style="color: rgb(154, 185, 124);">The Chamber of Raiyum
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Page 1: Through the Middle Floors
By Darkgolem
Notes
The
Chamber of Raiyum is one of the better of the quests in the Demon Sands
(Desert of Menechtarun). The party of adventurers enter the tomb
ziggurat of the witch-king, the lich Raiyum, with the aim of getting
his phylactery for Miroc Thrice-Born, a wizard who wishes to use the
phylactery to gain eternal life, without resorting to becoming a lich
like Raiyum. The ziggurat is stuffed full of undead and traps, and has
a beautiful appearance.
Several of the areas are repetitive, and in the walkthrough, the
description of a particular room will be the same for every time
reference to that room is used. Of note is that traps and bosses move
in this quest, so one cannot be certain of meeting the same trap in the
same spot every time. However, the location of places traps might be is
noted, so that when playing you can know where to look for possible
traps.
General Strategies
Be sure to bring a good
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=146">wizard
and at least one skilled
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">cleric.
Without their spells to remove status effects and dispatch mummies,
this quest will be next to impossible.
Useful spells:
Wall of Fire is perhaps the most useful arcane spell because it
does double damage against undead, and mummies are vulnerable to fire.
Casting this and then drawing mummies into the fire will make fights
will all mummies fairly easy. Note that some of the mummies will cast
fire protection, but the amount of damage the wall of fire does to them
burns through this protection quite quickly.
Greater Heroism and Remove Fear are must haves (one or the
other), since there are many, many mummies, and they will eventually
paralyze party members with Fear.
Remove Curse is necessary to remove mummies’ curse (which
prevents healing spells from working properly) and to remove mummy rot.
Mummy rot requires a Remove Curse followed by remove disease (in that
order) to be removed, and mummy rot is always eventually fatal.
Cure Disease is needed to remove mummy curse, along with the
aforementioned Remove Curse.
Resist Electricity is necessary to defend against the chain
lighting of the djinni’s, witch king and eternal wizards found in the
ziggurat.
Resist Rire is needed for the greater fire mephits, the efreeti,
and wizard king.
Resist cold is needed for the wizard king’s Cone of Cold.
Spell Resistance is very helpful against the disintegrate of the
wizard king.
Neutralize Poison is necessary for the menechtarun scorpions
found in the falling floor rooms.
Cure Blindness is necessary because the mummy guardians cast
cause blindness.
Useful Items:
Potions of the above spells
Undead Bane weapons are very, very useful in this quest.
cellspacing="2">
style="font-weight: bold;">Starting NPC:
style="font-size: 8.5pt; font-family: Tahoma;">Miroc Thrice - Born
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);">
style="font-weight: bold;">Quest Zone:
style="vertical-align: top; background-color: rgb(219, 201, 125);">
style="font-size: 8.5pt; font-family: Tahoma;">Sands of Menechtarun
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 255, 255);">
style="font-weight: bold;">Related Zones:
style="vertical-align: top; background-color: rgb(255, 255, 255);">
style="font-size: 8.5pt; font-family: Tahoma;">Zawabi’s Refuge
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);">
style="font-weight: bold;">Level:
style="vertical-align: top; background-color: rgb(219, 201, 125);">12
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 255, 255);">
style="font-weight: bold;">Monsters:
style="vertical-align: top; background-color: rgb(255, 255, 255);">
style="font-size: 8.5pt; font-family: Tahoma;">Mummy Guardian, Mummy
Avenger, Eternal Hunter,
Eternal Warrior, Eternal Wizard, Greater Fire Mephit, Clay Golem,
Menechtarun
Scorpion, Menechtarun Ghast, Wind-Stalker Gnoll, Windstalker Shaman,
Menechtarun Hyena
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);">
style="font-weight: bold;">Named/Boss Monsters:
style="vertical-align: top; background-color: rgb(219, 201, 125);">
style="font-size: 8.5pt; font-family: Tahoma;">Akvan (Djinni), Mehrdad
(Djinni), Rahab
(Efreeti), Hafez the Lion (Mummy), Hami the Jackal (Mummy), Raiyum the
Witch-King (Lich), Den Mother Elreet
style="font-weight: bold;">Bonus Objectives:
Defeat Akvan the Djinni (168 xp)
Defeat Mehrdad the Djinni (168 xp)
Defeat Rahab the Efreeti (168 xp)
Defeat Hafez the Lion (336 xp)
Defeat Hami the Jackal (336 xp)
Defeat the Eternal Gatekeepers (201)
Find a way into the treasure chamber (100 xp)
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);">
style="font-weight: bold;">Possible Reward Items:
style="vertical-align: top; background-color: rgb(219, 201, 125);">XP
8 chests
style="font-weight: bold;">Walk-through:
style="font-weight: bold;">Beginning:
Entrance Hall: The Entrance Hall to the Ziggurat is an enormous
east/west room with 4 large room sized alcoves, 2 on each side of the
length of the hall. At the end of the hall is a ramp down to the lower
level, flanked by 2 ramps leading up to a raised platform. 2 doors lead
off the platform, to the north and south, and a door blocks the end of
the ramp leading down to the lower levels. In 2 of the side alcoves are
shrines.
