The Ankh is a Q8 dungeon located in the Scorched Desert zone of Egypt. It involves a descent into an Egyptian tomb while chasing the deranged Dr. Klein. This dungeon features quite a bit more trash than prior dungeons, but the drops are quite good.
The Ankh Lore
| Zone | Loc | Notes |
| The Ankh | 423, 240 | Entrance |
| The Ankh | 345, 210 | After 1st Boss |
| The Ankh | 495, 263 | After Dr. Klein |
| The Ankh | 445, 301 | Jump down |
| The Ankh | 455, 206 | Trash mob |
| The Ankh | 85, 252 | Filth Beast |
| The Ankh | 444, 216 | Trash mob |
| The Ankh | 471, 241 | Trash mob |
| The Ankh | 386, 240 | After trio |
| The Ankh | 438, 200 | Before spider |
| The Ankh | 174, 240 | After Malhotep |
The normal version of the Ankh is a Q8 dungeon. It is intended for players in Q5 and Q6 blue gear. Players who are clearing Darkness War fairly easy are ready to progress into this zone.
The elite version of the Ankh is a Q10 dungeon. The instance is tuned for players in blue Q8/Q9 gear or higher. Players entering the dungeon in full green Q10 gear may find the fights too difficult.
The Ankh features primarily environmental effects, including a number of filth breathing creatures. Additionally, several encounters feature “motes.” Motes attach themselves to a player – that player becomes locked down and cannot cast abilities (they can move). The mote must be DPS’d off fairly quickly or it will explode, killing the trapped party member.
Several fights in the Ankh feature DPS checks and/or extreme mobility checks. Three fights involve having to quickly dispatch adds, doing so slowly powers up the respective bosses, turning them into (more) lethal killing machines.
Damage Taken – by Tank (with tank stats) for the Ankh
Next Boss – Squalid Hekaturgist




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