Tomb of the Tormented

{{Quest | name            = Tomb of the Tormented | adpack          = The Necropolis, Part 3 | level           = 11 | duration        = Long | raid            = false | solo only       = false | solo            = 4164 | normal          = 7300 | hard            = 7660 | elite           = 8020 | xp              = | ecasual         = | enormal         = | ehard           = | eelite          = | epicxp          = | bestower        = Kyriel Kallistae | npc             = Kyriel Kallistae | loc             = Tomb of the Tormented | zone            = The Necropolis | patron          = The Silver Flame | favor           = 6 | free            = false | extreme         = false | mappic          = M tomb of the tormented.png | maplegend       = yes | othermap        = yes | mappic2         = Map TombOfTheTormented Maze3.jpg | thirdmap        = yes | mappic3         = Map TombOfTheTormented RatPaths.jpg | fourthmap       = | mappic4         = | fifthmap        = | mappic5         = | loadingpic      = L Tomb of the Tormented.jpg | overview        = Kyriel Kallistae of the Silver Flame has asked that you venture into the Tomb of the Tormented and lay the mummy Akhom to rest. She didn't tell you any details about what you might find once you get there, other than to say they attempted to advance and were unable to make any progress. | objective_1     = Awaken Akhom | objective_2     = Guide a rat into the central chamber | objective_3     = Guide a rat into the central chamber | objective_4     = Guide a rat into the central chamber | objective_5     = Defeat Akhom | obj_failure_3   = | optional_1      = Defeat the wight tormentors | opt_percent_1   = 40 | expect          = | traps           = Trap DCs | misc            =
 * Traps (fixed, 1 undisarmable)
 * Overlapping floors
 * Mazes (3 with fixed layouts)
 * Spawning/respawning monsters
 * Randomly placed quest item (optional: Key)
 * Whirling Blade traps in Maze 3
 * Spinning Blade trap (undisarmable) in Maze 3
 * {{Forums|308256|label= Illustrated guide to Maze 3}}
 * Rogues can disable all traps inside the mazes APART FROM the moving Spinning Blade trap - this section needs to be navigated by careful timing
 * The Famished Rats are not hostile to you so you cannot damage them
 * Methods to kill the Worgs and Carcass Eaters patrolling the mazes include:
 * The Arcane spell Sonic Blast, either cast or from a wand, scroll, or ({{Item|Dampened Cacophonic Verge|Dampened}} / {{Item|Epic Cacophonic Verge|Epic}}) {{Item|Cacophonic Verge}} damages the Worgs and Carcass Eaters.
 * Fireball & the Sorcerer SLA Fireball, Acid Blast & the Sorcerer SLA Acid Blast work, but you must target the Worgs/Carcass Eaters directly. Hirelings with these spells will not target monsters in the maze. Splash damage from spells like Fireball also works
 * Chain Missiles works if cast upon a target close to the Worg/Carcass Eater
 * An Artificer's Exploding Fire Shot Rune Arm blast, e.g. from Animus, {{Item|Hand of the Tombs}} or Khyber's Fury, will penetrate the floor
 * The Artificer Spell & SLA Lightning Sphere works
 * The Druid spell Fire Seeds will not have any affect on the Worgs and Carcass Eaters; however, the Druid's spell Fire Seeds (Trap Version) will damage them IF the seeds fall through the grating into the maze
 * The Druid spells Body of the Sun, Call Lightning Storm, Enveloping Swarm and Creeping Doom can penetrate the floor
 * The Favored Soul Angel of Vengeance Summon Archon
 * {{Item|Wand of Blasting}}
 * Carcass Eaters may eat your Hunks of Rotten Flesh and take a small amount of damage, eventually killing them (note: they are fussy eaters - in some instances they ignore it). Worgs will not touch the meat
 * As of Update 21, Summons that can Teleport and Blade Barrier no longer work
 * To avoid the Rat Fights:
 * The Druid/Ranger ability Improved Wild Empathy can also charm the Worgs and Carcass Eaters for some time, so they won't attack your rats
 * Wild Empathy also works but, while the affected mobs will not attack your rats, your rats will still attack the mobs
 * Monks can permanently kill the Zombies with a Void Strike Vorpal attack
 * The Zombies will be permanently killed if they are active and on the metal grating when the Famished Rat goes up the ramp into the central chamber
 * The level 12 Bard hireling "Chantral" can kill the maze monsters for you.
 * Bardic Inspiration can be used to buff the rats. With Spellsinger enhancement Music of the Dead, Sustaining Song can heal them.

