Temple of the Deathwyrm Walkthrough

vryxnr

Well-known member
As a personal little project, I'm slowly creating stupidly detailed walkthroughs/guides for all the raids. I gather information and screenshots usually while solo or multiboxing, and sometimes I may not get exact details (like trap DCs, no fail intim values required, etc). I do try to get as much information as I can. Sometimes I will also check multiple difficulties for variations between them. I've completed several raid walkthroughs on my guild's discord server, but figured I'd share some of them here as well. Some people find the more story like walkthrough and screenshots more helpful than wikis, and finding a youtube guide isn't always a person's preferred way to learn. Hopefully these can also provide some information on common practices and etiquette for new people to help make them more comfortable with joining a raid group.

If there are any details I've missed that are important, I'll be happy to add them provided I can test their accuracy.
 
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vryxnr

Well-known member
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This is a level 30 raid (which means you need a Legendary Raid Timer Bypass to run it more than once every 3 days) that takes place in Thunderholme, north east of Eveningstar in the Forgotten Realms.

Flagging for this raid is very simple. All one must do is kill Sarva, an always spawning rare in the Thunderholme wilderness zone. Note: if someone teleports to the raid entrance, Sarva despawns... so if someone needs to quickly flag, make sure no one has teleported to the raid entrance until it is done. ALSO: Level 33 and lower characters cannot flag at the same time as level 34 characters due to how wilderness level ranges work.

The raid entrance is in the Thunderholme wilderness, at the very bottom of the area. If teleporting via Ingrith Icefell (the female dwarf NPC on the steps just outside the wilderness), you'll want to go to the entrance to Aurgloroasa's Lair. This raid takes place in a massive underground ziggurat, with you going in and out of the shadowrealm as you ascend to the top. There are two semi-random splits in the path through this raid, so in order to guarantee a victory every time, you will need at least 4 people. Solo (with a pet) is possible but it is reliant on RNG giving you a path that can be completed by just one person.

There will be lots of level drains, so having some form of restoration will be very helpful. Aurgloroasa (Auggie from now on) will breathe concentrated negative energy at you, which will remove Deathward from you and make you immune to deathward for one minute. If you are undead, it also severs your ability to heal from negative energy for 15 seconds.

Furthermore, anyone who dies will have a wraith spawn from their corpse. Spawnscreen and other such effects do NOT stop this from happening. These wraiths are called Undead Keepers, and they will have a unique name based on who died, "Keeper of Vryxnr" and "Keeper of Shurah" for example. The dead cannot be raised while their Keeper is alive. So in order to rez the dead, you must kill their Keeper first. However, there is another way: if the dead person rubber bands to their soulstone twice (by moving away and getting teleported back for being too far away), the Keeper will go away and you'll be able to rez.

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Upon entering you will be in a small foyer with a purple portal before you. This is a safe place to buff up before heading in through that portal. Using a Dimension Door at any point will bring you back here. However, this portal will vanish once you enter and move in the shrine room (just before the top floor and the fight against Auggie herself), so do not use DDoor after you get to the shrine room. Once you're all buffed up, head on in.

First Floor: Light Side

Welcome to the first floor of mirror puzzles! This large area is filled with pillars and mirrors. This image only shows half of this first area!

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The goal for each of these mirror puzzles is to send the energy beam from it's source (sideways pointing crystals shooting a beam of energy from the tip) to the upwards pointing crystal.

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With several people who know the solution, these sections (yes there are several) can go by very quickly. If only one person is doing it all, it can take quite a while longer. If you are figuring it out by yourself, I find starting at the end crystal and working backwards to the source beam is the most effective way to get it done. This is in part because for most mirror puzzles - when you work backwards - you can go to the next mirror as see which mirrors lead to it, and most of the time there is only one that can. Thus you are forced into the correct solution. Regardless of how it's done, the mirror next to the source should always be done last, and a warning given to the party when it's about to be turned into position, so that no one gets caught in the beam as it travels across the map. The beam does just over 1k damage per tick on normal, and ticks several times a second. Spell Absorption will stop the damage, but the beam drains 1 charge per tick of damage.

