
Stick the Landing
Storm the Mordrem prison camp, and release all prisoners. Speak with Braham, Rytlock, and the others. Follow Rytlock. Find a way into the Mordrem prison camp. Clear the cave of Mordrem. Proceed up the stairs to the plateau. Defeat the Mordrem Guard on the plateau. Look for a path off of the plateau. Find something that can defeat the tendrils. Tendrils Burned by Fire Grenades Approach the clearing. (Defeat the Mordrem Overseer.) Mordrem Overseer Glide into the Mordrem prison camp. Free all prisoners from the Mordrem Guard. Prisoners Freed Continue the search for your allies. Speak to Eir. Free Eir from her prison. Get to Eir. (Defeat the Mordrem Vinetooth that attacked Eir.) Mordrem Vinetooth Leave Braham and head deeper into the jungle. Return to Verdant Brink and meet with the Pact. Return to Verdant Brink. Speak to Warmaster Leisha.
It is important to note you should start training in Nuhoch Masteries in preparation for later chapters. You will need the Nuhoch Hunting (tier 1 of the Nuhoch Lore mastery track) for an upcoming chapter The Way In or you will not be able to progress in the story. You should start to train this Mastery in prior if you have not already started. It is also very helpful to have Mastery in Nuhoch Wallows (tier 2 of the Nuhoch Lore mastery track) to allow better navigation of the confusing Tangled Depths zone. Reach the starting point from Faren's Flyer Waypoint, moving north and dropping down into the large hollow tree. The mission is a straightforward hike through the Mordrem prison camp. Follow Rytlock, fighting two groups of enemies. When you have to look for a way off the plateau, move in the indicated direction until you see a bunch of Resilient Jungle Tendrils. Then move back and up an incline to discover Pact Ordnance. These give Pact Fire Grenades that you can now also refill in scattered Pact Supply Crates. These grenades are one-shot kills for most foes here, but they are not instantaneous. Use them to clear out the tendrils, as they are impervious to other damage. After clearing the vines, you enter into battle with a Mordrem Overseer. You need to lob fire grenades at him. The grenades also cause , even you, if they land too close. This phase repeats three times. Between each phase, a healing Mordrem Bloom (a large circular blackish flower emitting a black beam into the Overseer) needs to be defeated with fire-based attacks (the fire grenades can be used for this) before the Overseer is again vulnerable. The Bloom is the only one of its kind in the encounter, multiple Tendrils will spawn but they should be ignored as they do not heal the Overseer, and the fight phase will go into an infinite loop until the Bloom is targeted and destroyed. Once he's dead, jump down the cliff Rytlock cleared and glide south down to land in the circle of lights. After a cutscene, your job is to free the captives in the seven vine cages marked with green stars. The encounter will present no challenge if you move carefully from cage to cage, picking off one group of guards after the other. Any leftover fire grenades can still be used here. Again, follow Rytlock to a cage holding Eir and Faolain, the leader of the Nightmare Court. Bust it open to trigger a dramatic cutscene and then a boss fight. The Legendary Mordrem Vinetooth bounces around the area summoning AoE fields, plus a large AoE attack that follows the target and expands in size, causing a lot of damage, but luckily the Vinetooth will mainly target your friends, so you should have plenty of time to take it down with ranged attacks. After the fight, exit the instance through the portal in the southwest. Speak to Warmaster Leisha to end the mission.
For the first encounter, Rytlock uses Facet of Strength, giving Might to nearby allies. The Mordrem Blooms state that they may only be damaged by burning. However, they are also susceptible to Fire damage skills. When trying to perform the "My Friends, the Smiths" achievement, Beigarth will be available to resurrect after the first fight in the instance. You will be able to see the other four smiths, but you must first talk to Beigarth so that he can tell you to save them; they will not be interactable until you do so. Shashoo, Baroosh, and Izu are found near the second fight, but widely scattered; the final smith is near the Overseer fight. If you are also trying to complete the "Artful Dodger" achievement at the same time as "My Friends, the Smiths", do not resurrect Baroosh until you have eliminated the first rank of tendrils on the path. The tendrils have a range that can hit you and prevent you from getting both achievements if you do not clear them first. While using the Pact Ordnance grenades, your character will have a unique back item replacing your current one (if one is equipped) until you have no more grenades. This skin is unique and is not used by any of the current in game backpacks. An updraft spawns near the mordrem cells after completing the story to allow the player to glide back to the area where the Mordrem Overseer was fought.