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Dungeons and Dragons Online content   Dungeons and Dragons Online content
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Dungeons and Dragons Online content   Dungeons and Dragons Online content
Dungeons and Dragons Online content
Quest Name Starts In / NPC Takes Place In
Vault of the Night House Kundarak  - ( Barrow d'Kundarak ) Vault of the Night
Confirmed Quest Details Highest Known Bonuses
Base XP9,120
Level10
LengthVery Long
Monsters257
Chestsn/a
Traps11
Secret Doors1
Breakable108
Shrinesn/a
Locks to Pickn/a
View Count20,139
Banes to Bring:
Construct, Dwarf, Undead
1st time (Normal / Hard) +25% 11,400
Highest Kill Bonus +25% 2,280
Highest Trap Bonus +7% 638
Highest Secret Door Bonus Bonus +0% 0
Highest Breakable Bonus +10% 912
Total XP   15,230
Repetition Modifier by Base XP
1st time (Elite) +50% 13,680
1st time (Normal / Hard) +25% 11,400
2nd time   9,120
3rd time-10%8,208
4th time-20%7,296
5th time-30%6,384
6th time-40%5,472
Rewards Choices Upon Completion
Armor of the Unknown Hero +1 Enhancement Bonus, +1 Charisma Breastplates
Azure Necklace of Prophecy Superior Magnetism III , ightning Resistance Necklaces
Crimson Necklace of Prophecy Superior Combustion III , Fire Resistance Necklaces
Ironweave Robe Armor Bonus +5, Wizardry II, Greater Magnetism V Robes
Kundarak Delver Boots Move Silently +5, Freedom of Movement Boots
Kundarak Delving Goggles Spot +10, Disable Device +10, Blindness Immunity Goggles
Pastemaker +1 Enhancement Bonus, +3 Intimidate, +3 Bluff
Ring of the Silver Concord Charisma +4 ,Protection +2 ,Command Rings
Stonemauld Platemail +4 Full Plate , Breastplates
Sword of Shadow +5 Enhancement , Adamantine Swords
Related Quests within this Series
Tharashk Arena 8 Medium 2,004
  Prison of the Mind 8 Long 2,040
  Gateway to Khyber 9 Short 624
Jungles of Khyber 9 Very Long 7,199
The Haywire Foundry 9 Very Long 4,079
Vault of the Night 10 Very Long 9,120
Plane of the Night 10 Long 1,900
Objectives
Restore the North Portal Conduit
Restore the West Portal Conduit
Restore the East Portal Conduit
Recover the Crystal Master Key
Destroy Arach's Knight to disable Arach's defenses
Force the traitor Arach d'Kundarak to open the Gate of the Night
Quest Guide
Preperation

This quest isn’t necessarily a hard quest but it “requires” at least somewhat of a balanced party for the Northern portion of the dungeon to be completed. You’ll need these party members:

2 characters that can buff their strength up to 26 (Fighters)
2 characters that can buff their intelligence to 26 (Wizards)

Unfortunately there is no way around the fact that you must have those classes supplied to your party, if not you will not be able to finish a required portion of the dungeon.

As far as spell preparation make sure your Wizards have Haste, Phantasmal Killer, Web, Jump and Feather Fall loaded. Clerics need to have Lightning Prot, Fire Prot and Poison Prot. Keep in mind that this 60-120 minute quest has NO SHRINES and immediately goes into the Dragon Fight. That means you may have to recall out of the quest a few times to fill your spell points up and definitely do so before the final fight.

Also make sure everyone is bound to the Ever Full Flagon is House Kundarak before the quest begins.

Western Conduit: Part 1

When you enter the dungeon the leader of the party should talk to Haywire and get the voice module and everyone else should talk to Dirge to get a little extra Lightning Resistance should they need it.

Don’t worry about buffs and make your group moves West (past Veil). You’ll encounter some immediate Undead, kill them and cautiously move into the next room. Caution! There is a very nasty trap in this room and the trap box is on the right hand side. Continue through the halls until you come to a wide open, vertical room. Clear the room of the nasty AoE casters and clear the bottom floor of Undead. Notice that there is a Speaking Stone near the Undead at the bottom of this room and remember the symbol below his face, you’ll be coming back later.

