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The Pits of Inferno Quest

The long team quest under the Plains of Havoc: get Key 3700 and the Holy Tible, cross Goshnar’s grave to the Pits, solve the levers and mazes, and step on the seven thrones of the Ruthless Seven. Rewards include the Backpack of Holding, Soft Boots and a choice of Arcane Staff, Avenger or Arbalest. It is also the gateway to the Inquisition Quest.

Written from 2 sources in 1 languages, all listed at the bottom · last reviewed 2026-10-01

What this unlocks

  • The Hub shortcut: once you have entered at least one throne room you get a teleport to the Main Hub, one floor above ground in the Necromant House behind a sealed door, for hunting and boss checks.1
  • The Inquisition Quest: the Demon Forge in its last mission needs you to have absorbed at least one throne.1

Requirements at a glance

Level
80Premium

80 is the gate for the last door, but the wiki recommends 130+. The monsters on the way (Demons, Spectres, Dragon Lords, Defilers) are far beyond what a level 80 can handle alone.

Team
Needs a team

A full party with **one of every vocation** is needed for the Hall of the Five Ways, and that is the only part where each vocation matters. The other vocations do not need to join for the rest of the quest. The wiki estimates 2–6 hours.

Quests
  • No other quest is required to start. Finishing the Pits is what you need for the Inquisition Quest.1
Bring
  • Key 3700, found in a chest in a hole south of Venore. At least one team member must carry it into the reward room.1
  • The Holy Tible, from a chest inside a small mountain near the Knightwatch Tower south of the Plains of Havoc temple. It must be in your backpack to cross the Shrine of Wonders.1
  • Blood in any container (a vial). On hardcore or non-dove open PvP every player needs their own; on optional PvP you can go down together. Bring a few spare in case of mistakes.1
  • Oil in any container, to lubricate the bridge lever. One person can carry it, but others should bring some in case the bridge closes behind you.1
  • A shovel, rope and pick (or equivalents), and Destroy Field Runes. Fields grow over the holes you need and many levers get covered by fire.1
  • A Dwarven Ring and a way to levitate or 3 Parcels. The Tible chest needs either a Levitate spell or 3 Parcels to reach the small mountain.1

Before you start

The gotchas and shortcuts that save the most time — worth two minutes before you set off.

  • The quest has a “take the loot and leave” point. After the maze, a skeleton gives you a Pirate Backpack (a Ceremonial Ankh, Death Ring, Life Ring, Orichalcum and White Pearls, Soul Orbs, 11 platinum coins, runes and a Great Mana Potion). You can go home then — but you cannot return through the exit and would have to redo everything after the lever room to go on.1
  • The levers are a decoy. In the lever area the 15 levers do nothing useful. The book’s riddle spells it out when you read the first letter of each of its 13 lines: “LEVERS USELESS”. The real way forward is the Pits of Inferno Spa below.1
  • Check your Quest Log after every throne. Step on each throne twice: if you are pushed back and see “Begone!”, the throne is done.1
  • The fire walls in the Hall stay open until the stones in the next area vanish, and there is no timer. Make sure the whole team is through before moving on.12
  • The monk path in the Hall of the Five Ways is longer than the others (13 fields, and the final tile can be walked with a Stone Skin Amulet). Another vocation with enough physical resistance and health can open it.1
  • In Bazir’s maze, always check your minimap before roping up. The maze has three floors; a rope hole on the third floor takes you out into the Dragon Lair with no way back. Also never use a lever or Magic Forcefield in the maze.1
  • You can no longer leave one player behind to hold the main room’s spawn. A part of the team has to stay behind to keep it clear, or you will be fighting the same monsters again on your way back.1

Part 1: Key 3700 and the Holy Tible

  1. 1Key 3700: leave Venore by the south exit and walk south-west. By a small body of water you find a spot to dig. Drop down to 2 Bonelords and 3 Ghouls, then open the chest to the north.1
  2. 2Holy Tible: go to the small mountain next to the Knightwatch Tower, south of the Plains of Havoc temple. Levitate up or throw 3 Parcels to climb it, and open the chest inside.1

Part 2: Goshnar’s tomb to the Dragon Lair

Bring many vials of blood. A mistake here is expensive and the same blood is needed by every teammate.

