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Lost_Leader
09-26-2007, 09:18 AM
The Lost Quest Guide

Hello from the future! Word. So this thread was necroed after a few years of gathering dust, so I figured I would do a quick history for nostalgia's sake. Way back in '07 the forum mods decided to hold a contest for player written strategy guides and player guides. At the time there was nothing like this. The ddowiki didn't have a comprehensive quest guide and it was before spyderwolf was making his videos. I decided that this would be a great tool for myself and other players, so I set to it. In the end it took 3rd place in the contest, after SableShadow's Notes of a Dancing Rogue (https://www.ddo.com/forums/showthread.php/124401-Notes-from-a-Dancing-Rogue?highlight=rogue), and MysticTheurge's Ask a Loremaster (https://www.ddo.com/forums/showthread.php/68532-Ask-a-Loremaster?highlight=). We each got the forum title "Scholar Of Adventure" and the other two got some other ingame gifts or something.

Anyways, fast forward a couple years and the mods come up with the compendium. In order to bring more traffic there they decided to copy the winning guides to the compendium. But joke was on them, I got an email telling me that there was too much info to move the Lost Quest Guide over to the compendium and it would take too many man hours for them to do it, so this guide wouldn't make it over there. Also the editors over at ddowiki were beginning to get the quests section filled out and the wiki was really becoming the go to source for that kind of info. While I'd like to think that some of my project here helped them to make that resource better, I know that those folks do a huge amount of work to keep that wiki awesome. Still, I tried to keep this thread going for a bit longer as it was my pet project.

Fast forward a few more years and I've stopped updating at all really, the wiki crew has more than done a great job filling this niche and I prefer to spend my time playing. Then ddo forums make a big change in software and all the old links get broken. This guide I think helped quite a few folks over the years, but it is out of date, and I didn't really see a need to spend the hours necessary to fix it all.

So now here we are in the future. DDO has gone thru many devs and ownerships. I am still here and playing, at least from time to time, and I still enjoy the game. I've made some great friends. Have some great memories. I plan to continue that. Cheers to you all! Everybody Drink!

Last Updates: 11/08/09

So as you have probably noticed, I am no longer maintaining this guide. Many of the walkthroughs are still valid, and can hopefully continue to help guide you through the trickier spots of older quests. Perhaps someday I will come back through and clean it all up and give it an overhaul, add all the new quests. But probably not. It's a huge project and I have found that I would rather spend my gaming time, well, gaming. I am always happy to share my quest knowledge though, so if you ever have a specific question, and don't mind waiting a bit for an answer, feel free to pm me. Also, I play on Sarlona and I am never anonymous. If I am not busy leading raids or whatnot, I am happy to spend a few minutes talking about questing or character builds or whatever. My characters are in my sig, or just ask one of my guildies to direct you to me.

The purpose of this guide is to help to familiarize a player with a quest. It is also to help you determine what quest you want to run, what classes you may want with you, what the rewards might be. There will be spoilers in this guide, so do not continue reading if you do not want to have the veils of mystery lifted.

Quests are organized by criteria (level, favor, chain) and then alphabetically. Quests beginning with the word ‘the’ will be alphabetized by the second word in the quest.

This guide is listed throughout this thread. The links below will connect to single posts to make navigating easier.


Outline

Lost Quest Guide - Outline (http://forums.ddo.com/showpost.php?p=1366881&postcount=2)


Optional Search Criteria

Korthos Island ~ New Player Experience (http://forums.ddo.com/showpost.php?p=2177579&postcount=241)

Raid Flagging Guide (http://forums.ddo.com/showpost.php?p=1465588&postcount=10)

Quest Chains (http://forums.ddo.com/showpost.php?p=1465589&postcount=11)

Favor Rewards and Quest Listing (http://forums.ddo.com/showpost.php?p=1427391&postcount=7)


Search Quests by Level

Level 1 (http://forums.ddo.com/showpost.php?p=1465608&postcount=12)

Level 2 (http://forums.ddo.com/showpost.php?p=1465609&postcount=13)

Level 3 (http://forums.ddo.com/showpost.php?p=1465611&postcount=14)

Level 4 (http://forums.ddo.com/showpost.php?p=1465612&postcount=15)

Level 5 (http://forums.ddo.com/showpost.php?p=1465616&postcount=16)

Level 6 (http://forums.ddo.com/showpost.php?p=1465618&postcount=17)

Level 7 (http://forums.ddo.com/showpost.php?p=1465621&postcount=18)

Level 8 (http://forums.ddo.com/showpost.php?p=1465623&postcount=19)

Level 9 (http://forums.ddo.com/showpost.php?p=1465628&postcount=20)

Level 10 (http://forums.ddo.com/showpost.php?p=1465635&postcount=21)

Level 11 (http://forums.ddo.com/showpost.php?p=1465642&postcount=22)

Level 12 (http://forums.ddo.com/showpost.php?p=1465644&postcount=23)

Level 13 (http://forums.ddo.com/showpost.php?p=1465650&postcount=24)

Level 14 (http://forums.ddo.com/showpost.php?p=1465655&postcount=25)

Level 15 (http://forums.ddo.com/showpost.php?p=1465660&postcount=26)

Level 16 (http://forums.ddo.com/showpost.php?p=1541452&postcount=215)

Level 17 (http://forums.ddo.com/showpost.php?p=1908715&postcount=230)

Level 18 (http://forums.ddo.com/showpost.php?p=2519455&postcount=245)

Level 19 (http://forums.ddo.com/showpost.php?p=2519466&postcount=246)

Level 20 (http://forums.ddo.com/showpost.php?p=2519471&postcount=247)

Lost_Leader
09-30-2007, 08:29 AM
The Lost Quest Guide - Outline


The purpose of this guide is to help to familiarize a player with a quest. It is also to help you determine what quest you want to run, what classes is you may want with you, what the rewards might be. There will be spoilers in this guide, so do not continue reading if you do not want to have the veils of mystery lifted.

If you would like to contribute any knowledge to the quest guide, or perhaps fix an error, please post here on our forums, or PM Lost Leader on the DDO forums.

Disclaimer: DDO is an actively changing game, where the developers will come back and give a tweak here and there to make things more playable or more interesting. Information here could become obsolete with the curl of a developer’s finger. This doesn’t happen often, but it does happen from time to time. (Examples: new loot tables, new spells, monster changes and such, can all change the validity of some information contained herein.)If this guide becomes outdated, please let us know by posting on our forums, or PM'ing Lost Leader on the DDO forums. We will update it with the correct information as soon as possible.

Quests are organized by level and then alphabetically. Quests beginning with the word ‘the’ will be alphabetized by the second word in the quest.



Layout


Quest Name
(Quest Chain, if any, and what part)

Quest Giver: The name and location of the quest giver
Level: the level and type (Solo/Party/Raid)
Patron: The Patron and the point value (normal/hard/elite)
Length: Duration assigned to the quest at the door (not always exact, but an indicator of time you should plan for)
Entry Point: Where the entrance to the quest is located
Prereqs: Any requirements to log or run a quest
Recommended Party:
This will include if there are any statistic or class requirements for completion or optionals in a quest. It will also include what I feel is a good party for the quest. This is not to say it can not be run with another mix, this is just a guideline. Most quests I have qualified with one of two settings. Any or Standard.
--Any: These quests are well within the capabilities of a party of the same level. As such, any group of six should be able to complete it. In a group without a healing class, all players should be responsible for self-healing items.
--Standard: A standard group by my definition is a Tank, Cleric, Sorc or Wiz, Rogue and two DPS or support extras (these can be doubles of other types). A bard is always welcome.
Base Experience: The base experience point value of the quest
Quest Info:
--Creatures: a general idea of what type of monsters to expect. This will not give the exact types, so it won’t say all class types of the kobolds you are facing, or the specific race of spiders, but will say kobolds and spiders
--Traps: will say what types of traps to expect, but not dc or location. This will help determine if you want a trapsmith in the party

Walkthrough:

A general walkthrough with a few pointers. Some will give step by step instructions to help through a difficult quest (Ex. The Pit), others will just give you a general idea to help you remember a previous run, or help you form a strategy (Ex. Stromvauld’s Mines).

End Reward: This will say whether a quest has a reward or not, and if it has any static loot in the end reward




Common DDO jargon used in this guide:

Agro: Aggression. This means you have the attention of the badguy.
Caster: Wizard or Sorcerer (sometimes bards) This means an arcane spell caster
DPS: Damage Per Second. A dps character is built for high and fast damage output. Barbarian, Ranger, Rogue, sometimes fighter, monk or paladin, occasionally casters will build for high dps (theirs is limited by a power bar)
DR: Damage reduction. This will usually be listed as how much, and then what will by pass. So 10/Silver is a damage reduction of 10 damage per weapon hit, but a silver weapon will bypass it. Spell damage is not affected by DR
Healer: A character made to assist the party by keeping their health full. Stereotypically this means cleric. Bards also can be made to heal, and Paladins and Rangers both have access to cure spells at levels 4 and beyond (though they can use cure wands at lower levels) In the case of warforged, any arcane caster with a repair spell could also be considered a healer.
Tank: Usually fighters or paladins, sometimes rangers, monks and barbarians, often with a couple levels of rogue. A class built to be taking hits. High AC, High Hitpoints and hopefully high saving throws. The best of them will use intimidate, because they won’t do as much damage as the dps types, but will want to be the ones getting attacked.
Red-Named: Main boss type, with a large list of inherent immunities. These include immunities to charm, death effects, hold (and similar effects like flesh to stone), level draining, paralyze, stat draining, stun, trip.
SR: Spell Resistance. You roll, add your caster level, add any spell penetration items or feats. If your total is higher than the spell resistance your spell gets through.

Lost_Leader
10-02-2007, 09:13 AM
Added a small quest flagging guide, since some of the more common questions I am asked by friends are what is needed for the raids. Though they usually are asking about The Reaver's Fate, or now, Accursed Ascension, I went ahead and did a short guide on all of them.

At this point I am still workin on the walkthroughs for the Orchard quests, and hopefully will have Litany completed soon. Still helping guildies get flagged :)

Lost_Leader
10-09-2007, 06:51 AM
Orchard Quests and Litany of The Dead now have their walkthrough's completed. They are under the level 14 and 15 listing.

I would love some feedback on the Inferno Walkthrough (http://lostguild.com/ddo/Text/questguide/inferno.html). It is a complicated quest to explain and guide through text, I want to be sure my guide there is understandable and clear. Please tell me how it works for you, should you use it :)

Edit: The Inferno Walkthrough is now a .html instead of a .txt -silly me.

Lost_Leader
10-28-2007, 02:15 PM
Updated with some new information after the most recent dev tweaking.

Added a new Favor section. On this page I put in all of the Favor rewards, and a quest listing organized by Favor Patrons. Each Quest has a link to the quest walkthroughs.

Added a new Quest Chains section, so you can search which leg of the chain a particular quest is.

As always, any feedback, new info, updates, corrections are all welcome.

Garth_of_Sarlona
11-11-2007, 03:09 PM
Silver Flame Lesser Healing Potion. This potion will heal you for 100 HP and reduce all of your stats by ten for 30 seconds. This could make you helpless, or in the case of low con, it could kill you. It is great for a between fight heal. I have also experienced drinking this potion in a city area, the first time after a death, and I got the message: "A good rest has removed 222 points of XP debt. You suffer 24 points of damage from Disintigrate. You attempt to save versus Disintigrate. You roll an 8 (+39): save!" I tried to replicate this effect but wasn't able to. It was after I had logged in, so that is possible to have had an effect? dunno.


The XP debt message was just because you logged in. The disintegrate is probably because you drunk a Potion of Wonder instead of a Silver Flame potion by accident - they look the same.

Garth

Lost_Leader
11-11-2007, 03:32 PM
Favor Points and Rewards


Agents of Argonnessen
(Max Favor Possible: 216)

Contact: Genicia in the Marketplace.

Reward Listing:
75 Favor (Noted) - Your choice of either a Collapsed Portable Hole or a Syberis Dragon Shard.
150 Favor (Commended) - Awarded Feat: Draconic Vitality. Gain 10 permanent HitPoints.
400 Favor (Honored) - Not yet attainable


House Deneith
(Max Favor Possible: 252)

Contact: Oleg d'Deneith, straight north of the gates, in House Deneith.

Reward Listing:
75 Favor (Noted) - Access to House D ammunition supplier, first tier of ammo: +1 Sturdy (75% returning) ammunition of your choice, including thrown.
150 Favor (Commended) - Access to House D ammunition supplier, second tier of ammo: +3 Sturdy (75% returning) ammunition of your choice, including thrown. Also +1 ammunition of exotic materials, including: Adamantine, Byeshk, Cold Iron and Silver.
400 Favor (Honored) - Not yet attainable.


House Jorasco
(Max Favor Possible: 273)

Contact: Rhialle 'Blossom' d'Jorasco, east side of House J, near the House J capitol building.

Reward Listing:
75 Favor (Noted) - Access to House J extended buffs, first tier. 30 minute duration, can go in and out of instances, stay through shrining. Buffs include: Bless, Shield of Faith, and Remove Fear.
150 Favor (Commended) - Access to House J extended buffs, second tier. 30 minute duration, can go in and out of instances, stay through shrining. Buffs include: Aid, Water Breathing, Resist Energy (20), Bear's Endurance, Eagle's Splendor, Bulls Strength, and Owl's Wisdom.
400 Favor (Honored) - Not yet attainable.


House Kundarak
(Max Favor Possible: 284)

Contact: Karya d'Kundarak, outside House K bank on top of the pyramid.

Reward Listing:
75 Favor (Noted) - Unlocks the second bank page. Speak to any banker and click upgrade button on your bank window to pay for upgrade and get second page. Cost is 20,000GP.
150 Favor (Commended) - Unlocks the third bank page. Speak to any banker and click upgrade button on your bank window to pay for upgrade and get third page. Cost is 80,000GP.
400 Favor (Honored) - Not yet attainable.


House Phiarlan
(Max Favor Possible: 330)

Contact: Maris d'Phiarlan, just outside House P building across from mailbox.
Reward Listing:
75 Favor (Noted) - Access to House P extended buffs. 30 minute duration, can go in and out of instances, stay through shrining. Buffs include: Resist Elements (20), All +4 stat buffs (ex. bull strength), jump, false life, mage armor, tumble, and water breathing.
150 Favor (Commended) - Phiarlan Pendant of Time. Equips in the trinket slot, 1/day clickie of warp time, speed increase of 50%, works only in non-hostile (city) areas. If you lose/destroy it, he will replace it for free.
400 Favor (Honored) - Not yet attainable.


The Coin Lords
(Max Favor Possible: 267)

Contact: Montague Goudreau, outside Marketplace Bank.

Reward Listing:
75 Favor (Reliable) - 'Bag of Holding' Unlocks the Fourth Inventory page. He will upgrade your backpack to a fourth page, this is a free upgrade.
150 Favor (Trustworthy) - 'Collapsed Portable Hole Fix' Unlocks the fifth inventory page. Cost is 100,000GP. You must speak to Ryo Silverbrow in the Harbor, next to Harbormaster's house, to fix the hole.
400 Favor (Loyal) - Not yet attainable.


The Free Agents
(Max Favor Possible: 489)

Contact: Capshaw the Crier, near the Leaky Dinghy in the Harbor.

Reward Listing:
75 Favor (Well-Known) - Access to Free Agent's market, first tier of supplies: +1 and +2 Healer/Repair kits, Thieves Tools.
150 Favor (Famous) - Access to Free Agent's market, second tier of supplies: +3 and +4 Healer/Repair kits, Thieves Tools.
400 Favor (Hero of the People) - Access to expert weapon and armor repair in Zawabi's Refuge. Jaidene Forgemaiden will now repair your armor and weapons, with a lower chance of permanent damage. (She does not repair clothing or jewelry.)
750 Favor (Champion of Stormreach) - Not yet attainable.


The Silver Flame
(Max Favor Possible: 435)

Contact: Astra Quinlin, near the Catacombs in the Marketplace.

Reward Listing:
75 Favor (Reclaimed) - Reduces the costs of all Silver Flame priests' by half.
150 Favor (Pious) - "Blessing of the Silver Flame" One time use, it doubles your Hitpoint and Spellpoint recovery rate while in town. Does not affect tavern food and drink rate.
400 Favor (Devout) - Access to the Silver Flame Armorer, located by Astra Quinn. He sells:
1- 100 +1 Ghost Touch Silver Flame Arrows. These are +1, Silver, Ghost Touch arrows, base value is 300gp.
2- 100 +1 Silver Flame Arrows of Lesser Undead Bane. These are +1, Silver and have Lesser Undead Bane, base value is 300gp.
3- Silver Flame Lesser Healing Potion. This potion will heal you for 100 HP and reduce all of your stats by ten for 30 seconds. This could make you helpless, or in the case of low con, it could kill you. It is great for a between fight heal. The base value is 2,000gp.
4- Silver Flame Healing Potion. This potion will heal you 250 HP, reduce all stats by 10 for 30 seconds, and slow you for 30 seconds. This could make you helpless, or in the case of low con, it could kill you. It is great for a between fight heal. The Base value is 4,000gp.
750 Favor (Consecrated) - Not yet attainable.


The Twelve
(Max Favor Possible: 207)

Contact: Jeanselme Brycetius, in the eastern wing of the Tower of The Twelve

Reward Listing:
40 Favor (Suspicious) - Allows use of the Eldritch Device in Meridia (also grants tutorial quest for crafting), to begin rudimentary crafting. Also is used to craft the Shavarath Stone to enter the Shroud.
100 Favor (Friend of The Twelve) - Large Ingredient Bag.
250 Favor (Member of The Twelve) - Not yet attainable.


Total Favor
(Max Favor Possible: 2762)

Contact: Nyx Durandimion, near Harbormaster's House in the Harbor.

Reward Listing:
400 Favor (Drow) - Unlocks your account to roll Drow characters on this server.
1000 Favor (
1750 Favor (Esteemed) - Unlocks your account to roll 32 point (instead of 28 point) non-drow characters on this server.
5000 Favor (Revered) - Not yet attainable.




Quest List Favor Value
Favor listed is max (elite) Favor Value.

Agents of Argonnessen
A Cabal for One (http://forums.ddo.com/showpost.php?p=1469961&postcount=198) (Level 13) - 18
A Cry for Help (http://forums.ddo.com/showpost.php?p=1469964&postcount=199) (Level 13) - 21
Crucible (http://forums.ddo.com/showpost.php?p=1470264&postcount=204) (Level 14) - 24
Enter the Kobold - 24
Feast or Famine (http://forums.ddo.com/showpost.php?p=1469967&postcount=200) (Level 13) - 18
Foundation of Discord (http://forums.ddo.com/showpost.php?p=1469972&postcount=201) (Level 13) - 18
Gianthold Tor (http://forums.ddo.com/showpost.php?p=1470272&postcount=208) (Level 14) - 21
Madstone Crater (http://forums.ddo.com/showpost.php?p=1470280&postcount=210) (Level 14) - 24
The Maze of Madness (http://forums.ddo.com/showpost.php?p=1469974&postcount=202) (Level 13) - 18
Monastery of the Scorpion - 24
Prey on the Hunter - 24
The Prison of the Planes (http://forums.ddo.com/showpost.php?p=1470281&postcount=211) (Level 14) - 18
The Reaver's Fate (http://forums.ddo.com/showpost.php?p=1470282&postcount=212) (Level 14) - 18
Stealer of Souls - 24
Trial by Fire (http://forums.ddo.com/showpost.php?p=1469976&postcount=203) (Level 13) - 18

The Coin Lords
Arachnophobia (http://forums.ddo.com/showpost.php?p=1465668&postcount=29) (Level 1 solo only) - 2
Archer Point Defense (http://forums.ddo.com/showpost.php?p=1467515&postcount=84) (Level 5) - 9
The Bookbinder Rescue (Level 4) - 6
The Cloven-Jaw Scourge: Blockade (http://forums.ddo.com/showpost.php?p=1467374&postcount=60) (Level 3) - 12
The Cloven-Jaw Scourge: Caverns of Shaagh (http://forums.ddo.com/showpost.php?p=1467479&postcount=73) (Level 4) - 12
The Collaborator (Level 1) - 12
Come Out and Slay (Level 4) - 6
Devil Assault (Level 6/12/18) - ?
Dirty Laundry (Level 4) - 6
Dream Conspiracy (Level 18) - 18
Finding the Path (Level 18) - 18
Garrison's Missing Pack (http://forums.ddo.com/showpost.php?p=1467291&postcount=44) (Level 2) - 12
Halls of Shan-To-Kor (http://forums.ddo.com/showpost.php?p=1467532&postcount=92) (Level 5) - 12
Heyton's Rest (Level 1) - 6
I Dream of Jeets - 18
Invaders! (http://forums.ddo.com/showpost.php?p=1469950&postcount=194) (Level 12) - 21
Irestone Inlet (http://forums.ddo.com/showpost.php?p=1467497&postcount=78) (Level 4) - 12
Kobold Assault (http://forums.ddo.com/showpost.php?p=1467390&postcount=65) (Level 3) - 9
The Kobolds' Den: Clan Gnashtooth (http://forums.ddo.com/showpost.php?p=1467299&postcount=46) (Level 2) - 12
The Kobolds' Den: Rescuing Arlos (http://forums.ddo.com/showpost.php?p=1467306&postcount=47) (Level 2) - 12
The Kobold's New Ringleader (http://forums.ddo.com/showpost.php?p=1467311&postcount=48) (Level 2) - 12
The Miller's Debt (http://forums.ddo.com/showpost.php?p=1465682&postcount=32)(Level 1 solo only) - 2
The Mindsunder (Level 18) - 18
Missing in Action (http://forums.ddo.com/showpost.php?p=1467313&postcount=49) (Level 2) - 9
Proof is in the Poison (http://forums.ddo.com/showpost.php?p=1467498&postcount=79) (Level 4) - 15
Recovering the Lost Tome (http://forums.ddo.com/showpost.php?p=1467338&postcount=52)(Level 2) - 9
Redemption (Level 1) - 9
Repossession (Level 4) - 6
The Sacred Helm (http://forums.ddo.com/showpost.php?p=1467396&postcount=67) (Level 3) - 12
The Shipwrecked Spy (Level 18) - 18
Stand Your Ground (Level 4) - 6
Stopping the Sahuagin (Level 1) - 9
The Storehouse's Secret (Level 1) - 6
The Stormreaver Fresco (Level 4) - 6
The Sunken Sewer (http://forums.ddo.com/showpost.php?p=1467364&postcount=58) (Level 2) - 9
Venn's Trail: Clan Tunnelworm (http://forums.ddo.com/showpost.php?p=1467408&postcount=71) (Level 3) - 12
Venn's Trail: Venn's Fate (http://forums.ddo.com/showpost.php?p=1467411&postcount=72) (Level 3) - 9

The Free Agents
Against the Demon Queen (http://forums.ddo.com/showpost.php?p=1469940&postcount=190) (Level 12) - 24
An Offering of Blood (http://forums.ddo.com/showpost.php?p=1468041&postcount=180) (Level 11) - 24
Bring Me the Head of Ghola-Fan! (http://forums.ddo.com/showpost.php?p=1467883&postcount=158) (Level 10) - 18
Brood of Flame (http://forums.ddo.com/showpost.php?p=1467517&postcount=85) (Level 5) - 9
The Captives (Level 3) - ?
Chains of Flame (http://forums.ddo.com/showpost.php?p=1469943&postcount=191) (Level 12) - 21
The Chamber of Kourush (http://forums.ddo.com/showpost.php?p=1468006&postcount=174) (Level 11) - 18
The Chamber of Rahmut (http://forums.ddo.com/showpost.php?p=1467895&postcount=159) (Level 10) - 15
The Chamber of Raiyum (http://forums.ddo.com/showpost.php?p=1469944&postcount=192) (Level 12) - 24
Durk's Got a Secret (http://forums.ddo.com/showpost.php?p=1467282&postcount=42) (Level 2) - 12
Freshen the Air (http://forums.ddo.com/showpost.php?p=1467493&postcount=77) (Level 4) - 9
Ghost of a Chance (http://forums.ddo.com/showpost.php?p=1818058&postcount=227) (Level 5) - 12
Guard Duty (http://forums.ddo.com/showpost.php?p=1467530&postcount=91) (Level 5) - 6
Hiding in Plain Sight (http://forums.ddo.com/showpost.php?p=1467910&postcount=162) (Level 10) - 15
The Legend of Two Toed Tobias (http://forums.ddo.com/showpost.php?p=1807515&postcount=226) (Level 5) - 12
Maraud the Mines (http://forums.ddo.com/showpost.php?p=1468048&postcount=181) (Level 11) - 18
Misery's Peak (Level 2) - 8
Old Grey Garl (http://forums.ddo.com/showpost.php?p=1467731&postcount=124) (Level 7) - 15
Protect Baudry's Interests (http://forums.ddo.com/showpost.php?p=1467322&postcount=51) (Level 2) - 6
Prove Your Worth (a.k.a. Rackam's Trial) (http://forums.ddo.com/showpost.php?p=1818383&postcount=228) (Level 5) - 9
Purge the Fallen Shrine (http://forums.ddo.com/showpost.php?p=1468054&postcount=182) (Level 11) - 18
Raid the Vulkoorim (http://forums.ddo.com/showpost.php?p=1468058&postcount=183) (Level 11) - 18
Redfang the Unruled (http://forums.ddo.com/showpost.php?p=1467393&postcount=66) (Level 3) - 9
Retrieve the Stolen Goods (http://forums.ddo.com/showpost.php?p=1467341&postcount=53) (Level 2) - 9
Sacrifices (Level 1) - 9
The Scoundrel's Run (http://forums.ddo.com/showpost.php?p=1467744&postcount=127) (Level 7) - 12
Slavers of the Shrieking Mines (http://forums.ddo.com/showpost.php?p=1467961&postcount=169) (Level 10) - 18
The Smuggler's Warehouse (http://forums.ddo.com/showpost.php?p=1467355&postcount=55) (Level 2) - 9
Stealthy Repossession (http://forums.ddo.com/showpost.php?p=1467359&postcount=56) (Level 2) - 9
The Stones Run Red (http://forums.ddo.com/showpost.php?p=1467504&postcount=81) (Level 4) - 12
Stop Hazadill's Shipment (http://forums.ddo.com/showpost.php?p=1467360&postcount=57) (Level 2) - 6
The Swiped Signet (http://forums.ddo.com/showpost.php?p=1467404&postcount=70) (Level 3) - 12
The Titan Awakes (http://forums.ddo.com/showpost.php?p=1469955&postcount=196) (Level 12) - 18
The Troglodytes' Get (http://forums.ddo.com/showpost.php?p=1467704&postcount=115) (Level 6) - 12
The Twilight Forge (http://forums.ddo.com/showpost.php?p=1468090&postcount=189) (Level 11) - 30
Walk the Butcher's Path (http://forums.ddo.com/showpost.php?p=1467367&postcount=59) (Level 2) - 12
Where There's Smoke (Level 3) - ?
Zawabi's Revenge (http://forums.ddo.com/showpost.php?p=1469958&postcount=197) (Level 12) - 18

House Deneith
A Relic of a Sovereign Past (http://forums.ddo.com/showpost.php?p=1469951&postcount=195) (Level 12) - 21
The Bounty Hunter (http://forums.ddo.com/showpost.php?p=1467657&postcount=100) (Level 6) - 15
The Cannith Crystal (Level 1) - 6
The Depths of Darkness (http://forums.ddo.com/showpost.php?p=1467482&postcount=74) (Level 4) - 9
The Depths of Despair (http://forums.ddo.com/showpost.php?p=1467488&postcount=75) (Level 4) - 9
The Depths of Discord (http://forums.ddo.com/showpost.php?p=1467524&postcount=89) (Level 5) - 9
The Depths of Doom (http://forums.ddo.com/showpost.php?p=1467528&postcount=90) (Level 5) - 9
The Fane of the Six: Cleansing the Temple (http://forums.ddo.com/showpost.php?p=1467829&postcount=149) (Level 9) - 12
The Fane of the Six: Fall of the Prelate (http://forums.ddo.com/showpost.php?p=1467834&postcount=150) (Level 9) - 12
Gladewatch Outpost Defense (http://forums.ddo.com/showpost.php?p=1467691&postcount=106) (Level 6) - 12
The Grey Moon's Den: Extermination (http://forums.ddo.com/showpost.php?p=1467708&postcount=119) (Level 7) - 12
The Grey Moon's Den: The Trollish Scourge (http://forums.ddo.com/showpost.php?p=1467710&postcount=120) (Level 7) - 12
The Iron Mines: Freeing Achka (http://forums.ddo.com/showpost.php?p=1467692&postcount=107) (Level 6) - 9
The Iron Mines: Justice for Grust (http://forums.ddo.com/showpost.php?p=1467693&postcount=108) (Level 6) - 12
The Pit (http://forums.ddo.com/showpost.php?p=1467741&postcount=126) (Level 7) - 27
The Sanctum: Church of the Fury (http://forums.ddo.com/showpost.php?p=1467944&postcount=166) (Level 10) - 12
The Sanctum: Quench the Flames (http://forums.ddo.com/showpost.php?p=1467947&postcount=167) (Level 10) - 12
Stormcleave Outpost (http://forums.ddo.com/showpost.php?p=1467789&postcount=136) (Level 8) - 18
The Temple Outpost: Captives of the Cult (http://forums.ddo.com/showpost.php?p=1467797&postcount=138) (Level 8) - 12
The Temple Outpost: The Libram of the Six (http://forums.ddo.com/showpost.php?p=1467800&postcount=139) (Level 8) - 12

House Jorasco
And the Dead Shall Rise... (http://forums.ddo.com/showpost.php?p=1467998&postcount=173) (Level 11) - 18
Dead Predators (http://forums.ddo.com/showpost.php?p=1467685&postcount=102) (Level 6) - 12
Dreams of Insanity (http://forums.ddo.com/showpost.php?p=1468020&postcount=176) (Level 11) - 18
The Enemy Within (http://forums.ddo.com/showpost.php?p=1468022&postcount=177) (Level 11) - 24
Free Delera (http://forums.ddo.com/showpost.php?p=1467706&postcount=117) (Level 7) - 15
From Beyond the Grave (http://forums.ddo.com/showpost.php?p=1468031&postcount=178) (Level 11) - 15
The Graverobber (http://forums.ddo.com/showpost.php?p=1467707&postcount=118) (Level 7) - 15
Haunted Library (http://forums.ddo.com/showpost.php?p=1467775&postcount=131) (Level 8) - 15
Mirra's Sleepless Nights (http://forums.ddo.com/showpost.php?p=1467695&postcount=109) (Level 6) - 12
The Missing Party (http://forums.ddo.com/showpost.php?p=1467732&postcount=125) (Level 7) - 18
The Mystery of Delara's Tomb (http://forums.ddo.com/showpost.php?p=1467537&postcount=94) (Level 5) - 12
Necromancer's Doom (Level 1) - 6
The Path to Madness (http://forums.ddo.com/showpost.php?p=1467779&postcount=133) (Level 8) - 9
Redwillow's Ruins (http://forums.ddo.com/showpost.php?p=1467699&postcount=111) (Level 6) - 15
Return to Delera's Tomb (http://forums.ddo.com/showpost.php?p=1467701&postcount=112) (Level 6) - 9
Tempest's Spine (http://forums.ddo.com/showpost.php?p=1467975&postcount=171) (Level 10) - 18
Thrall of the Necromancer (http://forums.ddo.com/showpost.php?p=1467806&postcount=141) (Level 8) - 18
Valak's Mausoleum (http://forums.ddo.com/showpost.php?p=1467705&postcount=116) (Level 6) - 12
The Xorian Cipher (http://forums.ddo.com/showpost.php?p=1467816&postcount=146) (Level 8) - 21

House Kundarak
Caverns of Korromar (http://forums.ddo.com/showpost.php?p=1467770&postcount=129) (Level 8) - 15
The Chamber of Insanity (http://forums.ddo.com/showpost.php?p=1467518&postcount=86) (Level 5) - 9
The Forgotten Caverns (http://forums.ddo.com/showpost.php?p=1467690&postcount=105) (Level 6) - 12
Gateway to Khyber (http://forums.ddo.com/showpost.php?p=1467837&postcount=151) (Level 9) - 9
Haverdasher (Level 2) - 6
Haywire Foundry (http://forums.ddo.com/showpost.php?p=1467843&postcount=152) (Level 8) - 18
The Jungle of Khyber (http://forums.ddo.com/showpost.php?p=1467848&postcount=153) (Level 9) - 27
The Lair of Summoning (http://forums.ddo.com/showpost.php?p=1467536&postcount=93) (Level 5) - 9
Made to Order (http://forums.ddo.com/showpost.php?p=1468036&postcount=179) (Level 11) - 18
The Plane of Night (http://forums.ddo.com/showpost.php?p=1467934&postcount=164) (Level 10) - 15
The Prisoner (http://forums.ddo.com/showpost.php?p=1467781&postcount=134) (Level 8) - 15
Reclamation (http://forums.ddo.com/showpost.php?p=1467942&postcount=165) (Level 10) - 15
Ruined Halls (http://forums.ddo.com/showpost.php?p=1467702&postcount=113) (Level 6) - 12
Stromvauld's Mines (http://forums.ddo.com/showpost.php?p=1467791&postcount=137) (Level 8) - 15
Sykros' Jewel (http://forums.ddo.com/showpost.php?p=1467971&postcount=170) (Level 10) - 15
Taming the Flames (http://forums.ddo.com/showpost.php?p=1467703&postcount=114) (Level 6) - 15
The Tear of Dhakaan (http://forums.ddo.com/showpost.php?p=1467765&postcount=128) (Level 7) - 21
Tharashk Arena (http://forums.ddo.com/showpost.php?p=1467803&postcount=140) (Level 8) - 15
The Vault of Night (http://forums.ddo.com/showpost.php?p=1467978&postcount=172) (Level 10) - 27

House Phiarlan
Caged Trolls (http://forums.ddo.com/showpost.php?p=1467684&postcount=101) (Level 6) - 12
The Deadly Package: Agent of Darguul (http://forums.ddo.com/showpost.php?p=1467520&postcount=87) (Level 5) - 9
The Deadly Package: The Stronghold Key (http://forums.ddo.com/showpost.php?p=1467523&postcount=88) (Level 5) - 9
Desert Caravan (http://forums.ddo.com/showpost.php?p=1468011&postcount=175) (Level 11) - 18
Doom of the Witchdoctor: The Way to Zulkash (http://forums.ddo.com/showpost.php?p=1467688&postcount=103) (Level 6) - 12
Doom of the Witchdoctor: Zulkash, Herald of Woe (http://forums.ddo.com/showpost.php?p=1467689&postcount=104)(Level 6) - 12
Entering the Gate Chamber (http://forums.ddo.com/showpost.php?p=1467823&postcount=148) (Level 9) - 15
Escort the Expedition (http://forums.ddo.com/showpost.php?p=1467898&postcount=160) (Level 10) - 18
Faithful Departed (http://forums.ddo.com/showpost.php?p=1467771&postcount=130) (Level 8) - 12
First Strike (http://forums.ddo.com/showpost.php?p=1467386&postcount=63) (Level 3) - 9
The Gate Chamber (http://forums.ddo.com/showpost.php?p=1467904&postcount=161) (Level 10) - 9
Gwylan's Stand (http://forums.ddo.com/showpost.php?p=1467727&postcount=121) (Level 7) - 18
The Hobgoblin's Captives (http://forums.ddo.com/showpost.php?p=1467389&postcount=64) (Level 3) - 9
Hold for Reinforcements (http://forums.ddo.com/showpost.php?p=1467923&postcount=163) (Level 10) - 9
In Need of Supplies (http://forums.ddo.com/showpost.php?p=1467776&postcount=132) (Level 8) - 9
Information is Key (http://forums.ddo.com/showpost.php?p=1467294&postcount=45) (Level 2) - 12
The Keeper's Sanctuary (http://forums.ddo.com/showpost.php?p=1467855&postcount=154) (Level 9) - 12
The Last Move: The Way to Yarkuch (http://forums.ddo.com/showpost.php?p=1467728&postcount=122) (Level 7) - 9
The Last Move: Yarkuch's Last Stand (http://forums.ddo.com/showpost.php?p=1467729&postcount=123) (Level 7) - 12
The Library of Threnal (http://forums.ddo.com/showpost.php?p=1467863&postcount=155) (Level 9) - 9
The Missing Expedition (http://forums.ddo.com/showpost.php?p=1467865&postcount=156) (Level 9) - 12
Purge the Heretics (http://forums.ddo.com/showpost.php?p=1467697&postcount=110) (Level 6) - 12
The Rescue (http://forums.ddo.com/showpost.php?p=1467783&postcount=135) (Level 8) - 15
Rest for the Restless (http://forums.ddo.com/showpost.php?p=1467501&postcount=80) (Level 4) - 9
Secure the Area (http://forums.ddo.com/showpost.php?p=1467951&postcount=168) (Level 10) - 12
The Spawn of Whisperdoom (http://forums.ddo.com/showpost.php?p=1468063&postcount=184) (Level 11) - 18
Whisperdoom's Spawn (http://forums.ddo.com/showpost.php?p=1467507&postcount=82) (Level 4) - 9
Yarkuch's War-plans (http://forums.ddo.com/showpost.php?p=1467510&postcount=83) (Level 4) - 9

The Silver Flame
Ascension Chamber (http://forums.ddo.com/showpost.php?p=1470290&postcount=213) (Level 15) - 18
The Bloody Crypt (http://forums.ddo.com/showpost.php?p=1467656&postcount=99) (Level 6) - 21
Bringing the Light (http://forums.ddo.com/showpost.php?p=1467280&postcount=41) (Level 2) - 6
The Church and the Cult (http://forums.ddo.com/showpost.php?p=1467819&postcount=147) (Level 9) - 15
The Crypt of Gerard Dryden (http://forums.ddo.com/showpost.php?p=1467377&postcount=61) (Level 3) - 12
The Cursed Crypt (http://forums.ddo.com/showpost.php?p=1469948&postcount=193) (Level 12) - 21
Desecrated Temple of Vol (http://forums.ddo.com/showpost.php?p=1470266&postcount=205) (Level 14) - 18
Endgame: The Archbishop's Fate (http://forums.ddo.com/showpost.php?p=1467491&postcount=76) (Level 4) - 6
Endgame: Marguerite (http://forums.ddo.com/showpost.php?p=1467380&postcount=62) (Level 3) - 6
The Fleshmaker's Laboratory (http://forums.ddo.com/showpost.php?p=1470270&postcount=206) (Level 14) - 18
The Friar's Niece (http://forums.ddo.com/showpost.php?p=1467285&postcount=43) (Level 2) - 6
Ghosts of Perdition (http://forums.ddo.com/showpost.php?p=1470271&postcount=207) (Level 14) - 18
Inferno of the Damned (http://forums.ddo.com/showpost.php?p=1470276&postcount=209) (Level 14) - 18
Litany of the Dead (http://forums.ddo.com/showpost.php?p=1470298&postcount=214) (Level 15) - 18
The Old Archives (http://forums.ddo.com/showpost.php?p=1467319&postcount=50) (Level 2) - 9
Return to the Sanctuary (http://forums.ddo.com/showpost.php?p=1467349&postcount=54) (Level 2) - 9
Setting the Wards: The Lower Cathedral (http://forums.ddo.com/showpost.php?p=1467398&postcount=68) (Level 3) - 9
Setting the Wards: Te Patriarch's Crypt (http://forums.ddo.com/showpost.php?p=1467403&postcount=69) (Level 3) - 9
The Shadow Crypt (http://forums.ddo.com/showpost.php?p=1467871&postcount=157) (Level 9) - 21
Tomb of the Blighted (http://forums.ddo.com/showpost.php?p=1468071&postcount=185) (Level 11) - 18
Tomb of the Burning Heart (http://forums.ddo.com/showpost.php?p=1467540&postcount=95) (Level 5) - 9
Tome of the Crimson Heart (http://forums.ddo.com/showpost.php?p=1467546&postcount=96) (Level 5) - 12
Tomb of the Forbidden (http://forums.ddo.com/showpost.php?p=1468074&postcount=186) (Level 11) - 18
Tomb of the Immortal Heart (http://forums.ddo.com/showpost.php?p=1467548&postcount=97) (Level 5) - 12
Tomb of the Sanguine Heart (http://forums.ddo.com/showpost.php?p=1467549&postcount=98) (Level 5) - 12
Tomb of the Shadow Guard (http://forums.ddo.com/showpost.php?p=1467807&postcount=142) (Level 8) - 15
Tomb of the Shadow King (http://forums.ddo.com/showpost.php?p=1467812&postcount=143) (Level 8) - 15
Tomb of the Shadow Knight (http://forums.ddo.com/showpost.php?p=1467813&postcount=144) (Level 8) - 15
Tomb of the Shadow Lord (http://forums.ddo.com/showpost.php?p=1467814&postcount=145) (Level 8) - 15
Tomb of the Tormented (http://forums.ddo.com/showpost.php?p=1468076&postcount=187) (Level 11) - 18
Tomb of the Unhallowed (http://forums.ddo.com/showpost.php?p=1468080&postcount=188) (Level 11) - 18

The Twelve
A Vision of Destruction (Level 18) - 27
Coalescence Chamber (http://forums.ddo.com/showpost.php?p=1541460&postcount=216) (Level 16) - 24
Hound of Xoriat (Level 18) - 27
Let Sleeping Dust Lie (http://forums.ddo.com/showpost.php?p=1632804&postcount=222) (Level 16) - 24
Rainbow in the Dark (http://forums.ddo.com/showpost.php?p=1630824&postcount=219) (Level 16) - 24
Ritual Sacrifice (http://forums.ddo.com/showpost.php?p=1632703&postcount=221) (Level 16) - 24
Running with the Devils (http://forums.ddo.com/showpost.php?p=1632187&postcount=220) (Level 16) - 24
The Shroud (Level 17) - 33
The Weapons Shipment (Level 19) - ?
Wrath of the Flame (Level 19) - ?

The Yugoloth
A New Invasion (Level 19) - 21
Bastion of Power (Level 19) - 21
Genesis Point (Level 19) - 24
Sins of Attrition (Level 19) - 21
Tower of Despair (Level 20) - ?

ErgonomicCat
11-13-2007, 08:49 AM
Just FYI, the name of this guide caused me to dismiss it completely, assuming it was some sort of reference to old quests that were out of game, or some such.

It is only now that I realize it was named after a person....

Lost_Leader
11-13-2007, 03:36 PM
Just FYI, the name of this guide caused me to dismiss it completely, assuming it was some sort of reference to old quests that were out of game, or some such.

It is only now that I realize it was named after a person....

Certainly not the affect I was going for. Named after a person and a guild, yes. I was also thinking a guide to help the lost.

When I originally started writing the guide, I only had in it a few 'trouble' quests. They were listed individually on my guild forums. I never intended a large public guide, it was always more for friends and guildies. The game guide contest was a catalyst for me to flesh out the guide with all of the quests and make it public for those who would find it useful, and as a nice perk get a cool forum title. I wanted the guide to keep it's roots in what it was originally intended for, though, so I kept the name association to my guild and friends.

Happily, this guide placed in 3rd in the contest, so it has received some notoriety. Hopefully this and word of mouth will help to bring it to players who would be helped by the guide.

I will continue to work on the guide, throughout my gaming career here. There are still a couple of quest walkthroughs that need some more fleshing out. There will be new quests released, and old quests revamped. As always, any feedback, fixes, updates are welcome. Please feel free to post or PM me.

Unfortunately on the name, well that's one thing I can't change... and I am not sure I would if I could, simply because it is a tribute to my guild and friends.

Oh, and to those who just swing by with a low-star rating (my average has dropped from 13 rating with a 4.8 average to 16 ratings with a 4.1) I would appreciate any constructive feedback you would like to offer, rather than just an anonymous bad score. If there is something I can do to make the guide a better resource that you are thinking of, please share it with me.

Lost_Leader
12-10-2007, 05:22 AM
HOW TO GET RAID READY



Accursed Ascension

First speak to Sir Rohine Stiedra in the Northern Necropolis camp. He will give you a Sigil: Frame, and bestow the Litany of the Dead quest. The Litany of the Dead is the pre-raid to the Accursed Ascension, in which you face the Black Abbot. In order to access the LotD, you must acquire the eight pieces of the sigil, which you can drag into your open Sigil: Frame. Once you have all eight pieces in the frame, return it to Sir Rohine, who will take the frame, remove the eight pieces he needs, and return the frame to you with any extra pieces you may have acquired. Doing so, he will also advance the LotD, and you can now enter the Black Masoleum. The Sigil Pieces are found in the end chests of the four Orchard Quests.(It is possible to stack extras of the same piece, but they are not tradable once they are removed from a chest.) From left to right, the pieces are:

1 - Right Wing. Only found in the Desecrated Temple of Vol (http://forums.ddo.com/showpost.php?p=1470266&postcount=205).
2 - Left Wing. Only found in the Fleshmaker's Laboratory (http://forums.ddo.com/showpost.php?p=1470270&postcount=206).
3 - Right Frame. Only found in Inferno of the Damned (http://forums.ddo.com/showpost.php?p=1470276&postcount=209).
4 - Left Frame. Only found in the Ghosts of Perdition (http://forums.ddo.com/showpost.php?p=1470271&postcount=207).
5 - Left Pincer.
6 - Center Frame.
7 - Eye of the Abbot.
8 - Right Pincer.
The 5th through the 8th pieces have the possibility of dropping from any of the four Orchard Quests.

You must complete the Litany of the Dead (http://forums.ddo.com/showpost.php?p=1470298&postcount=214) Pre-Raid and defeat all four of the end bosses. This requires running the pre-raid four times, each time choosing a different path via the dragon by answering the questions with a specific set of answers. Once all four end bosses are defeated you can enter the Ascension Chamber (http://forums.ddo.com/showpost.php?p=1470290&postcount=213) and take on the Black Abbot in the Accursed Ascension raid.

The Hound of Xoriat

There are no prerequisites to be flagged for this Raid. (It required a server wide unlocking when module 7 was released, but now that all servers have unlocked it, all characters have access to this raid and the other raid in the Subterraen, Vision of Destruction.)

The Reaver's Fate

First speak to Crag, the stone giant. He wanders around the bonfire in northwestern Gianthold. He tells you to join the three giant brigades. In order to do so, you must complete a quest for each of the three giant generals in the Gianthold. Blaze, the fire giant, bestows Madstone Crater (http://forums.ddo.com/showpost.php?p=1470280&postcount=210). Jorgundal, the stone giant, bestows Crucible (http://forums.ddo.com/showpost.php?p=1470264&postcount=204). Nimbus, the cloud giant, bestows the Prison of the Planes (http://forums.ddo.com/showpost.php?p=1470281&postcount=211). Complete these three quests and return to Crag.

Crag now needs a very substantial bribe, to get him to allow you into the Tor. (Gianthold Tor is the Pre-Raid for The Reaver's Fate.) What he wants is 20 of each type of relic found scattered throughout the Ruins of Gianthold. The only places you can find these relics is in the quests and open area of the Gianthold. No relics will ever drop in a ransacked chest. What and where to find them:

All relic types can drop in the outdoor area (Ruins of Gianthold).

Dragon Relics:
-Prison of the Planes (http://forums.ddo.com/showpost.php?p=1470281&postcount=211): The end chest will give 1d3 relics. The other two chests have a small chance to drop 1.
-Foundation of Discord (http://forums.ddo.com/showpost.php?p=1469972&postcount=201): The end chest will drop 1 relic. Other chests have a small chance to drop 1.
-A Cry for Help (http://forums.ddo.com/showpost.php?p=1469964&postcount=199): The end chest will drop 1 relic. Other chests have a small chance to drop 1.

Elf Relics:
-Crucible (http://forums.ddo.com/showpost.php?p=1470264&postcount=204): Each of the end three chests has a good chance to drop 1. Other chests have a small chance to drop 1.
-Cabal for One (http://forums.ddo.com/showpost.php?p=1469961&postcount=198): The end chest will drop 1 relic. Other chests have a small chance to drop 1.
-Feast or Famine (http://forums.ddo.com/showpost.php?p=1469967&postcount=200): The end chest will drop 1 relic. Other chests have a small chance to drop 1.

Giant Relics:
-Madstone Crater (http://forums.ddo.com/showpost.php?p=1470280&postcount=210): The end chest will give 1d3 relics. The other two chests have a small chance to drop 1.
-Trial by Fire (http://forums.ddo.com/showpost.php?p=1469976&postcount=203): The end chest will drop 1 relic. Other chests have a small chance to drop 1.
-Maze of Madness (http://forums.ddo.com/showpost.php?p=1469974&postcount=202): The end chest will drop 1 relic. Other chests have a small chance to drop 1.

Once you give Crag 20 of each relic type, he will let you into the Tor. Now go Tell Cydonie about your progress, and she will bestow the quest Gianthold Tor (http://forums.ddo.com/showpost.php?p=1470272&postcount=208). You must complete this quest, and then proceed to defeat all three of the optional dragons. Once the quest and the three dragons have been defeated, you will permanently be flagged to enter The Reaver's Fate (http://forums.ddo.com/showpost.php?p=1470282&postcount=212). It is no longer neccessary to gather more relics, or to defeat the dragons again. In addition, you can enter and do the pre-raid, Gianthold Tor, any time you wish.


The Shroud

In order to enter the Shroud, you must reassemble the Shavarath Signet Stone and take it to (dude). In order to create the Signet Stone, you must get all five of the pieces. One Piece is located in the end chest in each of the five quests in the Twilight Vale.

Shavarath Stone of Victory drops in Coalescence Chamber. (http://forums.ddo.com/showpost.php?p=1541460&postcount=216)
Shavarath Stone of Strategy drops in Let Sleeping Dust Lie (http://forums.ddo.com/showpost.php?p=1632804&postcount=222).
Shavarath Stone of Foresight drops in Rainbow in the Dark (http://forums.ddo.com/showpost.php?p=1630824&postcount=219).
Shavarath Stone of Might drops in Ritual Sacrifice (http://forums.ddo.com/showpost.php?p=1632703&postcount=221).
Shavarath Stone of Battle drops in Running with the Devils (http://forums.ddo.com/showpost.php?p=1632187&postcount=220)

Once you have all five stones, you combine them using the crafting altar underneath the bar in Meridia. There is a short tutorial quest which will show you how to use the altar and it will advance you through speaking to NPC's until you have The Shroud logged in your quest journal.

The Signet Stone is also a required component in a greensteel item, so if you want multiple greensteel items (Shroud crafted gear) then you will need to run the quests multiple times for the stone, but it is not necessary to run the quests again to flag. Once you are flagged you stay flagged forever, even if you do not have a stone or greensteel item in your inventory.

Tempest's Spine

There are no prequisites or requirements or any shenanigans for entering and running through Tempest's Spine (http://forums.ddo.com/showpost.php?p=1467975&postcount=171). There is also no special raid loot list, or any 20 repeat counter, nor is there a 3 day waiting period between runs, as there is with all other raids.


The Twilight Forge and The Titan Awakes

In order to get flagged for the Titan raid, you must first gain access to the Restless Isles. To do this you must complete the quest Hiding in Plain Sight (http://forums.ddo.com/showpost.php?p=1467910&postcount=162), bestowed by Inquisitor Ingaram in the Wayward Lobster. (Or, you can get a friendly caster to use Greater Teleport to get you there.) Once this is done, travel to the Restless Isles via the airship called The Soaring Otyugh. To travel on the airship, report to the Spire Keeper on the north side of the Marketplace.

Once on the Isles, you will make base camp at the Foothold. Get to know all the NPC's and get the preliminary quest for the Titan bestowed on you by Karn Cold-Trail. He will tell you of the Sigil of Dahl Quor. You will need to travel the Isles to retrieve the two pieces of the sigil, which can be repaired by Ostler. In order to get the two pieces:

-The Broken Sigil is given to you by Mul Tong, after completing Bring me the Head of Ghola Fan (http://forums.ddo.com/showpost.php?p=1467883&postcount=158).
-The Shattered Sigil is given to you by Opu the Elder, after completing The Slavers of the Shrieking Mines (http://forums.ddo.com/showpost.php?p=1467961&postcount=169).

Once you have the Sigil restored by Ostler, travel to the Volcanoes Mouth either by greater teleport or through the underground tunnels of the Restless Isles. There you will find an ancient warforged. Show him the Sigil and 'let the magic take it's course'. This will bring you into the Twilight Forge (http://forums.ddo.com/showpost.php?p=1468090&postcount=189). The entrance to The Titan Awakes (http://forums.ddo.com/showpost.php?p=1469955&postcount=196) is located through the end of this quest.

After your 3 day waiting period, Ostler will once again repair your sigil for entering the Twilight Forge. You do not need to return to Shrieking Mines or Ghola Fan's compound.


The Vault of Night

In order to be flagged for the VON, often referred to as VON5-6, you must complete, in order, the quest series (VON1-4). The Original quest giver is Barrow d'Kundarak, located on the top of the back pyramid, behind the bank in House Kundarak. He tells you to reunite the Laughing Knives, a group which will be able to breach the defenses and get you into the Vault itself. Unfortunately, reuniting the Knives is a bit of a chore. Each member requires a quest to get them to join you. Speak to Marek, the halfling in the Ever Full Flagon, and he will send you on the quest series to reunite them. (Remember to speak to Marek and the quest contact NPC between each quest.) The Quests are:
-VON 1: Tharashk Arena. (http://forums.ddo.com/showpost.php?p=1467803&postcount=140) Located in the Ever Full Flagon.
-VON 2: The Prisoner (http://forums.ddo.com/showpost.php?p=1467781&postcount=134). Located in a small home, off of the northwest corner of the base of the bank pyramid.
-VON 3: Gateway to Khyber (http://forums.ddo.com/showpost.php?p=1467837&postcount=151) / Jungles of Khyber (http://forums.ddo.com/showpost.php?p=1467848&postcount=153). Located at the Southern base of the House Kundarak Bank pyramid.
-VON 4: Haywire's Foundry. (http://forums.ddo.com/showpost.php?p=1467843&postcount=152) Located just outside the Ever Full Flagon, next to Husk.

Once you complete VON 1-4, you are flagged to enter VON5, The Vault of Night (http://forums.ddo.com/showpost.php?p=1467978&postcount=172), which leads directly into VON6, The Plane of Night (http://forums.ddo.com/showpost.php?p=1467934&postcount=164). In order to repeat this raid, you must complete all of the Vault of Night series every time.


Vision of Destruction

There are no prerequisites to be flagged for this Raid. (It required a server wide unlocking when module 7 was released, but now that all servers have unlocked it, all characters have access to this raid and the other raid in the Subterraen, Hound of Xoriat.)


Zawabi's Revenge

First speak to Zawabi in Zawabi's Refuge. He will tell you of his quest, and let you know of three powerful items he needs to banish the Marilith Queen. To get these three items, you must complete three quests in the desert. These quests are bestowed by people in Zawabi's Refuge. Each quest has an item at the end, after collecting the end reward, the quest giver will update your log and give you an item you need to give to Zawabi. What you need and where to get it:
-The Phylactary of King Raiyum. Get this at the end of the quest The Chamber of Raiyum (http://forums.ddo.com/showpost.php?p=1469944&postcount=192), on the back pedastal after defeating the lich king.
-Orb of the Djinn. Pick up an Orb of the Efreet in the glittering treasure next to the throne at the end of Chains of Flame (http://forums.ddo.com/showpost.php?p=1469943&postcount=191). Jaefan Druz, the quest giver, will trade you the Orb of the Djinn for it when you return to him.
-Blessed Blood Offering. Cailex, the quest giver for Offering of Blood (http://forums.ddo.com/showpost.php?p=1468041&postcount=180), will give you this after completing the quest she bestowed.

Once all three items have been given to Zawabi, speak to him again and he will bestow the quest: Against the Demon Queen (http://forums.ddo.com/showpost.php?p=1469940&postcount=190). This is the Pre-Raid for Zawabi's Revenge (http://forums.ddo.com/showpost.php?p=1469958&postcount=197). Once ATDQ has been completed, return to Zawabi and he will advance you to the Raid. You must complete ATDQ every time you repeat the raid. You do not need to re-gather the 3 items.

Lost_Leader
12-10-2007, 05:31 AM
Quest Chains

A Man Named Baudry Cartamon
Protect Baudry's Interests (http://forums.ddo.com/showpost.php?p=1467322&postcount=51) (Level 2)
Stop Hazadil's Shipment (http://forums.ddo.com/showpost.php?p=1467360&postcount=57) (Level 2)
Retrieve the Stolen Goods (http://forums.ddo.com/showpost.php?p=1467341&postcount=53) (Level 2)


The Abandoned Excavation (a.k.a. South) See - The Ruins of Threnal


Assault on Splinterskull (a.k.a. Tangleroot)
First Strike (http://forums.ddo.com/showpost.php?p=1467386&postcount=63) (Level 3)
The Hobgoblins' Captives (http://forums.ddo.com/showpost.php?p=1467389&postcount=64) (Level 3)
Yarkuch's War Plans (http://forums.ddo.com/showpost.php?p=1467510&postcount=83) (Level 4)
Whisperdoom's Spawn (http://forums.ddo.com/showpost.php?p=1467507&postcount=82) (Level 4)
The Deadly Package: The Stronghold Key (http://forums.ddo.com/showpost.php?p=1467523&postcount=88) (Level 5)
The Deadly Package: Agent of the Darguul (http://forums.ddo.com/showpost.php?p=1467520&postcount=87) (Level 5)
Doom of the Witchdoctor: The Way to Zulkash (http://forums.ddo.com/showpost.php?p=1467688&postcount=103) (Level 6)
Doom of the Witchdoctor: Zulkash, Herald of Woe (http://forums.ddo.com/showpost.php?p=1467689&postcount=104) (Level 6)
The Last Move: The Way to Yarkuch (http://forums.ddo.com/showpost.php?p=1467728&postcount=122) (Level 7)
The Last Move: Yarkuch's Last Stand (http://forums.ddo.com/showpost.php?p=1467729&postcount=123) (Level 7)


The Catacombs
The Friar's Niece (http://forums.ddo.com/showpost.php?p=1467285&postcount=43) (Level 2)
Return to the Sanctuary (http://forums.ddo.com/showpost.php?p=1467349&postcount=54) (Level 2)
The Old Archives (http://forums.ddo.com/showpost.php?p=1467319&postcount=50) (Level 2)
The Crypt of Gerard Dryden (http://forums.ddo.com/showpost.php?p=1467377&postcount=61) (Level 3)
Setting the Wards: The Lower Cathedral (http://forums.ddo.com/showpost.php?p=1467398&postcount=68) (Level 3)
Setting the Wards: The Patriarch's Crypt (http://forums.ddo.com/showpost.php?p=1467403&postcount=69) (Level 3)
Endgame: Marguerite (http://forums.ddo.com/showpost.php?p=1467380&postcount=62)(Level 3)
Endgame: The Archbishop's Fate (http://forums.ddo.com/showpost.php?p=1467491&postcount=76) (Level 4)


Cult of the Six (Includes Grey Moon Waning)
Grey Moon Waning must be completed to unlock the "Cult of the Six" chain. Once unlocked, you can repeat just the "Cult of the Six" portion of the chain by advancing with Grust on Sorrowdusk Isle, and choosing the correct repeat option.
Grey moon Waning
The Iron Mines: Freeing Achka (http://forums.ddo.com/showpost.php?p=1467692&postcount=107) (Level 6)
The Iron Mines: Justice for Grust (http://forums.ddo.com/showpost.php?p=1467693&postcount=108) (Level 6)
The Grey Moon's Den: Trollish Scourge (http://forums.ddo.com/showpost.php?p=1467710&postcount=120) (Level 7)
The Grey Moon's Den: Extermination (http://forums.ddo.com/showpost.php?p=1467708&postcount=119) (Level 7)
Cult of the Six
The Temple Outpost: Captives of the Cult (http://forums.ddo.com/showpost.php?p=1467797&postcount=138) (Level 8)
The Temple Outpost: The Libram of the Six (http://forums.ddo.com/showpost.php?p=1467800&postcount=139) (Level 8)
The Fane of the Six: Cleansing the Temple (http://forums.ddo.com/showpost.php?p=1467829&postcount=149) (Level 9)
The Fane of the Six: Fall of the Prelate (http://forums.ddo.com/showpost.php?p=1467834&postcount=150) (Level 9)
The Sanctum: Quench the Flames (http://forums.ddo.com/showpost.php?p=1467947&postcount=167) (Level 10)
The Sanctum: Church of the Fury (http://forums.ddo.com/showpost.php?p=1467944&postcount=166) (Level 10)


Delera's Tomb
The Mystery of Delera's Tomb (http://forums.ddo.com/showpost.php?p=1467537&postcount=94) (Level 5)
The Missing Party (http://forums.ddo.com/showpost.php?p=1467732&postcount=125) (Level 7)
Free Delera (http://forums.ddo.com/showpost.php?p=1467706&postcount=117) (Level 7)
Return to Delera's Tomb (http://forums.ddo.com/showpost.php?p=1467701&postcount=112) (Level 6)
Thrall of the Necromancer (http://forums.ddo.com/showpost.php?p=1467806&postcount=141) (Level 8)


The Eastern Excavation: See - The Ruins of Threnal


The Fire Caves
The Stones Run Red (http://forums.ddo.com/showpost.php?p=1467504&postcount=81) (Level 4)
Brood of Flame (http://forums.ddo.com/showpost.php?p=1467517&postcount=85) (Level 5)


Garl's Tomb
The Troglodytes' Get (http://forums.ddo.com/showpost.php?p=1467704&postcount=115) (Level 6)
Old Grey Garl (http://forums.ddo.com/showpost.php?p=1467731&postcount=124) (Level 7)


Grey Moon Waning: See - Cult of the Six


Korthos Island:
Parts 1-3 can be completed in any order.
Heyton's Rest (http://forums.ddo.com/showpost.php?p=1465688&postcount=34) (Level 1)
The Storehouse's Secret (http://forums.ddo.com/showpost.php?p=1465690&postcount=35) (Level 1)
The Cannith Crystal (http://forums.ddo.com/showpost.php?p=1465665&postcount=27) (Level 1)
The Collaborator (http://forums.ddo.com/showpost.php?p=1465705&postcount=39) (Level 1)
Redemption (http://forums.ddo.com/showpost.php?p=1465695&postcount=37) (Level 1)
Misery's Peak (http://forums.ddo.com/showpost.php?p=1465711&postcount=40) (Level 1)


The Lost Seekers (a.k.a. The Waterworks)
Completing parts 1 and 2 will complete the sub-chain "The Harbormaster's Seal". This completion will flag you to speak to Harbormaster Zin, who will grant you passage into the Marketplace. No more bribes to get past the guards.
The Kobolds' Den: Clan Gnashtooth (http://forums.ddo.com/showpost.php?p=1467299&postcount=46) (Level 2)
The Kobolds' Den: Rescuing Arlos (http://forums.ddo.com/showpost.php?p=1467306&postcount=47) (Level 2)
Venn's Trail: Clan Tunnelworm (http://forums.ddo.com/showpost.php?p=1467408&postcount=71) (Level 3)
Venn's Trail: Venn's Fate (http://forums.ddo.com/showpost.php?p=1467411&postcount=72) (Level 3)


The Ruins of Threnal
Either the Western or Eastern Excavation chains can be completed first, but both must be complete before you can log the Abandoned Excavation chain.
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).

