Fast Facts
Name:
Dungeons & Dragons Online
Acronym:
DDO
Developer:
Turbine
Publisher:
Atari
Release Date:
2/28/06
Country:
USA
Genre:
RPG
ESRB Rating:
Teen

Venn's Trail: Clan Tunnelworm

Written by binkplayboy
  1. Entrance
  2. Main Room
  3. Hole
  4. Acid Tunnel Room/ North Wing
  5. South Wing
  6. Poison Trap
  7. East Wing (upstairs)
  8. East Wing (downstairs)
  9. Chief Jittik's Room
  10. Exit

After making it to the Clan Tunnelworm entrance in the Waterworks, you will go through this instance as the first quest in Chapter 2 of the Waterworks storyline. You enter the zone at marker #1.

Make your way to the Main Room (marker #2). There will lots of kobold shamans and kobold throwers around this room, which consists of 4 tunnels around the top and 1 hole in the center of the room (marker #3).

Start by throwing the switches at the bottom of this room on the north and south side to open the gates to the North and South Wings. I would suggest doing the North Wing first since it is the simplest of the wings to complete, so head to the North Wing (marker #4).

Once you enter the North Wing room, you will be attacked by oozes. Take note that these respawn. Have one person with high acid resist run through the next tunnel as there are MANY acid jets in this tunnel. I would suggest using one of those acid resist potions from all the barrels you have smashed over your lifetime. Once the lucky person gets to the other end, throw the two switches and start disabling the acid jets. As the lucky person goes back through the tunnel, they will notice valves and those valves will turn off each of the jets. After all the valves are turned off, the rest of the group can go through the tunnel without acid troubles. After finishing with the North Wing, head to the South Wing next (marker #5).

Upon entering this large room, you will notice a ramp going up around the room. At the top of this ramp is the switch that will open the door to the west. To the west are the last two switches used to open the Hole (marker #3). Be careful that in the next room south there is a serious poison trap (marker #6). Behind a hidden wall is a control box that can turn off the poison trap, but it will take a high disable device skill to successfully disable the trap. South of the trap is one of the two shrines in this instance. After throwing the switches, head back to the Hole (marker #3).

From here you can either head down the Hole, or you can go to the East Wing (upstairs) (marker #7) for more loot. The upstairs East Wing is not required.

When you look down the Hole, you will notice pipes along the sides at different levels. This is a very long fall and there are two ways of getting down successfully. You can either land on each pipe as you decend, or you can completely miss all of the pipes. At the bottom of the Hole is a very large room filled with water, so you will not take fall damage if you jump straight down. Take note that if you attempt to jump straight down and hit one of the lower pipes, you will take serious fall damage and may die (this will make getting your stone extremely hard to recover). After landing safely in the water, you will notice there is only one ladder out of the water, many ranged kobolds attacking, and catwalks all over the room. There is a switch in the middle of the catwalks that will open the door to the west. Head to the East Wing (downstairs) (marker #8).

To the east of the East Wing (downstairs) is a hidden wall. To the south is the other shrine and if your group needs it, use the shrine before heading to Chief Jittik's Room (marker #9) to the north.

Once you enter Chief Jittik's Room, you will notice several kobold shaman and other kobolds attacking, and it is easy for the group to spread out while attacking so much that healing is stretched. After killing Chief Jittik, you will have to open a switch to open the door to the east. Then you may proceed to the Exit (marker #10) and complete the quest.

You may now either continue directly to the next instance in this Chapter of the Waterworks quest, or you can recall out to the Waterworks and appear near the Clan Tunnelworm entrance. If you do recall, the Clan Tunnelworm entrance will take you to the next instance. If your group was pretty hurt from the Chief Jittik fight, you may remember that not too far away in the Waterworks is another shrine.

The final instance in the Waterworks leads you to Venn's Trail: Venn's Fate.