White Plume Mountain

{{Quest | name            = White Plume Mountain | adpack          = White Plume Mountain and Other Tales | level           = 9 | epic            = 32 | duration        = Long | raid            = false | solo only       = false | solo            = 3487 | normal          = 6148 | hard            = 6484 | elite           = 6820 | xp              = | ecasual         = 23153 | enormal         = 39546 | ehard           = 40504 | eelite          = 41461 | epicxp          = | bestower        = Raheen the Gatekeeper | npc             = Raheen the Gatekeeper | loc             = White Plume Mountain | zone            = The Gatekeepers' Grove | patron          = The Gatekeepers | favor           = 5 | free            = VIP | extreme         = false | mappic          = M_White_Plume_Mountain.jpg | maplegend       = yes

| loadingpic      = L_White_Plume_Mountain2.jpg | overview        = The wizard Keraptis has stolen a Codex Page and sealed it away in a dungeon beneath an active volcano. The Gatekeepers have asked you to enter the dungeon and retrieve it. | objective_1     = Acquire the Codex Page | objective_2     = Acquire the Sword Crest | objective_3     = Acquire the Hammer Crest | objective_4     = Acquire the Trident Crest | objective_5     = Gain entry to the treasure chamber | objective_6     = Defeat the Efreet

| optional_1      = Defeat Burket & Snarla | opt_percent_1   = 12 | optional_2      = Defeat Bluto's Ambush | opt_percent_2   = 15 | optional_3      = Slay Drek the Sly | opt_percent_3   = 8 | optional_4      = Slay Gorgo | opt_percent_4   = 8 | optional_5      = Slay Brog the Mighty | opt_percent_5   = 8 | optional_6      = Slay Veck the Necromancer | opt_percent_6   = 8

| expect          = Powerful mobs that will happily kill you. | traps           = Trap DCs | misc            =
 * Illusionary Spikes (Will save required) and whirling blades
 * Slashing traps in the underwater tunnel to Bluto.

Intro
Talk to Gynosphinx. Three paths open before you, one for each crest.
 * If you answer her riddle correctly, she will let you pass.
 * Or kill her.

Sphinx Riddle
(only asks one of three questions, randomized)

Double my number, I'm less than a score. Half of my number is less than four. Add one to my double when bakers are near, Days of the week are still greater, I fear.
 * Riddle:


 * Answer: 6

Twice four and twenty birds I shot and killed a quarter of them How many do remain?
 * Riddle:


 * Answer: 7 (twice four and twenty = 2×4+20 = 28; 25% of 28 = 7 which remain because the others flew off)

Round she is, yet flat as a board Altar of the Lupine Lords Jewel on black velvet, pearl in the sea Unchanged but e'erchanging eternally.
 * Riddle:


 * Answer: The Moon

The paths to the three crests
The crests are virtual – once you have one, it is automagically placed in the correct socket back near the start.

Note that the paths to the three crests do not match left/center/right to their respective sockets, but you have to get all three anyway, so...

The right-hand path has no named loot, so that may be the best to do first, if you care about latecomers.

Hammer Crest (right tunnel)

 * Shortly past the beginning of this tunnel is section of Green Slime covering the full width of the passage. You need to go through it to move forward, and it will cause a damage over time effect that lasts for 60 seconds. This can be removed by anything that removes disease. Note that the optional area with Burket and Snarla near the end of the path towards the Trident Crest has 6 potions of Disease Removal.
 * This Slime is "highly flammable", so you can clear your path with a Fireball (note that Scorch did not work).


 * Just past the Green Slime is a group of Bugbears, including a Bugbear Shaman.
 * The mechanical door can be picked and has a relatively low DC. The Silver Key used for unlocking the door lock, is contained within in one of the glass spheres in the room at the very end of the corridor past the tunnel with the door. There is also an Invisible Stalker on the way, and a Black Pudding will drop down just in front of the door to the room.
 * The solution to the tattered men (Flesh Golems) is to look for the non-prime number.
 * Spoiler: for the mathematically disinclined, that would be "nine".


 * There are more enemies along the tunnel once you are past the Flesh Golems, including Bugbears and Wights.
 * Mud room
 * Drek Tooth (rare) may spawn in this room.
 * The trick to getting across the cavern with the air/mud jets is to time your jumps, after the jets in any one area stop there will be a noticeable delay before they start again.
 * Alternatively you can jump across the room on the ground floor and talk to the magic mouth. You then can choose to fight (a massive mudman and some normal mudmen) and the ladder will be lowered.
 * Vampire Room
 * Veck (rare) may spawn at the entrance to this room.
 * Ctenmilr creates blue glowing circles on the ground that cause damage after a few seconds if you are still in them. He also summons some shadows after losing enough health.


 * No optional objectives with named loot in this path.