The Eastern Excavation
The Library of Threnal (http://forums.ddo.com/showpost.php?p=1467863&postcount=155) (Level 9)
Escort the Expedition (http://forums.ddo.com/showpost.php?p=1467898&postcount=160) (Level 10)
Hold for Reinforcements (http://forums.ddo.com/showpost.php?p=1467923&postcount=163) (Level 10)

The Western Excavation
In Need of Supplies (http://forums.ddo.com/showpost.php?p=1467776&postcount=132) (Level 8)
The Rescue (http://forums.ddo.com/showpost.php?p=1467783&postcount=135) (Level 8)
Secure the Area (http://forums.ddo.com/showpost.php?p=1467951&postcount=168) (Level 10)

The Abandoned Excavation (A.K.A. South)
The Missing Expedition (http://forums.ddo.com/showpost.php?p=1467865&postcount=156) (Level 9)
Entering the Gate Chamber (http://forums.ddo.com/showpost.php?p=1467823&postcount=148) (Level 9)
The Gate Chamber (http://forums.ddo.com/showpost.php?p=1467904&postcount=161) (Level 10)


The Seal of Shan-To-Kor
The Cloven-jaw Scourge: Blockade (http://forums.ddo.com/showpost.php?p=1467374&postcount=60) (Level 3)
The Cloven-jaw Scourge: The Caverns of Shaagh (http://forums.ddo.com/showpost.php?p=1467479&postcount=73) (Level 4)
(Optional) The Sacred Helm (http://forums.ddo.com/showpost.php?p=1467396&postcount=67) (Level 3)
Halls of Shan-To-Kor (http://forums.ddo.com/showpost.php?p=1467532&postcount=92) (Level 5)


The Southern Ruins (a.k.a. South, the actual name for this quest chain is The Abandoned Excavation.): See - The Ruins of Threnal


Tangleroot: See - Assault on Splinterskull


Threnal Ruins: See - The Ruins of Threnal


The Vault of Night
See also: Raid Flagging Guide. (http://forums.ddo.com/showpost.php?p=1465588&postcount=10) You must complete VoN series through Haywire Foundry and be on the Vault of Night portion of the Quest in order to enter the Raid.
Tharashk Arena (http://forums.ddo.com/showpost.php?p=1467803&postcount=140) (Level 8)
The Prisoner (http://forums.ddo.com/showpost.php?p=1467781&postcount=134) (Level 8)
Gateway to Khyber (http://forums.ddo.com/showpost.php?p=1467837&postcount=151) (Level 9)
The Jungle of Khyber (http://forums.ddo.com/showpost.php?p=1467848&postcount=153) (Level 9)
Haywire Foundry (http://forums.ddo.com/showpost.php?p=1467843&postcount=152) (Level 9)
The Vault of Night (http://forums.ddo.com/showpost.php?p=1467978&postcount=172) (Raid) (Level 10)
Plane of Night (http://forums.ddo.com/showpost.php?p=1467934&postcount=164) (Raid) (Level 10)


The Waterworks: See - The Lost Seekers


The Western Excavation: See - The Ruins of Threnal

Lost_Leader
12-10-2007, 06:20 AM
Level One Quests

An Explosive Situation (http://forums.ddo.com/showpost.php?p=1465667&postcount=28)
Arachnophobia (http://forums.ddo.com/showpost.php?p=1465668&postcount=29)
The Cannith Crystal (http://forums.ddo.com/showpost.php?p=1465665&postcount=27)
The Collaborator (http://forums.ddo.com/showpost.php?p=1465705&postcount=39)
Defend Haverdasher (http://forums.ddo.com/showpost.php?p=1465675&postcount=30)
Heyton's Rest (http://forums.ddo.com/showpost.php?p=1465688&postcount=34)
Home Sweet Sewer (http://forums.ddo.com/showpost.php?p=1465678&postcount=31)
The Miller's Debt (http://forums.ddo.com/showpost.php?p=1465682&postcount=32)
Misery's Peak (http://forums.ddo.com/showpost.php?p=1465711&postcount=40)
Necromancer's Doom (http://forums.ddo.com/showpost.php?p=1465684&postcount=33)
Redemption (http://forums.ddo.com/showpost.php?p=1465695&postcount=37)
Sacrifices (http://forums.ddo.com/showpost.php?p=1465693&postcount=36)
Stopping the Sahuagin (http://forums.ddo.com/showpost.php?p=1465700&postcount=38)
The Storehouse's Secret (http://forums.ddo.com/showpost.php?p=1465690&postcount=35)

Lost_Leader
12-10-2007, 06:24 AM
Level Two Quests

Bringing the Light (http://forums.ddo.com/showpost.php?p=1467280&postcount=41)
Durk’s got a Secret (http://forums.ddo.com/showpost.php?p=1467282&postcount=42)
The Friar’s Niece (http://forums.ddo.com/showpost.php?p=1467285&postcount=43) (The Catacombs part 1/8)
Garrison’s Missing Pack (http://forums.ddo.com/showpost.php?p=1467291&postcount=44)
Information is Key (http://forums.ddo.com/showpost.php?p=1467294&postcount=45)
The Kobolds’ Den: Clan Gnashtooth (http://forums.ddo.com/showpost.php?p=1467299&postcount=46) (The Lost Seekers a.k.a. Waterworks part 1/4)
The Kobolds’ Den: Rescuing Arlos (http://forums.ddo.com/showpost.php?p=1467306&postcount=47) (The Lost Seekers a.k.a. Waterworks part 2/4)
The Kobolds’ New Ringleader (http://forums.ddo.com/showpost.php?p=1467311&postcount=48)
Missing in Action (http://forums.ddo.com/showpost.php?p=1467313&postcount=49)
The Old Archives (http://forums.ddo.com/showpost.php?p=1467319&postcount=50) (Catacombs part 3/8)
Protect Baudry’s Interests (http://forums.ddo.com/showpost.php?p=1467322&postcount=51) (A Man Named Baudry Cartamon part 1/3)
Recovering the Lost Tome (http://forums.ddo.com/showpost.php?p=1467338&postcount=52)
Retrieve the Stolen Goods (http://forums.ddo.com/showpost.php?p=1467341&postcount=53) (A Man Named Baudry Cartamon part 3/3)
Return to the Sanctuary (http://forums.ddo.com/showpost.php?p=1467349&postcount=54) (Catacombs part 2/8)
The Smuggler’s Warehouse (http://forums.ddo.com/showpost.php?p=1467355&postcount=55)
Stealthy Repossession (http://forums.ddo.com/showpost.php?p=1467359&postcount=56)
Stop Hazadil’s Shipment (http://forums.ddo.com/showpost.php?p=1467360&postcount=57) (A Man Named Baudry Cartamon part 2/3)
The Sunken Sewer (http://forums.ddo.com/showpost.php?p=1467364&postcount=58)
Walk the Butcher’s Path (http://forums.ddo.com/showpost.php?p=1467367&postcount=59)

Lost_Leader
12-10-2007, 06:25 AM
Level Three Quests

The Captives
The Cloven-jaw Scourge: Blockade (http://forums.ddo.com/showpost.php?p=1467374&postcount=60) (The Seal of Shan-To-Kor part 1)
The Crypt of Gerard Dryden (http://forums.ddo.com/showpost.php?p=1467377&postcount=61) (The Catacombs part 4/8)
Endgame: Marguerite (http://forums.ddo.com/showpost.php?p=1467380&postcount=62) (Catacombs part 7/8)
First Strike (http://forums.ddo.com/showpost.php?p=1467386&postcount=63) (Assault on Splinterskull a.k.a. Tangleroo part 1/10)
The Hobgoblin’s Captives’ (http://forums.ddo.com/showpost.php?p=1467389&postcount=64) (Assault on Splinterskull a.k.a. Tangleroot part 2/10)
Kobold Assault (http://forums.ddo.com/showpost.php?p=1467390&postcount=65)
Redfang the Unruled (http://forums.ddo.com/showpost.php?p=1467393&postcount=66)
The Sacred Helm (http://forums.ddo.com/showpost.php?p=1467396&postcount=67) (Optional inside Shan-To-Kor part 2/3)
Setting the Wards: The Lower Cathedral (http://forums.ddo.com/showpost.php?p=1467398&postcount=68)(Catacombs part 5/8)
Setting the Wards: The Patriarch’s Crypt (http://forums.ddo.com/showpost.php?p=1467403&postcount=69) (Catacombs part 6/8)
The Swiped Signet (http://forums.ddo.com/showpost.php?p=1467404&postcount=70)
Venn’s Trail: Clan Tunnelworm (http://forums.ddo.com/showpost.php?p=1467408&postcount=71)(The Lost Seekers a.k.a. Waterworks part 3/4)
Venn’s Trail: Venn’s Fate (http://forums.ddo.com/showpost.php?p=1467411&postcount=72) (The Lost Seekers a.k.a. Waterworks part 4/4)
Where There's Smoke...

Lost_Leader
12-10-2007, 06:25 AM
Level Four Quests

The Cloven-jaw Scourge: The Caverns of Shaagh (http://forums.ddo.com/showpost.php?p=1467479&postcount=73) (The Seal of Shan-To-Kor part 2/3)
The Depths of Darkness (http://forums.ddo.com/showpost.php?p=1467482&postcount=74)
The Depths of Despair (http://forums.ddo.com/showpost.php?p=1467488&postcount=75)
Endgame: The Archbishop’s Fate (http://forums.ddo.com/showpost.php?p=1467491&postcount=76) (Catacombs part 8/8)
Freshen the Air (http://forums.ddo.com/showpost.php?p=1467493&postcount=77)
Irestone Inlet (http://forums.ddo.com/showpost.php?p=1467497&postcount=78)
Proof is in the Poison (http://forums.ddo.com/showpost.php?p=1467498&postcount=79)
Rest for the Restless (http://forums.ddo.com/showpost.php?p=1467501&postcount=80)
The Stones Run Red (http://forums.ddo.com/showpost.php?p=1467504&postcount=81) (The Fire Caves part 1/2)
Whisperdoom’s Spawn (http://forums.ddo.com/showpost.php?p=1467507&postcount=82)(Assault on Splinterskull A.K.A. Tangleroot part 4/10)
Yarkuch’s War-plans (http://forums.ddo.com/showpost.php?p=1467510&postcount=83) (Assault on Splinterskull A.K.A. Tangleroot part 3/10)

Lost_Leader
12-10-2007, 06:32 AM
Level Five Quests

Archer Point Defense (http://forums.ddo.com/showpost.php?p=1467515&postcount=84)
Brood of Flame (http://forums.ddo.com/showpost.php?p=1467517&postcount=85) (The Fire Caves part 2/2)
The Chamber of Insanity (http://forums.ddo.com/showpost.php?p=1467518&postcount=86)
The Deadly Package: Agent of the Darguul (http://forums.ddo.com/showpost.php?p=1467520&postcount=87) (Assault on Splinterskull A.K.A. Tangleroot part 6/10)
The Deadly Package: The Stronghold Key (http://forums.ddo.com/showpost.php?p=1467523&postcount=88) (Assault on Splinterskull A.K.A. Tangleroot part 5/10)
The Depths of Discord (http://forums.ddo.com/showpost.php?p=1467524&postcount=89)
The Depths of Doom (http://forums.ddo.com/showpost.php?p=1467528&postcount=90)
Ghost of a Chance (http://forums.ddo.com/showpost.php?p=1818058&postcount=227)
Guard Duty (http://forums.ddo.com/showpost.php?p=1467530&postcount=91)
Halls of Shan-To-Kor (http://forums.ddo.com/showpost.php?p=1467532&postcount=92)(The Seal of Shan-To-Kor part 3/3)
The Lair of Summoning (http://forums.ddo.com/showpost.php?p=1467536&postcount=93)
The Legend of Two Toed Tobias (http://forums.ddo.com/showpost.php?p=1807515&postcount=226)
The Mystery of Delera’s Tomb (http://forums.ddo.com/showpost.php?p=1467537&postcount=94) (Delera’s Tomb part 1/5)
Prove your Worth (a.k.a. Rackam's Trial) (http://forums.ddo.com/showpost.php?p=1818383&postcount=228)
Tomb of the Burning Heart (http://forums.ddo.com/showpost.php?p=1467540&postcount=95)
Tomb of the Crimson Heart (http://forums.ddo.com/showpost.php?p=1467546&postcount=96)
Tomb of the Immortal Heart (http://forums.ddo.com/showpost.php?p=1467548&postcount=97)
Tomb of the Sanguine Heart (http://forums.ddo.com/showpost.php?p=1467549&postcount=98)

Lost_Leader
12-10-2007, 06:37 AM
Level Six Quests

The Bloody Crypt (http://forums.ddo.com/showpost.php?p=1467656&postcount=99)
The Bounty Hunter (http://forums.ddo.com/showpost.php?p=1467657&postcount=100)
Caged Trolls (http://forums.ddo.com/showpost.php?p=1467684&postcount=101)
Dead Predators (http://forums.ddo.com/showpost.php?p=1467685&postcount=102)
Doom of the Witchdoctor: The Way to Zulkash (http://forums.ddo.com/showpost.php?p=1467688&postcount=103) (Assault on Splinterskull A.K.A. tangleroot part 7/10)
Doom of the Witchdoctor: Zulkash, Herald of Woe (http://forums.ddo.com/showpost.php?p=1467689&postcount=104) (Assault on Splinterskull A.K.A. tangleroot part 8/10)
The Forgotten Caverns (http://forums.ddo.com/showpost.php?p=1467690&postcount=105)
Gladewatch Outpost Defense (http://forums.ddo.com/showpost.php?p=1467691&postcount=106)
The Iron Mines: Freeing Achka (http://forums.ddo.com/showpost.php?p=1467692&postcount=107) (Greymoon Waning part 1/4)
The Iron Mines: Justice for Grust (http://forums.ddo.com/showpost.php?p=1467693&postcount=108) (Greymoon Waning 2/4)
Mirra’s Sleepless Nights (http://forums.ddo.com/showpost.php?p=1467695&postcount=109)
Purge the Heretics (http://forums.ddo.com/showpost.php?p=1467697&postcount=110)
Redwillow’s Ruins (http://forums.ddo.com/showpost.php?p=1467699&postcount=111)
Return to Delera’s Tomb (http://forums.ddo.com/showpost.php?p=1467701&postcount=112) (Delera’s Tomb part 4/5)
Ruined Halls (http://forums.ddo.com/showpost.php?p=1467702&postcount=113)
Taming the Flames (http://forums.ddo.com/showpost.php?p=1467703&postcount=114)
The Troglodytes’ Get (http://forums.ddo.com/showpost.php?p=1467704&postcount=115) (Garl’s Tomb part 1/2)
Valak’s Mausoleum (http://forums.ddo.com/showpost.php?p=1467705&postcount=116)

Lost_Leader
12-10-2007, 06:50 AM
Level Seven Quests

Free Delera (http://forums.ddo.com/showpost.php?p=1467706&postcount=117) (Delera’s Tomb part 3/5)
The Graverobber (http://forums.ddo.com/showpost.php?p=1467707&postcount=118)
The Grey Moon’s Den: Extermination (http://forums.ddo.com/showpost.php?p=1467708&postcount=119) (Grey Moon Waning part 4/4)
The Grey Moon’s Den: The Trollish Scourge (http://forums.ddo.com/showpost.php?p=1467710&postcount=120) (Grey Moon Waning part 3/4)
Gwylan’s Stand (http://forums.ddo.com/showpost.php?p=1467727&postcount=121)
The Last Move: The Way to Yarkuch (http://forums.ddo.com/showpost.php?p=1467728&postcount=122) (Assault on Splinterskull A.K.A. tangleroot part 9/10)
The Last Move: Yarkuch’s Last Stand (http://forums.ddo.com/showpost.php?p=1467729&postcount=123) (Assault on Splinterskull A.K.A. tangleroot part 10/10)
Old Grey Garl (http://forums.ddo.com/showpost.php?p=1467731&postcount=124) (Garl’s Tomb part 2/2)
The Missing Party (http://forums.ddo.com/showpost.php?p=1467732&postcount=125) (Delera’s Tomb part 2/5)
The Pit (http://forums.ddo.com/showpost.php?p=1467741&postcount=126)
The Scoundrel’s Run (http://forums.ddo.com/showpost.php?p=1467744&postcount=127)
The Tear of Dhakaan (http://forums.ddo.com/showpost.php?p=1467765&postcount=128)

Lost_Leader
12-10-2007, 06:54 AM
Level Eight Quests

Caverns of Korromar (http://forums.ddo.com/showpost.php?p=1467770&postcount=129)
Faithful Departed (http://forums.ddo.com/showpost.php?p=1467771&postcount=130)
The Haunted Library (http://forums.ddo.com/showpost.php?p=1467775&postcount=131)
In Need of Supplies (http://forums.ddo.com/showpost.php?p=1467776&postcount=132) (The Western Excavation part 1/3)
The Path to Madness (http://forums.ddo.com/showpost.php?p=1467779&postcount=133) (Xorian Cipher prequest)
Prisoner (http://forums.ddo.com/showpost.php?p=1467781&postcount=134) (Vault of Night part 2/6)
The Rescue (http://forums.ddo.com/showpost.php?p=1467783&postcount=135) (The Western Excavation part 2/3)
Stormcleave Outpost (http://forums.ddo.com/showpost.php?p=1467789&postcount=136)
Stromvauld’s Mine (http://forums.ddo.com/showpost.php?p=1467791&postcount=137)
The Temple Outpost: Captives of the Cult (http://forums.ddo.com/showpost.php?p=1467797&postcount=138) (Cult of the Six part 1/6)
The Temple Outpost: The Libram of the Six (http://forums.ddo.com/showpost.php?p=1467800&postcount=139) (Cult of the Six part 2/6)
Tharashk Arena (http://forums.ddo.com/showpost.php?p=1467803&postcount=140) (Vault of Night part 1/6)
Thrall of the Necromancer (http://forums.ddo.com/showpost.php?p=1467806&postcount=141) (Delera’s Tomb part 5/5)
Tomb of the Shadow Guard (http://forums.ddo.com/showpost.php?p=1467807&postcount=142)
Tomb of the Shadow King (http://forums.ddo.com/showpost.php?p=1467812&postcount=143)
Tomb of the Shadow Knight (http://forums.ddo.com/showpost.php?p=1467813&postcount=144)
Tomb of the Shadow Lord (http://forums.ddo.com/showpost.php?p=1467814&postcount=145)
The Xorian Cipher (http://forums.ddo.com/showpost.php?p=1467816&postcount=146)

Lost_Leader
12-10-2007, 06:59 AM
Level Nine Quests

The Church and the Cult (http://forums.ddo.com/showpost.php?p=1467819&postcount=147)
Entering the Gate Chamber (http://forums.ddo.com/showpost.php?p=1467823&postcount=148) (The Abandoned Excavation A.K.A. South part 2/3)
The Fane of the Six: Cleansing the Temple (http://forums.ddo.com/showpost.php?p=1467829&postcount=149) (Cult of the Six part 3/6)
The Fane of the Six: Fall of the Prelate (http://forums.ddo.com/showpost.php?p=1467834&postcount=150) (Cult of the Six part 4/6)
Gateway to Khyber (http://forums.ddo.com/showpost.php?p=1467837&postcount=151) (Vault of Night part 3a/6)
Haywire Foundry (http://forums.ddo.com/showpost.php?p=1467843&postcount=152) (Vault of Night part 4/6)
The Jungle of Khyber (http://forums.ddo.com/showpost.php?p=1467848&postcount=153) (Vault of Night part 3b/6)
The Keeper’s Sanctuary (http://forums.ddo.com/showpost.php?p=1467855&postcount=154) (Sequel to the Haunted Library)
The Library of Threnal (http://forums.ddo.com/showpost.php?p=1467863&postcount=155) (The Eastern Excavation part 1/3)
The Missing Expedition (http://forums.ddo.com/showpost.php?p=1467865&postcount=156) (The Abandoned Excavation A.K.A. South part 1/3)
The Shadow Crypt (http://forums.ddo.com/showpost.php?p=1467871&postcount=157)

Lost_Leader
12-10-2007, 07:04 AM
Level Ten Quests

Bring me the Head of Ghola-Fan (http://forums.ddo.com/showpost.php?p=1467883&postcount=158)
The Chamber of Rahmut (http://forums.ddo.com/showpost.php?p=1467895&postcount=159)
Escort the Expedition (http://forums.ddo.com/showpost.php?p=1467898&postcount=160) (The Eastern Excavation part 2/3)
The Gate Chamber (http://forums.ddo.com/showpost.php?p=1467904&postcount=161) (The Abandoned Excavation A.K.A. South part 3/3)
Hiding in Plain Sight (http://forums.ddo.com/showpost.php?p=1467910&postcount=162)
Hold for Reinforcements (http://forums.ddo.com/showpost.php?p=1467923&postcount=163) (The Eastern Excavation part 3/3)
Plane of Night (http://forums.ddo.com/showpost.php?p=1467934&postcount=164) (Vault of Night part 6/6 - Raid)
Reclamation (http://forums.ddo.com/showpost.php?p=1467942&postcount=165)
The Sanctum: Church of the Fury (http://forums.ddo.com/showpost.php?p=1467944&postcount=166) (Cult of the Six part 6/6)
The Sanctum: Quench the Flames (http://forums.ddo.com/showpost.php?p=1467947&postcount=167) (Cult of the Six part 5/6)
Secure the Area (http://forums.ddo.com/showpost.php?p=1467951&postcount=168) (The Western Excavation part 3/3)
Slaver’s of the Shrieking Mines (http://forums.ddo.com/showpost.php?p=1467961&postcount=169)
Sykros’ Jewel (http://forums.ddo.com/showpost.php?p=1467971&postcount=170)
Tempest’s Spine (http://forums.ddo.com/showpost.php?p=1467975&postcount=171) (Raid)
The Vault of Night (http://forums.ddo.com/showpost.php?p=1467978&postcount=172) (Vault of Night part 5/6 - Raid)

Lost_Leader
12-10-2007, 07:12 AM
Level Eleven Quests

An Offering of Blood (http://forums.ddo.com/showpost.php?p=1468041&postcount=180)
And the Dead Shall Rise… (http://forums.ddo.com/showpost.php?p=1467998&postcount=173)
The Chamber of Kourush (http://forums.ddo.com/showpost.php?p=1468006&postcount=174)
Desert Caravan (http://forums.ddo.com/showpost.php?p=1468011&postcount=175)
Dreams of Insanity (http://forums.ddo.com/showpost.php?p=1468020&postcount=176)
The Enemy Within (http://forums.ddo.com/showpost.php?p=1468022&postcount=177)
From Beyond the Grave (http://forums.ddo.com/showpost.php?p=1468031&postcount=178)
Made to Order (http://forums.ddo.com/showpost.php?p=1468036&postcount=179)
Maraud the Mines (http://forums.ddo.com/showpost.php?p=1468048&postcount=181)
Purge the Fallen Shrine (http://forums.ddo.com/showpost.php?p=1468054&postcount=182)
Raid the Vulkoorim (http://forums.ddo.com/showpost.php?p=1468058&postcount=183)
The Spawn of Whisperdoom (http://forums.ddo.com/showpost.php?p=1468063&postcount=184)
Tomb of the Blighted (http://forums.ddo.com/showpost.php?p=1468071&postcount=185)
Tomb of the Forbidden (http://forums.ddo.com/showpost.php?p=1468074&postcount=186)
Tomb of the Tormented (http://forums.ddo.com/showpost.php?p=1468076&postcount=187)
Tomb of the Unhallowed (http://forums.ddo.com/showpost.php?p=1468080&postcount=188)
The Twilight Forge (http://forums.ddo.com/showpost.php?p=1468090&postcount=189) (Raid)

Lost_Leader
12-10-2007, 07:13 AM
Level Twelve Quests

Against the Demon Queen (http://forums.ddo.com/showpost.php?p=1469940&postcount=190)
Chains of Flame (http://forums.ddo.com/showpost.php?p=1469943&postcount=191)
The Chamber of Raiyum (http://forums.ddo.com/showpost.php?p=1469944&postcount=192) (a.k.a. Tomb of the Wizard King)
The Cursed Crypt (http://forums.ddo.com/showpost.php?p=1469948&postcount=193)
Invaders! (http://forums.ddo.com/showpost.php?p=1469950&postcount=194)
A Relic of a Sovereign Past (http://forums.ddo.com/showpost.php?p=1469951&postcount=195) (a.k.a. Black Anvil Mines)
The Titan Awakes (http://forums.ddo.com/showpost.php?p=1469955&postcount=196) (Raid)
Zawabi’s Revenge (http://forums.ddo.com/showpost.php?p=1469958&postcount=197) (Raid)

Lost_Leader
12-10-2007, 07:16 AM
Level Thirteen Quests

A Cabal for One (http://forums.ddo.com/showpost.php?p=1469961&postcount=198)
A Cry for Help (http://forums.ddo.com/showpost.php?p=1469964&postcount=199)
Feast or Famine (http://forums.ddo.com/showpost.php?p=1469967&postcount=200)
Foundation of Discord (http://forums.ddo.com/showpost.php?p=1469972&postcount=201)
Maze of Madness (http://forums.ddo.com/showpost.php?p=1469974&postcount=202)
Trial By Fire (http://forums.ddo.com/showpost.php?p=1469976&postcount=203)

Lost_Leader
12-10-2007, 07:18 AM
Level Fourteen Quests

Crucible (http://forums.ddo.com/showpost.php?p=1470264&postcount=204)
Desecrated Temple of Vol (http://forums.ddo.com/showpost.php?p=1470266&postcount=205)
Flesh Maker’s Laboratory (http://forums.ddo.com/showpost.php?p=1470270&postcount=206)
Ghosts of Perdition (http://forums.ddo.com/showpost.php?p=1470271&postcount=207)
Gianthold Tor (http://forums.ddo.com/showpost.php?p=1470272&postcount=208)
Inferno of the Damned (http://forums.ddo.com/showpost.php?p=1470276&postcount=209)
Madstone Crater (http://forums.ddo.com/showpost.php?p=1470280&postcount=210)
Prison of the Planes (http://forums.ddo.com/showpost.php?p=1470281&postcount=211)
The Reaver’s Fate (http://forums.ddo.com/showpost.php?p=1470282&postcount=212) (Raid)

Lost_Leader
12-10-2007, 07:21 AM
Level Fifteen Quests

Ascension Chamber (http://forums.ddo.com/showpost.php?p=1470290&postcount=213) (Raid)
Litany of the Dead (http://forums.ddo.com/showpost.php?p=1470298&postcount=214)

Lost_Leader
12-10-2007, 07:26 AM
The Cannith Crystal
(Korthos, Part 3)

Quest Giver: Baldar the Bold, Korthos Village
Level: 1 (Solo/Party)
Patron: House Deneith (2/4/6)
Length: short
Entry Point: Korthos Village
Prereqs: None
Recommended Party: Any
Base Experience: 220
Quest Info:
--Creatures: Humans, Dren Ral (Orange Named Sahuagin)
--Traps: None

Walkthrough:

Very straighforward. Protect the crystal, kill the intruders.

End Reward: Select one of:
- Axe Bane (DR 3 against slashing)
- Bracers of Assistance (Cast the "Aid" spell once per rest)
- Spear Bane (DR 3 against piercing)

Lost_Leader
12-10-2007, 07:27 AM
An Explosive Situation

Quest Giver: Philver Sharpwood in the Aspirant’s Corner
Level: 1 Solo
Patron: The Coin Lords (2 max)
Length: short
Entry Point: Aspirant’s Corner in the Harbor
Prereqs: none
Recommended Party: solo only
Base Experience: 103
Quest Info:
--Creatures: human rogues --Traps: none

Walkthrough:

Pull out the dusty range weapon. Just stand back and hit the explosive barrels next to the bad guys and watch them drop. If they manage to get to you they are easy enough to pop in the head.

End Reward: 5gp

Lost_Leader
12-10-2007, 07:28 AM
Arachnophobia

Quest Giver: Berne Jorn in the Aspirant’s Corner
Level: 1 Solo
Patron: The Coin Lords (2 max)
Length: short
Entry Point: Aspirant’s Corner in the Harbor
Prereqs: none
Recommended Party: solo only
Base Experience: 103
Quest Info:
--Creatures: small brown spiders
--Traps: none

Walkthrough:

Just kill all the spidies… but don’t break anything! Too many breakages means failure. Once the sides are clear of spidies the central chamber will open and you can kill momma spider.

End Reward: 5gp

Lost_Leader
12-10-2007, 07:34 AM
Defend Haverdasher

Quest Giver: Kalminal d’Kundarak in Aspirant’s Corner
Level: 1 Solo
Patron: House Kundarak (2 max)
Length: Short
Entry Point: Aspirant’s Corner in the Harbor
Prereqs: none
Recommended Party: solo only
Base Experience: 92
Quest Info:
--Creatures: scorpions
--Traps: none

Walkthrough:

Pretty straight forward. Talk to Haverdasher, walk down with him, protect him from the scorpions while he works, escort him out. Every once in awhile there is a named scorpion who is just a lil tougher and will leave a bit of loot.

End Reward: 5gp

Lost_Leader
12-10-2007, 07:36 AM
Home Sweet Sewer

Quest Giver: Scrag in Aspirant’s Corner
Level: 1 Solo
Patron: The Coin Lords (2 solo)
Length: Short
Entry Point: Aspirant’s Corner in Harbor
Prereqs: none
Recommended Party: solo only
Base Experience: 103
Quest Info:
--Creatures: Dogs
--Traps: None

Walkthrough:

The goal of this quest is to save the puppies from the sewer. Don’t hurt them, or you will fail. Just run through and grab the agro of the dogs, and while they nip at your heels and try and eat you, you run back to the entrance, where they will stop chasing you and run off into the freedom of the harbor above.

It is easiest to grab one hall’s worth of pooches at a time, and then lead them back to freedom. It is fastest to run through, grab them all, and lead ‘em all back for a quick release.

End Reward: 5 pieces of gold

Lost_Leader
12-10-2007, 07:38 AM
The Miller’s Debt

Quest Giver: Berrigan Enge in the Aspirant’s Corner
Level: 1 Solo
Patron: The Coin Lords (2 max)
Length: short
Entry Point: Aspirant’s Corner in the Harbor
Prereqs: none
Recommended Party: solo only
Base Experience: 160
Quest Info:
--Creatures: rusty iron defenders
--Traps: force

Walkthrough:

Hack your way past the rusty defenders. At the crossroads if you choose to go over the crates, be prepared to get blasted by force traps. If you go around there are a couple extra metal dogs to beat up. Talk to the Miller, he tells you where the goods are and runs off… leaving you with his snarling big guard metal dog. Dispatching it is optional, but you must pull the lever and climb up to snag the Miller’s goods.

End Reward: 5gp

Lost_Leader
12-10-2007, 07:40 AM
Necromancer's Doom

Quest Giver: Handsome Wilm
Level: 2 (Solo/Party)
Patron: (2/4/6)
Length: short
Entry Point: Korthos Island
Prereqs: Complete The Collaborator
Recommended Party: Any
Base Experience: 298
Quest Info:
--Creatures: Undead, bats, human, Sahuagin
--Traps: none

Walkthrough:

After open the first few doors, you will reach a room with a magic barrier at one end. Go each direction from this main room to reach levers that will disable the barrier. After using both levers, return to the main room, defeat the red named wight (Jacoby Drexelhand), and speak to Drusen d'Jorasco to free her.

End Reward: Speak with Handsome Wilm to select one of the following as a reward:
- Blessed Goggles (Bless 1/day)
- Goggles of Insight (+1 to hit)
- Ornate Goggles (Search +1, Disable Device +1)

Lost_Leader
12-10-2007, 07:42 AM
Heyton's Rest
(Korthos, Part 1)

Quest Giver: Kaja Bauerdatter, Korthos Village
Level: 1 (Solo/Party)
Patron: The Coin Lords (2/4/6)
Length: short
Entry Point: Korthos Village
Prereqs: none
Recommended Party: Any
Base Experience: 313
Quest Info:
--Creatures: Spiders, Skeletons, Zombies, Sahuagin
--Traps: One acid trap

Walkthrough:

Speak with Jacoby to open the gate. When you enter, head right. Left will take you to another gate that must be opened from the other side. Follow the passageway around and destroy the altars behind each door to get the seals needed to reach the end. Destroy the final altar and you're done.

Tip:
- The chest on the west side of the map can be obtained without disarm. Inch toward the platform until the acid trap goes off, then wait until it stops. As long as nobody leaves and re-enters that area again, you can safely open the chest.

End Reward: Choose one of:
- Amulet of Inner Focus (Concentration +1, Will Save +1)
- Amulet of the Brute (Intelligence -1, Wisdom -1, Constitution +1)

Lost_Leader
12-10-2007, 07:44 AM
The Storehouse's Secret
(Korthos, Part 2)

Quest Giver: Linus Weir, Korthos Village
Level: 1 (Solo/Party)
Patron: The Coin Lords (2/4/6)
Length: short
Entry Point: Korthos Village
Prereqs: None
Recommended Party: Any
Base Experience: 260
Quest Info:
--Creatures: Spiders, undead rats, Huul Eyx (Orange Named Sahuagin)
--Traps: None

Walkthrough:

Take the door either to the right or straight ahead as you enter. Both will leave to the upper room. Smash boxes in that room until you find a key. Pick up the key and return to the door that was to your left as you entered. Unlock the door, solve the puzzle and grab the scroll.

Tip: You can usually avoid the named by running through the west door after grabbing the key. This can be useful when soloing higher difficulty levels with a squishy character.

End Reward: Select one of:
- Agile Belt (Reflex Save +1)
- Girdle of Lesser Fortitude (Fortitude Save +1)
- Rugged Belt (Lesser False Life)

Lost_Leader
12-10-2007, 07:46 AM
Sacrifices

Quest Giver: Viggi Storr, Korthos Village
Level: 2 (Solo/Party)
Patron: The Free Agents (3/6/9)
Length: medium
Entry Point: Korthos Island
Prereqs: Complete The Collaborator
Recommended Party: Any
Base Experience: 672
Quest Info:
--Creatures: spiders, humans, sahuagin, undead
--Traps: blade, spike

Walkthrough:

This quest is fairly linear to completion with the exception that Arissa can be located either down by the orange named human (Drenyl Fallow) or behind a grating by the exit at the end.

Where is the skeletal mage (optional)?
Having a hard time finding this optional? Time to test your hopping skills! When you reach the ladder that leads down into the area with the shrine, instead of descending the ladder, work your way across the rafters. On the far side you will find the skeletal mage. Be careful though, he can be tough, especially on hard and elite.

End Reward: Speak with viggi Storr to select one of the following as a reward:
- Anger's Step (Expeditious Retreat 2/day, Jump +3, Set Bonus: +2 to hit)
- Nimble Grasp (Tumble +3, Striding +5%, Set Bonus: +1 to hit, +2 damage to sneak attack)
- Pathfinder's Boots (Tumble +3, Striding +5%, Set Bonus: +2 to hit)
- Protector's Gloves (Intimidate +3, DR 1/-, Set Bonus: Light fortification, +1 AC)
- Arcane Goggles (Concentration +3, Power I, Set Bonus: 1st level spells' effectiveness increase 15%)
- Archivist's Goggles (Concentration +3, Power I, Set Bonus: +20 spell points)
- Devoted Goggles (Heal +3, Power I, Set Bonus: 1st level healing spells +20% effectiveness)
- Troubleshooter's Goggles (Spot +3, Search +3, Listen +3, Set Bonus: +1 to saves, +3 Open Locks, +3 Disable Device)

[Note: the other piece in these sets are quest rewards from the Rinar d'Thuranni for completing the Misery's Peak quest]

Lost_Leader
12-10-2007, 07:48 AM
Redemption
(Korthos, Part 5)

Quest Giver: Ursa Jernsvard
Level: 2 (Solo/Party)
Patron: The Coin Lords (3/6/9)
Length: medium
Entry Point: Korthos Island
Prereqs: Korthos Parts 1-4
Recommended Party: Any
Base Experience: 496
Quest Info:
--Creatures: Iron Defenders, Sahuagin, Murm Dul (Named Sahuagin)
--Traps: Blade and Poison

Walkthrough:

Break through the door on the far side of the open area in which you start. From there, you will follow the hallways around until you reach an intersection near some spraying poison and a blade trap. If you have decent search, there is a secret door on the northwest side of the intersection that hides a valve to turn on the first poison stream. The next valve is behind another secret door further south, just before the next stream.

Once you've worked past the acid and/or traps, you'll need to go down the slope into the deeper portions of the Manufactury. Work your way around, noting the door with the blue force field, until you can see three crystals being sprayed by an alchemical substance. You can either pick the lock to that room or open the nearby wooden door to reach a valve that will open the door. Next, turn off all the valves in the crystal room and break the crystals.

Finally, go through the door that had the force field on the way in, speak to Heyton, defend him and then speak to him again.

Note: Contrary to the dialog, you cannot just go to the base of Misery's Peak and talk to Amalgam to do the next quest. You must turn in Redemption to the quest giver first.

End Reward: Select one of:
- Cloak of Faith (Shield of Faith 1/day)
- Curative Cloak (Cure Light Wounds 1/day)
- Feather Cloak (Feather Fall 1/day)

Lost_Leader
12-10-2007, 07:49 AM
Stopping the Sahuagin

Quest Giver: Gunnar Bauerson
Level: 2 (Solo/Party)
Patron: The Coin Lords (3/6/9)
Length: medium
Entry Point: Korthos Island
Prereqs: Complete The Collaborator
Recommended Party:
--Any
Base Experience: 672
Quest Info:
--Creatures: Sahuagin, mephits, spider
--Traps: Poison, Sonic, Cold

Walkthrough:

This quest is linear until you reach a fork in the path by a column with a switch on it. Each path leads to a room with a door that closes once you progress far enough into the room. There is a switch on the far side of the room that open both the door onward and the door back.

once you reach the ice room, you will need to use a switch on both sides of the room to open the door onward. After opening that door, ring the gong twice to break the ice floor in the main room. Drop down, hit the levers on each side of the room to open an underwater grating. Swim through to reach the final area. At the top of that path, there is a puzzle that must be solved to finsih the quest. The puzzle is protected by Kraak; a red named ice spider.

Tips:
- You can use the switch on the pillar to close the patrolling guards in the poison trap room.
- You can close the wooden doors in the gong room to block the trap.
- After you move up the water toward the puzzles, sahuagin will come from behind. If you go back down the water ramp, you will find that they have opened a door to a shrine.
- Solving the puzzle requires lighting the gems on the south end of the platform. Light can be directed along the sides of the platform in addition to the top.

End Reward: Speak with Gunnar Bauerson to select one of the following:
- Battered Helm (Intimidate +1, Haggle +1)
- Engraved Circlet (Will Save +1)
- Straw Hat (Concentration +3, Tumble +1)
- Tattered Cowl (Concentration +3, Diplomacy +1)

Lost_Leader
12-10-2007, 07:52 AM
The Collaborator
(Korthos, Part 4)

Quest Giver: Sigmund Bauerson, Wavecrest Tavern
Level: 1 (Solo/Party)
Patron: The Coin Lords (2/4/6)
Length: short
Entry Point: The Wavecrest Tavern in Korthos Village
Prereqs: Parts 1 through 3
Recommended Party: Any
Base Experience: 340
Quest Info:
--Creatures: Humans, Sahuagin, Jacoby Drexelhand (Red Named Human) and Kiv Nerl (Orange Named Sahuagin)
--Traps: none

Walkthrough:

You enter your own instance of the Wavecrest Tavern. After waiting a bit, Jacoby shows up and you have a discussion. Regardless of the dialog, you end up having to fight off a couple of waves of human and sahuagin attackers and then it's off to the cellar.

The footprints make the hidden door pretty obvious. After opening it, grab your chest on the far wall and then open doors and fight your way to the end where you'll face Jacoby. Once he is dead, Kiv Nerl will spawn with an optional chest.

End Reward: Select one of:
- Lhorne's Blade (Long Sword, Lesser Monstrous Humanoid Bane)
- Min's Handwraps (+1d4 fire damage on successful hit)
- Molin's Great Axee (Lesser Monstrous Humanoid Bane)
- Thera's Rapier (Lesser Monstrous Humanoid Bane)
- Valen's Mace (Lesser Monstrous Humanoid Bane)
- Discard Ring (power I)
- Engraved Ring (Protection +1)

Lost_Leader
12-10-2007, 07:55 AM
Misery's Peak
(Korthos, Part 6)

Quest Giver: Amalgam, Korthos Island
Level: 3 (Solo/Party)
Patron: The Free Agents (3/6/9)
Length: medium [Ed. note: This estimate is clearly off. You'll want to allow more time than any other medium attempted so far.]
Entry Point: Korthos Island
Prereqs: Korthos, Parts 1-5
Recommended Party: Any
Base Experience: 676
Quest Info:
--Creatures: Undead, Spiders, Humans
--Traps: none

Walkthrough:

Once Heyton has cleared your way, you'll find that most of the dungeon is very linear. With a couple of exceptions that will be addressed in this walkthrough, you will just follow the path to the end.

Not too long after starting, you'll reach a closed door with a shielded rune on the floor. This is your introduction to a type of switch used multiple times in Misery's Peak. Strike the icebound figures to release zombies. once they have been dispatched, you will be able to step on the rune to open the door.

The next room requires a side trip to open up the next door. Follow the bottom of the room around until you reach a door with signal crystals. Near that door is a ramp leading up. Follow that ramp up to another zombie rune and open the ward.

Once you step through the opening that was so-recently-warded, you'll have multiple directions you can go. Head up the ramp, following it around until you reach a flat area with another zombie switch. Head northeast through the newly opened door and activate the first switch.

As you come out of that room, head up the ramp to the next zombie switch. When you activate the rune, it opens a door a level below. Move northwest to a ramp down and then go left at the branch. Through the door on that platform you'll find the second switch.

Now it's back to the ramps, staying to the left and heading down whenever possible. If you reach a point where it looks like the only choices lead up, turn and face north -- there's a ramp down that is easy to miss. When you reach a relatively flat, icy area again, go south along the wall. This will lead you back to one of the ramps. Keeping the wall to your right, just go up the short ramp and down the short one on the other side. When you get back to zombie switch, look for the ramp down. It will lead you back to the bottom of this cavern and the now-activated signal crystals. Onward!

Not too long after you get to see the dragon, you'll find a door with no switch. Just before the door, there are some ice steps leading up to a platform on which the switch can be found. Activate it and move on.

The next room is another where switches must be found in order to make progress. Shortly after you enter, you will see ice steps leading up to the left. Follow them up to the next level where you will find some more steps up to the left and an ice walkway ahead that curves along the wall to the west side of the cavern. Follow the steps up first to the room with the first switch and activate it.

Next, move back down to the walkway and head to the west side of the cavern. Follow the steps up on that side to another room with the second switch and activate it. Now you can follow the steps on that side all the way to the bottom and charge south through the newly opened door to meet the oncoming enemy.

After the door in the next room, you will see a ring of casters performing a ritual. For those who are amused by such thoughts, it looks like they could all be taken out with a single blade barrier without having to move. However, as soon as they see you, they summon a red psuedo-named Ice Flenser. Shortly after you dispatch it, a set of cultists will charge through the far door to attack. Finish them off, activate the next three zombie switches and then step into the last room.

Wait for the scripts, break the crystal, talk to Heyton and step through the portal. Congratulations! You've completed Misery's Peak.

End Reward: Speak with Rinar d'Thuranni near the dock to select one of the following as a reward:
- Anger's Gift (Strength +1, Resistance +1, Set Bonus: +2 to hit)
- Arcane Necklace (Intelligence +1, Charisma +1, Set Bonus: increase effectiveness of 1st level spells by 15%)
- Archivist's Necklace (Restore 10 spell points 2/day, Set Bonus: Increase spell points by 20)
- Devoted Necklace (Wisdom +1, Resistance +1, Set Bonus: Increase effectiveness of 1st level healing spells by 20%)
- Nimble Brooch (Dexterity +1, Resisance +1, Set Bonus: +1 to hit, +2 sneak attack damage)
- Pathfinders Necklace (Dexterity +1, Resistance +1, Set Bonus: +2 to hit)
- Protector's Brooch (Strength +1, Resistance +1, Set Bonus: Light Fortification, +1 to AC)
- Troubleshooter's Necklace (Dexterity +1, Resistance +1, Set Bonus: +1 to all saves, +3 open locks, +3 disable device)

[Note: the other piece in these sets are quest rewards from the Mayor for completing the Sacrifices quest]

Lost_Leader
12-10-2007, 05:37 PM
Bringing the Light

Quest Giver: Brother Augustus in The Wayward Lobster
Level: 2 Solo/Party
Patron: The Silver Flame (2/4/6)
Length: Short
Entry Point: Warehouse District in the Harbor
Prereqs: none
Recommended Party: any, intelligence character for optional
Base Experience: 298
Quest Info:
--Creatures: humans, dogs
--Traps: none

Walkthrough:

Once in, go right and left to get the levers to open the way forward. Break the tables while on each side. Kill the guard dogs and guard, or if ya get the guard fast enough, he won’t be able to release the dogs. Head in further and break the remaining tables to complete.

There is an intelligence rune to an optional side room, check out the two way mirror to open the secret door. Kill the gambling hall’s leader for optional xp.

End Reward: 5gp

Lost_Leader
12-10-2007, 05:39 PM
Durk’s got a Secret

Quest Giver: Durk the Deranged in the Leaky Dinghy
Level: 2
Patron: The Free Agent’s (4/8/12)
Length: Long
Entry Point: Harbormaster’s Plaza in the Harbor
Prereqs: none
Recommended Party: any, rogue and healer are nice
Base Experience: 906
Quest Info:
--Creatures: gray ooze, kobolds, troglodytes
--Traps: fire, acid

Walkthrough:

Head south. The first intersection to the east leads to an ooze infested dead end, feel free to continue south and skip it. The next intersection, the west fork loos to be a dead end, but actually has a secret door. It leads to a secret room housing 1 of the two troglodyte hired henchman, and a chest.

Heading deeper into the tunnels, you reach another intersection which splits east and west, and looks as though there should be a secret door further south. There is, but you can’t search it, you have to find the levers. The first lever is behind some crates in the gated alcove just to the east. Pull that lever. This will open an alcove along the route you just came from, and reveal another lever. Pull this lever as well. This will reveal the second troglodyte henchman, and another chest.

Now head west to find the first Kobold Brother. You will reach another fork. Further south is a dead end for now, so go west. Beware the fire trap on the pillars. This leads to the first kobold brother’s main chamber. Kill him, loot the chest, rest if necessary and turn the valve back behind the shrine to open the rear sewers to the east.

Now head back the way you came to the east. The East will have a door on the East wall, which will lead to the second kobold brother, another chest, another valve for the rear entrance on the west side and another shrine. Killing this brother will complete the quest as well. You can choose to take him out now, or continue into the rear sewers first. Just before the rear sewer entrance there is a possible rare named kobold. If he is there, be careful as his chest is trapped with an acid trap. The box is tricky to find, it is in the alcove on the opposite wall.

In the rear tunnels is a locked door, open it at your own risk, as a troglodyte caster is waiting back there to burn you to a cinder. Take him out for another chest.

Before leaving the sewer, be sure to check for the famous Muck. He spawns in the rear sewer, just behind the entrance by the first kobold brother. There are many myths on the best way to get muck to spawn, none have been confirmed.
Possible Unique Loot: Muckbane, Rahkat’s Tifle, Zazoo’s Spangle

End Reward: Standard loot list choice.

Lost_Leader
12-10-2007, 05:41 PM
The Friar’s Niece
(The Catacombs part 1/8)

Quest Giver: Friar Renau outside the Catacombs
Level: 2 Party
Patron: The Silver Flame (2/4/6)
Length: Short
Entry Point: Inside the Catacombs, down 1 level
Prereqs: none
Recommended Party: any Base Experience: 481
Quest Info:
--Creatures: lesser gray ooze, small brown spider, brown spider, zombies
--Traps: none

Walkthrough:

First step is to open the north hallway, to do so you must find the lever. Travel south and then west, into the west hallway. The side doors all open into empty cells, one is locked, but there is nothing of value inside.

At the end of the hall is a shrine room, behind a closed door. In this room is the lever you are looking for.

Travel to the north all, to look for evidence of Margueritte. Once again the cell doors are empty for the first portion of the hall. You will reach a point where the hall splits east and west. East is a hall of empty cells, at the end of which is a shrine. The west hallway is also lined with empty cells, but at the end is a door closed by a gate. Open the gate, grab the chest, and check out the note by the dead body.

The door slam shuts behind you. Fight your way out through the zombies and ooze, back to the entrance.

End Reward: 20gp

Lost_Leader
12-10-2007, 05:43 PM
Garrison’s Missing Pack

Quest Giver: Garrison Felmar in Philosopher’s Row
Level: 2 Solo/Party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Philosopher’s Row in the Harbor
Prereqs: none
Recommended Party: any, healer and rogue helpful
Base Experience: 759
Quest Info:
--Creatures: kobolds, gray ooze, brown spiders, troglodytes, zombies, wolf
--Traps: spikes

Walkthrough:

Work your way through the tunnels, killing kobolds and ooze. When you get to the area of sleeping kobolds, there is a secret door behind the crates which leads to an optional area.

The optional area has a couple of possible rare named, a spider and a trog. Also, there is a shrine at the end of the hall.

Continuing down the main hall will bring you to a shallow watery are filled with corpses. They will rise as zombies as you approach, and spikes will spring from the ground on the far side of the puddle. A lever in the alcove before the spikes will turn them off.

Further up will bring you to a fork in the road, and a possible named trog. Either way will work, as they both lead to the same place in the end. Each side also has a chance at a named kobold. At the end of either side is a spiraling pathway leading into the water, on the far side of which is a lever. Pull the lever, swim to the other side (or fight around to the other side) and pull the opposite lever. This will open up a portcullis under the water which will lead up to the end area.

Either a slime or named wolf will await you at the top. Kill it, then clear the end room. Grab Garrison’s pack and you are good to go.

Possible unique named loot: Furor’s Hide, Kutik’s bead, Miasma’s Fang, Moog’s Ornament, Peridot Ring.

End Reward: Standard loot choice option.

Lost_Leader
12-10-2007, 05:46 PM
Information is Key

Quest Giver: Shir Clowenks d’Phiarlan in the Wayward Lobster
Level: 2
Patron: House Phiarlan (4/8/12)
Length: Long
Entry Point: Warehouse District in the Harbor
Prereqs: none
Recommended Party: standard
Base Experience: 980
Quest Info:
Creatures: iron defenders, humans
Traps: none

Walkthrough:

Chase the rogue through the sewers. Kill his metal pooches and go, go, go. Eventually he will get a good enough lead to lose you, but just spin the valves at the top of the ladder, these will open a couple of the gates down in the water. One has the valve that will lead you to the rogues den, and a few of his cronies. Also, their big metal dog, Shriketalon, will be there to greet you.

End Reward: Choice from standard reward lists.

Lost_Leader
12-10-2007, 05:48 PM
The Kobolds’ Den: Clan Gnashtooth
(The Lost Seekers a.k.a. Waterworks part 1/4)

Quest Giver: Guard Tember in the Waterworks
Level: 2
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Inside the waterworks north wing
Prereqs: none
Recommended Party: any, healer and rogue are very helpful
Base Experience: 980
Quest Info:
--Creatures: kobold, brown spider, black widow
--Traps: acid, fire

Walkthrough:

This quest series is the bread and butter of the Harbor quests, and low level adventuring. The first two parts will flag you to enter the marketplace without having to bribe the guards. (Quest line – harbormaster’s seal, which automatically advances if you do these quests. Talk to Harbormaster after completing part 2) The second two quests complete the series, and grant a chance at a good semi-static loot chart.

As you enter the quest, a few kobolds pop out at ya. That first gate is trapped with a mean acid trap. Either have your rogue disarm it, or trigger it with proximity and then hang back and wait for it to blow itself out. Continue in.

Reaching a fork in the road, the choices are north, east or west. Be careful, the intersection is trapped with fire. Either disarm or trigger and wait them out, then head east. You need to retrieve a key to open the door to the west. The key can be in one of two rooms. Either in the spider infested storage room at the end of the hall to the north, which also has a chance of a named spider and loot, or in the kobold barracks to the south. The key is often up in the rafters in the barracks. Either way, find the key then start back, for efficiencies sake, don’t come all the way back to the crossroads, instead cut through the shrine room which is next to the spider room. Once through the shrine, hang a right and go east down the ramp. Clear out the room and pull the lever on the pillar. Be careful on the back ladder, it is trapped with a fire trap.

Once the lever is pulled, head back west and south, this will connect you back to the main intersection from the north side. Hang a right and head west to the locked door. Unlock it, take out the kobolds inside, possibly a named. Grab the key and head back to intersection and north. Hang a left into the clan leader’s throne room. Clear out his guards and threaten to beat the **** out of him if he doesn’t tell you where Arlos is. Be sure to pull the lever in his room, and maybe break into his treasure room. Be careful, it is locked and trapped.

Now head out and take a left, over to the now open portcullis (opened by the two levers you pulled) Head up to intersection. A right turn will take you to the end, a left will take you into a spider infested hall with loot and a possible named. Also, you must clear the spiders to get conquest xp bonus.

Heading further in will automatically advance your quest and place you in part 2, Rescuing Arlos.

End Reward: none.

Lost_Leader
12-10-2007, 05:51 PM
The Kobolds’ Den: Rescuing Arlos
(The Lost Seekers a.k.a. Waterworks part 2/4)

Quest Giver: This quest is automatically advanced from part 1
Level: 2 Party
Patron: The Coin Lords (4/8/12)
Length: Medium
Entry Point: Inside the Waterworks North Wing, in the Harbor
Prereqs: To advance quest, you must be on this segment of The Lost Seekers. You can assist another party member even if you are not on the quest.
Recommended Party: Full party, rogue and healer very helpful, int rune optional
Base Experience: 1,244
Quest Info:
--Creatures: kobolds, zombies
--Traps: spikes

Walkthrough:

Entering will lead to a door guarded by a spike trap. This will lead to the sewer junction with 3 drawbridges. The prison cells are straight and to the right, optionals and shrines are to the left. One shrine is behind a secret door. Always be careful returning to the junction point, as it is an area where the kobolds will always come back and check up on (respawn).

If you go left, be careful of the large room in the back, the portcullis will slam shut behind you and the room will fill with kobolds. Be sure the whole group goes in together.

Under the water in the junction there is a door that leads down to an optional area full of zombies and a chest.

Arlos can be in any of the cells, be sure to hit the levers outside the jail areas on both the top and bottom floors to open the cells.

Be sure to speak to Guard Tember when you exit, to advance the quest.

End Reward: After completing this quest, you can speak to the harbormaster to get his seal. Give this to the guard at the gate to the market to get into the market for free (yay, no more bribing!) for the rest of your stay in Stormreach.

Lost_Leader
12-10-2007, 05:53 PM
The Kobolds’ New Ringleader

Quest Giver: Guard Jung in the Harbormaster’s Plaza
Level: 2 Solo/Party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Across from The Wayward Lobster
Prereqs: none
Recommended Party: Full crew with Healer, Rogue, Caster and Strength base melee
Base Experience: 1,244
Quest Info:
--Creatures: kobolds, bugbears, ogre
--Traps: fire, cold

Walkthrough:

Main goal here is to pick off the Ogre Leader of the kobolds, but there are quite a few short optionals and possible rare named creatures who can drop unique named items. If you are going for the quick finish, by charging straight ahead and using the breakable boxes as a jumping point rather than breaking them, you can hop over the crates and skip a side of the dungeon.

If you work your way around the long way, beware the cold trap. A few of the side rooms have possible named bugbears. Once around you need to pull the rune levers in either wing. In the east wing is a spider ridden corridor which has a door blocked by a crate. If you have someone strong enough, they can break thru into the spider nests, and you can locate and retrieve Guard Jung’s lost badge.

Once both side levers are pulled you can head up into the now open halls. Watch out for the fire trap on the way up the slope. Slaying the kobold chief will get the attention of the Ogre Leader, Bloodknuckles, in the other room, who will come barging out to try to Ogrefy you. (Ogrefy definition – what happens to you when your head is hit by the greatclub in the one-two-three combo of an ogre)

Possible Unique Loot throughout quests from rare named and final boss: Bloodknuckle’s Loincloth, Bloodknuckle’s Smasher, Brakhash’s Axe, Bronkarz’s Cloak, Grundark’s Boots, Madoorah’s Vest, Rhakmel’s Dagger.

End Reward: Choice from standard reward lists

Lost_Leader
12-10-2007, 05:55 PM
Missing in Action

Quest Giver: Ulcana Braddock outside the Rusty Nail
Level: 2 Solo/Party
Patron: The Coin Lords (3/6/9)
Length: Medium
Entry Point: Just outside The Rusty Nail in the Marketplace
Prereqs: none
Recommended Party: any, rogue and healer helpful
Base Experience: 510
Quest Info:
--Creatures: kobolds, oozes, zombies, troglodytes
--Traps: Spike, Electric

Walkthrough:

Find the missing party, and deal with whatever happened. Two wings to search through here. One is filled with spike traps, the other is filled with electric traps. A good search skill will find the secret doors that hide the levers and valves to turn off the traps. Swinging by the rest shrines in either wing will let ya know where the Missing Party is. Pulling the levers in either wing, across from the shrines, will open a gate in the middle.

