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The Sanctum: Quench the Flames
From DDO wiki
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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![]() Solo/Casual ![]() ![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| 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 ) | |
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
- 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
- Cultists of the Six - Human clerics
- Greater Air Mephits - may spawn from Mephits of Lamannia
- Greater Fire Mephits - may spawn from Mephits of Fernia
- High Cultists - Human clerics
- Mephits of Fernia
- Mephits of Lamannia
- Summoning Fires
- Wight Myrmidons
- Wight Priests
Root > DDO game guides > Maps > Quests with maps
Root > DDO library > Quests > Pay to Play quests
Root > DDO library > Quests > Quests by duration > Medium quests
Root > DDO library > Quests > Quests by level > Level 10 quests
Root > DDO library > Quests > Quests by location > Sorrowdusk Isle quests
Root > DDO library > Quests > Quests by name
Root > DDO library > Quests > Quests by patron > House Deneith patron quests