Trident Crest (center tunnel)

 * This way starts with a run through cave tunnels. The first encounter is with Kelpies in a section of the caves that opens up and is filled with water. The back of the cave is blocked by a white magical barrier, kill the Kelpies to remove the barrier and move on.
 * Around the first corner you will encounter a group of Ogres, including Ogre Brutes and an Ogre Shaman. Around the second corner is a group of Wights, including a Wight Mage that casts Acid Rain, Frost Lance, and Lightning Bolt.
 * At the T-intersection, turn right to head towards the Burket and Snarla encounter. Turn left to head to the Giant Crab boss encounter and the Trident Crest.
 * The rotating tunnel will light on fire when you are partway through, causing fire damage. Burket is at the end and shoots at you with a bow. Snarla is just around the corner and is a mage. When she is close to death, she will change into a Werewolf and melee you.
 * The room contains 6 potions of Disease Removal that are useful in dealing with the Green Slime damage effect in the tunnel heading towards the Hammer Crest.
 * The Giant Crab boss in the last room will periodically hit the glass walls, causing hot water to burst in and damage you. He can be pulled back to the tunnel leading to the room so he will not damage the barriers (or not damage them as much) and cause water to rise. If too much damage is done to the barriers, the water level will rise and cause constant damage to any players standing in the water. A few rocky patches are high enough that they will not be covered by the water, but melee characters will find it difficult to damage the boss while standing on the patches.
 * The crab has special attacks that can knock you down and knock you back, as well as slow you, and has fast attack animations.
 * An optional objective here can yield named loot. To find Burket and Snarla, take the rotating tunnel.

Sword Crest (left tunnel)

 * This way starts with a run through cave tunnels. The first obstacle is a section of tunnel that causes damage as you move through it – the game warns you of this as you approach by stating that it is crackling with electricity.
 * Shortly past that area you will encounter a group of ghouls. They are hiding when you enter their area, so be careful as they may surround you before you see them. Just past the ghouls are some wights, including a Wight Mage.
 * When you move past the caves into more corridors with a more finished stonework appearance, you will encounter groups of Ogres and Bugbears.
 * The area of the map labelled Slippery Path is a large room with two levels. The bottom and top levels both lead to the same area where you exit the room.
 * The bottom floor is an open area with fixed Illusionary Spike traps (Will save required), and moving spinning blade traps, as well as a number of Shadows; the objective is to use three levers place along the walls of the room. After all three have been used, a ladder will drop down at the back of the room. Climb the ladder to reach the exit.
 * Elevated above the floor is a narrow slippery path that interferes with character movement and causes your character to slide, potentially falling off the edge and to the bottom level. At the end of this path is the area where you exit the room.
 * The next major area is a very large room with an opening in the middle, and 4 levels. The first 3 levels each consist of a walkway surrounding the open area, and containing several enemies. There is no wall, so you can simply drop down from each walkway to the next level.
 * However, when you reach the bottom level there will be a rush of water and any creatures still alive on the upper levels will be carried to the bottom with the water, forcing you to face all of them together.


 * Qesnef will try to trick you into opening the chest which is a mimic in disguise. He turns invisible and invulnerable like all Ogre Magi after losing sufficient health, but also summons five low HP clones of himself at the same time.
 * An optional objective here can yield named loot. To find Bluto, either go swimming, or find two secret doors to reach his ambush location. Entering the waterwall will require you to navigate past turbines that will do extremely high damage to you if you don't avoid them, and the water pushes you forward at very fast speeds, much faster than the Crucible swim. If you die during the swim, your soul stone is deposited at the other end.

End fight
Back to where the path originally turned north. Kill 2 to 4 efreet (Nix, Nox, Cox, and Box). After the first Efreet is killed, the other 2 spawn so it is best to kill the first two simultaneously.
 * There are 2 Efreet on Normal difficulty.
 * As the first two efreet spawn here, this is a bad spot to pike or go AFK.

| insidious       = | devious         = | discreet        = | aggression      = 125–126 | onslaught       = 160–161 | conquest        = 198–199 | tamper          = | neutralization  = 2 | ingenious       = | observance      = 1 | perception      = | vigilant        = | mischief        = | vandal          = | ransack         = | bonus_xp_notes  =

| chest           = 7–9
 * One chest at the end of each path; one additional mimic chest for the Qesnef fight. No named loot.
 * Burket & Snarla (central path optional): Inferno Sniper, Celestial Beacon, 1000 Sentient XP (not in Heroic)
 * Bluto's Ambush (left path optional): Black Opal Bracers, Rose Quartz Sigil Stone, 1000 Sentient XP, Spark of Memory (not in Heroic)
 * End chest:, Echo of xy, Sentient Jewel of xy (not in Heroic)
 * (Rare chests): Drek Tooth (right path rare, located in in beginning of mud pool) or/and Veck the Necromancer (at vampire's entrance room) NOTE: both can give 1000 XP gem.

| collectable     = 10 | npcreward       = | unique          = yes | external        = }}
 * Fungus just past the T-intersection on the Hammer path
 * Fungus in the room where you have to pick a flesh golem
 * Fungus just before Brog
 * Adventurer's Pack in the room with the boiling mud
 * Cabinet, Adventurer's Pack, and Bookshelf around Burket's & Snarla's room
 * Adventurer's Pack and Fungus near Bluto
 * Fungus along the path from Bluto to main