Be careful when hitting the levers to open the center gate, as doing so will get the attention of a nearby trog caster.

Once the center is open, head on down and take out the Trog Leader to complete the quest.

End Reward: Standard choice of level appropriate loot.

Lost_Leader
12-10-2007, 05:57 PM
The Old Archives
(Catacombs part 3/8)

Quest Giver: Archbishop Dryden in the Catacombs, top level
Level: 2 Party
Patron: The Silver Flame (3/6/9)
Length: Medium
Entry Point: Catacombs 2nd level down
Prereqs: You can assist others if you are not on the quest, so long as a party member can open. To get end reward, and to advance your own quest, you must complete the catacomb series in order. This is part 3/7
Recommended Party: any, rogue and healer helpful.
Base Experience: 760
Quest Info:
--Creatures: ghouls, skeletons, spiders, lesser gray ooze
-Traps: blades

Walkthrough:

Talk to the librarian to get things moving. He will lead you to the first of three secret doors, each with a portion of the book of Duality you need to recover. Unfortunately helping you is the last good act Guillame will ever perform. Avenge him and grab the first portion of the book.

Continue down the hall. There is a shrine behind a door in an alcove to the south. After resting if necessary, continue west. Stay on the top level, continue west at the split in the path. At the back of the spider infested book shelves is a secret door. Find it to reveal the second portion of the book.

Travel back the way you came, and take the north hall. Once again, stay on the top level and travel to the end. The back wall is again a secret door, this one containing the 3rd and final fragment of the book. Be careful, this one is trapped. Finish out and speak to the Archbishop to advance your quest.

End Reward: none

Lost_Leader
12-10-2007, 05:59 PM
Protect Baudry’s Interests
(A Man Named Baudry Cartamon part 1/3)

Quest Giver: Baudry Cartamon
Level: 2 Solo/Party
Patron: The Free Agents (2/4/6)
Length: Short
Entry Point: Warehouse District in the Harbor
Prereqs: none
Recommended Party: any
Base Experience: 308
Quest Info:
--Creatures: kobolds
--Traps: darts

Walkthrough:

Protect the crate from the kobolds for 5 minutes. And don’t miss out on the text, because those kobolds say some funny stuff. There is a chest tucked out of the way in the back corner on top of some crates, be sure to pick it up at the end, and watch out for the trap on it.

End Reward: none

Lost_Leader
12-10-2007, 06:05 PM
Recovering the Lost Tome

Quest Giver: Dalsamira Courdry at the Lighthouse
Level: 2 Solo/Party
Patron: The Coin Lords (3/6/9)
Length: Medium
Entry Point: The Lighthouse in the Harbor
Prereqs: none
Recommended Party: any, int rune optionals, rogue helpful
Base Experience: 862
Quest Info:
Creatures: skeletons, zombies, ice mephit
Traps: lightning, sonic, frost

Walkthrough:

Upon entering, talk to the librarian to get it started. Be sure the whole party is in quest before you start. Follow the librarian in, he will point out the shelves you want to look at. Wait till he leaves, then click on the bookshelf he pointed at. This will trigger his alarms and traps. Slip past the traps and head down the hall, looking for another way out. These traps cannot be disabled.

The hall splits, you must pull the lever at the end of each. One will bring you to a hall full of lightning traps. These traps can be turned off by using the int runes, or avoided by sticking to the sides. The sides are filled with zombies that will wake when you get too close.

The second hall will lead you to a room with a lever covered by a force barrier. Swim down the side tunnel and pull the lever under the water to lower the barrier, pull that lever. Now you must head back to the main library to find another way out.

This new passage will take you to another side room with zombies. A small hidden in rune just outside the room will lower the force barrier over the lever and avoid a zombie fight. Otherwise pull the lever in the room and fight the zombies to lower the barrier. There is a frost trap in the side alcove, and an optional in the adjoining room including a mephit.

End Reward: standard loot choice

Lost_Leader
12-10-2007, 06:07 PM
Retrieve the Stolen Goods
(A Man Named Baudry Cartamon part 3/3)

Quest Giver: Baudry Cartamon in the Wayward Lobster
Level: 2
Patron: The Free Agents (3/6/9)
Length: Medium
Entry Point: Warehouse District in the Harbor, same as part 2
Prereqs: You must be on this part of the series (A Man Named Baudry Cartamon) in order to advance quest and retrieve end reward, but you may enter and assist someone if you are not on the quest.
Recommended Party: any, healer and rogue are nice.
Base Experience: 628
Quest Info:
--Creatures: kobolds, bugbears
--Traps: darts

Walkthrough:

Return to Hazadil’s Warehouse, but this time you are going to get back Cartamon’s goods. And this time, Hazadil has guards. You should be familiar with the layout since you were just here in part two, but a there are a few optionals for you to know. In the side wing with the Rest Shrine there is a possible named. Also, in the main storage are down the ladder, there is a small side alcove behind the crates that also has a possible named bugbear. There are a couple of other possible rare named spawn along the way.

When you reach the end hall, climb the ladders to the top, you will see the crate of stolen goods sitting out in the open, but be careful, there is a dart trap at the top of the ladder.

Possible Unique named items: Boots of the Long Step, Garzad’s Helm, Ring of Rage, Sword of Pain.

End Reward: Standard loot list choice.

Lost_Leader
12-10-2007, 06:12 PM
Return to the Sanctuary
(Catacombs part 2/8)

Quest Giver: Friar Renau outside the Catacombs
Level: 2 Party
Patron: The Silver Flame (3/6/9)
Length: Medium
Entry Point: Inside the Catacombs
Prereqs: Catacombs part 1, though you can assist someone if you are not on this portion of the quest.
Recommended Party: any, locksmith is nice, 1 trap for rogue. Int rune optional shrine
Base Experience: 921
Quest Info:
--Creatures: lesser gray ooze, skeletons, zombies, iron defenders, greater iron defenders
--Traps: spike

Walkthrough:

After speaking to Friar Renau outside, he sends you inside to seek out and speak to Archbishop Dryden. The Archbishop is on the top level of the catacombs, head on up and have a quick chat with him.

He sends you back to the first level of the catacombs in search of a witness to tell you what really happened. Once in, head to the North Hall, to find the spare key the Archbishop told you about. The key is behind a secret door just a short way up the hall, and is in a trapped chest. The rest of the north hall is filled with empty cells and a shrine. Head back towards the entrance.

The East Hall is Minon’s Ward, where you were told to search for a Witness. There are a bunch of cells to search out, most are empty but a couple contain loot chests. The second door on the left will have a chest, and after the hall turns to the right, once again the second door on the left will have a chest. The third door on the left has your witness. Speak to him and make your way out. If you want, there is an optional int run here to open a door to an extra shrine.

Once returning to the entrance, a portcullis slams shut, blocking your way out. Travel to the south passage to find a lever to open it. Once again you travel through cell filled hallways. Most are empty, but a couple contain chests. The third door on the left contains a chest. The first branch to the right has a chest in the cell at the end of the hall.

The second branch to the right has a lever on the right wall, and a shrine room at the end of the hall. When ready, pull the lever. This will release the greater iron defender, and also raise the exit portcullis. Return to the exit as you can, to complete this portion of the story. Return to the Archbishop to Advance.

End Reward: Choice from standard loot list.

Lost_Leader
12-10-2007, 06:14 PM
The Smuggler’s Warehouse

Quest Giver: Fitzpat the Fence in the Wayward Lobster
Level: 2
Patron: The Free Agents (3/6/9)
Length: Medium
Entry Point: The Warehouse District in the Harbor
Prereqs: none
Recommended Party: any, rogue is very handy
Base Experience: 694
Quest Info:
--Creatures: kobolds, brown spider, black widow
--Traps: fire, blade, cold

Walkthrough:

Upon entering, there are a few kobolds to clear out. A lever and a key are guarded by a kobold shaman and his buddy. This will gain you entry into the main portion of the warehouse. Be careful, there is a trap right inside the locked gate.

From here on out the quest is a smash ‘n grab, hack ‘n slash. You must search through the entire warehouse, breaking the place up in the search of the Fence’s stolen gemstones. The gems appear to only be stored in barrels, though rumor is a few have been found in crates. Either way, move through and break everything you see… but watch out for traps! Especially when you get near the spiders, which is easy to see, when you see web filled halls.

Many of the rooms you will search have a possibility of a rare named boss. These all have a chance at dropping a unique named item. Possible unique items are: Calamity’s Carapace, Chiku’s bauble, Chitin Shield, Deezil’s Ornament, Raktu’s Trifle

End Reward: standard choice of loot list

Lost_Leader
12-10-2007, 06:17 PM
Stealthy Repossession

Quest Giver: Lesto Half-Price in the Wayward Lobster
Level: 2
Patron: The Free Agents (3/6/9)
Length: Medium
Entry Point: Warehouse District in the Harbor
Prereqs: none
Recommended Party: any, sneakier the better
Base Experience: 972
Quest Info:
--Creatures: kobolds
--Traps: none

Walkthrough:

Okay, so the goal of this, atleast if you are gonna follow the ‘stealthy’ guidelines, is to be sneaky. So take off that bulky armor, grab any stealth gear you may have, and get your sneak toggle ready. It’s skulking time! And remember, if ya kill too many kobold prophets, you fail.

There are a few things to know about being sneaky. First off, actions will break your sneakiness, so be careful about pulling levers, opening doors, taking swings at bad guys. Second, stay out of line of site by using obstacles like crates. Third, watch the lighting, the dimmer the lighting, the better you sneak (the little eyeballs by your feat tell you how bright the are is, more eyeballs is bad). Fourth, the higher your sneak (combo of move silent and hide) the closer you can get to bad guys without getting their attention. Fifth, no matter how sneaky you are, if the bad guy runs into you, he is going to find you. Sixth, you can climb while being sneaky.

So, to start off, skip the door to the right, there is nothing there and it’ll only get you seen. Continue north. Your going to need to pull the lever, so wait till the patrolling kobold is away from it and down the hall a little, raise the portcullis and get sneaky again. Head on in. Circle around to the south, being very careful of the two patrolling kobolds. Sneak over to the lever on the west wall, wait for a gap in the patrol, pull it and get sneaky again quick. Now sneak back out the way ya came and head north.

Take the west hall, still sneaky now. Wait for a break in the patrol and open the door. Get sneaky again quick and slip by the sleeping kobolds. Pull the lever inside and sneak on out to the east.

Stay headed east, into the big room and across the suspension bridges. Avoid the patrols. Sneak down the ramp into the little hall. There are two levers you must pull. The first is on ground level on the south wall, the second is up the ladder on the north wall. Hit these and continue down the hall, which will loop back into the big room on the ground level. Sneak through the big room past the sleeping kobolds, avoiding the patrols.

Head north down the ramp. Sneak around the corner, avoid the two patrols and pull the lever on the north wall. Quickly sneak into the south room. Grab the Eye of Khyber off of the floor by the shrine. You are finished!

….So if sneaking is really not your thing, you can do this whole thing with the clever choosing of your targets and some good crowd control with a caster. Kill all the non-prophets as you go, and leave the prophets hypnotized, fascinated, webbed, whatever. Move quickly to minimize the damage you take while being careful.

End Reward: Standard loot list choice.

Lost_Leader
12-10-2007, 06:19 PM
Stop Hazadil’s Shipment
(A Man Named Baudry Cartamon part 2/3)

Quest Giver: Baudry Cartamon in the Wayward Lobster
Level: 2 Party
Patron: The Free Agents (2/4/6)
Length: Short
Entry Point: Warehouse District in the Harbor
Prereqs: This is the second part of the Baudry Cartamon series. You can assist someone on the quest, but will not be able to advance yours if you are not on the appropriate part. Don’t forget to advance your quest with Harmon Taft outside the quest.
Recommended Party: any
Base Experience: 364
Quest Info:
--Creatures: none
--Traps: none

Walkthrough:

Simple. You are on a timer, and youa have to break the place up. Go, go, go! Pay attention to the floor plan while you are here in the warehouse, though. You’ll be coming back, and next time it won’t be so deserted!

Note: There is a lever that opens a hidden door near the end of the warehouse. There is a possibility that a rare, named hobgoblin will spawn here.

End Reward: none

Lost_Leader
12-10-2007, 06:23 PM
The Sunken Sewer

Quest Giver: Aurla Courson across from the Rusty Nail in the Jester’s Haunt
Level: 2 Solo/Party
Patron: The Coin Lords (3/6/9)
Length: Medium
Entry Point: Across from the Rusty Nail in the Jester’s Haunt
Prereqs: none
Recommended Party: need either a lock picker or strength, int rune optional
Base Experience: 496
Quest Info:
--Creatures: kobolds, spiders, slimes, skeletons
--Traps: blades, spikes, poison

Walkthrough:

Upon entry there are 2 possible ways to go. One requires someone with a high enough strength to open the door, the other requires someone capable of picking the lock. The locked route is filled with spiders, traps and slime. The strength route is filled with kobolds, a single poison trap, skeletons. The int rune optional is available from this side.

Int rune optional leads to a hall with slimes, spiders and a chest at the end. Once at the end, you may notice a big glowing blue barrier. This will drop after you swim under the caged center and kill the end boss and the scorpion swarm.

End Reward: Standard loot choice.

Lost_Leader
12-10-2007, 06:24 PM
Walk the Butcher’s Path

Quest Giver: Mistress Ahura in the Leaky Dinghy
Level: 2 Solo/Party
Patron: The Free Agent’s (4/8/12)
Length: Long
Entry Point: Harbormaster’s Plaza in the Harbor
Prereqs: none
Recommended Party: any, healer and rogue a big help
Base Experience: 1,148
Quest Info:
--Creatures: kobolds, ooze, troglodyte
--Traps: blades

Walkthrough:

The Butcher’s Path is the hack ‘n slasher’s dream. Chop through some kobolds, just watch out for the casters, they can get ya in some bad situations. Pretty straight forward, just follow the tunnels and kill, kill, kill.

First optional is when you get to the room with a pool of water, above which is a sewer pipe blocked off by a portcullis. There is also a sewer pipe underwater, which is trapped. Have the rogue disarm the trap and swim on through. Or, if ya have a decent jump skill or caster with jump spell, you can jump over to the pipe out of the water, pick the lock, and go in the back way. Either way you will spawn a trog caster, who will try to blow you up.

Next optional is at the pool of water near the end. There is a little side tunnel under the water near the ladder that goes up and out. Every once in awhile there will be a named bad guy in there, but usually it is empty.

Possible Unique named loot: Jade Ring, Kneeza’s Bauble, Maul of Vengeance, Ring of Time

End Reward: Standard loot list choice.

Lost_Leader
12-10-2007, 06:28 PM
The Cloven-jaw Scourge: Blockade
(The Seal of Shan-To-Kor part 1)

Quest Giver: Wayfinder Dael in the Jester’s Haunt, across from the Rusty Nail
Level: 3 Party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Inside the Steam Tunnels, in Jester’s Haunt
Prereqs: none
Recommended Party: rogue for traps, int rune optional, healer
Base Experience: 1,140
Quest Info:
---Creatures: kobolds, wight priest, brown spider, black widow, glass spider, zombies, skeletons, arcane skeleton, human necromancer, troglodytes
---Traps: blade/spike, acid

Walkthrough:

Upon entering, follow the marking down deeper under the city. The first door to the left is an optional. This room has two int runes, locking a door holding a wight priest. This is a tough fight if you are appropriate level, so be prepared. Back in the main hall, the right passage leads to an optional chest. Upon opening the chest will trigger a sneak attack. Clear all the kobolds to open the exit.

Continuing on south, through the doors, the path down will split, take the right side. This will lead you to a bank of three valves. Pull all three to open all the sewer grates to allow you passage. You can hop down into the water, or run back around to the left side of the fork, both lead to the same pool of water. Swim thru the tunnels and circle back around, climb up to the top level.

Heading west, there is a shrine on the left in a side room. Use it now, because you can’t get back to it. Now head over to the down pipe. If you have a low tumble and jump skill, consider taking off your armor and shield to minimize fall damage. Use the pipes to help break your fall.

Once in the puzzle room, you need to get the light to move from one side to the other, but if the light touches the cornerstones it will release a mean spider. Be sure no one is standing on the hatch when it opens, or they could take falling damage.

Down below use the shrine if you need. One side of the square will have a chest with the key to advance, the opposite side from that has an optional room, locked, with a chest at the end. The hall up to the chest is trapped. The opposite of the shrine is the path that continues on, it can be picked or you can use the key you just picked up.

Kill the kobolds in this room to open the gate. The wooden door can be broken down to reveal a human necromancer practicing his dark arts. He is optional, but take him out for fun. Be careful, he might cast Blindness!

Continue down deeper. You get a ladder this time, yay! Continue in, straight will dead end, but a hall to the right will continue further. Caution though, the small corner room will close around you, and lock you in with 2 trogs. Be sure you move in together if you are feeling scittish.

The next door leads into a sewer junction with a shrine, a sealed door and a bunch of trogs. Clear the trogs, send someone down into the sewer water to swim to the far end. There is a valve under the water that opens the door. There is also a secret door down there, but don’t open it or you’ll get a face full of acid.

The hall continues, but send your rogue first to clear out the spike traps. The sewers fade into a natural pit. Take the mushroom road down, and beware of spiders. The bottom of the pit leads to a stonework bridge, guarded by hobgoblins. Take them out and before you enter their lair, hop off the bridge to the west to find an extra chest. Then mushroom hop and climb the ladder back to the bridge, grab your chest and head into the hobgoblin lair. The quest automatically advances to part 2.

End Reward: none

Lost_Leader
12-10-2007, 06:31 PM
The Crypt of Gerard Dryden
(The Catacombs part 4/8)

Quest Giver: Archbishop Dryden in the Catacombs, top level
Level: 3 Party
Patron: The Silver Flame (4/8/12)
Length: Long
Entry Point: Catacombs, third level down
Prereqs: This is the 4th part of the Catacombs series. In order to qualify for end reward, they must be done in order. You can assist an ally if you are not on the quest. Recommended Party: any, rogue is nice, as is a strong character
Base Experience: 1,068
Quest Info:
--Creatures: skeletons, Ghouls, brown spiders, iron defenders
--Traps: none

Walkthrough:

Follow the hall east till you get to the shut gate. Open the side door, fight your way through and pull the lever. Continue east. Follow the hall east and turn north till you reach the next gate. Again enter the side door and get the lever.

Continue along the north hall, the door on the west wall is able to be picked for an optional chest, with chance at Unique Loot: Gerard Dryden’s Mace. Continue north around the corner. Reaching the locked gate, enter the side door. This is a shrine and there is a lever for the gate. Continue on.

Once again, follow the hall around the corner, side room, lever. Continuing on, this time you will reach a chest, and a portcullis that blocks the path back to the beginning. Open the chest to retrieve the key, open the side door. Grab the lever. If you have someone strong enough, open the gate. If not then just backtrack. There are two unpickable doors you passed along the way on the central wall. Head back and open them. Pull the levers therein, to gain entry to the central chamber.

Once in the central chamber, defeat the Ghoul of Gerard Dryden. Be sure to grab the end chest. Possible Unique Loot: Gerard’s Mail, Battleworn Sword. Read the inscription on the back of the central sarcophagi. Finish out and return to Archbishop Dryden to advance. Be sure to advance after you get your end reward.

End Reward: Choice of standard loot list

Lost_Leader
12-10-2007, 06:33 PM
Endgame: Marguerite
(Catacombs part 7/8)

Quest Giver: Archbishop Dryden in his chambers
Level: 3 Party
Patron: The Silver Flame (2/4/6)
Length: short
Entry Point: Bottom level of Catacombs
Prereqs: In order to advance you must have completed the 6 previous parts, though you can enter to assist an ally on the quest.
Recommended Party: any, healer is nice
Base Experience: 480
Quest Info:
--Creatures: ghouls, gray ooze, skeletons, zombies
--Traps: none

Walkthrough:

Talk to Marguerite’s ghost and learn a bit about her side of the story. Then clear the path up to the top, and to beyond to confront the Archbishop.

Each level has a few waves of undead and slimes that must be defeated to lower the force barriers. When you reach the top, purify the altar and exit through the back door.

The quest automatically updates to the next part upon completion.

End Reward: none

Lost_Leader
12-10-2007, 06:36 PM
First Strike
(Assault on Splinterskull a.k.a. Tangleroot part 1/10)

Quest Giver: Chief Ungurz in Tangleroot Gorge
Level: 3 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: At the top of Tangleroot Gorge, just past Chief Ungurz)
Prereqs: none
Recommended Party: any, rogue and healer are nice
Base Experience: 772
Quest Info:
--Creatures: Black Widow, Brown Spider, lesser gray ooze, gray ooze, hobgoblin guard, hobgoblin slayer
--Traps: electric, spikes

Walkthrough:

Head into Splinterskull and drop through the pit. Travel through the web filled tunnels. To the right is a dead end with an ooze filled pool, the left continues into the fortress. To the left takes you into the hobgoblin fortified areas, straight continues to a dead end spider tunnel.

Heading into the hobgoblin area, swing right and left and get the levers to open the portcullis.

Go thru to the portcullis, at this point you should have 19 of the 20 kills you need. Choose any of the passages to get the last kill.

At this point you could recall out, but there are some optionals that are available each and every time you come in.

East Wing Prison Cell: Pit with chest (strength door)

West Wing Prison Cell: locked door with chest

North route, throne room with locked treasure room. This room is trapped with electricity.

Continuing deeper in is advised against at this time.

End Reward: none

Lost_Leader
12-10-2007, 06:38 PM
The Hobgoblin’s Captives’
(Assault on Splinterskull a.k.a. Tangleroot part 2/10)

Quest Giver: Chief Ungurz in Tangleroot Gorge
Level: 3 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: At the top of tangleroot gorge, just past Chief Ungurz
Prereqs: Must have completed part 1 to advance quest, though you can enter to assist an ally on their quest.
Recommended Party: any, rogue and healer are nice
Base Experience: 820
Quest Info:
--Creatures: Black Widow, Brown Spider, lesser gray ooze, gray ooze, hobgoblin guard, hobgoblin slayer
--Traps: electric, spikes

Walkthrough:

The layout is the same as part 1, head on in and open the portcullis, as you did before. This time in, you have to go all 3 directions. Both prison wings, east and west, each have 2 prisoners. The last prisoner is being held in the throne room.

Once you have saved all 5 and done your choice of optionals, go ahead and finish out, don’t forget to advance.

End Reward: none

Lost_Leader
12-10-2007, 06:40 PM
Kobold Assault

Quest Giver: Guard Crichton in Harbor
Level: 3 Party
Patron: The Coin Lords (3/6/9)
Length: Medium
Entry Point: Just west of the Harbormaster’s Plaza
Prereqs: none
Recommended Party: full group recommended if using appropriate levels
Base Experience: 740
Quest Info:
--Creatures: kobolds, and their trog leader.
--Traps: none

Walkthrough:

Even more hack ‘n slash than the Butcher’s Path! Just hang out and kill kobolds to your hearts content. We are talking hundreds of kobolds! Just survive the war of attrition and defeat their leader to beat the quest.

End Reward: standard loot list choice

Lost_Leader
12-10-2007, 06:41 PM
Redfang the Unruled

Quest Giver: Basil Tallbarrow next to Soulgate in the Marketplace
Level: 3 Solo/Party
Patron: The Free Agents (3/6/9)
Length: Medium
Entry Point: Just next to Basil
Prereqs: none
Recommended Party: any, rogue is helpful
Base Experience: 748
Quest Info:
--Creatures: spiders, troll, scorpions
--Traps: poison, blades, fire

Walkthrough:

Start down the hallway. A short way down is a fire trap, before you reach any enemies. The hall stops at a door, the switch to open it is behind the fencing on the left. Upon entering the next room, take a left and head up the ladder. There is a switch up there you will need pulled to get through a door. Continue along the left, and climb up the next ladder on the left. You will find a second lever which will open the door across from you.

Climb down the scaffoldings, bridges and ladders until you reach the bottom. Possible named gargoyle, Goliath, in the alcove to the right. Check and then head left (north). Be careful of the fire trap, and be prepared for the named spider, Venom. Venom drops a poison sack, which you can turn in for an extra end reward.

Climb the crates on your left and pull the lever. This is one of the two levers you need to open the door just ahead of you. The next lever is just around the corner to the north up a ladder, and there is a shrine behind the wooden doors. Be careful of the spike traps in front of the gate you just opened with two levers.

Head down the pit, but you do not need to descend all the way to the bottom. There is a hallway to the east that continues on. The bottom of the pit is a scorpion nest, but is easy enough to climb the ladder out.

At the top of the ladder facing east, you will see a ladder on your left, at the top of which is a lever, pull it. Swing around to the door it just opened just a little bit firther on the same wall. Inside is another lever you need to pull. Head out of the room and across to the ladder to the south. Stay to the higher levels and pull the lever in the small room to the east. Then climb back up and head west, staying to the high ground. The low ground is trapped with poison and spikes.

The lever to open the door is just across a couple of crates to the north. High ground or low, this room is filled with poison spouts. Work your way across as best you can, and pull the lever above the doorway across the room. Travel north to the north-west corner and pull the lever. Then climb up and head east. There is another named, this one a scorpion named Bile. Acquire his stinger for an extra end reward.

Head north through the now open door. There is a fire trap ahead. Continue down the pathway until you see a turn to the west. Be wary of another firetrap before the turn. There is also a secret door here. Search it out and open it to find Vyragon the troll. Head west through the doorway to confront Redfang. Defeat her and acquire her silk glands to complete the quest. Before leaving, climb the ladder and open the chest.

End Reward: standard loot choice list with optional extras.

Lost_Leader
12-10-2007, 06:43 PM
The Sacred Helm
(Optional inside Shan-To-Kor part 2/3)

Quest Giver: Greezix the kobold, inside STK part 2
Level: 3 Party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Through Greezix
Prereqs: Must be in STK part 2
Recommended Party: standard
Base Experience: 1,144
Quest Info:
--Creatures: Hobgoblins, Wolves, Minotaurs, Ogres, violet slime, gray ooze
--Traps: Spike/Blade, Dart

Walkthrough:

Many times this quest is just bypassed, and most pick up group members will opt against this quest. In this author’s opinion, this quest is worth the time. Led by someone familiar with the quest, this quest goes fairly quickly, gives decent experience and good favor.

The quest is to retrieve the Helm of Shaagh. You must work your way through the hobgoblin tunnels, through a system of locked doors and a few traps, to get down to a shrine where the helm is kept.

The Quest is fairly linear, so even if you haven’t done it often, or never at all, it is not difficult to follow. Start off to the left to go get the key to the door to the right. There is a spike trap in the hall which is disarmed by hitting a lever behind a secret door on the north wall. Beware darts in the back of the head as you pull the lever, though. Two hobgoblin witch doctors guard a chest with the key. Grab the key and head back.

The key opens the door to the east, which is a hallway that circles up and around to the ledges above. There are two guarded levers up top here. Pull them and drop back down, then head down the ramp through the now open door.

At the bottom of the hall is a pair of ogres guarding the door and the shrine. The shrine is accessible but the door is shut tight, needing another signal gem lever. Head east to find it. Around the corner is a pair of secret doors, hiding controls to the blade trap that is set just ahead. Deal with them and continue. The hall leads to a small room with a pack of worgs, their minotaur guard and a bunch of hobgoblins. Deal with them, and proceed to climb up the second longest ladder ever. Clear out this top hall and pull the lever that opens the door back where the ogres were.

Head up the sewers until you reach the next open area. You can clear the top area of casters and archers if you want, or just head down the ramp. The levers across both bridges are necessary to open a door down below you. Once you cross a bridge you will set off spike and dart traps, so be prepared for them. Pull the levers and drop down. Dispatch the slimes, and use the shrine to the south if you would like. When ready, continue south to the final fight.

Defeat the Red-Named hobgoblin cleric, Granduul and his minions. This will cause the chest containing the helm to appear and complete the quest. You get to keep the Unique: Shaagh’s Helm.

You have to options for leaving this quest to consider. The first is to recall out, this will place you back outside the sewer entrance of STK in the steam tunnels, where you can begin part 2 again from the beginning. Second option is to run further to the north and go out there. This will also enter part 2 of STK, but this entry point is at Greezix. It is a bit of a shortcut, but will cut off you ability to get conquest and some of the other optionals of part 2. Either way, if you completed The Helm in less than 5 minutes, you should let part 2 of STK reset before entering, or you will take a re-entry penalty.

Unique named loot, the cloven-jaw bow.

End Reward: none

Lost_Leader
12-10-2007, 06:45 PM
Setting the Wards: The Lower Cathedral
(Catacombs part 5/8)

Quest Giver: Archbishop Dryden
Level: 3 Party
Patron: The Silver Flame (3/6/9)
Length: Medium
Entry Point: Bottom level of the Catacombs
Prereqs: You must have completed the previous 4 parts in order, to advance this quest. You can enter to assist an ally on the quest.
Recommended Party: Any, rogue and healer are always nice.
Base Experience: 720
Quest Info:
--Creatures: wights, hellhound, zombies, skeletons
--Traps: ice, blades, spikes

Walkthrough:

The first thing you will notice upon entering is the blazing white barrier surrounding the shrine. This is a safe zone, it will dust any undead trying to breach it. Consider it in making strategies, or a hasty retreat.

Travel the hall north. There is a frost trap in the side halls around the fountain, so either jump over the fountain or have a rogue disarm.

The central chamber has the altar you need to get to, but first you must purify the altars down each of the three hallways. There is a wight guarding each altar that must be defeated before purifying is possible.

There is a chest down the west hallway.

The north hallway is trapped by blades, which are set on the wall by the red crystal levers, which allow access into the altar room.

The east hallway has spikes if you go around the wall in the middle of the hall. The levers to turn off the spikes are on top of the central wall.

Once all three altars are purifies, the main altars guardians will be summoned. Defeat the three of them, Hellhound, Wight and Wight Priest to lower the barrier and cleanse the central altar. Click on the tablet appearing on the central altar to advance into the next portion of the Catacombs. This quest will automatically update.

End Reward: none

Lost_Leader
12-10-2007, 06:46 PM
Setting the Wards: The Patriarch’s Crypt
(Catacombs part 6/8)

Quest Giver: Automatically advanced from part 5
Level: 3 Party
Patron: The Silver Flame
Length: Medium
Entry Point: The end of part 5 of the Catacombs
Prereqs: Must have completed the previous 5 part sin order to advance, though you can enter to assist an ally on the quest.
Recommended Party: Very tough to solo, healer is nice.
Base Experience: 916
Quest Info:
--Creatures: wights, skeletons, zombies, grey ooze, ghoul, hellhounds
--Traps: blades

Walkthrough:

North is gated off, so pick a different direction and start it up. All three of the other halls are basically identical. Clear them out and ward the Sarcophagi. Whichever hall you do last, the floor will break out as you ward the last Sarcophagi. Hop down and enter the lower halls. Be careful, as they are usually trapped.

Make your way to the shrine, choose either passage from the shrine, they both circle around to the main altar. Destroy the altars guardians.

Get ready to run as you purify the main altar. The wraith of Marguerite is invincible, and she wants a piece of you! The gate to the north opens, make a sprint down the hall. Oh ****! Closed gate. Quickly pull the levers on either side to open it. Aaaargh, they are trapped with fire, owe! Oh well, heal up and go, go, go. Oh bugger, another locked gate, quickly hit the lever and hope there aren’t any more traps. Phew, in the clear! Grab the stone tablet off of the altar and get out of there! Phew.

End Reward: none

Lost_Leader
12-10-2007, 06:48 PM
The Swiped Signet

Quest Giver: Grinwhite in the Phoenix Tavern
Level: 3 Solo/Party
Patron: The Free Agents (4/8/12)
Length: Long
Entry Point: Under the bridge from bank to tent, Quickfoot Hideout
Prereqs: none
Recommended Party: any, rogue is nice.
Base Experience: 1,348
Quest Info:
--Creatures: spiders, humans, halfling, dwarf, warforged, elf, scorpion, iron defender
--Traps: sonic, poison, acid

Walkthrough:

The objectives are to retrieve the signet and to obliterate the Quickfoot Gang. Upon entry into the sewers, you find their lair locked up tight, so its time to search through trapped and spider infested tunnels for a release hatch for the front door. Once you find it (pretty simple, only one way to go) return to the beginning and enter the hideout.

Right away you begin killing off the rogue gang members. Entering a large sewer cistern, there is an optional across the water to the right. Climb the ladder to find yourself in the midst of a rogue party. Take ‘em out for the loot. On the bottom levels there is an optional named scorpion. Along the left wall, the wooden bridges will take you up top.

Snag the lever across from the door on the archer perch, then head into the main headquarters. Work your way into the back rooms, there is an optional locked door with a possible named and chest. Continue past that to the main rooms of the gang, and find the brooch. There is also a shrine around the corner and down the hall a bit. Now all ya have to do is clear out the remnants of the gang, and watch out on your way back to the sewers, as there is a newly armed trap, and respawns all the way back into the sewers.

Note: on elite the casters love to spaz sleetstorm. This is a difficult spell to deal with at lower levels if you don’t have a level 7 cleric with freedom of movement, or someone using freedom of movement scrolls with a caster level check at a lower level. Be prepared for them.

End Reward: standard loot choice list

Lost_Leader
12-10-2007, 06:50 PM
Venn’s Trail: Clan Tunnelworm
(The Lost Seekers a.k.a. Waterworks part 3/4)

Quest Giver: Guard Tember in Waterworks, North Wing
Level: 3 party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Inside the Waterworks, East Wing
Prereqs: You must be on this part of the quest chain to advance, though you can enter and assist an ally on this part of the quest.
Recommended Party: any, healer and rogue are good
Base Experience: 1,668
Quest Info:
--Creatures: gray ooze, kobolds, ogre, hobgoblins, brown spider
--Traps: poison

Walkthrough:

As you work your way through the beginning sewer tunnel, it opens up into a large open chamber with a bridge running all the way around the room. Possible named caster in the main area. Clear out this main room and pull the two levers at the bottom. These open the three portcullises around the room. The first, at the top of the stairs and up the ladder, is an optional with a big mean ogre at the end, and a chest.

Left will take you to a slime room next to a large pool. You need to travel through the acid spouts to get to the two levers to activate the blue signal gems. If you have someone with evasion, send them through, they can turn of the acid with the valves as they go through.

Once those two levers are pulled, you can decide if you want to go for the optional under the water. There is a series of portcullis’ that raise and lower in an alternating pattern in the submerged tunnel. Someone with water breathing, a warforged, or worst case, someone with a very high swim skill, can try to make it through the tunnel, while another party member stays out and continually hits the portcullis lever. Once through, the swimmer can hit a valve on the other side that locks all the gates open. Continue up to fight the kobolds, possible an additional named and extra chest. Opening the normal chest will trigger a group of kobolds to pop in and see what’s going on.

Okay, back to the opposite side of the main room. You must travel up the wooden spiraling bridge and pull the lever at the top. This opens the bottom door. Travel down and clear the area. Pull both green levers. You can return to the middle are at this point, or continue through the next hall to the shrine, but be careful, there is a set of poison traps. The box is behind a secret door.

Okay, back to the central chamber. With all four levers pulled lighting both signal gems, the floor door is now open. Use the pipes to break your fall, or try to shoot straight down the middle. The landing is a nice splash, but a long fall to a bottom pipe can hurt… a lot. Find the ladder and climb up to the bridgework, where kobolds are currently bombarding you.

Clear the area and work across to the lever which will open the door. Clear the ooze that comes pouring through and continue on. At the split in the road left will take you to a shrine. There is also a secret door straight ahead with an optional named. If you open the door, close it, then open it again, there will be a named hob-goblin diplomat and an extra chest.

The last remaining route takes you to the end fight. Clear out the kobolds, grab your loot, snag the password, pull the lever and continue on to the end.

The quest will automatically advance to part 4.

End Reward: none

Lost_Leader
12-10-2007, 06:52 PM
Venn’s Trail: Venn’s Fate
(The Lost Seekers a.k.a. Waterworks part 4/4)

Quest Giver: Automatically advanced from part 3
Level: 3 party
Patron: The Coin Lords (3/6/9)
Length: Long
Entry Point: Waterworks East Wing or end of part 3
Prereqs: Must have completed the first 3 parts to advance for end reward. You can enter to assist an ally if they are on the quest.
Recommended Party: any, rogue and healer are nice
Base Experience: 828
Quest Info:
--Creatures: kobolds, ogres, wolves, skeletons, scorpions
--Traps: blades

Walkthrough:

The objective of this quest is to determine what happened to Venn. You must search through all of the cells and try to find him. Unfortunately, when you do find his cell, you realize you have arrived too late, all that is left of Venn is his corpse.

Venn’s body can be in any cell, so every time you repeat this adventure you must search through the whole are again.

You must also avenge Venn by killing the Tunnelworm Interrogator. The Interrogator is in the torture chamber, which is easy to find. If you take left turns from the entrance, you will get to his room very quickly.

Since you are going to have to search everywhere anyways, you will quickly learn the map. Watch out for the ogres, they hit hard and will Ogrefy your head. There are two blade traps you may have the good luck of running into, so keep a high spotter on point.

One optional that is always there is the prisoner down in the scorpion pit. Talk to him to spawn the scorpions and grab the loot.

Once you have found the body and avenged Venn, you are good to finish out.

End Reward: Waterworks Semi-Static Rewards choice list

Lost_Leader
12-10-2007, 08:15 PM
The Cloven-jaw Scourge: The Caverns of Shaagh
(The Seal of Shan-To-Kor part 2/3)

Quest Giver: Automatically advances from part 1 (Wayfinder Dael)
Level: 4 Party
Patron: The Coin Lords (4/8/12)
Length: Very long
Entry Point: End of part 1, or sewer entrance in steam tunnels
Prereqs: part 1 of STK, though you can enter to assist an ally if not on the quest. Recommended Party: Standard party including a rogue, healer, caster and 2 melees. 6th spot wild.
Base Experience: 1,867
Quest Info:
--Creatures: Hobgoblins, Earth Elementals, Worgs, Ogres
--Traps: Poisonous Mushrooms.

Walkthrough:

Enter the Hobgoblin lair and work your way down into the main city. Optionals right inside to open the side portcullis and hop across to kill some hobgoblins, when ready head deeper in.

Before heading too far up into the buildings, you will reach a fenced off section with a kobold cringing in the back, named Greezix. He is th quest giver for the optional Quest The Sacred Helm which is a level 4, optional quest. Most parties choose to bypass it, but it is a good experience and favor quest, with hobgoblin bashing fun.

Continue up through the city and across the bridges. You will eventually get into the main city hib, where there are two passages, and a locked gate in a flooded low area. To get the river key you need to head down the west passage. Where the passage breaks up into 3 directions, the left hall will contain the chest with the key. Straight is an earth elemental and right is an ogre and his dogs.

The eastern hallway is an optional with a loot chest. Watch out for poisonous mushrooms.

Once you have the key and are ready, head through the river gate. At the bottom is a ladder further up into the city. To the left is the second earth elemental optional. Head on up when ready and work your way into Shaagh’s chamber. When you reach the final hall with the closed door, open it and clear the bad guys. Be sure you all move into the next hall together, as it will close behind you. Prepare for a mean fight against worgs and hobgoblins, then open the door and kick some butt.

Head out and to the next gate to advance the quest.

End Reward: none.

Lost_Leader
12-10-2007, 08:18 PM
The Depths of Darkness

Quest Giver: Giggs Eloriathi in the Hammresmith’s Inn, House Deneith
Level: 4 Solo/Party
Patron: Hous Deneith (3/6/9)
Length: medium
Entry Point: Just east of the Hammersmith’s Inn, or end of Despair
Prereqs: none
Recommended Party: any
Base Experience: 802
Quest Info:
--Creatures: spiders, violet and gray ooze, earth elementals, zombies, minotaurs, troglodytes, hellhounds, skeletons, human necromancer, hobgoblins
--Traps: fire

Walkthrough:

Fight your way from the south side of the sewer to the north. The map is a symmetrical, so either direction you take will circle around. Once in the north corner, slay the hobgoblin leader.

The exit in the rear takes you directly to the next ‘Depth Quest’ Depths of Discord.

End Reward: Standard loot choice.

Lost_Leader
12-10-2007, 08:21 PM
The Depths of Despair

Quest Giver: Neville Stormhammer in the Hammersmith’s Inn, House Deneith
Level: 4 Solo/Party
Patron: Hous Deneith (3/6/9)
Length: medium
Entry Point: Just north of the Hammersmith’s Inn
Prereqs: none
Recommended Party: any
Base Experience: 645
Quest Info:
--Creatures: spiders, violet and gray ooze, earth elementals, zombies, minotaurs, troglodytes, hellhounds
--Traps: spikes

Walkthrough:

Fight your way from the north east side of the sewer to the southwest. The map is a grid, and you can take any combination of halls to get there. Once in the southwest corner, slay Sslythis.

The exit in the rear takes you directly to the next ‘Depth Quest’ Depths of Darkness

End Reward: Standard loot choice.

Lost_Leader
12-10-2007, 08:22 PM
Endgame: The Archbishop’s Fate
(Catacombs part 8/8)

Quest Giver: Automatically advanced from part 7
Level: 4 Party
Patron: The Silver Flame (2/4/6)
Length: Short
Entry Point: Top of the Catacombs
Prereqs: Must have done parts 1-7 in order to qualify for the end reward. You can assist an ally on this portion of the quest.
Recommended Party: any
Base Experience: 704
Quest Info:
--Creatures: skeletons, wraith, arcane skeleton, iron defender
--Traps: none

Walkthrough:

Grab a ghost touch weapon if ya have one, its time to stick it to the man. The Archbishop may not be as benevolent as he once seemed. Talk to him to trigger the fight. Take down his wraith to finish the quest. Killing him doesn’t drop everything in the room though, so be ready for clean-up duty.

Now just head out to Friar Renau for your reward.

End Reward: Semi-Static loot choice for the Catacombs

Lost_Leader
12-10-2007, 08:25 PM
Freshen the Air

Quest Giver: Harvan Gralak in the Marketplace
Level: 4 Solo/Party
Patron: The Free Agents (3/6/9)
Length: Medium
Entry Point: Marketplace by Harvan
Prereqs: none
Recommended Party: any
Base Experience: 901
Quest Info:
--Creatures: troglodytes, kobolds
--Traps: none

Walkthrough:

Work your way into the warehouse. When fighting casters, be prepared for magic missiles. Enough of them can do some serious damage.

When you get into the main storage room, break the large crates. Each time you break one, it will get the attention of a group of enemies, so take them out one at a time.

Then head up the ramps to the top halls. You just need to clear out the halls and take out the troglodyte leader. Once that is done, head through the side tunnel and report.

End Reward: Standard loot choice

Lost_Leader
12-10-2007, 08:27 PM
Irestone Inlet

Quest Giver: Captain Niles Cage
Level: 4 Party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Southeast Harbor
Prereqs: none
Recommended Party: full standard group
Base Experience: 1,504
Quest Info:
--Creatures: hobgoblins, ogre, kobolds, worgs
--Traps: none

Walkthrough:

Once outside the fort, head across the northwest until you reach the cave and the Ogre Dinks. Take him out and grab the plans. Now start combing the island, taking out the small camps, freeing prisoners and grabbing the powder kegs until you have enough.

Working your way across the island, swing by the shrine to the east, and pick up your missions.

When its time and you have enough powder kegs and have freed all the prisoners, climb aboard Yaar-Yaar’s ship and load up the kegs, then grab the torch that is on the ship and light it up. Yaar-Yaar comes running up the beach, go dispatch him and report the happy news.

Note: The dm voices and script in this quest are darn funny. It’s worth being sure your DM voice is on.

End Reward: standard loot choice.

Lost_Leader
12-10-2007, 08:29 PM
Proof is in the Poison

Quest Giver: Ruat Acalay, just down the ramp to the west of the market trainers
Level: 4 Party
Patron: The Coin Lords (5/10/15)
Length: Very Long
Entry Point: Just south of Ruat.
Prereqs: none
Recommended Party: Full solid crew. Tank, Healer, Caster, Rogue, 2 additional DPS or extra healer.
Base Experience: 2,596
Quest Info:
--Creatures: humans, reinforced iron defenders, spiders, drow archer, named scorrow, violet slime
--Traps: several types

Walkthrough:

First off, get your party set up. Be prepared for traps, enemy casters and a long quest with only one shrine. It’s tough, it takes resources, be prepared.

The casters cast a lot, and they cast fast. Magic missiles, acid arrows, Niacs cold ray, in higher settings a bunch of lightning bolts and fireballs as well. Anyone who can ward themselves from magic missiles should do so.

Start off, head straight and clear out the top of the bridge and disarm the box at the end of the bridge, then head down the ramp and clear out the lower room. Disarm the box in the middle of the floor. With both boxes disarmed, you are clear to pull the lever and open the door upstairs.

Head into the halls, clearing out quickfoot members as you go. You will have to take a detour through some spider infested tunnels, but they will lead you back into the more used hallways. AS you head south, you will pass 2 gates locked by runestones, and an unpickable locked door. Continue on until you find the first red signal gem lever, behind a fenced area.

Head back to find which of the red doors this lever opened, inside is another red lever. Pull it to open the next red door. Head through the second red door, and you will reach a crossroads. Take the north stairway. Clear the hall to the end and grab the gold key. Head back the way you came, be careful of the acid spouts that are now spraying the hall.

Now take the southern stairway, which will lead you to the gold door. Open it with the key and head on through. Kill off the slime and pick off the casters up above if you can, otherwise just get across the room quickly. Stay out of the acid, it really, really, really hurts.

Passing the green locked door, head down and clear out the shrine room. Save it if you can. Head up the other stairway and clear the hall to get to the green key. Head back to the shrine room, once again avoiding the now active acid spouts. Now is probably a good time to shrine, coming back here is a bit difficult to do, the further you get. You are about halfway through. Head back to the green door and head in. Heading south you will get to an acid floored room with casters hooting at you off of a mixture of broken stairs and pipes, clear it and pull the valve at the top to open the door northeast. Continue on.

Work your way to another acid filled room, this one dotted by metal urns jutting out of the acid, hop your way across the urns to find a lever. Once pulled a door further in will open… and a few fences will pop up to make getting out of the urn room a little more difficult. Continue on.

Following the only open path will lead you to a green lever crystal. Pull the lever and backtrack just a little way to the northwestern gate you have just opened. Once again following the only open route will lead you to a lever, pulling it will open the passage north.

Clear out the room, grab the silver key off of the table, and open the door. A couple of right hand turns will take you to the locked door you passed in the beginning of the quest. The silver key will open it.

Clear out the next room, defeating Hosha Sillego will open the next door. Don’t forget to grab the chest as you move through. A short ways down the hall is a locked door to the south, picking it will net you another loot chest.

At the end of the hall is another room you must fight through and clear. Defeating Oran Zatlo will open the door at the bottom of the stairs. This opens up to the final room, where you will find the red-named drow scorrow, Thual. He isn’t alone, so be prepared for a good fight.

End Reward: Standard loot choice

Lost_Leader
12-10-2007, 08:30 PM
Rest for the Restless

Quest Giver: Lady Nepenth in the Bogwater Tavern, House Phiarlin
Level: 4 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: Middle of House Phiarlan, Vault of the Restless
Prereqs: none
Recommended Party: Need at least 2 members, one with range attacks
Base Experience: 1036
Quest Info:
--Creatures: skeletons, ghasts, zombies
--Traps: spikes

Walkthrough:

Work your way through the crypt. The first chest you come across isn’t trapped, but it will grab the attention of a bunch of skeletons and shut you in the room, so be prepared. When you get to the door locked by the valve rooms, the key is as follows: The west room with the ‘H’ rune, first hit the north wall, then the south wall valves. The north room with the ‘K’ rune, first hit the west wall, then the north wall valves.

The room south and east with the valve will open the gate to the southeast. The first time pulling it will spawn a couple bad guys. Clear them out, then leave on person there to operate the lever. The rest of the party can go to the southeast gate, when the person staying lets them in. They can then hit a valve on the opposite side to let the man behind out. Now just clear the archers up above to open the next gate.

All ya have to do now is work your way up to the top level of the library, take either passage up and around. Then lay Nepenth’s son to rest.

End Reward: standard loot list

Lost_Leader
12-10-2007, 08:32 PM
The Stones Run Red
(The Fire Caves part 1/2)

Quest Giver: Idas the minotaur, northeast three barrel cove (out of house Deneith)
Level: 4 Party
Patron: The Free Agents (4/8/12)
Length: Long
Entry Point: Northeast corner of three barrel cove
Prereqs: none
Recommended Party: someone with resist elements
Base Experience:
Quest Info:
--Creatures: minotaurs, fire mephits, fire elementals
--Traps: none

Walkthrough:

Work your way across the top of the fire cavern, pulling both switches and breaking the first altar to the dragon below. Then drop or climb down to the now open doorway and head in.

Go to the bottom level first, unlock the shrine if you can and want to, then head down the halls. Hit both switches to the sides, and head further to break the second altar. Now backtrack and take the top route through the door you just opened.

Take the left passage, hop around the top and take out the named minotaur shaman. Then either drop down to the third altar, or if you prefer, you can backtrack and go down the middle path to get to the third altar.

Head back to Idas to advance your quest.

End Reward: none

Lost_Leader
12-10-2007, 08:34 PM
Whisperdoom’s Spawn
(Assault on Splinterskull A.K.A. Tangleroot part 4/10)

Quest Giver: Chief Ungurz
Level: 4 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: Top of Tangleroot Gorge
Prereqs: In order to advance, you must have completed the previous 3 parts of the quest series, though you can enter to assist an ally.
Recommended Party: rogue and healer are very helpful
Base Experience: 1,209
Quest Info:
--Creatures: spiders, hobgoblins, gray ooze, worgs, wolves
--Traps: electric, spikes, blades

Walkthrough:

Most parties at this point choose to skip the earlier optionals, but it is just a generalization. This quest takes you back up past the throne room and into the deeper tunnels, take a right again, heading north. First, swing back into the shrine hall on the left, and clear the area and the traps. Then head back up and further west. This time head to the second spider cave, past the closed portcullis. At the back of this hall is the huge and invincible Whisperdoom and all of her sticky egg sacks.

The most common strategy here is to have the group stand well back from the Spider Queen’s egg chamber, hug the north wall and just wait. Then send in your biggest, toughest tank to get Whisperdoom’s agro. That tank will usually run away back down the shrine hall, run up past the disarmed traps and drop off the cliff on the other side. While that is happening, the group has stepped into the egg chamber and destroyed all the eggs. Everyone then finishes out and advances quest.

End Reward: none

Lost_Leader
12-10-2007, 08:36 PM
Yarkuch’s War-plans
(Assault on Splinterskull A.K.A. Tangleroot part 3/10)

Quest Giver: Chief Ungurz
Level: 4 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: Top of Tangleroot Gorge
Prereqs: must complete previous 2 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
Recommended Party: rogue and healer very helpful
Base Experience: 1070
Quest Info:
--Creatures: spiders, hobgoblins, worgs, wolves
--Traps: electric, blades, spikes

Walkthrough:

Enter in, this time the portcullis is already open, so you can skip the gatehouses. The first Tactician is in the eastern cell block.

Now is your first time traveling past the throne room to the west. Take the northern route and take your first right into a spider cave. In the back of this spider cave is the second Tactician.

Now head back and continue west, take your first turn left to the south. There is a shrine down here, once ready, head further, but let the rogue lead. There are two nasty blade traps. At the top of the ramp is a good sized fight, with the last Tactician, a group of his buddies and they are supported by 4 clerics.

Get the last set of plans and finish out to advance.

End Reward: none.

Lost_Leader
12-10-2007, 08:40 PM
Archer Point Defense

Quest Giver: Jaspar Cruikshank, northern marketplace by the spire
Level: 5 party
Patron: The Coin Lords (3/6/9)
Length: medium
Entry Point: north side of the market, through Jaspar
Prereqs: none
Recommended Party: standard
Base Experience: 772
Quest Info:
--Creatures: hobgoblins, worgs, wolves, ogres
--Traps: none

Walkthrough:

Hack ‘n Slash with a timer. Work your way out and around the keep, killing hobgoblins as you go. Find the small camp with the Hobgoblin leader.

The 13 minute timer may not seem like much, but it is more than ample if you keep moving. No time for lollygagging, there are hobgoblins to kill!

Fire resist is nice here, for the scorching rays.

End Reward: standard loot choice

Lost_Leader
12-10-2007, 08:41 PM
Brood of Flame
(The Fire Caves part 2/2)

Quest Giver: Idas the minotaur, northeast three barrel cove (out of house Deneith)
Level: 5 Party
Patron: The Free Agents (3/6/9)
Length: Medium
Entry Point: Northeast corner of three barrel cove
Prereqs: none
Recommended Party: someone with resist elements
Base Experience:
Quest Info:
--Creatures: fire mephits, fire elementals, hell hounds, gray ooze
--Traps: none

Walkthrough:

Work your way across the top of the fire cavern, pulling both switches and killing the fire elemental by the second switch. Then drop or climb down to the now open doorway and head in.

Go to the bottom level first, unlock the shrine if you can and want to, then head down the halls. Hit both switches to the sides, and defeat the fire elemental there. Now backtrack and take the top route through the door you just opened.

Take the center passage to where the third altar had been, defeat the final elemental there.

Head back to Idas to finish your quest.

End Reward: standard loot choice

Lost_Leader
12-10-2007, 08:43 PM
The Chamber of Insanity

Quest Giver: Kranig Stoneshield
Level: 5 Solo/Party
Patron: House Kundarak (3/6/9)
Length: medium
Entry Point: Southeast corner of House Kundarak
Prereqs: none
Recommended Party: standard
Base Experience: 884
Quest Info:
--Creatures: wraiths, wights, skeletons, zombies, spectre, human necromancer, elf necromancer
--Traps: poison, blades

Walkthrough:

This one is actually a toughie, so be prepared for something a bit more than your usual romp.

The quest is a large square, each corner containing a poison trapped lever with closing doors. When the lever is pulled a named wraith will spawn. They are fairly tough buggers, so be prepared with a good undead weapon, preferably ghost touched.

Optional trapped treasure chest is available to a prty with a high wisdom and intelligence rune scores. Two trap boxes on the trap, so rogues, be on your toes.

End Reward: standard end loot choice.

Lost_Leader
12-10-2007, 08:44 PM
The Deadly Package: Agent of the Darguul
(Assault on Splinterskull A.K.A. Tangleroot part 6/10)

Quest Giver: Chief Ungurz
Level: 5 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: Top of Tangleroot Gorge
Prereqs: must complete previous 4 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
Recommended Party: standard
Base Experience: 846
Quest Info:
--Creatures: spiders, hobgoblins, worgs, wolves
--Traps: electric, blades, spikes

Walkthrough:

Clear out the entry area, staying out of range of the casters on the other side of the bridge. When ready, lower the bridge by shooting the switch on the other side. (A bow is provided in chest, if necessary)

Clear out and head on up, speak to Darguul to advance quest.

Optional: Search out the secret door behind the agent, disarm or go through the fire traps, pull the lever to release the Flesh Render below to the east. Now go watch through the portcullis and place your bets on the winner. (I have seen the hobgoblins win before, but the odds are on the Flesh Render 20:1) There is a chest inside.

End Reward: None

Lost_Leader
12-10-2007, 08:46 PM
The Deadly Package: The Stronghold Key
(Assault on Splinterskull A.K.A. Tangleroot part 5/10)

Quest Giver: Chief Ungurz
Level: 5 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: Top of Tangleroot Gorge
Prereqs: must complete previous 4 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
Recommended Party: standard
Base Experience: 1,369
Quest Info:
--Creatures: spiders, hobgoblins, worgs, wolves
--Traps: electric, blades, spikes

Walkthrough:

Work your way all the way back to the first spider cave, where the second Tactician had been. The chest in the back contains the stronghold key which will open the door just around the corner.

End Reward: None

Lost_Leader
12-10-2007, 08:48 PM
The Depths of Discord

Quest Giver: Scholes of Vedykar in the Hammersmith Inn
Level: 5 Solo/Party
Patron: House Deneith (3/6/9)
Length: medium
Entry Point: Sewer entrance north and east of the Hammersmith
Prereqs: none
Recommended Party: any
Base Experience: 856
Quest Info:
--Creatures: slimes, ooze, earth elementals, wolves, minotaurs, trolls, wraiths
--Traps: none

Walkthrough:

Just head along the path, taking the side path to the valve at each door. Clear as you go. Defeat the red named earth elemental, Landside. The rear entrance will take you directly into Depths of Doom.

End Reward: standard loot choice

Lost_Leader
12-10-2007, 08:51 PM
The Depths of Doom

Quest Giver: Keane d’Deneith in the Hammersmith Inn
Level: 5 Solo/Party
Patron: House Deneith (3/6/9)
Length: medium
Entry Point: sewer in western house Deneith, or end of depths of discord
Prereqs: none
Recommended Party: any
Base Experience: 772
Quest Info:
--Creatures: minotaurs, ogres, slimes, troglodytes, elf bandits
--Traps: blades

Walkthrough:

Take either route round, both lead to the same hallway. Work your wat further in, at the locked door you must levers in the halls to either side. Watch out for the blade traps.

Defeat Hammerfist the red-named minotaur and his ogre buddies. The rear entrance takes you back out into House Deneith.

End Reward: standard loot choice

Lost_Leader
12-10-2007, 08:52 PM
Guard Duty

Quest Giver: Lars Riflee southwestern dock
Level: 5 Party
Patron: The Free Agents (2/4/6)
Length: short
Entry Point: Three Barrel Cove, through Lars
Prereqs: none
Recommended Party: any
Base Experience:
Quest Info:
--Creatures: kobolds, hobgoblins, ogre
--Traps: none

Walkthrough:

Short and sweet. Find the key on the lower decks to unlock the door to the hatch above. Once above decks, you must keep the sailors alive while your boat is being boarded.

Crowd control spells are very helpful here, web is great. Fight on the enemy vessel, your boys will be running over there to get themselves killed. Don’t forget, you can heal allies. Keep an eye on the sailor’s health.

Just hold out for 5 minutes until the enemy captain, an ogre, comes out. Whomp him and call it a day.

End Reward: a few gp

Lost_Leader
12-10-2007, 08:54 PM
Halls of Shan-To-Kor
(The Seal of Shan-To-Kor part 3/3)

Quest Giver: automatically updates from part 2 (wayfinder Dael)
Level: 5 Party
Patron: The Coin Lords (4/8/12)
Length: Very long
Entry Point: through the end of part two, or the sewer cover in steam tunnels.
Prereqs: must have completed first 2 part of series to get end reward, though you can enter to assist an ally.
Recommended Party: standard
Base Experience: 2,104
Quest Info:
--Creatures: spiders, minotaur, hobgoblins, wolves, slimes
--Traps: big fire traps, cold, spikes, acid

Walkthrough:

First off, be sure you are equipped properly. To hurt the end boss, you either need to have a very high strength to get over his damage reduction, or you need to have an adamantine weapon to bypass it. Also, good ole magic missile is a great way to defeat him. Also, there is a pretty mean fire trap that it is almost necessary to have a rogue for, though fire resistance from a caster or potions may be enough to see you through.

Head down into the depths of the hobgoblin territory. The area is fairly linear, so it’s just a matter of hack ‘n slash to get through. The drawbridge can be bypassed through the secret doors, or shoot the switch on the far side. Watch out down the ramp for the closing portcullis, move through together.

Clear the spiders and head up, be careful of the acid trap to move through into the cistern. Pull the 3 levers throughout the room, ware the ladder though. There are a series of fire spouts that will burn the climber.

On the bottom, you may notice a chest on the far side, the silver key obtained under water will open it, but you may need featherfall to get over there.

The bridge in the next room is fire trapped, though you can avoid it by hopping onto the far ledge. There is a chest over there.

Down the ramp is the hugey fire trap. If you have one, send the rogue along the right wall, jumping over whatever he can and hoping for evasion to cover the rest. There are 2 trap boxes. The first is on the opposite side, to the left of the ramp down, behind some barrels. The second is about halfway back towards the part, just before the fire starts up again, beware of the secondary spike traps, though.

