Difference between revisions of "Hiding in Plain Sight"

From DDO Compendium
 
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* {{QuestObjective|OptionalCounted|Kill the Aurum Officials|3}}
 
* {{QuestObjective|OptionalCounted|Kill the Aurum Officials|3}}
 
* {{QuestObjective|Optional|Take the Documents}}
 
* {{QuestObjective|Optional|Take the Documents}}
|notes = You need to complete this quest before you can get on the airship to the [[Restless Isles]].
+
|notes = You need to complete this quest before you can get on the airship to the [[The Restless Isles|Restless Isles]].
 
|patchhistory =  
 
|patchhistory =  
 
|bonusxp = {{QuestBonus|Kill|110|120|145}}{{QuestBonus|Trap|6|8|10}}{{QuestBonus|Breakable|128|167|205}}
 
|bonusxp = {{QuestBonus|Kill|110|120|145}}{{QuestBonus|Trap|6|8|10}}{{QuestBonus|Breakable|128|167|205}}

Latest revision as of 23:43, 22 March 2020


Baudry Cartamon has searched high and low for his nemesis Hazadill, but the bugbear smuggler remains elusive....

Overview

Bart Cartamon has been having a string of disasters from ships plundered by pirates to treasure disappearing, he has hired an Inquisitive to investigate the issues. They suspect Hazadill of causing the problems, but there is no proof. Ingaram is stumped and has asked your help in solving this puzzle.

Objectives

  • Explore the Flooded Area
  • Circumvent the smugglers' defenses
  • Kill Hazadill
  • Search the chest on the table for the source of Hazadill's new-found wealth
  • (Optional) Destroy 75 Shipping Containers
  • (Optional) Break the Blockade
  • (Optional) Kill the Aurum Officials: 3 total
  • (Optional) Take the Documents

Named Loot

None

Notes

You need to complete this quest before you can get on the airship to the Restless Isles.

Walkthrough

Beginning

  1. After buffing, clear out all the breakables in the first room
  2. Kill Udo, and then enter the secret passage
  3. Just after the first corner, there are two traps
    1. Spike trap, box is on the opposite side of the elemental trap
    2. Elemental traps, box is in the spikes
    3. To Disarm:
      1. Run through the elemental traps (most of the time going through before they go off)
      2. Find and disable the spike trap
      3. Climb over the boxes and jump down on the east side of the elemental traps
      4. Find and disable the elemental traps
  4. Continue down the tunnel until you come to a T, turn to the east
  5. You will come to a corridor that heads north - take that for the optional

First Optional

  1. Heading north, there is an optional blade trap near the beginning, box is on west wall
  2. At the end of the north-south tunnel, there is a secret door on the east wall
  3. Kill the mobs behind the door, break everything
  4. There is a chest in the northern nook
  5. Return back to the main corridor

Get to the Shrine

  1. Continuing east down the corridor
  2. There is an optional dart trap on the first bridge, box is on the south wall past the darts
  3. There is an optional blade trap when you are going around the partial wall, box is in the nook in the north east corner
  4. Just after the turn north, there is a spinning blade trap, box is in the nook on the western wall
  5. Pull the lever in the nook on the eastern side of the blades to open the gate
  6. Continue to the shrine
    1. This is the only shrine in the quest, so you may not want to use it yet

Second optional

  1. Head east for the second optional
    1. Note, this should be familiar, as this part is also in Information is Key, we are just now going backwards
  2. There is an optional Acid trap near the gate, the box is in the northern nook, before the trap
  3. Turn the valve before the gate to open it
  4. Head south
  5. Just like in the other quest, go up the ladder and turn both valves, then jump down into the water
  6. Head west to the end of the path where there is another valve to pull, and a collectable in the south nook
  7. Go back up the ladder, and up the stairs until you come to a room
    1. This room contains a bookshelf collectable, and an optional part of a quest objectives, some notes
  8. Make your way back to the shrine, still not using it yet

Heading Deeper

  1. Pull the lever to open the gate and continue North
  2. There is an optional acid trap in the hallway just past the valve, box is in the western alcove
  3. Turn the valve in the eastern alcove, this lets out Mithral Defenders
  4. Continue north to the end of the path, there will already be a fight between an ooze and bugbears - enjoy!
  5. Once they have been dealt with, there is another optional path east, or go west to continue on

Third Optional

  1. Head west, all the way to the end before the gate, there is an Adventure Pack in the southern nook
  2. Go back west until you come to a ladder - climb up
  3. Continue down the corridor and pull the lever to open the wall
  4. Deal with the mobs, and open the door on the opposite side
  5. Continue to the end room, and destroy the Aurum official
  6. Make your way back to the main path

