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  1. #1
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    Default Quest Walkthrough

    Couldn't find a guide like the Lost Quest guide for the a few of the newer adventure packs so I created them. Forwarding them to be included in the DDO game guide but thought it wouldn't hurt to post them here as well.

    The Cerulean Hills
    The Sharn Syndicate
    Phiarlan Carnival
    Last edited by curiousgis; 10-18-2010 at 11:28 PM.

  2. #2
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    Default Where There's Smoke

    Quest Giver: Nash Braza
    Level: 3 Party
    Patron: The Free Agents 3/6/9
    Length: Medium
    Entry Point: East side of Cerulean Hills, along roadway at a caravan
    Prereqs: none
    Recommended Party: Standard
    Base Experience: 932
    Quest Info:
    --Creatures: Humans, dogs, wolves, orcs
    --Traps: none

    Walkthrough:
    You need to advance to the end of the quest to stop orcs from burning Nash's farm. Along the way you have the option to rescue his dogs from orc bands. Very straightforward quest, progress west killing orcs until you get to the farm. When you approach the farmhouse you will stop the fire by turning a wheel to pour water on the flames then a red named orc, Armnok and a number of barbarians, archers and shamans will appear. Kill them and you will complete the quest.

    If the end fight is tough you can run away, back east and they will stop following you after a while. Heal up, buff up and go back to finish the fight. If you chose the get the dogs you will have three different shrines you can use to heal up and rebuff if needed.
    If you choose to rescue the dogs the first dog is southwest of the entrance, and the other two are near the southern shrines. You will need bluff, diplomacy or intimidate to befriend them. However, the easiest way is to simply use the smoke-cured ham that is located in a chest near the dog. If you fail the check just have dogs chase you back to the beginning of the quest. If you do successfully befriend them it is quickest to bring them out on the trail and tell them to stay until you get all the dogs and then lead them all back to the entrance. However, be warned they will attack orcs and usually die in the act.
    There is a possibility two named rares will spawn near the southern shrines.

    For more information: http://ddowiki.com/page/Where_There's_Smoke...

  3. #3
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    Default The Captives

    Quest Giver: Pearl Drumling
    Level: 3 Party
    Patron: The Coin Lords 3/6/9
    Length: Medium
    Entry Point: The north eastern Cerunlean Hills past the ambushed caravan.
    Prereqs: none
    Recommended Party: Standard
    Base Experience: 868
    Quest Info:
    --Creatures: Orcs, Syndicate Muscles, wolves,
    --Traps: none

    Walkthrough:
    The entrance point is in the eastern part of the Cerulean Hills, the entrance is discoverable as the "Eastern Roadblock." Once you zone in you will need to cross a bridge where a few orcs are waiting for you. Make your way down to the swamp floor and fight north. If you have feather fall you can bypass the first few fights by immediately jumping north off the bridge.

    The river is full of hidden orc scouts; between their stealth and the foliage, it can be difficult to find them, even when they start shooting at you. Don't allow the ranging units to lure you into a bigger fight than you want.

    Open the first gate and run through the tunnel to the other side of the swampy area. Fight through the orcs that come at you until you come to a gate. Kill the Syndicate Muscle and orcs guarding the gate. Inside the gate it is fairly easy to become overwhelmed. There is a shrine in one of the tents, however there is also a few guards in there with it. Free Lady Azdel and her guards they will cast offensive spells in your behalf but if they take ONE hit they will fall to the ground and you'll have to talk to them to revive them. The guards are on the eastern and northwestern sides of the island, whilst Lady Azdel herself is on the southwestern end. They appear to be level 5/6, as they cast several 3rd-level spells, such as Bear's Endurance, Blur, Haste, Heroism, and Fireball.
    Make sure all three are behind you when you open the last gate for the final battle otherwise they will fall very quickly yielding you little help.
    There are five possible red named encounters;

    Oozo may appear near the beginning, under the shorter bridge.
    Captain Guldag may appear on the first island in the river.
    Captain Griznuk may appear near the first shrine.
    Captain Maknul may appear just past the second gate.
    Captain Parnash may appear a little farther on, where the river turns north.

