Goal for Journey to the Inferno (Converted/Approved)

Goal for Journey to the Inferno

Note: Lvl 201 Journey To The Inferno is an Epic.
Bring/wear a shield. Follow the group leaders prompts.
Do not AFK, quest, or otherwise leave the group unless directed to.

1. At Alai type ‘ask’ to open the goal and to recieve the first
two tasks.
2. First thing to do is to clear the room two east of Alai and
then south of that room, Once these are clear the entire
party will go back north and type ‘stare spire’.
3. Once the whole party is in here, the group holder will
attempt to go north, after a brief wait the entire party will
be sent to the crypts.
4. Someone who is organizing needs to go east and south
and look rune and make note of shape and color.
5. Once all are in, the group holder will move the party east
and north, in this room is a shade. Make sure everyone
understands they need to be fast and then the entire
party will ‘greet shade’ for an Ash-Covered Medallion, wear
them immediately and don’t remove it.
6. Now all will be back on the bridge, and possibly kicked out,
do not worry the bridge will reopen. This is how the bridge has
to be approached. The group has to manually move together
across the bridge, so if the lead tank goes east all of the group
has to manually go east. You need to clear the mobs from the rooms
east and south, try to make sure the group clears all of them.
7. Once on the other side, clear the rooms there and then its
time to challenge Charon. Charon will call waves of mobs so make
sure to have group aim off of Charon and kill the mobs as they come.
Once Charon dies he will leave a lantern on the ground, make sure
someone picks it up.
8. Now give the Lantern to someone with over 551 Int and Wis, they will id the
Lantern and report the shape and color of the Rune, then give it back to
the organizer.
9. Two north from where Charon died is the room to drop the Lantern. The Lantern
is melt drop so make sure you are in the right room. The desc will mention a
place to put a Lantern. Once you drop it, the door down from Charon will open
and now if 3 or more wait at Alai he will transport you across the bridge.
10. Now for the Battlefield, down from Charon is a bat, at this bat the main tanks
will manually move south and call for party to join, once you manually go south
Task 3 will open. Now to clear the battlefield. The first crucial part in this
is the fact you have to have a Medallion and be wearing it to participate here.
If not, the Sentries will call alot of Orc Troopers which are a pain and will
kill alot of the group. First thing is first, clear the room with the spring.
Someone with over 551 Int and Con will ‘drink spring’ and report the shape and
color to the organizer. From here the group will move to clear all the rooms
without the demonlords. The Demonlords are swsw from south of bat, swswsw from
south of bat, se from south of bat, sese from south of bat, and 5s from south
of bat.(Also ignore the room right next to the 5s one) Once all those rooms
are clear we can begin on the Demonlords.
11. Minos is located swsw from south of the bat, during this fight he may randomly
throw people around which is why it was crucial to clear the mobs, if you land
in a room with mobs word of recall out asap. Other than that, Minos is the
easiest of the Demonlords, once he is dead, head to the room with the rubble
blocking east and up.
12. Once there, clear up, then the three west rooms, then the two up rooms to clear
some of the archers. Now back to the bottom and clear out the east and two north
rooms. Once clear, the organizer will ‘look barrel’ and make note of the shape
and color of the Rune.
13. Now for Plutos, before anything, you must organize two tanks to first hold Plutos’
room then to have another tank go east of him, then whole party will clear that
room. Once it is clear we are ready for Plutos.
14. Now Plutos is to be treated like Asverien in OC. He will call three different
waves of mobs. His room is no quaff so healers will have to go east and quaff.
It is crucial to not dispel Plutos and when the wave of mobs come that all
aim off Plutos and kill the mobs, to do this you will have to retreat east and
come back. More importantly is that Plutos will eat someone randomly. If you are
eaten do not panic, it is up to you to ‘look rune’ and report to organizer the
shape and color for the Rune. Also do not touch anything in there as ‘touch rune’
will reset and require us to kill Minos again. Once the three waves are done, you
can dispel Plutos and kill him.
15. Now it is time for Geryon, she is located se of south of the bat. The first thing
to do is to clear the mobs around her and then have the party retreat west and
Geryon reheal to 100%. Now the key to Geryon is to poison her, someone needs to
land green death on her, then she will not respawn after some time.
16. Now it’s time to kill Malebranche. He is located five south of the bat, there
isn’t much to him except you cannot flee or retreat from him. If you managed
Plutos then this is a piece of cake.
17. Now to head to the room with the rubble blocking west. Clear out the last of the
archers in the parts to the west and the two barrel rooms. In the room with the
second barrel organizer will ‘look rune’ and make note of the shape and color.
18. Now we are ready for Nimrod he is located 2sese from south of the bat. He also
like Plutos must be approached like Asverien, Nimrod has four waves and the
special thing here is to not quaff or recite in his room or else he will