Spiders

  1. Head east, there is a poison spray trap right at the beginning, box is on the north wall
  2. Continue east up the water route, at the top, immediately turn around and head down the other side
  3. At the first nook
    1. Find and disable the vertical blade traps, box is in the nook by the valve
    2. The valve opens a secret door to the north
  4. Through the door, there are optional spike traps, box is on the north side of the trap on the east wall
  5. Head east, as the other ways are blocked, turn the valve to open the gate
  6. Kill all the spiders in the next section
  7. Open the gate by pulling the levers in both the north and south corridors with the spiders
  8. Just before the now opened gate, there is an optional acid trap, the box is on the south wall
  9. Turn the valve at the end of the hall
  10. At this point, return to the shrine if it is needed

Swim

Note: This swim has several spinning blade traps that are can not be disabled until the room at the end

  1. Drop down the now opened pipe
  2. Follow the blade traps to a bigger room with a large blade trap, there is a valve that will stop the spinning traps for others to follow
  3. Climb the ladder

Almost There

  1. Head north, be aware there is a fire dart trap, box is near where the darts are thrown
    1. If you have a good hide score, you can sneak and make it to the box without any mobs agroing in you
    2. If not, stay on the east side of the hall, and you may not get hit
  2. Turn west to where there is a nook, there are potentially two traps here
    1. Blade trap across the doorway
    2. Trap on the valve itself
    3. Both boxes are near the valve
  3. Turn the valve to open the door to the north
  4. Turn the valve to the north to open the gate
    1. Take care of the mobs to the west
  5. Open the gate to the room to the west, this room is only full of explosive barrels
  6. The room behind the breakable door in the south east has the second Aurum Official
  7. The room behind the breakable door in the north east contains a locked chest

The Final

  1. Head to the ladder, buff before you climb
    1. Make sure you have deathward before you climb
  2. At the top are 4 red names to deal with, including Hazadill
  3. After you have dealt with them, the chest on the table contains

Bonus XP

  • Aggression Bonus: 110 or more monsters killed (+10% Bonus)
  • Onslaught Bonus: 120 or more monsters killed (+15% Bonus)
  • Conquest Bonus: 145 or more monsters killed (+25% Bonus)
  • Tamper Bonus: 6 or more traps disarmed (+10% Bonus)
  • Neutralization Bonus: 8 or more traps disarmed (+20% Bonus)
  • Ingenious Debilitation Bonus: 10 or more traps disarmed (+30% Bonus)
  • Mischief Bonus: 128 or more breakables smashed (+8% Bonus)
  • Vandal Bonus: 167 or more breakables smashed (+10% Bonus)
  • Ransack Bonus: 205 or more breakables smashed (+15% Bonus)

Monsters

Free To Play
Flag for: The Restless Isles
Hiding in Plain Sight Map.png
Heroic Level: 10


Bestowed by:  Inquisitive Ingaram

Length: Long
Takes Place in: Cartamon's Shipping Warehouse
Found in: The Marketplace
Entrance in:  The Marketplace

Heroic XP

Casual: 1,572
Normal: 2,760
Hard: 2,900
Elite: 3,040
Reaper: 50+36 per skull

Favor

Patron: The Free Agents
Solo/Casual: 2
Normal: 5
Hard: 10
Elite: 15

Known Traps

Spike trap after first corner protecting Fire/Acid/Poison jet traps box
  On south wall after the Fire/Acid/Poison jet trap
Fire/Acid/Poison Jet traps after first corner
  On south wall before the trap protected by a spike trap
Vertical Blade traps in first north corridor to dead end
  Before the blades on the west wall
Dart trap in corridor after northern section to dead end
  On south wall after trap
Blade trap in east corridor when going around the wall
  In the north east corner
Spinning blades in first north turn from east corridor
  Behind secret door on west side of hall
Acid trap in nort corridor after the shrines
  In alcove on west wall before the trap
Acid trap in hallway to east of shrine
  Before trap in north alcove
Poison trap in east hallway on way to ramp up in water
  Before trap on north wall
Blade trap surrounding valve that opens door to swim area
  In the alcove behind the valve
Spike trap right after door that is opened by valve
  After trap on east wall
Acid trap in center corridor after spiders
  On south wall near the trap
Spinning blade traps in swim
Fire darts in first north corridor after swim
  On east wall by the trap
Fire jet trap just before end area blocking the valve
  On the south wall behind the valve
Vertical blade trap at entrace to final hall
  On pillar near valve

Locks

Chest in north east room next to end room