style="color: rgb(154, 185, 124);">Quest Guide: The Prison of the
Planes
style="color: rgb(51, 0, 51);">By
Khalas
Welcome to Prison of the Planes. This is easily one of the most unique
quests to come out for DDO to date and one of the most popular to from
the Reaver's Bane Module. To be honest there's only two ways this
quest is going to go for you: "real simple" or "nightmare hard".
Coming into this quest without the correct preparations is a big
mistake so lets start there.
Healers will need lots of cure wands, heal scrolls, and probably some
raise dead scrolls as well. You're just not going to have enough
spell points, even between two clerics, to rely on that alone in here
with only one shrine. So yes you're going to need to spend some
money here, hopefully the rest of the party will chip in. Healers
will also need restoration spells ready as well. Casters should
load up
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=203">firewall
and resist energy. It's also not a bad idea to bring lots of
buffs such as greater Heroism, blur, and barkskin if you have a ranger
or bard on hand. This might seem like a lot to bring for healers
and the casters but take heart in knowing the fighting classes have it
worse. Front line warriors are going to be hard pressed to be
prepared for everything in this quest.
The sheer variety of threats would require disruption, smiting,
banishing, and several bane types to cover everything. If you're
the lucky type who has a full armory then you're good to go but
otherwise you're going to have to rely on just dealing out
style="font-weight: bold;">lots of damage as quickly as
possible. Fortunately if you're lucky enough to have a vorpal
weapon you're life just got a lot easier in here as almost everything
is susceptible to a good decapitation. Prison of the Planes is
really a sectional quest in which you take out each seperate part one
at a time. So with that in mind here is the rundown of each individual
section.
Zone:
Greater Shadow, Ancient Fire Elemental, Gold Concord Fighter,
Gold Concord Wizard, Gold Concord Cleric, Zakya Cultist, Zakya Cult
Archer, Zakya Rakshasa, Zakya Rakshasa Lord, Undying Warden.
Dread Wraith Lord Fire Mephit warrior, Bezkria, Ancient Air Elemental,
Ice Mephit Warrior, Ancient Mindflayers
Bosses
Deaths Assurance, Tehran, Parnamull, Princess Aurelia, Hazrin,
Cochitlehua, Carum, Drakhav
Objectives:
src="http://ddo.tentonhammer.com/files/gallery/albums/album74/Prison_Map.jpg"
style="border: 2px solid ; width: 250px; height: 269px;" align="right">The
hallway is the first part you're going to have to clear out. In
here you'll find the Gold Concord with their fighters, wizards, and
clerics. The Gold Concord is a branch of the Aurum and they're
here to take the treasure inside the prison before you do. Dwarf
bane weapons will help take them down but in truth they aren't that
hard. The clerics will however cast greater command and symbol of
fire. Helping the dwarves are the Zakya cultists and their
archers. These are mostly shock troops that'll perform
generic attacks. The Zakya rakshasa and rakshasa lords are a bit
sturdier though and can dish out some severe damage. The hallway
is really a straight shot up an spiraling incline. You'll come
across the various prison rooms along the way but ignore those for now.
The exception is the collapsed prison. Search the area and you'll
find a code you'll need for some levers later on. You'll also
pass a camp of enemies who don't immediately attack you. If your
bluff is high enough you can get a key from their leader a named
rakasha calld Carum, if not then they'll attack and you get the
key from the corpse of their leader. However it's in no way
mandatory to even acknowledge them if you have a rogue in your party.
href="http://ddo.tentonhammer.com/modules.php?set_albumName=album74&id=Carum&op=modload&name=Gallery&file=index&include=view_photo.php">
src="http://ddo.tentonhammer.com/files/gallery/albums/album74/Carum.jpg"
style="border: 2px solid ; width: 250px; height: 172px;" align="left">At
the top of the hallway is a dwarf named Grimm standing next to a
door. If you got the key from earlier it'll open this door,
otherwise a rogue can pick the lock. Inside is the Ancient
Warden, a named skeletal giant. This thing looks really cool but
you have to kill him anyway. This guy is vulnerable to disruption
if you happen to have a weapon with that trait on you, otherwise he
goes down easy enough without one. The levers on the far wall are
the reason you needed that code from the collapsed prison. It'll
tell you which ones to pull and which to leave alone. Working the
levers will shut off the energy barrier keeping the center area blocked
off. Use the ramps in the center room and go down to the
beginning.
We'll cover each prison as you come to them going from bottom to
top. Note for each prison one party member will have to stand
outside and operate the switch that cuts it on, so in every fight you
go into you're never at full strength. Fortunately should a
prison prove to be too tough the outside member can pull the switch
again and cut it off thus removing all enemies from it so you can try
again.
Daavani: This prison is
so simple it's sad really. Provided you have a character in your party
that's lawful that is. If you do have such a person in your
party, like oh say a paladin, then they need only enter the room alone
while another party member pulls the switch outside. A knight
will appear sitting on a water fountain. Speak to him and answer
his questions in the most obviously lawful manner you can.
After you do that he'll literally fall over dead and you've passed this
test. Take the orb out of the far wall and proceed. This is
the easy test....the rest a just a touch rougher.
Dolurrh: The realm of
the dead is guarded by dread wraith lords and the named marut, Deaths
Assurance. Again one party member will need to stay outside while
everyone else enters. Deaths Assurance is just a buffed marut,
the wraiths however will wreck incredible damage on your Constitution
though. You'll need Ghost Touch to hit them like all ghost
types. The cool thing about Deaths Assurance is you can kill him
with a smiting weapon if you get a lucky hit off. After all the enemies
are gone take the orb and proceed forward. Note that beginning
with this prison it's possible a chest will appear at the end of it.