    For more information: http://ddowiki.com/page/The_Captives

  4. #4
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    Default Stand Your Ground

    The Sharn Syndicate 1/6
    Quest Giver: Maxwell Statler
    Level: 4 Party
    Patron: The Coin Lords 2/4/6
    Length: Short
    Entry Point: The Dragontail Saloon, just west of the Marketplace entrance.
    Prereqs: none.
    Recommended Party: Standard
    Base Experience: 793
    Quest Info:
    --Creatures: Humans, dogs
    --Traps: None

    Walkthrough:
    Your mission is to defend Maxwell from the waves of Syndicate muscle. Maxwell stands at the top of the ramp shooting arrows down at the fighters that come in the front door and from the loft. Position a healer at the top of the ramp to keep him healed and at least one melee plus one other to take out the loft fighters. Also you can cast beneficial spells on Maxwell and his brother. The rest of the party can be at the doors to repel any invaders.

    There are several waves of melee attackers and ranged attackers. After defeating around 38 or so attackers a red named human, Slab and a few attack dogs spawn in at the loft location. Drop Slab as quick as possible along with the dogs to win the day.

    End reward: level 5 equivalent clothing and jewelry items, Binds (to Account) on Acquire, no minimum level.

    For more information: http://ddowiki.com/page/Stand_Your_Ground

  5. #5
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    Default Dirty Laundry

    The Sharn Syndicate 2/6
    Quest Giver: Guard Kayd
    Level: 4 Party
    Patron: The Coin Lords 2/4/6
    Length: Short
    Entry Point: The Shiny Shilling, just east of the bank in the Marketplace.
    Prereqs: none.
    Recommended Party: Standard
    Base Experience: 793
    Quest Info:
    --Creatures: Humans, dogs
    --Traps: Spikes

    Walkthrough:
    You start in a vestibule that looks more like a closet that anything else. Buff up and open the first door and you will be greeted by some fighters. Kill them and then pull the two levers by the door, kill the next casters and fighters. The levers to open the next door are behind the banners.

    Go down a hall to a locked door, bash it in and a room with spike traps will start to go off. The trap box is on the other side of the room. Make your way to the shrine. Either the passage to the right or the left will be open, which appears to be random.

    Through the door you will clear the guards in the hall and then open one of two doors. Through the doors are a number of guards and possibly some dogs. Kill them and then find the cask that you can interact with to unlock the door with the money launderer. Kill him and move to the second room.

    Once completed, don't recall. Run back to the hallway just off of the shrine room and get your chest, then recall.
    End reward: +2 armors and shields, Binds (to Account) on Acquire, no minimum level.

    For more information: http://ddowiki.com/page/Dirty_Laundry

  6. #6
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    Default The Stormreaver Fresco

    The Sharn Syndicate 3/6
    Quest Giver: Burgundy Tir
    Level: 4 Party
    Patron: The Coin Lords 2/4/6
    Length: Short
    Entry Point: The north side of the bank in the Marketplace.
    Prereqs: none.
    Recommended Party: Standard
    Base Experience: 793
    Quest Info:
    --Creatures: iron sentinels, zombies, Humans
    --Traps: none

    Walkthrough:
    Meet Zircon the warforged just in the entrance to the bank. He leads you into the deposit box room and then takes off with the fresco. During the time it takes for him to walk into the deposit box room and get the fresco you are tempted to take items within the boxes, if you resist it is a 40% xp bonus, if you just have to take something beware that you can't sell the items nor can you use them. However, one box will contain a portal to another vault which contains a huge iron defender, a Refined Cannith Crystal that needs to be destroyed and a chest. When you drop the crystal the iron defender wakes up, so be ready. Also if you decide to open all the boxes in this new location several zombies will be spawned along with the possibility of a red named zombie, Vany Amanatu.

