The Lost Seekers Quest (aka Waterworks)Parts I, II, III, & IV I. The Kobold's Den: Clan Gnashtooth
II. The Kobold's Den: Rescuing Arlos
III. Venn's Trail
IV. Venn's Trail: Venn's Fate
Waterworks Slayer/Rare Map_________________________________________________________________________________________
The Kobolds' Den: Clan Gnashtooth (1/4)Quest Giver: Guard Tember in the Waterworks
Level: 2
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Inside the waterworks north wing
Prereqs: none
Recommended Party: any, healer and rogue are very helpful
Base Experience: 980
Quest Info:--
Creatures: kobold, brown spider, black widow
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Traps: acid, fire
1. Entrance
2. Kobold ambush just before reaching this door, then an Acid trap (disarmable) on the door itself which only goes off once.
3. Fire pillar trap (disarmable), can be avoided through careful timing.
4. Lots of sleeping kobolds and 50/50 chance of the key chest spawning here.
5. Spider room, 50/50 chance of the key chest spawning here, also the chance for optional spider named Spite to spawn.
6. The second key, required for point 7
7. Chief Eechiks room
8. Required lever
9. Chest guarded by a fire trap (disarmable) which is just behind the door.
10. Second required lever. Acid trap(disarmable) only goes off once.
11. The levers open this door once you have pulled them both.
12. Proceed to next mission here.
WALKTHROUGH:This quest series is the bread and butter of the Harbor quests, and low level adventuring. The first two parts will flag you to enter the marketplace without having to bribe the guards. (Quest line harbormaster's seal, which automatically advances if you do these quests. Talk to Harbormaster after completing part 2) The second two quests complete the series, and grant a chance at a good semi-static loot chart.
As you enter the quest, a few kobolds pop out at ya. That first gate is trapped with a mean acid trap. Either have your rogue disarm it, or trigger it with proximity and then hang back and wait for it to blow itself out. Continue in.
Reaching a fork in the road, the choices are north, east or west. Be careful, the intersection is trapped with fire. Either disarm or trigger and wait them out, then head east. You need to retrieve a key to open the door to the west. The key can be in one of two rooms. Either in the spider infested storage room at the end of the hall to the north, which also has a chance of a named spider and loot, or in the kobold barracks to the south. The key is often up in the rafters in the barracks. Either way, find the key then start back, for efficiencies sake, don't come all the way back to the crossroads, instead cut through the shrine room which is next to the spider room. Once through the shrine, hang a right and go east down the ramp. Clear out the room and pull the lever on the pillar. Be careful on the back ladder, it is trapped with a fire trap.
Once the lever is pulled, head back west and south, this will connect you back to the main intersection from the north side. Hang a right and head west to the locked door. Unlock it, take out the kobolds inside, possibly a named. Grab the key and head back to intersection and north. Hang a left into the clan leader's throne room. Clear out his guards and threaten to beat the **** out of him if he doesn't tell you where Arlos is. Be sure to pull the lever in his room, and maybe break into his treasure room. Be careful, it is locked and trapped.
Now head out and take a left, over to the now open portcullis (opened by the two levers you pulled) Head up to intersection. A right turn will take you to the end, a left will take you into a spider infested hall with loot and a possible named. Also, you must clear the spiders to get conquest xp bonus.
Heading further in will automatically advance your quest and place you in part 2, Rescuing Arlos.
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The Kobolds' Den: Rescuing Arlos (2/4)Quest Giver: This quest is automatically advanced from part 1
Level: 2 Party
Patron: The Coin Lords (4/8/12)
Length: Medium
Entry Point: Inside the Waterworks North Wing, in the Harbor
Prereqs: To advance quest, you must be on this segment of The Lost Seekers. You can assist another party member even if you are not on the quest.
Recommended Party: Full party, rogue and healer very helpful, int rune optional
Base Experience: 1,244
Quest Info:--
Creatures: kobolds, zombies
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Traps: spikes
1. Entrance, gather here to finish the quest as well.
2. Large group of kobolds.
3. Central chamber, hatch underwater leads to optional zombies.
4. Cell door lever.
5. Warden Arkik ( optional ) on the upper level along with other kobolds.
6. Lots of kobolds here guarding a lever to the lower cells, pull it twice.
WALKTHROUGH:Entering will lead to a door guarded by a spike trap. This will lead to the sewer junction with 3 drawbridges. The prison cells are straight and to the right, optionals and shrines are to the left. One shrine is behind a secret door. Always be careful returning to the junction point, as it is an area where the kobolds will always come back and check up on (respawn).
If you go left, be careful of the large room in the back, the portcullis will slam shut behind you and the room will fill with kobolds. Be sure the whole group goes in together.
Under the water in the junction there is a door that leads down to an optional area full of zombies and a chest.
Arlos can be in any of the cells, be sure to hit the levers outside the jail areas on both the top and bottom floors to open the cells.
Be sure to speak to Guard Tember when you exit, to advance the quest.
End Reward: After completing this quest, you can speak to the harbormaster to get his seal. Give this to the guard at the gate to the market to get into the market for free (yay, no more bribing!) for the rest of your stay in Stormreach.
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Venn's Trail: Clan Tunnelworm (3/4)Quest Giver: Guard Tember in Waterworks, North Wing
Level: 3 party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Inside the Waterworks, East Wing
Prereqs: You must be on this part of the quest chain to advance, though you can enter and assist an ally on this part of the quest.
