Dagoor Dirs

Not quite sure where you gotta break from the dirs to get to Myconid, but
I do believe there's a down exit u gotta take... and once you've done that
it's something like 2 west, north, 2 east, north.. or something along
those lines.

Anyways, here's the full dirs to Dagoor.

se7e10n2e11nen2e2n3e2nene2sw2s4w3s

1. all climb timber

4nd

When you go down, all chars will have their mv set to 0. Also, there are
about 10
undead crocodiles that you need to whack quickly, they hit kinda hard but
weak hp.
Two hell fires will kill them all. Vitality everyone, and continue.

2w5nd (1)

After each of these next dirs, you will be in a room with skeletons that block your passage. The skeletons are kind of random aggressive, so is good to have a tank who can spin or hell fire or whatever. They claw you and have poison smoke specs, but otherwise are weak. I'll put the number of skeletons usually there in parentheses after each set of dirs.

3e (2)
d3sd (2)
3wn (3)

That's the last of the skeletons. Continuing on.

push grate, 2dnw2n3wn

1. all crawl passage

w2nw

There are a bunch of random aggro guys through these next dirs, so if you run them you might hafta sum a person or two once you get to the end.

d2n3w;push moss;nd

This is the first place where groups usually leave someone as a summoner in case they mess up somewhere, it is a safe room so they won't get hurt.

To get to Dagoor, you need to collect 4 spider segments from the Matron Mothers of the top four houses of Eryndlyn, and then the spider head from Garaek. Next
part is dirs through all of the Matron Mothers. There are a whole bunch of little bastard aggro mobs in the town that you are going to run through, so probably have to
summon some ppl when you get to where you are going.

nw, kill statue, op web, wn5w3s, kill the spider sentry and unlock the gate, 3su is Matron Yjarm. She has some piddley specs that don't affect much and hits dual
stars, not very difficult.

>From Matron Yjarm, d8nw, kill the spider sentry, unlock and open gate, nwu is Matron Quehvar. She is even easier than the first one.

>From Matron Quehvar, des4en, kill the spider sentry, unlock and open gate, 4nu is Matron Zaboral-Hashal, she is a little tougher than the others but nothing to worry about.

>From Matron Zaboral-Hashal, d5s4e, kill spider sentry, unlock and open gate, nw2neuen is Matron Tzjar-Fey. She is kind of a bitch, hits dual stars/think twice and has a dispel sanct spec, along with a death spray-type spec that she does pretty often. Anyway, once you nail her and have all four segments, on to the next place.

>From Matron Tzjar-fey, swdw2ses7wsd3w2s, push slab, 3d. There is usually a big group of drow guys on patrol down here so watch for ppl getting hit. After the three down is the next place to leave the summoner, so sum him and leave him here. Then, have everyone else jump water.

There are a lot of Drider's and Carrion Crawlers down here, and they are all agg-co, so if you have any commandos in the group, leave them in the first room after
you jump water. You are looking for Garaek in this place, and its basically a big circle, so just run it and find which room he is in, and then run back there

Anyway, to run through the whole circle, dirs are 3n3e4sws3wnw2ne2n3ene3s. There is another little bit of the area if you go more than 3n from the beginning, but Garaek is rarely in there so I left it out. If you dont find him in the circle, go looking up there. Once you kill Garaek, you get the spider head and a key. From the start,
go 3nws3w2sw2ses, op wall, w, unlock and open the hatch. This is the third place to leave the summoner, so get him in here. It is a safe room.

Next guy to kill is Glabrezu, from the safe room he is 2d3n3e2sw, open the door (rock) to the south, and he is s. Mira very early with this guy, he has three round stun specs to the and hits decently, I think a single bone crumble. Once you kill him, drop the four spider segments and the head, and you will be teleported to a new area. From where you start, go about n3e4n3w2s3u. Those are just educated guesses to the dirs, but it should be pretty self explanatory which way to go. That will get you outside Dagoor's room, once you open the double to the north. The room outside of her is the last place to leave summoner.
Have fun.