massively blind everyone. As before it is crucial to make sure noone dispels
Nimrod and aims off of him and kills the wave of mobs before the next wave,
this is especially important for wave three and four as fourth comes soon
after the third. Once all four waves are done, dispel and finish off Nimrod.
The person landing the killing blow will get Enlightenment, give this to the
organizer.
19. Now the group holder will lead the group to the gargoyals by where Malebranche
was. Make sure to pick up anyone who died first via the Alai transfer. Once
everyone is at the Gargoyal the organizer will give the Enlightenment to the
Gargoyal and the group holder will enter the gateway and Task 3 will close and
Task 4 will open. Now time for the Great Hall. Everyone can take turns exploring
the up room and all of the Great Hall rooms. But do not touch anything in the up
room. Also at this time Alai will begin to now send three or more directly to
the Great Hall.
20. Now once everyone is ready to solve the Great Hall puzzle, the lowest hp/tier
person will go up and will become the controller. Each room has a Rune you can
see by ‘look rune’ it is crucial to find the six Runes from privious parts. Once
you do you must plan the route for the orbs. Keep in mind a red orb can not
cross a room a blue orb is already in or it will create a Supernova mob. Now
it is important to make sure autoass is off and if anyone at anytime is
fighting an orb to have them flee off asap. When ready and the plan is known
the controller will touch the red of blue crystal. The way this works is the
opposite color orb must be placed on one of the six Runes, in doing this you
will have to decide which rooms to be cleared of mobs to make it easier for
someone with no weapons on to push the orbs into the correct rooms, this can
be done without having to clear out alot of the rooms. Once all six are
placed, the controller will touch the green crystal and an explosion will
shoot the party two north of center and all mobs will disappear. Keep in mind
that at random times the green crystal will break before all orbs can be
placed. If this happens wait for two minutes and a message will let you know
that the mobs have disappeared. Just start over from begining of orb puzzle.
21. Once the orb puzzle is done the down door will be open, inside is a noquaff,
nomagic room with a Guardian. The key to this is to establish some “up healers”
just like Asverien and a tank rotation. Those hitting will need to go up and
say “heal” for the healers to heal them, make sure the tank gets to come up
too at times. If this is done right the Guardian will die, which will open an
archway south, east, and east from the center, the group holder will take the
party there and enter the archway. Entering the Archway will close a task. Now
Alai will begin to send people directly to the underground river and the bat
will block all from entering the battlefield.
22. Next part requires everyone to gather at the well, from here the party will go
west and meet Artisural, The Skeleton Lord. He will give you the rules of the
next part and open a new task. If you forget you can ‘bow artisural’ to see
them again. Now this part will require alot of organization. As the goal here
is to hold the center, south, north, up, and down rooms. Now this becomes
more tricky thanks to the fact that the north room is noquaff, and the south
room is noquaff and nomagic. The key here is to divide up the group with two
tanks per room, and as many healers as possible with keeping in mind an extra
tank for south and extra healers for south and north to make up for having to
move to heal and quaff. Once ready you must count down and have the tanks
move first to their assigned rooms and once the test begins the healers will
go to their assigned rooms and heal. The goal is to keep at least one person
in all 5 rooms at all times, if one room empties you will be rewarded with
another explorable room and like twenty mobs that will kill the whole party.
Once you begin the rooms with get 2-3 minor mobs and one boss mob. South room
boss is Jacob, North room boss is Robert, Down room boss is Emile ,Up room
boss is Victor, and Center room boss is Artisural, The Skeleton Lord.
Once all rooms are clear the last mob will give a key that opens west of center.
23. Now move the group west to the well and enter the well, this will close a task
and you will enter a room with a mob named Kaare, Alai will now transport you
here. In order to close Task 2, get Task 6, and continue you must ‘nod Kaare’.
24. This next part again requires proper planning, you have to send 3 “sacrifices” out
one each to east, west, and south. Once they go in place healers will also go to
those rooms where the main tank will move to Death’s room. The other t9s who are
not a “sacrifice” also move to Death’s room. If any of the “sacrifices die,
stand up, or move, then the whole party will be sent to Aylor. Noone dispels
Death as this has to be done Asverien style like Plutos and Nimrod. When mobs
come everyone must retreat off of Death and come back and rescue one of the
wave mobs off. When someone needs healing they will retreat out of Death’s
room and get healed by one of the healers with the “sacrifices”. Waves come
around 85ish, 75ish, 60ish, 45ish, 25ish, 15ish and 8ish. Continue with the
strategy until Death is dead. Person who gets last hit will get a seal, no clue
what it is for yet but we have a Seal of Flame and Seal of Spirit so far.