Move everyone through the next room and into the large room with the yellow force fields that are keeping the Warforged and some Dwarves at bay. Clear this entire room which involves killing some Undead and Dwarf casters and rogues. At the Western most room you’ll find a Locked door. Have the Rogue unlock the door and be mindful that the Melee boss behind the door has two caster buddies that need to be killed immediately. Kill the Melee boss after everyone else in the room has been dispatched. Have the leader of the party pick up the Signet Ring that he drops. Use the Rogue to search in the boss’s room. You should find a chest that is behind a force field, you’ll come back to that later.

The entire group should now head back to the beginning of the map where the Rogue will start disarming the traps beyond Dirge. There should be two sets of traps on each side and the box for each is on the opposite side. The traps must be disarmed before anyone continues on.

Northern Conduit

This room is a special room that requires a solid Fighter with 26 strength and a Wizard with 26 Intelligence and a cleric (for healing) on the right side while the rest of the party goes to the left side. Figure out who goes to the right and then buff everyone (except the rogue since his reflex saves will allow him to move through safely) with Lightning Protection. Move everyone to the end of the room and you’ll see the switches and runes necessary for opening of the doors. Count to three and everyone hits the appropriate switches (don’t forget the throwing switches above the rune and lever).

When the doors open everyone should hurry inside and kill the three Warforged on each side. Make sure everyone is through on both doors and then you battle your way to the bridges with the force fields. On the left side (9 people) there will be two switches near the bridge. To get to those switches you’ll need two party members to run up the inclines on the bridge and Feather Fall to them. Make sure that one of these people is not the leader of the party because he’ll need to the items he has picked up or the Fighter with 26 strength. Have one person FF over to the first switch, open it and everyone proceeds through. Have another person FF over to the second switch open it. These people at the switches will remain at the switches for a few minutes.

Now that both switches are occupied the lower group needs to move to the next portion of the dungeon. Have your group flip both switches at the same time to allow the lower group to continue. In the room beyond the bridge they will be ambushed by 6-8 Warforged and once defeated they’ll come to a lever that requires strength (but is currently locked). They’ll then move on the large open room that has a few Aurum rogues and a locked Chest on the back side.

Once through force fields the upper group will fight its way down the path and to a Dwarf caster boss. Kill him and all the Aurum nearby to drop down the ladder and have everyone climb up. Kill the Warforged here and have the group leader talk to the speaking stone, choose the option ‘I am Otto..’ and you’ll receive some DM text. Look at the symbol underneath the Speaking Stone’s face and then use that and the other symbol you saw (by the Undead) to correctly position the other two puzzle pieces in that room to the proper position (you can lower the force fields near the puzzles by simply walking through them if you have the signet ring). Once you position all three wheels properly you’ll see that a beam of light now shoots down the hall. Move your group past the way they came.

The upper group moved past a lever on the way to the boss and then Speaking stone, go back to that lever and have the fighter with 26 strength use the lever to continue the beam of light. Everyone in the upper group should now go back to the large vertical room and drop down to the room below. When they drop down they will see a locked chest which the rogue will now open.

They will move into the room previous to the chest and use the switch so that Iron Golems are freed and the Northern Conduit is now active. Kill the golems and head to the bridge with the force field. Have both of the members that are sitting on the switches use both switches at the same time and the rest of your group should be through the bridge and ready to hit the lightning traps again. Have your switch flipping group members feather fall off the switches while you give them Fire Prot. They’ll now meet up with the rest of the party and move back to the entrance.

Western Conduit: Part 2

Your group should now be moving to the Western Conduit once again (Veil’s side) and battling the new Warforged that spawned to obstruct your path. On your way to the Western Conduit your team leader will need to head down to the Speaking Stone (while everyone else moves on) by the undead and talk to it to restore power to the Western Conduit. Once the rest of your group reaches the large room where you fought the first boss, clear the entire room and approach the coffer in the middle. Four golems will attack your group, kill them and grab the coffer. Go back into the room you found the first boss and the secret door, you’ll now be able to grab the chest inside.

Return your group to the Entrance of the quest. Move down the Eastern path (beyond Haywire) and clear the path completely of Undead and Warforged. When you reach the locked door have your group continue to the path to the right while your rogue unlocks the right door. Once you’ve cleared the path to the right, have your rogue unlock it and then continue on into a large puzzle room.

The puzzle room is an interesting one. The trick is to get the lights to both of the circles on the left and the right to light up at the same time. At that point the force field in middle will lower and then you’ll need to fully complete the puzzle. Your final objective is to get all the blue circles to light up so you can reach the speaking stone.