Once the right side is clear, move on down. At the bottom of the ramp a portcullis will slam down, locking you in with a minotaur. Shrine up and clear the final hallways, watching out for the frost and spike traps.

Once through, drop down for the final battle. There is no way back up, so be sure you use the shrine if you haven’t.

Step on the pedestal in the middle to bring out the Guardian of STK.

A common method of fighting him is to choose a corner, place the cleric and caster(s) behind a barrier of melees. This can allow the caster to take (hopefully) minimum damage while blasting away.

Possible Unique Loot: The Ring of Feathers, Sword of the Giant Slave-Master, Wayfinder’s Armor

End Reward: Semi-static STK loot chart

Lost_Leader
12-10-2007, 08:55 PM
The Lair of Summoning

Quest Giver: Lorridan Silvermantle in the Ever Full Flagon
Level: 5 Solo/Party
Patron: House Kundarak (3/6/9)
Length: medium
Entry Point: North side of the Locksmith Square in House Kundarak
Prereqs: none
Recommended Party: standard
Base Experience: 996
Quest Info:
--Creatures: gargoyles, winter wolves, mephits, fire elemental, earth elemental, ooze
--Traps: sonic, electric

Walkthrough:

The quest is very linear, but heavily trapped. Keep a high spot rogue on point when you can.

The fire elemental casts dispel magic, so resist fire items are better than buffs, but use what you have.

End Reward: standard loot choice

Lost_Leader
12-10-2007, 08:57 PM
The Mystery of Delera’s Tomb
(Delera’s Tomb part 1/5)

Quest Giver: Derek Grospic, just outside Delara’s Graveyard
Level: 5 Party
Patron: House Jorasco (4/8/12)
Length: Long
Entry Point: Center Entry into Delara’s Tomb, far side of graveyard
Prereqs: none
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: skeletons, wights, ghostly skeletons
--Traps: frost

Walkthrough:

Step into the tomb and start clearing the way. Watch out for the cold traps along the way. Try to move together, as there are several areas where portcullis’ will slam shut behind you. There are a couple of locked doors that contain optionals.

When you work your way down to the labarynth of rooms, be sure to move through together as doors will be slamming shut all around you if a bone is stepped on. Clear the rooms to open the gates. Work your way to the far side and inspect the journal. This will finish the quest, and spawn your first encounter with ghostly skeletons. Their damage reduction is bypassed only by good aligned weapons.

Note: This module is narrated by Gary Gygax. Okay, he isn’t the best narrator, but props to the guy who helped create the original Dungeons & Dragons.

End Reward: none

Lost_Leader
12-10-2007, 08:59 PM
Tomb of the Burning Heart

Quest Giver: Skorn
Level: 5 Party
Patron: The Silver Flame (3/6/9)
Length: medium
Entry Point: Necropolis’ Southern most crypt, west side
Prereqs: none
Recommended Party: standard, minimum 4
Base Experience: 1,108
Quest Info:
--Creatures: skeletons, barrow wights, carrion feeders, mummy
--Traps: darts, flame arrows

Walkthrough:

Enter in and clear the entry hall. Split the party into two groups, at least 2 on each side for the pressure plates. (If you are attempting to short man this, you can try to use halt undead or web to hold an enemy on one of the plates.)

Once the plates are triggered simultaneously, the two parties can work their way through the halls to where they will eventually meet and head further in to the mummy.

End Reward: standard loot choice

Lost_Leader
12-10-2007, 09:00 PM
Tomb of the Crimson Heart

Quest Giver: Fram Redbones in the Necropolis
Level: 5 Party
Patron: The Silver Flame (4/8/12)
Length: Long
Entry Point: Necropolis’ Southernmost crypt, south side
Prereqs: none
Recommended Party: standard
Base Experience: 1,220
Quest Info:
--Creatures: barrow wights, zombies, carrion feeders (ghouls), skeletons, mummy
--Traps: blades, cold

Walkthrough:

Upon entering, head north to the roots with skulls. Upon the lower skull is a tiny rune. Using the rune will open the doors into the rest of the Tomb.

The remaining mission is to search through the tomb and find the remaining tiny runes. They will open the northern passage to the mummy guardian. The runes have many various places they could be, so the liberal use of the backspace button will come in very handy to help finding them.

The cells are optional, so if you reach the cell areas, you can choose to avoid them. The runes are never in the cells.

Once you have found all the runes, make your way north to dispatch the mummy guardian. The sarcophagi in the back will take you to the neutral area between the tombs.

End Reward: standard loot list

Lost_Leader
12-10-2007, 09:01 PM
Tomb of the Immortal Heart

Quest Giver: Vikram Nanpoor
Level: 5 Party
Patron: The Silver Flame (4/8/12)
Length: Long
Entry Point: Necropolis’ Southernmost crypt, north side
Prereqs: none
Recommended Party: standard
Base Experience: 1,033
Quest Info:
--Creatures: human bad guys, barrow wights, carrion feeder ghouls, mummy
--Traps: none

Walkthrough:

Upon entering, move north to the flame pillar. Extinguish it. 5 more to go. There is one east and one west from this point, get those then move north. The remaining 3 flames are in the east to west hall that is north of you, in the side rooms. Extinguish them all to open the barrier to the mummy guardian.

Defeat the mummy to complete the quest.

End Reward: standard loot list

Lost_Leader
12-10-2007, 09:02 PM
Tomb of the Sanguine Heart

Quest Giver: Raddha Cross in the Necropolis
Level: 5 Party
Patron: The Silver Flame (3/6/9)
Length: Medium
Entry Point: Necropolis southern most crypt, east side
Prereqs: none
Recommended Party: standard
Base Experience: 940
Quest Info:
--Creatures: barrow wights, carrion feeders (ghouls), vessels of the faith
--Traps: yes

Walkthrough:

Search through the tomb for the small wandering, zombie like, vessels of faith. They have various spawn points, but usually one is west, one east, and one around to the north. Watch out for traps to the east and west, before the large rooms.

Once the vessels are dispatched, you can enter the way north and take out the mummy.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 12:28 AM
The Bloody Crypt

Quest Giver: Lore Mistress Jinna in the Necropolis.
Level: 6 Party
Patron: The Silver Flame (6/12/18)
Length: very long
Entry Point: Southern most crypt in the Necropolis, center entrance
Prereqs: You must have completed all four of the Bloody Tomb quests before Jinna will give you this quest. You can enter to assist an ally, but will not get end reward if not on the quest.
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: humans, barrow wights, corpse feeders, vampire
--Traps: none

Walkthrough:

Before starting the quest, choose to ally yourself with either the silverflame brotherhood or the emerald claw. Their representatives are in camp. Whichever one you choose will give you a trinket. This trinket will become a powerful magical necklace when take through all the litany of the dead crypts.

To help make your choice, the Emerald Claw pendant eventually will become fearsome, 3 charges of the 6th level spell symbol of fear, +11 diplomacy and +11 intimidate, this is the 3rd of 4 stages the pendant will be able to attain. The Silver Flame Pendant will eventually become a Deathblock necklace with 10 charges/day of negative level absorbtion.

You do not have to be on the quest to advance your trinket to its 1st stage, so be sure to take one with you.

The quest itself is tedious, but not difficult if you work together. The quest is symmetrical, with a warding torch needed to be lit in each corner of the crypt. Once all four are lit, the central path to the vampire is open. The vampire is invincible until you find the coffin with his heart. Search through all the coffins until you find it (it changes each time you run the quest. There are a lot of coffins to search through, so get movin!

After defeating him, be sure to upgrade your trinket to its first stage on the altar.

End Reward: standard loot choice.

Lost_Leader
12-11-2007, 12:30 AM
The Bounty Hunter

Quest Giver: Kirstana of Fairhaven in the Anvilfire Inn
Level: 6
Patron: House Deneith (5/10/15)
Length: long
Entry Point: through quest giver
Prereqs: none
Recommended Party: standard
Base Experience: 1,300
Quest Info:
--Creatures: dwarf, warforged, elf, human, halfling, wolf, troll
--Traps: blade, spike, cold, force, fire

Walkthrough:

Head on down and clear out the front tunnel. A lot of casters, so be prepared. Bestow Curse is a favorite spell of the shamans. Once you get to the door, use caution. There are spikes on the other side, and a bunch of badguys.

Clear this main room. Now you have a few choices. There are optinionals and a shrine to the right, and optionals above. Have the rogue keep an eye out for the traps. If you do the optionals, thoroughly search the pond, there is loot in there somewhere. But ‘ware for traps.

The finish route, and quick route, is to go straight ahead. There are a series of tough to get to trap boxes over the lake, which is filled with cold, blade, spike and force traps. Have the rogue get to work and grab a beverage. Once across clear out the hallway, pull the levers, and take out the mean lil halfling. Free the gal, but be sure to really read what you say, or you could find yourself choosing a very evil option.

Head back to the main room and drop down. Take out the bad guy and retrieve the ring. If you did the optionals you can open the door to the treasure chamber.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 01:26 AM
Caged Trolls

Quest Giver: Aratrix d’Phiarlan in the Bogwater Tavern
Level: 6 Solo/Party
Patron: House Phiarlan (4/8/12)
Length: medium
Entry Point: east side of House Phiarlan
Prereqs: none
Recommended Party: standard
Base Experience: 820
Quest Info:
--Creatures: blackbone skeletons, halfling, dwarf, human, elf, wights, trolls
--Traps: spikes, acid, fire

Walkthrough:

Head on in and clear as you go. There are keys in chests right before both locked doors, though they can both be picked. The spike trap is turned off by lever, not rogue. There is a secret door with optional right before the second troll room.

After the quest is complete, you can return to the beginning across the top to the treasure room.

Note: on elite the casters love to use sleet storm. Freedom of movement is a huge help here.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 01:28 AM
Dead Predators

Quest Giver: Acolyte Hestair in the Open Palm Inn
Level: 6 Solo/Party
Patron: House Jorasco (4/8/12)
Length: medium
Entry Point: Under the Garden of Respite, by Fred
Prereqs: none
Recommended Party: any
Base Experience: 650
Quest Info:
--Creatures: wights, skeletons, spectre
--Traps: none

Walkthrough:

Need to destroy all the undead down here, so get your holy and undead banes ready for action. Clear the front hall and check out the mirror. Pull the lever in the hidden alcove and head further in. Clear out the hallway and head up the stairs, clear out the final chamber to finish.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 01:31 AM
Doom of the Witchdoctor: The Way to Zulkash
(Assault on Splinterskull A.K.A. tangleroot part 7/10)

Quest Giver: Chief Ungurz
Level: 6 Party
Patron: House Phiarlan (4/8/12)
Length: Medium
Entry Point: Top of Tangleroot Gorge
Prereqs: must complete previous 6 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
Recommended Party: standard
Base Experience: 1,220
Quest Info:
--Creatures: spiders, hobgoblins, worgs, wolves
--Traps: electric, blades, spikes

Walkthrough:

Work your way all the way back to the entrance to the inner fortress. The gate is still open so it is a quick journey through.

End Reward: None

Lost_Leader
12-11-2007, 01:33 AM
Doom of the Witchdoctor: Zulkash, Herald of Woe
(Assault on Splinterskull A.K.A. tangleroot part 8/10)

Quest Giver: Chief Ungurz
Level: 6 Party
Patron: House Phiarlan (4/8/12)
Length: long
Entry Point: Top of Tangleroot Gorge
Prereqs: must complete previous 6 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
Recommended Party: standard
Base Experience: 1,290
Quest Info:
--Creatures: spiders, hobgoblins, worgs, wolves
--Traps: fire

Walkthrough:

Clear out the entry area, staying out of range of the casters on the other side of the bridge. Fire resist is nice for the scorching rays. The bridge will already be lowered. Clear out and head on up. Head down through the old holding room where the Flesh Render was.

Be cautious and clear as you go. The puzzle for the puzzle wheels is by the door leading into Zulkash’s chamber.

Optional: after defeating Zulkasj and destroying the altar, you can use the key to open the underwater gate back by the drawbridge. Use the underwater potions if you need them. There is a locked chest guarded by earth elementals.

Return to Ungurz to advance

End Reward: None

Lost_Leader
12-11-2007, 01:35 AM
The Forgotten Caverns

Quest Giver: Thurd Steelhand in the Ever Full Flagon
Level: 6 Solo/Party
Patron: House Kundarak (4/8/12)
Length: medium
Entry Point: just east of the Ever Full Flagon
Prereqs: none
Recommended Party: standard
Base Experience: 1,090
Quest Info:
--Creatures: ice mephits, trolls, slimes, earth elementals
--Traps: none

Walkthrough:

Clear out the top chamber of ice mephits, the floor will then break out. There is a chest on the far side. Drop down and head through the tunnels. The locked door continues the quest, straight ahead is a shrine and optional named.

Once through the door, head down the hall. Clear out the slimes and earth elementals. There is one greater elemental in the back right corner, watch out for him, he is a lot tougher than the others. Pull both levers and continue through. Clear out the trolls to complete.

End Reward: standard loot choice.

Lost_Leader
12-11-2007, 01:36 AM
Gladewatch Outpost Defense

Quest Giver: Loghan d’Deneith in the northern marketplace by the spire
Level: 6 party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: through the quest giver
Prereqs: none
Recommended Party: standard. Prefer 2 crowd control casters.
Base Experience: 1,630
Quest Info:
--Creatures: hobgoblins, bugbears
--Traps: none

Walkthrough:

Return to the Gladewatch outpost. Last time you were here, it was kobolds assaulting the base. Now things a quite a bit meaner.

Unlike Kobold Assault, if any enemy makes it into the Outpost, you lose. Quest Failure. Please come again. So name of the game is to keep the entries into the fort very secure, and fight outside. There are two ways into the outpost. The big main gate, and the little dog door. One capable melee should be able to hold the dog door, especially if a caster helps out with crowd control now and again, everyone else should watch the main gate.

Good Luck!

End Reward: standard loot choice

Lost_Leader
12-11-2007, 01:38 AM
The Iron Mines: Freeing Achka
(Greymoon Waning part 1/4)

Quest Giver: Kurvac the Hound on the Eye of Kol Koran, boat docked in northeast House Deneith, speak to Brother to get on board. After Speaking to Kurvic, you must leave the boat and head north on Sorrowdusk Isle to the Ogre Grust. He will advance the quest.
Level: 6 party
Patron: House Deneith (3/6/9)
Length: Short
Entry Point: Northwest from Grust, to the mine entrance.
Prereqs: none
Recommended Party: standard
Base Experience: 520
Quest Info:
--Creatures: ogres, hellhounds, earth elementals
--Traps: force

Walkthrough:

First thing is to retrieve the key in the pit. Then head deeper in. Watch out for the force traps on the bridge, the trap box is on the far side.

After completion, return to Grust to advance.

Note: The Eye of Kol Korran is a ship, but it thinks that it is a bar. Use it when you need to fill up life and power between quests.

End Reward: none

Lost_Leader
12-11-2007, 01:40 AM
The Iron Mines: Justice for Grust
(Greymoon Waning 2/4)


Quest Giver: Log says Kurvic, but it was advanced by Grust.
Level: 6 Party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: same as part 1, nw of Grust
Prereqs: you must have completed part 1 to advance, though you can enter to assist an ally
Recommended Party: standard
Base Experience: 880
Quest Info:
--Creatures: ogres, trolls, earth elementals, trolls
--Traps: force

Walkthrough:

Head down the same way you did before, but you can skip the pit this time. It doesn’t take a Kalashtar to figure out which way to go. By the way, they re-armed the force trap on the bridge.

The pit further in is also optional, and it’s full of rust monsters… ewwww.

As you get to the top rooms, you will see the new ogre leader. As you move in to bust his butt, a couple of his trollish cronies break out of the rooms behind you. Take them all out, and maybe check out those four rooms again, just to be sure no one is home.

Report back to Grust to advance the quest.

End Reward: none

Lost_Leader
12-11-2007, 01:42 AM
Mirra’s Sleepless Nights

Quest Giver: Mirra Parthilcar in the Drowning Sorrows Tavern
Level: 6 Solo/Party
Patron: House Jorasco (4/8/12)
Length: medium
Entry Point: just outside the Drowning Sorrows, by the Haunted Library
Prereqs: none
Recommended Party: any, rogue is nice
Base Experience: 760
Quest Info:
--Creatures: wights, skeletons, zombies, ghouls
--Traps: cold

Walkthrough:

The quest is linear and fairly quick, so this will be the quick run guide.

Head north, in the first chamber go west. This will check off first objective.

Head north again, in the second chamber go east, this will check off second objective and complete.

End Reward: Standard loot choice

Lost_Leader
12-11-2007, 01:43 AM
Purge the Heretics

Quest Giver: Inquisitor Gnomon in the Bogwater Tavern
Level: 6 Solo/Party
Patron: House Phiarlan (4/8/12)
Length: medium
Entry Point: just outside the Bogwater
Prereqs: none
Recommended Party: standard
Base Experience: 650
Quest Info:
--Creatures: elf, human, dwarf, halfling
--Traps: fire

Walkthrough:

Very linear quest, but not easy, even as short as it is. Quite a few casters, so be prepared and wary. Watch out for the fire trap at the intersection

Postscript and author’s editorial: This is probably the most fiercely debated Roleplay quest in the game. You are hired by a silver flame agent to kill good aligned followers of another faith. Sometimes the character you are playing has actually chosen this other faith as part of their roleplay, yet because some rewards are favor based… well you get the idea. Also, it is House P favor as opposed to Silver Flame favor. Go figure.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 01:45 AM
Redwillow’s Ruins

Quest Giver: Jandul d’Jorasco by the House of Wizardry
Level: 6 Party
Patron: House Jorasco (5/10/15)
Length: Long
Entry Point: through Jandul
Prereqs: none
Recommended Party: standard
Base Experience: 2,080
Quest Info:
--Creatures: trolls, hobgoblins, bugbears, scorpions, drow, gargoyles --Traps: blades, spikes

Walkthrough:

Be sure to speak to Falcor first, before heading into the quest. He gives you the quest objectives. He is just south and a little east. You can choose to help him with a second little optional mission when you talk to him.

Head southeast first, and clear out the first troll bunch. Be sure to grab the quest items after each boss.

Now head west and work your way around the forest. There is a hidden locked chest in the woods around the hobgoblin camps, there is also a tough to get to chest in the gargoyle caves. If you chose to do the additional optional from Falcor, then speak to the drow ambassador, but be ready for a fight.

Once you have all the items, and have completed the optionals you want, head back to Falcor and give the items to his assistants. Then speak to Falcor and he will open a portal to a giant’s outpost. Hop on through, clear out the giants and call it a day.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 01:46 AM
Return to Delera’s Tomb
(Delera’s Tomb part 4/5)

Quest Giver: Hargo Kimare in Delera’s Graveyard
Level: 6 party
Patron: House Jorasco (3/6/9)
Length: short
Entry Point: Delaras tomb, far right entry
Prereqs: Must have completed the first 3 parts, and bluffed or bribed hargo to be on this quest. You could enter with an ally on the quest, it is not necessary to be in on completion to advance.
Recommended Party: any
Base Experience: 0
Quest Info:
--Creatures: none
--Traps: none

Walkthrough:

This really isn’t a quest… but you get favor for it, so okay. This is the part where you go back to speak to Delara’s ghost, to advance the "Return to Delera’s" quest to Thrall of the Necromancer. It is also when you are in for the end reward.

End Reward: n/a

Lost_Leader
12-11-2007, 01:49 AM
Ruined Halls

Quest Giver: Edvag Goodgold in the Ever Full Flagon
Level: 6 Solo/Party
Patron: House Kundarak (4/8/12)
Length: medium
Entry Point: west side of Locksmith Square
Prereqs: none
Recommended Party: standard
Base Experience: 1,360
Quest Info:
--Creatures: bugbears, hobgoblins, ooze, scorpions, dwarf, elf, halfling, human, zombie
--Traps: many types

Walkthrough:

First thing to know, every broken barrel, crate, urn, whatever, will contain a monster of some type. It you want to get ransack and conquest, it’s easy to do, though a bit time consuming.

Keep the rogue on point if you have one, to warn of the traps. Be sure to check out the cool creatures in stasis at the end if you haven’t been here before, especially if you are new to the game. Get a glimpse of what’s to come.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 01:51 AM
Taming the Flames

Quest Giver: Master Thorpe in the Ever Full Flagon
Level: 6 Solo/Party
Patron: House Kundarak (5/10/15)
Length: long
Entry Point: down the ladder just east of the House K auctioneer.
Prereqs: none
Recommended Party: standard, fire resist a must have.
Base Experience: 1,660
Quest Info:
--Creatures: fire mephits, fire elementals, earth elementals, air mephits, hell hounds, human necromancer
--Traps: spikes

Walkthrough:

Okay, the dreaded Taming the Flames made easy. This quest is on the least favorite list of many adventurers, but with a good fire resist spell from a 7th level cleric or wizard, it is really not too bad.

A couple of things to know before you get going. There are a few doors and narrow hall points with spike traps. Have your rogue be ready for them. Also, if you end up behind or needing to get through a blocking fire wall (not the level 4 spell kind) you have to kill the nearby mephits to get it to drop.

Start off heading towards the south hall. There are a couple of tough mephit and earth elemental fights down this hall. Crowd control is helpful here. Hypnotic pattern has worked well if the party uses it intelligently. Once you get through the doors, you will be in a large room with a big lava pit in the middle. The easiest way to deal with this room is to have everyone move to the top of the ledge, but not down the ramp. Have one person (preferably with evasion and fire resist) hop across to the chest (you can see it down a little ways). Open the chest, grab the key, and run back up to the party. A firewall will drop, dispatch the mephits and head up to the top of the main room.

Now head up the north hall on the top level. Choose either right or left at the intersection. They both circle around. Move together, because there is a point where a couple of firewalls will drop around you. Once you reach the opposite end with the locked door, use the key to open it, dispatch the mephits to open the fire seal above the ladder across the hall.

Head down the ladder and speak to Fulvio. He tells you about the madman and asks you to retrieve the scroll. Shrine up and head one out, going back the way you came to the main chamber. Hit the lever at the top, and hop down to the bottom level. Move through that doorway, clearing as you go and watching for spike traps.

When you reach the end fight, be wary, he likes to cast Slay Living. If you have a deathward or deathblock item, now is a good time to use it. Kill the Necromancer, grab the scroll, return to Fulvio. There is one last mephit fight above Fulvio’`s ladder.

Assuming you have been killing as you go, you should now have the quest completed. Congrats!

End Reward: Standard end reward.

Lost_Leader
12-11-2007, 01:52 AM
The Troglodytes’ Get
(Garl’s Tomb part 1/2)

Quest Giver: Red Tom – This guy is a little tough to find. He is in three barrel cove, if you circle around the buildings north of the Salty Wench, and then back around Rosie the Jynx, you will find him in a little alcove beyond the Scoundrel’s Run.
Level: 6 Party
Patron: The Free Agent’s (4/8/12)
Length: long
Entry Point: North West corner of Three Barrel Cove under the waterfall
Prereqs: none
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: troglodytes, oozes
--Traps: none

Walkthrough:

Once in, work your way down the tunnels. Destroy every trog egg you see. Head into the bottom tunnels, continue to clear as you go. In the big room there are 2 levers on the opposite side as the door, on the top level. These will open the door.

In the huge room be sure to destroy eggs on the mid levels, on top of the
platforms. There are two levers on the mid level as well, and a 3rd lever on the bottom, these three are needed to open the door down bottom.

The final room contains the last of the eggs. Return to Red Tom to advance.

End Reward: none

Lost_Leader
12-11-2007, 01:56 AM
Valak’s Mausoleum
(a.k.a. Dead Girl)

Quest Giver: Dead Girl in Delera’s Graveyard
Level: 6 Party
Patron: House Jorasco (4/8/12)
Length: medium
Entry Point: right behind Dead Girl
Prereqs: none
Recommended Party: standard, haste is nice
Base Experience: 940
Quest Info:
--Creatures: wights, wraiths, skeletons
--Traps: blades, darts

Walkthrough:

Once in you have a 30 minute timer, so be sure you all go in together and get ready to go. The time allotted is plenty, but there isn’t time for major mess ups or much stopping. Keep the rogue ahead in hallways to watch for traps.

First room, 4 levers in each corner, each lever spawns undead.

Second room, small walled maze, 3 levers and a hidden shrine. The maze is not difficult, but stick together and kill as you go, to prevent any major mishaps.

Third room, two valves uptop and door below, have first five run straight through, pulling most stuff down, have a sneaky type go last and move around the top to pull the valves… or just a high AC tank who can pull valves while being shot at. Move through.

Fourth room, door slams shut, clear the wings.

Fifth room, swim under to both sides, pulling the lever will have gates block you in and undead spawn all around. Work together. (optional, cast a jump spell on lever puller and have them pull lever and hop out of room.) There are secret doors on both sides as well, one with a shrine, the other with a chest.

Fifth hall is two levers low and two levers high both on opposite sides in the hallways, clear them to continue down to the last room.

Defeat Valak to get the book. Now it’s up to you to give a book of dark magic to a little girl….

End Reward: maybe something… maybe not

Lost_Leader
12-11-2007, 01:59 AM
Free Delera
(Delera’s Tomb part 3/5)

Quest Giver: Derek Grospic is listed in the log, though you must advance through Colam in the graveyard
Level: 7 party
Patron: House Jorasco (5/10/15)
Length: long
Entry Point: the right door of Delera’s Tomb
Prereqs: You must have the first two parts completed to advance this quest, though you can still enter to assist and ally.
Recommended Party: standard, locked door optional
Base Experience:
Quest Info:
--Creatures: wraiths, wights, skeletons, ghostly skeletons
--Traps: none

Walkthrough:

Light the Soul Locks to release Delera. The Quest is linear, with no side quests, though there are a few optional kills, including the soul lock guardians.

Couple of notes, killing the guardians before opening the soul locks is usually smart, so you don’t have too much to fight at once. Also, many sarcophagi will release undead, so don’t break up the main room unless you want to do some extra fighting.

End Reward: Standard Loot choices

Lost_Leader
12-11-2007, 02:02 AM
The Graverobber

Quest Giver: Thaddeus d’Jorasco on the island in the Coldwake Pond
Level: 7 Party
Patron: House Jorasco (5/10/15)
Length: long
Entry Point: Lightfoot Residence, just across from where Thaddeus stands
Prereqs: none
Recommended Party: standard
Base Experience: 1,124
Quest Info:
--Creatures: wraiths, zombies, wights, human necromancer
--Traps: force

Walkthrough:

Prep for another House J Undead slaying quest. The beginning stairway is heavily trapped. Send your rogue to the bottom to disarm. If necessary, a haste and jump with featherfall will float you over the traps all the way down.

Part of the quest objectives require killing the zombies, so be sure to fight as you go. When you reach the waterway going up hill, there is a hairpin turn to go towards the end, but you will need to destroy a few undead at the top before turning around and heading back down.

End Reward: Standard loot choice.

Lost_Leader
12-11-2007, 02:03 AM
The Grey Moon’s Den: Extermination
(Grey Moon Waning part 4/4)

Quest Giver: Again, the quest says Kurvic, but in actuality it is Grust
Level: 7 Party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: north eastern cave on lower sorrowdusk
Prereqs: To advance and get the end reward, you need to have completed the previous 3 parts. You can enter to assist an ally if you are not on the quest.
Recommended Party: standard
Base Experience: 1,220
Quest Info:
--Creatures: slimes, scorpions, earth elementals, trolls, ogres, human priest
--Traps: fire/force

Walkthrough:

Return to the same mines as part 3. The path is clear up to the scorpions, then fight down to the trapped bridge. Have the rogue disarm it on the other side, or send people through, hasted, one at a time, giving the bridge time to reset between runners. Clear to the drawbridge. Go up the ladder to lower the bridge, clear out the remaining areas, head up the ladder to confront the evil human priest. Return to Grust to collect your end reward. Speak to Grust again after retrieving your end reward and he will bestow the Cult of the Six quest, part 1/6

End Reward: standard loot choice

Lost_Leader
12-11-2007, 02:05 AM
The Grey Moon’s Den: The Trollish Scourge
(Grey Moon Waning part 3/4)

Quest Giver: Again, the quest log says Kurvic, but actually you need to speak to Grust to advance.
Level: 7 party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: East then north of Grust
Prereqs: To advance, you must have completed the earlier parts of grey moon, but you can enter to assist an ally.
Recommended Party: standard
Base Experience: 1,380
Quest Info:
--Creatures: trolls, ogres, slimes, hill giant, scorpions, earth elementals
--Traps: fire/force

Walkthrough:

Head through and clear as you go, you must try to wipe out the Trolls from Grey Moon’s halls. When you reach the bridge, hold up. It is heavily trapped. Pull the Troll leader across the bridge using a ranged weapon. Sometimes there is a rare named winter wolf with him. Deal with them first. Then send a hasted member, preferably rogue, across the bridge. This will trigger the upper doors, where the final two trolls dwell.

Return to Grust to Advance.

End Reward: none

Lost_Leader
12-11-2007, 03:17 AM
Gwylan’s Stand

Quest Giver: Coralay d’Phiarlan in the Livewood Theatre
Level: 7 Party
Patron: House Phiarlan (6/12/18)
Length: very long
Entry Point: through the quest giver
Prereqs: none
Recommended Party: standard, rogue a must
Base Experience: 3,940
Quest Info:
--Creatures: hobgoblins, trolls, spiders, rust monsters, minotaurs, humans, elves
--Traps: all types

Walkthrough:

Start off by having your strength people clear a little inventory space, they will need to split up several heavy canisters. The first canister is by the rez shrine at the beginning. There is a troll cave just a short way in, the rest of the canisters are at the bottom of the cave.

Fight your way to the ruins. This is where the traps start. Head right first, heading up the short stairway to the first supply crates. After sabotaging them drop down to the bottom of the big courtyard, sabotage those crates as well.

Head up the stairs and circle around to the left. Remember, traps, traps, traps. Head into the first cave. Clear it out and head down, still being wary for traps. When you reach the bottom level, get ready for a very mean fight. This is probably the toughest area in the quest, be ready with ample crowd control. Clear it out, being ready for multiple waves with casters and priests. That named minotaur will hit like a ton of bricks, so drop him as quick as you can. There is a shrine down here to help you recover from the fight. Sabotage both crates and head on out.

Now head back to the entrance to the ruins, clearing out new spawns as you go. Head up the sonic trapped staircase and clear out that cave next. Once again there are two crates to sabotage. Now you have to head up the final way from the ruin entry. Be careful of the fire trap. The final cave is across and up the stairs, but there is an optional, heavily trapped chest off to the side here.

The final cave will have the last two crates to be sabotaged. Well done.

End Reward: standard loot choices.

Lost_Leader
12-11-2007, 03:19 AM
The Last Move: The Way to Yarkuch
(Assault on Splinterskull A.K.A. tangleroot part 9/10)

Quest Giver: Chief Ungurz
Level: 7 Party
Patron: House Phiarlan (3/6/9)
Length: Medium
Entry Point: Top of Tangleroot Gorge
Prereqs: must complete previous 8 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
Recommended Party: standard
Base Experience: 612
Quest Info:
--Creatures: spiders, hobgoblins, worgs, wolves
--Traps: electric, blades, spikes

Walkthrough:

Work your way all the way back to the entrance to the inner fortress. The gate is still open so it is a quick journey through.
End Reward: None

Lost_Leader
12-11-2007, 03:20 AM
The Last Move: Yarkuch’s Last Stand
(Assault on Splinterskull A.K.A. tangleroot part 10/10)

Quest Giver: Chief Ungurz
Level: 7 Party
Patron: House Phiarlan (4/8/12)
Length: long
Entry Point: Top of Tangleroot Gorge
Prereqs: must complete previous 8 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
Recommended Party: standard
Base Experience: 1,252
Quest Info:
--Creatures: hobgoblins, worgs, wolves, ogres
--Traps: fire, spikes, blades, darts

Walkthrough:

Clear out the entry area, staying out of range of the casters on the other side of the bridge. Fire resist is nice for the scorching rays. The bridge will already be lowered. Clear out and head on up. This time hang a left, instead of where the reaver was. Clear as you go until you get to a locked door and choice of left or right wings.

Both ways are nearly identical, each containing a hobgoblin troop headed by an ogre warchief. Each ogre holds a key that you need to reach Yarkuch. It is recommended that you go left first, as this key will open the outer door, and give access to the shrine. Be careful in the shrine hallway, as it is heavily trapped.

The right room gives the key to the second door, Yarkuch’s throneroom lies beyond. Be prepared before you head through. Up the ramps to the right and left there are secret doors hiding small treasure rooms. Both are trapped. Up the middle is the throne, with Yarkuch and his guards ready and waiting for you.

Return to Ungurz for your end reward.

End Reward: List of Semi-Static Tangleroot loot.

Lost_Leader
12-11-2007, 03:23 AM
Old Grey Garl
(Garl’s Tomb part 2/2)

Quest Giver: Red Tom in Three Barrel Cove
Level: 7 Party
Patron: The Free Agents (5/10/15)
Length: long
Entry Point: Northwest Three Barrel Cove, behind the waterfall. Same as Part 1
Prereqs: Must have completed part one to get end reward, though you can enter to assist an ally.
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: slime, skeletons, gargoyles, wights, spectre, dwarf and elf necromancers, scorpions
--Traps: none

Walkthrough:

Travel back through Garl’s Tomb, but this time it is infested with undead. Once again work your way to the bottom. In the old trog egg cache, now there are a couple of necromancers working their craft, slay them and get the key off the skeletal captain. Swim under the water and unlock the submerged door.

Climb up the ladder, moving all in together, as the trapdoor will slam shut as you approach the treasure. Defeat Garl and the other undead to complete.

End Reward: Standard loot choices

Lost_Leader
12-11-2007, 03:25 AM
The Missing Party
(Delera’s Tomb part 2/5)


Quest Giver: Derek Grospic advances, as does Colam in the graveyard, who gives you the club of the silver flame. Uber Loot!!
Level: 7 Party
Patron: House Jorasco (6/12/18)
Length: very long
Entry Point: left entrance of Delera’s Crypt
Prereqs: must have completed the first part of Delera’s to advance, though you can enter to assist an ally
Recommended Party: standard. At least two are necessary to pull levers to get to end of quest. (It should be noted it is possible to use a hireling to use the lever, though.)
Base Experience:
Quest Info:
--Creatures: skeletons, wights, specters, wraiths, ghouls, ghasts, ghostly skeletons
--Traps: spikes

Walkthrough:

This quest is long, but becomes very, very long if the optionals are done. Seldomly will you find a group doing all optionals here, particularly the underwater portion, which adds significant time and difficulty.

With recent changes to the game, the optionals are now more desirable to complete, due to the fact that they add significant experience.

Stay together and clear as you go, if you are working for a faster than normal run, skip killing the archers, as they won’t follow and tend to take a long time to kill.

If you choose to do the underwater portion, you have to have two people stay on the pressure pads, while the rest of the parts, with underwater items, swim to the other side. On the other side is a lever which will open all the gates and allow the two left behind to catch up. There are several difficult fights, including a spectre.



After discovering what has happened to the missing party, return to Colam to advance your quest.

End Reward: none

Lost_Leader
12-11-2007, 04:03 AM
The Pit

Quest Giver: Vargus d’Deneith behind the Anvilfire Inn
Level: 7 Party
Patron: House Deneith (9/18/27)
Length: very long
Entry Point: behind the Anvilfire Inn
Prereqs: none
Recommended Party: standard, someone with the Jump spell and resistances
Base Experience: 7,780
Quest Info:
--Creatures: troglodytes, oozes, slimes, fire elementals
--Traps: force, lightning

Walkthrough:

The most beloved quest in the game. Well, it makes my top three, anyways. This quest challenges your skill as a video game player, a puzzle solver and a DDO player. All inclusive and fun. Though some will avoid this quest like the plague, I run it routinely to help friends with favor or to try for a MuckDoom, and I always enjoy it.

To be prepared, you are going to want someone who can cast jump and resistances. Acid arrow, fire ball, lightning bolt and magic missiles are all common spells seen by the troglodyte casters.

Okay here we go.

Step 1: Head south to the main shaft. Your first job is to power up the backup generators. Head across and go down one level, then cut across the intersection and go up. When you get to the intersection with the open acid pipe, cut across that intersection to the northwest. (Tip: You can close the acid valve to prevent future accidental run-ins, or just avoid the acid spouts. Be careful if you choose to close the acid valve.) This will take you to the backup generator room. Here you must pull the levers in the corners and in the middle, a total of 5 levers pulled. The order does not matter.

Step 2: Light the First Furnace. The furnace rooms are towards the bottom levels on the southeast side. The quickest way to get there is just to jump, with featherfall, in that direction. Be careful not to drop too far though, or you will go beyond the bridges and all the way to the bottom of the pit. It is shallow lava and ooze filled down there, with the longest ladder in the world to climb back up, so try not to have that happen. It is easy to tell which hall leads to the furnaces, because it is the only one with 3 signal crystals set above the hallway.

Head north to the first furnace room. First thing to do here is to head to the east wall to the valve set under an unlit signal gem, turn the valve to light the gem. This is one of three necessary valves to open the gate to the Avatar of the Juiblex. There is one in each furnace room.

Next, go to the bridges heading up from the north wall. Be sure to have jump and resists. You can turn off the acid spouts with the valves along the pipes. Continue up the bridgework until you reach the point of its collapse. Then use the pipes to get to the middle of the room. Hop back on the adjacent pipe to get back to the bridges. Jump over the breaks in the bridge, continuing up. When the breaks get to big to jump across, use the pipes to get across. When you are equal in altitude to the fire elemental and are standing on the bridge on the south wall, it is time to work you way to the middle. Use the pipes to get to the northwest corner, and then back across the suspended bridge to the middle. Hit the lever. This will change the mission to the next objective, but you are not quite done here.

If you look straight west you will see a ladder heading up to the ceiling. Hop on the pipes to get across to that ladder, climb it to get to a small room up top. In this room is a valve that opens a gate to the shrine on the south wall. There is a chest in the shrine room. Now you are done in the first furnace room.

Step 3: Arm the Pit’s Security Traps. Head up the ramps. At the first intersection, cross over to the other side and continue up. You will pass by the entry hall, continue up to the security center.

The security center is a rune wheel puzzle room, with the code runes hidden in random places throughout the room. On the bottom level there is a submerged pipe with a treasure chest.

The code to the runewheels is: Yellow = double cross or scorpion, Purple = ‘f’, Blue = cactus on a hill, Orange = ‘H’, Green = elephant or upside down ‘U’, Red = the dancer or backwards ‘F’

Once the Runewheels are set, the barrier surrounding the lever is lowered, pull it to arm the pits traps and advance the quest. Now that the traps are armed, use quick movement through the main pit to avoid too much damage.

Step 4: Light the second Furnace. Back down to the furnace rooms. The Juiblex valve is on the ground level, north side of the middle of the room. One way up here is to go up the ladders, hop across the gap by the air jet, hit the valve to turn off the air and the acid. Then climb up the first level of piping, but don’t head to the middle. Drop to the pipe that takes you towards the fire elemental and the southwest wall. Now jump up and pull yourself up towards the fire elemental. Then turn around and hop onto that ladder. Hop across the pipes across the middle and work your way t the suspension bridge that will take you across from the fire elementals. Pull the lever and the valve to stop the acid jets and advance the quest.

Step 5: reset the power breakers. Head up the bridges from the furnace room. At the intersection do not cross over, but stay on the same bridge which leads up to the main breaker room. Head on in, don some electricity resist and start pulling levers. Evsion types preferred. Pull levers until the force barrier around the main lever drops. Pull the lever to advance the quest.

There is an optional in this room as well. A secret side door with a trapped chest.

Tip: theEnez (http://forums.ddo.com/member.php?u=326002) sent me a link with possible lever permutations to quickly lower the force field around the main lever. I haven't tested it yet, but hopefully it helps everyone.

He wrote, "Here is 3 possible sets of levers that it can be, I will send you a link to a map a friend of mine made. When you run in to pull them and they are missing, it means its one of the other marked ones." Link to lever map. (http://i16.photobucket.com/albums/b21/Tahwi/ThePitLevers.jpg)

Step 6: Power up the Main Control Room. The MCR is down low to the north west. Hop on down and across until you see the open door. Once again, be careful not to go too far. Work your way back to the main room. Complete the 4 floor tile puzzles to advance the quest.

Step 7: Turn on the Bilge Pumps. Head out, watch for respawns, and up the bridges two doorways to the Bilge Control Room. Clear the hallway, there is a secret door to a shrine, and a lever at the end to advance the quest.

Step 8: Start the third furnace. Head down one level to the Furnace rooms, and clear the hallways. The Juiblex valve is on the south wall, floor level.

There are several ways to work out to the top of this room. My favorite requires two people with jump get launched up at the northeastern jet valve. At the apex of their flight, they hug the east wall, landing on a pipe that is halfway out from the wall. Using their great jumps skills, which is enhanced magically, they hop up to the pipe above the to the north, at a slight angle. The two of them follow this pipe to the bridge circling a pipe with another valve. One person stays there, the other works their way over to the jet, just a short distance across the concrete ledge. That jet will launch them all the way up to the pipes between the fire elementals, where they can work their way across to the furnace lever.

There is another optional in here, if you work with the other valves, to get launched up into a hidden room in the ceiling, where there is another chest.

Once the lever for the furnace is hit, head up to the next part.

Step 9: Yay, the last step! Head on up the bridges, crossing over at the intersection, passing the entrance and over the suspension bridge. Now get ready for a big fight. When you approach the bottom of the stairs, it spawns the first round, attackers from the main room and casters from the flanking bridges. Take them out before heading further into the room. Now there are levers on each side under the waterfalls, and a valve at the back, Approaching each point will spawn a fight, so do them one at a time. Pull the two levers, then the valve and yay! Completion! But don’t Finish out just yet. Remember all those valves you turned in the furnace rooms? Well, cast a fire resist on everyone, throw on your featherfall, and hop to the bottom of the pit. There is an open gate down there, that leads to an optional fight with the Avatar of Juiblex. This is a mean slime, but nothing you can’t handle. It is a bit tricksy though, fire heals it, as do negative energy spells. Beat it down with Muckbane, pop the chest and if you are really lucky, upgrade to a Muckdoom! Now you are finished.

End Reward: Standard end loot choice

Lost_Leader
12-11-2007, 04:17 AM
The Scoundrel’s Run

Quest Giver: Rosie the Jynx in Three Barrel Cove, out around north of the Salty Wench
Level: 7 Party
Patron: The Free Agents (4/8/12)
Length: medium
Entry Point: Behind Rosie
Prereqs: none
Recommended Party: standard, resist fire and evasion are good to have
Base Experience: 1380
Quest Info:
--Creatures: ooze, scorpion, minotaurs, earth elementals
--Traps: fire

Walkthrough:

Start off to the south hall. You will circle around a bit, and get to a fork in the road. Choose the way with the dormant earth elementals. Go together, you will be trapped in a room with them. Defeat them and grab the first piece.

Now head north. When you get to a fork, go north again. Complete the floor puzzle so that the power hits the rune that lowers the bridge and also goes over the edge to the lower level. Continue on Across the bridge.

When you reach the next fork, get a fire resist and protect if you have them, onto your evasion rogue. Haste them up and send them east, into the furnaces. At the bend they should turn north, quickly grab the second piece and hurry back up to the party, hopefully only slightly singed.

Continue south. AS you head up towards a rune puzzle, you will pass the keys for blue and green. Blue is described by many as a ‘backwards ‘F’ or ‘the dancer’’. The symbol for green has several names as well, my favorite is the ‘cactus on a hill’. Head past the wheels to get the keys for red and purple. Red is commonly called the lower case ‘f’, purple is known by many names, most notably ‘the elephant’ the upside down ‘U’ or the ‘pacman ghost’.

Set the rune wheels and grab the 3rd piece. Then continue east. The hall circles to the south and a valve. Have one person stay at the valve, the rest go through. Turn the valve to get the fourth piece. Then have everyone head back the way you came to the drawbridge by the puzzle. Drop down over the side and grab the last piece.

Head east through the scorpion den, it will circle around to the beginning. Place the pieces on the altar and you are done.

End Reward: standard loot choice.

Lost_Leader
12-11-2007, 05:02 AM
The Tear of Dhakaan

Quest Giver: Karnat Thaar, just inside the House Phiarlan gates
Level: 7 Party
Patron: House Kundarak (7/14/21)
Length: very long
Entry Point: The sewer entrance just past Karnaat
Prereqs: none
Recommended Party: standard
Base Experience: 3,940
Quest Info:
--Creatures: hobgoblins, worgs, wolves, clay golem
--Traps: darts

Walkthrough:

This quest has several side optionals you can go through to obtain the pieces of the Tear of Dhakaan for extra rewards. If you choose to do all the optionals, set aside extra time to do so, and make it clear to the party that that is your intent, beforehand. Turn in the optional pieces of the Tear to the Hobgoblin Taarug, across from Karnaat.

Be prepared for hobgoblin caster to use fireballs, lighting bolts and ice storms. If you stay on the direct path, be sure to kill as you go, so you complete the slayer objective to complete the quest.

The shrines in the quest are behind locked doors. Be sure to have someone who can pick locks so you can use the shrines.
End Reward: Standard quest rewards plus extras if optionals are done.

Lost_Leader
12-11-2007, 05:06 AM
Caverns of Korromar

Quest Giver: Ulfgar d’Kundarak near the House K Auctioneeer
Level: 8 Party
Patron: House Kundarak (5/10/15)
Length: long
Entry Point: through the quest giver
Prereqs: none
Recommended Party: standard
Base Experience: 2,140
Quest Info:
--Creatures: zombies, flesh render, spiders, oozes, skeletons, specters, wraiths, wights, ghouls, blackbone skeletons, Beholder
--Traps: none

Walkthrough:

Talk to the dwarf to enter the courtyard. Clear it out as an optional if you wish. Head into the sewers when you ar ready to proceed. Clearing the sewer as you go, take out the spiders and slimes. You can head down a side passage for an optional locked chest behind a secret door. Otherwise, head out into the gated off courtyard above. A large fight insues uptop, so move through together. You can pull a lever to open up the inner courtyard to the beginning courtyard. There is a gold key in a chest here, this goes in the Flesh Render chest, which is up the scaffoldings in the very start of the quest, over some old walls and up to a small side bridge.

Continue through the cave in the inner courtyard when you are ready. Clear out the whole dig site, to make movement easier. When you are done, choose any one of the top four dig sites and begin clearing them. Each has an optional that must be completed. There are two with special directions. The first is the one with the urns. Be sure to purify the urns first, then purify the altar, and lastly open the chest. This improves the loot… or so the legend says.

The other one with special instructions is the one with the burning torch. There are arcane blackbones in here, so be ready for lightning bolts and cloudkills.

Once you have cleared out all four dig site and completed the four tasks, the force field surrounding the lever in the central area will be off. Have all but one of the party hop down to the lower level and get ready to fight a beholder. When ready, have the person up top hit the lever and then drop down to join the fight. Deal with the beholder first, then worry about the skeletons.

End Reward: standard end choices

Lost_Leader
12-11-2007, 05:08 AM
Faithful Departed

Quest Giver: Avanti Moonwillow
Level: 8 Party
Patron: House Phiarlan (4/8/12)
Length: long
Entry Point: First go speak to Odonis Arkam, near the caravan that takes you to tangleroot gorge. He will transport you to the Shrouded Vale. On the other side of the vale is the entrance to the quest.
Prereqs: none
Recommended Party: standard. Crowd control, haste and inflict wounds are huge assets.
Base Experience: 2,038
Quest Info:
--Creatures: scorrow, spiders, scorpions, zombies, drow
--Traps: blades, spikes, darts, force

Walkthrough:

The Tomb of the Ancients is simple to navigate, the tough part of this quest is the main objective. Protecting the Venerated.

The Venerated are elven mummies who are being defiled and desecrated by the drow and scorrow. Your job is to save the venerated from their attackers. Often, the venerated will attack you while you try to defend them. If any one of them dies, you fail the quest. No damaging area of affect spells can be cast in their vicinity, or you will likely hurt the Venerated as well and fail the quest. Remember you can ‘cure’ undead by using inflict wounds and harm spells.

The toughest by far of the Venerated to protect, is the last one in the bottom hall. When you reach the ladder, be sure everyone is hasted. Run as fast as you can to the back room, because the venerated is getting pounded on. You need to very quickly get crowd control up, and get the venerated ‘healed’.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:10 AM
The Haunted Library

Quest Giver: Menos Xuekaine in the Drowning Sorrows Tavern
Level: 8 Party
Patron: House Jorasco (5/10/15)
Length: long
Entry Point: Across the Coldwake Pond
Prereqs: none
Recommended Party: standard
Base Experience: 2,956
Quest Info:
--Creatures: wights, skeletons, zombies, wraiths, blackbones, clay golem
--Traps: poison

Walkthrough:

The best way to deal with this library is to be prepared for the arcane blackbones. If you neutralize them the rest of the quest is fairly easy to handle. The Arcane Blackbones cast lightning bolt, acid arrows, magic missiles and finally cloud kill. Proof against poison or neutralize poison spells are necessary. Resistance versus the others is very helpful and will mitigate damage.

Work down the opening hallway, passing the locked door. You will reach a room with a chest, inside a key will open the door you just passed. Grabbing the key will open a false wall, where another chest is hidden. Get the first of three tomes here.

Head through the locked door to a room filled with undead. Clear the room and the floor breaks out. Drop down and clear the next room. Now head through the open door to retrieve the key for the locked door. Once you have the key, head back through the locked door and further in to the library. Continue clearing the way, until you reach the bottom level. Here you will retrieve the second tome. Now complete the floor tile puzzle to open the door, dispatch the wights, and continue through.work your way down to the bottom, where the last tome is kept in a trapped chest.

Completing this Quest flags you to get the Keeper’s Sanctuary Quest.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:11 AM
In Need of Supplies
(The Western Excavation part 1/3)

Quest Giver: Jan Falner in the Western Threnal Ruins
Level: 8 Party
Patron: House Phiarlan (3/6/9)
Length: short
Entry Point: Western Dig Site in the Threnal Ruins, next to Jan Falner
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: none
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: spiders, gargoyles, oozes, earth elementals, fire mephits
--Traps: fire

Walkthrough:

Clear the way down the tunnels to the archeologists at the bottom. They await your delivery of explosives to continue their dig.

End Reward: none

Lost_Leader
12-11-2007, 05:15 AM
The Path to Madness
(Xorian Cipher prequest)

Quest Giver: Gatekeeper Chulkash above the Garden of Respite
Level: 8 Party
Patron: House Jorasco (3/6/9) Currently bugged, does not award favor. Slated to be fixed with Mod 6, according to WDA.
Length: short
Entry Point: behind Chulkash
Prereqs: none
Recommended Party: standard. The runes in the Xorian Cipher require Intelligence 24, Wisdom 20, Charisma 24
Base Experience: 689
Quest Info:
--Creatures: skeletons, drow, scorrow
--Traps: none

Walkthrough:

Clear the path to the Xorian Cipher. Defeat the Scorrow Wizard and Cleric guards to lower the barrier. Click on the Altar to enter the Xorian Cipher and to complete the Prelim quest.

End Reward: none

Lost_Leader
12-11-2007, 05:18 AM
Prisoner
(Vault of Night part 2/6)

Quest Giver: Barrow d Kundarak is listed, but Marek the halfling actually advanced you. Head to the little building at the foot of the Kundarak pyramids. Inside is Mistress Orphne in her coma, with her guardian. Speak to the guardian to advance, then speak to Orphne, and enter her mind.
Level: 8 Party
Patron: House Kundarak (5/10/15)
Length: long
Entry Point: Through Mistress Orphne
Prereqs: must have completed part one to advance quest, though you can assist an ally.
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: beholders, minotaurs, Tharaak Hound, arcane ooze, black ooze, Quori stalkers
--Traps: many types, various locations in the maze and end chest.

Walkthrough:

First off, get the beholders out of the way. Start with the one on the platform on the way up to the maze. Then grab with chest to get the item. Next move north to the one on the way towards the Quori Stalkers. Finally work your way across the air burst bridge. Defeat the final beholder, check to be sure everyone has feathfall on, and work your way up to the slimes and oozes. Keep spell casters away from the arcane oozes, they drain power. Send someone across the top bridge, stand on the “x” on the bridge to be safe from the air bursts. Everyone else drop down. Join them when you have the dagger.

Now head over to the quori stalkers. They are Lawful Evil Outsiders, so they can be banished and dismissed. Clear them out, watch the cha damage, and move up the ladders and grab the flowers.

Finally head into the maze, clearing it of traps as you go. There are two chests in four possible locations in the maze. Work your way through the maze to the ladder, climb up and go have a conversation with the big Fire Giant. Hopefully you have a very high bluff or intimidate skill, so you don’t have to fight him, just help him with his pest problem. Clear it out to get the last piece. Now drop down to the beginning, Buff up before returning Orphne’s things. Resist lightning and fire are good ones. Get your elf banes ready and give back all her items.

When she is defeated go grab your final chest before leaving, watch out for blade traps.

Return to Marek the halfling in the Ever Full Flagon to advance the quest.

End Reward: none

Lost_Leader
12-11-2007, 05:22 AM
The Rescue
(The Western Excavation part 2/3)

Quest Giver: Jan Falner in the Threnal Ruins
Level: 8 Party
Patron: House Phiarlan (5/10/15)
Length: long
Entry Point: Western Dig Site in the Threnal Ruins
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: Must have completed part 1 to advance the quest, though you can assist an ally if they are on the quest.
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: flesh renders, spiders, gargoyles, oozes, earth elementals, fire mephits
--Traps: fire

Walkthrough:

Work your way back down to where you oringally delivered the supplies. The back hall is now clear and there is a flesh render wandering the area. Work your way further in, take a left at the crossroads, clear it out and find a way down to where the archaeologist’s are.

When you head down to where the chest is, another wave of badguys floods the tunnels, so leave some people up the stairs to block the door way. If the dwarf dies, you fail.

Have one person stay with the dwarf and lead him well behind the party. The rest of the party thoroughly clears the path back up to the door.

Once he reaches the exit the quest is finished. Speak to Jan Falner to advance.

End Reward: none

Lost_Leader
12-11-2007, 05:25 AM
Stormcleave Outpost

Quest Giver: Alciana d’Deneith in the Anvilfire Inn
Level: 8 Party
Patron: House Deneith (6/12/18)
Length: very long
Entry Point: through the quest giver
Prereqs: none
Recommended Party: standard, int rune
Base Experience: 4,724
Quest Info:
--Creatures: kobolds, minotaurs, scorpions, wolves, trolls, hill giants, fire giants, fire mephits, ice mephits, air mephits, earth elemental, blackbone skeletons
--Traps: none

Walkthrough:

The quest you love to hate and hate to love. Probably the most run quest in the game short of Prison of the Planes, and probably the most often bugged quest in the game. If you, or a party member, notice a missing npc or area of npcs, contact a gm right away. Or start over.

There are no traps, but there are two locked chests.

People usually run this one of two ways. All or nothing. This guide will walk through one of the ‘All’ runs, going for all bonuses as efficiently as possible. The bonuses we are going for are conquest and ransack, with all optional xp. Be sure to have people with good strength scores have extra inventory space, or you won’t get the few hundred experience from picking up crates.

Start off by taking a right before the first bridge, clearing out the kobold cap on the ledge. Drop down into the pit, and deal with the wolf pack. Now backtrack through the gorge, do not go up the first ramp but further back towards the beginning, you will disturb a nest of scorpions in the pit. Not head up the ramp towards the quest entry, circle around and head across the first bridge. Four scorpions lie buried here.

Okay, now we leave the dogs, bugs and lizards behind for a little bit and get into the bigger bad guys. A small troup of minotaurs sleeps under a tent, take them down but don’t head that way just yet. Stick to the left and find the small camp of trolls and minotaurs. After dealing with them, be sure to break up the crates in the area. Now move back through the camp and work your way across this side of the chasm. Swing through the three ogres and continue east across the bridges. Take out the wolf den, then cut back west across the high path over the chasm. There is a troup of hill giants have a barbeque. Once that party is done, jump done into the gorge and tromp the minotaurs. Mark the location of the shrine, but don’t use it yet unless ya have to. Now move back up the ramp towards where the wolf den was. Before heading through the black gate, head over the bridge into the outpost.

Speak to Sergeant Katani d’Deneith, and ask her about the gate below to start the gate encounter. After clearing out the invading forces, drop down into the pit and head back to that first shrine. Now you have cleared out the whole beginning and are ready to move through the black gate.

Head straight on through, clear out the minotaur camp and then move up to the troll camp. After troll slaying, be sure to break up the boxes. Light that rune pillar and eliminate the summoned fire mephits.

Move further a long the path, deal with wanderers, then the troll and his wolves. Now move up and clear out the cave. There is always a chance at a named bad guy in here with some extra loot. Then move out and continue to the next troupe, which is guarding another rune pillar and shrine. Leave this shrine as long as you can, but when next someone needs power have them come all the way back to this one.

Continue moving through, head up the hill to the right, towards the first named giant guarding a stash of weapon crates. Deal with the giant then smash the crates. Grab the first shard and continue on. There are a bunch of bad guys around the next rune pillar, and the giants in the next camp like to come back and help out, so be prepared for a bit of a fight. Light the pillar afterwards, dealing with the mephits, and then continue on towards whatever remnants are left of the next giant camp. Break the place up and grab the first of the stolen supply crates. Unlock the chest to get your loot and have a nap on the nice bear skin rug.

Okay, this is no time for sleeping! There is still a lot left to do. Around the next corner is another shrine and rune post, and down the stairs is a big group of giants, trolls and wolves in a big amphitheatre. Do not use this shrine. This theatre is the entry point to the end fight, save the shrine for the final battle. Move further in, hang a right up into the camp of the next giant general. He has some trolls and giants hangin out with him. Grab the second shard, the supply crates, break some barrels and get some loot. Move on down the path and eliminate the trollish patrol next to the alcove with the rune pillar. After the fight light the third pillar and keep on moving. A pair of sleeping giants are an easy target, after rudely awakening them, steal their loot, break some barrels, grab some supplies and move south. Through the troll and minotaur shaman is a pack of kobolds guarding another stolen supply cache. Then is another cave which houses a possible named and a shrine. Once that is clear, use the shrine if you’d like. The next fight is a little tough.

Okay, now to head in to Pious, the fire giant Necromancer. The goal here is to prevent him from getting his arcane blackbones into the fight, especially if you have a lower level party. They cast cloudkill, and that will automatically kill anyone level 5 or lower if they do not have poison protection. So here is the trick. Have the whole party charge up the hill, tanks first and form a bodyline between Pious and the shrine. Now, to make conquest easier to get, and make this fight a little more difficult, let Pious move up the hill a short ways, until a line of archers pops up behind him. Once that happens, hold your ground and do not let him pass! When he becomes active give him a sound beating, then polish off the archers and any remaining skeletons.

Grab the third shard and some loot, then have someone with a decent intelligence score use the rune to summon a few fire mephits. You are now done here, head back to the camp that held the sleeping giants. This time take a left and head further back into the ruins. Deal with the mionotaur duo that is patrolling, and then the troll with his wolves by some supplies. Then take a deep breath, set up any crowd control spells you like, and knock on Helos’… well he doesn’t have door, so knock on his face with an arrow. Or charge. Whatever works for ya. Grab the last shard and light the last rune pillar. Don’t head back the way you came though, circle up a bit further and take out the last camp of bad guys, grab the last supply crates from the small overpass, then head back to the shrine you saved, next to the amphitheatre. Buff up and shrine up, then head to the stage. Use the giant stone face to open the portal and hop on through.

Okay, for the last fight there are a few options. If you have some serious fire power you can set up a melee wall across the front of the cave and have the casters stand down the hall a bit. Pull all the giants up, take out the little guys, and then unleash your fury upon the big guy. If you are a bit worried that your damage output isn’t going to bypass his reductions and keep up with his regeneration, then here is the next most common method. First, clear out the four giant guards. Then, have someone cart the big guy around while the rest of the party heads up to the back room on the right containing the earth elemental. Have your shard holder open the force field, and beat up the earth elemental. This gets rid of his damage reduction, but he still has his regeneration. Still, this may be enough for you to take him out. If you are still unsure, then hit the fire mephit room across the way. Once they are dead he will be without his regeneration, and the kill should be much easier.