Those who are scared of Auggies breath weapons can hide under her perch by the large gate. The pillars around the area will not offer much protection either, as her breath weapon will destroy them. It is possible to hit Auggie from below, but she cannot die. Even if she is brought into the negatives for HP she remains up and active.

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Trash constantly and infinitely spawn here as well. On this floor it is only Dwarven Skeletons (a mix of miners wielding picks who hack at you in melee, and archers). They spawn approximately every 45 seconds in groups of 6. If they are not dealt with, they will continue to spawn and eventually cause dungeon alert and overwhelm to raid. Those not puzzling should be killing the trash so that this does not happen.

The solution to the first floor is shown below, and I've also indicated how many turns it takes each mirror to get to that final position.

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The following map of the same solution is from the wiki, but I added the number of turns required at each mirror.

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Once the beam hits the crystal, a portal open to the next area. This one is on the east wall just north of the central gate. Once someone goes through the portal to the next area, the trash stop spawning here. The trash still remaining will not despawn however, so it may be worth killing them to reduce dungeon alert and lag.

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First Floor: Shadow Side

This area is the shadow of the first area, but the mirrors are different. This puzzle also has two crystals that need lighting up! The trash that spawn here are Shadows and Animated Armors. As before, Auggie will be perched above the gate and will be spewing negative energy breath down upon those not hiding directly under her.

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This one can get confusing, as it's possible - even when working backwards - to turn the mirrors to send the beam in the wrong direction and get lost. If you're unsure, I suggest starting with the south crystal and working from there, as it is more obvious which is the correct way to turn each mirror. Then when working on the north crystal mirrors, you can ignore the mirrors that are already in use.

Of course, here is the completed solution. I've tinted one of the beams to more easily differentiate the paths.

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And the wiki-map with turns added in version:

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The portal to the next area appears once both crystals are being hit by the beams of energy, and it spawns on the large gate in the middle of the east wall (the spot where those hiding from Auggie's breath are at). As before, once someone goes in, trash stop spawning, though any still alive will remain.
 
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vryxnr

Well-known member
First Split

You will be teleported into a tiny room with 3 potential portal exits, but only 2 of them will be active (technically 4 potential exits including the one you came from, so doing a 180 and going into the portal behind you will bring you back to the previous floor, but only 2 of the 3 active portals will move you forward). The north portal leads to the Ruined Spire (Trap Room). The west portal leads to the Archives (Dwarven Maze). The south portal leads to the Secure Chamber (Jump Room). Each portal has an ancient dwarven rune beside it. Only highly intelligent (36+) adventurers, Bards, and Dwarves are able to read them.

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Ruined Spire: a.k.a. the Trap Room

This room is filled with many traps. 12 spellwards, 21 pressure plates, and 4 trap boxes for various spikes and blades. There are also two gates controlled by levers. These gates only stay open for 7.5 seconds. The first gate leading into the many traps has the lever right beside it, so it's easy enough to pull it and get in, though it may be advisable to have a trapper disable some of the spellwards before going in to prevent getting trapped and stun locked by them.

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The second gate is far away from the lever, and there are several more pressure plate traps and spellwards between them. There are also two air jets beside the gate that cannot be disabled.

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Once all the traps that can be disabled are so, most of hte group should huddle by the gate while one person pulls the lever to let them all in. On the other side with be a fake phylactery (giant ball of spikes to the left), and another lever. This lever is used to allow the initial lever puller through the gate. It is possible to get through without the second lever with a high movement speed and wings.

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Once the fake phylactery is destroyed, a portal will activate at the end which will bring you through to the Second Floor: Light Side.
 
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vryxnr

Well-known member
Archives: a.k.a. the Dwarf Maze

This area is a series of tiny rooms connected by portals. However, each room has multiple portals and only one of them leads to the next room. All the other portals leads to a tiny room with no exits and an Undead Executioner inside (an immortal unkillable NPC that when talked to will kill you and send your soulstone to another tiny room with a Rez shrine and a portal in it. Taking this portal sends you back to the first room of the Dwarven Maze.