25. Once Death is dead a portal will open and Khrysta will appear and talk to you.
Inside the gateway will have a ‘helprewards’ with this message.

A loud voice fills your head:

Congratulations on making it this far, adventurer.
You will be rewarded for traveling this close to the Inferno.
You will be given a reminder of your journey here. Each subsequent
journey will change the markings on that stone. Do not attempt to
alter those markings by any means – you will lose what you have
attained.

There are five ranks to climb here. Each has special rewards and
advantages. Higher ranks also give rank rewards more frequently than
lower ones.

Some objects here have magical properties that can only be ascertained
through a spell like identify.

Again, congratulations. Now prepare yourself for the fright of your life.

26. Make sure everyone is ready and wearing medallions and lodestones(if not first
run) and enter gateway, open down and go down and ‘bow Burakumin’ when he
appears to finish goal.

Rewards:
Rewards are Random.
Note: Everyone gets a Lodestone to mark their progress. Make sure you wear it every run when advised.

+—————————————————————–+
| Keywords : Seal Inferno Flame |
| Name : the Seal of Flame |
| Id : 244175490 |
| Type : Treasure Level : 201 |
| Worth : 2,000 Weight : 5 |
| Wearable : hold |
| Flags : glow, hum, magic, held, nolocate, nosteal, V3 |
+—————————————————————–+
| Stat Mods : Hit points : +500 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Seal Inferno Light |
| Name : the Seal of Spirit |
| Id : 247349772 |
| Type : Treasure Level : 201 |
| Worth : 2,000 Weight : 5 |
| Wearable : hold |
| Flags : glow, hum, magic, nolocate, nosteal, V3 |
+—————————————————————–+
| Stat Mods : Moves : +500 |
+—————————————————————–+

Non Ranked Rewards:
Various ammounts of Gold
A Blank Chaos Portal
A Trivia Point Token

+—————————————————————–+
| Keywords : Spark from the Inferno |
| Name : ^^^^ A Spark from the Inferno ^^^^ |
| Id : 244178827 |
| Type : Treasure Level : 200 |
| Worth : 2,000 Weight : 1 |
| Flags : glow, hum, magic, burn-proof, nolocate, V3 |
| Owned By : AQer |
| Found at : Journey to the Inferno |
+—————————————————————–+
(This can be turned into an imm for different rewards, ive seen one
for a summon life)

+—————————————————————–+
| Keywords : Speed Wand |
| Name : a wand of speed |
| Id : 247350783 |
| Type : Wand Level : 200 |
| Worth : 2,000 Weight : 2 |
| Wearable : hold |
| Flags : glow, hum, magic, held, burn-proof, nolocate, |
| : noreown, heroonly, V3, recharged |
| Owned By : Dagonet |
| Found at : Journey to the Inferno |
+—————————————————————–+
(Holding this wand will cast spellup spells instantly)