The first objective for the adventurers is to clear the main hall.
Avoid going up the ramp to the raised platform until all the gnolls in
the mail hall are killed. There are Hyenas, shamans and regular gnolls.
Keep an eye to your flanks, gnolls can notice you while you are
fighting another group and catch those in the back by surprise. There
are 17 gnolls on the floor, once all are killed, head up the ramp and
kill Den Mother Elreet and the gnolls with her. On the raised platform
is a chest, which contains the scorpion seal. Simply place the seal in
the small wall plaque, opening the 3 doors (lower ramp and raised
platform) in the room.
Lower Level:
href="http://ddo.tentonhammer.com/modules.php?set_albumName=CHamber-of-Raiyum&id=Chamber&op=modload&name=Gallery&file=index&include=view_photo.php">
alt="map"
src="http://ddo.tentonhammer.com/files/gallery/albums/CHamber-of-Raiyum/Chamber.jpg"
style="border: 2px solid ; width: 250px; height: 210px;" align="right">
After opening the doors from the entrance hall, head down the ramp to
the lower level, search for the seal of fire and clear all the ambush
rooms (see below). The lower level is a series of rooms leading in a
square around the area of the ziggurat. A small mephit who serves
Raiyum wanders the lower floors, lighting torches. Whenever a torch is
lit, a Menechtarun Ghast spawns. This mephit cannot be killed, just
ignore it. Menechtarun Ghasts are tough, basic ghasts with the slicing
blow ability. When traveling the lower floors throughout this quest, it
is best to do so in groups, since there are infinite ghasts, though
only faced in ones and twos.
Aside from the ghasts, there are several noteworthy items and areas in
the lower floors. Usually found somewhere in the lower floor is a
chest containing the seal of fire. The seal contains the name of Rahab
the Efreeti, met later, and if you have the seal you can avoid fighting
Rahab. Note that the seal of fire is not always found in each instance
of this quest.
There are also ambush rooms. Ambush rooms are small square rooms with 2
entrances, a star on the floor, and a small platform in each corner.
When this room is entered, 2 mummy guardians burst from sarcophagi on
the sides of the room, and 4 eternal hunters appear, one on each
platform. In addition, the doors to this room drop, so all party
members should enter these rooms en masse from the doorways. The star
of the floor is a clear indicator one of the rooms is forthcoming.
The center area of the lower floors has 3 entrances, each with an 18
intelligence rune needed to enter. In the area is a fiery
door barring entrance to the treasure chamber of Raiyum. In the center
area are also 2 shrines. To open the treasure chamber, you must defeat
the mummies, Hafez the Lion, Hami the Jackal and the wizard king
Raiyum. Inside are 3 chests.
After clearing the lower floors, return to the Main hall, shrine if
necessary, and begin your search for the wizard king’s burial chamber.
Middle Area:
The Middle floor is reached by entering the north or south doorways
from the raised platform in the entrance hall. Both doors lead to rooms
housed by eternal guardians. The guardians are dangerous mummies who
can cast some spells. The rooms also contain 2 eternal hunter skeletons
(bow using skeletons with unholy arrows) and 2 clay golems. Past the
guardian room is a doorway, which opens to further halls, again leading
in a square pattern around the body of the ziggurat.
There are four types of traps (two ambushes) in the middle floor of the
ziggurat. One is a very common, sarcophagus with mummy guardians in
them. Assume any sarcophagi has a mummy in it throughout the quest.
The second type of trap is a room with a plaque written upon
with golden runes, and 4 sarcophagi. Upon entering this room, the
sarcophagi will burst open, revealing (surprise) mummies, and 2 sliding
doors will open in the sides of this room, containing 2 clay golems.
This room can always be recognized by the golden plaque in the center
of the room.
The third type of room is a collapsing floor. This leads down to the
aforementioned ambush trap in the lower levels, and is the reason the
area in the lower floors is cleared (excepting the respawing ghasts)
before looking for the witch king’s chamber.
The fourth trap is a mechanical blade trap. This portion of hallway is
recognizable by dimmer lighting than the “golden plaque room), a torch
on the wall between the sarcophagi found here (it contains 4
sarcophagi). When the middle of this portion of this room is entered,
twirling blade traps (3 per side) rise from both exits from this
portion of the hallway. They will slowly move to the center of the
room. The trap box for this is located between the blades on the wall,
near the torch. If one is caught between the blades, a jump spell of
high enough level will allow one to jump over the twirling blades.
There are three possible routes to the witch kings chamber on the
middle floor. All are behind stone doors, which open with switches.
These doors are found in the extreme northwest, southwest and west
section of the quest. Since the wizard kings chamber is found
(eventually) past different doors, there is no correct door to check
first, and usually a party will clear almost the entire middle floor
before finding the witch king. In the ziggurat, only the lower floors
and certain specific rooms respawn, so you can tell if you have passed
an area by broken pottery and opened sarcophagi.
Ready for the Upper Floors?
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here!
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