style="color: rgb(154, 185, 124);">The Waterworks
The Lost Seekers: Rescuing Arlos
You must have completed "
Kobold's Den" to access this quest. The Waterworks is the key to
getting the Harbormaster's permission to
enter the Marketplace. It is also on of the best dungeons in terms of
rewards in both XP and loot. You'll find that the Waterworks is about
the only Harbor quest people want to group for these days. The rest can
usually be completed solo or do not offer enough reward to make them
worthwhile in comparison to the Waterworks. Once you complete "Rescuing
Arlos," you'll be able to access the Marketplace and continue your
The Waterworks is overrun with kobolds. You'll do well to have along
one person who can buff the party with href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=252">Remove
Fear. Fighters, rangers,
and barbarians shine on this quest, and they will rack up a good number
of kills. It is also useful to have a rogue who is building a href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=78">Master
Thief along for this mission to disable several traps.
The killing order for kobolds should
be shaman, thrower, warrior. Hypnotism works very well in this dungeon
to temporarily stall the kobold warriors long enough for the party to
deal with the shamans. The zombies in this dungeon are completely
optional, but they are very weak and give up a chest. It is probably
worth the effort to go after them.
Harbor, the Marketplace
kobold warriors, kobold throwers, kobold shamans, zombies, wolf
Kraskuth, Warden Arkik, Gnashtooth Bloodletter
Slay Warden Arkik
Free Clan Gnashtooth's other prisoners
Slay Gnashtooth Bloodletter
Destroy the zombies
Free Clan Gnashtooth's hidden prisoners
entrance until you reach an intersection. Have the rogue search for and
disable the spike trap. You can turn east here to run into Chef
Kraskuth and his 5 kobold buddies, one of them a shaman. Or you can
bypass this optional battle and continue south until you reach a large
chamber with narrow walkways surrounded by water. You will see several
bridges that can be raised or lowered and a 4 kobolds, one of them a
shaman. Slay the 4 kobolds and lower the bridge to move east.
Section 2 (East Wing):
Moving east from the bridge you just lowered, take the first turn to
the south at the 4-way intersection and move ahead until you confront
and destroy three kobolds and a wolf. Search for a hidden door on the
south wall, and move through to take the immediate turn to the east.
In this passage, you'll find a kobold and a kobold shaman. They should
be easy enough fodder. Beyond them, you can open up the secret prison
and speak to the prisoners to free them for bonus XP. You can also loot
from a pile of rubble in their cell.
Back out into the hallway, you will find the southern end holds a Rest
Shrine and a pile of Rubble. If you have been using crowd control
effectively, you may have suffered little damage at this point, but it
is critical that you be ready for a big battle if you plan to confront
Gnashtooth by returning to the 4-way and going east.
East from the 4-way, you'll run into 5 kobolds (one is a shaman) and
then the passage will wind around to a large room filled with 8 kobolds
(3 shamans) and the hobgoblin Gnashtooth Bloodletter. style="font-weight: bold;">The party must enter this room as one
because a gate will fall and seal you into the room. Use Hypnotism to
stop the warriors in their tracks. Then have a couple of party members
chase and dispatch the kobold shamans while the others deal with
Gnashtooth Bloodletter. You reward for this fierce battle is a chest.
Back at the 4-way, the north passage takes you to the second (and last)
Rest Shrine in this dungeon. Mark its location and return to the
bridge, where you'll find the 4 kobolds you killed earlier are back.
Slay them and lower the western bridge.
Section 3 (West Wing): Moving
west from the bridge you just lowered, you'll bump into 10 kobolds (3
of them shamans) in the hallway before it turns south. Again, using
crowd control can narrow your active enemies down to the shamans. Once
they are dispatched, the warriors and regular kobolds fall easily. On
the western wall just past the bend is a hidden door that conceals a
You party should be near a valve that opens a gate. Behind the gate are
4 kobolds (2 shamans). But the lever that releases the prisoners is
also back there, so you know you're going through that gate!
At this point, be very careful not to
fall off of the ledge into the prison floor, which is teeming
with kobold throwers, shamans, warriors, and regular kobolds. The
Warden Arkik also patrols the floor. The best way to deal with this
bunch is to hug the way on th ledge and let ranged fighters and casters
with Magic Missile dispatch the enemies on the floor. You can free one
prisoner along the upstairs area. Anyone who falls onto the floor below
should stand still and wait for the party if all of the kobolds ate the
bottom are not dead yet.
Head back to the bridge, kill the 4 kobolds there and get ready to head
south. Remember that the Rest Shrines are in the east wing ( style="font-weight: bold;">Section 2) if you need one.
Section 4 (South Wing): Moving
south from the bridge you just lowered, you immediately meet 4 more
kobolds (1 shaman). Show them no mercy and head further south. Loot the
mushroom and turn west to find 8 more kobolds (2 shamans and 2
throwers). Kill them all and use the switch on the southern wall to
open the downstairs cells on the floor of the west wing. You can now
free 2 more prisoners and Arlos.
The quest is technically over, and you can return to the bridges and
take the north path to the place where you entered to complete the
quest. Optionally, you can swim south under the bridges to fight 10
zombies for bonus XP and a chest.
Section 5 (the zombies):
Jump off of the station with the bridges and swim south on the western
side of the walkway that leads to the south wing. When you have swam as
far as you can go south, turn east and look under water to find a
passageway. You come into a room with 10 very weak zombies. The cleric
in the party should be able to turn most of them. When they are
defeated, you can loot an adventurer's pack and a chest. style="font-weight: bold;">
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