Shrine Room
This small room contains the only usable rest shrine. Moving into this room also causes the raid to lock. That is, the portal in the very first foyer will vanish. From now on, anyone entering the raid will be stuck in that initial foyer, and anyone going into a DDoor will get stuck there as well. Do not let this happen! Make sure everyone who is going to be in the raid is in the raid and past the first room before moving in the Shrine Room, and do not cast DDoor from this point onwards.
The portal on the west wall leads to the top floor, and the final fight against Auggie herself. This is a good time to dish out roles for the end fight, as it is a longer and more complex fight than most.
Roles for the End Fight
The end fight takes place on the top floor, which has both a light side and a shadow side. There must always be someone on the light side dealing with Auggie. If she is left with no one to play with, she will teleport everyone from the shadow side back to the light side. As such, it's best to split the party into two teams.
Team Light Side:
Tank: control Auggie.
Bone Boy: deals with the Kuldjarghs
Healer: keep Tank and Bone Boy alive
Trasher: one or two DPS to keep trash under control with a focus on the Deathlords.
Team Shadow Side:
Everyone else
Lever Pullers: There will be two levers to pull at the same time in order to finish the raid. Trash spawn near each one, so it's often best to have 2 people per lever, so that if one gets trash aggro, the other will still be able to pull. The lever pullers should come from the Shadow Side team, as Team Light Side will be doing their tasks for the entirety of the final fight.
Once everyone knows what they must do, leave the Shrine Room via the portal and enter the Top Floor: Light Side.
Top Floor: Light Side
Welcome to the final fight! It takes place on the top floor of the ziggurat, which is a large space with walls on the north, east and south sides. The west side if open and allows you to drop down to the previous floors. In the middle of the area is a pile of rocks, surrounded by three rings, the outermost one is lined with 8 Ward Flame braziers on the ground.
This fight has several phases to it. Throughout there area few universal truths.
First truth: Auggie. It is highly recommended that the tank take Auggie to either the north or south walls, and keep her facing that wall, preferable in the center of the wall, slightly closer to the east. This is for three reasons: first, the entire west side of this floor is an open drop to the lower levels of the ziggurat. Auggie regularly does a wing buffet attack that will knock everyone in front of her back a fair ways. Second, her breath weapon removes Deathward, makes you immune to Deathward for one minute, turns off undead character's ability to heal for 15 seconds, and causes a greater Halt Undead effect for 6 seconds, making undead characters helpless. You want this going into the wall and not onto party members. Third, trash spawn in the corners of the map, so you want her between the two closest spawn points so the trash aren't spawning directly onto the Tank. Also, Auggie is immortal, so even if you reduce her HP to 0, she will simply pop back up and heal herself back to 30% - 50% health depending on what phase you're in. Furthermore, anyone in the Shadow side when Auggie dies/heals will get teleported back to the light side, so it's best to not damage her more than is needed.
Second truth: Deathlords buff Auggie. Each living Deathlord will give a additive stacking 20% bonus to Auggie's DR vs everything. Thus, when 5 Deathlords are alive at the same time, Auggie is immune to all damage. Each Deathlord also grants Auggie an additive +50% bonus to her physical damage, meaning she will be doing 250% more damage while all 5 Deathlords are alive.
Third truth: Trash. They come in 5 waves, each composed of 1 Deathlord, 1 Kuldjargh, and 2 Skeletal Dwarves. They start spawning 30 seconds after the fight begins, and every 30 seconds thereafter. However, they will only respawn when killed, so once all 5 Deathlords, 5 Kuldjarghs, and 10 Skeletal Dwarves are up, no more will spawn. However, the dwarven archers are annoying, the Kuldjarghs are REALLY annoying, and the Deathlords make Auggie immune to all damage, and thus - at the very least - the Deathlords have to be constantly killed.
They spawn in a consistent pattern as well, as shown below. It starts at spawn point 1, then 30 seconds later spawn point 2, then 30 seconds later spawn point 3, etc. After the 5th group spawns (if the trash from group 1 are dead) 30 seconds later they will respawn at location 1 again.
Phase 1: Light Side Prep
Once the Tank moves Auggie to a safe spot, the next thing that should happen is the Bone Boy should go and gather the Kuldjarghs. If your DPS is strong you may elect to just kill them, but they will always respawn, and their Impede debuff is painful, so it's often better to tank or kite them. Tanking and Kiting should be self explanatory. There are other ways to deal with them, but I'm not going to include them here for the risk of those strategies being removed from the game. Sorry.
