--Written Guide--
Story (Level 80)
- Difficulty: Easy.
- Duration: Long.
- Stand on two pressure plates to open door.
- Shoots multiple bolts: Medium damage each.
- Fears on melee.
- Kill grubs (if even spawns).
- Orrian Eyes: High ranged damage against closest enemy.
-Stay ranged. - Avoid AoE.
- Bring plenty of condition removal against Knight.
- Use cannons blocking ability to block attacks from giants on right side of the ship.
- On gorilla tower sneak up from behind to avoid Eyes.
- Mouth: Avoid AoE. Use "balls" to interrupt something?
- Kill stuff and avoid AoE.
- Run inside to take cover if needed.
- First dragon always appears on right (after diving under the ship). Keep blocking up and keep shooting.
- Next two dragons appear on both sides. Focus one side first.
- Kill stuff, avoid AoE and protect Zoijja.
- Attack Zhaitan with cannons. Kill stuff if needed.
Explorable (Level 80)
- Path 1 (Jotun): Hard path. Takes about 60-90 minutes with decent team.
- Path 2 (Mursaat): Hard path. Takes about 45-75 minutes with decent team.
- Path 3 (Forgotten): Hard path. Takes about 30-60 minutes with decent team.
- Path 4 (Seer): Very hard path. Takes about 90-150 minutes with decent team.
- Focus Illusionists (high damage Chaos Storm) and Deadeyes (high damage ranged attack).
Ooze (melee difficult)
- Clear area before aggroing.
- Bounces: Melee AoE with high damage. Knockbacks.
- Splits upon death. Grab dropped "thing" and escort it to Jotun. Ignore spawned enemies.
- Everyone else should escort. "Thing" spawns Oozes and is extremely slow to carry (dodge).
- Pulling Ooze near Jotun makes running much faster.
- Stand on light to get "Green Light"-stacks. Stacks greatly increase your damage against light-enemies while degenerating your health. Wait for ~5 stacks and kill enemies.
- Run away to regenerate.
- Stand on four springs to spawn it (also prevents enemies from spawning).
- Tar spit (if not Burning): Multiple AoE circles with low damage. Spawns Tars. "Stuns" for 1 minute (unbreakable).
- Keep Tar Burning to prevent. Use Whiskey if needed. - Tar spit (when Burning): Multiple AoE circles with medium damage. Inflicts Burning.
Korga the Mighty
- Skippable, however killing it spawns a chest and a waypoint.
- Dashes twice and then attempts to resurrect nearby corpses.
- Control its dashes to keep it in same place.
- Use Staff found nearby to lay a trap which stuns Gorilla.
- Skippable, however you still need to grab Reflecting Crystals.
- Two Champion Spiders. Can be a very tough fight unless one player can kite Champions while everyone else kills everything else.
- Gather 3-5 Reflecting Crystals before engaging. Use Crystals to reflect projectiles and cover up party-members.
- Damage of reflected projectiles depends on offensive stats. Try make sure top damage dealers get hit.
- When reviving cover downed people with your body. - Homing projectile: Homing projectile with very high damage.
- Use Reflecting Crystals (or reflecting skills) to reflect.
- Stand on top of Jotun to ensure getting hit.
- Crystals break randomly on hit (2-50 hits). Watch out.
- If you can't reflect stay behind someone. - Lava Font: Small AoE circle with high damage ticks. Inflicts Burning. "Different animation".
- Dodge. - Flame-wall: Passing causes very high damage. Shrinks.
- Passing instantly causes downed state so prepare to revive.
Operative Belka
- Belka is immobilized so she doesn't reset unless you wipe. This allows hit&run-tactic if needed.
- Teleports.
- Reflects projectiles.
- Knockback bolt: Projectile with medium damage. Knockbacks.
- Fire bolt: Tri-projectile with low damage. Inflicts Burning.
- Glowing Ball: AoE circle with very high damage.
*- May overlap/get mixed with Fire barrels. Dodge if unsure. - At 75%/50%/25% Fire barrels: AoE circle. Burning.
- One players takes the suit and reapplies shield when needed.
- Everyone else charges the suit.
- Charge when "Energized" buff disappears, don't wait until shield runs out!
- Decide initial order.
- Good idea to call "Charge"-skill before charging to avoid overlap (if problems). - Everyone else also brings mobility, stealth, etc.
- Leave dead people behind. You get a waypoint in the end.
- Alternatively just run without suit.
- Abomination Swing: High damage melee. Auto-attack. "Slow swing".
- Circle-strafe or run through to avoid. - Jump: Melee AoE with very high damage. Knockbacks. "Jumps".
- Dodge. - Rock: Slow projectile with very high damage. Knockdowns.
- Moving works, dodging is more safe. - Berserks: Initial knockback. Grants invulnerability and more damage. Inflicts very strong Burning on melee-range.
- Use Tranquilizer or interrupt.
