Three falling blade traps before the Drain Room (Control Panel after)
Moving whirling blade after the Drain Room (Control Panel before)
Three falling blade traps before the collapsing floor (Control Panel before)
Collapsible floor (Control Panel before)
Three falling blade traps on the way to the panther optional (Control Panel after)
Three sets of 4 whirling blades plus one moving whirling blade after the ballista (not disarmable)
Field of spike blades before the backdoor to the shrine (Control Panel before)
Tips and Misc
Karissa the Knife, Master Thief of the Night Brigade, maintains a system of heavily trapped and guarded tunnels under her lair to test prospective recruits for the organisation. With all other entrances to her manor sealed off, you must run this gauntlet in order to get face to face with your next target.
To reach the tunnels, you must first navigate a short portion of Wheloon's sewer system. Head down into the tunnels and east, then hop over a series of wooden platforms suspended above a whirlpool.
Optionally, you may also choose to drop down into the whirlpool and swim north to fight the Drainage Room Otyugh. Note that you cannot leave this section until the Otyugh is slain, after which a Dimension Door will take you back to the start of the jumping section.
A lever on the other side of this room opens a pair of Dimension Doors to skip this jumping section.
Mandatory tile puzzle if floor has collapsedIn the next room, a lever behind the door you enter through opens a secret door into the Master Thief's Tunnels. Head north to a section with another set of falling blades. The floor right behind them collapses if not disarmed.
The required Control Panel has a higher Spot and Search DC than the other ones on the quest.needs verification
Otherwise swim west (mind the piranhas!), then solve a tile puzzle to activate the magical floor and a Dimension Door leading back up to the tunnels.
Be very careful when entering the next section, especially if you're at level on Heroic – heading north here will lead you into the firing line of a Ballista!
You have a few options for what to do about the Ballista:
First off, destroying the Brazier in the first room the Ballista shoots at activates a Hiding Spot, marked by a blue rectangle, which allows you to conceal yourself from the Ballista. You can also take a hint from some friendly Wererats in a nearby tunnel and hug the left wall to avoid its fire.
Afterwards, heading north will trigger an optional fight with a red-named Panther – defeating this will open a door to a locked chest and a lever, which will allow you to open a door into the room with the Ballista and kill its operators. (The key for the locked chest is in the room north of the ballista, and must be found by Searching for it.)
Alternatively, heading west will allow you to enter a rat tunnel which brings you out on the other side of the ballista. You can choose to run south and ignore the ballista entirely or head north then west to ambush its operators. (This also allows you to reach the Panther optional afterwards.)
Now head south-east into Karissa's hideout. In the room to the north, Karissa is concealed behind a magical barrier. She summons a wave of Night Brigade soldiers to ambush you from a side room, then drops the barrier and attacks you herself. Only now does the crucial flaw in her plan become clear: by sealing every door in her hideout except the secret tunnel you entered by, the Night Brigade's Master Thief has left herself nowhere to run.
There are four notes:
One right outside the Master Thief's Tunnels
One by the first shrine in the Tunnels
One on the bar in Karissa's hideout
One in the final room with Karissa
Bonus XP
Aggression bonus: 17 or more monsters killed +10% Bonus.( ♣114♦205♥220♠235 )
Onslaught bonus: 33 or more monsters killed +15% Bonus.( ♣171♦308♥330♠353 )
Conquest bonus: 50 or more monsters killed +25% Bonus.( ♣285♦513♥550♠588 )
Tamper bonus: 3 or more traps disarmed +10% Bonus.( ♣114♦205♥220♠235 )
Neutralization bonus: 4 or more traps disarmed +20% Bonus.( ♣228♦410♥440♠470 )
Ingenious Debilitation bonus: 5 or more traps disarmed +30% Bonus.( ♣342♦615♥660♠705 )
Mischief bonus: 28 or more breakables smashed +8% Bonus.( ♣91♦164♥176♠188 )
Vandal bonus: 36 or more breakables smashed +10% Bonus.( ♣114♦205♥220♠235 )
Ransack bonus: 44 or more breakables smashed +15% Bonus.( ♣171♦308♥330♠353 )
Loot
Chests: 4
optional for killing the Otyugh
one locked behind the Panther
one locked in the rat tunnels
end chest together with 2 Piles of Gold
Collectables: 3 out of
Rubble — in the room at the end of the first rat tunnel
Improved Deception +7Improved Deception: This item makes your weapons hard to focus upon and thus provides a +7 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
AlignedAligned:Unknown Material: The material for this item is unknown due to the lack of a screenshot or an editor to add it. You can help!
Maiming 2Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +2d8 damage.
Freezing 4Freezing 4: This effect causes the edges of this weapon to become frozen to the touch, dealing 4 to 24 Ice damage on each critical hit.
Improved Deception +21Improved Deception: This item makes your weapons hard to focus upon and thus provides a +21 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
AlignedAligned:Unknown Material: The material for this item is unknown due to the lack of a screenshot or an editor to add it. You can help!
Maiming 7Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +7d8 damage.
Legendary Freezing IceLegendary Freezing Ice: On hit, this has a chance of freezing your enemies in solid ice. Struck enemies must make a DC 100 Fortitude save or be frozen solid.