The Sanctum: Quench the Flames

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Turbine point icon.png Requires access to adventure pack: Sorrowdusk Isle

The Dark Six are powerful gods of evil. Cast out of the Sovereign Host, they bide their time, waiting to plunge Xen'drik into horror.

The Sanctum: Quench the Flames
Heroic level: 10
Epic level: None
Duration: Medium
Heroic XP:  ♣1,161
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Solo/Casual
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 ♦2,038
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Normal
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 ♥2,140
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Hard
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 ♠2,242
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Elite
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Epic XP: N/A
Takes place in: Fane of the Six
NPC contact: Lord Hraag of Greymoon
Quest acquired in: Sorrowdusk Isle
Patron: House Deneith
Base favor: 4
Free to Play: No
Extreme Challenge: No
The Sanctum: Quench the Flames map (legend )
Loading screen

Overview

Return to the temple through either entrance. In the inner sanctum, destroy the fires the cult is using to summon its mephits.

  • This is the first part of Chapter 3 (fifth of six parts total) in the Cult of the Six story arc.

Spoiler Warning: Information below this point can be considered spoiler material!


Objectives

  • Destroy all the summoning fires in the inner temple.

What to Expect

  • Traps (fixed, 1 undisarmable)
  • Spawning/respawning monsters

Known Traps

Trap DCs

  • Dart trap just in the first corridor to the west; control box is on the northern face of the center pillar on the far side
  • Blade trap in the second corridor to the west; control box is on the eastern face (near side) of the center wall
  • Fire trap in the eastern corridor, on the rise; control box is on the eastern face of the center pillar entering the corridor
  • One-shot fire trap guarding the chest; cannot be disarmed.

Tips and Misc

  • Fire Resistance is a *must* in this quest; Electricity Resistance can also be extremely helpful. Blindness Ward can also be useful against the air mephits.
  • Without appropriate resistances, this is the hardest quest of the chain.
  • Despite the doorway not being active yellow, the side entrance is able to be used; both entrances bring you to the same spot.
  • Upon entering the first doorway after beginning the quest, be prepared for a serious Mephit ambush.
  • Summoning fires are easier to destroy when standing on them (well, floating above them, actually). The mephits guarding them will respawn until the fire is destroyed.
  • Several sarcophagi in the central room to the west will burst open, releasing wight myrmidons.
  • No breakables bonus is possible, even if you range these sarcophagi before the ambush.


Bonus XP

  • Aggression bonus: 27 monsters killed +10% Bonus.( ♣116 ♦204 ♥214 ♠224 )
  • Onslaught bonus: 36 monsters killed +15% Bonus.( ♣174 ♦306 ♥321 ♠336 )
  • Conquest bonus: 45 monsters killed +25% Bonus.( ♣290 ♦510 ♥535 ♠561 )
  • Neutralization bonus: 2 traps disarmed +10% Bonus.( ♣116 ♦204 ♥214 ♠224 )

Loot

  • Chests: 1
    • 1 trapped in the second alcove to the south, down the eastern hallway
  • Collectables: Five
    • Bookcase in the southwest area of the central room
    • Alchemy table in the northwest area of the central room
    • Adventurer's Pack near the western summoning fire
    • Mushroom on a ledge up high near the southeast summoning fire
    • Mushroom on a ledge just south of the eastern-most summoning fire
  • NPC rewards: None until all six quests are completed

Monsters

Monster Information

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