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The Gates of Ahket Aken

It was made by those who are dead, and the dead keep it.

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LootDB · EQ2LL · ZAM
EverQuest II Instanced Zone Information
Introduced Desert of Flames
Level Range 56-66
Zone in from The Sinking Sands
Entrance is at

-372, -143, -1042 ) Copy

Parent Zone The Living Tombs
Difficulty Raid x4
Persistence 2 days 20 hours - 7 days
Quests
Collections
NPCs Monsters Names
Drops   POIs Discos

What does this information mean?

Background[]

Warring factions of undead minions can be found trying to steal or protect the secrets of the ancient city. Do not travel to this place unprepared; it is rumored that only large groups of adventurers stand a chance against the dangers within. - (Source: Dungeons in the Desert)

Entrance[]

To enter this instance you must first speak with Muleek Mahaja in the Sinking Sands at ( -357, -144, -1054 ) Copy. Afterwards, when you use the pole used to access the Living Tombs you will have the option to enter this instance. Every time you zone out from the instance you must speak with this NPC again.

Notes[]

  • The Gates of Ahket Aken has the exact same layout as the Living Tombs.
  • Nearly all named mobs are spawned when a player approaches their location; they are not already up when the instance is created.
  • Many mobs here have an AoE stifle ability, which can prove very annoying. To avoid getting hit by it, kite these mobs.
  • There is a unique Work Bench at ( -263, 24, 194 ) Copy.

Named Monsters[]

First Sector[]

Second Sector[]

Third Sector[]

Fourth Sector[]

  • Ahk'Mun Rhoen
    • 6 of 9 orbs in the zone must be disabled or this mob will not spawn and a level 69 version of Malkonis D'Morte will spawn instead. Orb locations:
      • -346, 25, 93 ) Copy
      • -150, -2, 180 ) Copy
      • -204, 28, 195 ) Copy
  • Akh'Uzh Orus
  • Googhan
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