  1. 1In the Plains of Havoc graveyard, dig a Loose Stone Pile (several lead to the same narrow cave). In the east part of the cave is a 3×4 room; use a Pick on the north-west corner and go down the hole.1
  2. 2Stand 1 square south of Goshnar’s gravestone, directly west of where you landed. Use the Blood on the gravestone. Everyone on that tile is taken to the catacombs.1
  3. 3To the south are many Demon Skeletons and Ghosts. They are not part of the quest. Go north and step on the inscribed floor tile in front of the Magic Wall. With the Holy Tible in your backpack it takes you to the other side. Free accounts cannot pass this wall.1
  4. 4Optional: the north hole leads to a garden with the Well of Life. Drinking restores your health once and gives the Fountain of Life achievement.1
  5. 5East is a sign reading “To the Pits of Inferno”. Go down the hole and south to a bridge. If it is closed, use Oil on the lever south of the bridge on the west side. If the bridge collapses while you are across, the only way back is through the Dragon Lair, so throw oil across for teammates.1
  6. 6Beyond the bridge is either a river of lava or cool floor. If there is lava, use a Pick on the stone next to it to cool it. Cross to three holes, all leading into the Pits of Inferno Dragon Lair. Prepare for many Dragon Lords.1
  7. 7Go down the northern hole, the one closest to the quest area. To the east is a rope hole that leads up to a room of purple fires.1

Part 3: The Hall of the Five Ways

Five paths of purple fire, one per vocation. Each player walks only their own path and pulls the lever at the end. Walking another vocation’s path burns more with every tile.

  1. 1Paladins go south-east (first flame). Knights go north (second). Sorcerers go south (third). Druids go north-east (fourth). Monks go west (fifth).1
  2. 2On the correct path the fire hurts for 300 HP per tile. On a wrong path the extra physical damage doubles every tile, eventually to over 13,000. A message tells you when you are on the wrong path, so turn back.1
  3. 3The last tile of the original four vocations’ paths deals no physical damage at all if you are not wearing a Stone Skin Amulet. Take it off for the final tile.1
  4. 4At the end each path ropes up into a room with three monsters: paladin, sorcerer and monk — a Spectre and 2 Nightmares; knight — 2 Diabolic Imps and a Spectre; druid — a Spectre, a Diabolic Imp and a Nightmare. You do not have to kill them, you only have to pull the lever.1
  5. 5Use a Dwarven Ring. Knights and paladins struggle to kill the Spectre, so run past it. A druid can Sudden Death the Diabolic Imp and then kill the Spectre.1
  6. 6Once all levers are pulled the fire walls disappear. If the team must leave after the walls close, take the emergency exit on the east side of the flames, which brings you to the west side and out through the Dragon Lair.1

Part 4: The lever area and the Spa

This area spans four floors and is full of Spectres, Defilers, Destroyers, Hellfire Fighters, Plaguesmiths and Lost Souls. The team splits in two here.

  1. 1There are 15 levers and a book with a riddle. Ignore the levers — read the first letter of every line of the book: LEVERS USELESS.1
  2. 2Leave a team behind that can handle Defilers, Hellfire Fighters, Betrayed Wraiths and Blightwalkers. The other team goes ahead to the Spa.1
  3. 3To open the way to the Spa, one player stands 1 square south of the rock in the center of the room (the one with the skeleton corpse on it). Another goes north and pulls both levers. A hole opens to the Spa.1
  4. 4In the Spa you meet Diabolic Imps, Nightmares, Defilers, Destroyers, Hellfire Fighters, Phantasms, Dark Torturers, Plaguesmiths, Blightwalkers and Fire Devils. Make your way to the east part and find a floor tile. Standing on it makes a ladder appear in the room above, where the other half of the team waits.1
  5. 5The upper team climbs, clears the room, and then stands on the tile where the ladder appeared so they can rope up the Spa team. The Demonguard NPC you meet is useless: if you talk to him he sets you on fire.1
  6. 6Rope up again. The rope hole is 1 square north of the hole you came down.1