- Tranquilizing interrupts animations but doesn't stop attacks so watch out for unfinished attacks (rock, etc.).
Water & Big mine field
- When you reach end of first water area go and right, then follow sharks and blue torches.
- Hug right on big mine field to find "secret, no mines at all" way.
- After waypoint stick to left, wait for monsters to go and skip everything.
- Shoot: Projectile with medium damage. Inflicts Bleeding. Auto-attack.
- Tank, dodge or hide. - Rapid-fire: Projectile-channel with medium damage ticks (very high damage).
- Dodge or hide. - Pull & Bomb: Pulls with no damage. If something gets pulled she plants bomb. AoE with very high damage. Knockbacks.
- Daggerstorm: Flashes and teleports to middle to prepare. Starts when she gets "weird" buff. Grants projectile reflect for few seconds. Spin shoots bouncing projectile with very high damage.
- Hide behind barricades.
- Watch out for uncovered pets and minions.
- Beating her on melee prevents this attack (bug). - At 75%/50%/25% Summons Clones: Shoots and Rapid-fires with lower damage.
- On room before boss huge left wall to avoid enemies.
- First phase: Only one player can have the "buff", cycle attacking players. Everyone else defends terminal.
*- With high damage that one player is enough. - Second phase (50%): Everyone can go in.
- Bolt: Bouncing projectile with medium damage.
- Laser: Beam with very high damage. Inflicts Burning.
- Move. - Ball: Homing ball with high damage.
- Dodge. - AoEs: AoE with high damage ticks. Inflicts Confusion.
- Level 80. Medium. Medium.
- Focus Illusionists. Their Chaos Storm deals high AoE damage.
- Crusher: Mighty Smash: Melee with very high damage. Big cone range. Only attack.
- Stay behind Crusher or dodge. - Hunter: Dodges to lay trap: Low damage. Inflicts Immobilized.
- Keep distance. - Hunter: Bouncing Shot: Bouncing projectile with low damage. Inflicts Poison or Crippled.
- Hunter: Binding Shot: Slow projectile with low damage. Inflicts Immobilized. "Glows".
- Keep moving or dodge. - Several tactics: one player can distract Crusher while everyone else kills Hunter, one player can distract Hunter while everyone else kills Crusher or just go in and kill both.
- Two ways to proceed when seeing a giant. In both ways you get ambushed by a Spider Champion (same as Malrona in TA explorable).
- In both ways you can run past spiders and lose aggro. However ambush in left-way is further away from the boss which makes it easier to lose aggro. - Places wells: No effect.
- There is a safe-spot when hugging the rock and being between boss and wall (never used this). - Jumps: Explodes all wells dealing high damage. Knockdowns.
- Run out or dodge. - Fetid Blast: Slow AoE-projectile with medium damage. Inflicts Poison.
- Keep moving if at range.
- Dodge on melee-range. - Life Siphon: Life-stealing channel with low damage ticks (very high damage). 1200 range.
- Try to outrange, break line of sight or keep dodging.
- Corrupted light quickly damages whoever is carrying it.
- Take mobility.
- Run as a group and keep passing the ball to each other.
End fight
- You can skip every fight on your way to end fight (especially Champion giants).
- Goal is to control circles.
- You convert a circle by having more players than enemies inside. Similarly it gets converted back if there are more enemies than players.
- Warning: circles lie. Pillars shoot white/green projectiles to chicken based on control. Use that info instead! - In total there are 1 Boss and 6 Veteran enemies. 1-2 players should try to aggro Veteran enemies and keep them out of circles.
- Avoid poison gas near Boss. You can still stay inside the circle.
- Corrupts: Increases damage you take from boss attacks. Stand on white light (appears once in a while) to remove.
Kaisar, High Priest of Balthazar
- Whirling Fire: Melee-AoE with medium damage ticks (high damage). Can't change direction. Used on close targets.
- Dodge through. - Fire-AoE: AoE with medium damage. Inflicts Burning.
- Avoid.
- Ignore Trees.
- Find safe spot, switch ranged and get bored.
- Moa: Morphs target to Moa. "Purple glow".
- Try to dodge. - Summons clones.
- Kill. - Summons multiple clones. Inflicts 5 Confusion per clone when killed (easily gets to 25).
- Use area-effects to bring them down.
- Use condition-removal (party-wide if possible), stop attacking if needed. - Staff attack: Projectile with medium damage. Inflicts random condition.
- Corrupted light quickly damages whoever is carrying it.
- Take mobility.
- Run as a group and keep passing the ball to each other.
Ghasem, High Priest of Grenth
- Clear two ambushes at black spots (sweep the area).
- Activate Priest by killing Undead Wraith.
- Wraith teleports to black spots (total of five) always following same rotation.
- Learn the rotation. This allows you to assist people.
- Hit (melee) Wraith immediatelly to avoid it resetting. - Kill veteran enemies to kill Priest.
- Run through falling rocks and fall from cliff to skip enemies.
