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Prison of the Planes (POP)Quest Giver: Nimbus ar'Yorg in the Gianthold Level: 14 Party Patron: Agents of Argonnessen (6/12/18) Length: long Entry Point: Stormeye Quarter, central-western gianthold ruins Prereqs: none Recommended Party: any, need either a lock picker DC 50 or someone with a decent diplomacy/bluff skill. Base Experience: 11,140 Quest Info:-- Creatures: dwarves, humans, Rhakshasa, giant skeleton, wraiths, specters, myrmidon wights, marut, fire mephits, fire elementals, efreeti, air elemental, bezekiras, earth elementals, djinni, umbral gargoyle, umbral worgs, shadows, black wolves, vampire, ice mephits, ice flenser, jariliths, marilith, beholder, mind flayer, an ancient warforged boss. -- Traps: none WALKTHROUGH:POP MapBuff up for: Symbol of flame, boiling blood, inflict wounds, cold shield, magic missiles. Clear the prison up to the top, along the way, in the second room to the left filled with human guards, find the code for the warden's levers on a scroll to the back left. Once at the top pick the door (dc 50) or send a diplomacy, bluff or intimidate person back down to the room with the camp, you can get the key from the leader. Head in and deal with the giant skeletal warden. Place the levers in the correct spot and turn the valve. Getting enough orbs...Head down the ramp to the bottom of the middle room and grab the loose orb at the base of the ramps. Now you can choose any room to start with, and start collecting more orbs. Randomly in two of the rooms, there will be lootable chests. Each chest has a chance at a unique random named drop. You need 6 orbs two finish the quest, each room will need one orb to open and yeilds two orbs when you finish. Room descriptions:Starting from the bottom, I'll explain room one last. TIPS: Buffing properly in each room is greatly important as are proper weapons. Spells don't effect monsters that have not been generated and everything except symbols disappear when the field switch is flipped, so save your mana and cast when monsters pop. It is helpful to have mana pots on everyone, or back up healers. Also, there is one shrine.. you can budget mana.The Marut: Room two is filled with undead and yes, another Marut construct! The undead could be wraiths, specters or myrmidon wights. Death ward, & Sonic resist is necessary. Firewall, smiting, anarchiac, and disruption weapons are optimum in here. Healing spells only operate at half, so if people are going down and you can't keep up, heal your tanks. Hopefully your caster will have launched several extended/empowered/maximized firewalls before dying...lol. Chest here can drop the Death's Locket, a death block necklace. Chourush the Efreeti: Room three This is a fire based room with fire elementals and mephits. Dancing orb, symbol of fear, dismissal, banishment, and instant death spells are good here. Named drop-Chourush's Inferno, +5 flaming burst bastard sword. The Air Room: Room four The named is a Djinn, randomly spawning air elementals, earth elementals, air mephits and Bezikiras. Lightning resist and crowd control, symbol of fear and dance sphere are great. True sight helps melees, range damage and instant kill spells are best for air elementals. Named drop-Ring of the Djinn, lightning resist 10 with 30% lightning absorbtion. The Vampire: Room five The named is a Vampire, shadows and umbrals are here. Deathward, firewall and disruptors are optimum. Vorpal works on vampires. Healing only operates at half, so heal carefully. Named item-Ring of Shadows, +10 Hide and Move and 10% blur The Ice Flenser: Room six has a named Ice Flenser and some ice mephits. Fire is subdued here, but firewall still works okay. Cloudkill, symbol of stun & fear, dancing orb, wounders, and vorpals all are great too. Named item- Spiked Boots, ignore slippery surfaces and don't let people fool you, they are nice to own. The Marilith Princess: Room seven. Jarilith are a pain in here. Solid fog, symbol of pain & fear. Vorpal and range using good+cold iron weapons, especially a ranger with manyshot. Be careful, this room can be a problem if not approached right. Named drop- Royal Scimitar, +3 keen, destruction. The Beholder: Room eight. Kardin the beholder and Mind Flayers. The beholder spawns above in the center and two flayers in the back two corners. Instant death spells, flesh to stone, vorpal for mind flayers or aberration bane. Symbol of fear or cloudkill if you can get them down. Bards are awesome. Named drop- Kardin's Eye, +5 resistance trinket. The Law Room: Room one In here is no combat or chest, but requires a lawful person to answer the questions. Bypass it if you do not have a lawful person, or if you want to get straight to the fight. If you do answer the questions, be sure to answer them with your alignment in mind or in other words, be ridiculously and illogically lawful. No possible chest here. Beating the Boss:Final Fight, after you get all your loot and enough orbs, fill the sockets in the middle room. This will release the top lever back in the warden room (where you fought the giant skele), which will activate the final fight. The person who pulls the lever has 10 seconds to get back in. So BEFORE he pulls the lever... Buff at the top of the ramps with Fire, Cold, Deathward, shield or nightshield. These will protect against the brunt of the attack. Spell resistance is nice for mind flayers. Have everyone wear FF and float do the south wall when the ramps go down. Once at the bottom, hopefully without notice, lay one dancing orb, a symbol of fear if you have it, and put your soc/wiz behind the fighters. Have a fighter get his attention and begin. There will be waves of mobs of all sorts, mass heal. Keep the group together, the WF boss will teleport away, but comes back within seconds and you don't want to chase him down. Once the WF is defeated have ONE person, and one only pick up the orb. This will stop the waves of mobs. Talk to the giant again and you're done. Named drop -Dream goggles, +13 spot, -7 search. The end chest will 1d3 dragon relics. End Reward: Standard loot choice
Last Modified: 6/8/2008 9:11pm
Contributors:
Mellodise
Easy Link
BBCode Link: [guide=pop]Prison of the Planes[/guide]
URL: http://aga.dkpsystem.com/guide/pop
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