Lara Croft doesn’t have anything on this Gnome with a repeating crossbow, an energy cannon arm, and a robotic dog who jumps headfirst into danger. Although she does have two guns, so I guess there’s that.
Anyway, lots more Necropolis questing this week — I think there are about 22 in total, with four boasting epic versions. It’s going to keep me busy for the better part of a month, so I’m trying not to waste any time. Next up was Tomb of the Immortal Heart, a library-themed dungeon with lots of hidden alcoves and ridiculously easy to slay bad guys.
The CR level keeps jumping up and down on me depending on the quest, and I’m not always the best in figuring out if I should select epic difficulty level or keep it at normal. I didn’t see that this was was just level 5, so of course I blitzed through it. Still, that’s one more that’s down and buried, pardon the pun.
Tomb of the Shadow Guard is another one of those DDO quests that I’ll be more than happy to never repeat. Basically, it’s Swimming: The Quest. What we have here is a very, very long dungeon in which large parts are entirely underwater and require traversing. The twisty passages, Z axis, and murky water all contribute to a disorienting effect, and it’s only the largely linear nature of the dungeon and the advice to “follow the light plants” that kept me from being lost there forever. Just felt like a lot of pointless swimming, and I’m not a big fan of swimming in MMOs.
I was initially frustrated by Tomb of the Blighted, as all of its water is filled with this horrible blight rot debuff that continually lowers stats until you’re powerless and dead. But then I figured out the chief mechanic at play here, which was to use vials of blessed water to de-corrupt strengthened roots, cleanse myself, and cleanse a series of urns around this large square hallway. It was slow going, especially with the zombies who die and spew out an even nastier skeleton to fight, but once I got the pace down, it went very smoothly. And I give the quest designers props for a clever mechanic, so all in all, it’s one of the better dungeons that I’ve run in the Necropolis.
If we were to grade dungeons on atmosphere, Tomb of the Crimson Heart would get high marks. The hazy red miasma lends a gooshy Halloween feel to this fairly straight-forward instance. The goal here is to find three runes (embedded into random decorative skulls), open a final door, defeat a mummy boss. I probably took this dungeon at too low a level, because everything was dying if I just glared at them hard enough. At least now I have a month’s supply of toilet paper on hand.
Tomb of the Shadow Lord clearly discriminates against solo players, because it’s one of those instances where a party member or two needs to stay behind to activate certain levers. The workaround for soloing is using pets and hirelings as stand-ins — you have to drag them over to a spot, command them in a firm tone to “STAY!”, run to the door, and then click their “use” buttons at the same time and hope you got it right.
Fun fact: It is ENTIRELY possible to lock yourself in a room in this instance from which there is no escape. Not that I did this and had to exit out and restart the dungeon. Nope. Not at all.