    Once he takes off you need to escape by destroying the two Refined Cannith Crystals. They are vulnerable to force and sonic weapons, have your casters and beaters go to down. While you are destroying them two iron sentinels continually spawn, make sure at least one person per side is taking care of these.

    Once out of the deposit boxes you have to activate two levers that deactivate the alarm. You can either kill all the guards and hit the levers or try to sneak or zerg past them and hit the levers. Both actions will complete the quest.

    End reward: +1 weapon (only *one* choice available!)

    For more information: http://ddowiki.com/page/The_Stormreaver_Fresco

  7. #7
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    Default The Bookbinder Rescue

    The Sharn Syndicate 4/6
    Quest Giver: Olistair Binder
    Level: 4 Party
    Patron: The Coin Lords 2/4/6
    Length: Short
    Entry Point: The Binder home, just west of the bank in the Marketplace
    Prereqs: none.
    Recommended Party: Standard
    Base Experience: 966
    Quest Info:
    --Creatures: Humans, dogs
    --Traps: spikes, spinning blades, fire, grease, web, slashing blades

    Walkthrough:
    You can enter through the front door or through the second story south west room. If you go through the front door Quendrel a syndicate goon will approach you and talk to you about paying the ransom. Once he realizes you are not here to pay all the syndicate mobs start attacking your party. Kill all the mobs outside the rooms and in the SW room.

    The binders are inside the other rooms, sometimes two to a room. The area right outside the door has a trap that will go off should you force the door or picklock the door. There is a lever inside each room which will disarm the trap for that room. If you attempt to break down the door the occupants will hear you, which means the binders will start to attack the mobs and possibly get killed in the process which makes you automatically fail the quest. As soon as you free the Binder(s) in one room lead them to safety via the main entrance or the SW window, otherwise they will attempt to help defeat any other mobs and could possibly die.

    There is a secret door in the hearth of the two rooms in the NE corner. Once all the Binders are rescued you can recall out, there is no end chest.

    End reward: level 5 equivalent clothing and jewelry items, Binds (to Account) on Acquire, no minimum level.

    For more information: http://ddowiki.com/page/The_Bookbinder_Rescue

  8. #8
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    Default Repossession

    The Sharn Syndicate: 5/6
    Quest Giver: Kear
    Level: 4 Party
    Patron: The Coin Lords 2/4/6
    Length: Short
    Entry Point: Just north of Kear on the ground level
    Prereqs: Finish The Stormreaver Fresco and talk to Burgundy Tir
    Recommended Party: Standard
    Base Experience: 793
    Quest Info:
    --Creatures: Humans, warforged, dogs
    --Traps: Fire, lighting, acid, ice and poison

    Walkthrough:
    Once you enter the home go west/right to the first door. Kill the Syndicate goons and grab the key. Head up the stairs and open the main double doors. Kill a few more goons then go to the double puzzle wheels by the mirror. Blue is the backwards F (4 turns) and orange is the E (4 turns).

    A secret passage opens and there are several works of art on pedestals. Picking up one of them will open the door at the end of the gallery, the rest are trapped. Examining them with your STR, DEX, INT or WIS (DC 15-16) will reveal if the piece of art is trapped. If you are doing this quest level appropriate the traps are powerful enough to kill some of the more squishy players with one hit. If you are able to disable all the traps and take all the art you will gain 25% xp bonus and your normal trap bonus.

    Once the door opens a red named warforged, Zircon, will come out; kill him. Loot the Stormreaver fresco from the chest on his desk. Once completed grab the nerby chest and collectible.

    If you are doing the adventure on elite the gargoyles in the art gallery come alive.