After defeating the giant, you will still need to take out the final mephits for your conquest bonus. Then just head back to the outpost. Turn in the supply crates to Corporal Delvascon and then speak to Commander Agrimar to complete the quest. Yay!

End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:27 AM
Stromvauld’s Mine

Quest Giver: Laird Stromvauld in the Anvilfire Inn (House Deneith)
Level: 8 Party
Patron: House Kundarak (5/10/15)
Length: long
Entry Point: through the quest giver
Prereqs: none
Recommended Party: standard, str lever
Base Experience: 2,752
Quest Info:
--Creatures: rust monsters, scorpions, earth elementals, drow, fire elementals
--Traps: air, lightning, fire

Walkthrough:

The first hall contains several rust monsters, so strip down nekkid and grab your greatclubs! They really hit hard though, so say goodbye to your good armor. Boo!

Okay, head east to the first door. Clear out the hall as you move in and head on in. The first halls contain rusties, scorps and a strength lever leading to a bonus chest. Opening the chest will activate the earth elementals. Pull the lever down the center hall to open the gate north. Now you are heading into the drow tunnels.

From here on out it is fighting mostly drow with a few scorpions. This room has a couple of traps to deal with while archers shoot at you from above. Clear it out and search the area for the remains of the missing engineers. Backspace is your best friend in this dungeon. Search everywhere you go extremely thoroughly. Then go through it once more and be sure you didn’t miss a body. Now continue on through the gates. Kill and search, search and kill. Every step you take be sure you have looked for bodies. Pass the shrine and come up on a ledge between two fires, looking down on a drow mining operation. Moving further in will trigger the flames to burst into life, two very mean fire elementals.

Deal with this mess, and with the drow below. Be careful, one of those drows is a powerful caster. Once the area is clear then search it for bodies before continuing down. Search the mine shaft for bodies, and notice the shrine here. If you need a retreat and reprieve, here it is.

Head into the main mining area below. There are drow everywhere. Move as best you can, dealing with archers while you head down and clear out the mine. There is a locked chest at the top of one of the ledges as well. Search the whole mine for bodies before continuing down into the last chambers.

Clear out the final chambers and free the dwarf. Search the last area here for the last bodies. Okay, you should be done, but somewhere a long the line you missed one friggin dead body. Have the whole party split up and search through the whole mine all the way back to the beginning and find it.

Fifteen minutes later…. Found it! Yay! Now finish out and get your end reward.

End Reward: standard loot options.

Lost_Leader
12-11-2007, 05:33 AM
The Temple Outpost: Captives of the Cult
(Cult of the Six part 1/6)

Quest Giver: Bruku, Elder of Grey Moon, but first get the quest from Grust.
Level: 8 Party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: Upper Sorrowdusk Isle, The Temple Outpost
Prereqs: Must have completed the Greymoon Waning series to qualify for The Cult of the Six Series. You can assist an ally on the quest.
Recommended Party: standard
Base Experience: 1,426
Quest Info:
--Creatures: humans, trolls, slimes, wights, wraiths
--Traps: poison

Walkthrough:

A large square Temple, with secret doors along the outer walls. Many of the secret doors have a chance at a chest, but many groups opt against these optionals in order to complete quickly. Travel the main hall until you find the jailor. Retrieve his key and release the captives to complete.

Head out and Advance with Bruku in the upper camp.
End Reward: none

Lost_Leader
12-11-2007, 05:35 AM
The Temple Outpost: The Libram of the Six
(Cult of the Six part 2/6)

Quest Giver: Bruku, Elder of Grey Moon, Upper Sorrowdusk Isle
Level: 8 Party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: Upper Sorrowdusk Isle, the Temple Outpost, same place as part 1
Prereqs: must have completed part 1 to advance, though you can assist an ally on the quest
Recommended Party: standard
Base Experience: 1,732
Quest Info:
--Creatures: spectre, wight, wraith, slime, troll, human
--Traps: poison

Walkthrough:

Enter back into the Temple Outpost, the same building you were just in. Work you way around to the other side, where you can get into the center portion of the Temple. Here is the Libram and its guardians. Destroy the Guardians and grab the Libram. Return to Bruku to advance.

End Reward: none

Lost_Leader
12-11-2007, 05:39 AM
Tharashk Arena
(Vault of Night part 1/6)

Quest Giver: Barrow d’Kundarak behind the House Kundarak Bank, then advance it with Marek the Halfling in the Ever Full Flagon
Level: 8 Party
Patron: House Kundarak (5/10/15)
Length: long
Entry Point: Inside the Ever Full Flagon
Prereqs: none
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: hobgoblins, trolls, minotaurs, ogres, kobolds, air mephits
--Traps: none

Walkthrough:

This is the first of the Vault of Night series, the prequel quest to flag for the Red Dragon, Velah raid.

Enter the Tharashk area, and work your way down the halls. Speak to the drow elf to learn about the rules of the arena. It might be wise to watch your tongue, that guy is mean. If you want, bribe him for the password to avoid a fight. Continue down into the spectator stands, and work your way into the back halls. Find the key to one of the ready rooms, by taking a right at the intersection. Then head to the far side where the trolls are in the ready room. Take out the trolls to take their place in the arena. Talk to the kobold to get into the arena and get the show started. Defeat all the gladiators, then defeat their champion. Watch out for that club though, it will make you dance. Literally.

After winning, grab the Axe, The Oath of Droam. Take it to Dirge in the area where the champion came out of. You may need the key from Grotz to get through, if you don’t have a lockpicker.

Talk to Marek the halfling to advance the quest.

End Reward: none

Lost_Leader
12-11-2007, 05:43 AM
Thrall of the Necromancer
(Delera’s Tomb part 5/5)

Quest Giver: Hargo Kimmare in Delara’s Graveyard, you must bluff him with a score of 3 bluff, or bribe him, to get the quest. Bluff him, then go speak with Delera's shade in the same entrance as Delera's part 3. This is considered a quest (return to Delera's, which you get favor for.)
Level: 8 Party
Patron: House Jorasco (6/12/18)
Length: long
Entry Point: Behind Hargo Kimmare
Prereqs: must have completed the first trio of the Delera’s quests to log this quest, though you can enter to assist an ally.
Recommended Party: Standard, rogue is very helpful
Base Experience:
Quest Info:
--Creatures: skeletons, wights, oozes, slimes, ghouls, specters, wraiths, human necromancer
--Traps: fire, poison, cold, spikes

Walkthrough:

Once you manage to get the quest logged, head on in. Be careful down the first hallway for the fire trap. (It used to be a single burst fire trap, but not it repeats and has a trap box) Continue through and clear the large entry chamber. The second lever on the left when you enter is the correct lever for the door above. If you are going for conquest you will want to pull two additional levers.

Clear the top of the stairs and head further in. Beware the middle of the hall, go around the side pillar. There is a poison trap in the middle that is not disable-able. Head down the hall, but be careful of the ice trap jets. Disable them with a box by the narrowed tunnel. That portion of the hall is also trapped by poison, with the box on the opposite side of them.

Move in to the next room, clearing it out. Step on the pressure plates to open the side doors. Head left first, towards the shrine. There is a spike trap in the large room, and a fire dart trap down the hall. Both have trap boxes. Clear the shrine and the pull the bottom lever. Save the shrine if you can and head up the other direction. Begin clearing the other side. At the door with three levers, choose the lever nearest the door. The others will just get you shot in the head. Be careful because the doors shut behind you.

Continue clearing to the room where the floor falls out into a pit of slimes. Kill those too for conquest. Climb up and finish off the last room, be prepared for it to close up tight behind you.

Now just head back to the main room and go up the middle, clearing out new spawn. Buff up before pulling the lever. Lighting resist is a big one, to help mitigate the damage from chain lightning. Attack the necromancers first, and the rest will drop. 2 of the 3 end chests are locked.

Head back up to speak to the ghost of Delara for your Semi-static end reward.

End Reward: Semi-Static loot list.

Lost_Leader
12-11-2007, 05:45 AM
Tomb of the Shadow Guard

Quest Giver: Bragdii Wyvernborne in the Necropolis
Level: 8 Party
Patron: The Silver Flame (5/10/15)
Length: long
Entry Point: necropolis eastern crypt, northern tomb
Prereqs: none
Recommended Party: Standard, cleric with Deathward is necessary
Base Experience: 3,160
Quest Info:
--Creatures: phase spiders, shadows, umbral worgs, umbral gargoyles, spectres
--Traps: spikes

Walkthrough:

Main thing in this quest is to be sure everyone has water breathing, there are some very long swims. Pretty much, 60% of the quest is swimming through submerged corridors.

The quest is completely linear with only one optional path. There is one point where you drop down and have a choice of going right or left into submerged corridors. Right will continue quest, left will take you to an optional chest, after a very long swim.

If you kill as you go, you will definitely get all the named and complete the quest when you get to the end.

One of the named in this quest likes to use a solid fog and cloudkill combo, so be prepared for it.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:48 AM
Tomb of the Shadow King

Quest Giver: Samir Sirka in the Necropolis
Level: 8 Party
Patron: The Silver Flame (5/10/15)
Length: long
Entry Point: necropolis eastern crypt, eastern tomb
Prereqs: none
Recommended Party: standard, cleric with deathward
Base Experience: 3,568
Quest Info:
--Creatures: Invisible Stalker, Phase Spider, Shadow, Umbral Gargoyle, Umbral Worg, mummy
--Traps: none

Walkthrough:

Undead in the holy lights of the tombs are cursed, so use the light of the flames to fight before extinguishing them. First, work your way around the outer diamond, extinguishing lights as you go, get the outer wings as you reach them.

Then get the lights on the inner diamond, and finally get the one in the middle. This will wake the mummy in the beginning. The mummy is invincible until you get him to the holy chamber on the opposite side. The chamber will only open when you lead the mummy to the door. Leave people in the center chamber to work the gates, and send a couple to go get the mummy and lead it across the dungeon to the opposite side. Get it inside the light chamber, have two people climb up to operate the light levers. Once the lights are on the mummy is vulnerable.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:50 AM
Tomb of the Shadow Knight

Quest Giver: Gunther Gloomtender in the Necropolis
Level: 8 Party
Patron: The Silver Flame (5/10/15)
Length: long
Entry Point: Eastern Crypt, southern tomb
Prereqs: none
Recommended Party: standard, cleric and deathward are necessary
Base Experience: 3,160
Quest Info:
--Creatures: umbral gargoyles, shadows, phase spiders, wraiths, mummy
--Traps: all types

Walkthrough:

A cleric and lockpicker are necessary here, rogue is better than knock, since there are many traps. Drop down to the beginning where the mummy lies at rest. Your job is to light the 4 altars which will wake the mummy, who you then take out.

Working your way around the tomb is tough without deathward. It blocks the constant strength damage of the shadows. The Tomb itself is easy to recognize the pattern. It is a symmetrical square, with an altar in each of the 4 corridors. Work your way through methodically and use magic as necessary, there is a shrine at each altar.

Note: There is one wing that has caused a few players trouble in the past. They reach a gate with no lever, and no way to open it. Searching around the walls does not reveal a way to open the gates. If you are here and having this problem, don’t worry, things are looking up. Literally. Look up. There is a lever on the ceiling hidden in some cobwebs. You can use a range weapon to open the gates.

Defeating the mummy will complete the quest.
End Reward: standard loot reward

Lost_Leader
12-11-2007, 05:51 AM
Tomb of the Shadow Lord

Quest Giver: Xaeon Penthrax in the Necropolis
Level: 8 Party
Patron: The Silver Flame (5/10/15)
Length: long
Entry Point: Eastern Crypt, eastern tomb
Prereqs: none
Recommended Party: standard, cleric with deathward, party must split into two groups and be strong enough to handle it
Base Experience: 2,548
Quest Info:
--Creatures: phase spiders, shadows, umbral gargoyles, umbral worgs
--Traps: none

Walkthrough:

There are several places through this quest where the party needs to split into separate groups. Usually it is simultaneously pulled levers, so voice chat is very helpful.

Both parties will need to be able to hold their own, so plan the group with this in mind.

Once the groups split, the quest remains linear and they will meet back up, only to split again shortly after, and again after that. Be sure to keep deathward on, to protect from the negative energy effects.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:53 AM
The Xorian Cipher

Quest Giver: Gatekeeper Chulkash above the Garden of Respite
Level: 8 Party
Patron: House Jorasco (7/14/21)
Length: long
Entry Point: The Altar at the end of The Path to Madness
Prereqs: The Path to Madness
Recommended Party: standard, there are 24 int, 20 wis and 24 cha runes optional, in this quest. A rogue is necessary for the traps.
Base Experience: 4,520
Quest Info:
--Creatures: skeletons, tharaak hounds, drow, scorrow, scorpion, named icebone skeletons
--Traps: Xoriat Balls or ‘Rhoombas’, spikes, force, blades

Walkthrough:

A common loot run, adventurers will run this quest multiple times to try to get the coveted Planar Gird, Chaosguardes and Reaver Rings. The runes are not necessary, but they do make life easier by blocking out the Xoriat balls. Deathward is very helpful to block some of the worst effects of the rhoombas, and protection form cold and resistance to cold can help mitigate if you get hit with a polar ray from a ball.

The runes are Charisma, Intelligence and Wisdom. The DC's vary throughout the quest from 19-23, but a score of 23 will get any of the respective runes.

The treasure room is behind the secret door in the library, the keys to two of the rooms, iron and gold, are in the side wings of the halls that have a pressure plates. The Reaver Ring drops from the Iron chest.

Step on the four pressure plates, two in each hall, to open the force barriers. The group on the left has to complete the floor puzzle to open the gates to the following hallways, and to the shrine. Both runes must be lit. There is an Intelligence rune on this side. The group to the right just needs to live while the other group does the puzzle. The wisdom run to turn off the orbs is behind the barrier to the north.

Once the puzzle is down, it will spawn the three brothers. They are frostbone skeletons (used to be spectres). After they are defeated there is a shrine to the north if you need it, then head east.

The hallway is full of traps, use caution. The door to the left, hug the left wall and everyone move together, the floor will break out. If everyone stays to the left side of the room and moves together, then all will be able to get the chest on the opposite wall.

After getting your loot, drop to the bottom, defeat the scorpion, and retrieve the green key. Now is a good time to go back to the treasure room and open all three little rooms. All the chests are trapped, two of them have two trap boxes. The Gird and Chaosgardes can drop in the green chest.

(At this point, many groups will simply recall out and wash/rinse/repeat. It is not necessary to complete the quest if you are just loot running.)


If you are completing the quest:

Now head back out towards where you got the green key, head down the hall that you haven’t been through yet. Follow that area to the end. Behind the closed door is the final fight, be sure you are buffed and ready, include fire and acid in your preparations. The final room includes several Thraak Hounds, Drow Elven priests, Scorrows as well as undead that will jump you from behind. The Hound of Madness is also in there, a red named Thraak Hound with a mean regeneration rate. When the hound dies, it stops the xoriat balls in the end room.

End Reward: standard loot choice.

Lost_Leader
12-11-2007, 05:59 AM
The Church and the Cult

Quest Giver: Inquisitor Lightbringer, above the Golden Wing Inn
Level: 9 Party
Patron: The Silver Flame (5/10/15)
Length: long
Entry Point: South of Inquisitor Lightbringer, The Temple of Vol
Prereqs: none
Recommended Party: Rogue, caster, caster, cleric, melee (tank preferred), extra
Base Experience: 1,779
Quest Info:
--Creatures: wights, skeletons, zombies, elf, human, winterwolf, fire mephit, ice mephit, blackbone skeleton, spectre, black wolf, red-name vampire
--Traps: ice, fire, blade, spike, sonic, force

Walkthrough:

Walk in, talk to the dude in front to open the side passage. Quickly kill the arcane skellie who pops up from the ground. Then quickly go through the door and drop the necro. (web seems to work well on both those chumps).

Spot the secret door and head into the actual temple. Rogue will need to disarm a spike trap on the entry way to the central hall. Also, a secret door hides a shrine, open it to take out guards, and to leave the shrine open incase of emergency. Don't use this shrine yet.

Clear out the main hallway of all the casters. Some will cast PK on you, so I recommend wearing deathblock gear or cast deathward.

After clearing the main hall, examine the book on the altar to open the side passages. One side opens and seems very cold, another is stifling heat. Enter the hot side first, letting the rogue lead the way. There are many traps, 2 of em right off the bat on entering.

I would forgo breaking sarcophagi, they release undead that you really don't need to deal with.

Work your way down to a wooden double door. (it is down a short staircase, behind a central pillar with a fire trap on it. Stop here and fire protect the group. (haste is nice too) Open the door and take out the mephits, light the rune at the back of the room, then head back up to the central chamber.

Now on to the ice side. Once again there are many casters who will try to PK you from time to time, so deathblock can be nice down this side. There are traps here as well, but they seem to start further down the hall. A few ice wolves with a frost breath weapon. Fight down the hall until you get to the wooden double doors. Have the rogue disarm the trap box outside to get rid of the central blade trap. Resist/Protect cold on everyone to prevent damage from the ice geysers. Enter and clear the mephits without getting near the outer walls. The outer walls have blade traps, 2 boxes to disarm them, one on either side of the room. Light the rune and kill the skellies that spawn.

There is a secret door behind one of the ice curtains, have this opened and head in. Rest up, dodge the ice fountains and head back up to central hall. (If someone has power, can have them rest last and ice protect everyone for the short run through room, but it isnt usually necessary.)

Approaching the central door in main room, it will open. Deal with the caster, skellies and wraiths on the way down, also a few traps, so be careful. Once ya get all the way through and have only the big metal grate between you and the vamp, take stock. Couple of options here. If power is good, I would say go ahead and go for it, if not, can have everyone meet in beginning shrine (the one you left till now) buff up, refill power, then run down together.

Buffs you need to cast are deathward, resist fire, pro fire and pro evil. He likes to flamestrike, slay living, and he has a domination spell that the pro evil helps to protect against.

Head in and split up and surround him, letting the tank and rogue engage in melee. Stay seperated so his flamestrike can only hit one at a time. Casters unload magic missiles, firewall, your favorite damage spells. If two clerics, set one cleric as offense and one as healer. Offense cleric should unload searing light and cure spells at the vamp (some like to use smite evil, but I found it didn’t do as much dmg for the power cost) Cure spells hurt him, but he usually saves for half dmg.

A short way into the fight he will phase out and summon a pack of wolves. Have the melees deal with the wolves, keeping them off the casters so that the trips dont waste spell points. Casters, as soon as he reappears continue to barrage him with damage, he will regenerate quickly, so you have to keep the damage constant. He will continue to phase in and out, just start kickin his butt as soon as he reappears.

Throughout all this, he will be casting blindness and dominate, so clerics need to be ready with blind remove and dispel magic.

Also, try dispelling the vampire, this helps make him easier for the melees to hit him.

Specific Loot:
Fragment of the Silver Flame - constant pro evil trinket
Silver Longbow - +2 Holy Longbow with high crit range and silver Damage Reduction
Blood Plate - +2 Deathblock Fullplate
Cloak of Shadows - +7 to Hide and Move Silent +2 Protection

End Reward: Standard loot choices

Lost_Leader
12-11-2007, 06:01 AM
Entering the Gate Chamber
(The Abandoned Excavation A.K.A. South part 2/3)

Quest Giver: Sal Danek, though you actually speak to Zaveera Halfspear to get this quest, she is by the central or southern dig site
Level: 9 Party
Patron: House Phiarlan (5/10/15)
Length: medium
Entry Point: Southern (central) Dig Site in the Threnal Ruins
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: Must have completed the first part of the series to be able to advance, though you can still enter to assist an ally.
Recommended Party: standard. Rogue or Knock is a must. Rogue preferred.
Base Experience:
Quest Info:
--Creatures: rust monster, thraak hound, slime, beholder, gargoyle, spider, ice flenser, flesh render, fire reaver, earth elemental, iron golem
--Traps: fire, force, spikes

Walkthrough:

Head back down to where you picked up the black moon scroll, you do not need to stop for the cave beholder this time. Head through the gate.

Clear out the halls, beware the beholder behind one of the doors. When you pull the lever at the end of the hall it will spawn several mephits, be prepared.

There is a secret door with a chest next to where the Iron golem charges you.

Be careful when entering the next room, there will be fire reavers above you on the catwalks. If you avoid using the ladders to get in and out of the water, you will avoid spawning a couple extra earth elementals.

Work your way up top and clear out the catwalks, pulling the levers will open the doorway up top. Be sure to move in together because the door will shut behind you. At the end of the trapped hall is a mean Elder Beholder. Take him out and retrieve the key. This key unlocks the door back by the Iron Golem. Head through and work your way over the bridge to speak to the man with a striking resemblance to Coyle. The quest will automatically advance when you head into the next part.

End Reward: none

Lost_Leader
12-11-2007, 06:04 AM
The Fane of the Six: Cleansing the Temple
(Cult of the Six part 3/6)

Quest Giver: Bruku, Elder of Grey Moon
Level: 9 Party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: Temple of the Six, front door, top of Sorrowdusk
Prereqs: Must have completed previous 2 parts of Co6 to advance, though you can enter to assist an ally.
Recommended Party: standard
Base Experience: 1,936
Quest Info:
--Creatures: human cultists, gargoyles, spiders
--Traps: none

Walkthrough:

Enter into the temple from the front doorway. You can skip the side tunnels and just head straight in, though the second hall on the right will sometimes have a named spider and a chest.

As you cross the bridge, stop and look to the right. You will see an altar sitting in the middle of the room. If you have ranged weapons, you can destroy the altar from a distance, avoiding the gargoyle fight there later.

Head down the hallway, the next altar is on your left, on an inactive floor puzzle. Pass the shrine, use it if you need, and continue in. Take a left and the intersection, there is another altar on another inactive floor puzzle tile down the left hallway. There is also a lever which will open up a portcullis up to the rear entance. Run straight up the side tunnel towards the rear entrance, but do not leave yet, You are not done. Moving up here will mark off the ‘find the rear entrance’ objective. Head back up to the main hall and continue on. Destroy the last two altars on the way (if you didn’t range the first one, then head up the stairs to the last altar, fight off the gargoyles.) When complete you can finish out and head back to Bruku to advance.
End Reward: none

Lost_Leader
12-11-2007, 06:06 AM
The Fane of the Six: Fall of the Prelate
(Cult of the Six part 4/6)

Quest Giver: Bruku, Elder of Grey Moon
Level: 9 Party
Patron: House Deneith (4/8/12)
Length: long
Entry Point: Temple of the Six, back door, top of sorrowdusk
Prereqs: Must have completed previous 3 parts of Co6 to advance, though you can enter to assist an ally
Recommended Party: standard
Base Experience: 2,044
Quest Info:
--Creatures: human cultists, fire mephits, spiders, wights, gargoyles
--Traps: none

Walkthrough:

This time enter through the back door of the temple, the one you opened at the end of the last part.

Head straight in, clearing out cultists, and complete the floor puzzle. Then turn and head back into the temple. At the crossroads take a right. Clear out the cultists near the shrine, and then swing in and complete the small floor puzzle. This will lock down a portcullis and release some fire mephits.

Note: you can avoid this fight by leaving the puzzle piece closest to the entrance for last. As soon as you turn the last piece, hop out of the room. The door slams shut after you slip out, locking in the mephits.

Now head up the hallway from the shrine, up to the bridge. Hop down off the bridge and move down the stairs, go on through the large, now open, doorway. The first room on the right has spiders and a lever to open the next hall.

Tip: The Fane of the Six: Fall of the Prelate has a preq of a high STR char (18 I think) to bash down the doors to the levers (spider/undead rooms). (Thanks to Pizzandew for this tip.)

Then the door on the left has gargoyles, a secret room in back and a chest, the one on the left has wights and a lever to open the way into the final hall. The hallway left is closed, that is the exit way, for after you defeat the prelate. Move further in, drop the prelate. Hit the lever up top to open the exit path. Grab the loot in the back before leaving. The exit route is filled with fire mephits.

Note: You can haste up one person, who can sprint to the exit and finish the quest. He can then recall out before the mephits reach him, if he is quick enough. The rest of the party just sits safe and recalls when the quest is complete.

Head back to Bruku to advance.
End Reward: none

Lost_Leader
12-11-2007, 06:08 AM
Gateway to Khyber
(Vault of Night part 3a/6)

Quest Giver: Barrow d’Kundarak is bestower of VoN series, this has been updated by Marek the halfling in the Everfull Flagon, and the update again with Chactidae Falacnuma by the wagon at the base of the House K bank
Level: 9 Party
Patron: House Kundarak (3/6/9)
Length: short
Entry Point: Cart at the base of House K bank
Prereqs: must have completed VoN 1-2 to advance this quest, though you can enter to assist an ally on the quest.
Recommended Party: standard, int run 14 is necessary to complete quest VoN 3b
Base Experience:
Quest Info:
--Creatures: trolls
--Traps: none

Walkthrough:

Simply make your way through the trollish army, defeating the four soothsayers holding the protections over the entry into the caves. There is a shrine you can use before entering the main quest.
End Reward: none

Lost_Leader
12-11-2007, 06:11 AM
Haywire Foundry
(Vault of Night part 4/6)

Quest Giver: Barrow d’Kundarak is bestower of VoN series, this has been updated by Marek the halfling in the Everfull Flagon, and the update again with Husk Apparatus Collector in front of the Ever Full Flagon.
Level: 9 Party
Patron: House Kundarak (6/12/18)
Length: long
Entry Point: in the door behind Husk
Prereqs: must have completed VoN 1-3 to advance this quest, though you can enter to assist an ally on the quest.
Recommended Party: standard
Base Experience:
Quest Info:
Creatures: adamantine defender, mithril defender, warforged, slime, arcane ooze
Traps: fire, spike, blade, acid, poison, pits

Walkthrough:

This walk through will go through the quest on a slightly more thorough basis than most players currently experience. It is possible to send solo runners to the two side levers and mitigate much of this dungeon.

Before you get moving, many of the warforged in this dungeon will cast magic missiles. Shield or Night Shield is a great defense in here.

Okay, enter in through the lava tunnel. Pull the lever, talk to the warforge, get into the foundry. At the crossroads BE SURE TO SPEAK TO THE STONE FACE. You will not be able to complete the quest if you do not do this simple step. Now pick a direction. Either one will do.

We will start with the right side passage. Watch out for dropping floors. Stay to the right wall as you move through. The first drop can be avoided with a trap smith, the second cannot be avoided, so stay to the right so that you fall onto the pipes and can walk across. Optional: There is a chest about halfway down this huge pit. If instead you drop down the left hand side, halfway down is a tunnel leading in to a room with a chest. Once down there you need to travel through some acid traps and hop some pipes to get back up. Most groups will skip this because of the time involved.

Okay, head further up the hall and break through the doorway. Open the lever to the shrine room once you have a lull in the fighting.

On the far side of the room is a ramp leading up to the catwalks. There is a large area spike trap in front of the ramp, the box is back underneath the ramp. Head up onto the bridge, but be ready for the fire jets. They are turned off by several valves. Working your way across the catwalks, picking off warforged casters as you go, you will eventually reach the top with a lever in a small alcove. The alcove is heavily trapped, and whoever pulls that thing is going to be a pincushion if you do not have a rogue with you. There are two boxes that must be disarmed. The first is obvious, the second is out round a narrow ledge to the side.

Once done head on back down to the main crossroads and head up the other direction. Send the rogue first to disarm the three boxes up the pillar for the blade traps. At the top break through the door, clear the area and open the door to the shrine room. You are now on the opposite side from the room you just pulled the first lever. Okay, back out into the new side, clear it out, work your way up the stairs and across the upper level. You will reach the lever at the end. This one is now trapped, but it will cause a freak power surge that will lower all the security fields. Insane warforged will come charging out to try and eat you.

Fight back down to the main hall, the gate is now open for you to go forward. Fight through, choosing a side to work around, they both lead to the same place. When you reach the other side, search out the secret door for an extra shrine, but be careful of the trp at the entrance. The 2 boxes are inside behind the shrine. It is use it or lose it, unless you leave someone out here to let people back through the gate you are about to go through.

Heading through the gate you will reach a complex rune puzzle. 3 central wheels and 3 outer wheels. First thing to take note of is the rune the central wheel is on, second thing is to notice the rune marked on the inside of the central pillars, behind the grate. That rune is an upside down ‘U’, often called the ‘elephant’. Okay, first step is to unlock one of the central run wheels by moving the adjacent outer wheels to match the rune currently on the inner wheel. Once that is done, the inner wheel will unlock and you can move it to be on the ‘elephant’ rune. Once you start hitting the wheels, slime will start plopping down all around you. Have your companions keep you clean of slime. Repeat this process with the other two inner wheels to get the key in the center chest.

Open the door to the next chamber. You need to defeat the foundry’s metal guardians, several iron golems, mithril defenders and one really mean iron golem. Once they are dealt with you can get the key to the portcullis that blocks a lever to initiate the self destruct. Don’t pull that just yet.

First buff up. If you have them available you will want Jump, resist fire, haste, resist acid, neutralize poison. Those buffs are listed in the order of importance. Once buffed up, hit the lever and begin the mad dash. First you have to jump up a series of broken pipes and bridges, then its just run through acid and poison trap, breaking floors and fire spouts. When you reach the blast doors hold up for the party to catch up to you. Once everyone is there, or you are running out of time, head through. Move through the hall to the closed up drawbridge. Hug the left wall before the fire spout of the exploding foundry hits you, and fight off the fire elementals.

The drawbridge lowers, go talk to haywire and grab the lightning rod to complete the quest.

Now go speak to Marek the halfling to advance the quest.
End Reward: none

Lost_Leader
12-11-2007, 06:14 AM
The Jungle of Khyber
(Vault of Night part 3b/6)

Quest Giver: Barrow d’Kundarak is bestower of VoN series, this has been updated by Marek the halfling in the Everfull Flagon, and the update again with Chactidae Falacnuma by the wagon at the base of the House K bank. This will take you into Vault of night 3a, at the end of which is the Jungle of Khyber, this quest, 3b
Level: 9 Party
Patron: House Kundarak (9/18/27)
Length: very long
Entry Point: Inside VoN 3a, the Gateway to Khyber
Prereqs: must have completed VoN 1-2 to advance this quest, though you can enter to assist an ally on the quest.
Recommended Party: standard, int run 14 is necessary to complete quest VoN 3b
Base Experience:
Quest Info:
--Creatures: drow, scorpions, scorrow, trolls, beholders, iron golem, re-named Marut
--Traps: force, sonic, lightning

Walkthrough:

This is a great experience and favor quest, as well as being part of the series to flag for Velah. This walkthrough will be a thorough run for a group looking for the full conquest bonus. Before going any farther, be sure you have someone who has a 14 intelligence for the runes. It is absolutely necessary to complete the quest.

Okay, to start off with, buffs. The drow casters in here will rotate between fireball, orb lightning, icestorm and magic missiles. The prophets will use inflict wounds and searing light. Set up defenses as you feel is necessary to deal with this.

Now head in, hug the right wall and go up the ramp. There is a named and two little drow casters, defeat them for the chest. Now hop down and clear out the scorrow and all the scorpions.

Haste and have everybody lean into the door, ready to bolt in. Have the rogue stay back and pull the lever, as soon as that door opens, if everyone goes full speed into the next room, they will get in before the nasty force trap goes off.

While the group clears out the badguys, the rogue can slip through and disarm both trap boxes. If the named is there, wait for the rogue to disarm the trap on the chest. Move further in and kill the scorrow and drow.

The closed door houses the trollish ambassadors. If the named is there, have the rogue disarm the lightning trap before opening the chest. Be sure to break the barrels.

The lever in the next room will close the door behind you, spawn a room full of scorpions, and let a scorrow priest in, as well as allow a drow caster from above slam the doorway with spells. Open the door when you are ready for a fight, then back up out of range of the drow caster. Clear the room, then move out to deal with the drow above and the scorrow in the hallway below.

There is a shrine above a msall rock wall at the farside of the room. Continue on when ready, approach the door to trigger the earth elementals. Once they are defeated, a wave of drow will flood the hallway, casting spells and firing arrows. Onec they are cleared out, head further in. Have the rogue disarm the trap on the next door.

In the next hall is a scorrow rogue sneeking around, and three drow to your left guarding a chest. Clear them out, pop the chest and kill the scorpions that come out to visit. Head further up the hall, breaking barrels, when you approach the defensive drow line of archers and shaman, a stealthy group of drow will jump you from behind.

Clear them out and continue down the hall, killing drow as you go. When you reach the Marut devastated hallway, get ready for a big drow fight. The next hallway is a large drow camp, with many casters and priests. After dealing with it, go right to a room filled with archers and a chest. Then head out the other way. Taking out drow as you go, at the crossroads take a left, this will lead to another small drow party. Another little group of them sits in a dead end hall further left. Now circle around. There will be a hole in the ground in the alcove to your left. Inside is a room filled with drow casters and priests, get ready for them and hop down and kick some butt. Sometimes there is a named in here and an extra chest. Either way, break all the breakables to get ransack, and continue up the ladder and deeper into the tunnels.

Stay straight at the crossroads (a right turn will circle back the way you came) and move up to a fire with the last of the drow in the upper tunnels. Take them out and clear the archers from the shrine. Grab the key in the chest, save the shrine for a bit if you can.

The next hallway leads into the beholders’ domain. A huge hall filled with mushrooms, flanked by two overlooking ledges. It is recommended you leave a cleric well back from the party, out of the fight and out of sight of the beholders. If things go badly, little ghosts of fallen adventurers can run back to the cleric for a raise dead spell.

The first hall is a crossroads , the path splits three ways. Straight takes you into the bottom level of the main mushroom chamber, left and right each takes you up to the respective flanking overlooks.

There are three beholders that patrol the crossroads. Deal with them then head up left. The cleric can move up to the crossroads at this point. Check for the named beholder that sometimes lives on this overpass. If he is there then kill him, grab the chest, then circle back to the crossroads and up to the right side. There are two beholders up here, sometimes a third who is a named. Deal with them, grab the chest if it is there and get ready for more. Now drop down at the far end of the overpass, there is a beholder at a blue force door. Then turn around and hop up the mushrooms, take out the final three beholders patrolling the rest of the room and firing from mushrooms above.

Now search the room for the random location intelligence runes which are necessary to drop the force door. Head back and shrine, it is now ‘use it or lose it’.

Head out of the beholder halls and up to the cliff face overlooking an underground lake. If you want, there is an optional to the left. You must hop across some small ledges on the left wall up to a drow caster and his iron golem, the protect a chest. Then you can jump with featherfall to the right, over the cliff face and into the last defenses of the drow.

If you miss the jump or don’t have featherfall, there is a geyser that will launch you up and over the wall.

Do not use charm spells here, unless you need to slow down the fight. As you clear each room, another will open up, until you have taken out almost all of the defenses. Behind one door is a shrine, the next holds a chest, the last leads further in.

Before going further, back up the party into the shrine room. Set up a melee wall, with the ranged and casters in the shrine room. Now have one person head out and grab the attention of the 3 named bosses sitting in the next hall.

The beholder will get stuck and not follow, but the drow caster and the mean troll will follow. Use your shield wall and deal with them, the troll is red named but the drow is not, so use an instant kill spell if you want on the drow.

Once they are done, a good method for the big beholder is to stay out of his range and shoot him, or use damage over time spells and stand back.

When that is clear, buff up the melees with lightning and sonic resist, then shrine up and head out for the last fight. Grab your chest on the way.

Okay, do not head into Veil’s room yet. Set up the melee wall in the doorway, have the caster/range/cleric stand by the chest. Now send in someone to talk to Veil. After speakin to her, retreat to the party. The earth elementals will pop up and charge the melee line. After taking them out, have your puller run in and grab the Marut. Bring him back to the melee line, kick his butt. Remember that chaotic weapons will bypass his damage reduction. Not Adamantine. Chaos includes anarchic weapons as well.

No more chests, recall out when you are done and return to Marek the halfling to advance. Oh, and don’t head back towards the shrine, that whole hall is filled with earth elementals.
End Reward: none

Lost_Leader
12-11-2007, 06:16 AM
The Keeper’s Sanctuary
(Sequel to the Haunted Library)

Quest Giver: Archin Muriose in the Drowning Sorrows Tavern
Level: 9 Party
Patron: House Phiarlan (4/8/12)
Length: medium
Entry Point: Delara’s Graveyard, south of Delara’s Tomb
Prereqs: Must be flagged for having completed the Haunted Library atleast once, to get the quest, though can enter to assist allys.
Recommended Party: standard
Base Experience: 1,612
Quest Info:
--Creatures: zombie, ghoul, blackbones, thraak hounds, adamantine defender, spectre, iron golem, mummy, human
--Traps: acid, spike, blade, dart

Walkthrough:

Enter in and get ready for lots of undead. The foyer will slam shut around you, dart traps on the walls. Kill of the zombies and ghouls and head further in. Beware the bonfire n the middle, it bursts into a massive flame thrower if you get close.

A secret door north will get you to a lever to open the next hall. Watch out for cloudkills from the arcanes.

Don’t take the secret door to the east yet.

Head west, watch out for the dead body in the middle, get to close and you will be in for an unhappy surprise. Secret doors north and west, south is an empty room. Head north first, clear the room and grab the first required scroll: embalming.

Now head west. The room of columns is full of bad guys, go ahead and clear it out for easier navigation later. A secret door to the southwest contains an acid trapped chest guarded by Tharaak hounds.

Head to the open room on the north wall, pull the ‘K’ lever. This opens the door to the west. Head that direction. There is a secret door in the north of the shrine room. Open it up and go through. Pull the ‘N’ lever. Now head back to the column room. The south door is now open. Secret doors are to the east and west. The western door opens up to a room with an optional scroll guarded by a spike trap. The east opens up to ‘L’ lever guarded by a big metal dog.

Back through the column room to the north. At the end of the hall is a secret door. Defeat the mummy warden and retrieve the blue key.

Now head back to the flame thrower room and head east. Defeat the Pirestess at the top of the stairs. Pull the ‘H’ lever and pick up the note. Read it for a peek at things to come in later quests. That lever opened the door to the south. This room has two secret doors and a trapped wall. Secret door west leads to a shrine room, south is the backwards ‘F’ lever.

Back to the big room, the east door is locked but can be picked. Head down the hall for an optional. Watch out for the blade trap. Defeat the mummy for a chest.

The northern wall to the west is the blue key hall. Hold off on that one if you are doing the optional, head to the north door, now opened by the last lever you pulled. There is a secret door at the back of the book shelves. Grab the book at the back for another optional, be careful because it is trapped. Now head back to the blue doorway.

Head up the hall and be careful of the blade traps. Defeat mummy number one to get through to the big guy. As you hurt the big mummy, side doors will open to release more undead into the fight.

Once you are done, collect the last scroll to finish the quest.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 06:19 AM
The Library of Threnal
(The Eastern Excavation part 1/3)

Quest Giver: Sal Danek
Level: 9 Party
Patron: House Phiarlan (3/6/9)
Length: short
Entry Point: The eastern dig site in the Threnal Ruins.
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: none
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: spiders, oozes, fire and air mephits, trolls, ogres, fire reaver, rust monsters
--Traps: blades, sonic

Walkthrough:

Turn on your dm voice. It’s worth it.

Short and sweet, your job is to see whats goin on down in the ruins of the library. Head on in, take your first left. (If you continue straight there are a few dead ends and a shrine, and a bit of extra fighting.) Work your way down past the inert clay golems.

Ewww, rust monsters! Then past the trolls and ogres, disarm the traps in this hall, chase off (kill) the fire reaver.

Talk to Sal to advance.

End Reward: none

Lost_Leader
12-11-2007, 06:21 AM
The Missing Expedition
(The Abandoned Excavation A.K.A. South part 1/3)

Quest Giver: Sal Danek, and then speak to Zaveera by the southern dig site to advance
Level: 9 Party
Patron: House Phiarlan (4/8/12)
Length: medium
Entry Point: Southern (central) Dig Site in the Threnal Ruins
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: Must have completed both Western and Eastern Excavation quest lines to log the Abandoned Excavation, though you can still enter to assist an ally.
Recommended Party: standard. Rogue or Knock is a must. Rogue preferred.
Base Experience:
Quest Info:
--Creatures: rust monster, thraak hound, slime, beholder, gargoyle, spider, ice flenser, flesh render, fire reaver
--Traps: fire, force, spikes

Walkthrough:

Without a way to get through locked doors, this quest can become very arduous. Fair warning. Open the gate and take a right. This is the main cave passage. Head down this passage, follow its twists and turns, but don’t leave it until you reach your second right. You will need to head up the passage and defeat the cave beholder at this point to mark it off of required objectives. Once done, return to the main cave and continue. It will eventually force you to a sharp right turn and a drop into a lower cave. In this lower cave take a left at the first passage and follow this new cave until it takes you to another drop into the entrance of the ruins.

This door is locked, but can be picked. If you do not have a lock picker, you will need to search the upper caves until you find the chest containing the silver key. The chest has many random locations it can spawn in.

Heading in you will reach an intersection. Mind the grates on the floor, they are traps. Take a right, you may notice a secret door at the end of the hall. Do Not Open. Clear out the fights and pull the two levers in the back room. This will open the door back at the intersection and it will open the secret door. Do now walk near the secret door. Avoid it and walk back to the now open door at the intersection. The only exception to this is if you do not have a lock picker. In that unlucky scenario you will need to defeat the three ice flensers guarding the key for the lower door.

In the now open chamber you will see a row of many chests. They are an illusion to get you to charge without caution. The floor breaks out and drops you in a room with a flesh render. Dispatch it and clear out the hall. Pick the door at the end and retrieve the Black Moon Scroll from the corpses. Finish out and speak to Zaveera to advance the quest.

End Reward: none

Lost_Leader
12-11-2007, 06:23 AM
The Shadow Crypt

Quest Giver: The Herald in the Necropolis
Level: 9 Party
Patron: The Silver Flame (7/14/21)
Length: long
Entry Point: The Eastern Crypt in the Necropolis, center entrance
Prereqs: Must have completed the four Shadow Tomb quests to advance for end reward, though you can enter to assist an ally
Recommended Party: standard, deathward is necessary, firewall is very nice for last battle
Base Experience: 8,380
Quest Info:
--Creatures: phase spiders, umbral gargoyles, umbral worgs, shadows, wraiths, red-named vampire
--Traps: none

Walkthrough:

Be sure to bring in your necklace from The Bloody Crypt, or if you don’t have one yet, choose to support either the Silver Flame or the Emerald Claw and pick up a trinket from their representative. This altar will advance the trinket to step one, or the first necklace to step 2. Read the Bloody Crypt, Level 5, for more information.

The crypt is somewhat random, as far as the map goes, so this walkthrough will give you an idea of what to expect, and some of the more efficient ways to deal with it.

First off, upon inspecting the person dying on the floor by the shrine, you will trigger a battle. Be sure you have deathwards up to protect from the strength damage. Once the room is clear, get ready to start moving through the maze. Be sure to get your Death’s Door (3charge Dim Door clicky) from the gal on the floor.

Okay, the general layout of the crypt is that there are 5 ‘towers’. The central tower is the main entry. Above it is the ‘Lever Hall’ which leads up to the end areas.

Each of the other Towers is color coded. Each has three levels. There is a red, yellow, green and blue tower. Each level has a chest in it, which will contain one colored gear. You need to collect two gears of each color to advance through the lever room to the end. If you get all 3 of each color then you also get access to a special treasure room at the end, which can drop unique named loot.

Okay, now here is the tricky part. There are no ladders or stairs, and the hallways do not connect in any logical way. Each hallway will go to a set location, but going back through will not take you where you came from. And there are several possible maps, and the instance randomly chooses its map upon creation. So finding a map online will only give you one of the possible permutations.

The best way to get through is to choose a hall and use the same direction every time, grabbing gears as you go. If you hit a loop then choose a different direction. Another method that works well is the ‘back up’ method. Once you have gathered enough gears use a Death’s Door or dim door to get back to entry, then pick a hall and ‘back up’ over and over until you reach the lever room. If you hit a loop, try a different direction.

To quickly get to lever room: The lever room shows up as an ethereal milky white banner on one of the exits in one of the colored towers. The method works well - just pay due dillegence to not run in loops and explore different branches of 'backing' up from the 4 cardinal directions starting from the shrine, but it's important to check every exit for this banner before leaving the room! -thanks to forum poster Mistahnice for that tip!

Once you manage to get up top and through the lever room it is fairly straight forward. Defeat the wraith of Calla, then defeat the 4 shadow punks. Shrine up and head in for the last battle with the vamp. He likes to multiply himself in some funky real clone mirror image thingy, so firewall and other area of effect damage over time spells work great. His DR is roughly 15/Silver and under that he has 5/adamantine. So if you bypass the silver he will still show reduced numbers, but you will be hitting better. Transmuting is great for this fight.
End Reward: standard end reward.

Lost_Leader
12-11-2007, 06:29 AM
Bring me the Head of Ghola-Fan

Quest Giver: Mul-Tong in the Ogre Encampment on the Restless isles
Level: 10 Party
Patron: The Free Agents (6/12/18)
Length: very long
Entry Point: Ghola Fan’s Compound on the Restless Isles
Prereqs: Must have completed Hiding in Plain Sight (http://forums.ddo.com/showpost.php?p=1467910&postcount=162) to get onto the Restless Isles, or get Greater Teleported to the Restless Isles.
Recommended Party: Standard. Evasion types very handy in here
Base Experience: 3,900
Quest Info:
--Creatures: ogres, worgs, ogre magi, iron golems, wildmen, bugbears
--Traps: blades, darts, spikes

Walkthrough:

First off, this is one of the two quests necessary to get the sigil required for the Twilight Forge and the Warforged Titan Raid.


Map of the Restless Isles (http://lostguild.com/ddo/Pictures/restlessislesmap.jpg)

A note for the types with power bars: the first shrine is a long ways away, so be conservative.

So, heading in… start out by clearing the hallways as you go, until you reach the closed doors with to open slots for keystones. There is a stone at the end of either flanking hallway, so it’s just a matter of picking one and heading out.

We shall start this guide with the door to the east. Clear the hallway as you go until you reach a wooden floored room with a locked gate to the left. This room I have affectionately referred to as ‘The Gauntlet’ since my early days here. The halls are filled with traps that cannot be disarmed, so you must choose to do one of two things here. One, send only the evasion types ahead, to mitigate damage. Or two, which is to have the evasion types lead, but everyone follow, using the evasion types to trigger the traps so you can see where they are. It may not be a bad idea to leave behind someone who can raise dead if you go for option number two… just incase.

The first hall of ‘the gauntlet’ is whirling blades that alternate in a kitty corner style. They are avoidable if you can see where they will pop up. The second hall is a rune floored walkway. Jump on the right stones and you’re okay, the wrong one cause blades to slash through the hall. The key is on the wall behind you, match the runes right to left, so think backwards unless your first language is Arabic. The next hallway has a box at the end, run and jump onto it from as far away as you can, to avoid getting spiked, then jump across to the next. Fourth is a flaming dart trap, a high AC will get you through, or haste and run and jump to mitigate. Good time for Uncanny Dodge AC boost. Last is alternating blade traps, these things are mean and it’s a bit more difficult to see where the safe points are.

Now that you are through, you reach a closed door. Inside are a half dozen ogres, led by Taco the Killer. Inside is the keystone, and a chest containing the key to the gate that connects this side of the room to the beginning of the room. Unfortunately sneakin in isn’t going to be an option. You can try pulling them through the traps, or tackin them on, depending on what strategy you are feeling like today.

Now back to the other wing, which ends in a Ogre training room. Pulling the lever to o get to the chest containing the second keystone activate the ogres sparring partners… a trio of Iron Golems. Take them out, grab the keystone and continue through the main hallway.

There is a long, spiral ramp way heading down into the island, and a mysterious lever at the top. Two options here: first, pull that lever. It activates a blade trap that slices up everything on the ramp all the way down, including all those ogres. Then have the rogue drop to the very bottom and disarm the trap, since there is no other way to turn it off. The second way is not to turn on the trap, and just hack n slash your way down.

The lower hall opens up into a large room great for the enemy archers to shoot down on you from the upper level. Pull the things on your level out of enemy fire, and deal with them down the safe hall. Then either charge through, or range the enemy archers. Once through you find yourselves in a bad guy martial art training class. Interrupt them and kick their butts. Oh, and if you are in first you may notice the little meeting going on in the box seats across the way. Hello Mr. Mind Flayer.

Okay, the halls to the left are a barrack, and skippable. To the right take the right hallway, and take the first right (straight just dead ends). This will circle up and around to the upper level where those archers were pelting you before. Clear them out and move across the bridges. Then move down to the end of the hallway and take out the Warden and his buddies that are hanging out in the Sauna. You are such a jerk. Grab their personal belongings and the warden’s key, and maybe rest in the Sauna while you’re at it. What a great place for a shrine.

Now head back and make a U turn at the martial arts room. This will lead you up to another crossroads. Take a left and head into those box seats. Unfortunately the Mind Flayer has taken off, but they left you some gifts in the treasure chest. Turn back and head the other direction. This will take you to another closed door with room for two more keystones.

Let’s go left first this time. This is the ogre’s prison cell, but you have the Warden’s key and can get in. You have a couple of options here. First is to grab a sneaky’ish person, they run through the halls of prison cells and get to the ramp up to the Ogre prison guards. On the left wall just before the ramp up is a switch… hmmm switch in a prison cell. Good idea! Hit it and snap into sneaky mode. Watch as the ogre guards come racing down to shut down the prison break you just started by hitting the cell blocks master switch. Now sneak up past the remaining two guards, open the chest, snag the keystone and book it. Run past the ensuing riot and get back to your group, they can help you clean up anything that follows. Option number two isn’t as sneaky, but its more hack n slash. Go in, don’t free the monkeys, kill the guards, grab the keystone. Done and done. Now to the other side.

A crossroad immediately greets you, go right to the shrine room and clear it. Now head the other way to the ‘super-happy-fun-room’. Open the door to find a group of ogres all pumping the bellows on fire jets and acid spouts, pounding the hammer on sonic gongs and chanting the insane Xoriat song of the rhoombas. And while they are doing that they still have time to fire bows and cast acid fog and other goodies on your head. Deal with it, remember cloudkill is your friend. And the chest in the middle when the main priest dies, that’s the place where that cool UMD/true sight clicky, Staff of the Seer, drops.

Grab the other crest from the back chest and go open the door to the final hallway. First is a room of monkeys, second is ogres and third is Ghola-Fan and his elite personal bugbear assassin squad. Key the A-Team music and get to work. (Beware Ghola’s spell repertoire of chain lightning, cone of cold and disintegrate.)

After the final battle swing over to the side door which will open with the Warden’s key, inspect the pile of skulls to get a nifty skull which will let you bypass a fight on the way to the Twilight Forge (okay, no one really runs there anymore, thankyou greater teleport.)

Then move into the treasure room. Yay for four treasure chests! What the…. This stuff is ****! Or as the DM says, “This loot seems woefully mundane for someone of Ghola-Fan’s leet uberness.” Hint, hint. Search around and find the real treasure stash, and if you are lucky, you might find a Royal Guard Mask, that’s a hat with 1 charge of teleport per rest.

Return to Mul-Tong for your quest reward and half of the sigil.
End Reward: standard loot list

Lost_Leader
12-11-2007, 06:35 AM
The Chamber of Rahmut

Quest Giver: The Chamber of Rahmut (not a typo, you get the quest at the entrance)
Level: 10 Party
Patron: The Free Agents (5/10/15)
Length: long
Entry Point: Tomb of the Physician, the small northwestern tomb in the desert
Prereqs: none
Recommended Party: standard
Base Experience: 1,336
Quest Info:
--Creatures: gnolls, hyenas, zombies, ghasts, fire reaver, mummys
--Traps: fire

Walkthrough:

If this is your first wandering desert quest, be sure to speak to Wayfinder Skavyr in the Refuge before you head out.

To start off with, there is only one path. This will lead you through the gnollish infested area of the tomb. It will loop around in U turns, the end of the first will have a mean gnollish shaman.

Then the tomb opens up into the areas still controlled by the undead. First you will see zombies wandering the halls at a crossroads. Left is an optional named, as is Right. The right one is only there occasionally and may have a chest. Straight leads further into the tomb. Once again a crossroads. Right leads to a shrine and a secret door containing a summoning chamber, be careful of the fire jets.. and the Reaver that pops out. There is a chest in here.

Left takes you further in. The hall turns to the right and splits again. In one of these two chambers will be the mummy, who will drop a seal of the physician. This Seal will allow you to bypass one of the Djinn fights in the Tomb of the Wizard King.

Speak to wayfinder Skavyr in the Refuge for an end reward.
End Reward: standard loot list.

Lost_Leader
12-11-2007, 06:37 AM
Escort the Expedition
(The Eastern Excavation part 2/3)

Quest Giver: Sal Danek near the eastern dig site in the Threnal Ruins
Level: 10 Party
Patron: House Phiarlan (6/12/18)
Length: very long
Entry Point: the eastern dig site in the Threnal Ruins
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: you must have a party member of atleast 7th level on the quest to enter. you must have completed the first part of the eastern excavation in order to advance this quest, though you can enter to assist an ally
Recommended Party: standard, str lever
Base Experience:
Quest Info:
--Creatures: warforged, mephits, spiders, oozes, clay golems, tharaak hounds, rust monsters, earth elementals, flesh renders, iron golems, fire reaver
--Traps: blades, sonic

Walkthrough:

You must head back down to where you confronted the Fire Reaver in part one, but this time you have to escort Coyle down there. The problem is, Coyle is suicidal. He will do his best to charge in and get himself killed. To make it worse, you can’t leave him back in the beginning and come get him when the coast is clear, because mephits spawn by the door and will kill him while you are on the way down.

The trick is to have a party member lag well behind the group so Coyle can’t see the combat and go into his berserk ‘kill myself’ spellcaster frenzy, and drag Coyle with them. This means the party is one person short, but it works.

One change this time down is at the bottom, instead of ogres and trolls you get a flock of mephits. The mephits are much more of a pain. Oh, and if you didn’t get the memo from the part 1 guide, TURN ON THE DM VOICE. It is so worth it. I remember a dev posting that this was another of the creators of the D&D game, but I can’t remember who. (The question is, who is better, this gent or Gary from Delara’s? I like this guy, myself.)

Okay, so get Coyle to the library door. “The doors locked. You! Scout for a way to open it, we’ll hold fast, here.” Alrighty then, Mr. Coyle sir! So watch out for elementals bursting through the door, and then move through your choice of doorways.

Work your way through the side halls until you get to the levers guarded by the flesh renders. The sides are fairly linear, though there is some tough fighting. Watch out in particular for the warforged death priests, they like to cast poison.

Once you get the first lever pulled, you will hear Coyle, “It’s no good! The door’s still locked!” So head back the other direction. If you have a problem finding your way through the tharaak hound pit, usually people miss the fact that there is a bridge on the inside of the fencing.

Okay, second lever, “That’s done it! Door’s open!” Yay, you can hear the joy in Coyle’s voice.

Head on back to join Coyle as he enters the library. But… uhoh. “By the Sovereign Host, there’s a Fire Reaver in the Library! Get ready to fight!”

Finish up the quest and report back to Sal to advance.

End Reward: none

Lost_Leader
12-11-2007, 06:39 AM
The Gate Chamber
(The Abandoned Excavation A.K.A. South part 3/3)

Quest Giver: Sal Danek, though actually the quest automatically advanced from the end of part 2
Level: 10 Party
Patron: House Phiarlan (3/6/9)
Length: short
Entry Point: Southern (central) Dig Site in the Threnal Ruins
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: Must have completed the previous 2 parts, though you can still enter to assist an ally.
Recommended Party: standard.
Base Experience:
Quest Info:
--Creatures: hill giant, fire giant
--Traps: none

Walkthrough:

This walkthrough is fun. Kill the giants, loot the chest. Fire resist is your friend.

End Reward: none

Lost_Leader
12-11-2007, 06:42 AM
Hiding in Plain Sight
(Required for Restless Isles’ Access)

Quest Giver: Inquisitive Ingaram in the Wayward Lobster, then speak to Baudry Cartamon to advance
Level: 10
Patron: The Free Agents (5/10/15)
Length: long
Entry Point: Hazadil’s shipping warehouse, in the warehouse district of the Harbor Prereqs: you must be level 7 to log this quest
Recommended Party: standard, rogue very helpful, str lever required
Base Experience: 2,760
Quest Info:
--Creatures: Halflings, dwarves, elves, humans, warforged, bugbears, ogres, ooze, mithril defenders
--Traps: darts, blades, poison/acid, trash disposal, fire

Walkthrough:

Welcome back to the sewers of the Harbor. You will probably see areas you recognize, and get a distinct feeling of déj* vu. This walkthrough is a direct route to the end, though there are several side hallways you could explore to see old areas of the sewer and a few optionals.

So, head over past the big box area that you saved from kobolds. There is a secret passage back there, don’t ask me how you missed it when you were her before, you noob. Head on down the back way into the sewers, keep the rogue on point so you don’t get poked and poisoned and cooked and melted in the trap ahead of you. (you can bypass it by climbing up the crates on the side.)

Oh, now would be a good time to tell you that there are quite a few rogues, and a few dwarven casters ahead. And semi-random location traps from here on out. Wear heavy fort items if you can, to protect from sneak attacks, and watch out for lightin, fire and icestorm spells.

Very well, continuing on, clear itout and take a right at the intersection. At the next junction you could turn left to find a secret door with a chest, after a bit of fighting, or continue on straight towards the main objective. Continue on the only route available to you, keeping the rogue on point to deal with the traps. When you reach the shrine, open the grates and head on up. At the top of the hall take a right. A hairpin turn will take you down to a door that looks like part of the wall, with a lever hidden in the alcove. Head on through and take a right into the spider tunnels.

Clear out the spiders, getting the signal gem levers to either side, then head down the middle with the lever that opens the grate down into the trash disposal shoot. This is a series of tunnels with blade traps that ends up in a cistern with a blender at the bottom. The way up is sealed shut by a rusty valve, that requires a decent strength top open. If your rogue is feeling muscular today, have them do it, as with their improved evasion they are not likely to take much damage… we hope. If not, then have someone strong swim on ahead, timing the blades as best they can. When the valve is turned, it turns off the disposal system. Head up the ladder and watch out for the darts in the next hall. Have the rogue sneak up to disarm it, or find a gap in the darts and work your way up, ready for a fight.

Clear out the hall and head into the sewer docks. In the middle on the right wall is Hazadil and his cronies. Prepare for cold and lightning spells in particular and head on up for a butt kickin good time.

After completion, return to Baudry and Ingaram, who will refer you to the Airship Captain of the Soaring Otyugh, who can be contacted through the Spire Keeper in the Marketplace. Now you are flagged to go to the Restless Isles.

End Reward: standard loot reward

Lost_Leader
12-11-2007, 06:46 AM
Hold for Reinforcements
(The Eastern Excavation part 3/3)

Quest Giver: Sal Danek near the Eastern dig site in the Threnal Ruins
Level: 10 Party
Patron: House Phiarlan (3/6/9)
Length: medium
Entry Point: The eastern dig site in the Threnal Ruins
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: You must have a party member of atleast 7th level on the quest to enter. You must be on the quest to advance, though you can enter to assist an ally
Recommended Party: standard. Crowd control and resist elements are key
Base Experience:
Quest Info:
--Creatures: gargoyles, mephits, rust monsters, tharaak hounds, flesh renders, iron golems, ice flenser, fire reaver
--Traps: none

Walkthrough:

Protect Coyle. Start off by loading him up with every resist you can think of. Yay for being able to cast on npc’s! Use crowd control and charms to help mitigate damage, have a healer keep a close eye on Coyles health bar, because if he drops then you are done. The monsters come in waves. You get one shrine. The last waves will be an ice flenser followed by a fire reaver and finally you fight Basthuul.

End Reward: standard end reward choice. DO NOT REPEAT THIS QUEST. If you have completed west already, ask Sal if there is anything more you can do for him to log the Abandoned Excavation. Otherwise, go get Western done.

