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Vault of the Night
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The Vault of Night
(Vault of Night part 5/6)

Von 5 MAP

Quest Giver: Barrow d'Kundarak- go to the bank in house K, once at the door of the bank travel around to the back and follow the bridge to the second pyramid. Talk to Barrow d'Kunarak. (That begins the 1-6 pt quest series, you must be on Von 5 & 6 to be able to run the Raid.) ...see Flagging.

Level: 10 Raid
Patron: House Kundarak (9/18/27)
Length: very long, takes about 1.5hrs
Entry Point: through quest giver Barrow d'Kundarak
Prereqs: You must be on Von 5 & 6 part 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.

Quest Info:
--Creatures: warforged, rust monster, iron golem, zombies, dwarves, adamantine defenders
--Traps: blades, lightning, spikes

Walkthrough:

When you enter there is a shrine and four characters, Haywire, Mistress Orphne, Dirge and Veil. 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 it to someone who is not planning to leave (the voice can not be traded). There is a door near a part where the voice is needed which needs to be unlocked, so a toon w/knock or a rogue is a good choice.

2. Mistress Orphne gives a wand 'Orphnes Blessing' 20 charges, which removes an instance specific disease that can rapidly drop con and it is not curable by normal remove disease spells/wands. It is recommended that all clerics take this.

3. Dirge gives a shield +1 heavy improved lightning resist. This is not necessary now that resists are easily obtained. Just have the buffing classes cast resist Electricity on everyone because the warforges cast this spell constantly.

4. Veil gives +2 dwarf bane arrows, again, not necessary.


Step one: Start to the west (the side that Veil is on). A short ways in there is a split hall filled with blade traps. Send rogue in to disarm the trap on the right side. The trap box is to the back wall where the blade traps will be going off.

Then split the group. Send the rogue with one cleric back to entry hall. The rogue should start clearing the north hall of the blade traps. There are 8 boxes total and he will need a resist lightning and possibly raise deaths, hence the accompanying cleric. The first box is on the right inside pillar. Undo that and then head north to the second pillar, after that alternate sides.

The rest of the group will continue down the west hall, killing bad guys and defeating Otto to retrieve his ring. They will need a knock spell, or the rogue (for a min) to get through some locked doors. Otto will drop a ring which will need to be given to the person with the Voice, (ring is able to be traded). Then have them head east clearing to the puzzle room. Puzzle solution (Another version of the Puzzle Solution.) Work through the puzzle and have the voice/ring person talk to the Face. If you wish, you can charm or suggest the spawning warforge so that you do not have to deal with them. (The warforge spawn when the path to the runes is lit up by routing the puzzle through them.)

Once this is accomplished, hopefully the blade traps north are cleared.

Bring everyone together by the blade trap/electric hall way-- Buff everyone w/lightning resist and prot if on elite, to get to end of halls.

Split the group into two Teams, Team 1 & Team 2.
Team 1 should consist of 3 people. One has to have 25 Strength, another has to have 20 Wisdom, and the third needs a ranged weapon (any ranged weapon will do).

Team 2 is everyone else; this team must have someone who can get a 20 Wisdom and a 25 Strength and MUST have the person with the Voice and Ring.

Then... In order to open the door, the 3 special people in each hallway must hit the wis/str runes, and range the lever simultaneously (Runes on the count of 3, ranged on 4). Each team must immediately charge through the doorways (they close fast) and kill the warforged on the other side. Clear the paths.

Team 2 needs two people to pull bridge levers. To do this, they need to climb up the bridge supports to the top and feather fall over and down to the tower. [These people have to stay there and be present for a while!] Have the first person pull their lever to open the first bridge door, then send the second person to pull his lever on the second tower. If they pull their levers simultaneously, the bridge barrier goes down and that allows Team 1 to advance. Leave one person stationed on each tower, but Voice/Ring person MUST go forward with Team 2.

Team 2 continues clearing until they get to the wheel room. Wheel settings by color The person with the Voice/Ring walks through barriers to do puzzle. There are 3 wheels, two on the bottom and one up top. The voice/ring person must identify themselves as Otto. Another way to remember the wheels is that each wheel must be turned 4 times. Once voice is used, Team 1 can kill golems after pulling strength lever, Team 2 must have the str person backtrack to pull str lever. Everyone can rotate in to get chest at bottom of firepit room where Team 2 is.

Now...

Send someone West to clear and retrieve the coffer. Barriers are down so there is more fighting now.

Take a few people East including the voice/ring and the coffer. After some clearing you will find large open room with a descending ramp, go to the bottom of the pit with Voice guy to activate speaking face at bottom (a few undead down there).

Then take that group and finish clearing out the East now that all the force fields have dropped. Have voice talk to the face and then place the coffer in the center on the grate.

With all this done The group can now head left(north) from the intersection in front of the waste disposal room. Clear all the way to the Rust Emperor, and retrieve the crystal key. Remember that the barriers go up when you run into the room!

Almost done now!

Gather everyone back to the beginning. At this point you will all be heading south to meet the final Iron Golem boss. This eventually will spawn a portal that takes you to Velah or Von6. IMPORTANT: Once you activate the Iron Golem, the room is sealed and there is no exit before entering Von6, so clear to the boss room and then have everyone use the front shrine. Use minimal SP for buffings, Sonic/Neut poison is mainly what you need. Velah has NO SHRINES.

Send 4 people to the bottom w/fire resist to pull all levers at the same time and put 2-3 people on the top of the blast chiminey so that they can catapult up to the higher levels. You'll need a rogue in the group to disarm the serveral traps just above the ladder.

Clear the warforge and flip the switch so that the ladder can go down for the rest of the group. Everyone start heading up to the top.

Just a little more.

Mid-way up there is another cannon. You may use this cannon to catapult some fighters across and take care of the warforged afterwhich they need to flip another switch for the second ladder to come down. Proceed upward to a bridge. Range with two people at the same time the switches to lower the bridge. Let the bridge settle and continue up.

There is a vault door which can be picked or knocked, and just past that a second vault door. When the second vault door is opened a blade trap is set off. The rogue must find the box in the back right corner and disable it for the group to proceed.

Iron Golem Boss time:

DO NOT LET ANYONE TALK TO DWARF until you are shrined, buffed with sonic, and have everyone in the room. At this point, once you talk to the dwarf the instance starts, the room seals and no one can get in or out. All fighters need surround the Knight leaving no large gaps,buff them with UNEXTENDED sonic resist and an extended hast. He can't be smited, use construct or adamantine. When the battle starts, he looks like he is exiting the circle, DON'T LET YOUR FIGHTERS MOVE! He yoyo's back in and he is a lot easier to battle when he's not running around. Have a caster put up some web for the iron dogs.

Once he is down, discuss your strategy a little. Entering Von6 starts a timer for the final part of the Raid.

:banghead: Face the Dragon, Velah:

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 thats 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. Bases refers to the quest area with the imagery of a baseball playing field. Velah being the pitchers mound, the outer three pillars are 1st,2nd & 3rd, and where you enter is home. If you are facing velah from home plate, the pillar to the right is 1st base, and so on.

Additional information about the Pillars & Bases.

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! Common 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.


--Special thanks to Alexhaddox.com; Lost Quest Guide, and Stormbringers for their previous work.

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  • Last Modified: 5/22/2008 6:07pm
    Contributors: Mellodise
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