Walkthrough
Some say that the Tormented are not the Zombies in the tomb, but you.

Entering this tomb, you find yourself standing on a grate that looks down into a maze. There are small holes interspersed throughout the maze, and a bunch of Zombies, Skeletons and Wights on your level:
 * There are 3 Mazes in the quest, of increasing difficulty
 * You can't proceed to Maze 2 until Maze 1 is complete
 * You can't proceed to Maze 3 until Maze 2 is complete
 * You can't proceed to the Central Chamber until Maze 3 is complete
 * Each Maze contains Famished Rats, one of which needs to be led through to the end of each maze
 * The Mazes also contain Carcass Eaters and Worgs that can kill (and be killed by) the Famished Rats
 * The Carcass Eaters can be led through the Mazes in the same way as the Famished Rats BUT this does not always work reliably

Before starting each Maze, it is best to clear the upper area of all foes:
 * Destroy all of the sarcophagi and the Wights which spawn when you break them
 * If you don't destroy the sarcophagi manually, they may break on their own, releasing a Wight
 * Skeletons spawn as you cross the stone floors (nothing special to note)
 * As you kill the Zombies, Hunks of Rotten Flesh will drop to the ground
 * This can be collected for use in guiding the Famished Rats through each Maze
 * Defeated Zombies will re-animate after ~1 minute, to be killed again, providing a ready supply of Rotten Flesh
 * Once each Maze is complete, the Zombies from that Maze can be killed permanently (each Maze has its own Zombies, so you won't run out of Rotten Flesh)
 * It can help to pull all the Zombies, Skeletons and Wights off the current Maze before killing them
 * This prevents dead Zombies and Rotten Flesh from blocking holes in the floor
 * It also prevents re-animating zombies from distracting the person working to solve the maze
 * For Maze 2 and Maze 3, the party can all stay on the previous Maze while 1 or 2 people pull the Wights and Zombies back towards them
 * Killing the Zombies when they do not have line of sight to the active Maze means they will not Aggro on the person solving the Maze
 * When soloing, a hireling can be parked in this location and the Zombies left dead around the hireling
 * As soon as all the Skeletons and Wights are dead and the Zombies are out of the way, solving the Mazes can begin
 * The person solving the Mazes can return to where the zombies are to pick up fresh Rotten Flesh at any time

Solving the Mazes:
 * Rotten Flesh can be posted through the holes in the floor of the maze, landing on the floor below
 * The Famished Rats will follow the trail of Rotten Flesh through the Maze
 * If there are 2 pieces of Rotten Flesh in different directions, the Famished Rat will go to the one dropped first
 * In Maze 1, the Rat can be led straight to the exit using a trail of Rotten Flesh
 * In Maze 2, the Rat needs to be led onto Pressure Plates to open doors, before moving onwards
 * The Pressure Plates have a Rose Design on them. When your Rat steps on them, the swinging doors will change position. If the Rat steps on them again, it will switch the doors back
 * Pressure Plates are not by the doors that they open, so the Rat needs to be led back to the doors after using the Pressure Plates
 * In Maze 3, the Rat needs to be lead onto Pressure Plates to open doors, before moving onwards, but there are also traps to navigate
 * As with Maze 2, Pressure Plates are not by the doors that they open, so the Rat needs to be led back to the doors after using the Pressure Plates
 * If you have a Rogue in the party, they can disable the Whirling Blade traps (3 of them) before you start leading the Rat
 * If you don't have a Rogue in the Party, be very careful not to drop Rotten Flesh on the far side of a trap until you have the rat in position to cross it
 * When navigating the Maze, lead the Rat to the hole just before the Whirling Blade trap, then stand by the hole
 * Stand by the hole across the trap from the Rat and watch the trap whirl to get used to the timing (Don't Rush it)
 * Just before the blades stop whirling, drop the Rotten Flesh in the hole and the Rat will cross safely
 * NB: If in doubt, wait until the next spin. It's better to take a few seconds longer than to lose your Rat
 * In the section with the moving Spinning Blade, you need to guide the Rat into the alcoves so the blade can pass by the Rat
 * Until you know the layout, only lay Rotten Flesh out for the section you are currently working on
 * Section 1 (Start to Alcove 1)
 * Get Rat to hole before start of Spinning Blade section
 * Lay Rotten Flesh from Alcove 1 back to the hole before you get to the first hole of the Spinning Blade section
 * When the Spinning Blade is under the first hole, drop Rotten Flesh into the hole
 * The Rat will now follow the meat to the Alcove 1 and stay there
 * Section 2 (Alcove 1 to Alcove 2)
 * Lay Rotten Flesh from Alcove 2 back to hole before you get to the hole just outside Alcove 1
 * When the Spinning Blade is passing Alcove 1, while travelling from Start to Finish of Spinning Blade section, drop Rotten Flesh into the hole opposite Alcove 1
 * The Rat will now follow the meat to the Alcove 2 and stay there
 * Note: Do not drop meat as the Blade is travelling from Finish to Start or the Blade will catch up with your Rat. Your Rat will die
 * Note: If you delay dropping the Meat into the hole WAIT. There is only just enough time for the Rat to get safely to Alcove 2. If you drop the meat when the blade is further round, your Rat will die as the blade comes back
 * Section 3 (Alcove 2 to Pressure Plate Alcove)
 * Lay Rotten Flesh from Pressure Plate Alcove back to hole next to the Swinging Door
 * When the Spinning Blade is passing Alcove 2, while travelling from Finish to Start of Spinning Blade section, drop Rotten Flesh into the further hole opposite Alcove 2 (next to the last piece of meat you dropped)
 * The Rat will now follow the meat to the Pressure Plate Alcove and stay there. The Door will swing open
 * Section 4 (Pressure Plate Alcove to Exit)
 * Lay Rotten Flesh in the hole immediately beyond the Swinging Door
 * When the Spinning Blade has just reached the Pressure Plate Alcove and is travelling back to the Start of Spinning Blade section, drop Rotten Flesh into the hole opposite the Pressure Plate Alcove
 * The Rat will now follow the meat safely out of the Spinning Blade Section
 * You may need to repeat the Spinning Blade section multiple times if you need to kill the Carcass Eaters with your Rats
 * After the Spinning Blade Section, there are 2 more Pressure Plates to be operated, each with a Whirling Blade trap before them
 * Use the same technique as before for crossing these traps, if there was no Rogue to disable them