    End reward: +2 armors and shields, Binds to account on Acquire, no minimum level

    For more information: http://ddowiki.com/page/Repossession

  9. #9
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    Default Come Out and Slay

    The Sharn Syndicate 6/6
    Quest Giver: Madhand Mulvaney
    Level: 4 Party
    Patron: The Coin Lords 2/4/6
    Length: Short
    Entry Point: North Marketplace, by House P entrance.
    Prereqs: All the preceding Sharn Syndicate quests
    Recommended Party: Standard
    Base Experience: 793
    Quest Info:
    --Creatures: Humans, dogs, Minotaur, Bugbear, kobold
    --Traps: none

    Walkthrough:
    The gangs of Stormreach are meeting to unite and its is your job to infiltrate the meeting and kill the Syndicate representative. When you zone into this quest there will be several guards around, they will not attack you until after you kill the representative. Make your way south, along the way you have the option to convince one other gang leader to ally with you. To sway Korba you need 5 intimidate, Benny needs 8 diplomacy, Mashpaw needs 17-18 wisdom or you can pay them 200 gold. Mashpaw the Bugbear has the easiest time staying alive though none of the optional allies will follow you on the room tops.

    Once your party is in the southern room, kill Talon Darsin the Syndicate Overlord. A wild fight will ensue, once you are done with those in the room the wandering Minotaur, Bellow will attack you in the hall way. It is possible to sneak past him, but he drops a key for a chest just north of the Darsin's room. You can also skip the other two gang representatives or you can kill them for two additional chests. If you convinced one of the gangs to follow you their chest will remain locked unless they fall in battle.

    The gate you initially entered is closes, fight to the east room and pull both levers to raise it. Go through the gate and use the rest shrine if you need it or go back to the beginning and save this one for later. Head further north and gather your party in the alcove in the north east. Pull the lever and the gate will close behind you. Jump up to the roof tops and go west. There are several casters and fighters on the ground shooting up at you. They cannot climb the ladder to you but they are very good shots. You can either fire down into their midst or you can climb/jump down and dispatch the rest of the Syndicate bad guys. Once they are all dead gather at the exit and talk with Madhand Mulvaney to end the quest.

    End reward: Nicked or +2 weapons, bound to account, nicked weapons have a ml of 2

    For more information: http://ddowiki.com/page/Come_Out_and_Slay

  10. #10
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    Default A Small Problem

    Quest Giver: Glitter Underhill
    Level: 5 Party
    Patron: House Phiarlan 4/8/12
    Length: Long
    Entry Point: A caravan just south of Glitter
    Prereqs: none
    Recommended Party: Standard
    Base Experience: 2,340
    Quest Info:
    --Creatures: wolves, lions, spiders, giants, earth elementals, fire elementals, tieflings
    --Traps: none

    Walkthrough:
    Once you zone in follow the trail north. Eventually you will hear two giants talking to each other. You can talk to them and they will give you directions to find Brawnpits who is their uncle. If you steal from them they will attack and you will have to kill them which leads to some interesting dialogue choices later with Brawnpits but you lose a chest that you would otherwise get.

    Continue following the path fighting off wolves and lions until you come to a waterfall. At this point Brawnpits comes down from his camp and you can talk to him. Go through the dialogue choices to try to convince him he wants to be an actor. Talk, talk, talk eventually he gives you a task of collecting water for him. Run down to the path by his tent, go right (SE) to the the shrine, then run to the waterfall and collect the water. Run back to Brawnpits. Note, you could jump in the water from above but the water is wading depth so you will take some damage.

    Next Brawnpits wants you to crush some rocks, this consists of finding earth elementals and killing them. They are scattered about the valley floor, run around till you have them all and return to Brawnpits. Also be aware there is a wide collection of animal encounters along the valley floor. If you travel west of Brawnpits into Rock Valley (behind the rest shrine at his tent) there are enough earth elementals in a realively small area to get you your crushed rocks. Return and report.

