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  1. #161

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    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.
    Map of the Threnal Area by Geoffhanna.
    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
    Last edited by Lost Leader; 08-10-2008 at 03:37 PM.
    Leader of Lost Legions
    ~Sarlona~

  2. #162

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    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 déjÃ* 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
    Leader of Lost Legions
    ~Sarlona~

  3. #163

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    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.
    Map of the Threnal Area by Geoffhanna.
    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.
    Last edited by Lost Leader; 08-10-2008 at 03:37 PM.
    Leader of Lost Legions
    ~Sarlona~

  4. #164

    Default

    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.
    Leader of Lost Legions
    ~Sarlona~

  5. #165

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  6. #166

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    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.
    Leader of Lost Legions
    ~Sarlona~

  7. #167

    Default

    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.
    Leader of Lost Legions
    ~Sarlona~

  8. #168

    Default

    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.
    Map of the Threnal Area by Geoffhanna.
    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.
    Last edited by Lost Leader; 08-10-2008 at 03:38 PM.
    Leader of Lost Legions
    ~Sarlona~

  9. #169

    Default

    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 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:


    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
    Leader of Lost Legions
    ~Sarlona~

  10. #170

    Default

    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.
    Leader of Lost Legions
    ~Sarlona~

  11. #171

    Default

    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
    Last edited by Lost Leader; 12-11-2007 at 07:15 AM.
    Leader of Lost Legions
    ~Sarlona~

  12. #172

    Default

    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.


    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
    Leader of Lost Legions
    ~Sarlona~

  13. #173

    Default

    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 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
    Last edited by Lost Leader; 11-19-2008 at 05:53 AM.
    Leader of Lost Legions
    ~Sarlona~

  14. #174

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  15. #175

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  16. #176

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  17. #177

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  18. #178

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  19. #179

    Default

    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
    Leader of Lost Legions
    ~Sarlona~

  20. #180

    Default

    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.
    Leader of Lost Legions
    ~Sarlona~

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