+—————————————————————–+
| Keywords : Wand Magic Nullification |
| Name : a wand of nullification |
| Id : 247350782 |
| Wearable : hold |
| Flags : glow, hum, magic, held, burn-proof, nolocate, |
| : noreown, heroonly, V3, recharged |
| Owned By : AQer |
| Found at : Journey to the Inferno |
+—————————————————————–+
(This can be used to try to disrupt your foe’s magical defenses.)

+—————————————————————–+
| Keywords : Small Ruby Earring |
| Name : a Small Ruby Earring |
| Id : 244178587 |
| Type : Armor Level : 200 |
| Worth : 2,000 Weight : 20 |
| Wearable : ear |
| Flags : invis, magic, burn-proof, nolocate, auctioned, V3 |
+—————————————————————–+
| Stat Mods : Hit roll : +18 Saves : +2 |
| Strength : +5 Intelligence : +5 |
| Dexterity : +2 |
+—————————————————————–+
| Resist Mods: All magic : +8 All physical : +11 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Undead Eyes |
| Name : Undead Eyes |
| Id : 244178666 |
| Type : Treasure Level : 200 |
| Worth : 2,000 Weight : 20 |
| Wearable : eyes |
| Flags : invis, magic, burn-proof, nolocate, V3 |
+—————————————————————–+
| Stat Mods : Damage roll : +24 Dexterity : +4 |
| Constitution : +4 |
+—————————————————————–+
| Resist Mods: All magic : +8 All physical : +11 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Grace Demonlord Ring |
| Name : the Grace of a Demonlord |
| Id : 244219672 |
| Type : Treasure Level : 200 |
| Worth : 2,000 Weight : 20 |
| Wearable : finger |
| Flags : invis, magic, held, burn-proof, nolocate, V3 |
| Found at : Journey to the Inferno |
+—————————————————————–+
| Stat Mods : Saves : +18 Wisdom : +10 |
| Constitution : +2 |
+—————————————————————–+
| Resist Mods: All magic : +8 All physical : +11 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Small Ruby Ring |
| Name : a Small Ruby Ring |
| Id : 247350618 |
| Type : Treasure Level : 230 |
| Worth : 2,000 Weight : 23 |
| Wearable : finger |
| Flags : invis, magic, burn-proof, nolocate, V3 |
+—————————————————————–+
| Stat Mods : Damage roll : +20 Dexterity : +6 |
| Constitution : +10 |
+—————————————————————–+
| Resist Mods: All magic : +10 All physical : +13 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Heat Scarred Feet 230feet |
| Name : Heat-Seared Feet |
| Id : 244178607 |
| Type : Armor Level : 230 |
| Worth : 2,000 Weight : 23 |
| Wearable : feet |
| Flags : invis, magic, held, burn-proof, nolocate, V3 |
+—————————————————————–+
| Stat Mods : Damage roll : +22 Intelligence : +15 |
| Luck : +8 |
+—————————————————————–+
| Resist Mods: All magic : +10 All physical : +13 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Blood Stained Mail 250body |
| Name : Blood Stained Mail |
| Id : 244178605 |
| Type : Armor Level : 250 |
| Worth : 1,000 Weight : 25 |
| Wearable : body |
| Flags : invis, magic, burn-proof, nolocate, V3 |
| Found at : Journey to the Inferno |
+—————————————————————–+
| Stat Mods : Damage roll : +28 Strength : +10 |
| Dexterity : +5 Luck : +10 |
+—————————————————————–+
| Resist Mods: All physical : +14 All magic : +11 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Cloak of Darkness 255back |
| Name : Cloak of Darkness |
| Id : 244178781 |
| Type : Armor Level : 255 |
| Worth : 2,000 Weight : 26 |
| Wearable : back |
| Flags : invis, magic, held, burn-proof, nolocate, V3 |
| Found at : Journey to the Inferno |
+—————————————————————–+
| Stat Mods : Saves : +28 Damage roll : +26 |
| Constitution : +10 Luck : +6 |
+—————————————————————–+
| Resist Mods: All magic : +10 All physical : +14 |
+—————————————————————–+