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In order to find the correct way through without dying constantly via trial and error, you need a dwarf, bard, or a character with 36+ Intelligence to read the dwarven rune in each room. This rune will give you a 3 line riddle to solve. The first line is a convoluted sentence that essentially states "left" or "right" when facing the rune (if there is no portal to one side of the rune, then continue along that wall and around until you get to a portal). The second line is a statement about falsity (was the first line true or false). The third line is another convoluted statement that tells you if the second line was true or false. So you take the 3rd line to tell you if the second line is true or false, then use that knowledge of the second line and apply that logic to the first line to determine the actual path forward. (a list of possible riddle lines will be at the end of this section).

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The first room has only 2 portals and the rune is between them.

The second room also has only 2 portals and the rune is between them.

The third room also only has 2 portals and the rune is between them.

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The fourth room has 2 portals but they are both along the left (north) wall and the rune is on the east wall. Therefore if the riddle's answer is left, it's the portal directly left of the portal (which is the right portal when facing the portals). If the answer is right, you go right from the rune around the empty walls and around until you get to the portal (which will be the left one when facing the portals).

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The fifth room also has 2 consecutive portals with the rune off to the side. As with the previous room, left and right is from facing the rune first, then going in that direction until you get to a portal.

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The sixth room has 6 portals. The path forward will only be either the portal directly left or right or the rune.

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The seventh room is a fake out. The riddle tells you which portal will bring you back to the first room. The solution here is to jump up and over the wall. Behind you when you enter is some rubble you can jump up to get on top and over the wall. On the other side will be the fake phylactery. Destroy it to open the portal that will bring you to the Second Floor: Light Side.

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The Riddle

Possible first lines of the riddle (may not be complete):
* To weave this maze heed warp and weft. The proper thread runs to the left. (indicates left)
* Southward turned, with back to North, go the way that Dawn comes forth. (indicates left)
* If the right wall were the floor and the ceiling were the door, upwards fly or you will live no more. (indicates left)
* In Shadowfell were light is cursed, directions may be reversed. With a leap the Shadow bites, lifts its hand, and points to right. (indicates left)
* A fool and her prize and swiftly cleft. Don't prize your life? Then go to the left. (indicates right)
* If strong should rule and weak obey then surely might makes right the way. (indicates right)
* If north were south and tail were mouth and your wit's bereft, then the way is left (indicates right)
* If thrice the legs of men and half the count of dragon's limbs is lesser than the count of fingers on two hands, go right (indicates right)

Possible second lines of the riddle (may not be complete):
* All that was written above was false (indicates false)
* Naught of what was writ above was true (indicates false)
* That twas true as day is dark (indicates false)
* That twas true as night is bright (indicates false)
* All that was written above was true (indicates true)
* Naught of what was writ above was false (indicates true)
* That twas true as day is bright (indicates true)
* That twas true as night is dark (indicates true)

Possible third lines of the riddle (may not be complete)
* Regarding the first writing, the second writing lies (2nd line is false)
* Let the last thing written be struck out and annulled. (2nd line is false)
* The last writing will lead you into certain death. (2nd line is false)
* In the second statement, let true be false and false be true. (2nd line is false)
* Regarding the first writing, the second writing holds (2nd line is true)
* Let the last thing written stay written and unchanged (2nd line is true)
* The last writing will save you from certain death (2nd line is true)
* In the second statement, let false stay false and true stay true (2nd line is true)
 
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vryxnr

Well-known member
Secure Chamber: a.k.a. the Jump Room

This room is a tall hollow tower. Your task is to climb the rubble and ledges around the perimeter until you get to the top. At the top will be a fake Phylactery that you must destroy. Destroying it will open up a portal to the Second Floor: Light Side.

