Vault of Night Walkthrough (2024)

Now that someone has both the Voice and the Ring, it's time to head north from the entrance. Head back (run or DDoor) and split up into 2 more groups. The north path splits immediately into left and right sides. The person with the Ring and the Voice MUST go to the left (west) side. Furthermore, each side requires a 20 wisdom character and a 25 strength character. So each team must have those stats.

However, the north path is also riddled with traps. Many, many traps. Both spinning blades and lightning blasts. 8 in total that can be disarmed (4 on each side), though they only disable the spinning blades, not the lightning. Also, they disable the blades on the opposite side, so the boxes on the left disable the blades on the right, and vice versa.

The following are the locations of the boxes on the right side. The ones tucked around can be stood directly in front of to avoid damage, but the ones on the sides are inside the spinning blades, though they can be disabled from the sides as well, so you do not have to stand in whe blades while disabling them.

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And on the left side:

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Trappers who cannot evade consistently may want to do the right side first, as it has more boxes that can be stood directly in front of safely. Or the super safe way would to alternate right and left starting with the right. All of them do have safe spots where you can disable them without standing within the blades, though sometimes it's awkward getting the angle correct on some of them.

The lightning blasts can be jumped over, but you need a high jump skill to clear it, and you might still get zapped, but there is no disabling the lightning.

At the end of the trapped hallway, you will see a lever, a rune, and a ranged switch, along with a closed door. This configuration is mirrored on each side. You'll see that each door has 6 unlit gems around it, and each of the switches also has an unlit gem over it. Activating one of the levers/runes/switches will light up one signal gem on each door. Each switch also only remains active for exactly 5 seconds. Thus, you have 5 seconds to activate all 6 levers/runes/switches in order for the doors to open. The doors also only stay open for 3 seconds, so once you get them opened, each team needs to get in through their respective doors asap.

The lever requires a 25 strength to pull. The rune requires a 20 wisdom to activate. The target switch just needs to be hit (ranged attack, or one can jump up on the tiny ledge it's on to hit it with a melee attack. Jumping up there requires first jumping on top of the wisdom rune, then jumping up to the ledge. The hit box of the terrain doesn't match the graphics, so you may need to jump out a little bit to get all the way up).

The other side of the door does have a lever that will open the door, so as long as one person gets through, they can let others in behind them.

Each door has some warforged behind it that will also attack immediately. There is also a lever on the other side of each door that opens it easily, in case some people don't get through the first time in opens.

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Again, the Voice and Ring must go on the left side of the north way. If there is only one person who can open locked doors, they should also go left. The left path goes up and around to another door that leads into a large room with lots of lava and bridges.

The right way takes a quick left turn to a door that opens up into the same area, but at a lower level. There will also be towers in the lava with enemies and levers on them. These levers control the barriers on the bridges.

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However, the levers only lower the barriers for 3 seconds, then reset. Also, the closer lever only activates the green gem barrier, and the farther lever activates the red gem barrier. The bridge on the lower (right) path requires both be activates at the same time. While the upper (left) path is green first, red second.

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Fortunately there is a workaround that most people do now, as it is much faster... but it requires you have a good jump, good movement speed, and feather fall.

Each side can jump around the barriers (note: you cannot jump over them due to janky hitboxes/invisible walls).

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If someone falls into the lava below, you can get out of the lava either where the right side jumped to, or to the beginning of the right side - as it has easy to jump up to ledges - as shown below.

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From there, you can either stay on the right side, or head back around to the left (you'll need someone still on the left side to go to the door and open it from the other side).

Both sides continue forwards. Left side through the upper door across the bridges, right side through the lower door across the lower bridge and lava.

The left side will pass by a locked lever. This will become important soon, but it is locked by a mechanism further along this path. To the right of this locked lever is yet another locked door. Pick it open and continue onwards. If the right team is fast, the enemies beyond this door will rush past you to try and run down to get to them before getting stuck and coming back.

The right side will get ambushed by 6 warforged in their next hallway (the open door will close before you can get to it and the warforged will attack. After that they will come across their own locked lever, with a barrier to the left and right, and a door beyond. Going through the north door past the lever will aggro some of the enemies up above that the left team will deal with, as well as enemies for them to deal with. There will be a locked chest in this room, so if you have someone else who can open locks, they can open this chest. If not, you'll have to wait for the left team lock-pick to finish on the left side.

This room (where the left team is up above again and the right team is below with the locked chest), can be dangerous to the clumsy. You can fall into the lava below, and the only way out is via a DDoor cast while jumping/falling in the air. you do NOT want to fall here!

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The right team can now only wait for the left team to finish their task. They should wait by the locked lever (which also requires a 25 strength to pull). Once the left team does what they need to do, a beam of energy will appear and hit the pillar the lever is on, powering/unlocking it and allowing it to be pulled. Once this happens, left team must pull the lever. Doing this will let the energy continue to where it needs to go, but will also lower the east and west barriers, releasing the iron golems. Kill them.

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The left team has a bit more to do. heading forwards (east) past the overlapping lava room with the locked chest down below, you will go through another door with a ladder and several warforged beyond. The ones on your level are easy to dispatch, but the ones above you will attack with spells while you climb the ladder.

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Up the ladder and to the left (north) is yet another locked door! Pick it open and fight another red named dwarf: Malachi the Breaker. This one is a spellcaster.

This room has two floors. The lower floor has two wheel puzzles behind a barrier to the left and right (west and east). The upper floor has another wheel puzzle behind a barrier to the north, and a speaking stone to the south.

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This is where the Ring and Voice start being used. The person with the Ring in their possession is able to walk through these barrier and do the wheel puzzles. Each speaking stone also has a symbol underneath it. Those symbols tell you the solution to the wheel puzzles. There are 3 speaking stones and 3 wheels. The color of the gem above the speaking stone also corresponds to the wheel color. The speaking stones are located at the east puzzle we did at the beginning (orange), down the ramps on the way to the Ring to the west (purple), and here in this wheel-puzzle room (green).

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However, there is an easy cheat. Each wheel is set 4 turns away from it's own solution. So just walk in and click each wheel 4 times. If you mess it up, it's the symbols shown above, which I view as: purple-cactus on a planet, orange f, green elephant.

Once those are done, the person with the Voice must interact with the speaking stone in this room. You must tell every speaking stone that you are Otto Knucklebones for it to give you the next options to continue the raid. Then ask it what tasks it can perform. You will want to do both options, it doesn't matter what order. So Lower the emergency barriers in accounting, and channel energy to the North Portal Conduit.

Channelling energy will unlock both the left side lever that was passed earlier, and the right side lever the right party is waiting beside. Both levers require a 25 strength to use. Pull them both. Timing does not matter, they just both need to be pulled. The right side party will now have to fight two iron golems, while the left side doesn't spawn anything.

The left side party can now fall down to the right side locked chest in the lava room to loot it (be careful not to fall all the way down), or they can run (but preferably DDoor) back to the entrance. If you go for loot, the door to rejoin the right party will close until the iron golems are defeated. However, it's fastest for both sides to DDoor back tot he entrance now that both levers are pulled.

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Vault of Night Walkthrough (2024)

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