+—————————————————————–+
| Keywords : blood shot bloodshot eyes |
| Name : Bloodshot Eyes |
| Id : 244178487 |
| Type : Armor Level : 271 |
| Worth : 2,000 Weight : 28 |
| Wearable : eyes |
| Flags : invis, magic, burn-proof, nolocate, V3 |
| Found at : Journey to the Inferno |
+—————————————————————–+
| Stat Mods : Hit roll : +2 Intelligence : +10 |
| Damage roll : +32 Wisdom : +10 |
| Dexterity : +10 |
+—————————————————————–+
| Resist Mods: All magic : +12 All physical : +16 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Bronze Leggings 291legs |
| Name : Bronze Leggings |
| Id : 244178815 |
| Type : Armor Level : 291 |
| Worth : 2,000 Weight : 30 |
| Wearable : legs |
| Flags : invis, magic, burn-proof, nolocate, V3 |
| Found at : Journey to the Inferno |
+—————————————————————–+
| Stat Mods : Damage roll : +37 Saves : +15 |
| Strength : +5 Intelligence : +10 |
| Dexterity : +10 |
+—————————————————————–+
| Resist Mods: All physical : +16 All magic : +12 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Soul Manacles 291wrist |
| Name : Soul Manacles |
| Id : 244177105 |
| Type : Armor Level : 291 |
| Worth : 2,000 Weight : 30 |
| Wearable : wrist |
| Flags : invis, magic, held, burn-proof, nolocate, V3 |
| Notes : Item has 2 resistance affects. |
+—————————————————————–+
| Stat Mods : Saves : +15 Damage roll : +27 |
| Strength : +7 Dexterity : +7 |
+—————————————————————–+

Rank1+3 Rewards:
+—————————————————————–+
| Keywords : Grasp Demonlords Rank1Wrist |
| Name : the Grasp of the Demonlords |
| Id : 244178399 |
| Type : Treasure Level : 200 |
| Worth : 2,000 Weight : 6 |
| Flags : invis, magic, burn-proof, nolocate, noreown, |
| : heroonly, V3 |
| Owned By : AQer |
| Found at : Journey to the Inferno |
+—————————————————————–+
| Stat Mods : Damage roll : +25 Strength : +3 |
| Intelligence : +5 Dexterity : +5 |
| Constitution : +5 Mana : +100 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Mist Blood Rank1Aura |
| Name : a Mist of Blood |
| Id : 253533076 |
| Type : Armor Level : 200 |
| Worth : 2,000 Weight : 20 |
| Wearable : float |
| Flags : invis, magic, held, burn-proof, nolocate, noreown, |
| : heroonly, V3 |
| Owned By : AQer |
+—————————————————————–+
| Stat Mods : Damage roll : +35 Hit roll : +35 |
| Strength : +5 Hit points : +150 |
+—————————————————————–+
| Resist Mods: Bash : +100 Pierce : +100 |
| Slash : +100 |
+—————————————————————–+

+—————————————————————–+
| Keywords : Reflection Inferno Rank3Light |
| Name : A Reflection of the Inferno |
| Id : 1068681830 |
| Type : Treasure Level : 230 |
| Worth : 2,000 Weight : 3 |
| Wearable : light |
| Score : 618 |
| Material : light |
| Flags : invis, magic, held, burn-proof, nolocate, noreown, |
| : heroonly, V3 |
| Owned By : —- |
| Found at : Journey to the Inferno |
+—————————————————————–+
| Stat Mods : Damage roll : +45 Strength : +6 |
| Intelligence : +6 Wisdom : +6 |
| Dexterity : +6 Constitution : +6 |
| Luck : +6 Hit points : +150 |
| Mana : +100 |
+—————————————————————–+