Part 5: The first maze

  1. 1Walk the maze to the dead end in the north-east. Some tiles teleport you all over the maze, including back to the start or 1 square from the hole back to the Demonguard, so go slowly.1
  2. 2The maze is 10 zones, and at least 9 must be visited, each reached only through a teleport tile. Teleport 1 takes you to zone 2, teleport 2 to zone 3, and so on. The wiki’s image shows the shortest route; follow it rather than guessing.1
  3. 3Once the whole team is at the dead end, use a Pick on the tile in the middle.1
  4. 4A few Hellfire Fighters and Magicthrowers wait here. Send a player down the east path to the lever (Destroy Field Runes may be needed). Pulling it removes the rocks. If the rocks return, pull it again.1
  5. 5Once the Hellfire Fighters are dead, a mage can summon Demon Skeletons to soak the Magicthrowers’ attacks. The team must wait at the ladder — if anyone moves, the rocks come back.1
  6. 6Follow the short one-way path until you fall a tile, then rope up. You are now at the point of no return. Two holes: north goes to the Plains of Havoc slime cave with no way back; south goes to the depths where the Ruthless Seven wait.1
  7. 7Go down the south hole and search the skeleton for the first reward, the Pirate Backpack. This is where you decide: go home with it, or pass the level 80 door for the real prize.1

Part 6: The main room

  1. 1Go through the level 80 door and kill the creatures there, then down the ladder and north. A teleporter takes you to a room that looks the same but has 2 Magicthrowers, Hellfire Fighters and a floor switch that sets the whole room on fire.1
  2. 2When you enter, a stone blocks the people behind you. Flick the switch several times until everyone is through, then go north.1
  3. 3You arrive in a room of Phantasms, Betrayed Wraiths, Plaguesmiths, Blightwalkers and a Hand of Cursed Fate. This is the main room: 7 teleporters into the throne rooms and 7 electric barriers to the north that stay shut until you hold the matching spirit.1
  4. 4Once you have entered at least one throne room you unlock the teleport shortcut to the Main Hub in the Necromant House. Absorbing at least one throne’s essence is also required for the Demon Forge in the Inquisition Quest.1

Part 7: The seven thrones

In each room clear a path to the throne, step on it twice, and return to the teleporter. They can be done in any order.

  1. 1Plague (Verminor): Defilers, Plaguesmiths, Sons of Verminor, Blightwalkers, possibly The Plasmother. Go south. There are invisible poison bridges near the throne that you must walk over.1
  2. 2Inferno (Infernatil): Hellfire Fighters, Hellhounds and Demons, often many at once, and possibly The Imperor. Walk slowly and lure one at a time. A switch hidden under fire near the throne is revealed with a Destroy Field Rune; you need it to reach the throne.1
  3. 3Damnation (Tafariel): Banshees, Dark Torturers, Demons and Lost Souls, possibly Mr. Punish. Follow the path slowly to the throne so you do not collect too many at once.1
  4. 4Destruction (Apocalypse): enter the north teleporter to a wrecked ship with Destroyers, Furies, Demons, Juggernauts (they come in groups) and rarely Massacre. The room is small. Step on the throne, twice to be sure.1
  5. 5Despair (Pumin): take the north-east portal to a hallway with four dead bureaucrats, numbered 1 (southernmost) to 4 (northernmost). You need Form 356 from them. For each, say `hi`, then the keywords below.1
  6. 6The bureaucrats, in order. No. 1: `Pumin`, your name, your vocation, then `Pumin`. No. 4: `Pumin`, name, vocation, `356`. No. 3: `Pumin`, name, vocation, `145`. No. 1: `411`, then `no`. No. 2: `287`. No. 1: `411`, then `yes`. No. 3: `145`. No. 4: `356`. No. 1: `356`. If a reply does not match what you expect they have ignored you, so say it again.1
  7. 7Then take the north teleport into Pumin’s domain. Expect Spectres, Betrayed Wraiths, Demons and Hands of Cursed Fate, and rarely The Handmaiden. Invisible walls are in the way: using a distant tile makes the server path-find for you. The NPC area is the only safe place until the reward room.1
  8. 8Deceit (Bazir): a three-floor maze of traps with Phantasms, Nightmares and Demons, rarely Countess Sorrow. Follow the wiki’s three floor maps. In short: from the portal go west over the fire fields, south, then east and rope up; continue up, down and up through the rooms until you reach the final room with 3 Nightmares.1
  9. 9In the final room pull the lever on the south-east side (it may be under an Orc corpse). A teleport appears at the south-western hole. Then: walk to the platinum coins on the unreachable higher floor; go north to the Magic Forcefield (levitate up or use the hidden ladder on the north-west side); in the void room head to a chest and be moved on; in the next room move the blue tapestry on the west wall and use the mirror it reveals.1
  10. 10You are in Bazir’s throne room. Go to the north side in the middle, step on the throne, and then again to return. Leave by stepping on the carpet with the north-west knight statue to the main room.1
  11. 11Decay (Ashfalor): a graveyard with Liches, Demons, Undead Dragons and possibly Dracola. Walk south, but do not let Undead Dragons hit the whole team with their wave attacks. Step on the throne twice and return.1

