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Locked Away (Part One)

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Locked Away (Part One) is the 3rd quest in The Chill of Ravenloft Part Two story arcStory arcs are chains of quests that make up a story line.
Completing everything in a story arc often yields a nice reward.
.
These quests can be completed in any order.
Ends and Means • Cold Snap • Locked Away (Part One) • Locked Away (Part Two) • Snowfall and Sunlight

Armon Auerbach is the only one who knows how to modify the Unbreakable Heart. Yet finding him will be no easy matter. After a falling out, Dr. Mordenheim had him locked away deep inside Ludendorf Asylum.

Requires access to adventure pack: The Chill of Ravenloft
Locked Away (Part One)
Heroic level: 8
Epic level: 36
(considered Legendary)
Duration: Medium
Heroic XP:  ♣1,557Solo/Casual ♦2,752Normal ♥2,908Hard ♠3,064Elite
Epic XP:  ♣14,090Solo/Casual ♦24,011Normal ♥24,538Hard ♠25,065Elite
Takes place in: Ludendorf Asylum - Main Building
Bestowed by: Renate Follmer
NPC contact: Renate Follmer
Quest acquired in: Ludendorf City Hall
Patron: Keepers of Lamordia
Base favor: 4
Purchase: The Chill of Ravenloft
Extreme Challenge: No

Overview

Go to Ludendorf Asylum and search for Armon Auerbach. He's the only one who can modify the Unbreakable Heart.


Spoiler Warning: Spoiler material below this point!


Objectives

  • Speak to the Receptionist
  • Find the Silver Key to unlock the Patients' Wing
  • Escape from the Head Orderly
  • Find a way to drain the washbasin before using the fishing rod
  • Use the Fishing Rod in the Kitchen Drain
  • Use the Silver Key to unlock the Patients' Wing
  • (Optional) Collect information on the Asylum (6 total) — no XP
  • (Optional) Slay the Otyugh — no XP

Tips and Misc

  • Ludendorf Asylum is an asylum in the oldest, worst, sense of the concept: a place where mentally troubled citizens of Ludendorf are interred to be forgotten by their respectable families. Recently, Doctor Viktra Mordenheim has also been using the place as a private prison - and a source of "volunteer" research subjects. You're here to spring Armon Auerbach, one of her ex-apprentices, from confinement in the hope that he can help you modify the Unbreakable Heart into a makeshift bomb.
  • Your interview with the asylum's receptionist goes spectacularly poorly - after a half-hearted attempt to feign ignorance, she summons the asylum's orderlies to eject you. (Apparently you've made such a name for yourself in Ludendorf that Doctor Mordenheim now considers you a personal enemy.) She does, at least, accidentally volunteer that the locked Patient's Wing can be opened with the spare key - although it's currently missing.
  • As you head through the Asylum's West wing, encountering a ghostly voice on the way, you find yourself locked in a storage room with the Asylum's imposing Head Orderly. The Orderly quickly proves to be a brutally dangerous enemy - even before you discover that he has struck a bargain with one of the Dark Powers, and the Blessing of the Full Moon he received means he is effectively invulnerable to physical harm! To escape the storage room, you'll need to trick him into charging into the weakened walls screening off the levers locking the door to the courtyard outside. Mercifully, the Head Orderly draws the line at beating you to death in front of the asylum's patients.
  • Make sure to grab the Fishing Rod from the frozen well as you head back into the asylum (you can't actually leave this area without the Fishing Rod - apparently your adventurer senses just won't let you leave a room at this point without grabbing sparkling objects.)
  • Another ghost slams a door in your face as you proceed to the East Wing - you'll need to head North at the previous intersection to turn off the alarm before it will allow you to pass. The next set of ghosts you encounter are even less keen on your presence, and you won't be able to pass without destroying a considerable amount of the Dining Room's remaining tableware.
  • Inside the kitchen, you find a note of some interest - apparently one of the asylum's nurses dropped the spare key into the drain after preparing food for a sick patient. Unfortunately, the water is so murky that you'll need to drain the water level in the sink a bit before you can make use of the Fishing Rod to recover it. (While you're here, you can head West to open a shortcut back to the reception to let in any latecomers.)
  • Heading North, then West, you enter the Water Control Room. You'll need to jump up the metal platforms and pull the three valves to drain the water from the sink - although be aware that pulling the first valve also electrifies the floor for... reasons. Maybe it's something to do with the infestation of giant spiders?
  • Another ghost awaits you in the next room - and as you draw close, you notice the floor creaking. Standing near the ghost will cause the floor to collapse after a short time, dropping you into an optional fight with an Otyugh. You can instead avoid the fight by heading East here.
  • After another visit to the Kitchen, you can head back to the reception, Silver Key in hand. You can now resume your search for Armon Auerbach in the Patients' Wing - although it's becoming increasingly clear that you'll need to work out how to defeat the Head Orderly before you can make your escape.
    • The first part of Locked Away concludes here - you can continue straight on to Locked Away (Part Two) now through the door, or leave and return to the Asylum later if you so prefer (or, in fact, you could have done Part Two first, if you really wanted to confuse yourself.)
  • There are a total of six notes:
    • One behind the receptionist's desk
    • One near the Fishing Rod
    • One near the drain in the kitchen
    • One in the Director's Office
    • One in the first of the Back Rooms
    • One by the end chest

Bonus XP

Loot

  • Chests: 3
    • One locked in the Director's Office
    • One for defeating the Otyugh
    • End chest
  • Collectables: 2

NPC end rewards

Randomly generated loot, ML correlates with effective quest level.