Most of this will be easier to explain via a short video, followed by pictures and arrows. In order to easily make all the jumps, you will want a jump score of 40+, feather fall, and a movement speed of +32% (haste) or more.

When you enter, turn to your right and you'll see the beginning of the climb. The following clip is with wings to skip the pegs.

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Here are a series of pictures showing the path up.

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Now that you're here, there are several ways to proceed. If you have wings or some form of boost (cannith propulsion boots, abundant step, spring attack, snowslide, etc), you can simply use that to propel yourself across to the other side. If you do not have an ability like this, you will need to use those pegs coming out of the wall to the side to get across. Good news is, there is a trick to the pegs. If you have feather fall and at least a 32% bonus to your movement speed (the higher the better), all you need to do is jump onto the first peg, then simply run across the rest (no jumping at all). How far you move forwards while falling is determined by your movement speed, so with a haste level boost and feather fall, you will be able to run across, sometimes grabbing the edge of a peg and pulling yourself up to continue along your way.

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Here is a short video of someone without wings jumping to the first peg then running across (with haste and featherfall)

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Once across, most people will jump to the ledge directly above them (from the peg right there on that side) then use ranged attacks to destroy the phylactery. This is shown with the green arrows. If you do not have 40 jump it may be better to use the pegs to get there via the red arrows. If you do not have any ranged attacks, you can follow the purple arrows to the phylactery, then make your way back to the other side.

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Following the green arrows, you will have to grab the ledge and pull yourself up, and to get to the ledge you have to jump around the corner that juts out slightly (no trying to jump straight to it, gotta go out then turn mid jump towards the ledge). Most people do it this way as you're less likely to fall all the way down if you mess up. The red arrow path risks falling all the way down, but can be done without a 40 jump, and the purple path really risks falling all the way down.

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Destroying the phylactery at the top will cause the portal to activate. Going through brings you to the Second Floor: Light Side.
 
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vryxnr

Well-known member
Second Floor: Light Side

Welcome back to mirror puzzles! This floor is much smaller than the first floor. The trash that spawn here are skeletal dwarves again, but now they are joined by Cult of the Dragon Necromancers. There is only one crystal here. Auggie is here again to rain necromantic breath on you, and the gate under her perch is safe from the breath. There is a wall protruding to the south that will also block her breath attacks. The crystal and the portal to the next area is behind that wall.

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Second Floor: Shadow Side

Second verse, same as the first! This is the shadow of the previous floor, and once again the mirrors are all different. The trash in this area are Shadows, Animated Armors and Shadow Hags. The twist here is instead of only moving mirrors around, the source of the beam also needs to be turned.

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Bone Guardian Fight

This section is essentially a DPS check, though lower DPS groups can still progress if they are smart about it. Basically you are in another small room, but this one is filled with piles of bones and rubble. Once someone moves forward in the room, a Bone Guardian rises from the rubble, along with a bunch of skeletal dwarves.

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The Bone Guardian will sacrifice and eat nearby skeletal dwarves to heal itself, so you either need to keep all the trash dead, or DPS the Bone Guardian down before it can heal itself. Once it reaches 50% health, it will wait approximately 15 seconds, then sacrifice one skeletal dwarf to heal itself. Thus, if it takes longer than 15 seconds to do 50% of it's life, you'll need to kill the trash before it can eat them. If it takes less than 15 seconds to do that much damage, than you're fine to just blast it down.

Your reward is a chest that can contain thunderforged ingots, and the portal to progress to the Third Floor: Light Side.
 
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vryxnr

Well-known member
Third Floor: Light Side

Mirrors mirrors everywhere! Fortunately, this floor of mirrors is much smaller than the previous ones. Also, Auggie is no longer perched above to harass us. The trash that spawn here are more skeletal dwarves, Cult of the Dragon Necromancers, red named Cult of the Dragon Deathlords (they like to level drain you), and in the north east corner is a single Helmed Horror (the energy beam will only activate once this Helmed Horror is killed).