Lost_Leader
12-11-2007, 06:51 AM
Plane of Night
(Vault of Night part 6/6)

Quest Giver: Barrow d’Kundarak, though the quest actually advances from inside part 5.
Level: 10 Raid
Patron: House Kundarak (5/10/15)
Length: medium
Entry Point: through the gate at the end of VoN 5
Prereqs: Must be on this portion of the quest to enter. Can only enter through the entrance at the end of VoN5.
Recommended Party: 3 strong melees, 2 clerics, 1 caster. The rest is gravy, baby. But lots of gravy is a good thing! Bards make the best gravy, by the way. Let’s kill a dragon!
Base Experience:
Quest Info:
--Creatures: ice flensers, earth elementals, air mephits, and a red dragon named Velah.
--Traps: none, unless you walk behind the rocks or into the fire spouts, those kinda feel like traps

Walkthrough:

Okay, so first off, tell everyone to hold still at the entrance. Run straight up to the dragon. Be careful not to walk off the bridge. If you fall off, you are done. Hello marketplace.

Now start calling over the crew one by one. Reason for this is that if more than one person is on the bridges out there at the same time, Velah gets all upset and starts launching epic fire balls of bridge breaking. And that’s really bad. (This is considered a little over cautious nowadays, as Velah doesn't seem to mind too much if people approach her. But if you get extra people together on the circling bridges, thats when the really bad news starts.) Once everyone is up here, you begin the process of lowering the barrier, by destroying the three pillars at the three outer islands.

Unfortunately, or fortunately depending on how you look at it, the old method of ‘running the bases’ and clearing out all the respawning elemental guards by running them back to the beginning is obsolete. New strategies are being made, but here is one that is working so far, if you have a couple of rangers with you, or anyone with a construct bane bow.

You can position an archer down the ramp and out on the bridge, about halfway to an island. From this position they should be able to shoot the back pillar. The Side pillars are hittable from the center point. From this positioning get all three pillars to about 5-10% ‘life’ Any further and they will all regenerate. When you have them all prepped, hit the multi shot button and drop them all quickly at the same time. The barrier will drop, and everyone moves in to the small stretch of bridge inside the old gate.

(Also, clever use of bard fascinate on the islands can work well. Or just sturdy fighters with the ability to solo the 3 ice flensers, air mephit princes and earth elementals. Just remember, the respawn is very very fast. Oh, Flesh to Stone can be nifty here, too.)

Buff everyone with whatever ya got. There are a few methods of taking out Velah, but I am just gonna go with my favorite here. CHARGE!!! Have a high reflex save person lead the way, and as soon as she wing buffets have the rest follow in and stand right under her belly. Clerics unload group heals while every attacks like fools. Weeee. Dead dragon and loot for everyone! C’mon boots!

If you are lower level, or higher difficulty, this strategy may not be the wisest. The 'hero' method, of sending just a couple of melees while everyone else focuses heals also works well.

Just remember, if you step out of Velah's line of sight, by hiding behind the rocks, she will start summoning all sorts of badguys to take you out. Generally people avoid going back there, rather than trying to come up with ways to deal with loads of extra mobs in exchange for cover.

End Reward: standard loot choices. Be sure to remember to pick up your end reward to start the timer on when you can next run the quest.

Lost_Leader
12-11-2007, 06:55 AM
Reclamation

Quest Giver: Leros Levithas in Ataraxia’s Haven
Level: 10 Party
Patron: House Kundarak (5/10/15)
Length: long
Entry Point: central portion of island in Ataraxia’s, Mineshaft IV
Prereqs: none
Recommended Party: standard, need one strength based character
Base Experience: 2,380
Quest Info:
--Creatures: duergar dwarves, adamantine defenders, rust monsters, earth elementals
--Traps: none

Walkthrough:

Get some feather fall on, its time to go for a flight. Or, if you are feel like a high dive, just jump off. See that dark patch ahead, well it is a pit that drops all the way down of the shaft to a pool of water. Start down there and we can work our way back up.

From the bottom of the drop there are two ways you can swim. West will take you up the mine shaft. Under the water to the south takes you to a shrine and to the, currently locked up, main base of the duergar.

Starting to the west, begin working your way up the mine shaft, clearing as you go. There are three side passages on the way up with a large duergar mining force, a foreman and a huge valve (strength based). You have to defeat the foremen and turn the valves in all three room. This will open the door underwater do the south.

When you are ready, shrine up and head on through. Defeat the Overseer to complete the quest.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 06:56 AM
The Sanctum: Church of the Fury
(Cult of the Six part 6/6)

Quest Giver: Bruku, Elder of Gray Moon on upper Sorrowdusk Isle
Level: 10 Party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: Temple of the Six on Upper Sorrowdusk isle
Prereqs: : must have someone atleast level 7 on quest in party. Must have completed previous 5 parts to advance, though you can enter to assist an ally.
Recommended Party: standard
Base Experience: 2,038
Quest Info:
--Creatures: human cultists, scorrow, fire reavers, mephits
--Traps: none

Walkthrough:

Head in after buffing, no mephits this time around. Take out the human cultists and move in straight this time. Head down the stairway, where you will see a fire reaver held in stasis. Move through together, a force wall will slam up behind you as the fire reaver is freed. Eliminate it and choose a path. Either way will have a scorrow or two, and at the top of the next stairway is another reaver (you may notice the dm text says flesh render, which is because when the quest was first made there were flesh renders instead of fire reavers here. They changed it about the time of the Dragon’s Vault to make the quest more difficult, but never changed the DM text or vocals.)

You must now work your way around the outside to set the rune wheels. The puzzle code is back in the room with the scorrow, but here is the easy route. They all turn 3 except the yellow, which turns 5. That will lower the barrier, allowing you access to the scorrow priest and his consequent summons, Asha Khul the Fire Reaver. When they are defeated just destroy the Idol of the Fury to complete the quest. Return to Bruku for your end reward.
End Reward: Semi Static end reward list.

Lost_Leader
12-11-2007, 06:58 AM
The Sanctum: Quench the Flames
(Cult of the Six part 5/6)

Quest Giver: Bruku, Elder of Gray Moon on upper Sorrowdusk Isle
Level: 10 Party
Patron: House Deneith (4/8/12)
Length: medium
Entry Point: Temple of the Six on Upper Sorrowdusk isle
Prereqs: must have someone atleast level 7 on quest in party. Must have completed previous 4 parts to advance, though you can enter to assist an ally.
Recommended Party: standard, rogue for traps a huge asset
Base Experience: 2,038
Quest Info:
--Creatures: fire mephits, air mephits, human cultists
--Traps: darts, blades, fire

Walkthrough:

Start off by buffing up for fire and air mephits. Have the melees block up the doorway and lay down some crowd control. Deal with the wave of mephits, and watch out for the summoned spawn that are summoned on the other side of the door. Once that is done, clear the cultists to the right.

Head through the right passage, disarm the dart trap if you can. Move to the right side, try not to break anything, to prevent extra undead fight. The left passage will burst all the sarcophagi, so stay right. Both circle around to the other side, a hallway filled with blades. Disarm it and head up, wipe out the mephits and destroy the summoning fire. Now back out the way you cam to the main chamber and beyond. Use the shrine if needed then hed the other direction. Destroy the undead here, and have the rogue disarm the fire trap. Move through ready for a cloud of mephits. Destroy the fires to either side, then move down further, pick off the cultists, grab the chest, watch out for the fire spout.

Move down and destroy the last fire. Head back to Bruku to advance
End Reward: none.

Lost_Leader
12-11-2007, 07:00 AM
Secure the Area
(The Western Excavation part 3/3)

Quest Giver: Jan Falner near the western dig sit in the Threnal Ruins
Level: 10 Party
Patron: House Phiarlan (4/8/12)
Length: long
Entry Point: the western dig site in the Threnal Ruins
A couple of pictures to help get there:
How to get to the Threnal Ruins in House Phiarlan (http://lostmeetingplace.tripod.com/ddo/Pictures/tothrenalmap.jpg).
Map of the Threnal Area (http://forums.ddo.com/showpost.php?p=1404250&postcount=4) by Geoffhanna (http://forums.ddo.com/member.php?u=32915).
Prereqs: Must have atleast one party member on the quest to be minimum level 7. In order to advance the quest and get reward you must have completed the previous parts of the series. You may enter to assist a party member on the quest.
Recommended Party: standard, str lever optional
Base Experience:
Quest Info:
--Creatures: gargoyles, slimes, spiders, earth elementals, flesh renders, ice flenser, tharaak hounds, ice mephits, air mephits, warforged, rust monsters, iron golems, clay golems
--Traps: spikes, blades

Walkthrough:

Re enter the western ruins, this time it is clean up duty. You need to wipe out the flesh renders that have moved into the place. By now you should be familiar with the route all the way down to where you escorted Derward out earlier. Start off by thoroughly going through this area and killing all the flesh renders you find.

Once down into the lower tunnels, after clearing out the area where Derward had stood in part 2, begin moving in to new territory. Clear out the large central room. Now if you have a way to open the locked door, do so and retrieve your chest. Then open the only unlocked door in the place. Pull the lever at the top to open the first side passage. Head through and clear the place out, find the lever and pull it to open the next passage in the main chamber. Hit the strength lever to get a bonus chest, guarded by gargoyles. Now head back to the main chamber, clear it out again, and head through to the newly open passage.

Clear this passage out, defeat the ice flenser, and find the lever down the hall. This will open the final hallway from the main room. Head back and clear out the last of the flesh renders. Complete, grab the dagger in the back chest. This Dagger will allow you to do the arena event, in the old arena ruins out in the northern wilds of Threnal.

Finish out and grab your end reward. DO NOT REPEAT QUEST. Be sure to leave the quest as completed so that you can get the Abandoned Excavation after completing East.

End Reward: standard reward list.

Lost_Leader
12-11-2007, 07:03 AM
Slaver’s of the Shrieking Mines



Quest Giver: Opu the Elder in the Wildman camp on the Restless Isles
Level: 10 Party
Patron: The Free Agents (6/12/18)
Length: very long
Entry Point: In the caves below the Wildman camp, down the right side hall after the locked gate.
Prereqs: You must complete Hiding in Plain Sight (http://forums.ddo.com/showpost.php?p=1467910&postcount=162) before you can enter the Restless Isles, or be greater teleported there.
Recommended Party: standard
Base Experience: 3,900
Quest Info:
--Creatures: wildmen, ogres, mindflayers, beholders, ogre magi
--Traps: sonic, blades, spikes

Walkthrough:


Map of the Restless Isles (http://lostguild.com/ddo/Pictures/restlessislesmap.jpg)

A few notes before the quest. This quest is one of the two needed to flag for the Twilight Forge Raid. Reinforce the DON’T KILL THE MINERS in your group. Globe of invulnerability is a cool way to deal with mindflayer’s mind blast effect.

Okay, start off by heading down the main hall, there is only one way to go. You can skip the side rooms, they are just wildman barrack. A reminder, you will fail if you kill too many wildmen miners, the turncoats are fine to kill, but do not kill the miners. They will attack you, but if you kill all of the ogres that are assigned to them, they disappear.

Okay, right, down the hall. Break in or poor brain-suckers dinner and give him a firm butt kicking. If you are concerned about saves, fight inside a globe of invulnerability to block his mind blast. Just remember it will also block low level cure spells.

Grab the key and head back to the locked gate. Work you way through to the mining shaft, be wary of traps. Now the route is simple. Simple to see where to go, that is, the fights can be challenging. Just do not jump off. It is much simpler and organized if you start at the top and work your way down. Kill all the non-miners as you go. Clear out all of the side halls, as they house the other Illithid (another name for mind flayer) Lords and the Ogre Bosses that you need to kill for completion.

The sonic traps are manned by miners banging gongs. You can disarm them by distracting the miner with a punch or a crowd control spell. If you are okay on the Miner count, you may consider just killing these, as they will never disappear and keep following you trying to beat you up.

You can use the gongs yourself, which has lead to some fairly creative strategies, especially when fighting mind flayers.

You will reach a shrine about 2/3 the way down, it is just beyond the beholder hall. Speaking of the beholder, there is only 1. I know, the check box says to find the second one for optional xp, but it is just a tease. There is no second beholder. There is an ogre magi boss down a pit on this level, be sure to get him before heading further down through the sonic traps.

When you defeat the final Illithid at the bottom of the shaft, take some time to do the ‘good-loot’ dance around the chest. This is the one where the Ring of the Ancestors drops. That’s the rez ring.

Return to Opu to get your end reward and a piece of the sigil for the Twilight Forge.
End Reward: standard loot list

Lost_Leader
12-11-2007, 07:08 AM
Sykros’ Jewel

Quest Giver: Sykros in Ataraxia’s Haven
Level: 10 Party
Patron: House Kundarak (5/10/15)
Length: long
Entry Point: South Western Peninsula on Ataraxia’s Haven, Knave’s Hollow
Prereqs: none
Recommended Party: standard
Base Experience: 2,380
Quest Info:
--Creatures: Scrags, Duergar, wraiths
--Traps: none

Walkthrough:

After Questioning the Duergar, head out to find the stolen keys. Entering the tunnels, there are 3 main paths. East, West and South. South is an optional, containing a haunted gold pile. The lighthouse lies east, but that’s our last stop. So, start west. Get to the scrag caves, and remember, while fighting scrags the only way to really kill them, short of blowing, them up is to use fire or acid.

Search out the west cave until you find the key (it will spawn in a random place each time you run the instance).

Now head to the eastern tunnels. Search out east for the second key, and proceed though the tunnels in the east hall that take you to the locked gated under the lighthouse.

Entering the bottom of the lighthouse will put you up against a mid sized Duergar contingent. Clear them out and find Sykros’ jewel locked up… in a prison cell.

Note: after completing, it is kind of fun to climb to the top of the light house and exit out. You will find yourself in a very scenic spot.
End Reward: standard end reward list.

Lost_Leader
12-11-2007, 07:10 AM
Tempest’s Spine

Quest Giver: Chamberlain Cyrese Embree above the Gardens of Respite in House Jorasco
Level: 10 Raid
Patron: House Jorasco (6/12/18)
Length: very long
Entry Point: through quest giver
Prereqs: none
Recommended Party: any, 1 int rune necessary, rogue and healer are nice.
Base Experience: 6,484
Quest Info:
Creatures: drow, beholder, clay golem, scorrow, fire elemental, fire reaver, fire mephits, hell hounds, fire giants,
Traps: spikes, poison, fire

Walkthrough:

Coming Soon.... Maybe. Oh Goddess, where art Thou?

End Reward: standard loot list

Lost_Leader
12-11-2007, 07:14 AM
The Vault of Night
(Vault of Night part 5/6)

Quest Giver: Barrow d’Kundarak top of the House K pyramids behind the bank
Level: 10 Raid
Patron: House Kundarak (9/18/27)
Length: very long
Entry Point: through quest giver
Prereqs: You must be on this portion of the quest series to enter.
Recommended Party: 2 people with atleast 25 strength and 2 people with atleast 20 wisdom, 1 Rogue, 2 clerics, 1 caster, secondary rogue or caster with knock. The rest can be any party composition, though having a bard is always great.
Base Experience:
Quest Info:
--Creatures: warforged, rust monster, iron golem, zombies, dwarves, adamantine defenders
--Traps: blades, lightning, spikes

Walkthrough:

Once you enter the four laughing knives are waiting inside. Each member of the party may choose to speak to one of the laughing knives for a gift.


1. Haywire gives his 'Voice' which will allow this party member to speak to the speaking stones. Only one person must have this item, it is recommended to give to someone who won’t leave for power. We usually assign this item to our rogue, as a rogue is needed to unlock a door near a part where the voice is necessary.

2. Mistress Orphne gives a wand 'Orphnes Blessing' 20 charges, removes an instance specific disease that can rapidly drop con and isn’t curable by normal remove disease. recommend all clerics take this.

3. Dirge gives a shield +1 heavy improved lightning resist. recommend all else who can use a shield pick this up. almost all the warforged enemies are casters who use lighning bolt, not to mention the lightning trap hall.

4. Veil gives +2 dwarf bane arrows. there are a few dwarven enemies in the instance, but they are not that tough. Any pure build archers, I guess, but not really necessary.


Step one: start to the west. a short ways in there is a split hall filled with blade trap. Send rogue in to disarm the trap on the right side. Then split the group. Send the rogue with one cleric back to entry hall. Rogue should start clearing the north hall of the blade traps. There are 8 boxes total (bottom right 1st), and he will need a resist lightning and possibly raise deaths, hence the accompanying cleric.

West hall group will continue west, killing bad guys and defeating Otto to retrieve his ring. They will need a knock spell or secondary rogue to get through some locked doors. Otto will drop a ring which will need to be given to the rogue with the Voice, (ring is tradable).

Once this is accomplished, hopefully traps north are cleared. Split the group into 2. Team ‘A’ should consist of 3 people. Someone who can get a 25 Strength, Someone with 20 Wisdom, and someone who can used a range weapon. Team ‘B’ is everyone else, but must also have someone who can get a 20 Wisdom and a 25 Strength and MUST have the guy with Voice and Ring. Hand out lightning protects to get to end of hall. Simultaneously have wis/str people and archers hit the 3 levers/runes. Then immediately charge through the doorways (they close fast). Clear the paths. Team ‘B’ must set two people to pull bridge levers. Climb to top of bridge supports and feather fall down to the tower. Pull lever to open, then repeat on second tower, simultaneous lever pulling allows team ‘A’ to advance. Leave one person stationed on each tower, but Voice/Ring Rogue MUST go forward with Team ‘B’.

Continue clearing until puzzle room. Voice/Ring walks through barriers to do puzzle and then must speak to face to activate everything once puzzle is set, identifying himself as Otto. The Top Green puzzle must be set to look like an Upside down U thingy (known generally as the Elephant). On the Bottom, orange must loof like an 'f' and purple must look like a 'cactus on a hill'. Another way to remember this is that each wheel must be turned 4 times. Once voice is used, Team ‘A’ can kill golems after pulling strength lever, Team ‘B’ must have str person backtrack to pull str lever a short ways back. Everyone can rotate in to get chest at bottom of firepit room where Team ‘A’ is.

Now back west. Drop down the pit with Voice guy to activate speaking face at bottom (a few undead down there) Clear out west now that all the force fields have dropped. Have Voice loot the coffer in the center once barrier is down.

Head East. Clear the way, have voice put box in mouth. That will open the gate to the North, but head south first. Clear all the way up to the big puzzle room. Leave The Voice here with a tank and a caster or better yet, bard (preferably with charm spell). While they work on the puzzle (charm the spawning wf to prevent extra spawns), the rest of the group should travel back to go north. There are a couple of locked doors, so have a knock or secondary rogue go this way. Clear all the way to the Rust Emperor, and retrieve the crystal key.

Back at the puzzle: Once the runes are lit, 2 respawning warforged drop, one from either side. Charm Monster them, to prevent respawn. Repeat on second half of puzzle. Have Voice speak to face.


Puzzle Map (http://lostguild.com/ddo/Pictures/vaultpuzzlemap.jpg)

Head back to the beginning and head south. Fire resist everyone and send Team ‘A’ +1(need 4 people, so may have to add one) to bottom to simultaneously pull levers while fire protected team ‘B’ sits on the spout. When levers are pulled, Team B is flung up to the next level. Have rogue disarm traps, continue up and clear path.

Have everyone stand on cannon, one person pulls lever to fling them to next level. Clear way and lower ladder number one. Keep on keeping on. Clear out the next warforged room and lower the ladder on the other side. Keep heading up. To lower the bridge hit both levers on the other side simultaneously. Get to locked double doors with traps, have thief clear the traps, STOP HERE!!! This is your very last chance to leave before the dragon, so have everyone with power go to shrine. Gather at the entrance and head in. Mana Conservation is a good idea from this point. Talking to the dwarf will lock up the room and start the encounter. Web the dogs, All dmg on the Knight. He has a sonic based damage shield, so resist sonic is necessary for all melees. Do not recall out. The entrance to VoN6 is right here, after you talk to the dwarf inside to finish the quest.

The way we usually deal with the iron golem: First, buff all melees with resist energy sonic and haste. Then, have everyone except one caster circle the golem. The one caster stands back and activates the golem, then avoids the pooches and maybe lays down a few webs to hold em back. Everyone else unloads everything they've got on the golem. usually he will drop like a rock.

Take this time to discuss your strategy against the dragon. Once ya go through the floor the timer starts, so it’s better to take time and explain at this point.
End Reward: none

Lost_Leader
12-11-2007, 07:22 AM
And the Dead Shall Rise…

Quest Giver: Siendra d’Jorasco, in a small alcove straight north of the House of Wizardry in House Jorasco
Level: 11 party
Patron: House Jorasco (6/12/18)
Length: long
Entry Point: The Spire of Validus in northern Delara’s Graveyard
Prereqs: none
Recommended Party: standard, a rogue is nice, and someone who can cast bless
Base Experience: 3,700
Quest Info:
--Creatures: wraiths, zombies, skeletons, mummy, lich
--Traps: acid, air, blades

Walkthrough:

Step in and clear the bottom hall. If you have someone who can cast bless, have them bless the water of the fountain in the middle. Pick up the resulting stones.

Begin the very long trek up the Spire. Clear the halls as you go, when you get to the junction rooms use the stones on the altars, they will help fight the undead. Keep an eye open for traps and secret doors on the way up

It gets repetitive, but don’t be lulled, the fights stay difficult and you only get one shrine. When you get to the top you will find yourself in a room with 3 altars, clickin on the altars will send you to the peak of the tower and activate the fight with the lich.

To make things interesting, the floor becomes ethereal, and while the lich can walk across it, you cannot. He will bombard you with lightning, fire and acid spells, as well as the occasional disintrigrate. Use range on him to get his attention, and melee when he gets close enough. You can jump from corner to corner if you have a jump buff and good hopping skills.

Also, community member Thailand_Dan (http://forums.ddo.com/member.php?u=113113) added this tidbit for you casters choosing which spells to use (thanks for the heads up!):

I ran And the Dead shall rise, solo (for the 1st time), for the favor and realized at the very top, that the lich is immune to cold and fire, which is how I have my sorc speced. I didnt have any spells that could hurt him. So, I put up an LFM and finished it off. Just a suggestion to add that into the walkthrough.

At the end drop down to the very bottom to snag a chest and behind a secret door, his phylactery.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 07:25 AM
The Chamber of Kourush

Quest Giver: Kourush’s Tomb, the small tomb in the southwest corner of the desert sands
Level: 11 party
Patron: The Free Agents (6/12/18)
Length: long
Entry Point: Tomb of the Astrologer, southwestern most tomb in the Sandy portion od desert
Prereqs: none
Recommended Party: standard
Base Experience: 1,433
Quest Info:
--Creatures: gnolls, hyenas, ghouls, zombies, mummys
--Traps: none

Walkthrough:

Entering the tomb, the first portion will be a couple of halls of gnolls and hyenas. Either direction works, it just circles around. The next section is getting into the undead areas.

The first portion of undead is a grid of 9 small rooms, 3 by 3. There is a shrine in the central east room. Northern and southern routes will circle around to eastern halls, many small rooms with mummys, and eventually the Boss Mummy. He is in the far eastern hall, in the northern room.

He drops a medallion which can be used to bypass a fight with a djinni in the Tomb of the Wizard king.
End Reward: standard loot choices

Lost_Leader
12-11-2007, 07:26 AM
Desert Caravan

Quest Giver: Iosynne d’Phiarlan, next to her wagon on the western road in House Phiarlan
Level: 11 Party
Patron: House Phiarlan (6/12/18)
Length: long
Entry Point: Iosynne’s wagon
Prereqs: none
Recommended Party: 2 crowd control caster, could sub 1 bard, 1 cleric and 3 solid melees
Base Experience: 3,433
Quest Info:
--Creatures: scorrow, hyenas, scorpions
--Traps: none

Walkthrough:

Note: Completing this quest will allow you the use of the caravan to go to the desert, so long as you keep it marked as completed. If you reset the quest and do not complete it again, you will not be able to use the caravan in house P as a shortcut. You will have to go to the airship.

The ground transport to the desert needs protection, and you hire on for the job. Life as a mercenary caravan guard isn’t easy, though. The caravan is ambushed by a huge raiding party of Scorrow, hyenas and scorpions. Hold them off and defend the wagons for 25 minutes.

There are two shrines available, be sure you mark where they are. There are two main paths the raiders will come down, keep them bottled up with crowd control, or fight around the wagons. Web, Dancy balls, solid fog all work great with cloudkills to thin the crowd. Buffs tend to be dispelled by the scorrow, but the also cast webs all over, so freedom of movement is still worth casting for the low strength characters.

You don’t need to save all of the wagons, but don’t let any go if you can help it. The more ya have last longer, the better chance of success. If you run out of power and shrines, and it is looking bad, if you are willing to make an experience point sacrifice, the Bogwater Tavern isn’t far away.

Here is alternative strategy that works very well, sent in by SirGog of the DDO forums:

Here's an alternative guide for Desert Caravan, managed to run it on elite with no deaths, no wand/scroll/mana pot usage and only one caravan loss.

Party makeup: 2 casters with charm spells, 1 bard with charm spells, 1 cleric, 1 ranger, 1 DPS melee.

Casters charm everything that they can, and cast extended Symbol of Persuasion (if available) as often as possible. Kite mobs through Symbols to ensure the hard-to-charm Prophets get hit. The bard assists with whatever needs help - buffing, crowd control or healing.

The melee and ranger (and, if Destruction and spare SP is available, the Cleric) deal with the dogs that spawn and are immune to charm/suggestion spells (except the Symbols, this is why they are so good). Likewise the Ranger pummels any drow that spawn on top of the cliff.

Continue like this until victory. Before anyone uses a shrine, drop a Symbol of Persuasion in front of it - this makes it very hard for mobs to interrupt shrining.

Chests appear at the end of the quest. Speak to Iosynne by the shrine when the timer runs down.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 07:28 AM
Dreams of Insanity

Quest Giver: Gatekeeper Chulkash, just north of the Garden of Respite in House Jorasco (Next to Tempest's Spine)
Level: 11 Party
Patron: House Jorasco (6/12/18)
Length: long
Entry Point: use the cart behind Chulkash to enter the Pool of Reflection, The far north end of the area is the door to the Gate of Nightmares.
Prereqs: none
Recommended Party: You must have a charisma, wisdom and intelligence person in the group to complete the quest. A full party is recommended.
Base Experience: 4,180
Quest Info:
--Creatures: ancient warforged, drow, tharaak hounds, ancient defenders (metal dogs), beholders
--Traps: just super xoriat balls that drank too much coffee this morning.

Walkthrough:

So, the quest is easy to navigate, but darn difficult to get through. Basically it is a big square with an inner and outer path, separated by a partition that you can see through. You have to disable all of the xorian rhoombas and get the two scorpion crests out of the beholder rooms. This will get you to the end hallway and final room. The last room requires solid gameplay. Dealing with the massive beholder and all the drow and subsequent spawns through the open portal, while you try to get up the ladder and jump through the rafters to turn off all of the runes. Easy to type, tough to do. Bring your A game to this one.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 07:30 AM
The Enemy Within

Quest Giver: Anabele d’Jorasco on the fallen pillar in the Coldwake Pond, House Jorasco
Level: 11 Party
Patron: House Jorasco (8/16/24)
Length: very long
Entry Point: Parthilcar Tower Crypt, by coldwake pond in House J
Prereqs: none
Recommended Party: standard, firewall is a huge help here
Base Experience: 5,300
Quest Info:
--Creatures: icebone skeletons, wights, mindflayers
--Traps: blades, ice

Walkthrough:

Returning to the Parthilcar tower crypt, you head down past the Iron Golems that had given Mirra so many sleepless nights. It doesn’t take long before you find yourself fighting some mean skeletons. They are healed by cold, but fire does extra damage. Protect your caster and use tactics to allow the use of firewalls. Be mana efficient and take full advantage of every second of every firewall.

It doesn’t tak long for you to find the culprit behind Anabele’s abduction… there’s mind flayers in dem dere crypts. He retreats, leaving his flunkies to fight you. Time to start the hunt. Work your way down into the crypt. You need to search out all side passages to get necessary crests to open doors. Firewall is your best friend, use it wisely.

Be wary for blade traps, and be ready for Mindflayers protecting the crests in some of the side rooms. Remember that 'globe of invulnerability' will suppress the psionic mind blast of a mind flayer.

The quest is long, and every nook and cranny is used for crests and important fights, so clear as you go and use your two shrines when they are needed. They are located at mirror image from each other, around the crest door. Also, in the stairway down from the first crest door there is a locked chest.

End Reward: standard loot option

Lost_Leader
12-11-2007, 07:33 AM
From Beyond the Grave


Quest Giver: Micah d’Jorasco, at the top of the Jorasco building, follow the ramp on the north side of the building to get up to him.
Level: 11 party
Patron: House Jorasco (5/10/15)
Length: medium
Entry Point: Delara’s Graveyard, north side.
Prereqs: none
Recommended Party: Must have a firewall caster, 2 preferred. Command Undead is helpful too. Remaining spots can be anyone, though healer is always nice.
Base Experience: 1,300
Quest Info:
--Creatures: zombies, skeletons, dread wraiths, fallow ghouls
--Traps: none

Walkthrough:

The quest starts when you step in, so be sure you all step in together.

People have various ways for how they get this done, but they all are fairly similar. Have the caster start off with some solid fog and fire walls at the gate. Send a tank, or someone, to run a lap to the right, around the yard to pull all the undead back to the firewalls. Be sure not to step on the gravel surrounding the funeral pyres.

Have another melee follow the tank in sneaky mode, and creep up near the first pyre on the right. Be careful not to step on the border or the gravel, begin the lighting process, then move to the next.

Tank needs to keep an eye on the objective screen, and as soon as optional names pop up, go and grab their attention and pull em back. Caster keeps the fires hot. Pyre guy moves to next pyres as he can. May want to charm the archers by the last pyre, as they tend to be aggravating for the pyre lighter, either that or the tank may need to go and really get their attention.

As the last pyre lights the named wraith will come in for the fight. He casts horrid wilting, which may cause some issues, so be ready for it

Grab the two chests that pop up at the end.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 07:34 AM
Made to Order


Quest Giver: Hazra d’Kundarak on the north side of the back pyramid in House Kundarak
Level: 11 Party
Patron: House Kundarak (8/16/24)
Length: long
Entry Point: South side of the Black Anvil Forest, which is the cart just by the northwest corner of the House K pyramid
Prereqs: none
Recommended Party: standard. Rogue is a must
Base Experience: 3,220
Quest Info:
--Creatures: duergar, clay golem, iron golem, marut
--Traps: land mines everywhere

Walkthrough:

Haywire is back to his old tricks. He saved the Marut you took down that had been chasing Veil, and now the thing is causing some serious problems.

Anyways, you need to fight your way through an army of duergar, take out golems that are reinforced so much that can’t by hurt with weapons of smiting, collect the crests to get in to haywire, and then save his butt.

You have pretty much only one way you can go throughout the quest. Go into all the side rooms so you can get the crests and don’t have to backtrack. At the lava pit on the bottom level go straight first to collect a crest, then go to the right.

When you are on the cart rails be ready for lightning to surge through the broken railing.

Always keep the rogue on point, there are a ton of land mines through the quest.

When you get to the final room, be sure you all move in together, as the door will shut behind you. Defeat his buddies first, then make a shield wall between a pillar and a wall, and try to get the Marut pinned. Then take him down. Head in to let Haywire know you saved his rear a second time.

Love the tribute to MST3K.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 07:36 AM
An Offering of Blood

Quest Giver: Calyx Shattermoon in Zawabi’s Refuge
Level: 11 Party
Patron: The Free Agents (8/16/24)
Length: long
Entry Point: bottom of Vulkoor’s Spire in the Menechtaurun Desert
Prereqs: none
Recommended Party: standard, rogue is helpful, haste is a must
Base Experience:
Quest Info:
--Creatures: drow, scorrow, scorpions
--Traps: fire, lightning

Walkthrough:

This quest gives the Blessed Blood Offering, one of the three items required for the Demon Queen raid.

Stepping into the quest, you are at the top of a long drop. Head down once everyone is in.

When you are ready for a fight, grab the bowl off of the altar. A very big and very mean scorpion will pop out of the ground to take you out. Fight him at the north door, as soon as he dies the door will open and the race will begin.

This quest has constant respawns behind you at different points. They will all run up the spiral trying to catch up to you. The best way to deal with this is to move quickly and leave crowd control as you go. The doors to the left contain optionals and sometimes chests. Many groups will go for the speed route, and ignore these doors, so make the plan before ya take off.

The first bridge you reach is trapped with fire, so be careful. You can close bridges behind you, but if you do so you cannot get back through later, if you should need a re-entry. It does block the respawns behind you, though.

When you get to the firewall blocking the door further, kill the named to open the route up. There is a chest in the side passage there, if you are feeling up to it. Heading further up the spiral, you will eventually get to another bridge room. There is a pit under the bridges that leads to a safe, submerged tunnel, and another shrine.

Someone, or everyone, after shrining, is going to need to climb up the lightning trapped path, or across the ledges around the back of the room, and drop down and lower the second bridge from the other side. Once everyone is across, lift he bridge back up and clear the area.

The next room is the last fight. Take out the support scorrows before dropping the drow caster. She has super duper stoneskin, but it will drop eventually. When she fall, ignore all the scorps poppin up, head further in and into the next cave, talk to the drow and complete the quest.

Now head back to Calyx in the Refuge to get your blood bowl and an end reward.
End Reward: standard loot list.

Lost_Leader
12-11-2007, 07:38 AM
Maraud the Mines

Quest Giver: Firebrand Warrens Entrance (quest entrance)
Level: 11 Party
Patron: The Free Agents (6/12/18)
Length: long
Entry Point: Firebrand quarter of the menechtarun
Prereqs: none
Recommended Party: standard
Base Experience: 1,890
Quest Info:
--Creatures: firebrand gnolls, rust monsters, earth elementals, fire elementals
--Traps: none

Walkthrough:

Head south into the main chamber, a lava pit crisscrossed by bridges. The goal here is to steal a large quantity of the Gnoll’s mined ores and gemstones. There are four separate areas in the mine, you must explore each, break the barrels and collect the raw ore and uncut stones.

There are no traps to watch out for, so just start exploring through and clear as you go.

You can turn the raw materials into money and cut gems with a miner in the Refuge.

Once you have collected enough ore to satisfy the requirements, head out and talk to Skavyr to get your end reward.
End Reward: standard loot list

Lost_Leader
12-11-2007, 07:40 AM
Purge the Fallen Shrine

Quest Giver: Fallen Shrine entrance
Level: 11 Party
Patron: The Free Agents (6/12/18)
Length: long
Entry Point: just inside the desert, hug the right wall up into the small canyon way, the Fallen Shrine is at the northern portion.
Prereqs: none
Recommended Party: standard
Base Experience: 2,500
Quest Info:
--Creatures: fire reaver, flesh render, mephits, hell hound, efreeti
--Traps: none

Walkthrough:

An outsider killing field, work your way through the one-way temple, killing off the demons and their friends. Light the torches as you go, and watch the alcoves for the shrine and chest.

When you do get to a crossroad, pick either way, they circle around and meet. Fight your way to the end, talk to the ghost and fight the wraith. Grab your loot and head back to Zawabi’s Refuge for your reward.

The reward here is given by by the lass straight across from the tavern in the Refuge, Bahir Khalidan.
End Reward: standard loot choice

Lost_Leader
12-11-2007, 07:41 AM
Raid the Vulkoorim

Quest Giver: Vulkoorim Crèche Entrance (quest entrance)
Level: 11 Party
Patron: The Free Agents (6/12/18)
Length: long
Entry Point: Northeast Menchtarun Desert, northernmost part of the bttom of ‘the scar’. Prereqs: none
Recommended Party: standard. Two people necessary to complete the quest (simultaneous lever pulling).
Base Experience: 2,100
Quest Info:
--Creatures: scorrow, scorpions, gnolls
--Traps: none

Walkthrough:

Point of this quest is to destroy the scorpion breeding grounds of the scorrow. Fight your way down into the crèche. You will fight a bunch of scorrow, watch out for their blade barrier spells. You will reach an intersection. Straight and to the left lie the quest objective, right is an optional tunnel filled with gnolls and sometimes a chest.

When you go straight and left, both have three alcoves of breeding cages. Either pull the levers simultaneously to drop the cages, you will need at least two people to do this. You must kill the big scorpion in each of the 6 breeding cages.

Return To Skavyr in the Refuge for your quest reward.
End Reward: standard loot table

Lost_Leader
12-11-2007, 07:42 AM
The Spawn of Whisperdoom

Quest Giver: Eriephaus d’Phiarlan, just south of the House Phiarlan Teleporter
Level: 11 Party
Patron: House Phiarlan (6/12/18)
Length: long
Entry Point: Through the jungle clearing, the cart behind the quest giver will take you there.
Prereqs: none
Recommended Party: standard. Freedom of movement is very helpful here
Base Experience: 3,700
Quest Info:
--Creatures: spiders, lots and lots of spiders. Ogres, ogre magi, worgs, more spiders. Some zombie, a human necromancer, and some more spiders.
--Traps: spikes, blades, air jets

Walkthrough:

The Ogre Magi have sealed off Whisperdoom’s main lair with both magical and mundane locks. So, time to get to work and bust down the door. Head west. At the fork in the road go south into the ogre dwellings. This is the trapped area, so rogue, if you have one, be on your toes. Clear the hallways, find the shrine, take out the ogres and get the key. Now you will have the mundane part covered.

Now head North, its time to clearout the breeding pits of spiders and their ogre magi spider-farmers. I am pretty sure that one falls under the ‘Stormreach’s worste jobs’ Category, right up there with kobold census board administrator. Speaking of which, a friendly plug for our friends out there in the Kobold Humane Society, please remember to have your kobold spayed or neutered.

…anyways back on track. Head up north and kill spiders and ogre magi. This will lower the magical wards. A note on spider hunting, freedom of movement is great, and these spiders spit acid, so resist acid is also great.

Once you have all the wards lowered, move back inot the main whisperdoom lair, and get ready for a real mean spider hunt. These caverns are filled with lots of spiders, but there are some goodies as well. An extra shrine, a loot chest, and hidden throughout are three items: Battle Standard, Mug of Pink Pony Happy Places, and a some Historical Documents. These items will give you a chance at the unique whisperdoom loot, handed out by Ungurz Lieutenant outside. It is usually considered fair to have everyone roll on these items, the top 3 winning. Usually there isn’t anything good, but sometimes one of the named treats will pop up.

Okay, back to the spider hunt. Somewhere in these tunnels is one mean spidey. Once you find her, get ready for one heck of a fight. Pin her in if you can, or use a shield wall, so your caster can unload the fury. Use greater Magical beast bane weapons, get ready for nasty spell casting spider of doom with damage reduction and huge regeneration. Weee. Once you win, go get some loot.
End Reward: standard end reward, possible unique loot if you have one of the three items.

Lost_Leader
12-11-2007, 07:47 AM
Tomb of the Blighted

Quest Giver: Hallestrom in the Necropolis
Level: 11 Party
Patron: The Silver Flame (6/12/18)
Length: long
Entry Point: northern crypt in the necropolis, eastern entrance
Prereqs: none
Recommended Party: standard
Base Experience: 4,900
Quest Info:
--Creatures: zombies that turn into skeletons, mean troglodytes, super slimes, and GELATINOUS CUBES!
--Traps: ummm gelatinous cubes?

Walkthrough:

DM text upon entering- The Tomb of the Blighted is infested with vile roots and putrid water.

So you enter in to find a nice holy water shrine sitting in a stench fulled bog of a tomb. Head a bit further in, break your way down the hall a short way, and find a water container. Use this to grab ten holy water vials from the fountain. Then trade it to next person in party, so they can grab ten for themselves, and hand it down until all have some. Set them in your quick bar, they are thrown weapons, super holy grenades of doom!

Now a bit about the dungeon. It is roughly a triangle, with three more holy water fountains you need to get to and purify. Here's the rub, the vines in some places have grown so nasty, you need to weaken them with your holy water vials before you can break them. Also, the water in this place is so nasty it will make anyone ill. No magical or supernatural abilities or spells are going to help you, either. Except for super holy water from the shrines. Walk in it to clear off the boggish goo. You can also shatter the vials on the floor, then walk through the puddle. Optional to cleanse all the urns in the side tunnels, also using the holy water.

When you reach the other fountain rooms, you find them nasty and green, guarded by Blight Guardian Troglodytes. Don't get too close to the fountain, you can;t usually see them, but they are covered in a huge gelatinous cube. It will grab you and suck you in, paralyzing you and feeding off your bones while you slowly digest in its acid filled goo. If you are resourceful, you can get the trogs and slimes to wander into the cube tho. Either way, you need to destroy all three cubes to cleans the fountain, once doin so it will become a happy place, capable of filling your vials and washing your feet.

Once all the fountains are cleansed, the way from the beginning, where you found the holy water pouch, is now accessible. Head there and slay the mummy.

End Reward: Standard choice.

Lost_Leader
12-11-2007, 07:49 AM
Tomb of the Forbidden

Quest Giver: Dessenau in the Necropolis
Level: 11 Party
Patron: The Silver Flame (6/12/18)
Length: long
Entry Point: northern crypt in the necropolis, southern entrance
Prereqs: none
Recommended Party: standard, need a minimum of two people, trapsmith is nice
Base Experience: 4,660
Quest Info:
--Creatures: ice mephits, ice flensers, human and elven cultists, icebone skeletons
--Traps: blades, spikes, cold burst mines, spike and grease

Walkthrough:

DM text upon entering- The Tomb of the Forbidden has been plunged into a deep freeze by a powerful, mysterious force.

Move through the icey halls, clearing out cultsists and cold type minions as you go. A short way in you will find a small chest with a red gear. Pick it up and continue. You will come to a dead end hall with two flanking corridors. The person with the gear neads to head down both corridors and unlock the levers at the end of each. Then split the party into two groups and have the two levers pulled at the same time. The corridors will close and spawn ice creatures. Fight your way out, clearing the halls will open the flanking corridors and the central hall. Continue on your way.

The next hall will also seem to dead end. Your only hint is a small green arrow looking thing on the wall ahead, pointing up. It is telling you to look up. On the center of the ceiling is a small green eyed skull. Hit it with a ranged weapon and the wall ahead will open. Continue on.

Now you will come to a room with a mean ice flenser guarind a pair of chests. Kill him and his friends, grab the blue gear and some loot. This blue gear will open a later passage which is similar to the earlier one. Unlock both levers, split the party, fight back to the middle and clear it out.

Further in will find a secret passage, which will lead to another optional chest. The chest, also behind a secret door, in a locked alcove, and is locked. Be careful when opening... while this is no crucible, it is mean for those who are in the alcove when the chest is open. The explosions will stop after a short while, allowing everyone to loot.

Further down the hallway with the secret door will find a frozen room containing the frigid remains of a mindflayer, clutching a gold key. Break him up and take his key. This will get you further down the halls and into the last chamber.

The last chamber is below the catwalks you find yourself on. Go give the sarcophagi a good lookin at, and the mummy will drop from the ceiling and bring a bunch of buddies. Deal with them and get some loot!

End Reward: standard choice

Lost_Leader
12-11-2007, 07:51 AM
Tomb of the Tormented

Quest Giver: Kyriel Kallistae in the Necropolis
Level: 11 Party
Patron: The Silver Flame (6/12/18)
Length: long
Entry Point: northern crypt in the necropolis, northern entrance
Prereqs: none
Recommended Party: standard
Base Experience: 7,300
Quest Info:
--Creatures: wights, carcass eaters, undead worgs, meaty zombies
--Traps: blades

Walkthrough:

DM text upon entering – The Tomb of the Tormented is where Maldetto tortures his enemies, haven them eaten alive by packs of ravenous carcass eaters.

Okay, grab your +11 hat of patience, and let's get started.

Entering this tomb, you find yourself standing on a grate that looks down into a maze. There are small holes interspersed throughout the maze, and a bunch of zombies and wights up with you. First thing to do is to clean out up top. Destroy all of the sarcophagi and the wights within them. If you don't detroy the sarcophagi, they will continue to generate more wights. As you kill the zombies, pieces of rotten meat will drop to the ground. THe zombies will pop back up after a minute, so you have a ready supply of meat. Stuff the meat through the holes in the floor to lead the Famished Rats through to the other side of the maze.

This procedure is repeated through two more mazes, each one getting consequetively more complex. A few things you should know: you can only move one rat at a time, the others do not move. If your rat dies, it will respawn, so don't worry about rat death. There are carcass eaters and worgs in the mazes, and they will kill your rat, but your rat will fight back. Two or three rats in a row will usually kill off a single bad guy. Though not so well on elite. In the second two mazes there are pressure plates with a rose design on them. When your rat steps on them it will change the position of the swingin doors. You can step on them again to switch the doors back. Each time your rat eats a piece of meat he gets a tiny bit of health back. In the last maze there are blade traps, you need to move your rat through carefully, timing the traps for when they turn off, or when they move down the hall. You can disarm the stationary blades, there are boxes at different points in the room where you can reach them. It is possible to block bad guys behind different walls, but it may be easier to just kill them with rats. They do not walk into the areas with spikes.

Once all three mazes are complete, the rats will wake up the mummy. After you defeat the mummy, you can go into the maze if you wish. If you noticed from above, one maze has a key and another a chest, so you can go and get the key and open the chest. Or just pick it.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 07:52 AM
Tomb of the Unhallowed

Quest Giver: Lady Vienne in the Necropolis
Level: 11 Party
Patron: The Silver Flame (6/12/18)
Length: long
Entry Point: northern crypt in the necropolis, western entrance
Prereqs: none
Recommended Party: standard, optional locked chest, trapsmith is helpful
Base Experience: 4,180
Quest Info:
--Creatures: ogre magi, humans, elves, wraiths, zombies, skeletons, spectres, wheep, quell, fiendish troll
--Traps: blades, spikes

Walkthrough:

DM text upon entering- The Tomb of the Unhallowed is a junction point between Necropolis and Dolurrh, the plane of the dead.

The layout of this tomb is a large diamond, with an altar set at the end of each point. The doors of each hall only open when you kill everything in the hallway, so no running to the ends. You can only travel in one direction, and follow the doors as they open. Watch out for blade and spike traps while you are on the move.

As you enter, most of the fighting is against cultists and other living enemies. When you reach the end of the first hall, you must activate the altar. Activating this altar begins the process of bringing the temple into coterminous existance with the plane of Dolurrh. Layman's translation: you are making it into a place the undead like to hang out. As you might expect, the halls are suddenly flooded with undead. Continue on, fighting your way back down the hall.

Clearing out hallways will continue to open up doors. This will effectively shuttle you in the correct direction. About halfway through will see you to a shrine. One early secret passage will lead to a bedchamber with a locked tablestand syle chest. It is not trapped.

As you finally clear all four halls and activate the four shrines, it is time to head in to the center of the tomb. The doors slam shut behind you, and you are trapped in the room with the mummy and several of his undead, skeletal guards. There are many archers up above which will snipe you from a high position.

End Reward: standard

Lost_Leader
12-11-2007, 07:56 AM
The Twilight Forge

Quest Giver: Karn Coldtrail in the Foothold. He bestows the original quest, and you get the pieces of the sigil from Ghola-Fan and Shrieking Mines. Ostler assembles the medallion and you either work your way through, or teleport to the volcanoes mouth. Here you show the sigil of Dal-Quor to the ancient warforged, let the magic take its course, and enter the Twilight Forge.
Level: 11 Raid
Patron: The Free Agents (10/20/30)
Length: very long
Entry Point: The Volcanoes Mouth in the Restless Isles
Prereqs: Must have an assembled Sigil of Dal-Quor
Recommended Party: Nice to have 1 Rogue, 3 clerics, 2 casters and fill in the rest with tanks, archers and melees. The follow quest, the Titan Awakes, is often done with fewer, but it is difficult to complete the Twilight Forge with fewer numbers, especially on the harder settings.
Base Experience:
Quest Info:
--Creatures: Quori Stalkers, Ogres, wildmen, mind flayers, mindflayered dwarves, ancient warforged, iron golems, ogre magi
--Traps: blades

Walkthrough:


Map of the Restless Isles (http://lostguild.com/ddo/Pictures/restlessislesmap.jpg)

Entering the Twilight forge, you will be in a series of halls that have elemental cannons blasting. Fire, Acid and Cold bursts of energy will make quick work of you if you brazenly walk down the hall. Behind the walls are ogres manning the cannons. You can kill them through the wall with area of effect spells, like cloud kill. It isn’t mana efficient, but gets the job done. Or, send a team down with haste, jump and resistances they can work their way into the back halls and clear out the path. Evasion is a huge bonus here.

Once you clear out the top halls, or run past them, get the two chests from behind the walls and clear the trap in the hallway at the bottom of the halls, then its time to work down and pick off your first mindflayer. A quick reminder here that globes of invulnerability will suppress a mind blast.

You are now at the first crystal dispenser. Split the crew into two teams, green team is the puzzle room, plenty of fights, and purple team is more combat intense. Head down your respective halls.

For the green side I am going to outsource here, and recommend a great puzzle guide that I have used and found very helpful. Written by DDO forum poster JDwoods[TeamATi]


Twilight Forge Green Puzzle Guide (http://forums.ddo.com/showpost.php?p=1051246&postcount=1)

Green Puzzle Room B.4 pic (http://lostmeetingplace.tripod.com/ddo/Pictures/greenroom.jpg)

For the purple side, head on down and clear out the halls, watch out for bad guys walking above you on the maze top. Remember that Quori Stalkers are outsiders and can be banished. Clear out the area and get to the force door. Okay, get your biggest hitpoint guy all decked out with fire resist and protect and any buffs that will help his swim skill. Its time for a lava dip! Deep lave will tear you up, but it is possible to make the swim under the bridge and up to the lever. Then again, maybe it isn’t. Have a cleric standing by to raise you after you burn to a cinder, but don’t accept the rez until you are on the ladder on the other side. Then just finish clearing the way up and around, and clear out the top. Get to the next crystal dispenser.

Now the teams split up once again. On the green side yellow will head up top, clear some fights, and get ready to man some levers. Blue will head up to the hallway that meets up with a portion of team purple. These two teams will meet in the golem room, ready to work.

Team Purple will split blue, which will meet in the hall with a portion of team green and head to the golem room. They will have to work their way across the top rafters, which are filled with lightning charged pillars. Team red will end up down in the water maze. Here is another outsourced map that I use for the water puzzle.


Red Puzzle (http://lostmeetingplace.tripod.com/ddo/Pictures/twilightforgered.jpg)

Once red is done they will emerge in the tunnels with the blue teams. Clear out the golem room and play the bridge hopping game with team yellow pulling levers. Haste and jump are a big help here… (if you have been saving any beholder cookies, it is fun to use them to get into the rafters and pull the levers.) Pull all the levers, including the one at the top of the ladder where you are, and then head through when yellow team hops down. Oh, and there is a hidden chest in a secret door underwater in the south passage (possible Helm of Freewilly).

Clear out the last hall, it is filled with cannon ogres again, head through and confront the mind flayer. Shrine up, grab your loot (possible Adoryn's Malice) and step in to the Titan Awakes!
End Reward: none

Lost_Leader
12-11-2007, 05:15 PM
Against the Demon Queen
(Pre-raid for Demon Queen)

Quest Giver: Zawabi
Level: 12 Party
Patron: The Free Agents (8/16/24)
Length: long
Entry Point: Top of Serpent’s Pass in the Desert
Prereqs: You must have completed and turned in the items from: Offering of Blood (Blessed Blood Offering), Tomb of the Wizard King (Phylactery of King Raiyum) and Chains of Flame (Orb of the Djinn). After turning these in to Zawabi talk to him again and he will grant ATDQ (against the demon queen). You can enter to assist an ally on the quest, but you will not be able to advance or enter the Raid, if you do not have the quest logged.
Recommended Party: Cleric, Caster, Ranger, Rogue, Tank, Gravy
Base Experience: 6,399
Quest Info:
--Creatures: Efreeti, Flesh Render, Scorrow, scorpions, troglodytes, gnolls, tharaak hounds, mephits, wildmen, mind flayers, fire reavers, Rhakshasa Prince, Marilith Queen
--Traps: blades, sonic, poison

Walkthrough:

To open the gate to get to the demon queen, you need to hit the demonic runes at the six points, representing her six blades. You must hit them in order, and the book at the beginning gives you hints as to what order to do them in.

There are 6 runes:
Mockery - Monkey
Grasping - Octopus
Poisoner - Scorpion
Hungry - Wolf
Devious - Snake
Night - Bat

The book reads (random runes):
A - 1st to draw blood.
B and C - never cross each other.
D is close to E.
F gets the killing blow.

There are a few possible combinations.
A is always be first.
B or C could be second.
D or E could be third.
Remaining D or E is fourth.
Remaining B or C is fifth.
F is last.

If done correctly, the rune will spawn a Rhakshasa Guardian. If incorrect it will take you to an undead pit you must fight out of to get back to beginning. (Dimensional Door can come in handy here.)

Once the guardian of the swords is beaten all six times, gate opens to shrine.

Head up hall, killing a few efreets, renders, reavers. Enter the room with the queen, defeat her guardian efreeti and guardian of the Swords one last time. Then it is time to attack her.

She will cast boiling blood, Blade barrier, and wrack of pain. She will also blur herself. Her tail will knock down anything she runs over. She has huge amounts of hitpoints, but doesn’t regen.

She has a damage reduction of 10/good and cold iron. She is immune to electricity and poison, and has a 10 resist of fire, cold and acid.

A lot of damage from magic missiles, and a good bowman would be ideal. Stay away from her as much as possible. Once you defeat her, shrine if you still have it, then head to her summoning circle and the chest. Stand back from the chest and have someone resistant to fire open. It will explode in a fire ball, and she will respawn totally healthy and ready for round two.

Wash, rinse, repeat. Get your loot. You are flagged for raid, which is bestowed by Zawabi.

New information has been compiled, listing all of the possible permutations and results for the order of the glyphs to be recited. The original post was here (http://forums.ddo.com/showpost.php?p=1634351&postcount=10).


Credit to Scriondar for compiling this on our guild forums. There may be one or two that aren't on here, but I think this is pretty much everything:

Poisoner(Scorpion) 1
2 Mockery(Monkey) Grasping(Octopus) 5
4 Night(Bat) Hungry(Wolf) 3
6 Devious(Snake)

Poisoner(Scorpion) 1
5 Grasping(Octopus) Devious(Snake) 2
3 Night(Bat) Mockery(Monkey) 4
6 Hungry(Wolf)

Poisoner(Scorpion) 1
5 Hungry(Wolf) Mockery(Monkey) 2
4 Grasping(Octopus) Night(Bat) 3
6 Devious(Snake)

Poisoner(Scorpion) 1
2 Night(Bat) Devious(Snake) 5
4 Grasping(Octopus) Hungry(Wolf) 3
6 Mockery(Monkey)

Poisoner(Scorpion) 1
2 Mockery(Monkey) Hungry(Wolf) 5
4 Devious(Snake) Night(Bat) 3
6 Grasping(Octopus)

Poisoner(Scorpion) 1
2 Hungry(Wolf) Devious(Snake) 5
4 Mockery(Monkey) Night(Bat) 3
6 Grasping(Octopus)

Poisoner(Scorpion) 1
5 Hungry(Wolf) Night(Bat) 2
4 Mockery(Monkey) Grasping(Octopus) 3
6 Devious(Snake)
--------
Mockery(Monkey) 1
5 Grasping(Octopus) Poisoner(Scorpion) 2
3 Hungry(Wolf) Devious(Snake) 4
6 Night(Bat)

Mockery(Monkey) 1
5 Hungry(Wolf) Devious(Snake) 2
4 Night(Bat) Grasping(Octopus) 3
6 Poisoner(Scorpion)

Mockery(Monkey) 1
5 Poisoner(Scorpion) Grasping(Octopus) 2
4 Devious(Snake) Night(Bat) 3
6 Hungry(Wolf)

Mockery(Monkey) 1
5 Night(Bat) Devious(Snake) 2
3 Poisoner(Scorpion) Hungry(Wolf) 4
6 Grasping(Octopus)
------------
Hungry(Wolf) 1
2 Night(bat) Grasping(Octopus) 5
4 Poisoner(Scorpion) Devious(Snake) 3
6 Mockery(Monkey)

Hungry(Wolf) 1
2 Poisoner(Scorpion) Mockery(Monkey) 5
3 Grasping(Octopus) Night(Bat) 4
6 Devious(Snake)

Hungry(Wolf) 1
2 Devious(Snake) Night(Bat) 5
3 Mockery(Monkey) Grasping(Octopus) 4
6 Poisoner(Scorpion)

Hungry(Wolf) 1
5 Poisoner(Scorpion) Night(Bat) 2
3 Mockery(Monkey) Devious(Snake) 4
6 Grasping(Octopus)

Hungry(Wolf) 1
2 Grasping(Octopus) Devious(Snake) 5
3 Mockery(Monkey) Night(Bat) 4
6 Poisoner(Scorpion)
----------
Grasping(Octopus) 1
2 Devious(Snake) Hungry(Wolf) 5
3 Night(Bat) Poisoner(Scorpion) 4
6 Mockery(Monkey)

Grasping(Octopus) 1
5 Night(Bat) Mockery(Monkey) 2
3 Devious(Snake) Hungry(Wolf) 4
6 Poisoner(Scorpion)

Grasping(Octopus) 1
5 Mockery(Monkey) Night(Bat) 2
4 Devious(Snake) Poisoner(Scorpion) 3
6 Hungry(Wolf)

Grasping(Octopus) 1
2 Poisoner(Scorpion) Night(Bat) 5
3 Hungry(Wolf) Mockery(Monkey) 4
6 Devious(Snake)
----------
Night(Bat) 1
5 Mockery(Monkey) Poisoner(Scorpion) 2
3 Devious(Snake) Grasping(Octopus) 4
6 Hungry(Wolf)

Night(Bat) 1
2 Grasping(Octopus) Hungry(Wolf) 5
3 Poisoner(Scorpion) Devious(Snake) 4
6 Mockery(Monkey)
---------
Devious(Snake) 1
2 Mockery(Monkey) Poisoner(Scorpion) 5
3 Grasping(Octopus) Hungry(Wolf) 4
6 Night(Bat)

Devious(Snake) 1
5 Mockery(Monkey) Grasping(Octopus) 2
4 Poisoner(Scorpion) Hungry(Wolf) 3
6 Night(Bat)



End Reward: none

Lost_Leader
12-11-2007, 05:17 PM
Chains of Flame

Quest Giver: Jaefan Druz in Zawabi’s Refuge
Level: 12 Party
Patron: The Free Agents (7/14/21)
Length: very long
Entry Point: The top of the burning mountain. This is a long run.
Prereqs: none
Recommended Party: standard, high bluff and diplo optionals, rogue is a big asset
Base Experience: 4,468
Quest Info:
--Creatures: gnolls, mephits, fire elementals, air elementals, hyenas, ogre magi
--Traps: blades, fire, spikes

Walkthrough:

Buff on up and head out. Through out the quest there will be many areas where archers pelt you from above, you can cloud kill them or fight behind cover. You will get up to them eventually.

Moving through you will pass a locked door on the right, we will call this Door Number One. Continuing on, you will pass another locked door on the right, we will call this Door number Two. Passing both, continue down into the mountain, clear as you go, free all slaves you pass. When you reach the bottom ledge, kill of the gnolls and get the key. Now to head back to Door Number Two. Heading through Door Number Two will take you up to a hall with a side room. Ogre Magi. Unkor the Gourmet, wants to have a Dwarf for Barbeque. We will have none of this! Since you were wise, and listened to the Lost Leader, you brought a high bluff character. Save the Dwarf! You will still have to fight the ogre magi to get his key, but the dwarf will give you a key to the treasure chamber upstairs. (diplo will get you the ogre magi key without a fight, but still cooked dwarf.)

With key or keys in hand, head further up the hall, clear out more gnolls and get another key, free more slaves, and grab some loot.

Head back to Door Number One. On the inside of the door is a fire trap, so be ready for it. Even if you disarm it, the gnolls at the top will rearm the trap if they se you, so move up together.

The next hall is a mephit hall with your first shrine. You can come back to it, but it is a fairly long trip. Use at your own discretion.

In the next area are a bunch of gnolls, a fwe slaves, and two separate ways out. To the north is a locked treasure chamber. If you got the key from the dwarf for rescuing him, that opens it. Otherwise, a very skilled rogue can pick it. DC is 56+ depending on difficulty level. Afterwards, travel south.