Named Chest Drop

Last Edited Item Type Enhancements ML Bind Quests
Contraption Keyring
(edit)
Ring 8 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest (rare)
Gravekeeper's Heavy Cloak
(edit)
Cloak 8 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest
Socket Band
(edit)
Ring 8 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest
Tangle of Wires
(edit)
Belt 8 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest
  • Update 75
  • 2 months and 14 days
  • Nirrudn
Scientist's Sights
(edit)
Goggles 8 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest
Legendary Contraption Keyring
(edit)
Ring 34 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest (rare)
Legendary Gravekeeper's Heavy Cloak
(edit)
Cloak 34 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest
Legendary Socket Band
(edit)
Ring 34 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest
Legendary Tangle of Wires
(edit)
Belt 34 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest
  • Update 75
  • 2 months and 14 days
  • Nirrudn
Legendary Scientist's Sights
(edit)
Goggles 34 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Locked Away (Part One), end chest

Based on Locked Away (Part One) loot ( t • e • h )

This quest may also drop the following Lunar and Solar Gems:

     
Item Type Enchantments ML Bind Location
Solar Gem of MRR Cap (Heroic) Sun augments
  • +10 Artifact Bonus to Magical Resistance Rating Cap
1 UnboundUnbound: This item is Unbound, and may take permanent damage.

Solar Gem of MRR Cap (Legendary) Sun augments
  • +30 Artifact Bonus to Magical Resistance Rating Cap
30 UnboundUnbound: This item is Unbound, and may take permanent damage.

Solar Gem of Dexterity (Heroic) Sun augments 1 UnboundUnbound: This item is Unbound, and may take permanent damage.

Solar Gem of Dexterity (Legendary) Sun augments 30 UnboundUnbound: This item is Unbound, and may take permanent damage.

Solar Gem of Constitution (Heroic) Sun augments 1 UnboundUnbound: This item is Unbound, and may take permanent damage.

Solar Gem of Constitution (Legendary) Sun augments 30 UnboundUnbound: This item is Unbound, and may take permanent damage.

Lunar Gem of Balance and Tumble (Heroic) Moon augments 1 UnboundUnbound: This item is Unbound, and may take permanent damage.

Lunar Gem of Balance and Tumble (Legendary) Moon augments 30 UnboundUnbound: This item is Unbound, and may take permanent damage.

Solar Gem of Evocation (Heroic) Sun augments 1 UnboundUnbound: This item is Unbound, and may take permanent damage.

Solar Gem of Evocation (Legendary) Sun augments 30 UnboundUnbound: This item is Unbound, and may take permanent damage.

Monsters

Name ( picture ) CR Type Race
Aggressive Patient( view
 • edit )
 ♦8Normal ♥10Hard ♠13Elite ♦36Epic Normal ♥40Epic Hard ♠45Epic Elite Humanoid Human
Asylum Flesh Golem( view
 • edit )
 ♦10Normal ♥12Hard ♠15Elite ♦38Epic Normal ♥42Epic Hard ♠48Epic Elite Living Construct Golem
Asylum Orderly( view
 • edit )
 ♦8Normal ♥10Hard ♠13Elite ♦36Epic Normal ♥40Epic Hard ♠45Epic Elite Humanoid Human
Asylum Otyugh( view
 • edit )
 ♦11Normal ♥13Hard ♠16Elite ♦39Epic Normal ♥43Epic Hard ♠49Epic Elite Aberration Otyugh
Asylum Spider( view
 • edit )
 ♦8Normal ♥10Hard ♠13Elite ♦36Epic Normal ♥40Epic Hard ♠45Epic Elite Vermin Spider
Domestic Poltergeist( view
 • edit )
 ♦8Normal ♥10Hard ♠13Elite ♦36Epic Normal ♥40Epic Hard ♠45Epic Elite Undead Poltergeist
Electrical Servitor( view
 • edit )
 ♦8Normal ♥10Hard ♠13Elite ♦36Epic Normal ♥40Epic Hard ♠45Epic Elite Living Construct Golem
Head Orderly (Human)( view
 • edit )
 ♦11Normal ♥13Hard ♠16Elite ♦39Epic Normal ♥43Epic Hard ♠49Epic Elite Humanoid Human