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This mirror puzzle actually has 2 solutions. The solution shown below is the one I prefer, because if something causes someone to have to go back through this area (getting knocked off the top during the end fight is a possibility), the below solution does not have a beam of light going directly across the portal you have to go through.

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The alternate solution takes 10 more mirror turns to complete (so it takes slightly longer to do), and also puts the beam of energy along the wall and in front of the portals, making it more dangerous for anyone who falls down in the end fight. For completeness sake, I've added the alternate path in green.

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Third Floor: Shadow Side

SO MANY MIRRORS! AAAAHHH! This is the LAST mirror puzzle, yay! As before, this is the shadow of the previous floor, with a different mirror setup. There will be an Antimagic Shadow Beholder wandering around that will aggro pretty quickly on anyone entering this floor. The energy beam is guarded by another Helmed Horror again. The trash here are shadows, Shadow Hags, and Animated Armor.

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The mirrors here are slightly different than previous puzzles. Instead of turning them at angles, you turn them flat, and the beam will be at angles.

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Going through this portal will bring you to the Second Split.
 
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vryxnr

Well-known member
Second Split

As with the first one, you will be in a small room with 3 potential portal exits, but only 2 will be active (not including the portal you came in here from). To the north is the Combat Training Hall (Combat Tower). To the west is the Float Chamber (Gravity Maze). To the south is the Incandescent Halls (Red/Green).

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Kuldjargh's

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Two of the splits will have this new enemy in them. They also appear in the end fight. They are worthy of mention as they are tough and have some annoying mechanics. First, they are Red-Named enemies, and as such are immune to instakill effects and most forms of crown control. Second, they have "thorns", meaning when they get hit in melee, they do piercing damage back to the attacker. Third, they cause Impeded to those near them (-70% movement speed, -80 to tumble). Finally, they also have a charge attack to quickly close the distance between you and them that causes knockdown. All of this combined makes them dangerous and annoying.

Combat Training Hall: a.k.a. Combat Tower

This room has a tower in the middle of it. To the north on the ground level is another fake phylactery, but it is surrounded by a shield. The only way to lower this shield is to run into it while afflicted with the dark aura gained from the enemies above. The top of the tower contains infinitely respawning trash (Helmed Horrors, Skeletal Dwarves, Cult of the Dragon Deathlords, Shadows, and Kuldjarghs) that spawn in groups, and one enemy per group will have a dark aura around them. Whoever gets the killing blow on the enemy with the aura will gain that aura. This aura will only last for 10 seconds. If it is not transferred to the shielded phylactery below, it will explode, causing damage to that character (just over 500 bane damage on normal).

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Because the aura does not last long, it is recommended to fight near the north edge of the tower. Also, whoever gets the aura should remember that while falling, holding shift/block will temporarily disable your Feather Fall, allowing you to drop to the phylactery much faster. Some groups will split the party, so that some high DPS and casters with DoTs are at the phylactery to hit it right away. This can be important because the shield only stays down for a fraction of a second, then comes back. If your DPS is low, it can take many many runs up and down the tower before the phylactery gets destroyed. DoTs can continue to damage the phylactery while the shield is back up, hence it may be worth trying to get those onto it.

Once the phylactery is destroyed, a portal will open up in the north west (check) corner. Enemies will not stop respawning while anyone is on the tower, so communicate when the portal opens / when the phylactery breaks, so everyone can jump down and leave. The portal leads to the Shrine Room.
 
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vryxnr

Well-known member
Float Chamber: a.k.a. Gravity Maze

This is a large 3 dimensional maze filled with spikes (Reflex DC 100 on normal) and undisarmable traps, but no actual enemies. Some paths require the use of the gravity switches to progress (jump and wings are not enough). The goal here is to split up and find 6 floor tiles to stand on at the same in order to drop the shield from the phylactery at the end of the maze, so that it can be destroyed.

