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  1. #121

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    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.
    Leader of Lost Legions
    ~Sarlona~

  2. #122

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  3. #123

    Default

    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.
    Leader of Lost Legions
    ~Sarlona~

  4. #124

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  5. #125

    Default

    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
    Last edited by Lost_Leader; 12-02-2009 at 10:29 PM.
    Leader of Lost Legions
    ~Sarlona~

  6. #126

    Default

    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 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.


    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
    Last edited by Lost_Leader; 01-07-2010 at 05:25 PM.
    Leader of Lost Legions
    ~Sarlona~

  7. #127

    Default

    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.
    Leader of Lost Legions
    ~Sarlona~

  8. #128

    Default

    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.
    Leader of Lost Legions
    ~Sarlona~

  9. #129

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  10. #130

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  11. #131

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  12. #132

    Default

    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.
    Map of the Threnal Area by Geoffhanna.
    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
    Last edited by Lost Leader; 08-10-2008 at 03:33 PM.
    Leader of Lost Legions
    ~Sarlona~

  13. #133

    Default

    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
    Last edited by Lost Leader; 04-02-2008 at 02:28 AM.
    Leader of Lost Legions
    ~Sarlona~

  14. #134

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  15. #135

    Default


    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.
    Map of the Threnal Area by Geoffhanna.
    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
    Last edited by Lost Leader; 08-10-2008 at 03:34 PM.
    Leader of Lost Legions
    ~Sarlona~

  16. #136

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  17. #137

    Default

    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.
    Last edited by Lost Leader; 12-11-2007 at 05:34 AM.
    Leader of Lost Legions
    ~Sarlona~

  18. #138

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  19. #139

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  20. #140

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

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