style="color: rgb(154, 185, 124);">Quest Guide: The Maze of Madness
style="color: rgb(51, 0, 51);">By
So you want to take
on the Stormreaver but you need Giant Relics right? Well you've
come to the right place. Maze of Madness is a quick, simple Level 13
quest that has what you need! To find the Minotaurs Lair simply go the
the bottom left corner of the Gianthold ruins. Being named
Minotaur Lair you've probably guessed there may be a few of the horned
menaces in there....you're right!
Fortunately by now you've probably run into a few quests with these
guys in them. They growl, they charge, and they hit like freight
trains. The minotaurs in Maze of Madness are basically the same
mold really with the addition of some Razor Cats to trip you up while
they bash on you.
To prepare for the quest you'll need some good solid damage dealers
with high HP. Useful spells include Web, Cloudkill, Otto's
Dancing Sphere, Destruction, Symbol of Weakness, Blade Barrier, Greater
Heroism, Blur, Barkskin and whatever damage dealing spells your casters
are set up for. The one thing you DON'T want to do is bring mass
mind control spells as it's real easy to ensnare the named bosses and
it can take a while for them to break free of your control. This
quest is pretty cool in that every class can play an important role in
it. A rogue is of particular use as there are about 16 traps in
One of the biggest things about this quest are the gates. You're going
to have to briefly split your party up a few times and hit gates
so the rest of your party can go through and then let the first group
through. Don't worry though the threat levels when you split up
are at most a Razor Cat so it's not like you're risking your life being
the gate operator. The other thing about the gates is they are
ALL trapped. Each gate will have more than switch. Pick the wrong
one and you trigger the trap. The bad news is the correct switch
is randomly generated each time you come in as is the location of the
trap box. The good news the trap boxes are very easy to spot and
the difficulty of the traps themselves isn't too tough so you can just
disable the trap and work the switches at your leisure. Ok now
onto the quest rundown itself.
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Locate the entrance to sewer level 4
style="border: 2px solid ; width: 250px; height: 319px;" align="right">Upon
talk to No-Tar the giant and he'll open the first gate for you.
For a "maze" it's actually pretty straight forward. You'll find
some minotaurs and razor cats. When the minotaurs charge you should
raise your shield and brace for a hit.
The enemies here generally fight in very small groups and reserve their
true numbers to protect the named bosses. You'll rarely see more
than 3-4 of them at once. You'll come across a split gate and
immediately afterwards a poorly hidden door that leads to an open area
with Arkhat and his gang. He's got back up with a couple of
Forsworn Aspirant, Heroes, and Mystic that will heal the enemies along
with a few razor cats. For all that though Arkhat is pretty much
a glorified milk cow. He and his gang are vulnerable to instant death
spells and a little bit of crowd control goes a LONG way here. solid
fog, cloudkill, blade barrier and any other spell that will benefit
from charging enemies can make quick work of minotaurs. Blade
barrier in particular is fun as they'll constantly keeping running in
and out of it's range.
After Arkhat dies you'll find a gate to the far wall opposite his cave
entrance. Immediately on the other side and around the left corner is
Donox. Of the three minotaur henchmen he's the least popular in that he
doesn't have a squad of goons to help him with you. That
basically means he's just a lone minotaur warrior against 6 brave
adventurers. You'll make quick work of him and come across a few
split gates with the usual traps. This will lead to a water area
with split gates to the left and the right. style="text-decoration: underline;"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=album84&id=Blade_Barrier&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Blade Barrier for Minotaurs"
style="border: 2px solid ; width: 250px; height: 150px;" align="left">The
left opens the
right side which in turns opens the gate under the water. It's a
quick swim under and through. To the right is another gate switch
that'll let the party go forward. You'll find a few razor cats
and minotaurs in here but resistance is very light. In fact there's a
pretty good chance you can cloudkill the cats through the bars of the
gate. In fact once you make it to the central area here it's very easy
to do just that to the fairly large number of razor cats on both the
left and right gates here. Ok on the left is a gates shrine which
can be opened using the levers at the entrance immediately after the
water. There is also a gate that you can see a chest on the other
side of. Eidolon lives here with his pet dust mephit. Cloudkill
both of them through the gate and the worse you'll have to fear is an
obscuring mist from the sorcerer.
On the right side is another poorly hidden door that leads to Natoz and
his crew. This fight goes down exactly like the one with Arkhat
save there's a chest in this one for you. Natoz brings decent back up
in at least one of each type of minotaur class in this quest and some
more razor cats. Again target their mystic as he'll heal the
other monsters. Again some well placed Destruction spells will make
mincemeat of anything that's going to come through you're very crowd
controlled archway here. Just as with the Arkhats death you'll
find a gate with razor cats on the other side. Cloudkill the
kitties if you feel inclined and head up the ramp. Note the
picture of the treasure chest below a walk way? That's Eidolons
and you can jump down there and get it now or wait until the end of the
quest to come back for it. It's actually simpler to just wait.
href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album84&id=Mino_traps&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Many Traps in the Maze"
style="border: 2px solid ; width: 250px; height: 220px;" align="right">Following
the ramps you'll find light resistance and come quickly to
Malkian the Mads cave. He'll have more back up than his lieutenants but
it's not that tough of a fight if you lay down the crowd control
first. Stick together in a tight group and the minotaurs will
have serious trouble here. These things really rely on separating
a group and picking members off individually. Have the healer
stand just a bit behind the rest of the group and provide healing
spells to hurt members while using offensive spells to stun and
damage(if not out right kill) the targets they can. Odds are
pretty strong that Malkian will be the last to fall as he waits before
joining battle and is fairly tough in his own right. However you
should have things under control before he does and can focus on
him as an individual. Again six against one are tough odds to
beat for any minotaur. Once he's dead take his chest and you're
done! Back in the Gianthold camp you'll want to see a troll named
Eebilsteenk for your reward!
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