D&D: Heroes: Door Hopping Guide
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D&D: Heroes: Door Hopping Guide
Updated 4 years ago by Mind_of_Ryan

Door Hopping is the most recently found strategy and allows us to bypass or ‘hop’ over any barrier/locked door with a physical plain or ‘playing area’ behind the locked door. Whenever a 2nd player is spawned, D&D: Heroes spawns that player in the air, as if they’re on a 2nd story above the 1st player. However, when that 2nd player moves, they get pushed down onto the playing area. Knowing this, we can utilise the spawning system to skip certain barriers/doors, and as a by-product, a large portion of the game. This includes the quests requiring us to gather the four Jewelled Sceptres, as well as three of the four Planar Gem areas.

The steps/method for Door Hopping are as follows:

-Position player 1 as close to the centre of the barrier/door you’re trying to bypass as possible.

-Spawn player 2 on top of, or as close to on top of player 1 as possible.

-Leave party as player 1, then respawn player 1 either on top of player 2, closer to or above the barrier/door.

-Leave party as player 2, then respawn player 2 either closer to, or above the barrier/door.

-Rinse and repeat, once you are either on top or slightly past the barrier/door.

-Once you appear to be over/on top of the barrier/door, you should only have to spawn/respawn players 2-3 more times, depending on the barrier/door.

Keep in mind the above steps are contextual to a best case or good scenario. D&D: Heroes is programmed to always try to spawn each player in a playable area, meaning just trying to get player 2 on top of player 1 can take multiple attempts. Also, whilst this strategy applies to each barrier/doorway, they are all different to an extent. Also, you ABSOLUTELY MUST save the game after picking up any of the essential items gathered in the speed run, otherwise you’ll lose said item and won’t be able to complete the run efficiently.