After the Mazes are complete:
 * The Central Chamber of the Dungeon opens and you can fight Akhom the Mummy
 * You can enter the Mazes from the Central Chamber, to obtain the Silver Key and access the Optional Chest (the locations of these can be determined from above)

Notes: | insidious       = | devious         = | discreet        = | aggression      = 62 | onslaught       = 77 | conquest        = 98 (kite Akhom until Wights in Central Chamber are defeated) | tamper          = | neutralization  = 2 | ingenious       = | observance      = | perception      = | vigilant        = | mischief        = 35 | vandal          = 46 | ransack         = 56 | bonus_xp_notes  = The (Optional) Defeat the Wight tormentors can only be completed near the end or post completion, as a few Wights are located in Sarcophagi in the Central Chamber | chest           = 2 | collectable     = | npcreward       =  Random item | unique          = | external        = }}
 * You can only move one Rat at a time; the others do not move
 * If your Rat dies, it will respawn back at the start of the Maze, so don't worry about rat death
 * There are Carcass Eaters and Worgs in the mazes: they will attack your rat, but your rat will fight back
 * Two or three rats in a row will usually kill off a single bad guy, although not so well on Elite
 * Your rat is Undead. However, Negative Energy Burst and Death Aura do not penetrate the floor, so cannot be used to heal your rat
 * Sustaining Song will damage your Rat
 * Each time your rat eats a piece of meat, he gets a tiny bit of health back
 * The Worgs will not touch the meat
 * The Carcass Eaters will eat your meat, but in doing so they take a small amount of damage. With enough meat, they can be killed this way
 * It may not always be in your best interest to kill them. While only the Starving Rats will complete the maze for you and wake the mummy, the Carcass Eaters can be lured with the meat onto pressure plates to activate them or if you choose, to their death in the blade traps
 * The Carcass Eaters cannot be lured by meat once they are aggroed by anything on the top floor, whether by damage methods outlined above, or by aura effects such as the Exalted Angel aura
 * Sometimes the Carcass Eaters will not go after the meat even without aggro. One theory is that their AI bugs when meat is placed in front of them and they are just about to turn. It may be safer to put meat in the path in front of them before turning/stopping points
 * It is possible to block Worgs & Carcass Eaters behind different walls, but it may be easier to just kill them with rats. They do not walk into the areas with moving Spinning Blade trap
 * Thanks in large part to
 * Thanks in large part to
 * End Chest (after killing Akhom)
 * optional locked chest in Maze 3 at Rat respawn point (Silver key to unlock at random location in one of the 3 Mazes)