There are chests each time you enter this quest that will spawn
this way, it's just a matter of which prison they'll appear in.
Each prison also has it's own unique item that can appear in the chest.
Word to the loot conscious among us: Every single named item is
insanely valuable so good luck with your pulls.
Fernia: As you'd probably
expect from the realm of fire this prison contains fire mephit
warriors, an ancient fire elemental, and the named djinn Charoush the
Vizier. Note the floor also turns into lava so resist fire is a
must in here. The damage dealt by the enemies in this room is
pretty scary to tell the truth. The ancient href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=36">fire
elemental in particular is a tough challenge in it's own
right. The mephits however cave fairly easy and Charoush is tough
but beatable. Take the orb when you're done.
Laminia: This is probably
the most challenging room in the quest. Laminia is guarded by an
ancient air elemental, a named air djinn called Tehran, and the lion
like bezekria. Ok the bezkria are about as threatening as kobolds
but the the air elemental can and will toss your entire party around
while Tehran throws chain lightning at you. It is really hard to
fight these guys while on your back and you're going to get knocked
down a lot. You can finger of death the air elemental and take it down
with high impact spells. After that Tehran is annoyingly stubborn
but a lot easier to handle. Resist lightning goes a long way in
this very tough room. Again pick up the orb after you're done.
Mabar: Fortunately the
realm of night is fairly simple. The vampire Drakhav is flanked
by greater umbral worgs, greater umbral gargoyles and greater
shadows. The vampire can be both disrupted and vorpaled as well
as beat down normally(though it takes a while.) The umbral
creatures while nasty aren't a really huge threat without their master
to guide them. The vampires attacks are pretty limited and he
generally contents himself with punching and running
around. Pick up the orb and move on once you're done.
Risia: The realm of ice
is more or less a simpler version of the Fernia room. Ice mephit
warriors flank the named ice flensher known as Parnamull. There
are actually less enemies in this room as there isn't an elemental in
here. The floor is slippery though and Parnamull loves casting
ice storm so he can do significant damage to you if you don't have href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=424">resist
cold on. The breath weapon of the mephits can tear you up
quick as well if they decide to gang up on one party member.
Parnamull isn't vulnerable to fire like most ice flenshers to bear that
in mind when choosing your weapon against him. In all though five
party members working together will make fairly short work of this
threat. Pick up the orb and move on once you're done.
Shavarath: The
battleground realm is pretty deceptive. style="font-family: tahoma;"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album74&id=Marilith&op=modload&name=Gallery&file=index&include=view_photo.php">
src="http://ddo.tentonhammer.com/files/gallery/albums/album74/Marilith.jpg"
style="border: 2px solid ; width: 250px; height: 163px;" align="right"> size="-1">The only threat in here
is a marilith named Princess Aurelia. What that's you say! A
marilith! Like the demon queen! Well sorta. If the demon queen
were at a tenth of her strength and not immune to half the things she
is then yeah this marilith would be just like her. However as it
is she's more like the demon queens baby kid sister. Have
everyone stand in one corner and quickly grab her aggro. Then
it's a simple matter of wailing on her till she drops, which won't be
long. In fact if you get a lucky shot off with a vorpal weapon
this can be the shortest prison room. However you take her down
grab the orb on the far wall and continue.
Xoriat: This prison makes
up for the fairly easy ones you've seen recently. Hazrin the
named beholder is an absolute pain that loves to turn brave warriors
into stone. His buddies the ancient mindflayers will constantly
paralyze you with mind stun then eat your brains. You've got to
take them down fast and hard to have a shot at this room. I'd
recommend taking out the mindflayers first as they drop fairly quick
compared to Hazrin. Healers should avoid aggro at all costs as
they've got more than their work cut out for them in this room.
Once you do manage to comlplete it grab the orb and breath easy.
Ok a note on the prison rooms. First you only need six orbs and
you can get a free one from the collapsed prison with the lever code in
it. The two chests that appear are totally random so it's
entirely possible to skip the harder rooms and get both the orbs you
need and have both the chests spawn. Laminia and Xoriat aren't
recommended unless you absolutely have to do them.
Once you have six orbs five party members will go to the very bottom of
the center area and stand in the blue protective circle. The
other member will run back to the room where you fought the Ancient
warden and flip the switch to reactivate the barrier around the center
area. They'll have ten seconds to run back and join the rest of
the party. A warforged will appear by the name of
Cochitlehua. For those that feel a little let down with just
facing a warforged after a marilith, vampire, marat, and host of other
weird stuff...take heart in that he's a REALLY tough warforged that'll
summon up the non-named enemies from the prison to fight beside
him. He does this randomly but be aware it's possible you could
have to face more mindflayers who will once again stun you and eat your
brain. Sometimes he summons up lesser threats like the knight
from Daavani or some Bezkria. Other times you got the dread
wraith lords stealing away your constitution while he pounds on you.
Ignore the others and beat him down. Since he won't attack until you
talk to him you should all box him in by standing ina tight circle
around him. This way he can't run around and force you to chase
after him as he summons up tons of bad guys. Just keep wailing on
the guy and he will go down eventually. A chest will appear and
so will a docent. That docent kills anyone who picks it up....but
you do have to touch it to complete the quest. Touching the
docent will also vanquish all enemies in the room. Loot your chest, run
back and talk to nimbus then return to Gianthold for your reward! style="font-weight: bold;"> style="font-family: tahoma;">
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