Once the 5 Kuldjarghs have spawned and are dealt with, and the Trashers are busy killing the Deathlords, it's time to do a little bit of damage to Auggie. Bringing her down to 50% health will initiate the next phase.
Phase 2: Find the Real Phylactery
Auggie roars, and summons shadows to her aid. This will happen when she is at 50% health, and again at 40% and 30% health. Five shadows will spawn, and killing them have a chance (not guaranteed) to spawn a hemispherical purple portal that only stays up for 8 seconds. Shadow Team needs to go into these portals by clicking on them.
Note: At this point if Auggie is brought to 0 she will heal to 50% and teleport anyone on the Shadow Side back to the Light Side. Thus it is advised to not damage her past the first shadow swarm, and only damage her when the group is ready for the next wave of shadows.
Top Floor: Shadow Side
This area, as expected, is the shadow of the previous area. You can fall down to the lower shadow side floors if you so choose. Many shadows constantly spawn in this area. In the center of this area is the REAL phylactery, but it is surrounded by a shield. On the north and south sides are an Anti-magic Shadow Beholder and a Helmed Horror. Killing the Helmed Horror causes the nearby crystal to activate and shoot an energy beam at one of 3 nearby crystals (3 on the north side, 3 on the south side, for 6 total). Each of these crystals, when hit by the energy beam, causes a portal to appear, but it will only remain active while the laser is hitting the corresponding crystal. If you count clockwise, the beams default to activating portals 2 and 5.
There are up to 6 portals, and each one leads to a tiny room of darkness containing a phylactery and several shadows. One of the phylacteries is real, the other 5 are fake. It is RANDOM which one it is. The moment any fake phylactery is destroyed, everyone in every room gets teleported back to the light side. Furthermore, every time a fake one is destroyed, a new fake one is created, and the real one gets shuffled again... meaning it is ALWAYS random where it is. You cannot go sequentially through to find it. Unless the Shadow Team is able to coordinate going into and smashing 6 phylacteries at exactly the same time (there is about 1 second of leeway) then finding the real phylactery is purely a game of chance.
Because coordinating 6 simultaneous kills is such a difficult task for most people, combined with the fact that everyone inside a phylactery room gets teleported out when any fake one is destroyed, most groups elect to do a "Conga-Line". That is, everyone on Team Shadow forms a line in front of one portal. The person at the head of the line goes in and solos the phylactery (ignore or kill the shadows, the priority is the phylactery). If it's fake, only that one person will get sent back to the light side. Once there, that person lets the rest of Team Shadow know (voice chat, text chat) that he is out. Then the next person in line going in and does the same. It is imperative that the call of "out" is done after you appear on the light side, NOT when you break it or are still in a loading screen, because if the next person comes in early, they will INSTANTLY be teleported out before being able to do anything. Most will do "Conga-line on 2" as that is one of the portals that spawns first once the Helmed Horror is killed.
Continue to do this and eventually the real one will randomly be there, and it will break.
Phase 3: Light the Ward Flames
Now instead of the shielded phylactery in the middle of the Shadow Side, it will be gone and shattered into shards scattered about. Team Shadow must continue to kill shadows on the light side to create portals to enter the shadow side. There is a giant portal behind where you enter the Shadow Side that will bring you back.
The shards are exclusive, meaning you can only carry one at a time. Each one is able to light one Ward Flame on the light side, and there are 8 braziers that need to be lit. Once all 8 Ward Flames are lit, we can move on to phase 4.
Note: from now until the end, Auggie will only heal to 30% HP if brought to zero and not properly killed.
Phase 4: Kill Her
If only it were that simple. Once the Ward Flame are all lit, the tank can move Auggie from the walls to the Rocks in the center. Her target reticule needs to be on the rocks in order for her potentially stay dead. If it's not on the rocks when she falls, she will come back.
Furthermore, the only way Auggie will stay dead on the rocks is if BOTH levers are pulled at the same time when she falls. There is approximately a 4 second window of opportunity, but with latency and lag, it's more like 1. The levers are in the north east and south east corners, which is also where trash can spawn from, so it's recommended to have 2 lever pullers on each lever (4 in total) to better the odds of not getting interrupted by the trash.
If the timing of any of this is off, Auggie will simply come back to life with 30% health, again and again until the timing of her dying on the rocks and the levers being pulled line up. Once it is accomplished, she stays down and the raid ends. Congratulations!