    Now he wants firewood, return to Rock Valley and continue following the trail to the upper plateaus. Pick up the firewood as you see it, each time you do so a fire elemental spawns. Once done, return to Brawnpits. Fire elementals attack him, kill and protect. Afterwards have some jumpy soup and go back to the plateaus to find sky spirit altar. The altar is located in the eastern portion of the map and it helps to have feather fall while navigating. Once you activate the altar a air elemental spawns, talk to it and then hurry back to Brawnpits to foil an ambush by tieflings.

    At this point he agrees to be an actor and you now need to escort him to the caravan at the quest entrance. There are numerous tiefling ambushes along the way, and they usually are not sprung until Brawnpits gets close enough, so don't go ahead too far. Eventually you will get to Brawnpits nephews and the giants will talk with each other and you will get a chest (if you didn't kill them that is). Lead Brawnpits to the entrance return to Glitter in House P for your reward.

    End reward: Standard.

    For more information: http://ddowiki.com/page/A_Small_Problem

  11. #11
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    Default Party Crashers

    Quest Giver: Cyan
    Level: 5 Party
    Patron: House Phiarlan 4/8/12
    Length: Long
    Entry Point: Phiarlan Chapterhouse, NW side of house P
    Prereqs: none
    Recommended Party: Standard
    Base Experience: 2,200
    Quest Info:
    --Creatures: tieflings, elves, illusionary fire giants, illusionary lions, illusionary wolves, illusionary elfs, illusionary sprites
    --Traps: Force illusionary spike traps, collapsible floors

    Walkthrough:
    When you first enter the chapterhouse you will be in a room with pink illusionary lions and a man. He won't let you continue onward and if you go into the lobby no amount of pleading can get you past the attendants. Back to the pink lions, there is a yellow glyph above the pink man's head, a "Mark of Shadows." If you destroy this the man and lions disappear and you can continue down the hall. (Also note by killing the mark those illusionary mobs that die as a result count towards your kill count.)

    Continue down the hall to the ice room, kill the Mark and continue to a spike trap. To disable it destroy the mark that is just past it, onto the fairy room. Once you get past the fairies you will get to a hall way with wind jets that blow you into illusionary spikes that hurt. Get through the wind and kill the mark, but then it becomes a lot of different marks and you have to navigate the hall again in an attempt to find the right one and kill it. If you have the spell true seeing and have the graphics setting, "Post Effects" you will be able to tell which one is the right one.

    Continue to the scorpion room, when you hit the mark in this room a scorpions spawns around it and you have to kill the scorpion to kill the mark. Continue onward to the giant room, here you have to kill four different marks that heal the giant and then kill the giant (CR 8 on normal). Spikes and lions guard the marks on the pedestals. After this fight there is a chest and then you can continue on to the Chapterhouse chambers. If you have enough DPS you can kill the giant first but you will still need to kill the four other marks.

    When you enter the main entranceway there are six stat runes, CHA, CON< DEX, INT, STR and WIS which need a 20/22/>=29. They will temporarily disable the hallway intrusion trap. If you don't or can't disable the trap guards spawn as soon as you pass under the archway. Inside there is a giant illusionary statue, Lord Morial shol d'Phiarlan which you can come back to later for an optional. There is one additional wave of guards and a spike trap you have to navigate. Onward to a grand illusionary statue room, there will be multiple waves of guards. Be warned the illusionary mages love to cast magic missile, acid arrow and sonic blast. Fight through them to the entrance to the ballroom. If you trigger any of the waves of guards the entrance to the ballroom will be blocked; you need to kill all the guards you spawned before continuing.

    Taking the south passage will take you to the Vice Regal's office, which is locked. The north passage goes to the theater. If your jump is high enough (27) you can get to the upper viewing area which avoids the hallway intrusion trap and subsequent illusionary guards. There is also a rest and resurrection shrine up there. If you continue on the upper path you will come to the illusionary statue room and can avoid all the guards down there by jumping off towards the entrance to the ballroom.