Recommended Party: any, healer and rogue are good
Base Experience: 1,668
Quest Info:--
Creatures: gray ooze, kobolds, ogre, hobgoblins, brown spider
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Traps: poison
1. Entrance
2. Gray Oozes, stand on the pipe in the corner to avoid being hit.
3. Central chamber, prep for fight upon entering, ranged attacks may be helpful.
4. A lever.
5. Another lever.
6. Optional grate which opens when levers 4 & 5 are used.
7. Slimes, expect some to respawn over time.
8. Acid traps, you need to hit the 3 valves in the tunnel to deactivate them.
9. Two levers used to open the hatch at point 3.
10. Use the lever up the top to open door on the west wall. Lots of kobolds waiting for you.
11. More kobolds. Further in a Poison trap (disarmable) guarding the way to a shrine. The control box is behind a hidden door.
12. Boss Jittiks room, 1 loot chest, 1 quest item chest and exit to the next mission. Use the lever to open door to reach the next dungeon
13. Exit to the dungeon.
WALKTHROUGH:As you work your way through the beginning sewer tunnel, it opens up into a large open chamber with a bridge running all the way around the room. Possible named caster in the main area. Clear out this main room and pull the two levers at the bottom. These open the three portcullises around the room. The first, at the top of the stairs and up the ladder, is an optional with a big mean ogre at the end, and a chest.
Left will take you to a slime room next to a large pool. You need to travel through the acid spouts to get to the two levers to activate the blue signal gems. If you have someone with evasion, send them through, they can turn of the acid with the valves as they go through.
Once those two levers are pulled, you can decide if you want to go for the optional under the water. There is a series of portcullis that raise and lower in an alternating pattern in the submerged tunnel. Someone with water breathing, a warforged, or worst case, someone with a very high swim skill, can try to make it through the tunnel, while another party member stays out and continually hits the portcullis lever. Once through, the swimmer can hit a valve on the other side that locks all the gates open. Continue up to fight the kobolds, possible an additional named and extra chest. Opening the normal chest will trigger a group of kobolds to pop in and see what's going on.
Okay, back to the opposite side of the main room. You must travel up the wooden spiraling bridge and pull the lever at the top. This opens the bottom door. Travel down and clear the area. Pull both green levers. You can return to the middle are at this point, or continue through the next hall to the shrine, but be careful, there is a set of poison traps. The box is behind a secret door.
Okay, back to the central chamber. With all four levers pulled lighting both signal gems, the floor door is now open. Use the pipes to break your fall, or try to shoot straight down the middle. The landing is a nice splash, but a long fall to a bottom pipe can hurt a lot. Find the ladder and climb up to the bridgework, where kobolds are currently bombarding you.
Clear the area and work across to the lever which will open the door. Clear the ooze that comes pouring through and continue on. At the split in the road left will take you to a shrine. There is also a secret door straight ahead with an optional named. If you open the door, close it, then open it again, there will be a named hob-goblin diplomat and an extra chest.
The last remaining route takes you to the end fight. Clear out the kobolds, grab your loot, snag the password, pull the lever and continue on to the end.
The quest will automatically advance to part 4.
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Venn's Trail: Venn's Fate (4/4)Quest Giver: Automatically advanced from part 3
Level: 3 party
Patron: The Coin Lords (3/6/9)
Length: Long
Entry Point: Waterworks East Wing or end of part 3
Prereqs: Must have completed the first 3 parts to advance for end reward. You can enter to assist an ally if they are on the quest.
Recommended Party: any, rogue and healer are nice
Base Experience: 828
Quest Info:--
Creatures: kobolds, ogres, wolves, skeletons, scorpions
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Traps: blades
1. Entrance. Gather here to finish the mission.
2. Wolves behind the door here, with a spinning blade trap (disarmable) behind them.
3. An ogre.
4. A skeleton and zombie ambush.
5. If kobolds are allowed to hit the gong here, a door will open to Haarg the Harrowing.
6. The tunnelworm interrogator and plus other kobolds.
WALKTHROUGH:The objective of this quest is to determine what happened to Venn. You must search through all of the cells and try to find him. Unfortunately, when you do find his cell, you realize you have arrived too late, all that is left of Venn is his corpse.
Venn's body can be in any cell, so every time you repeat this adventure you must search through the whole are again.
You must also avenge Venn by killing the Tunnelworm Interrogator. The Interrogator is in the torture chamber, which is easy to find. If you take left turns from the entrance, you will get to his room very quickly.
Since you are going to have to search everywhere anyways, you will quickly learn the map. Watch out for the ogres, they hit hard. There are two blade traps you may have the good luck of running into, so keep a high spotter on point.
One optional that is always there is the prisoner down in the scorpion pit. Talk to him to spawn the scorpions and grab the loot.
Once you have found the body and avenged Venn, you are good to finish out.
End Reward: Waterworks Semi-Static Rewards choice list
* Acrobat's Ring
* Armour of the Unknown Hero
* Black Widow Bracers
* Bloodletter's Knife
* Gloves of Deceit
* Gnashtooth Piecmail Chain
* Gnashtooth Sickle
* Goggles of Grabbing
* Graskitch's Skullcap
* Guardkiller Bow
* Interrogator's Shield
* Lost Docent of the Mastermind
* Melt Wood Staff
* Misery's Web
* Moss Weave Cloak
* Pastemaker
* Scale of the Ancestors
* Sewer Smock
* Sludge Fin Boots
* Tunnelworm Champion's Belt
* Venn's Necklace
*Neverending Acid Wand
Last Modified: 6/9/2008 3:06pm
Contributors:
Mellodise
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