This is from an old quest guide post on the DDO forums that the originator has had closed down. I still find it useful. This quest even more so. Maybe it will help you.
The Pit
Quest Giver: Vargus d’Deneith behind the Anvilfire Inn
Level: 7 Party
Patron: House Deneith (9/18/27)
Length: very long
Entry Point: behind the Anvilfire Inn
Prereqs: none
Recommended Party: standard, someone with the Jump spell and resistances
Base Experience: 7,780
Quest Info:
--Creatures: troglodytes, oozes, slimes, fire elementals
--Traps: force, lightning
Walkthrough:
The most beloved quest in the game. Well, it makes my top three, anyways. This quest challenges your skill as a video game player, a puzzle solver and a DDO player. All inclusive and fun. Though some will avoid this quest like the plague, I run it routinely to help friends with favor or to try for a MuckDoom, and I always enjoy it.
To be prepared, you are going to want someone who can cast jump and resistances. Acid arrow, fire ball, lightning bolt and magic missiles are all common spells seen by the troglodyte casters.
Okay here we go.
Step 1: Head south to the main shaft. Your first job is to power up the backup generators. Head across and go down one level, then cut across the intersection and go up. When you get to the intersection with the open acid pipe, cut across that intersection to the northwest. (Tip: You can close the acid valve to prevent future accidental run-ins, or just avoid the acid spouts. Be careful if you choose to close the acid valve.) This will take you to the backup generator room. Here you must pull the levers in the corners and in the middle, a total of 5 levers pulled. The order does not matter.
Step 2: Light the First Furnace. The furnace rooms are towards the bottom levels on the southeast side. The quickest way to get there is just to jump, with feather fall, in that direction. Be careful not to drop too far though, or you will go beyond the bridges and all the way to the bottom of the pit. It is shallow lava and ooze filled down there, with the longest ladder in the world to climb back up, so try not to have that happen. It is easy to tell which hall leads to the furnaces, because it is the only one with 3 signal crystals set above the hallway.
Head north to the first furnace room. First thing to do here is to head to the east wall to the valve set under an unlit signal gem, turn the valve to light the gem. This is one of three necessary valves to open the gate to the Avatar of the Juiblex. There is one in each furnace room.
Next, go to the bridges heading up from the north wall. Be sure to have jump and resists. You can turn off the acid spouts with the valves along the pipes. Continue up the bridgework until you reach the point of its collapse. Then use the pipes to get to the middle of the room. Hop back on the adjacent pipe to get back to the bridges. Jump over the breaks in the bridge, continuing up. When the breaks get to big to jump across, use the pipes to get across. When you are equal in altitude to the fire elemental and are standing on the bridge on the south wall, it is time to work you way to the middle. Use the pipes to get to the northwest corner, and then back across the suspended bridge to the middle. Hit the lever. This will change the mission to the next objective, but you are not quite done here.
If you look straight west you will see a ladder heading up to the ceiling. Hop on the pipes to get across to that ladder, climb it to get to a small room up top. In this room is a valve that opens a gate to the shrine on the south wall. There is a chest in the shrine room. Now you are done in the first furnace room.
Step 3: Arm the Pit’s Security Traps. Head up the ramps. At the first intersection, cross over to the other side and continue up. You will pass by the entry hall, continue up to the security center.
The security center is a rune wheel puzzle room, with the code runes hidden in random places throughout the room. On the bottom level there is a submerged pipe with a treasure chest.
The code to the runewheels is:
Yellow = double cross or scorpion,
Purple = ‘f’,
Blue = cactus on a hill,
Orange = ‘H’,
Green = elephant or upside down ‘U’,
Red = the dancer or backwards ‘F’
Once the Runewheels are set, the barrier surrounding the lever is lowered, pull it to arm the pits traps and advance the quest. Now that the traps are armed, use quick movement through the main pit to avoid too much damage.
Step 4: Light the second Furnace. Back down to the furnace rooms. The Juiblex valve is on the ground level, north side of the middle of the room. One way up here is to go up the ladders, hop across the gap by the air jet, hit the valve to turn off the air and the acid. Then climb up the first level of piping, but don’t head to the middle. Drop to the pipe that takes you towards the fire elemental and the southwest wall. Now jump up and pull yourself up towards the fire elemental. Then turn around and hop onto that ladder. Hop across the pipes across the middle and work your way t the suspension bridge that will take you across from the fire elementals. Pull the lever and the valve to stop the acid jets and advance the quest.
Step 5: reset the power breakers. Head up the bridges from the furnace room. At the intersection do not cross over, but stay on the same bridge which leads up to the main breaker room. Head on in, don some electricity resist and start pulling levers. Evsion types preferred. Pull levers until the force barrier around the main lever drops. Pull the lever to advance the quest.
There is an optional in this room as well. A secret side door with a trapped chest.
Tip: theEnez sent me a link with possible lever permutations to quickly lower the force field around the main lever. I haven't tested it yet, but hopefully it helps everyone.
He wrote, "Here is 3 possible sets of levers that it can be, I will send you a link to a map a friend of mine made. When you run in to pull them and they are missing, it means its one of the other marked ones." Link to lever map.
Step 6: Power up the Main Control Room. The MCR is down low to the north west. Hop on down and across until you see the open door. Once again, be careful not to go too far. Work your way back to the main room. Complete the 4 floor tile puzzles to advance the quest.
Step 7: Turn on the Bilge Pumps. Head out, watch for respawns, and up the bridges two doorways to the Bilge Control Room. Clear the hallway, there is a secret door to a shrine, and a lever at the end to advance the quest.
Step 8: Start the third furnace. Head down one level to the Furnace rooms, and clear the hallways. The Juiblex valve is on the south wall, floor level.
There are several ways to work out to the top of this room. My favorite requires two people with jump get launched up at the northeastern jet valve. At the apex of their flight, they hug the east wall, landing on a pipe that is halfway out from the wall. Using their great jumps skills, which is enhanced magically, they hop up to the pipe above the to the north, at a slight angle. The two of them follow this pipe to the bridge circling a pipe with another valve. One person stays there, the other works their way over to the jet, just a short distance across the concrete ledge. That jet will launch them all the way up to the pipes between the fire elementals, where they can work their way across to the furnace lever.
There is another optional in here, if you work with the other valves, to get launched up into a hidden room in the ceiling, where there is another chest.
Once the lever for the furnace is hit, head up to the next part.
Step 9: Yay, the last step! Head on up the bridges, crossing over at the intersection, passing the entrance and over the suspension bridge. Now get ready for a big fight. When you approach the bottom of the stairs, it spawns the first round, attackers from the main room and casters from the flanking bridges. Take them out before heading further into the room. Now there are levers on each side under the waterfalls, and a valve at the back, Approaching each point will spawn a fight, so do them one at a time. Pull the two levers, then the valve and yay! Completion! But don’t Finish out just yet. Remember all those valves you turned in the furnace rooms? Well, cast a fire resist on everyone, throw on your featherfall, and hop to the bottom of the pit. There is an open gate down there, that leads to an optional fight with the Avatar of Juiblex. This is a mean slime, but nothing you can’t handle. It is a bit tricksy though, fire heals it, as do negative energy spells. Beat it down with Muckbane, pop the chest and if you are really lucky, upgrade to a Muckdoom! Now you are finished.
End Reward: Standard end loot choice