The gravity switch has a small ceiling above it so whoever is controlling it will not fly away. They should always be able to hit it again to restore normal gravity. People not involved with finding the floor tiles or activating the gravity switch can all run to the end and hang on a ledge, as hanging will prevent you from going up into spikes and falling when the gravity is being changed. Also beware that sometimes when anti-gravity sends you into the ceiling, your head may clip through slightly, causing you to not be able to see anything but a blue void.

The beginning of the maze contains one gravity switch. The end also has one, so that it can be used to get everyone through. The beginning also has 4 paths to take. Down left leads to the red tile and the way through to the other side (there is a white tile at the end in front of the phylactery which also needs to be stepped on with the others). Down right leads to the blue tile (it has force traps on it). Up left leads to both the green and purple tiles (green has spinning spike traps on it). Up right leads to the yellow tile.

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The wiki has 2 maps for this area, one it top down with everything layered on top of everything else, the other has the 5 vertical layers separated and connect via letters. It also uses letters for the floor tiles. They are shown below.

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However, I have edited the second map to include more details and the paths. I personally find this next version easier to follow.

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Below are video clips showing each path. The screenshot version is far too cumbersome for the forums.

This is the White/Exit path:


This is the Red path:


This is the Blue path:


This is the Green path:


This is the Purple path:


(forums have a limit of 5 media imbeds per post... clips to be continued below)
 
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vryxnr

Well-known member
This is the Yellow path:


When all 6 floor tiles/pressure plates are stood upon at the same time (White, Red, Blue, Green, Purple, and Yellow), the shield around the phylactery will vanish, allowing it to be attacked and destroyed. Once the shield is lowered, no one needs to stay on the tiles. They can all start heading back to the beginning to take the white path and join everyone else at the end.

Your reward is a chest that contains thunderforged ingots. The other paths do not reward a chest, but the other paths are subjectively easier as well. Once the phylactery is destroyed, a giant portal appears behind where it once was. This portal leads to the Shrine Room.

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vryxnr

Well-known member
Incandescent Halls: a.k.a. Red/Green

This path features a constant game of Red Light Green Light. There are orbs throughout that emit light: green light, yellow light, and red light. When the light is green, it is safe to move. When the light is flashing yellow and white, that is your warning that it's going to be red soon. When the light is red, you must not move. You can turn in place and fight, but moving, tumbling, jumping, climbing, spring attacking, wing boosting, etc. is against the rules. If you move while the lights are red, you take damage as if you were standing in a light beam (over 1k per tick, several ticks per second). Due to latency and lag, it's highly recommended to stop moving at yellow to ensure you're not moving during red. Sometimes it glitches and damages you anyways. The timing between light changes and the duration of red/green is random, though yellow is always 3.5 second long. The transition to yellow will include an ominous sound effect and a ticking sound like a bomb countdown, the transition to red ends the ticking with a "thunk" sound effect, and the transition from red to green includes a short but relieving sound effect as if a device was just deactivated.

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This area is also swarming with enemies: Helmed Horrors, Animated Armors, Dwarven Skeletons, and some Kuldjargh's.

Upon entering, there is naught but a hole before you to drop down into. Go ahead and drop down. You will land in front of a barrier.

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This barrier can only be lowered by standing on three floor tile pressure plates located to the east, west and south. Each one is also guarded by several enemies.

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Once the barrier is down, simply follow the path, killing enemies and stopping all movement as required. Soon you will encounter another barrier guarded by 3 skeletal dwarves, 2 of which are on a small ledge with a ladder going up to it. The pressure plate to stand on is up on that ledge (there is only the one for this barrier).

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Shortly after that barrier is the final room. It has several levels to it with enemies throughout. Clear out the trash (including another shadow beholder on the top level), and step on all 4 pressure plates at the same time.

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Sometimes the shield on the phylactery doesn't drop, likely due to lag causing the game to not realize all 4 pressure plates are being stood upon. So it might be required for some to move off and back on again.

Once it registers and the shield lowers, the fake phylactery can be destroyed. Doing so will cause a portal to appear behind it. This portal leads to the Shrine Room.
 
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vryxnr

Well-known member
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.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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!
 
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