Upon zoning into the
Heart of the Inferno, you will find yourself in the middle of a hellish
bastion of entropy. This dungeon
consists of a fiery series of wings, all connected by a ‘hub’ room.
The entrance to Heart of the Inferno is located west of the Erabenimsun
Camp at the end of a lava pit.
My goal for Heart of
the Inferno was to drop the player immediately into fiery danger. You
are confronted by an altered fire atronauch, fire scarabs, and fire
breathing racers. If you can survive the first room, you are confronted
with the option of going 4 directions. The specter of choice
rears is ugly head, and to press on, you must enter a wing of the
dungeon.
There are several
leveled creature spawns found though out the dungeon, to compliment the
three unique local creatures mentioned above. When combined with Big
Mod, Heart of the Inferno takes on a frenzied level of danger and fun!
At the end of three of the shorter wings, are bosses of the unique
creatures found within Heart of the Inferno. At the end of the long,
deeply set wing, is an evil Dark Elf who has had control of these
creatures. It is up to the player to vanquish this heathen! Similar to
The Deepest Chasm, the events in the inferno are challenging, and yield
outstanding loot.
The Heart of the Inferno is a
dead end. There is only one way in, and one way out. The specter of
having to retreat through what you have just cleared to enter a new
wing, or exit the dungeon, presents the player with a sense of impending
dread. Hub based dungeon design provides a spatial time sink of sorts,
making the player re-visit areas they have already cleared. I believe
that moving the player around within the same area adds to an impression
of immensity, and is an important part of memorable game design.
Requires: Morrowind and Bloodmoon
Bloodmoon patch v1.6.1820