In the next hall, go through the door to do the north. Watch out for blade traps as you make your way through the hall. Clear the room at the end of the hall. Retrieve the key from the Overseer, free some slaves, and hit the lever in the back of the room to lower the bridges above you. Now head back out the way you came and head west.

Through the fire elemental room and into another open hallway, you will have a choice. Free the slaves up here, then choose to go through the door to the east for an optional chest, or go west to continue quest. To get the optional chest you must defeat two fire and an air elementals. When ready, cross the bridge and continue up.

Go up the scaffoldings, across the bridges and through the locked door. This room has two exits, but the bridge north is still up, travel north first.

Moving through the mephit tunnel and into the area with a large group of gnollish archers, free the slave and head under the bridge with all the archers. There is a room with a spike trap. The edges look safe, but they are not, watch out for fire traps along the sides. Disarm or avoid and head through. The door east is locked, so head south. Clear the hall, then travel across the bridge. Defeat the overseer, get the key, free the slaves, unlock the DC 50 chest and get some loot. At this point you should have freed atleast 15 slaves to mark off that requirement. The 16th slave freed will give you the Royal Firebrand key, which will unlock the final room later. If you don't have 16 slaves yet, there are a few more along the way, so keep and eye out for them. Head back across the bridge and go east.

Clear out this overlook and pull the lever on the far side. This lowers the drawbridge to the shrine below. Hop down to the now lowered bridge and shrine up.

After shrining, head across the bridge and take your first right to head to the north. This should look familiar, you were here not too long ago. Travel the route you have already taken, through the spike room, and go to the locked door. Unlock it and talk to the blind slave. Take his curse, and use a remove curse on yourself to remove it. This will open the door above and let out 4 ogre magi. Defeat them and return to Erath the Blind, he will open the door to the secret treasure chamber. After getting your loot head through the doors where the ogre magi were.

Across the bridges, up the scaffoldings and through the fire elemental room, you will reach the Royal Chamber. The 16th freed slave gave you the key to open this chamber. Head in and face the room of gnolls and their efreet ally. Search the glistening pile of goodies to find the efreet orb, and grab your loot. Done and done.

Return the Efreet Orb to quest giver and he will exchange it for an orb of the djinn to give to zawabi. He will also give you an end reward.

End Reward: Standard loot choices.

Lost_Leader
12-11-2007, 05:19 PM
The Chamber of Raiyum
(Tomb of the Wizard King)

Quest Giver: Miroc Thrice-Born in Zawabi’s Refuge
Level: 12 party
Patron: The Free Agents (8/16/24)
Length: very long
Entry Point: Large central tomb in the desert
Prereqs: none
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: ghouls, gnolls, hyenas, mummys, clay golems, skeletons, efreeti, djinni, Lich
--Traps: blades, acid, falling floors

Walkthrough:

Entering the Tomb, you will find the lower section under the control of Gnolls. Wipe them out and get the crest to gain access to the upper levels. You will notice a ramp heading down into the bowels of the temple. The safest thing to do would be to go through and clear them out, picking up the seal of fire (bypasses the efreeti fight) in the process. But, the cost of doing it this way is a huge chunk of time. When I run the quest, I skip the bottom section, but everyone has a different style of how they like to do things. Power wouldn’t be a problem though, unless used very unwisely. You have four shrines and easy access to the front two.

Choose a direction and head up. In the narrow halls watch for traps, and go single file. This helps prevent floor breakages. Sometimes, no matter what the precautions, floors will break out. If you fall through a floor to the lower levels, either the group needs to follow you down and save you, then fighting their way out of the bottom levels, or a caster can jump down and give you a dimensional door. There are also many small rooms that the doors will shut behind you. The group should move together through all doorway in the halls.

There are three separate portions of the upper levels. We will call them East, West and Central. All three are very similar, with mummy filled halls, trapped staircases and falling floors. Each have a room halfway up with a lever and a plaque on the wall. The plaque is in an ancient tongue, and you have to be quiet smart to make out the old script. If you are able to do so, you can determine which boss is at the top of the section you are on. They are assigned randomly when you enter the dungeon. Hafez The Lion, RenameA the Jackal, and the Happy message: Here Lies the Wizard King.

East and West will have an Efreeti guarding thefinal path, central will have an efreeti. Defeating all three of the bosses will open the special treasure chamber in the basement. After defeating Hafez and RenameA, the floor will drop out and place you near the shrine and treasure chamber. The doors shut behind you on those two fights, as well. The door and floor remains where they are when you fight the Wizard King. He has a cold shield, uses a lot of disintegration bolts, and likes long walks on the beach.

Picking up his phylactery will finish the quest
End Reward:standard reward list

Lost_Leader
12-11-2007, 05:23 PM
The Cursed Crypt

Quest Giver: Sir Pythius the Radiant in the Necropolis
Level: 12 Party
Patron: The Silver Flame (7/14/21)
Length: very long
Entry Point: northern crypt in the necropolis, central entrance
Prereqs: Must have completed all four of the northern Crypt quests: unhallowed, blighted, tormented and forbidden
Recommended Party: standard, caster with jump is handy, minimum of three people for levers.
Base Experience: 6,819
Quest Info:
--Creatures: Thralls of the vampire, blackbone guard, skeletons, wraiths
--Traps: falling floors, grease and spike, force

Walkthrough:

First off, this quest is timed, you have 60 minutes to complete from the time you step in, so be sure everyone steps in together. Second off, be sure everyone has their silver flame or emerald claw necklace or trinket before they hop in.

Another note, before you start. If you avoid killing any of the silver flame agents, speak to the captain at the end to get an extra chest. Flesh to stone is great crowd control against the Silver Flame Agents, as they are immune to mind affecting spells.

Move in and clear out the large entry hall. Head west first. You will get to a closed gate, and a spectre will pop up out of the floor, telling you it is going to help you. Two ghosties fly slowly off, follow the west one first. It will open the gate up the hall to head further in. (The other ghost will be doing the same on the east side of the crypt.) Clear out the halls on this side, until you reach a large room full of small cells. The map is not symmetrical, but the concept is basically the same on the other side. Both sides also have shrines. Your job is to look through the cells for a chest with a key in it. You will not be able to see the chest without opening the door. There is also a loot chest, which you can con from outside, in one of the cells. In some of the cells are prisoners being tortures, who you can free. In other cells are badguys, who you can kill. In a few cells are silver flame guys who have been mentally enslaved. Be careful not to kill them. They are immune to mind affecting abilities and spells, though web will slow them down. Once you find the key, head back to where you first met the ghost. You can now go into the closed gate there, and free all the ghosts.

Your two ghost buddies are sticking around, though. Travel back both west, then east. At the end of each hall you will find you ghost, who will teleport (walk into the ghost) you through the gate, to an image of Mendetto the Vampire. The vampire is standing on an altar with silver flame adherants grovelling at his feet. The job is to kill the vampire without killing the silver flame guys. If you can get to him and encircle him right off the bat, it helps to begin the battle well. The silver flame guys will be curing him, casting cometfall on you, and trying to beat you up. Direct damage spells like magic missiles work well, since they cant hit the silver flame guys. Firewall is very bad. Once you drop him on one side, head to the other side and repeat the process. This will open up the way forward from the first main chamber, up to the second level.

The ramp up is trapped, be prepared. Clear out the top area, you will see a blocked way down with three lit skulls. In order to unlight the skulls you must head up the ramps. There are 3 chambers and an optional chest on the top level. The hallways to the far side chambers, and the hall with the chest, will have points that fall out. It is possible to prevent the falling of the floors by disarming them. There is a trapbox for each. The whole floor in front of the chest will fall out, once again, avoidable by disarming it. It is time consuming to try to get over to it. If you fall, you will cost into a small holding cell. Defeat the minions or survive long enough and the floor will fall out again to the halls below where the shrines are.

Once you make it to the side chambers, you will see a catwalk going over a glowing green floor. You will fall through the green, even though the skeletons don't. The catwalks have force traps, so be careful. The two side tunnels are slightly different than the center. You must get to the end of the rampway, defeat the brimstone skeleton, and hit the altar. In the centerish route, you have two levers. The levers must be pulled at the same time to lower the gate with the altar and the warden. The gate will close shortly after opening. Pull the guardian out first, dispatch him, then open it again to hit the altar. Once all three altars are lit, the way down is open. There is also a new shrine that appears next to the path down.

Down into the last chamber, where the vampire awaits with four more of his devout silver flame followers. Note: Update after Mod 5 included a change where once you engage the vampire below, the path will seal behind you. This version of the vamp is meaner than his two aspects. Otherwise, just beat him up the way you did upstairs. Up to you. After defeating him, grab the book off the altar before time runs out. This stops the timer and then you can use the altar to upgrade your necklaces. Also, a small room opens up in the back with a shrine. If you were good, and didn't kill any Silver Flame folk, talk to the Commander in the room here, and he will give you a bonus chest. It will do a single upgrade, no matter what stage you are currently at, to a maximum of the third upgrade. (The fourth is after defeating the Black Abbot in the Ascension Chamber).

Thanks to Vorn of the DDO forums for some nice info about traps and the bonus chest.

Another nice walkthrough is available here (http://forums.ddo.com/showpost.php?p=1514176&postcount=1). It includes a map.

End Reward: standard loot choice, upgrade your silver flame or emerald claw pendant at end of quest inside. Up to the third upgrade.

Lost_Leader
12-11-2007, 05:25 PM
Invaders!

Quest Giver: Guard Branson, across from the Waterworks in the Harbor
Level: 12 party
Patron: The Coin Lords (7/14/21)
Length: very long
Entry Point: Sewer entrance next to guard branson.
Prereqs: Must be level 9 to log the quest.
Recommended Party: Standard, rogue could be any melee
Base Experience: 4,299
Quest Info:
--Creatures: beholders, flesh renders, ice flensers, fire reavers, tharaak hounds, evil cultists
--Traps: Just Xoriat rhoomba balls

Walkthrough:

Buffs are not going to do you much here because of the beholders, so get your good resistance and deathblock gear out.

Start out the door and begin clearing the hall, first step is to head north down to the bridge. This is possibly one of the most entertaining places I have ever been.

I have to share a story, skip these italics if ya don’t care. So I dm a pnp campaign, and just before this quest came out I had an area with a large underground lake, spiring towers jutting out and bridges spanning from tower to tower. For various reasons there was a beholder on one of the bridges, and my group was fighting it. Everything was going well until their main tank rolled a 1 on a flesh to stone save, and was consequently turned into a statue… and telekinetically launched into the deep underground lake.
So, later date, same player is playing his cleric and comes into Invaders!... ya, you see where this is going, takes the run heading down to this fight, nailed by a flesh to stone and then launched telekinetically into the lake. But here is the kicker… in DDO as a statue, you float. He sat floating at the top of the lake until the group was able to save him. And he promptly reported to me that his statue shouldn’t be stuck at the bottom of the lake in our pnp game. Beholder Rock floats!

… sorry, had to share.

Okay, so! Let’s move around the corner onto the bridge. Deal with a whole bunch of beholders and their ice flenser buddy. Clear them out, head further in. You will see all sorts of baddies and have to dodge around xoriat balls while you do it. Defeat the Elder Beholder at the end of the hall, check for a possible chest, and move back to the beginning. You are done with the north wing.

Head to the south, when you open the door you will get jumped. This is the main cistern where our good friend Private Jake used to hang out. Instead there is another Elder beholder there. Kill it, deal with the flenser (this is a summon portal, so be ready for respawns to happen every minute or so) And continue to the south wing. Clear out the elder beholder there.

Okay, now head east, clear it out and be careful when you enter the big room where the path heads north, tough fight here. Drop down and clear out the halls below, get the elder beholder and look for a possible chest. Head back up, watch for respawns, and head north.

Use the shrine if you need it and continue north. The next right takes you to where the end boss will be, but first you need to check the north hallway and kill the last elder beholder. Also, if you haven’t gotten your chest yet it will be in one of the far north rooms.

Once that is done, head in for the end fight. There is a random main boss at the end, one of 5 types: Beholder, Ice Flenser, Fire Reaver, Flesh Render or Tharaak Hound. Each has a chance to drop its own unique end loot, depending on which you fight.

End Reward: standard end loot choice

Lost_Leader
12-11-2007, 05:26 PM
A Relic of a Sovereign Past
(a.k.a. Black Anvil Mines)

Quest Giver: Sir Kinze MacDunnam in the Sovereign Host Temple in House Deneith
Level: 12 Party
Patron: House Deneith (7/14/21)
Length: very long
Entry Point: Northern mine entrance in the Black Anvil Forest, get there through the cart at the northwest corner of the House Kundarak bank.
Prereqs: none
Recommended Party: standard
Base Experience:
Quest Info:
--Creatures: duergar, earth elementals, fire elementals, adamantine defenders, clay golems
--Traps: poison

Walkthrough:

Get some fire resist and head on in. Clear the huge main chamber, be sure to get all the duergar summoners on the ledges, to stop the flow of elementals. Now head back like you are coming out of the entrance cave. Take the first cave on your left. This is the church wing, filled with caster and deathpriests. Clear it out, defeat the main summoner, pull the lever on the pedestal and gets ome loot. Shrine up and head out. This time take the second door on the left. This is the barracks. Couple of different ways to handle this hallway. First, hack n slash the way down. Watch out, cause those champions hit really hard. Second option is to sneak right down the center. Even in loud creaky armor you won’t disturb the bad guys if you are in sneak mode.

If you want to go for the optional adamantine ore, you will need to search out the barracks for the silver key. There is also a shrine in the third door on the right, but it is guarded inside.

Work your way to the bottom, pull the rune lever there, grab your chest and head back up.

Option for next part, if you want to do the ore, skip the next hall with the blackguards, and go to the silverkey locked door, back to the mines. Collect the 15 pieces of ore off of the floor. Either split them up between those who want, or do a roll off for all. If you have enough pieces you can trade them in for a special item with the smith in the back halls.

Now head back to the Blackguard hallway. Work your way up, disable the poison traps if you have a rogue, though they are easy to avoid. When you reach the top you have another option. When you talk to the King, you are given all sorts of charisma based interactions. If you have a high intimidate you will get one route, where a high diplomacy or bluff will get you another. One route is to fight the king, get a chance, the other is to fight six blackguard and get a different chest. ….Or, you could purposefully fail the check, kill both and get both chests.

Now grab Tesyus off of the Dias to complete the quest. And this one is no ornamental sword.

End Reward: standard loot choice.

Lost_Leader
12-11-2007, 05:30 PM
The Titan Awakes

Quest Giver: Karn Cold-Trail in the Foothold, though technically this quest is started at the end of Twilight Forge
Level: 12 Raid
Patron: The Free Agents (6/12/18)
Length: medium
Entry Point: End of the Twilight Forge
Prereqs: Can only be entered through the Twilight Forge
Recommended Party: 2 tanks, 2 casters, 2 clerics, some gravy.
Base Experience:
Quest Info:
--Creatures: warforged and warforged titan
--Traps: none

Walkthrough:

Okay, so on this quest I have been using a walkthrough far better than one I could have done. My hat is off to Gorby, Guild Leader of Art of War on the Sarlona server.


How to Wreck the Warforged Titan (http://forums.ddo.com/showpost.php?p=1227180&postcount=1)

This comprehensive walkthrough covers all the bases and gives a great strategy for beating the the titan. /salute
End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:33 PM
Zawabi’s Revenge

Quest Giver: Zawabi
Level: 12 Raid
Patron: The Free Agents (6/12/18)
Length: long
Entry Point: through Zawabi
Prereqs: You must have completed against the demon queen to enter
Recommended Party: The ideal party would be a caster, a bard, 4 clerics, 3 melees and 3 rangers
Base Experience:
Quest Info:
--Creatures: efreeti, fire mephits, fire elementals, fire brand gnolls, the Marilith Queen
--Traps: none

Walkthrough:

Remember Holy/Good + Coldiron to bypass her DR. House D sells cold Iron arrows if you have the favor.

Blast your way through the entry hall, the gates will slowly close behind you so move together. Head through the gate and buff up.

Buffs: Greater Heroism, Stoneskin, blur, true sight, resist acid, fire, electric, shield or nightshield, bard buffs.

Head through when everyone is ready. Form up by a pillar behind the queen, haste and recitation, talk and go. As much damage as possible early, get a little head start. Tanks and melees deal with the efreet, generally you can ignore the archers, they respawn and there isn’t much you can do about them. Healers use mass heals, especially when the blade barriers are coming through. Casters add what damage you can and keep stoneskin up. Archers, just stay on target on the queen. Sooner she dies the better chance of a nice clean win.

That’s pretty much it. This isn’t the lowman strategy, and there are some more efficient power ones out there, but it is tried and true.
End Reward: standard end reward

Lost_Leader
12-11-2007, 05:38 PM
A Cabal for One

Quest Giver: Hobgoblin Lair Entrance
Level: 13 Party
Patron: Agents of Aronnessen (6/12/18)
Length: very long
Entry Point: Hobgoblin Lair, northern gianthold ruins, in the Stormfist Quarter
Prereqs: none
Recommended Party: standard, optional specialist rogue chest
Base Experience: 3,092
Quest Info:
--Creatures: hobgoblins, winter wolves
--Traps: blades, spikes

Walkthrough:

Good buffs to have: Resist Fire and Cold, True Sight, and, of course, Greater Heroism. There is also a caster who may cast flesh to stone on you, so carrying a couple of stone to flesh scrolls is good insurance.

Clear out around the corner and speak to the traitor hobgoblin. He will give you two options. One, assist him in taking the place of leader amongst the tribe. Doing so, he will go through and clear out almost all of the traps in the compound, though he will double-cross you In the end. This route will give you his extra chest at the end of the quest. Two, call him out and kick his butt right then and there. If you do this you will have to disable the traps a long the way (bonus xp if you have a rogue) but you won’t get the extra chest at the end.

Make a choice and head further in. You will reach a low wall with a gate, with a passage that goes around. You can jump over the wall to open the get, but either way you will need to go through the side passage to defeat a required enemy. In this side room is the ultimate trapsmiths challenge. There is a chest behind a secret door. It is trapped with the super exploding spike trap of doom. It is currently the toughest trap in the game to find and disarm. On elite you need a 61 search to find it and a total roll of 73 to disarm it. There is nothing special about the loot inside, no matter all the work it takes to get it, so bypass it if you don’t have an awesome rogue or a super evasion save.

Clear out the hall, take the right side at the fork to clear out the shrine. Then head back to the left. There is a small room to the left you will need to deal with. Then head further in. The gates ahead are blocked, so you will need to go to the northern doors, climb the ladders and clear out both top rooms. That will open the gates, allowing you access to the final hall and throne room.

Defeat the king, and Gardak the Traitor (if you chose that option) and get you chest(s). The kings chest will have 1 elf relic.

End Reward: Speak to Darsak in the Gianthold for standard reward choice

Lost_Leader
12-11-2007, 05:40 PM
A Cry for Help

Quest Giver: Rhakshasa Lair entrance
Level: 13 Party
Patron: Agents of Argonnessen (7/14/21)
Length: very long
Entry Point: Rhakshasa Lair, Stormeye Quarter
Prereqs: none
Recommended Party: standard, rogue is nice for traps, locked chest
Base Experience: 5,086
Quest Info:
--Creatures: Jarilith, humans, Rakshasa
--Traps: blades, fire

Walkthrough:

First things first, turn on your dm voice. You really, really need to.

Now, follow the feminine voice through trap filled halls, fight through Jarilith and Rakshasa to free the poor damsel.

When fighting Jariliths, remember they are a type of demon, and so have a DR of #/coldiron+holy. Rakshasas have a damage reduction of #/Pierce+good.

Work your way down the one way halls until you reach the shrine room. You will need to clear the two side halls before you can continue forward. Be wary of enemies that open the doors to join the fights.

Once the sides are clear, you can move into the bridge rooms that run parallel out of the shrine area. Clear both sides. Before heading further in, there is an optional under the water.

Swim underneath and find the secret door in the middle. There is a lever which will open the side, submerged portcullis. Swim down this way to a hidden chamber. When you pop out of the water, the doors will open and bad guys will come pouring out. Cloudkill and hide in the water, or charms and have them fight each other, or both. It is a tough fight, but there is a chest at the end of it, if you have someone who can open the locked chest.

Intelligence person using the center pillar will activate a teleportation circle that will transport you back to the shrine room. Otherwise just swim back.

Now head further in, clearing the halls until you reach the jail cells. Kill the jailor and get the key from the far chest. Now free the damsel, who you will take home and marry and live happily ever after. Or I guess if you are a girl, then you can free the damsel, go out clubbing, and get lots of free drinks from suckers. Okay, none of the above is actually going to happen, because this is no damsel. She’s a man, baby, yeahya! Or a mean cat-demon thing with friends coming in to help her. Defeat the final Rakshasas and loot the chest in the back room.

There will be 1 dragon relic in the chest.

End Reward: Speak with Pheryl Barlo in Gianthold for standard reward choice

Lost_Leader
12-11-2007, 05:43 PM
Feast or Famine

Quest Giver: Orc Lair Entrance
Level: 13 Party
Patron: Agents of Argonnessen (6/12/18)
Length: very long
Entry Point: Orc Lair, Stormfist Quarter, northern Gianthold Ruins
Prereqs: none
Recommended Party: standard, charm spells and rogue skills are good here, locked door for optional chest
Base Experience: 4,793
Quest Info:
--Creatures: orcs, worgs
--Traps: blades

Walkthrough:

The orcs in here tend to be high accuracy and hard hitting melees and archers. There is also an ample amount of priests to support them. The archers and melees tend to have low will saves, so charm spells are great. Get them to fight each other instead of you. Also, fearsome can really save you in here.

There are many randomly generated spike and blade traps, so having a rogue or high spot character on point is wise.

You will only have one way to go for a long way, fighting your way through the orc tunnels. When you reach an unpickable, locked door, you will need to go into a hall with four chambers. Oh, and watch out for that sneaky, not-so-nice, chest.

In one of the chambers will be an orc leader with a key. Usually it is the second door on the right.

Head further in to the tunnels, you will drop down a small pit with a shrine, and further halls. There will be a side passage with a locked door that you can pick, this will lead down to more fighting and an optional chest.

Further in will take you to another series of four chambers, get a key and continue on.

The last hallways are filled with orcs, and finally their leader, take him out to get the end chest.

The chest will have 1 elf relic.

Optional: After the final battle, you can take on the returning raiding force in the back of the hall. If you survive it, you can exit out to an otherwise unreachable area in the northeast of the gianthold ruins. There is a chest up here.

End Reward: Speak to Raksul in Gianthold for standard reward choice

Lost_Leader
12-11-2007, 05:44 PM
Foundation of Discord

Quest Giver: Aurumn Encampment Entrance
Level: 13 Party
Patron: Agents of Argonnessen (6/12/18)
Length: very long
Entry Point: Aurumn Lair, North Western Gianthold Ruins, Stormseye Quarter
Prereqs: none
Recommended Party: standard, rogue for traps is good, locked door for optional
Base Experience: 5086
Quest Info:
--Creatures: dwarves, humans, elves, drow, elementals
--Traps: blades, spikes

Walkthrough:

Clear down through the hallway until you reach the central shrine chamber. Unable to continue forward, you will have to clear out the to side halls. These each split into two, so you will have a total of four hallways.

One hall will lead to a locked door. This way is optional. Through this hall is a library with a secret door. Behind it is a mean dwarven cleric and some loot.

The three other halls are all required to advance. Each contains a rune which is lit upon defeating it’s guardian. Once all three runes are lit, you can advance further from the shrine room. The next room is the entry hall for the Patrick the Maniacal’s chamber.

When you enter Patrick’s chamber, you will find him encased in an impenetrable force cube and surrounded by guards and gongs. You must ring all four gongs to destroy the floor under the cube to get to Patrick.

The end chest will have 1 dragon relic.

End Reward: Speak to Neemef Bakto in the Gianthold for standard reward choice

Lost_Leader
12-11-2007, 05:46 PM
Maze of Madness

Quest Giver: Minotaur encampment entrance
Level: 13 Party
Patron: Agents of Argonnessen (6/12/18)
Length: very long
Entry Point: South gianthold ruins, stormheart quarter, minotaur lair
Prereqs: none
Recommended Party: standard, rogue needed
Base Experience: 5,966
Quest Info:
--Creatures: razor cats, minotaurs, human, mephit
--Traps: spikes, blades

Walkthrough:

Work your way through the maze by pulling the correct door-opening lever and finding a couple of secret doors in the rock wall along the way. Anywhere there is more than one lever for a door, there is a trap. Disarm the trap to make it safe to pull all the levers to find the correct ones.

Razor cats have a damage reduction of 10/bludgeon and have a damage shield that does slashing damage on a failed reflex save.

The quest is easy to work through, a small bit of logic will get you through the water gate, other than that it is pretty linear. When you get to the overpass be careful of traps. When you get to the path over the room of the caster, kill him but don’t drop down. Save that trap for last and you can finish out from there.

Head further in, the end room is just down the ramp and ahead. Finish it up, grab your loot, backtrack and drop down to the chest you skipped.

The end chest will have 1 giant relic.

Head to the Fiendish Troll, Eebilsteenk, to get a reward.

End Reward: standard loot choice

Lost_Leader
12-11-2007, 05:47 PM
Trial By Fire

Quest Giver: Troll Encampment Entrance
Level: 13 party
Patron: Agents of Argonnessen (6/12/18)
Length: very long
Entry Point: The troll encampment, south side of the gianthold ruins, in the Stormheart Quarter
Prereqs: none
Recommended Party: standard, locked door for optional
Base Experience: 5,966
Quest Info:
--Creatures: trolls, fiendish trolls, ancient arachnids
--Traps: none

Walkthrough:

Things to know: Ancient arachnids have 10/pierce DR, they also have fire resist, a high Spell Resistance and are considered vermin. Fiendish Trolls are able to be dismissed and banished, but have a fairly good SR.

There is a chest with a bunch of spiders and the named Arachnid Queen behind the locked portcullis style gate.

After reaching the second tier, the troll throws a ‘large bulky object’ over the edge. Be sure to jump down there after it, he just hucked a chest down there. Be sure to open the gates in there before you jump down though, and maybe swing over and take out the General behind the lever gate to the right. He likes to cast enervation, so deathward is a good idea against him. When you defeat him the last general will com barreling out of the pit room. Defeating him opens the way to the Troll Lair Headquarters. Be sure to snag the shrine across the little break in the floor. There is a pit in the next chamber that you can drop down, safe from pursuers, many groups will just charge the pit from the shrine, to avoid needless bloodshed.

Down the pit is the end fight, this guy is a bruiser with good resists and some serious regen. DPS is the name of the game. Oh, watch out for the symbol of stunning he likes to cast, and he likes to dispel as well.

The end chest will have 1 giant relic.

Talk to the minotaur, Krakodoom, for your end reward.

End Reward: standard loot list

Lost_Leader
12-12-2007, 12:32 AM
Crucible


Quest Giver: Jorgundal ar’Grund in Gianthold
Level: 14 Party
Patron: Agents of Argonnessen (8/16/24)
Length: very long
Entry Point: northern gianhold ruins
Prereqs: none
Recommended Party: Atleast 1 instant kill from a distance caster (PK, Finger, Destruction), Atleast 1 evasion type, Someone who can cast Freedom of Movement, Haste, Jump. Atleast 4 people in party to simplify doing the maze. Diplomacy, bluff and intimidate for optionals.
Base Experience: 14,452
Quest Info:
--Creatures: hobgoblins, orcs, gnolls, mephits
--Traps: blades, spikes, falling floors, fire and ice

Walkthrough:

Really great map by Dorim: The Crucible Map (http://i116.photobucket.com/albums/o11/FireStorm78/TheCrucible.jpg)

First off, the optionals at the front. You will want a diplomacy, bluff and an intimidate person for these. First, high diplomacy (24+ on elite) speak to Daggertooth. He will give you a map. Next, talk to Vrall the Fearless, also diplomacy (24+ on elite). You will convince him to kill off his partner, the healer Harza Ghost-Waker. This makes the last fight much easier. Now speak to Gorn Gut-Chewer with Intimidate (24+) first off, delivering the map from Daggertooth does not require a skill check. It will make it so the floors in a hall ahead have already fallen out, it will also eliminate a few of the orcs from that fight. The intimidate check will get him to give you a hint about a hidden treasure, and a good way to deal with the trap, just set your hated enemies into it before you. On that note, go back and chat with Daggertooth. Bluff him into searching out the treasure first, and you won’t need to get poisoned to find the key.

Now that the optionals are taken care of, buff up and head in to the first challenge. The maze. Here is a map I made quite awhile ago to assist you on getting through. There are some prettier maps out there, but this one gets the job done.


Maze Map (http://i62.photobucket.com/albums/h100/LostLeader/CrucibleMaze.jpg)

A note about the crests in the maze: the crests are always in the same three places, but which type of crest is there will change. The sockets always remain the same. The star on the map marks a chest.

In the middle of the maze is a horn. Picking up the horn will cause several traps to go off and the floor to fall out. A rogue can disarm the traps, but the floor will always fall out. Be careful of the spikes.

After moving out, put the horn in place and head through the door. There is a strong current you have to swim against to get up to the next hallway. If you send one person underwater down the current, there is an alcove to the right that contains a valve that will turn off the current.

Moving up will get you to another hall with gates, and a kobold at the end. Have your diplo person speak with the kobold to get him to steal Daggertooth’s armor before the end fight. Then buff your evasion people with jump and haste, and send them into the room. Everyone else go hang out by the other door and wait.

Note: once someone alive is in the room, the doors lock, in order to open them again everyone must be out. If someone is standing on the little gate edge on the outside, the quest will see them as being inside. Hop down to open the gate.

This is a test of speed and jumping and dodging traps. Make it up and around and through the door before it closes, grab the horn, let everyone in to the shrine. Head further up to the test of instinct. Send only one person forward. If more people are near the book it seems to mess this up. Have your evasion person walk up to the book and inspect it, taking time to notice the roman numerals on the floor at each door. The book will give you a hint. Very quickly move to the door the hint implies and open it. If you chose right, the horn will be inside. A common tactic here is to ignore the book, have your evasion person pick a door and open it repeatedly until the horn is inside. Just be sure to have everyone stand back, heals to the ready.

Next you will have to work your way across the top of the maze. This is where you will want jump, freedom of movement and featherfall. The gnolls cast sleetstorm. Also, resist acid, lightning and cold are good. If your casters have them, use instant kill spells on the gnolls. They have low fort saves and will heal themselves, makin it tough to kill them with damage. Work your way across the maze. Put a person in each corner at a puzzle wheel. When ready, pull the lever by the gate to get the puzzle code. From left to right are the puzzle symbols representing the amounts of turn a wheel will need, from 0-5. So when you pull the lever, if blue is in the 3rd position, red is in 5th and green 6th, you would have blue turn twice, red four times and green 5. Or just describe the symbols.

Now up to the super swim. This is the heavy current underwater river you swam in before, just further up stream. Send in your evasion people and wait. Or, send one person back to the first place you entered the river, remember the valve that controls the current? Have them man that valve and keep the current off, while everyone else navigates through the river avoiding the spikes. Through the current and spike filled river are two passages, one, the first, is opened by a valve. It is a wall that is behind a fan, which will drop when the nearby valve is turned. Inside is a locked chest that cannot be picked. You do not have the key for this yet, so pass it up.

The second is also through a fan, at the top of it is a group of 6-8 gnolls, the horn and a glittering pile of treasure. (if you spoke to daggertooth a second time, there will be one dead gnoll and a gold key on the ground.) Grab the horn and the key. If you don’t have a key on the floor, you will have to search the trasure pile to get it. The treasure is coated in a cursed poison, much like a poison version of mummy rot. Now you can swim all the way around and go through for that first passage and the locked chest.

Back up over the maze and down to the river, this time into the side passage with the horn-locked door. Move through, fight your way down the hall and clear it. You must clear it to advance. Then shrine up and head into the last fight. If you still have Harza in there, surround him and take him out first, or he will heal the others. Defeat them and go announce your uberness to Jorgundal.

End Reward: standard loot choice

Lost_Leader
12-12-2007, 12:35 AM
Desecrated Temple of Vol

Quest Giver: Holton Kisane in the northern Necropolis camp
Level: 14 Party
Patron: The Silver Flame (6/12/18)
Length: long
Entry Point: South Eastern Orchard of the Macabres
Prereqs: none
Recommended Party: standard, no disarmable trap, optional locked door (50+dc)
Base Experience: 5,344
Quest Info:
--Creatures: shadows, clay golems, vampires, wheeps, quells, bats, maruts
--Traps: blade and flaming darts, closing doors.

Walkthrough:

DM text upon entering the quest- This once magnificent Temple of Vol was ravaged by the Black Abbot’s forces. Centuries ago, the Black Abbot sealed those who remained faithful to Vol deep in the catacombs of this temple. The wails at night indicate something somehow survived.

Drop down into the temple. In the middle you will see the seal made by the Black Abbot. On either side of the seal is a lockbox and a lever. Pulling the levers will reveal doors to either side of the hall. The halls are filled with whirring blades and flaming darts, at the end of which is a chest containing a gold key on one side, and a silver key on the other. They will each open one of the warding lockboxes. Each person who opens a chest gets a key. The passage on the left is easier to get through the traps, just have to take a quick dip underwater to get there. Have two people go this way, one being a high AC type. Deathward and Fireresist are very benificial throughout this quest, and both chests are guarded by shadows and quells, so buff up before you go for the keys.

Open the lock boxes on either side of the pit. This lowers the seal and allows you to drop down. At the bottom will be a room of clay golems, smite or beat them down. Next, a group of three quells will attack. One is red named. Watch out for firewalls, acid fogs and otto's irresistable dance (the 8th level version). Once you defeat the three quells, you can enter into the vampire's hallways.

The halls are filled with vampires and bats, shadows and wheeps will pop from the ground as you go. If you break the sacrificial urns, shadows will pop out. You must move through the hallways and destroy the random location vampiric priests of vol. Some of the halls may close behind you. Which gates close is randomly generated. Also, the shadows in this temple are immune to Firewall, (Cheap dev update to avoid a simplifying player tactic.) so you will need to deal with the shadows with other means.

A couple of things of note while you clear the halls of vampires: first, there is a chest that can spawn in any room in the vampire halls (dev update: the chest will no longer always spawn, just sometimes), so keep an eye out for it. Second, down the hall across from the shrine is a secret door. When you open it, four wheeps will attack, and it will reveal a locked door. On the other side of the locked door is a portal that will take you to another plane, with bad side affects for curing magic. Go through and defeat the maruts. When the maruts are dead it will send you back to the temple of vol, a chest now sitting in the room. This chest has a chance to drop pieces of the Shield. Note: if there are any dead party members when the last marut is slain, there will be no way to get back to them. Their soul is trapped back where they died.

After you have completed the vampire slaying, finding your chest, and optional maruts, return back to the entry to the vampire halls. Talk to the High Priest to begind the last encounter. A simple tactic is to fill the room with firewalls, and when all of the highpriests bodyguards attack, they will find themselves burning in an inferno. Collect your last chest, this one will perhaps have a piece of the Sigil, then return home for your end reward.

End Reward: Standard

Lost_Leader
12-12-2007, 12:37 AM
Flesh Maker’s Laboratory

Quest Giver: Lowan Nilmani in the northern Necropolis camp
Level: 14 Party
Patron: The Silver Flame (6/12/18)
Length:
Entry Point: North Eastern Orchard of the Macabres
Prereqs: none
Recommended Party: standard, rogue for traps (60+ locked door, can use key)
Base Experience:
Quest Info:
--Creatures: flesh golems, carcass eaters, humans, zombies (half-elf zombie), air elementals
--Traps: lightning, blades, poison and acid

Walkthrough:

Something to note before you start: Flesh Golems are healed by electricity, so put away the shock weapons and lightning bolts, and don't fight them in the electric traps.

Fight your way along the corridors, defeating carcass eaters, human cultists and flesh golems. Pass the poison/acid trap the zombies walk through for cleaning. You can swim in the water to avoid the trap. When you reach the crossroads, you have a choice to make. To the left is a door openable by a lever. At the end of that hall is a key. You may or may not need the key, depending on if you have someone who can pick a lock with a DC of 60. (Forward is a door that will not open from this side.)

The other way is through a floor grate to the right, which also opens with the use of a lever. Get the key first, if necessary, then drop through the grate into the chopping room. Disarm the traps here, then move through the chopping room and climb the ladder to the next level. There is a door here that circles back up to the crossroads (the door that wouldn't open from the other side.) Continue past it, and drop into the shaft slightly further down the hall. At the bottom is the locked door. Pick or unlock it and continue on through.

Fight your way to Mentau's chamber. Speaking to him will open the way up into the power rooms. You need to go both ways, so pick either one. At the end of each hall is a small side room with a lever. The halls are filled with un-disarmable lightning nodes and flesh golems. Once you manage to pull both levers, the chamber at the end of the lightning halls will open. Go to the top lever in this new, large chamber. There are 5 pillars with runes, and a bunch of air elementals. Do not kill the air elementals. The goal here is to trap them. To do so, you must hit all 5 runes in a short period of time (about 10 seconds). Crowd control spells, such as dancing sphere, hyp pattern and greater command will come in handy here. Once they are trapped, it will release the end boss, a very big and mean air elemental with the Red-Name: Chained Lightning. Kill him and snag your end loot.

Don't recall out yet, though. You still have the optional to finish up. Head back to Mentau. After speaking to him, a shrine will pop up in his room, and the grate in the middle will open up. It is time to destroy the flesh golem army. In the room below are 4 lightning traps and a huge amount of flesh golems, which will spawn at about 10 at a time. If possible, send down a rogue and anyone else with evasion. by moving quickly with tumble, camoflauge and invis help, the rogue can move around the edges and search and disarm the traps on the 4 outer pillars. Once the traps are disarmed, it is relatively safe, okay not really, for the rest of the party to drop down. The method we have found to work the most often, is to lay down a huge amount of firewalls on the dry ground by the sealed door, and to have the melees stand in there and smite or greater construct bane. Have the casters and healers jump over the firewalls and try to mitigate damage. It is a long fight, you have to destroy about 50 golems. Once you win, the door will open and you get access to the optional chest, which has a chance to drop pieces of the Shield.

End Reward: Standard loot choice

Lost_Leader
12-12-2007, 12:39 AM
Ghosts of Perdition

Quest Giver: Bitany Devile in the northern Necropolis camp
Level: 14 Party
Patron: The Silver Flame (6/12/18)
Length:
Entry Point: Doomsphere’s Haunt in South Western Orchard of the Macabres
Prereqs: none
Recommended Party: 2 clerics, 2 casters, tank and 1 extra bard, cleric, caster, range or melee.
Base Experience:
Quest Info:
--Creatures: icebones, wraiths, wheeps, quells, ice mephits, ice flensers, Doomsphere the Red-Named, Lawful Good, Undead Beholder.
--Traps: falling floors

Walkthrough:

Enter in and buff up. Deathward and Resist Cold shouhld be at the top of the priority list. Then travel in and speak to the priests. They huddle onto the ice to show you how to break it. Just stand in the middle and boom.

Travel down the halls, clearing them of badguys. When you reach the icey floor, once again break it by huddling in the middle. On the next level down, again clear until you reach the big named wheep. Kill him and move the halls to the next big named wheep.

The two wheep brothers must be killed within about 30 seconds of one another. If they are not killed in that time vicinity, they will respawn. If necessary, split the group here to kill them both in a similar moment, then continue down.

Through the next hallway you will reach the Doomspheres chamber. You must break the warding on him by destroying the guardians and their statues. Attacking the statues will release the wraith guardians. You must kill the large named wraith and then shatter the statue. Firewall works great here. The repeat the process with the other statues.

If you still have power left, and you have access to a dimensional door, then save the shrine. Put on your featherfall item and gather next to the beholder to begin the fight. The floor drops out, and you cruise down to the next level where the Doomsphere is waiting. There are a few things to know about fighting the Doomsphere:

1- His rays are more brutal than your standard beholder, and many will bypass an optic nerve's protections. In particular are his chill touch (3d6 con dmg ray), his withering burn (damage over time necromancy spell), and his boneshatter (super speed reducer). His enervation ray is still blocked by the optic nerves and the silver flame talisman.

2- Though he is a beholder, his Abberation qualities are Over-Ridden by his Undead Status. In other words, use undead bane, not abberation bane.

3- He is immune to fire, cold and electricity, in addition to the other standard red-name and undead immunities.

4- He is Incorporeal

5- He is Lawful Good

Before you begin the assault on the Doomsphere, you need to decide if you are going for the optional chest, which contains the possible shield pieces. In order to get it, you must complete the optional of destroying all the extra spawns in each wave. If you decide to go for the optional chest, my recommendation is to do absolutely no damage to the beholder until the optional wave is cleared. Do this by using firewalls and perhaps solid fog around a portion of the outside of the room. Drag the extra bad guys into the fire, while avoiding eye rays as much as possible.

If you left the shrine un-used, then when power is drained use a dimensional door and have the whole party retreat and refill, then head back down the pit.

Once the optional is complete, or skipped, then unload all damage on the doomsphere. Force, disintigrate and acid all do good damage. As do postive energy spells and undead bane weapons. When he drops 20%, the floor will once again break, and the process will repeat.

There are a total of 4 waves you must complete to defeat the quest. If you complete the optional on all 4 waves, then you will get an additional chest from under the ice at the bottom. The optional chest has a chance to drop pieces of the shield.

End Reward: Standard reward choice

Lost_Leader
12-12-2007, 12:41 AM
Gianthold Tor
(Pre-Raid for The Reaver’s Fate)

Quest Giver: Cydonie of Argonnessen
Level: 14 Party
Patron: Agents of Argonessen (7/14/21)
Length: very long
Entry Point: northwestern side gate of the Gianthold Tor, inside Gianthold

Prereqs: In order to enter you must first:
Speak to crag in the gianthold. He will tell you to join each of the brigades. To do that you must complete Madstone Crater, Prison of the Planes and Crucible. Return to Crag and he will tell you that in order for him to let you into the Tor, you must pay him a large supply of Relics. 20 of each type, Dragon, Elf and Giant. (there is a dwarf by the bank that will exchange relics at a price of 3:1 if you want). Once you have done this, talk to Cydonie and she will give you some information and bestow the quest.

Recommended Party: Cleric, flesh to stone and firewall caster, big damage melees, bard always nice too.
Base Experience: 9,300 +3500/dragon optional
Quest Info:
--Creatures: hill giant, stone giant, cloud giant, fire giant, jarilith, orc, gnoll, hobgoblin, human, elf, dwarf, rakshasa, ogre, troll, minotaur, giant skeleton, giant skeleton enchanter, White Dragon, Blue Dragon, Black Dragon
--Traps: land mines

Walkthrough:

This quest is split into 4 segments. The first is the main quest, it is necessary to complete to flag for the raid, and to get back to the Dragons, which are optional. The giants and skeletons all have special deathblocks that defend against all instant death effects and paralyzation/hold.

Main Quest: Buff up with fire, acid, true sight, freedom of movement, deathward. Grab your puncturing and high crit weapons. Stand in the inner circle and start the battle. From here on out it is all about stone to flesh and killing statues. Once the main battle is finished, head up and around to take out the Gatekeeper. He has a few Jarilith pets. Open the shrine then head back down and go further into the Tor.

After defeating the giants in the hall, squiggle through the rocks and speak to Snutch the kobold. He will tell you about the side tunnels. Now find the side tunnels and clear out both sides. Pull the levers on both sides to open side rooms, the western side room has a chest. Then pull both at the same time to open the gate to the center hall. Split into two groups, keep one person in the rune lined box on either side. This triggers undead skeletons. Defeat them all, keeping one person in the box on both sides at all times. When it is done the Gatekeeper will pop out of the ground. Beat him to finish the quest and open the paths to the Dragons.

You must have killed all three dragons atleast once in order to do the Reaver’s Fate raid.

Black Dragon: Head east, clearing out the halls and pulling the levers to open the gates. When you reach the rune, activate it to summon the undead sentrys. Defeat them to open the portal to the dragon.

Buff up before you go through. Acid, Fire, Lightning, Shield or Nightshield, any combat buffs. Decide ahead of time who will go for which target, Giant or Dragon. They have to die within seconds of one another, or they will pop up full health and ready to go again. Split up the team and head in.

The Giant will cast fireball, lightning bolt and force missiles, he will agro on whoever is closest to him. The Dragon will use his claw, bite and tail attacks, acide breath weapon, and will agro on whoever does the most damage or intimidates him.

When both die at the same time, it will open the treasure vault. The chest has a chance at unique loot, and about a ¼ chance of a black dragon scale (25 are needed to make a suit of armor).

Clear out the main hall of undead skeletons when you get back.

Blue Dragon: Head north, clear out the hall as you go. Find the two runes on the bottom, and the chest. The ramp up is trapped, so be wary. The traps will only go off once.

Again, clear the undead sentrys at the rune. Buff up with lightning resists and protections, and combat buffs. Make a plan for who will attack which target. The Giant has much few hitpoints than the dragon, but moves around a bunch.

Once inside, avoid standing on the gold as much as possible, as it conducts electricity from the dragon’s breath weapon. Either way, you will take electric damage, use protection from lightning potions to help mitigate the damage. The giant has a random agro attack with his bow, the Dragon will attack whoever does the most damage, or intimidates.

Once the two are dropped simultaneously, the gate to the treasure room will open. The chest has a chance at unique loot, and about a ¼ chance of a blue dragon scale (25 are needed to make a suit of armor).

White Dragon: Down the west hall, clear it out, get the rune on the bottom level, and the chest. Head up the ramp, take the left stairway to the second rune, then head back to the other stairs. Once again, clear the undead sentries to open the portal.

First decide teams. The white dragon will rip apart any melees, so usually better to put all your melees on the giant. Archers and the caster, even solo caster, can handle the white dragon if they are fleet of foot. Freedom of Movement and cold resist and protect on your Dragon Slayers. You can cast similar buffs, including deathward on the giant fighters, but it will be dispelled quickly by Jorgundal.

Jorgundal will cast a triple cometfall, so caster and cleric, never stop moving. Cleric will have to bounce from the melee group to the dragon group, so be sure to have freedom of movement on.

Caster, a good way to handle the dragon is to lay a bunch of firewalls all around the pillar off to the right side, and run around it in circles. The dragon will chase you around the pillar and burn to a crisp. If you are doing too much damage, pull the dragon out of the fire walla and run around while the melees catch up, then get back to business.

Melees, just pound away, you may out damage the caster, in which case you will need to shield block until the firewalla catch up.

Once the two are dropped simultaneously, the gate to the treasure room will open. The chest has a chance at unique loot, and about a ¼ chance of a white dragon scale (25 are needed to make a suit of armor).

End Reward: 1st time is 1k pp, nothing after that

Lost_Leader
12-12-2007, 12:47 AM
Inferno of the Damned

Quest Giver: Lineya Ibane in the northern Necropolis camp
Level: 14 Party
Patron: The Silver Flame (6/12/18)
Length:
Entry Point: North Eastern Orchard of the Macabres
Prereqs: none
Recommended Party: Icestorm/Cone of Cold and Fireball/Firewall are necessary, from cast, wand or scroll. Rogue is a big bonus, for all the traps. Standard otherwise.
Base Experience:
Quest Info:
--Creatures: human, elf, worg, blackbone skellies, umbral worg, spectre, wratih, wights, fire elemental, cinderspawn, air mephits, fire mephits
--Traps: many randomized traps, including darts, blades, acid, fire

Walkthrough:

http://lostguild.com/ddo/Pictures/inferno.jpg

A few things to know before you get started:

1- This dungeon takes place here in Eberron, and in a near mirror of itself in the Inferno of the Damned. The Inferno seems to be basically a Hell-Type of realm.

2- Breaking a portal will teleport everyone near it to the other side. If you break a portal in Eberron it will teleport to its mirror location in the Inferno, and vice-versa.

3- When killing an Acolyte in Eberron, he will take you with him to the other side in the Inferno. You must strategically kill Acolytes in our realm, to place you in special places in the Inferno, if you are going to get the chests, key and rest shrines.

4- In order to light the torches in Eberron, and put out the torches in the Inferno, you will need access to fire and cold spells. Ray type spells such as scorching ray and niac's do not work. Fireball, Icestorm and Cone of Cold are desired. It is possible to use enemys to light and put out torches, but it is difficult. Better to come prepared.

5- Everything you kill on the Eberron side will have its spirit travel into the Inferno side, where you will need to face its undead counterpart.

6- There are many randomized traps in this dungeon, so a rogue is definitely a benefit here.


This walkthrough will guide you through what is, in my opinion, the most efficient route through The Inferno of the Damned. It will require your party have access to: either fireball or firewall, icestorm or cone of cold, flesh to stone, and one cast of Dimension Door. It is possible to do without these things, but they simplify and expedite the quest.

Upon entering the dungeon, it is advised to have resistance to fire on everyone, and cold on the melees. Acid and Lightning are beneficial as well. Any other favorite buffs should be done at this point, and then it is time to move out.

First, head west. Take your first left to a closed door. You will see priests praying to an altar on the other side. Get their attention by simply gathering the whole party by the gate and wait for the prayers to stop. They will stand up and move to attack, opening the door to get you. Move Inside Their Room! You must fight inside their room, and quickly locate the Acolyte. Be sure everyone is standing near him when he dies. The best way to achieve this is to cast flesh to stone on him (though any immobilizing crowd control will work), have everyone huddle around him, then kill him. This will send you to the Inferno side, where you are inside a room with a locked chest, and you will be able to open the door from this side. Leave the chest for now, it requires a key. Travel out and take a left, heading south.

Travel past the first blue portal (If someone missed the Acolyte Express, they can use this portal to join you in Hell), and continue to the far south. There is another blue portal here. Destroy it, then follow the path north and east, until you get to the Torch Room. Light the torches using a fireball or a couple of firewalls, and destroy the summoned flame guardian.

Travel back the way you came, as it is the only way you can go. Once again, pass the portal outside the locked treasure room, this time head north. You will reach an area that drops to a lower level. Go ahead and drop down. These torches are not ready to be extinguished yet, so bypass them and head north. Use the portal to the north to travel back to the blue side.

Head south and light the torches. Defeat the flame guardian then travel back to the Inferno side, the way you just came from.

Travel south to the blue torches. Here you must put out the torches by using cone of cold or icestorm. Once they are out, defeat the cinderspawn (an undead elemental). Then, Head back to the portal to the north.

Now, back on the blue side, travel east. Bypass the red portal and head north. This room contains an Acolyte, so be careful. Once again, use flesh to stone to immobilize the Acolyte, then gather the party around him for the kill. (there is also a rez shrine on this side, if needed.) Once the Acolyte dies, he will, again, pull you through with him into the Inferno. Clear the shrine room, grab your loot, reset buffs and shrine up. Then head out to the south.

Pass the portal, and stay on the Inferno side. Take a left to travel east. Stay left, and travel northeast at the intersection, there is no reason to head central yet. Here you will come to another drop point. Go ahead and drop down. Search, clicky, truesight, whatever, to get the secret door to the north. Head in and break the portal. Ignite the torches here, then head back to the Inferno the way you came. Extinguish the torches once back.

Now, climb up the blocks and travel southeast. When you reach the portal, go ahead and break it to pass through. Now we are in a slightly tricky room, so be careful. Clear out the room, but be very careful not to break the portal again. Once it is clear, have everyone gather to the gate on the west. Now, use range weapons and spells to destroy the portal, where it will not teleport you. This will get the attention of the guys behind the gate. When they come for you, be sure to fight them in the west hall that they come from. Once again, be careful of the Acolyte. Use Flesh to stone, immobilize him, and use him to teleport the group back to the Inferno. Here you will find the key to the locked chest in the beginning. Pick it up and move on. (note: if the person carrying the key dies, it will drop to the floor. Be sure to pick it up if this happens.)

Stay on the Inferno side, travel east and the south. There is a portal at the end of the hall which you must break and travel back to the Blue side. Go northwest to the torch room. Light the torches and travel south. Stay heading south until you reach another room with a rez shrine and an Acolyte. Once again, stone the Acolyte, surround him, use him to teleport to the Inferno.

Now, back in the Inferno, Rebuff and use the rest shrine. If any of your party missed the Acolyte Express transport, travel northeast to the portal to pick them up. Otherwise, or afterward, travel northwest from the shrine room. Grab your loot in the chest, then drop down. Extinguish the blue flames and defeat the cinderspawn, travel north to the central chamber. From here, travel east, to extinguish the last of the blue flames and to defeat the last guardian cinderspawn.

Travel back to the central chamber, and Cinnis the Cinderspawn will climb up from the ground. Defeat him, cold does extra damage and heal spells work nicely. Once he is dead, grab your end chest, but do not recall yet.

You still have the locked chest to go and grab. Use A dimensional door to shortcut back to the beginning. From here, travel west and southwest, to the Inferno Portal. Break it, then travel northeast and go grab your chest. This is where the pieces of the Shield have a chance to drop.

If you do not have Dim Door: from the Inferno (end) travel north and go right (east) at the split. Drop down and continue east. This will take you back to the portal next to where you picked up the key. Break this portal to head back to the Eberron side. From here you can travel back to the center and then west towards the Shield chest via the above directions.

Congrats, you are finished! Head back to the Necropolis and grab your end reward.


End Reward: Standard loot choice

Lost_Leader
12-12-2007, 12:50 AM
Madstone Crater

Quest Giver: Blaze ar’Rhind in Gianthold
Level: 14 (Party)
Patron: Agents of Argonnessen (8/16/24)
Length: very long
Entry Point: southeastern gianthold ruins
Prereqs: none
Recommended Party: standard
Base Experience: 12,796
Quest Info:
--Creatures: trolls, madstone infected minotaurs, ogres, ogre magi, fiendish trolls, giant skeletons, giant skeleton enchanters
--Traps: none

Walkthrough:

A few good spells and weapons to have are flesh to stone, solid fog, cloud kill, paralyzing weapons, disruption.

Stepping in will bring you to the first killing field. You have two options here. First is to clear out the front yard here, or second is to quickly pull a U turn to the right, and deal with this place later. It is usually wiser to clear this out first, until you know the dungeon well.

It is a tough fight, wave after wave of bad guys. Creatures that are made insane, such as the minotaurs, by the madstone, are immune to mind affecting spells. Solid fog, paralyzers and web to slow them down, cloud kill and wounding weapons to drain con work well. Or just good old hack n slash. The ogre magi will cast cone of cold and chain lightning, as well as symbol of pain.

Once the entrance is clear you can move into the cave ahead. This cave has a shrine and an optional hall with a treasure chest. The hall is locked, but it can be picked, or the key is out in the lava shallows through the next cave exit. There are skeletons down the hall. When fighting skeletal enchanters have your casters stay back, use webs. If you get agro the enchanters will cast madstone rage on you, which will prevent you from casting spells.

Head back out to the beginning entrance, use the other cave there to start on the way up. In the cave free the giant shaman. He will attack you, but kill the enchanter controlling him to free him. He will move out to help you destroy a crystal that is amplifying the madstones power. Head through the cave to the open area to catch up to him. Once you catch up to him, talk to him to start the madstone crystal breaking dance. You must protect him while he dances, or you will have to start over. A wave of minotaurs will come out of the gate behind you and attack him. You can heal him. Every mino you kill will spawn another. An option is to have the caster turn them to stone and leave them as statues as long as possible. This prevents respawn. Once the crystal is broken, head through the cave that was on the lower ramp. Clear it out, save the second giant, grab the chest in the enchanters room. Catch up to the giant at the second crystal. Before talking to him, give him cold and electric resists. Now get the dance going. Watch out for the ogre magi on the top ledge, protect the giant from the things coming up the four ramps. (A cloudkill at the bottom of each ramp, before you start the process, bottles up badguys down below.)

Once this crystal is shattered move in to the next cave. Work your way through and free the third seer. Catch up to him at the top of the next open area. Again give him resists, add displacement and blur if you have them. Position your melees at the side ramp but not where they can get knocked off, keep a caster with charms or cloudkill up top, as well as a healer for the giant. Start the dance.

Charm as many on the top shelf as you can, to have them fight one another. Use solid fog and cloud kill in the rampway, to assist the melees. Once the third crystal is shattered, jump down to the lava river to the south. The gate to the very first cave with the optional undead chest is there. Head up to the beginning and speak to Blaze.

Blaze tells you the gate to the madstone is now open, now you just have to fight your way up to it. Clear the path of the final infected soldiers, and get ready to run up the spire. Cast deathward and any other spells you like for fighting in Xoriat balls, because you are going to get hit by this one. Sprint to the top and fight the Madstone Wizard, a huge skeletal enchanter. Many times he will have a spell immunity on that will protect him from most forth level and lower spells, so watch his inspection screen and see what defenses he has.

When you defeat him, grab your loot. There is a chance at unique loot, and 1d3 giant relics.

End Reward: standard loot choice

Lost_Leader
12-12-2007, 12:53 AM
Prison of the Planes

Quest Giver: Nimbus ar’Yorg in the Gianthold
Level: 14 Party
Patron: Agents of Argonnessen (6/12/18)
Length: very long
Entry Point: Stormeye Quarter, central-western gianthold ruins
Prereqs: none
Recommended Party: any, need either a lockpicker dc 50 or someone with a decent charisma skill
Base Experience: 11,140
Quest Info:
--Creatures: dwarves, humans, Rhakshasa, giant skeleton, wraiths, specters, myrmidon wights, marut, fire mephits, fire elementals, efreeti, air elemental, bezekiras, earth elementals, djinni, umbral gargoyle, umbral worgs, shadows, black wolves, vampire, ice mephits, ice flenser, jariliths, marilith, beholder, mind flayer, ancient warforged badass.
--Traps: none

Walkthrough:

Buff up for: mark of flame, boiling blood, inflict wounds, cold shield, magic missiles. Clear the prison up to the top, along the way, in the second room to the left filled with human guards, find the code for the warden’s levers.

Once at the top pick the door (dc 50) or send a diplomacy, bluff or intimidate person back down to the room with the camp, you can get the key from the leader. Head in and deal with the giant skeletal warden. Place the levers in the correct spot and turn the valve.

Head down to the bottom of the middle and grab the loose orb at the base of the ramp. Now move up from the bottom and begin clearing the sides. There will be two chests located in random rooms. Each chest has a chance at a unique random drop.You need 6 orbs two finish the quest, each room will need one orb to open and give two orbs when you finish.

The first room is no combat, but requires a lawful person to answer the questions. Bypass if you do not have a lawful person, or if you want to get straight to the fight. If you do answer the questions, be sure to answer them with your alignment in mind. No possible chest here.

Room two is filled with a Marut and undead. The undead could be wraiths, specters or myrmidon wights. Death ward, firewall and smiting and disruption weapons are optimum in here. Chest here can drop the Death’s Locket, deathblock and fear/rest necklace. Room three is fire. Chourush the Efreeti and fire elementals and mephits are imprisoned here. Crowd control and instant death spells are good here. Chourush’s Inferno, +5 flaming burst bastard sword

Room four is lightning. Djinn, Air elementals, earth elementals, air mephits and Bezikira are all possible here. Lightning resist and crowd control, symbol of fear and dance sphere are great. True sight helps melees, range damage and instant kill spells are best for air elementals. Ring of the Djinn, lightning resist 10 with 30% lightning absorbtion.

Room five is shadow. Vampire, shadows and umbrals are here. Deathward, firewall and disruptors are optimum. Vorpal works on vampires. Ring of Shadows, +10 Hide and Move and 10% blur

Room six is Ice. Ice Flenser and ice mephits. Fire is subdued here, but firewall still works okay. Cloudkill, wounders, vorpals all are great too. Use crowd control like symbol of fear. Spiked Boots, ignore slippery surfaces.

Room seven is the battleground. Marilith Princess and Jarilith are here. Vorpal and range using good+cold iron weapons are optimum here, especially a ranger with manyshot. Royal Scimitar, +3 keen, destruction.

Room eight is Xoriat. Beholder and Mind Flayers. Instant death spells, flesh to stone, vorpal for mind flayers or aberration bane. Symbol of fear or cloudkill if you can get them down. Bards are awesome. Kardin’s Eye, +5 resistance trinket.

Final Fight, after you get all your loot and enough orbs, fill the sockets in the middle room. This will release the top lever in the warden room, which will activate the final fight. Top room lever puller has 10 seconds to get back in.

