mire Grave dungeon at 27.8s 71.6e.

Personal Note
Upon entering the dungeon you will find yourself in a large room with four exit portals and four exits at the cardinal points. The first key you want is through the south exit, held by Drudge Prowler. Keep left until you reach a room with two empty lifestone cradles and wait if required. Also in this room you can pick up a "Personal Note" which gives you some more clues as to what to look for.

Green Mire Grave Key 1Value: 100 p
50 burden units
This worn key goes to a chest in the Green Mire Grave.
Number of uses: 2

Piece of parchment
The next key you need is found through the north exit from the entry room. It's carried by the more tougher proposition of a Barker Mosswart. The route to the Barker is easy - just keep heading along until you reach the final room - and you should keep an eye out for a "Piece of parchment" which contains more clues on how to proceed.

Green Mire Grave Key 2Value: 100 p
50 burden units
This short key unlocks a door in the Green Mire Grave.
Number of uses: 1

To reach the Green Mire Yari, now head back to the entry room and head east. Through a diamond-shaped room you'll find a cross-shaped room with four doors. Three of these lead into a maze of rooms through which you'll need to navigate. Take the south door and go east two rooms, then south again, east again and head north to the exit. (It's up to you whether you fight the maze's inhabitants or not - I find they can generally be ignored as they have much more trouble with the maze that you will.)

Out of the maze you find a circular corridor. On the other side of the ring, a slope takes you up to a locked door. Use the key you took off the Barker to open it. Go around the square-ring-shaped corridor and you'll find yourself above the diamond-shaped room from before. Go through the southern room and follow the corridor to the end - a bulbous-cross-shaped room with a chest and a sarcophagous.

This room may also contain, at various times, one or two Barker Mosswarts, some Creeper Mosswarts, the odd Mosswart Feeder and most importantly a Water Wisp. The Feeder might have the key you need to find the Green Mire Cuirass, so if you wish to get that, keep an eye out for him. The presence of the Water Wisp indicates the Green Mire Yari is in the chest. Once you've dispatched the wisp, use the key from the Drudge to open it. Inside should be the Green Mire Yari, a Tachi and a Yoroi Breastplate. To exit the Green Mire Grave (or continue on to get the Green Mire Cuirass) you'll have to retrace your steps to the entry room.

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Green Mire Yari
The Green Mire Yari

© Copyright 1998-2002 Stratics.
Erected February 20, 1998
Last modified: January 15, 2002