The Vault of Night

''House Kundarak built the Vault to store secret treasures. But for whom...and for what purpose?'' {{Quest
 * name=The Vault of Night
 * level=10
 * duration=Very Long
 * xp={{xpcolors|normal=11,500|hard=12,100|elite=12,699}}
 * loc=Valt of Night
 * npc=Barrow D'Kundarak
 * zone=House Kundarak
 * patron=House Kundarak
 * favor=9
 * epic=yes
 * mappic=M_vault_of_night.png
 * maplegend=yes
 * overview=This raid section sees you getting the fruits of your labour in recruiting Marek Malcanus's party of adventurers to help regain the vault.

To complete this section of the raid, you need to gain entry to the Plane of Night where House Kundarak carefully have hidden their most valued treasure. The vault is in a state of anarchy, overrun with undead and agents of the Aurum. You have to power the vault back up to recover the master key.

Flagging
NOTE: after completing part 4, talking to Marek or Barrow makes it impossible to abandon and reset the quest arc.
 * Complete the Vault of Night quest arc from part1-4.
 * Order is no longer important.
 * You must actually have the quest to proceed. You will be talking to Marek Malcanus (at the base of the House Kundarak pyramid) and one other person before each part.
 * Before part 1: Marek then Dirge of Karrnath (in House Kundarak)
 * Before part 2: Marek then Shen Kulle (in House Kundarak)
 * Before part 3: Marek then Clipse (in House Kundarak)
 * Before part 4: Marek then Arlsie Forr(in House Kundarak)
 * Before part 5: Marek then Barrow d'Kundarak
 * As of Update 3. There is no reflagging for VON 5-6*


 * obj=
 * Restore the North Portal Conduit
 * Restore the West Portal Conduit
 * Restore the East Portal Conduit
 * Recover the Crystal Master Key
 * Find a way to open the Adamantine-Bound Coffer
 * Destroy Arach's Knight to disable Arach's defenses
 * Force the traitor Arach d'Kundarak to open the Gate of Night
 * (Optional) Stop the production of golems in the Distribution Grid room
 * expect=
 * Traps (fixed, some undisarmable)
 * Point of no return
 * Overlapping floors
 * Spawning/respawning monsters
 * Runes (mandatory: require WIS checks)
 * Puzzles (mandatory: puzzle wheels and tile puzzle)
 * Contains the entrance to another quest (to Plane of Night)
 * Stat checks (mandatory: 2 levers that require STR checks)
 * Requires extra player(s) (mandatory: 6 runes & levers have to be used simultaneously)
 * traps=Lightning Walls (North Side), Horizontal Blade (West Side), Spinning Blades (North Side And Entrance To Final Encounter)
 * misc=
 * Signet ring opens forcefields with color wheels
 * levers need to be pulled in synch (3 sec) to unlock doors

There are many nasty traps and locked doors in this quest, so a Rogue is a required member of your group (except for exceptional parties). You will also need at least two persons with a strength of 25 for some levers and two persons with at least a wisdom of 20. Without these required stats, you will not be able to complete this quest.

Speak to each of the NPCs in the quest to get items from them that will be helpful in completing this quest. Once complete, you gain entry to the final part of the Vault of Night raid quest series from an exit at the end of this quest. Do not recall from this quest on completion for you will not be able to proceed to the following quest.
 * Dirge's Bulwark - +2 Heavy shield: (Destroyed on Exiting Adventure, Binds on Acquire)
 * Orphne's Grace - Wand: Remove Necrotic Touch (20 charges, caster level 5) (Destroyed on Exiting Adventure, Binds on Acquire)
 * 100 Veil's Avenger - +2 Arrow: (Destroyed on Exiting Adventure)
 * Haywire's Voice - Drops on Leaving Adventure, Drops on Death
 * Arcane Signet Ring - Drops on Leaving Adventure, Drops on Death
 * Crystal Master Key

216 for onslaught / 265 for conquest

93 for ransack

}}
 * npcreward=None
 * chest=Total 3, 1 locked
 * monsters=Zombies, Dwarves, Warforged, Iron golems