Buff with Fire, Cold, Deathward, shield or nightshield. These will protect against the brunt of the attack. Spell resistance is nice for mind flayers. Also, if you discuss it before hand, so everyone knows you are casting it, Globe of invulnerability will suppress a mindflayers mind blast. Dream goggles, +13 spot, -7 search.

The end chest will 1d3 dragon relics.

End Reward: Standard loot choice

Lost_Leader
12-12-2007, 12:57 AM
The Reaver’s Fate

Quest Giver: Cydonie of Argonnessen in the Gianthold
Level: 14 Raid
Patron: Agents of Argonnessen (6/12/18)
Length: long
Entry Point: Main Entrance to the Gianthold Tor, inside the Gianthold camp
Prereqs: To enter this quest, you must have completed the pre-raid, Gianthold Tor, and defeated all three of the end dragons, being ‘blooded’ by all three dragons. Cydonie will have advanced you to enter the raid after that.
Recommended Party: 3 clerics, 3 casters, 3 dps builds, 3 tanks, bard is a welcome substitute for anyone of the above
Base Experience: 6,540
Quest Info:
--Creatures: air, earth and fire elementals. And the Stormreaver.
--Traps: None to disarm, just some mean spikes in the ceiling

Walkthrough:

New Info: Reaver has a bypassable DR. He's got 10/Mithril (15 on hard, 20 on elite). This is now able to be bypassed with Transmuting weapons! Yay!

Step 1: Gather your party inside the entrance. Step up into the archway, past the line in the floor, but do not go in up to the pillars. Moving into the room will start the quest. This is a good place to stand and buff and discuss the strategy.

Step 2: Buffing. Everyone will need Tumble, and Lightning Resist. These are the most important. After that would be Greater Heroism, Jump, Stone Skin, Blur, Acid Resist, Cold Resist, Fire Resist. At this point you can re-enter the quest. It is wise to have the few people (hopefully no more than 2) who did the buffing step out and refill power.

Step 3: Get into position. Swing around the pillar to the left. Do not wander in to the room and start it up yet. Have everyone stand in the small alcove at the base of the pillar next to the wall. Straight Across from you is another Pillar. The Main Tank will stand across in that alcove. When set, have the tank go grab the Reaver and bring him in. This will start the quest timer.

Step 4: Getting the Balls Rolling. Now, if you haven’t been in here before, you might have noticed the skulls on the ceiling. The goal here is to get them all moving by waiting out the Stormreaver while he lights them up. Set up crowd control in front of the party, Otto’s Sphere of Dancing in combination with Mind Fog works great. Have everyone but the main tank pick off the air elementals as they come spawning in. The tank slowly begins widdling away at the Reaver’s massive health bar.

This process can take awhile. Every time lightning orb from the Reaver hits a skull, it spawns more air elementals. And he will often hit the same skull more than once while you wait to get them all moving.

While all this is happening, the electrical build up around the Reaver will build up a static charge in those closest to him. Now, this is both good and bad. The static build up will make you feel all warm and tingly, but if it builds up too much, you get blasted. It will only affect the Main Tank in this set up, but if anyone want to get warm and tingly, they can stand near the Reaver and let the static build up. There are some good benefits of the tingly, the third and fourth stages include super-tumble, massive hitpoints and crazy mana-regen. The mana regen will kick in on the 3rd charge up. First: minor static charge. Second: Major static charge. Third: minor electrical field. Once you reach this stage as a caster, back out and lash out with your crazy mojo regen.

Part way through the battle the Stormreaver will start getting frustrated. He will then switch gravity on you and slam you in to the ceiling. This is why you are standing close to the pillar. Ride the pillar up the wall, the tumble buff and the ramp at the top/base of the pillar will help slow your fall and reduce your damage. By the way, feather fall does no good during this. If you are in the middle of the room when gravity switches you are launched into a barrage of spikes. There is no save and you will die. Death in the Stormreaver’s Sanctum is bad. He has a soul magnet sitting up in the attic that will grab your soul and hold it. You can not be raised until someone is able to come up to get you.

During all of this, you are not allowed to kill the Stormreaver. You can hurt him, take him down to 15% of his health, but do not kill him.

Step 5: It’s a bird. It’s a plane. It’s SuperDwarf! So you have lasted this long, you have all the skulls rolling, elementals are pretty much under control. Well, who knows why, maybe he screws up his Reverse Gravity, or maybe his inner dwarf is trying to help you, but the Stormreaver casts fly on whoever has agro. Oh, and the better your swim check, the faster you fly. So swim dwarf, Swim!!!

The first tank to get fly (I say tank because high hitpoints is very helpful for this) flies up through the gap in the middle of the ceiling. Now this tank has a choice. There is a path east and west. East will take you to the "Dead Room" where any dead allies are hangin out with their souls. If you need to get people back up, better go this way first. It is a long and difficult flight, so be sure to have some self healing. Pulling this lever will drop everyones soulstones down into the middle of the main chamber.

The next tank to get fly has to head up (or the first, if you skip the dead room) and go through the ceiling, but this time head west. This is a shorter flight, and it is possible to fly to the end, pull the lever there and fly back. If you don’t make it, dead room guy can always send ya back downstairs.

Once the lever in the west room is pulled, it will lower one of the two barriers to the west. Now you can kill the Reaver to drop the other western barrier.

Step 6: Are you a Mastermind? The next room leads to the complicated Doomsday Disarm Device. A cool game of mastermind with elementals. Here are the rules: there are 6 possible colors and 4 blank slots. Using a limited amount of choices (and time) you need to figure out which 4 colors go in the blank slots.

The only clues you get are the 4 little orbs to the side of each puzzle line. After you put in your color guess, pull the lever. The little orbs will light up black or white if you have chosen the right color. Black means you have a color that is in the right position, white means you have chosen the right color, but it is in the wrong position. Every time you choose a wrong combination, a couple of elementals will spawn. They could be fire, earth or air.

Once you get the combination correct, the quest completes and the force barriers to the attic rooms drop. Clear out all the elementals before the dead room guy comes out though, the soul magnet is still working and you have no way to get back up there.

If you are having problems with the game, there is a ddo thread post with a strategy for it at: Puzzle Solvers (http://forums.ddo.com/showpost.php?p=1609878&postcount=1).
These puzzle solvers for both the Reaver and the Shroud are excellent. Props to Semargl (http://forums.ddo.com/member.php?u=34407) for designing such a great resource.

End Reward: standard loot choice, be sure to grab it to restart your quest timer.

Lost_Leader
12-12-2007, 01:06 AM
Ascension Chamber

Quest Giver: Sir Rohine Stiedra in the Norther Necropolis
Level: 15 Raid
Patron: The Silver Flame (6/12/18)
Length:
Entry Point: Top of the Black Masoleum in the Northern Necropolis
Prereqs: Completion of the Litany of the Dead, all 4 alternate endings
Recommended Party: A good one.
Base Experience:
Quest Info:
--Creatures: Wheeps, Mummies, Quells, Shadows... and a big, almost god, Super-Lich.
--Traps: Don't drink the water.

Walkthrough:


Yea... Right.


End Reward:

Lost_Leader
12-12-2007, 01:22 AM
Litany of the Dead
(Pre-Raid to the Ascension Chamber)

Quest Giver: Sir Rohine Stiedra in the Norther Necropolis
Level: 15 Party
Patron: The Silver Flame (6/12/18)
Length: long
Entry Point: Black Masoleum in the Northern Necropolis
Prereqs: In order to enter you must haveCompletion of the Sigil, the quest given you by Sir Rohine.
Recommended Party: standard. no disarmable traps, but some mean trapped areas, bring an evasion type if possible. Depending on end boss, you may want to configure group differently. Extra caster is nice for Cholthuzz.
Base Experience: 8,740 +large optional
Quest Info:
--Creatures: human and elven cultists, ogre magi, shadows, blackbones, skeletons, wheeps, quells, giant skeletons, gargoyles. Depending on which optional you take, there will also be creature that are the same as the ones in their respective orchard dungeons.
--Traps: None disarmable, but a whirring blade trapped hall and a massive force trap pit with spikes, fake chests that the floor falls out.

Walkthrough:

Stepping in will put you in a hall with a few cultists and an ogre magi. wipe them out to drop the first black barrier. Moving up the hall, defeat the cultists as you go. You will reach a path filled with spinning blade traps. Have a high evasion person trigger the trap and move to the other side. Everyone else pay attention. When the evasion type goes through, it will reveal a clear path through the blades. The path changes every instance.

Continue down the hall until you reach a room that will open for you as you approach it. In the middle is a mean looking blackguard with several cultists. Be sure you all move in together, as the doors will close behind you. Drop the cultists quickly to get them out of the way. Now to fight the very mean skeleton. First off, he has an aura of withering around him. It does small amounts of con and strength damage. Next, he likes to switch out weapons to kick your butt. He will tell you what weapon he is using, so respond appropriately. A few I have seen include a Vorpal of Destruction, Wounder of Puncturing, Weakening of Enfeeblining and Cursepewing of Greater Dwarf Bane.beat him up and continue down the hallway.

At the end of this hall is a tempting looking treasure trove. It looks too good to be true, and it is too good to be true. Be sure everyone is in the little treasure alcove, then try to open a chest. The floor disappears and the way closes up behind you. You are in an undead ambush, hit the lever to star tthe gears moving to release you, and hold out against the undead until the door opens.

Down the next hall leads to a pit filled with force traps. If you jump down with feathfall, and never touch your feet to the ground, spiraling through the pit, it is possible to reach the bottom without setting off the traps. Chances are you will get smacked around some though, so be sure to have a few healing potions, and have your evasion type go last to gather up stones of fallen comrades... and hope your evasion type can raise dead people.

Once the whole party is gathered (the whole party must be alive and in the cage or it will not advance) in the cage at the botom of the pit, the dragon will awake and set you to a test of wills. Answer his questions as the alignment of the end boss you wish to face, and he will let you pass. Information for this question walkthrough was gathered by forum poster Catica with the aid of her guild, the Southern Farmers and with aid of members from the Bones Combat Brigade. Here are the questions and answers (the neutral answers have been left out, as they are all wrong answers.):


· Which group would you seek membership in?
o Silver Flame(Good) A: Doomsphere or Mentau
o Emerald Claw(Evil) A: Cinnis and Vol

· If the black abbot gave you an offer to join his forces, what would you say?
o Stand by his side as he brought Stormreach to its knees(Evil) A: Cinnis and Vol
o Never, he is a scourge on X'endrik and must be stopped(Good) A: Doomsphere or Mentau

· Cinnis seeks to destroy all things that taunt him with heat. How do you feel about this?
o if something has heat, it should be left as it is and Cinnis should deal with his hatred internally (Good) A: Doomsphere or Mentau
o let him destroys what he wants, let him suck the heat out of all living things.(Evil) A: Cinnis and Vol

· Mentau agreed to help the black abbot, because the lich was the only one who could save his daughter from his terminal illness. In trade for saving her, the abbot demanded Mentaus eternal service. Would you have agreed to that deal?
o I would have done anything to save my daughter. (Good) A: Doomsphere or Mentau
o I would not have traded my freedom or anything else for her life. (Evil) A: Cinnis and Vol

· Vol desperately wants the litany of the dead. If you find it, what would you do with it?
o Deliver it to vol and claim all the rewards she can offer.(Evil) A: Cinnis and Vol
o Destroy it once and for all. (Good) A: Doomsphere or Mentau

· What are your thoughts on Mentau?
o He and his creations are abominations. (Lawful) A: Doomsphere or Vol
o I think using his artificing skills to make flesh golems is ingenious.(Chaotic) A: Cinnis or Mentau

· If you had been buried with the high priest when the temple was desecrated, what would you have done?
o Stay faithful to the lady, knowing she would be my salvation. (Lawful) A: Doomsphere or Vol
o I would have ransacked the temple for anything i need to stay alive, and killed anyone who got in the way of what i needed. (Chaotic) A: Cinnis or Mentau

· Cholthulzz obeyed the conditions set out by the black abbot upon losing his duel for centuries until you exposed a loophole. What would you have done?
o Broken the arrangement as soon as i could strike down the black abbot. (Chaotic) A: Cinnis or Mentau
o The contract is binding, i would follow the conditions.(Lawful) A: Doomsphere or Vol

· If the black abbot succeeds in his plans, to grasp the power of the gods, and sir rhonine orders a full assault, would you go, knowing you would be fighting an immortal that would surely slaughter you all?
o Forget that, its not my fight, i would leave and go somewhere where the abbot would never try. (Chaotic) A: Cinnis or Mentau
o I would follow the orders i was given. (Lawful) A: Doomsphere or Vol

· What do you think of kai-tengs betrayal?
o If the black abbot offered him a better deal, i cant blame him for taking it. (Chaotic) A: Cinnis or Mentau
o he deserved to die, for betraying his faith and oath to vol. (Lawful) A: Doomsphere or Vol

· Which title do you feel the most drawn to?
o The crusader (Lawful Good) A: Doomsphere
o The destroyer (Chaotic Evil) A: Cinnis
o The rebel (Chaotic Good) A: Mentau
o The dominator (Lawful Evil) A: Vol

· How do you feel about those who stand with neutrality?
o They lack the will to take and do what they want. (Chaotic Evil) A: Cinnis
o They lack both a free spirit and a good heart. (Chaotic Good) A: Mentau
o They lack intentions, plans, methods and the stomach for what must be done. (Lawful Evil) A: Vol
o They lack honor and compassion. (Lawful Good) A: Doomsphere

· If after you died, you could be re-incarnated as any color dragon, which would you choose?
o black or blue (Lawful Evil) A: Vol
o gold or silver (Lawful Good) A: Doomsphere
o red or white (Chaotic Evil) A: Cinnis
o brass or bronze (Chaotic Good) A: Mentau

· What would you do, if you were me, and a party of adventurers, came seeking access to my master the black abbot?
o Destroy the adventurers without pause or consideration. (Chaotic Evil) A: Vol
o engage the adventurers in a battle of wits and if they win let them pass. (Lawful Good) A: Doomsphere
o tell the adventurers they could pass if they won the battle of wits, then destroy them all. (Lawful Evil) A: Cinnis
o let the adventurers pass then aid them in their assault of the black abbot.(Chaotic Good) A: Mentau

· Which guardian do you identify with the most?
o High priest of vol.
o Mentau the Flesh Maker.
o Cinnis the Cinderspawn.
o Cholthulzz the Doompshere.


This will finish the first part of the pre-raid. Now depending on which part you chose, you must continue down the open corridor to face the end boss. Each corridor is similar to the quest the main boss was originally found in. The cage that you drop through will now close behind you, so no re-entry or dim doors as of now.

If you have someone in the party who has completed different endings of this quest on previous trips, they will have an item unlocked on the table at the base of the dragons room. Only one item can be removed from the table for the whole party, so choose wisely. They are all trinkets with charges. The charges are one time use only, and will not refill at a shrine. The possible Items are:

Petrified Beholder Eyestalk - this is available to someone who has defeated Cholthuulz. It has 3 charges which will lower the defenses of Cinnis the Cinderspawn.
Soft Blue Flame - this is available to someone who has defeated Cinnis. It has 5 charges and will lower the defensive null-magic shields around Mentau.
Eye of the High-Priest - this is available to someone who has defeated the High Priest of Vol. It has 3 charges which will do a short duration, area-of-effect True Seeing spell.
Miniature Golem - this is available to someone who has defeated Mentau. It has 1 charge and will summon a Slightly Controllable Flesh-Golem of Lesser Vampire Slaying. His name is not Edgar, but we call him that anyways.

When you reach the end, the doors close behind you and there is no way to get back in to the main boss optional fight, so it is all or nothing. If you win, you will leave through the back door and destroy the crystals at the top of the tower you stand on. This will spawn a chest, which has the chance to drop pieces of the Tome: Binding. Different Tome Pieces have a chance of dropping from different end bosses.

End Reward: none

Lost_Leader
01-30-2008, 09:31 PM
Level 16 Quests

The Coalescence Chamber (http://forums.ddo.com/showpost.php?p=1541460&postcount=216)
Let Sleeping Dust Lie (http://forums.ddo.com/showpost.php?p=1632804&postcount=222)
Rainbow in the Dark (http://forums.ddo.com/showpost.php?p=1630824&postcount=219)
Ritual Sacrifice (http://forums.ddo.com/showpost.php?p=1632703&postcount=221)
Running with the Devils (http://forums.ddo.com/showpost.php?p=1632187&postcount=220)

Lost_Leader
01-30-2008, 09:40 PM
The Coalescence Chamber

Quest Giver: Quest Entry Point give the quest.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point: NE portion of the Twilight Vale, in the "Green Zone". Map to quest.
Prereqs: none
Recommended Party: Standard. Several force traps - disarmable, so a rogue is nice.
Base Experience: 9,300
Quest Info:
--Creatures: Fiendish Troglodytes, Fiendish Gnolls, Fiendish Trolls, Fiendish bats, Fiendish Scorpions, Gelatinous Cube, Red-named Tiefling
--Traps: Force traps on many doors (random)

Walkthrough:

Right now, an excellent Coalescence Chamber Walk-Through exists on our DDO forums. Written by forum poster Dane McArdy (http://forums.ddo.com/member.php?u=406). The Original post is here. (http://forums.ddo.com/showpost.php?p=1575872&postcount=1) And it includes a nice map which breaks up the difficult 2D map nicely.

End Reward: Standard Loot Reward Choice. Reward giver, Ulvar Kypros, is located in the bar in Meridia.

Vizzini
03-10-2008, 02:58 PM
Updates on this, would be nice to see some Lost Legions Stuff for the Mod 6 Quests, I've been salivating for some updates because you guys do such a damn good job. :D

Elthbert
03-20-2008, 11:49 PM
I really want to say thank you. This has been of tremendous help.

Lost_Leader
03-24-2008, 01:20 AM
Rainbow in the Dark

Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point:Southwest cliff in the Vale of Twilight. Pic of Route from Meridia (http://lostmeetingplace.tripod.com/ddo/Pictures/rainbowroute.JPG)
Prereqs: none
Recommended Party: Standard. Trapsmith Recommended. Dimensional Door is nice, too.
Base Experience: 8,433
Quest Info:
--Creatures: Earth Elementals, Rust Monsters, Fiendish Bats, Stone Golems, Stone Scorpions, Bearded Devils, Orthons, Fiendish Troglodytes, Fiendish Scorpions, Fire elementals. Gelatinous Cubes, Shadow, Beholders, Gnolls.
--Traps: Both disarmable and non-disarmable. Spike filled pits, Fire Elemental Trap Rooms, Gelatinous Cube Drops, Lightning Traps

Walkthrough:

http://lostmeetingplace.tripod.com/ddo/Pictures/rainbowmap.JPG

The quest opens up into a front chamber with a scepter sitting upon a pillar. This scepter, The Radiant Arc, is both a powerful magical item, and your light source through this very dark quest. The wielder of the Arc should place it in their offhand, so that everyone will be able to see in the dark tunnels ahead. Even should the Arc wielder die, their ghost will continue to give off light from the Arc. (Upon leaving/releasing, the Arc will drop).

Note: it is possible to bypass the need to stay near the Arc Wielder, by turning up your gamma setting in the options panel. Some will cry cheese tactic, others will defend it, or use it to bypass a griefer with the Arc, but it is there, none the less. Don't adjust it, or turn it down, to give yourself a truly RP/immersive run through this fun quest.

Head through the rough tunnels past bats, earth elementals and rust monsters (numbers of which type will vary from instance to instance) until you reach the structured area beyond. The first turn into the ruins will set ya by a possible spike pit, and an Elder Beholder sitting at the entrance. Then head up to the crossroads. Be careful at this point, there is sometimes a "button" on the floor. If stepped on, the small crossroads will slam shut, leaving trapped anyone inside with a group of fire elementals.

Head east first. At the crossroads, if you have a Dimensional Door caster, travel south. If not, first go with your trapsmith (if you have one) further east to check for the trap marked on the map. It is in the area with the gelatinous cube, and isn't always there. After the trap is disarmed, if necessary, head south. Once again, possible lighting traps will be at the end of this hall. Once disarmed, test your luck on the two bonus chests with the falling floor. There is much debate as to whether there is any solution other than luck to this puzzle, none have worked for me yet, so I will leave it to you readers to decide. The hottest thread on the topic is here. (http://forums.ddo.com/showthread.php?t=134861&highlight=rainbow+chests)

What I usually do is have an evasion type work the puzzle while the others stand back. If the door opens, we all cheer, dance and loot. Then head back north and take the route east from the crossroads to the demon chamber with the scorpion crest. This seldom happens. What usually happens is the floor falls out under the puzzle solver, everyone uptop looks down the hole and chooses a semi-safe path, and hops on down. Take out the earth elemental at the bottom, pluck some gems from the walls, and head east.

You will find yourself above a chamber with demons. We have a couple of strategies here, depending on the difficulty, who is there and what equipment we have. The most efficient thus far is to have an archer with a banishing weapon that doesn't bypass the devil's Damage Reduction snipe from above, and pick them off one at a time. if one agros, we pull it back the hall to the rest of the group and deal with it. if this isn't an option, we will fill the hall uptop with crowd control spells and pull them up to us. This way if there is an issue between waves, we can try and get ourselves situated again for the next pull. Once a few waves of demons are dropped, the big Orthon, Agornathy, will come out of the pit. Take him out to lower the barrier around the scorpion crest. Drop down if you haven't yet and pick it up.

If you have a dimension door, now is a good time to throw it down. If you dont, fight your way back west to the original crossroads and open the door west with the Scorpion Crest. Watch out for the trap down this hall if you didn't disarm it. It is a teleport ring that will appear after you kill the cube, it will teleport you to a room filled with fire elementals (http://lostmeetingplace.tripod.com/ddo/Pictures/fireroom.JPG). Survive the elemental ambush to get out (about 8 elementals). If you die in the pit and no one grabs your stone, there is no way out. Also, if this happens to the Arc Wielder, you will not be able to complete the quest. So be careful!

Head south, kill the Cube, search out the secret doors for the bonus, be careful approaching the shrine, it may be trapped by a fire elemental room like the one described above.

Head south to the next crossroads. Travel west first, to retrieve the silver key and an optional chest. Fight your way past the gnolls, grab the key, head north through the rust monsters, bats and earth elementals if you want the optional chest, but be wary, it is guarded by Memnezerez, a big mean beholder.

Once done there, travel back to the south. be careful of the spike filled pit, it has a trap on the center pillar which will drop a Cube on your head. The box is located on the center pillar. Get everyone across and continue south. At the crossroads, again be wary for a possible "floor button" trap. If you have a trapsmith, consider traveling west first for an optional locked chest. It is past some gnolls down a trap filled hall, marked on the map. Then travel east and unlock the Silver Key locked door.

This will bring you to the Rainbow Puzzle room. Solve the puzzle to lower the barrier over the pillar, and place the Radiant Arc in the pillar to open the door to the final room. (The puzzle is currently optional, though easy. You can skip it and just place the Arc in the pedestal through the barrier, though.) To solve the puzzle, just remember your skool. Roy G Biv. Red-Orange-Yellow-Green-Blue-Indigo-Violet. Here's a picture (http://lostmeetingplace.tripod.com/ddo/Pictures/rainbowroom.JPG).

The final boss, A big red-named Fire Elemental, will spawn when you approach the center brazier. Be prepared for him. Usually a healthy dose of powerful cold spells does the trick.

The final chest will drop The Shavarath Stone of Foresight, one of the five stones needed to flag for the Shroud Raid, and a material component to make Greensteel items. It also has a chance to drop Greenbriar Twigs or Glistening Pebbles, a;so ingredients for Greensteel.

End Reward: Standard Loot Reward Choice, reward giver is in Meridia Bar, Walther Daedal.

Lost_Leader
03-24-2008, 03:22 PM
Running with the Devils

Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point:North/Northeast cliff in the Vale of Twilight. Pic of Route from Meridia (http://lostmeetingplace.tripod.com/ddo/Pictures/devilsroute.JPG)
Prereqs: none
Recommended Party: Standard.
Base Experience: 7,099
Quest Info:
--Creatures: Eladrin: Bralani (sorcerer) and Ghaele (cleric), Wisam (djinn), Air Elementals, Twilight (Invisible) Stalkers, Earth Elementals, Bearded Devils, Othons, Tieflings
--Traps: None

Walkthrough:
http://lostmeetingplace.tripod.com/ddo/Pictures/devilsmap.JPG

You begin the quest on the east side, and work your way west.

The premise of this quest, is that you are being tricked by an "agent of The Twelve" to break him out of the stronghold. This ends up making you take sides against the Eladrin, while they are also fending off a Devil attack.

The Eladrin bralani and ghaele's will be your primary enemies. They are Chatoic Good outsiders. The bralani sorcerers primarily use lightning spells and ice storm. The ghaele's will often lead off with deathward and spell resistance, then switch up to flamestrike and super-searing light.

After the first fight with the Eladrin guards, you come to a small gateroom with a huge mirror on the wall and a gate heading further into the Stronghold. A peak in the mirror reveals that it holds enchantments, perhaps an ability to percieive what is coming? or warn of impending danger?

Head past the gate into one of the Strongholds main chambers. Our common strategy here has been to set up at the base of the ramp with crowd control spells (dance, solid/acid fog, mind fog) and persistant damage spells (bladebarrier, firewall), and then to send a sturdy melee to pull back small groups of enemies at a time, until we clear to the top of the first ramp. On normal settings, banish weapons work great, on elite we switch it up to vorpals. The problem is that the Ghaele's will cast deathward and SR, so you may need some damage weapons instead of insta-killers. Axiomatic, True-Law, Chaotic Outsider bane are all goodies. And Greater Dispell magic sure can come in handy.

The goal is to clear the chamber of Eladrin, then head through the top levels to the gate house and pull the two switches which open the gate in the southwest. The top halls are filled with more Eladrin, as well as Ancient Air Elementals, Wisam and Twilight Stalkers.

For those tricksy folks though, we have a roguey like sneaky method for getting the gates open without the brute-force, fight-your-way-through, Kargon tactic. At the top of the first ramps, before you head into the buildings, if you turn around you will see the gatehouse. There is a small ledge that a very acrobatic (and magically enhanced) jumper can make their way across to, pull the levers, and then hop back down to the rest of the party. All without alerting the gate guards up-top. Here is a picture. (http://lostmeetingplace.tripod.com/ddo/Pictures/devilsjump.JPG) Jump across to the small ledge with the well lit pillar.

Either way, once the gate is open, drop down and head further west. The halls are filled with more small groups of Eladrin, and at the same time you will notice the simultaneous battle the Eladrin are fighting on the opposite path to the north. Continue your path west while and kick the crud outta those goodie-goodies! I mean, go save the agent of The Twelve!

There is a shrine in an alcove to the south before the next large chamber, use it if you you need it, or save it for later. Continue on to an open room split by a large portcullis. Clear out the Eladrin and Earth Elemental guards, then lay down some crowd control and damage in front of the gate, 'cause there is a big fight coming through. Once you are set, pop the lever and hop into the action.

On the other side of the gate, in a small room on the bottom level is a tiny chest on a little table. It is cool and magical, and holds multiple suits of armor and ghost touch tower shields. At least, thats all I ever find in there.

Then head up the ramp to the next gatehouse which will lower the bridge to the west. This gate is guarded by multiple Eladrin, some of which will spawn behind you, others will be up in the gate room. They are lead by a mean paladin named Palin Vance. Take them out and lower the bridge, but don't head that way yet. There is a path on the north side (optional), which leads you back down the hall the devils are coming from. Now you get to kick some evil butt! Head down there and kill the Bearded Devils, close the portal and steal their loot! Or appropriate it for goodness.

Okay, now that the devil threat from that quarter has been subverted, head across the bridge to the west. This will open up a door to the chamber where the "agent of The Twelve" is being held captive. Take out the very very mean red named clerc/pally guy and his two ghaele guards. He self heals a bunch, and has super-searing light, and the ability to teleport around. This is a fight of attrition, so its all about constant dps and staying power.

Once you have killed those mean spirited Eladrin, take a moment to buff up and use the rest shrine in the small side room. The big fight is upcoming. The guy you are "saving" is standing in the big chamber in the middle of the room. Talking to him will trigger the end fight: Him (a big mean tiefling caster), another tiefling arcane, a couple of red named orthons and a red named bearded devil, will all charge the center room. This can be party wipe city, if you don't prepare for it.

So, our usual tactic here:
Before triggering the combat, our entire party will gather in the south tunnel. We lay down some solid/acid fog, maybe some blade barriers, then we send out a fast footed melee to trigger the combat with conversation, then run back south to the party. The Bearded Devil spawns in this room, so be ready for him. He is (in my opinion) the toughest of the badguys, and so good to take down first. The Orthon's and Tieflings will be rushing the center chamber and milling about in the big room while you deal with this chump. Once he is dead, send your runner back out to bring back the next enemy. Wash, rinse, repeat.

The final chest will contain the Shavarath Stone of Battle, a component for flagging for The Shroud raid, and material component for greensteel items. It will also have a chance to drop greensteel components: Glistening Pebbles or Bitterscrub Fungus.

End Reward: Standard Loot Choice. Reward giver, Gretchin Nalberto, is in the Meridia Bar area.

Lost_Leader
03-24-2008, 07:58 PM
Ritual Sacrifice

Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point: North Side of the Western cliff in the Southwest portion of the Vale of Twilight. Pic of Route from Meridia
Prereqs: none
Recommended Party: Standard. Jump spell can be handy.
Base Experience: 7,433
Quest Info:
--Creatures: Earth Elementals, Air Elementals, Windlasher Gnolls, Fiendish Gnoll Mystics, Orthons, Bearded Devils, Fiendish Scorpions, Fiendish bats, Fiendish Troglodytes, Bezekira, Red-named Tiefling
--Traps: Trap Rooms filled with earth/air elementals. Not disarmable.

Walkthrough:
http://lostmeetingplace.tripod.com/ddo/Pictures/ritualmap.JPG

After entering and buffing up (consider including electricity resist and freedom of movement), choose a path up into the windlasher village. Either way, left or right, will circle around to the top. The Windlasher guards out front are formidable. Killerog, the red-named Gnoll, is a beast of a Fighter, with a mean cleave. He is assisted by several archers, healers, casters and earth elementals. One tactic we have used that works well for us is to lay down a few mean blade barriers and/or firewalls, and to kite the mess through the damage, having casters pick off enemy casters/clerics with finger of death.

Once you fight your way into the first area of the village, clear out this lower level, and pick off the archers above. There are two levers, one north, one west, which will open the door to the east. If you are on normal setting, consider jumping up (http://lostmeetingplace.tripod.com/ddo/Pictures/ritualjump.JPG) to the top level and using the shrine. By the time you get back up there later in the quest, it will have most likely reset, or be close to resetting. It requires a jump spell. (This is also a great way to get back up later, if someone should fall off the catwalks, rather than running all the way back around.) Edit: Jump spot taken out of game in Mod 7, so you will just have to do without the extra rest.

Once ready, continue east. Clear out the hallway as you go, but be wary when you reach the run lit pillars in this hall. They will close you into a room with air and earth elementals, so be sure you go into this are together. (there are several other halls that look like this, with the runed pillars, but only one more will close on you. I will point it out when we get there. (it is also denoted on the map.)

Past the trapped hallway you fill find yourselves in another large village chamber. There are many gnolls milling about, and sniping from above. There is a large crevasse in the middle of the room, which is bridged by a large log. At the bottom of the crevasse is a small lake, at the north of which is a rest shrine. The ladder to get back up is in the south. on the main level there is a room containing 2 levers, which will open the door to the west. Pull these levers, but be careful of the blue runes on the floor, they will spawn air elementals.

Once ready, travel west to a room where you will find Paetus, member of The Twelve. He rants at you about how he is no longer able to keep a portal to Shavarath closed, and then screams for your aid as the minions of Hell come bounding through. Defeat the increasing difficult waves (bats to scorps with devils to trogs to finally a red-named orthon with his pet bezikiras.). Once done, Paetus will open the way north, and there is a chest where the portal was.

Moving along to the north, you will wind your way up to the upper levels of the village. When you reach the large chamber above the crevasse, a new objective will start. you must find the gnoll mystics maintaining a door to the east. The mystics are spread out amongst this level, and the next level up, which is reached by traveling through the southern hallway. This hallway is also trapped by an elemental room. When through, you will find yourself back in the first main chamber with the first shrine. Clear it out of mystics, shrine if you need, then head back to the previous chamber and finish off any gnoll mystics you may have left behind. Now go east to the now unlocked door and meet up with Paetus.

Once you open this door, Paetus will lead the charge, flinging spells as he goes. he is a pretty sturdy fellow, but you may want to buff him before he goes charging in. I recommend resists, Freedom and Displacement. Follow Paetus into the final hallway, if you are using charms be sure not to charm the mystics! you need to kill the mystics to lower the barriers. Charming air elementals, on the other hand, is great fun. Once you work your way through the barriers and down the hall (checkin on Paetus' health once in awhile), you will reach the final chamber which has a Red-named Tiefling and his two orthon buddies. Deafeat them to finish the quest.

The final chest contains the Shavarath Stone of Might (a material component for greensteel and raid flagging item for the Shroud). It also has a chance to contain Lammanian Lilly Petals and Bitterscrub Fungus.

End Reward: Standard Loot Choice. Reward giver, Lahnden Nacien, is located in the bar in Meridia.

Lost_Leader
03-24-2008, 09:46 PM
Let Sleeping Dust Lie

Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point: North Side Meridia under the water, in the Vale of Twilight. Pic of Route from Meridia
Prereqs: none
Recommended Party: A few disarmable traps. More destruction/finger spells means easier to get extra loot.
Base Experience: 7,433
Quest Info:
--Creatures: Ogres, Ogre magi, Dust Mephits, Twilight Rats, Twilight Bats, Rakshasa, Crimson Foot Spiders
--Traps: Spike Traps - Disarmable/Avoidable

Walkthrough:
http://lostmeetingplace.tripod.com/ddo/Pictures/spidermap.JPG

To start this one off, be sure to have some method of underwater breaths, or be a warforged. A short swim is required to get you down into the Spider Lair. The nooks and crannies can be a little difficult to navigate during this swim. I recommend using mouselook mode for the swim. The easiest way to avoid wrong turns and gettin turned about, is to keep going down, and corkscrew to the left when given the opportunity. This will lead you to the entrance to the spider tunnels, where and agent of the Twelve awaits you to ask your help in finding the missing agents.

One thing you don't know yet from the quest information, but you may want the spoiler on, is that the Spiders are being coerced to work for the ogres. If you manage to avoid killing any spiders, you will receive a bonus chest at the end. Additionally, if you manage to kill every ogre magi in the tunnels, you can receive another bonus chest. The spiders in the area of their ogre taskmasters will stop attacking if you kill the nearby ogres. (Reminiscent of Slavers of the Shrieking Mines.) For this reason, Melee's will want to be extra careful, and casters/clerics with insta-kill spells are very nice... if they target carefully.

Head into the tunnels, and begin you search. What you are actually looking for is the Journal of the now-deceased agent. The path will lead you to the main chamber, along the way you will pass a rectangular room. This room is one of the 6 possible spawn points for the first journal. Check there and then head to the center chamber. From the center chamber there are 6 routes you can take to look for the first book. We usually will clear either the NW or SW routes first, as these routes will clear part of the way towards the first shrine.

Once you find the book in one of the 6 possible spawn points, pick it up. This will trigger 2 things. First, the quest objectives panel will change to include the failure note Kill no more than 5 Crimsonfoot Spiders, killing spiders at this point is, obviously, bad. The second thing triggered is an orange-named Ogre Magi with the 1st key will spawn somewhere in the lower tunnels. It seems his spawn location is random, and sometimes it can take a few minutes before he spawns. Search him out and kill him to get the key to access the upper levels.

Using The 1st key, choose any of the 6 paths to search the upper levels for a 2nd journal. Some of the paths will connect to each other. NW and SW connect. S and SE connect. N and NE connect. At each of the connection points in the upper portion of the main chamber, is 1 of the 3 possible spawn points for the 2nd book. at the central point of the NW/SW tunnels is also the first shrine, so you may want to make that your first check.

Once you find the 2nd book, it will trigger another named Ogre Magi to spawn from the Southern Tunnels. he will be holding the key to the Queens Prison, in the central chamber. Kill him and unlock the queens cell.

Moving into the Queens cell will start the Protect the Queen portion of the quest. The queen will charge in to help, as many ogres begin filling the halls to attack you. She is sturdy, but buff her up and keep an eye on her as you kill off the attacking ogre mob. After a few waves of ogres, the red named Rakshasa, Kkomglol (I am not kidding, that's his name), will attack. Kill him to save the queen and advance to the next part of the quest. This also unlocks the chest by the shrine inside the queen's cell.

Grab your loot, shrine up if ya want it, and head back to the main chamber, where the weak part of the floor has fallen out during your fight. Drop down, rogue first if you have one, and watch out for the spikes. (there is a lever you can hit if you want to to open the gate behind you back into the main chamber.) There are a couple more spike traps as you progress through the remaining Rakshasa and ogres. take them out and keep an eye out for the named Rakshasa carrying the 3rd key. He has 3 possible spawn points in these lower tunnels. Once you have the key, head into the final room. Clear it out of all the chumps, then set up for the final fight before you lower the barriers and release the badguys. The runewheel combo, as shown on the map, is Red: double cross, Orange: backwards "F", Blue: "H". Watch out for the 4 spiders behind the barrier mixed in with the other badguys.

Acid Fog and Solid Fog are nice to slow things up a bit. Spiders are immune to acid. Our usual tactic is to use Flesh to Stone on the Spiders, pick off the minions with Finger and Destruct, then pull the Rednamed out of the room, or behind the back towards the treasure room, where we can unload on him without worrying about spiders getting in the way of Line of Sight spells. Recommend not using persistent damage spells like Wall of Fire and Blade Barrier, though, because a spider may save and wander over.

now head into the treasure chamber. depending on your optionals completed you will have one, two or three chests! (http://lostmeetingplace.tripod.com/ddo/Pictures/spiderchests.JPG)

The main loot chest will drop the Shavarath Stone of Strategy, this is needed to flag for the Shroud raid, and is a material component for greensteel items. It also has a chance to drop greensteel materials: Locust Husk or Chipmunk Funk.


End Reward: Standard Loot Choice. Reward giver, Taaniel Badhri, is located in the Meridia Bar.

Karranor
07-15-2008, 11:51 AM
Unacceptable! I need this on the first page!

/Mwhuahahahahaha!

Verdant_Force
07-23-2008, 03:06 PM
wow dude, they should give you a free lifetime subscription for this thread

Excellent and EXTREMELY helpful - Thank you!

GlassCannon
07-23-2008, 03:20 PM
The maps would be a lot more complex and detailed if I could get them from inside my head to an actual picture on the interbutts.

I can't wait for a True Neural Interface, where a person can memory dump directly into a file...



Very well done for the equipment granted.

Lost_Leader
07-30-2008, 09:56 PM
The Legend of Two Toed Tobias

Quest Giver: Laurent Chastel (outside Salty Wench Tavern in 3 Barrel Cove)
Level: 5 Party
Patron: The Free Agents (4/8/12)
Length: Long
Entry Point: In the water beneath sunken ship in 3 Barrel Cove (Map Here (http://lostmeetingplace.tripod.com/ddo/Pictures/3bcmap.jpg))
Prereqs: none
Recommended Party: Standard. A couple traps, but not unavoidable. Locked chest at end.
Base Experience: 1,220
Quest Info:
--Creatures: bats, rats, skeletons, Wheep
--Traps: Sonic and Fire jets, turned off by valve. Force trap on valve, disarmable

http://lostmeetingplace.tripod.com/ddo/Pictures/2toesmap.jpg


Walkthrough:

First off, it is a good idea to have an underwater item or potions, or be prepared to take off armor for the swims. They aren't too long, but the could kill an unwary or unprepared adventurer.

Begin by traveling to the north first. There is a valve at the end of the hall which will open the caves to the east.

Heading east, the cave branches. Head south first and turn the valve here, but watch out, the valve is sometimes trapped with a force trap. This valve turns off the sonic traps to the east. Once the valve is turned, continue traveling east.

Heading up out of the water, you will reach a closed gate with no lever. You must defeat several waves of skeletons, ending in the crew led by the First Mate, Cervantes. Once all the skeletons are dead the gate will open. Just past the now open gate and up the hall a short ways will be a secret door hiding a shrine.

Now further east the hall will once again branch east and south. Travel south first to enter a large chamber with door at the top and overlooking an old decrepit ship. (There is a chest with bow and arrows on the ship that you will need later to open a doorway if no one has ranged weapons.) Hop down into the water under the ship and find the valve under the doorway above, then find the other path under the water that leads into a cave to the south and circles around to the east. At the end of this swim is another valve in an icy room. When this valve is pulled fire jets will cook the area and melt the ice, opening the passage north. Under the water to the north is the second valve which will open the door we left behind. Climb the ladder up and go west and south back to the room with the door.

Going south through the now open doorway will take you to a room with two levers on opposing sides. Shooting both levers (not necessarily at the same time) will open the floor up to proceed. If you don't have a ranged weapon you can get a free bow and arrows in a chest on the boat in the previous room.

Dropping into the water, hit the valve on the ceiling of the submerged cave, which will open up the ceiling leading to the treasure room of Tobias.

Approaching the treasure will trigger the last fight, as the big mean red named Wheep (hard hitting with an aura of fear) or Two Toed Tobias defends his treasure. After defeating him grab your loot. One of the chests is locked so you will need lockpick or knock to get all the loot.

End reward: standard

Lost_Leader
08-07-2008, 07:20 PM
Ghost of a Chance

Quest Giver: Marteen Worley (outside Salty Wench Tavern in 3 Barrel Cove, on shore beneath woodwork)
Level: 5 Party
Patron: The Free Agents (4/8/12)
Length: Long
Entry Point: Underwater to the northwest side of 3 Barrel Cove (Map Here (http://lostmeetingplace.tripod.com/ddo/Pictures/3bcmap.jpg))
Prereqs: none
Recommended Party: Standard. A rogue if you want to try the end puzzle is helpful.
Base Experience: 1,220
Quest Info:
--Creatures: humans, warforged, dogs, spiders, scrag
--Traps: trapped puzzle, not disarmable and optional

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostofachancemap.jpg

Walkthrough:

Swimming into the underwater cave, you will emerge in a large chamber surrounded by a few pirate archers. Quickly swim to the south where you can climb out of the water and clear the area of pirates.

Most levers throughout the quest require you to clear the areas of badguys to unlock them.

From here there are two ways to go further into the pirates den. There is a lever south which will open up the halls directly, or you can go around through the spider tunnels to the north-west. Both ways will get you where you need to go.

While clearing out the natural halls, you may notice a lever on the back of a statue in a southern room/alcove. This lever opens up a spider tunnel behind you to the west. Traveling into this spider tunnel will reveal a shrine and a lever concealed by webs which will open the underwater gate.

Go through the underwater gate to get to an optional treasure. The submerged caves will lead to an ancient chamber where a Scrag, or sea troll, has set up camp. Remember, scrags can only be killed by fire or acid. So if you do not have an appropriate weapon then grab the smoldering ember off of the fire to land the killing blow. Grab your loot then head back to the pirate tunnels.

Leaving the natural halls and heading into pirate headquarters, you will come to a crossroads with two closed doors. Go north to find the lever that will open both doors.

Now head to the east to find the brother you are supposed to save locked in a cage. He will tell you that you have two choices. One, go back to the room to the south where you can face the pirate captain and get the key to his cage. Two, very carefully use the puzzle to unlock his cage, avoiding sending power to trapped panels which will kill him. Completing the puzzle will also net you an extra chest.

If you went south first and have already killed the captain, you can head back there now to pick up the key. Otherwise you now have the big choice to make. The captain is tough if you are appropriate level, but much faster. The puzzle is convoluted and difficult, but here are some tips and pics to help you through it, should you choose to go the puzzle route.

First off, set the entire puzzle correctly before you send power. You can search out traps if you'd like to, but be sure to remember that trap search only works on the same plane and above you, it is hemispherical, so you will not locate the trapped tiles below you.

I recommend setting the puzzle first, then turning on power, this way you will not inadvertently trigger a trap onto the Worley brother.

Step 1:

Start in the South East. Don't send the power yet, just move the tiles. Just move the tiles so that if you did send the power it would look like the picture, doing a quick loop over the side then sending back up the wall.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep1.jpg

Step 2:

Go to the northeast corner, where the power will later be coming down from above. Set the tiles so that when you turn on the power it will run down the east side of the puzzle, just like in the picture below.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep2.jpg

Step 3:

Using the picture below, change the tiles to move the power through the untrapped rune tile. You can rotate this rune tile to move it how you need it to be.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep3.jpg

Step 4:

Now send the power around and up to the rune tile shown. This will send the power line back to the southeast corner of the room.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep4.jpg

Step 5:

The two pictures below will show you the route to send the power to light the other rune tile needed in the South east. This rune tile will be the second lit lock on the prison of four. It will also send power to the north west side of the room.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep5.jpg

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep6.jpg

Step 6:

Adjust these tiles to look like the picture. This will take the power to the South west side of the room.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep7.jpg

Step 7:

The four images below will show you how to place the tiles which will send the power through the correct rune tile and send the power back around to the North West corner.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep8.jpg

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep9.jpg

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep10.jpg

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep11.jpg

Step 8:

These last two images will place the power to the final rune tile needed to open the gates to both the brother Worley and to the chest locked up behind him. Once you have all the tiles placed properly just go turn the power on from the South East and watch it work its way around.

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep12.jpg

http://lostmeetingplace.tripod.com/ddo/Pictures/ghostpuzzlestep13.jpg



End reward: standard

Lost_Leader
08-08-2008, 06:08 AM
Prove Your Worth (a.k.a. Rackam's Trial)

Quest Giver: Dirty Vingus (outside Salty Wench Tavern in 3 Barrel Cove)
Level: 5 Party
Patron: The Free Agents (3/6/9)
Length: Medium
Entry Point: Central area of 3 Barrel Cove, just west of the nose-diving ship, The Lucky Lady (Map Here (http://lostmeetingplace.tripod.com/ddo/Pictures/3bcmap.jpg))
Prereqs: none
Recommended Party: Standard. Evasion/rogue is a plus.
Base Experience: 921
Quest Info:
--Creatures: iron defender (construct), warforged
--Traps: fire, darts, spikes, blades

http://lostmeetingplace.tripod.com/ddo/Pictures/proveyourworthmap.JPG

Walkthrough:

Step 1:
Avoid the traps. Spikes up top, sweeping blades on the sides. There are safe, jump-able paths on the sides of the spikes up top.

Step 2:
Survive the ambush. Defeat four Iron Defenders.

Step 3:
Navigate the halls through the Iron defenders to reach the Agility Trial.

Step 4:
Navigate the Agility Trial. Climb up the ladders, switching ladders mid-climb to reach the top. The best way I have found to do this is climb to the top of a ladder, then hold down the left mouse button to toggle into mouse look mode. Move the target reticule to the direction of the ladder you want to jump on. Jump off while still facing the way you want to go in mouse look mode and your characters will immediately face the direction you want him/her to.

Step 5:
Survive the Warforged Ambush. Defeat the 4 warforged to continue on.

Step 6:
Maneuver down the descent. Very simple with feather fall. Just jump on down and float to the bottom. Lacking feather fall, take your time and watch where you drop down to.

Step 7:
Solve Rackam's Conundrum. First place the floor tiles into the position shown in the picture below. Then select the northern most of the center green levers. Now go to the levers to the east and pull the one next to the red signal crystal. THis will fire a dart which will lower a barrier on the ceiling allowing the next step.

Pull the green east lever to reset the puzzle.

Now in the center select the southern most lever. Shown in the 2nd picture below. Now once again pull the red lever to the east. This will open the path north.

http://lostmeetingplace.tripod.com/ddo/Pictures/provepuzzle1.JPG

http://lostmeetingplace.tripod.com/ddo/Pictures/provepuzzle2.JPG

Step 8:

Defeat Old Iron Sides, a large mini-boss Iron Defender.

Step 9:

Navigate through the Inferno. There is a lever on the NW wall that will turn off some of the flames, the lever on the NE wall will open the gate to the east and complete this portion of the Trial's.

Step 10:
Answer first mate Penzant's questions.

Question 1:
When we plunder an innocent's ship, what be the first thing ya ortin' to do?
A) Run for the loot as quick as ya can.
B) Yarrrrr (bluff check)
C) Take a head count of your crew

Question 2:
When arrivin to a new port, what does a pirate seek out first?
A) Yaarrrrrr (bluff check)
B) The prison, so ye know where yer mates'll end up
C) The tavern!

Question 3:
How much share does the cap'n receive?
A) Double th' share o' a crewmate
B) Yaaarrrr. (bluff check)
C) The same as th' rest o' th' crew

Question 4:
Are ye wantin' a swashbuckle?!
A) Yaarrrr! (bluff check)
B) No, canna we talk about it?
C) ye bet I be lookin fer a swashbuckle!

It doesn't really matter how you answer the questions, either way you will have a short fight at the end of the questions and then be forced with a final choice. Make the kobold walk the plank or let him go.

Choice A: Walk the Plank! Successfully ends the quest.

Choice B: Free the kobold. Starts another fight with First mate and all his cronies. Defeat them all, get the crimson key and escape through a final trap room to complete the quest.

Quest Reward: standard

Lost_Leader
10-29-2008, 04:10 PM
Enter the Kobold


Quest Giver: Stormreaver
Level: 17 Party
Patron:
Length: Very Long
Entry Point: Top of the Volcano in western explorer zone.
Prereqs: none
Recommended Party:
Base Experience: 8,835
Quest Info:
--Creatures: kobolds, night wolves, paragon kobolds
--Traps: falling floor, pit with spikes


Walkthrough:

It will be a few days before the complete walkthrough is up, but I wanted to share some spoilers for the Kobold Gauntlet if you are having a tough time getting through.

The goal is to have all the floor lights turned on. The little teleportation stones will move you like a knight on a chess board. There is a chest in the puzzle after it finishes.

Lil pic to help visualize a way through:
http://lostmeetingplace.tripod.com/ddo/Pictures/Kobold_Chess.JPG

Okay, back to questing! New stuff, YAY!

Lost_Leader
10-29-2008, 04:13 PM
Level 17 Quests

Enter the Kobold (http://forums.ddo.com/showpost.php?p=1908709&postcount=229)
Monastery of the Scorpion
Prey on the Hunter
Stealer of Souls
The Shroud

Lost_Leader
10-29-2008, 05:12 PM
Level 18 Quests

A Vision of Destruction
Hound of Xoriat

Strykersz
01-28-2009, 12:03 AM
Thanks for the useful thread!

Demonfire
01-28-2009, 01:34 AM
this post is still usefull and i just dont want it to be flushed in a stupid purge.. thanx

Davinna
01-28-2009, 04:10 PM
/aye

SqtYork
01-28-2009, 05:19 PM
For a while the Rare / Named chests in GH were also dropping relics. I know the drop rate dropped significantly, but I don't know if it's been eliminated completely.

Rholt25
02-06-2009, 06:53 AM
This should be a sticky!

Puby
02-08-2009, 03:30 PM
90day post

crazycaren
03-21-2009, 11:49 AM
Thanks for these guides! They're great for me as I'm still a noob, even with a lvl 13 toon.

You might want to add information on the Voice of the Master end reward to the Thrall of the Necromancer guide.

Bindox
04-13-2009, 05:12 PM
For a while the Rare / Named chests in GH were also dropping relics. I know the drop rate dropped significantly, but I don't know if it's been eliminated completely.

I read this post and ran right out to Ogh. His chest dropped 1 relic for me. Of course the next 4 times I got none, but I can confirm that they still do drop in the explorer rare encounter chests.

Bladededge123
04-21-2009, 11:31 PM
Wow, great post, very useful! Can't believe I just ran into this.

Lost_Leader
05-03-2009, 09:29 PM
Welcome to Korthos Island and the New Player Experience!

If this is your first character ever, or your first character on a new server, you will need to complete the entire Korthos Island quest sequence before you can leave the island and head to the city of Stormreach. In addition, you will only be able to group with others who are also brand new characters and have not yet completed the quest series.

If you have already completed this sequence on any character on the server you are currently playing, the first NPC you speak with will give you the option of skipping the tutorial. There are two things to consider:

- if you choose not to skip the tutorial here, you do not get another chance. (Note: this is expected to change for module 9)
- the tutorial version of Korthos is separate from the rest of the game and can't be reached from elsewhere in the game. You can't get to Stormreach until you've completed Misery's Peak.

While the quest chain isn't listed as such, the breakdown is as follows:

Tutorial (http://forums.ddo.com/showpost.php?p=2177582&postcount=242) (can be skipped if you have done it before)
Heyton's Rest (http://forums.ddo.com/showpost.php?p=1465688&postcount=34) (Level 1)
The Storehouse's Secret (http://forums.ddo.com/showpost.php?p=1465690&postcount=35) (Level 1)
The Cannith Crystal (http://forums.ddo.com/showpost.php?p=1465665&postcount=27) (Level 1)
The Collaborator (http://forums.ddo.com/showpost.php?p=1465705&postcount=39) (Level 1)
Redemption (http://forums.ddo.com/showpost.php?p=1465695&postcount=37) (Level 1)
Misery's Peak (http://forums.ddo.com/showpost.php?p=1465711&postcount=40) (Level 1)

The first three after the tutorial (Heyton's Rest, The Storehouse's Secret and The Cannith Crystal) can be completed in any order. All three must be complete before Sigmund will offer The Collaborator. You must complete The Collaborator before you will allowed to explore the outdoor area of Korthos Island.

Lost_Leader
05-03-2009, 09:31 PM
Shipwreck Shore
(Tutorial, Part 0)

Quest Giver: Automatic on entering
Level: 1 (Solo)
Patron: No patron or favor.
Length: n/a
Entry Point: Shipwreck Shore
Prereqs: n/a
Recommended Party: solo only
Base Experience: 304
Quest Info:
--Creatures: Sahuagin, Sahuagin High Priestess (Red Named)
--Traps: One blade trap, disarmed by NPC if needed

Walkthrough:

The quest *is* a walkthrough. Each step is clearly outlined in the objectives and NPC dialog.

End Reward: Select one of:

- Ember Great Axe (+1 fire damage)
- Ember Heavy Mace (+1 fire damage)
- Ember Longsword (+1 fire damage)
- Ember Rapier (+1 fire damage)
- Soren's Handwraps (+1 acid damage)
- Eternal Wand of Finger of Fire (1d3 fire damage)


The following also appear in your pack automatically:
- Ring of water breathing
- Armor, robe or outfit, as appropriate
- Possibly a ranged weapon
- Possibly a shield

Vizzini
09-11-2009, 11:52 PM
Your format and work on these guides are amazing.

I'm sure you are busy with new content and such but would love to see some updates to this most valuable resource.

I've added a link to it in my.ddo profile

(Needs some guides to Stormreaver, updated Kobold, Prey etc, maybe expand on the Cruelean Hills Quests) I'd be happy to help out where I can - just let me know what's needed to keep this thread alive and active ^-~

Lost_Leader
10-29-2009, 07:48 AM
Dream Conspiracy


Quest Giver: Graden Wylkes, in the Wylkes Manor in Inspired Quarter (Old Harbor)
Level: 18 (Party)
Patron: Coinlord. (6/12/18)
Length: medium
Entry Point: Sewer entrance in Inspired Quarter, called the Sunken Parish
Prereqs: n/a
Recommended Party: 3-6, evasion and/or hp person to trigger traps and lockpick/knocker is nice
Base Experience: 3,826
--optional experience: prisoners ~ 800xp, secret treasure chamber ~ 2,200xp
Quest Info:
--Creatures: Humans, Elemental, Rats, Spectres
--Traps: Spiked levers and Disjunction traps, very high dcs (60's-70's?). Secret doors hide the prisoner options and bonus chest. (thanks Jimmymac32409 for the correction)

Walkthrough:

Not going to go into to much detail, but figured I would share some notes.

After the red named fire elemental there is a chest that is back against the wall, we didn't see it our first time in there so be sure to snag it.

There is no way to really save the 3 prisoners. Release the prisoners before you start the end fight if you want the optional xp. But even if you let them out of their cells and get the xp... did you really save them? They end up dead anyways.

Drops the blue disc and pieces. Shards/Discs of Phantasms.

Optional puzzle:

1- the floor breaks out when the ceiling rune is lit. There is a bonus chest (locked) behind a mid-fall secret door. It takes a bit of decent timing with featherfall to open the door and to get up to the chest you will need a solid jump skill. Or, it is possible to fill the room with water, using a valve underwater near the fire elemental: http://forums.ddo.com/showpost.php?p=2524936&postcount=248 Thanks for the tip, Emili!

2- If you want the optional xp and the bonus chest with extra discs and shards, you need to light the gem as well as the ceiling rune. So far I have seen 2 possible locations for the gem. I have taken screen shots of the completed puzzles in the two possible locations.

Would like to thank Sheelagh of the Harpers (Sarlona) for solving the much harder of the two puzzle maps, I was about ready to give up.

A third puzzle solution has also been posted a few posts down by Oxvon, thanks yo! I added the pics into this post as well. A fourth puzzle was found and solved by Jezabele of Sarlona, thanks Jez :)

The following two pictures are the front and back of the first gem location:

http://lostguild.com/ddo/Pictures/sewerpuzzle1a.JPG

http://lostguild.com/ddo/Pictures/sewerpuzzle1b.JPG

And the next two are of the second gem location (much harder puzzle, imho, thanks much Sheelagh.) :

http://lostguild.com/ddo/Pictures/sewerpuzzle2a.JPG

http://lostguild.com/ddo/Pictures/sewerpuzzle2b.JPG

The third puzzle by Oxvon:

http://lostguild.com/ddo/Pictures/sewerpuzzle3a.jpg

http://lostguild.com/ddo/Pictures/sewerpuzzle3b.jpg

Fourth puzzle by Jezabele:

http://lostguild.com/ddo/Pictures/sewerpuzzle4a.jpg

http://lostguild.com/ddo/Pictures/sewerpuzzle4b.jpg


End Reward:
Your choice of 4 random generated level appropriate items.

Lost_Leader
10-29-2009, 07:54 AM
Level 18 Quests

A Vision of Destruction Raid
Dream Conspiracy (http://forums.ddo.com/showpost.php?p=2519443&postcount=244)
Finding the Path
Hound of Xoriat Raid
I Dream of Jeets
The Mindsunder
The Shipwrecked Spy

Lost_Leader
10-29-2009, 08:01 AM
Level 19 Quests

A New Invasion
Bastion of Power
Genesis Point (http://forums.ddo.com/showpost.php?p=2542711&postcount=253)
Sins of Attrition
The Weapons Shipment
Wrath of the Flame

Lost_Leader
10-29-2009, 08:01 AM
Level 20 Quests

Tower of Despair Raid

Emili
10-31-2009, 04:01 AM
Nice write up... I do not know if you figured this out so...

FYI... In flooded hall (before the fire elemental room) to the right is an alcove with a valve...

http://i158.photobucket.com/albums/t92/bflat01/ScreenShot00324.jpg

It releases water into the room with the spikes (room under the puzzle). Bloody saved my cleric's bumn when the floor fell. (if you have True seeing on or detect secret doors a wall panel will light up in the water filled spike room... leading to a second chest)

http://i158.photobucket.com/albums/t92/bflat01/ScreenShot00320.jpg

swam over to other chest... (so it is two chests the puzzles gives)

http://i158.photobucket.com/albums/t92/bflat01/ScreenShot00319.jpg

Then swam back and climbed up ladder...

http://i158.photobucket.com/albums/t92/bflat01/ScreenShot00322.jpg

Oxvon
10-31-2009, 04:42 PM
Used the images before, so I thought I would help out by giving this one...

/sniped for space

jimmymac32409
11-01-2009, 11:53 AM
Dream Conspiracy


--Traps: Can't be disabled. Spiked levers and Disjunction traps. Secret doors hide the prisoner options and bonus chest.The Traps CAN be disabled. Xiloscient posted it in the DDOCast forums http://s7.zetaboards.com/Ddocast/topic/8216946/1/ - POST #8 (http://s7.zetaboards.com/Ddocast/topic/8216946/1/)

Screen Shots in that post too.