    First thing to do in the ballroom is go back to the entrance and add Cyan's and yourself to the guest list. While in the ballroom listen to some of the conversations, they are a hoot. Cyan is near the bar (NW side), she wants you to look around or if your sure everything is secure you can have the viceroy enter the ball. If you want to avoid a large fight at the end you must complete the following optionals,:

    Lure the Tiefling in servant guise out of the Ballroom and slay her
    Lure the Tiefling disguised as a guest out of the Ballroom and slay him
    Free the brainwashed guards without killing them
    Talk your way past the guards
    Slay the Tieflings hidden in the private rooms

    If your spot is high enough, or if you have true seeing you will notice tieflings that are masquerading as serving people. You will need bluf (5/?/?) or intimidate (?/?/?) to lure them into the library. Malior d'Phiarlan is also a tiefling and can be discovered with a spot (?/28+/?), true seeing, or WIS (?/19+/?) and a bluff or intimidate (?/10/?) is needed to have him come into the library for a fight. Before you get him into the library you need to pass a diplomacy check (8.5/?/?) on the brainwashed guards to get them to leave, or just be careful and don't kill them for the optional. There is a locked chest in the library, the key is behind a secret door in the same room.

    You need knock or lockpick to open the private rooms. Run pas the guard or try to bluff him and open the first door, kill the tieflings. Or you need to get the optional quest from Drake Aramon and enter the vice regal's office. In there is a key that will open the private rooms.

    If you have done all the optional quests Cyan will kill the end boss, Lokael. Once you finish grab your chest(s) and get the Contraband Vault Key from the middle chest. Go back to the the vice regal's office an open the locked door. You will see a devil statue which which comes alive when you pass by it. Inkrakos is an evil outsider, CR (11/15/17) and is resistant to pierce, acid and cold and immune to fire and he loves throwing around fireball.
    Drake Aramon (W lower near the main entrance) has an optional quest that will take you back to the Vice regal's office. You can either run back the way you came or go out the main entrance and back through the illusionarium to get to the beginning of the chapterhouse. Once you grab the urn and key in the vice regal's office a cadre of guards and magic users will spawn. Kill them to get out of the room.

    Salva d'Phiarlan (NE upper corner) has an optional quest that will have you switching out illusion crystals at the main security checkpoint. You will have to fight through one wave of the guards before you can make the switch.
    Thaddeus Hitchstone (N of the fountain bottom level) has an optional where you go back to the theater and solve the puzzle wheel. Select the symbol pull the lever to select the scene. Follow the paper Hitchstone gives you that has all six scenes laid out. The symbols are random as to which picture they belong to. You can have the same scene twice in your sequence. Once you find the sequence you will drop down into spinning spike trap and have to fight a red named boss CR (?/?/12) and then get a chest.

    End reward: Standard.

    For more information: http://ddowiki.com/page/Partycrashers

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    Default The Snitch

    Quest Giver: Ochre
    Level: 5 Party
    Patron: House Phiarlan 4/8/12
    Length: Long
    Entry Point: The Golden Wing side entrance, just west of auctioneer on ground level
    Prereqs: none
    Recommended Party: Standard
    Base Experience: 2,060
    Quest Info:
    --Creatures: tieflings, sand mephit, air mephit, jelly, rat, gargoyle, trogolyte, animated crate, hellhound, rust monster, dogs
    --Traps: fire, air, blades

    Walkthrough:
    After talking to Ochre enter the tavern and talk to Roderic Nettle who rapidly turns the patrons into tieflings and takes off. After defeating the mobs the proprietor, Lamden Wynn opens the way to continue. Roderic summons some mephits for you to take out. Continue down to a sewer area where an incinerator is.

    Jump down and hit the lever roasting the jellys, then run down an open door and follow the passage up to a lever. Turn it and go back to the jelly roasting area, use the lever again to roast any additional jellys or rats that may be about. Climb out of the incinerator and you will have several pipes you can enter. The south pipes take you to an optional red named rare trogolyte caster, Thassnoss the Mad. The north eastern pipe is the one you want, follow it east then north. Watch out for the fire trap.

