Prove Your Worth

The Captain of the Ill Fate has constructed a series of trials that will challenge the most ardent adventurer. {{Quest Trap DC's Many. Spikes, blades and fire mainly
 * name=Prove Your Worth
 * level=5
 * duration=Medium
 * xp={{xpcolors|solo=517|normal=921|hard=980|elite=1,038}}
 * loc=Rackam's Trial
 * npc=Dirty Vingus
 * zone=Three-Barrel Cove
 * patron=The Free Agents
 * favor=3
 * mappic=M_prove_your_worth.png
 * maplegend=yes
 * othermap=yes
 * mappic2=DPM Prove Your Worth.jpg
 * overview=Dirty Vingus, the Captain of the Sterling Chance, wants you to gather information about a rival crew. Rackam is the Orc captain of the Ill Fate, notorious for having the best crew around. Vingus attributes this to the deadly obstacle course known as Rackam's Trial. Filled with insidious traps and dried bones of would-be pirates, it is a standing testament to the captain's madness. Find this trial in the ruins near the wreckage of the Lady Luck, down the cliffside road out of camp. After you complete the trial, report your findings back to Vingus.
 * obj=
 * Speak with Rackam
 * Survive the skirmish (4 iron defenders)
 * Navigate the Agility Trial
 * Survive the ambush (4 warforged deckhands)
 * Maneuver down the Descent
 * Solve Rackam's Conundrum
 * Navigate through the Inferno
 * Speak with Penzants
 * Make your choice
 * Survive Rackam's Trial
 * (Optional) Escape Rackam's Trial (35% of base XP)
 * expect=
 * Traps (fixed)
 * Puzzle (mandatory, tile puzzle and lever puzzle)
 * traps=
 * Blade traps (down the sides) and spike traps (along the top) of the corridor south of the entrance; the spikes advance sequentially, allowing one to run along the top safely. The control panel is on the ledge at the start, and disables 2 rows of spikes.
 * Fire traps in the northwest room; control panel is in the southeast corner, on the eastern wall on the upper lever; doesn't turn off all the traps.
 * Fire traps around the chest in the center of the Inferno room; control panels on the floor to the north and south
 * Dart traps before the second lever in the Inferno room; control panel is in the northwest corner, on the west wall
 * Fire trap in the corridor past the Inferno room, coming out of the hole with the ladder; control panel is on the north wall just before it. There's no need to go down the ladder.
 * Blade traps (along the side) and fire traps (at the top) along the last corridor; control panel is on the ledge just before them. As with the spikes, the fire traps are "walked" sequentially.
 * misc=
 * After getting past the first traps, make sure your whole party is through the door before advancing; the door will close behind you and walls will open, revealing several iron defenders.
 * Agility Trial & Maneuver down the Descent: Use Feather Falling to help you jump between ladders (and, at the very least, keep you from going splat), and just float down the Descent. While climbing up the Agility Tower, it's helpful to change your angle of view so you're looking down.
 * The second section of sewer after the agility trial contains a deckhand ambush.

Rackam's Conundrum
External Links: }}
 * Click the north lever on the rug and rotate the puzzle tiles so that:
 * North and southwest puzzle: south and east tiles are lit
 * Southeast puzzle: north and west tiles are lit
 * Pull the red gem lever and reset by pulling the green one.
 * Then click the south lever on the rug.
 * Positions of the circles all stay the same.
 * Then pull red gem lever (pulling the green gem lever resets everything).
 * Old Iron Sides will appear behind you as you get near the end of the corridor past the Conundrum.
 * Navigate through the Inferno: Fire traps are visible (hence not labeled on the map). Watch out for the dart traps near the switch!
 * Use the shrines before continuing; down the northern corridor is a point of no return (without a decent jump, at least - 17 will do it).
 * Speak with Penzants: If you answer a question wrong, you'll be fighting (3-5 Deckhands will appear from the doors); you can heal/buff up between waves if you wish to fight.
 * "Run fer the loot as quick as ye can"
 * "The local tavern o'course"
 * "Double the share of the crew"
 * (doesn't matter, as you will be swashbuckling anyways)
 * "Make Meeble walk the plank"
 * Fezzik will attack if you free Meeble; he may attack even if you don't.
 * Lost Quest Guide
 * Spyderwolf's Youtube Video Quest Walkthrough
 * Bonus XP
 * Aggression bonus: 21 monsters killed
 * Onslaught bonus: 27 monsters killed
 * Conquest bonus: 33 monsters killed
 * Tamper bonus: 4 traps disarmed
 * Neutralization bonus: 5 traps disarmed
 * Ingenious Debilitation bonus: 6 traps disarmed
 * Mischief bonus: 135 breakables smashed
 * Vandal bonus: 175 breakables smashed
 * Ransack bonus: 216 breakables smashed
 * Map notes:
 * 1 - Puzzle levers
 * 2 - Key
 * collectable=Eight
 * Adventurer's Pack past the blades south of the entrance, on the east side
 * Adventurer's Pack on the upper ledge east of the skirmish
 * Cabinet in the northeast corner of the southeast square, past the explosive barrels
 * Mushroom in one of the Deckhand Ambush alcoves
 * Moss in another of the alcoves
 * Rubble on an upper ledge in the northwest corner of the Conundrum
 * Adventurer's Pack on the lower level in the fire room, past some crates along the west wall
 * Adventurer's Pack in the northern corridor
 * npcreward=Random
 * chest=Three
 * One behind a hidden door in the southeast corner of the southeast square
 * One in the center of the fire room
 * One placed randomly
 * unique=no
 * monsters=
 * Deckhands - Warforged
 * Warforged Hunters
 * Iron Defenders
 * Old Iron Sides - orange-named iron defender (always spawns)
 * Fezzik - orange-named orc barbarian