Use the puzzle map below to finish the puzzle.

Every time you open a set of force fields it will allow a Warforged to spawn every 60 seconds. That means you’ll have up to 3 or 4 Warforged coming back at every 60 seconds. They aren’t that tough, just annoying and will be annoying as you complete this map.

Bring your group back to the locked door that you passed and you’ll need to toss the Coffer in the Speaking Stone’s mouth.

Obtaining the Crystal Key

The Speaking Stone will open the gate to the North and you’ll need to kill a few Warforged. This path is relatively easy and you’ll just need to continue on until you come to a large room with lava below and a lot of ladders and what-not. There is even a chest below but nobody should touch it until you are done with this objective.

Move through the halls and you’ll eventually come to a locked door with some rust monsters behind it. You’ll even find a named Rust Monster that needs to be killed. When you approach him the force field closes in behind you. Kill the Rust Monster, grab the key and head back to the entrance and loot the chest in the lava room on the way out.

On the Way to the Boss

Use the Crystal Key on the southern door to reveal a very large vertical room. This room has a lot of tricky levers and switches so it’s always kind of fun. First off you’ll need four guys with Fire Protection on the bottom to activate the pipe in the middle of the upper room. To activate the pipe all four lower levers must be pulled at the same time. When activated it will propel a your rogue (that needs to have Fire Prot and Feather Fall) on top of some very nasty traps. Once the rogue flies up, disables the traps and hits a nearby lever the ladder will drop down to allow teammates to climb up to the next platform.

Once everyone reaches the next platform, PK the casters on the upper side. You will notice a lever nearby. The lever activates a pipe that will propel people over to the next room if they are standing on top of the pipe. You only need to propel a handful of people and they will fight six Warforged in the next room and lower the ladder for the rest of the party standing by the lever.

Continue up the ladder and you’ll battle more Warforged until you reach a locked door. Everyone now needs to meet at the locked door while the rogue starts to pick the first door, the second door, the trap beyond the second door and then pick the third door (but not open it).

The clerics should now heal everyone up to full and then all the clerics and casters (and anyone else who wants to restore action points) should recall out of the dungeon to regain their spell points and what-not. Everyone will wait for them calmly by the final locked door. Don’t worry they can simply use the ladders to reach the party when they get back.

Once everyone gets back (and I mean everyone) open the door to the boss room and go inside. Before anyone talks to the NPC get about 10 webs all over the immediate area. You’ll definitely want to web this boss. When you talk to the NPC the door behind you closes (so make sure everyone is inside) and 4 nasty construct dogs spawn (Arach’s Hands) and so does the large golem boss behind you. Wizards shouldn’t do anything other then throwing down webs because they need to conserve the spell points.

Kill the Dogs (Smiting works) before you go for the boss and don’t attack the boss until he is webbed. He has this nasty Reactive Damage thing that will kill most players on a single attack. When the boss dies you’ll have to talk to the NPC for quest completion and you will be able to enter the portal behind the NPC to move on to the Dragon Fight.

Before having my group complete I usually talk strategy about the upcoming Dragon Fight for those people who may not already know. Keep in mind that if your group member is not in the room when you talk to the NPC, they will not be moving on to the Dragon Fight.





Quest Map
 
Dungeons and Dragons Online content   Dungeons and Dragons Online content
Dungeons and Dragons Online content
User Comments
Map for puzzle in Vault of Night  khalric on 04/22/06 17:04
 
I have a map completed for this part if you guys wish to use it. Or you can modify it for use here.

The map is located at :

http://i62.photobucket.com/albums/h101/kha...ltpuzzlemap.jpg

Thanks for the info posted thus far!

Khalric

Iron Golem Boss  raveyhead on 04/26/06 17:39
 
The boss' reactive damage is actually just sonic damage. Have sonic protect and it won't hurt you. Also, there isn't a point to killing the dogs, they die as soon as the boss dies. They are just a distraction and a waste of time. Web isn't bad but it wastes spell points. Honestly, only tanks with a couple of sonic protect potions are needed to kill the boss in short order. Unless of course, you're doing this on elite. He's very very nasty on elite.

-Ravey

  raveyhead on 04/26/06 17:40
 
Oh, and the Int Rune is only 25 int req.
I think the strength rune is also only 25 str.


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