Part 8: The reward room

  1. 1In the teleporter room go north through the 7 energy doors and enter the teleport. Traps along the way hurt a little, so watch your hitpoints.1
  2. 2You reach a locked door next to A Ghostly Sage. Ignore him and open the door with Key 3700. Enter the teleport to the south for the treasure room.1
  3. 3North of the entrance are five chests: Soft Boots, Stuffed Dragon, Frozen Starlight, 100 platinum coins, and a Backpack of Holding with Silver Rune Emblems for Ultimate Healing, Sudden Death, Explosion and Heavy Magic Missile.1
  4. 4To the west are three chests and you choose one: an Arcane Staff (Atk 50, Def 30), an Avenger (Atk 50, Def 38) or an Arbalest (Range 6, Atk +2, Hit% +2).1
  5. 5Walk back through the Ruthless Seven’s realm following the exit signs, or ask the Ghostly Sage for a teleport. You leave through the slime cave in the Plains of Havoc.1

Boss mechanics

The Ruthless Seven’s thrones

  • Seven throne rooms: Verminor (plague), Infernatil (inferno), Tafariel (damnation), Apocalypse (destruction), Pumin (despair), Bazir (deceit) and Ashfalor (decay). The bosses themselves are not fought — you absorb their spirit by stepping on their thrones.1
  • The rooms can hold the Pits of Inferno bosses: The Plasmother (Verminor), The Imperor (Infernatil), Mr. Punish (Tafariel), Massacre (Apocalypse), The Handmaiden (Pumin), Countess Sorrow (Bazir) and Dracola (Ashfalor). They are rare spawns, not part of the quest.1

Rewards

  • The Pirate Backpack, from the skeleton after the maze, and its contents (Ceremonial Ankh, Death Ring, Life Ring, 3 Orichalcum Pearls, 5 White Pearls, 2 Soul Orbs, 11 platinum coins, runes and a Great Mana Potion).1
  • From the treasure room: Soft Boots, Stuffed Dragon, Frozen Starlight, 100 platinum coins, a Ceremonial Ankh, a Backpack of Holding with four Silver Rune Emblems, and one of Arcane Staff, Avenger or Arbalest.1
  • The Ruthless achievement, the Hub shortcut, and the ability to finish the Inquisition Quest.1

Sources

This guide was written from the pages below, and the numbered chips beside each line point at the ones it came from. Go to them for maps, screenshots and video — they did the original work, and this page is a summary rather than a replacement.

  1. 1TibiaWiki (EN) — The Pits of Inferno Questen · read 2026-10-01
  2. 2TibiaQA — how long the vocation lever path stays openen · read 2026-10-01