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  1. #1
    Community Member Valezra's Avatar
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    Default Inferno of the Damned - Guide



    This is a quick guide and thus skips two optional rooms... but the other two are included for shrines/extra chests.

    Further Instructions:
    - The "normal" side will be referred to as the "Cold" side. The other side is aptly named the "Fire" side.
    - Lighting torches can be done by luring the fire mephits over and having them breath on them or any such firespell.
    - Blowing out torches can be done by luring the air mephits over and having them breath on them or any such cold spell.
    - All party members must be gathered right on the portal/acolyte when it is destroyed/killed.

    1 (Cold Side) - Head west and destroy portal.
    2 (Fire Side) - Head south and destroy portal.
    3 (Cold Side) - Head east and light torches.
    4 (Cold Side) - Head back west and destroy portal.
    5 (Fire Side) - Head north past the portal at location 1 and drop down and continue north. Destroy Portal.
    6 (Cold Side) - Head south and light torches.
    7 (Cold Side) - Head north and destroy portal.
    8 (Fire Side) - Head south and blow out torches.
    9 (Fire Side) - Head north and destroy portal.

    10 (Cold Side) - Head east and destroy portal (or optionally destroy the Acolyte for shrine and optional chest).
    11 (Fire Side) - Drop down to room and destroy the portal located behind the secret door.
    12 (Cold Side) - Light torches.
    13 (Cold Side) - Destroy Portal.
    14 (Fire Side) - Blow out torches.
    15 (Fire Side) - Climb up out of room and head east. Skip first portal you see and destroy portal at location 15.

    16 (Cold Side) - Light torches.
    17 (Cold Side) - Head south and destroy portal (or optionally destroy the Acolyte for shrine and optional chest).
    18 (Fire Side) - Drop down and blow out torches.
    19 (Fire Side) - Head north to center room and then east. Blow out torches.
    20 (Fire Side) - Head back to center room for completion fight.



    Val
    Last edited by Valezra; 01-21-2010 at 06:16 PM.

  2. #2
    Community Member rest's Avatar
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    Quote Originally Posted by Valezra View Post


    Once #3 is complete go back and the rest of the quest is pretty much Clockwise.

    Guild was getting about 14 minute runs taking our time and doing two optionals.

    This is a quick guide and thus skips the other optionals which tend to be more "out of the way".

    Val
    Thank you so much. I did this last night with my buddy to get him Abbot flagged, and even with a map it still took about 30 minutes to complete. Having them numbered is going to be so so freakin helpful.

    +reps!!!

  3. #3
    Community Member Kaervas's Avatar
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    Oh nice, thank you very much. This map is a lot clearer than the one in the lost quest guide.

  4. #4
    Founder THAC0's Avatar
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    Default

    Very nice. Thanks for putting the time into this quickie guide. +1 4 u!

  5. #5
    Community Member Valezra's Avatar
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    Thanks for the feedback guys. I had some suggestions about this in my guild forum so I added text based step-by-step instructions that are also color coded. Hope this helps.

    Val

  6. #6
    Community Member ssgcmwatson's Avatar
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    I know it's an old thread, but +1 big time!
    UDR Loot Rules:
    1) No griefing people for pulling loot that dropped in their name
    2) When rolling, classes for which the item is "useful" get +10 to the roll
    example: Wiz and Barb both roll on a Torc, the barb saying "I'm TRing into an arcane next week"
    Wiz gets +10 on his roll

  7. #7
    Community Member rest's Avatar
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    Bump for the best Inferno guide ever!

  8. #8
    Community Manager Cordovan's Avatar
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    Indeed, I'm going to add this to the list here.
    Have fun, and don't forget to gather for buffs!
    Submit DDO Bugs through: ddobugs.turbine.com
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  9. #9
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    Did that for my guildies some time ago

    interactive guide

  10. #10
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by rest View Post
    Bump for the best Inferno guide ever!
    I'm the best inferno guide ever

    But I learned it from this forum thread

  11. #11
    The Hatchery sirgog's Avatar
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    I learned this back in the day from the old Lost Leader guide.

    Best way to explain it, however, to people that already know the quest a little but don't remember everything, is like this:

    - Think of it as a wheel with spokes.
    - Start at 9 O'clock and work your way to 6 o'clock the short way
    - Then return to 9 o'clock (D-Dooring if possible) and work your way to 6 o'clock the long way.

    That will leave you at the South Cinderspawn, having killed all the flame guardians and the west and north cinderspawns. You now have easy access to east and Cinnis.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  12. #12
    Community Member Robai's Avatar
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    Is it possible to access optional locked chest without having dimension door?

  13. #13
    Community Member redoubt's Avatar
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    Why does "gust of wind" spell not blow out the torches?
    /sigh

  14. #14
    Community Member Charononus's Avatar
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    Quote Originally Posted by redoubt View Post
    Why does "gust of wind" spell not blow out the torches?
    The changed it some time ago, cone of cold no longer does it either just icestorm it seems.

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