Monastery of the Scorpion

This ancient monastery must have been abandoned for a good reason.

{{Quest Navigate through the upper level of the monastery by finding open rooms with a floor tile and activate it to open each subsequent room. Enter a reverse gravity room with spikes on the ceiling and a lever to disable the gravity effect. Then activate nodes on a complex puzzle to first drop a barrier, then power jets needed to access levers and unlock the boss's chamber. | objective_1  = Acquire the Siberys Dragonshard Essence | objective_2  = Breach the sealed barrier | objective_3  = Navigate down the shaft | objective_4  = Gain access to the guardians chamber | optional_1   = Slay Athene | opt_percent_1 = 10 | optional_2   = Slay Varayana, Mockery Master | opt_percent_2 = 10 | optional_3   = Slay Hashshashi | opt_percent_3 = 10 | optional_4   = Light the runes around the symbol | opt_percent_4 = 10 | optional_5   = Solve the guardian's puzzle | opt_percent_5 = 30
 * name      = Monastery of the Scorpion
 * adpack=The Reaver's Reach
 * level     = 17
 * duration  = very long
 * solo = 4860
 * normal = 8420
 * hard = 8740
 * elite = 9060
 * loc       = Drow Monastery
 * npc       = Milaxia
 * zone      = Reaver's Refuge
 * patron    = Agents of Argonnessen
 * favor     = 8
 * free      = no
 * mappic    = M monastery of the scorpion.png
 * maplegend = yes
 * loadingpic = L Monastery of the Scorpion.jpg
 * overview  =
 * expect=
 * Traps (random, some fixed, some undisarmable)
 * Collapsible floor
 * Points of no return
 * Overlapping floors
 * Spawning/respawning monsters
 * Puzzles (mandatory: tile puzzle and light puzzle)
 * Randomly placed levers (mandatory: 1 on the top floor, 1 on the bottom floor)
 * traps= Trap DC

Many, mainly blades. Shaft room also features a gelatinous cube trap that will break the catwalks which contain 2 levers. Note that this trap is only triggered if you fall all the way to the bottom, so you may still obtain the bonus chest if you land on the catwalks as you flip the rune and activate both levers, regardless of whether you disabled the trap. Trap reflex DC's on Elite:
 * Shaft room - reflex DC51, 100 damage
 * Shrine area - reflex DC55, 350 damage
 * Corridor traps - reflex DC63
 * misc=
 * Drow casters like Hold Person, Web, Chain Lightning, Ball Lightning, Poison spells, and Enervation. Freedom of Movement, Electrical and Poison Resists, and Death Ward are helpful.
 * Scorpions and Drow Casters and Warriors respawn constantly throughout the map, even after the quest is complete. Be constantly on your guard.
 * If you can't get to a trap Control panel, it should be easy to work your way around to the other side, if your trapper would rather not risk the trap.
 * Athene may spawn in one of the sealed rooms on the top floor.
 * Chactini may spawn in one of the sealed rooms on the top floor.
 * Hashshashi may spawn in one of the rooms on the top or bottom floor.
 * Varayana may spawn in one of the rooms on the bottom floor.
 * Light the Runes puzzle:
 * Lighting the gems via the puzzle, turns on air jets for the corresponding colour rune(s). There are at least 3 Levers you need to reach. The first image "Lower the barrier" solution lowers the barrier. That should also allow you to ride the 'Red rune' airjet to get to a Lever. It also allows you to drop down to pull the 'Orange rune' Lever. The second image "Lit the runes" allows you to travel via the 'Yellow rune' airjet to get the third Lever. The lighting of the movable puzzle tile near the Large Orange rune symbol on the floor will reset the puzzle tiles to "unlit" state.
 * The 'Part 1' and 'Part 2' solution is enough to progress... The "Fully solved puzzle" solution is not required.
 * Guardian's Puzzle:
 * Puzzle is always solvable in its initial form. However, if you burn out a tile, you may make it unsolvable and thus need to either kill Sannyasi through combat (extremely hard) or burn out another tile and try again. So if you wish to complete it, be careful not to hit Sannyasi at all, as even a single hit has a chance to burn out a tile. When a tile burns out, it does not disappear from the board, but goes dark. Remember to take off your guards.
 * Every time Sannyasi is taken down by about 10% health (After the initial tic, which is random and can be as little as 1% health), it burns out a puzzle piece in the on position. (There may be a limit on the number of pieces that can be burned out)
 * If at any time the puzzle is solved, Sannyasi dies.
 * If you have the puzzle reduced to only need one piece being lit, and that one happens to be the one Sannyasi has burned out, it dies as he essentially completes the puzzle for you. It's even possible he may just complete it accidentally immediately as you enter the room and kill himself, which is always funny; however, this is an extremely rare occurrence.
 * {{Bug|Sannyasi has a mechanic that will reset his health bars to full health. This is supposed to only activated in the instance he leaves combat and there are no other targets available (i.e. all targets dead, dimension door, teleport, etc.), however, this appears to be occurring while he is also in combat.{{Ref|1={{Forums|p=4436801}}}} }}