    Eventually you will come to a room with four water pipes draining water into the four drains. You need to turn off the water to three of them so you can travel in the fourth. However, the NE cistern leads to rest and resurrection shrine. If you turn off the valve to the NE cistern you won't be able to reach the ladder to the rest shrine. Once you have used the shrine and turned off the water jump down and let the current take you to an outside courtyard.

    Hit the lever and Roderic is there to turn the statues into gargoyles. Run down Tanner's Alley and hit the valve at the end. Go back the way you came and up on the rooftops. Watch out for fire traps and catch up to Roderic, now he unleashes electricity traps that encirle you and animates the crates for you to fight. Turn off the traps and run across the rooftops to the air traps and another rest/resurrection shrine. You can navigate past the wind trap by running on the pipes. Past these is Roderic who summons some hell hounds for you to play with. Past them, hit the two valves and back in the water.

    Swim through the south pipe and the current will take you to another sewer like area that exits out into a prosperous area of town. There is an optional quest if you talk to Mistress Gillea on the ground level to get a letter out of the mailbox. Back on the rooftops run above the courtyard with the dogs, sneak down and hit the lever. This will open a sewer entrance, that leads to Roderic. He summons Rusty a rust monster who scampers away, then he summons a number of tieflings, kill 'em.

    Turn the lever and climb up the ladder and follow the rooftops to Roderic. He summons a demon and then gets killed by the demon. Then you kill the demon and the quest is over.

    If you chose to follow Rusty he comes out where the mailbox is. Get his attention and then run back into the tunnel and stand on the opposite side of the ladder from him, range him until he dies. Run out get the letter and give it back to Mistress Gillea.

    For more information: http://ddowiki.com/page/The_Snitch

  13. #13
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    Default Under the Big Top

    Quest Giver: Cerise
    Level: 5 Party
    Patron: House Phiarlan 4/8/12
    Length: Long
    Entry Point: The Traveling Troubadors, just east of the teleporter in House P
    Prereqs: Need to finish the other Phiarlan Carnival quests
    Recommended Party: Standard
    Base Experience: 2,340
    Quest Info:
    --Creatures: tieflings, hellhounds, undead, elves, Saccubi (Lawful Evil Outsider DR/Good)
    --Traps: The puzzle wheels are trapped with fire, sonic and/or electric damage and sometimes tieflings teleport in.

    Walkthrough:
    Proceed down the path killing the tieflings and hellhounds as you go. Match the first gate with the wheel, by color/symbol, it will be the blue X. Proceed down the path and fight more tieflings and set the puzzle wheels, green triangle and yellow 4 pointed star. Proceed past the shrine and up the stairs.

    On the upper level the colors of the wheels changes location but the location should still be correct. Up the stairs and go right, the first puzzle circle set to the circle. Continue right and set the next puzzle wheel to the circle. Go back to the stairs and go left, left, right to Kanine Korner and set the wheel to the square. Go back and go towards the left, left, left side by the gate and set the wheel to the square. Proceed through the gate, run till you get to the big top.

    Somtimes Maziil'tilnik will spawn on the upper level, if you take his quest and agree to trade inhibitor crystals with him you can get another chest.

    Get your good weapons ready to break Malicia's DR. Run to the west entrance and talk to Yewil d'Phiarlan and enter the tent. Talk to Yewil again and approach the center of the rings, Malicia will enter and charm all the Phiarlan retainers who you then kill. Hack on Malicia for a while then she spawns in some tieflings, kill them and then kill Malicia.

    Note: There are four strongman striker bells but they don't appear to function by strength, they appear random. Also if you destroy the crates with swords sticking through them an undead elf spawns.

    For more information: http://ddowiki.com/page/Under_the_Big_Top

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