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Business > Ddo Player Guide - Depths of Darkness Quest
 

Ddo Player Guide - Depths of Darkness Quest

Surviving the Depths of Despair means that you can proceed to the next quest in the series called Depths of Darkness (level 4). As the name suggests, you will make your way to another tunnel devoid of light. The area is also infested by various monsters that will try to stop you from completing your mission, which is to explore the sewer and kill the main boss, Gribbik Snarlfang, the Hobgoblin chief. The quest is bestowed by Giggs Elorreathi who is busy getting drunk over at the Hammersmith's Inn.
PREPARATION
The quest entrance is just across the Hammersmith's Inn, behind the fences. If you are coming from the Depths of Despair quest, you just have to click on the rope and you will be automatically teleported to the Depths of Darkness. Just as in the first sewer, you will find creatures of all shapes and sizes in this quest. They are quite the same as in the first quest, with the addition of several types of Hobgoblins. Here are the monsters that will make an appearance, in no particular order:
Troglodyte

Troglodyte Shaman

Grey Ooze

Huge Violet Slime

Rust Monster

Minotaur

Hobgoblin Slayer

Hobgoblin Cleric

Hobgoblin Witch Doctor

Hobgoblin Infiltrator

Skeleton

Skeleton Swordsman

Skeleton Veteran

Skeleton Archer

Ghast

Wight

Human Necromancer

Glass Spider

Baby Glass Spider
With that in mind, bring reptillian bane for Trogs; muckbane for oozes and rust monsters; blunt weapons for he skellies; pure good and holy weapons for Ghasts and Wights; frost, cold and piercing for the spiders; and pretty much any damage dealing weapon for the Hobgoblins. At this level, Web, Glitterdust, Hypnotism, and Hypnotic Pattern work well for Crowd Control. Offensive spells such as Scorching Ray, Niac's Cold Ray, and Magic Missile work well on certain monsters.
There will be secret doors and traps in this quest, so you might want to bring in a rogue. In the absence of one, you should at least get someone with a decent Search skill so you can find the hidden door.
WALKTHROUGH
Just like in Depths of Despair, you have a couple of ways to get to your final destination. Upon entering, you can either head east or west. If you go east, you will have to search for the secret door. Behind the door are Hobgoblin Infiltrators ready to pound on you. After defeating them, prepare for Hobgoblin Witch Doctors who cast Searing Light which can be pretty destructive. Try your best to kill them first before the Hobgoblin Slayers, it will save your party from much damage. There's also a fire trap as the path bends to the left. This route will lead you to a passage heading north.
The West route (if you don't find the secret door) will lead you to threeTroglodytes, including a mean shaman. There will also be an ooze in the area. Make sure that you cast Glitterdust so you can easily detect them before they start attacking you. If you go further, the path will bend to the right, which then leads you to the northern passageway. If you hold off heading the north path, you can go past the door where the Hobgoblins are (east route). So, whether you choose the eastern or western route, you'd end up at this path heading north.
The passage resembles a hallway filled with skeletons, wights and ghasts. Make your way past them and at the end of the hallway there is a Human Necromancer who will spam you with blindess and curse, in addition to ray of enfeeblement. The skeletons will spawn from the alcoves so make sure you lay some web in the area to stop them on their tracks.
You will find a chest behind an altar. But once you open the chest, a couple of skeletons will spawn. Defeat them then loot the chest. You will then notice that you can either go to the east side or west side, in which both directions will further branch out to the north or south direction. Either way you choose, you will still get to the final room. Of course, if you are after conquest, you will go back to the other side.
If you choose the west side then head to the southern part, you will get to a locked cage where you will find minotaurs and a chest. Try to dodge when they charge as you can easily get knockdown, and they will pound on you when you're down. Taking the northern section will lead you to a rust monster, a couple of medium earth elementals and a glass spider.
The east side is a little more dangerous because of the acid trap. It can be disabled, or if running without a rogue, you can safely avoid it by hugging the wall as you move forward. This area will also spawn a named boss Olcanni Spiritshaker or Ironfist Patchfur. Keep an eye out for a couple of oozes that will spawn from out of nowhere.
Either route you choose will lead you to the final room up north. The room has a metal door which is locked. You can find the lever just behind the column at your back. Inside the room, you will find Hobgoblin Slayers, Infiltrators, Clerics, and Witchdoctors. The Clerics and Witchdoctors are atop the ledges and they will spam hold person and searing light. They cast fire spells as well so it's not a good idea to rush ahead in the room. What you can do is to shield block at the door and lay web, glitterdust and Hypnotic Pattern. Gribbik Snarlfang will also be in the room and he hits hard and he has a lot of hitpoints. After killing him, you can now kill the clerics up top. At the back of the throne is a chest and further back is the entrance to the next Depths quest.
 

 

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posted on June 16, 2009 8:43 PM ()

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