Upper Level

 * Expect non-stop fighting against small groups, which may respawn shortly after you have "cleared" an area.
 * Go your way south, past the side passage to the shrine (which is sealed), to the first large passage to the left. Go to the 2nd room on the left, and step on the pressure plate there (all pressure plates are shown as a "quest item" or "lever/valve" on the map, above).
 * Each pressure plate randomly opens one of the remaining 5 rooms. With the first, you will be told you hear "the opening of a door down the hall."
 * Continue similarly to the pressure plates in other rooms, and pull the lever when you find it.
 * The tricky eastern room down is now open. The room starts with reverse gravity, sending you toward the spikes at the top. There is a "floor tile" on the ceiling (far right/southeast corner) to use which turns off the reverse gravity - and, for a short time, negates any Feather Fall!
 * If you want the chest on the floor, the first person(s) must land on two catwalks, to pull levers on the walls. If anyone lands on the floor, these catwalks "break" and are unusable, as are the levers which turn off the barrier to the chest.
 * Targeting the first catwalk is not easy, as you fall quickly at first!
 * If you did not disable the traps, kill the gelatinous cube(s) on the floor level.
 * Step on the pressure plate on the floor to proceed out (expect the usual immediate welcoming party)...
 * If you are fast and coordinated, it is possible for the entire party to get out of the room, leaving the cube(s) stuck inside.

Lower Level

 * Find the lever randomly located in one of the side rooms and pull it. This lowers the barrier to proceed (and to that shrine).
 * Optional (chest) - At the west end of the northern hall is a secret room. Turn the valve and you will hear "the faint sound of water in the distance." This gives access to find and enter the secret door in the room northeast of the shrine.
 * This room has a "false puzzle" that will collapse and drop anyone standing on it to a spiked area (the water from the previous step stops you short of the spikes).
 * However, a gelatinous cube also drops, blocking the ride "back up" if there is water below - range it before dropping down.
 * The air jet will send you up out of the water back to the lower level - eventually. Keep trying. Or use Dimension Door.
 * Solve the "Light the Runes" puzzle.
 * Solving part 1 gives access to drop down to the Shrine - pull the lever but don't light the floor tile there yet (as this resets the puzzle's power gem). This is the "uncomplicated", best tactic - you can also solve the entire puzzle, but then you get knocked around like a pingpong ball.
 * Ride the air jet up and to the left, and then ride the air jet off the red rune - then pull the lever at the end of that passage, and turn everything on the shrine level.
 * Solve the 2nd configuration, and ride up and to the right. Jump up into the yellow rune's airjet to access the 2nd lever.
 * Drop down the back side and pull the elevated lever there.
 * You may now proceed by riding the airjet from the large golden rune in the back of the shrine level, or solve the entire puzzle for an additional end chest.
 * To avoid activating all the air jets, do not light the final puzzle until solved.
 * If you get blasted into the air-jet halls, drop down the back, turn the floor rune to turn off the puzzle's power gem, and go back up to finish solving it - unlit until the end.

End Fight

 * Solve the Guardian's Puzzle (see notes, above).
 * The Guardian is a thug - avoid or kite him.


 * devious         = 10
 * aggression      = 90
 * onslaught       = 116
 * conquest        = 140
 * tamper          = 10
 * neutralization  = 11
 * ingenious       = 12
 * observance      = 1
 * chest=5 - 9
 * 1 in the entrance area near the first shrine
 * 1 in shaft room
 * 1 in water room
 * 1 for killing Chactini (Scorpion, doesn't always spawn)
 * 1 optional for killing Hashshashi (Drow, doesn't always spawn)
 * 1 optional for killing Athene (Drow Cleric, doesn't always spawn, can spawn in multiple locations)
 * 1 optional for killing Varayana (Drow Monk, doesn't always spawn, can spawn in multiple locations)
 * 1 at the end for killing Sannyasi (Drow Scorpion)
 * drops Siberys Dragonshard Essence and Eldritch Rune
 * 1 optional at the end for solving the puzzle without having burned out any of the puzzle pieces.
 * drops an extra Eldritch Rune
 * collectable=

}}
 * Rubbles, altars, adventurer's packs.
 * Can drop low level collectables which can be used for Alchemical Rituals.
 * npcreward=Standard, Choose from 10. Loot lvl17+ thus +2 tomes possible.
 * external = Puzzle Solvers:
 * http://solver.cubicleninja.com/
 * http://solver.cubicleninja.com/
 * http://solver.cubicleninja.com/