- Use offensive consumables and utilities. Swap gear/traits if possible.
- Stack plenty of "Tears of Dwayna" at one spot. Decide roles: North-runner (3-sparks), South-runner (2-sparks) and Tear-thrower.
- Runners: Mobility (at least Swiftness). If needed, Stability to prevent Petrify during run.
- Non-runners: Hug wall when Simin disappears.
- Tear-thrower (ranged, lowest DPS): Watch party-UI (non-simplified) and use tears to cure Petrify. Attack when possible.
- This is very important role so focus. Proper curing gives high boost to DPS and spark-runs. - Non-tear-throwers: Keep eye on general situation and use tears if needed.
- Dark Pact: Attack with low damage. Inflicts "Dead Eyed Stare" if not already.
- Chain-bolt: Bouncing (3) projectile with medium damage.
- Storm: AoE with random damage ticks (medium to very high).
- Cloak, Invulnerability and Regen: Used periodically when below 50% health.
- Lure Sparks to middle statue to break.
- Popular starting tactic (4-1) is running only 4 Sparks and letting Simin come out naturally (after 1 minute). Next time you just have to run 1 Spark which makes Cloak extremely short.
- If you are slow and timer always runs out it may feel that it's "stuck" on 50%. Try to improve your tactic and execution. - Dead Eyed Stare: Debuff which slows movement and skill recharge. Inflicts "Petrified" upon expire.
- Petrified: Debuff which "stuns". Inflicts "Petrified" upon expire.
- Use "Tears of Dwayna" to cure.
- Stability prevents effect but doesn't prevent status.
- Bug: If "Dead Eyed Stare" ends while "Petrified" you can just attack to break the effect (status remains).
- After Simin, head north-east to Champion Drake. Skippable.
- Unlike every other Drake in the game this one is actually dangerous. It shoots homing missiles! (ok, some kind of balls).
- After the Drake keep hugging the left wall until you see a well. Jump down to well and keep going!
- Mix of every Priest/Priestess encountered.
- Most importantly cure "Petrified", kill summons and avoid AoE.
- No knocking poison balls on melee range.
- On big room you can hug left/right wall to skip most of the enemies (risky if you aggro too much).
- Three phases, triggered at 75% and 50%.
- Get immunity, blocks, Vigor, etc.
- To quickly gain health run to other side of the arena to get out of combat (don't do this with 1-2 alive).
- Ranged players should stack to kill Grubs and Locusts faster.
- Melee players should avoid each other and not stay in front of Lupicus. Lupicus will turn to face you when it is going to attack/infect.
- Warning: If you can't dodge infection you will most likely hurt your team. - Infects players: Inflicts green-effect. Grubs spawns after ~5 seconds. Only targets players. "Waves hand in a circle with green-effect".
- Dodge when its hand is up. Dodging it prevents Grub from spawning.
- Run to other players when infected to allow everyone focus it. - Roars: Does nothing (usually connected to Grub spawning but that has its own timer).
- Spawns Locusts: Deals high damage upon contact.
- Focus them down if stacking.
- Keep moving to avoid damage (circle, etc.). - Kick: Melee with very high damage. Knockbacks. Usually used between every other attack (sometimes not at all, rarely twice). "Leans bit on left foot".
- Dodge, if you are too slow try to predict it. - Phase two starts when Lupicus reaches 75% health. It turns invulnerable and infects nearest target (unavoidable, targets non-players too). Infected player should run away from Lupicus. Scatter and focus last Grubs.
- When low health get away from Lupicus to trigger "out-of-combat" regeneration. Careful, if everyone is out-of-range it will reset.
- Lupine Blast: Splash projectile with very high damage. Inflicts Poison. Doesn't hit on melee-range. "Turns bit left and shoots from left hand".
- Keep side-stepping to one direction. Change direction to avoid.
- Dodge if unsure.
- Very dangerous when reviving because it will hit you both. - Frenzied Blasts: Three waves of multiple splash projectiles with very high damage. "Puts hands on its chest and leans bit forward".
- Warning: All circles won't get drawn. You may get hit out of circles by "rogue" projectiles.
- At long range circles may disappear before projectile arrives.
- May use Lupine Blast very quickly after this.
- Dodge twice, use AoE anti-projectile skills or invulnerability skill.
- If you run out of everything try to out-range whole attack (if everyone does this you risk reset). - Dash: Dash. Evades. Knockdown. Only used on ranged targets. Sometimes uses Lupine Blast mid-dash.
- Dodge, leap, teleport or dash.
- Targets same player (highest armor?). - Melee: Melee with very high damage. Knockbacks. Inflicts 3 Bleeding. "Slow swing".
- Dodge. - Phase three starts when Lupicus reaches 50% health. It turns invulnerable and uses mini-Frenzied Blasts.
- Lupicus may revert back to phase 2 (especially transition phase) if you let it self-heal with life-steal.
- Necrid Trap: Melee-AoE with high damage ticks. Edges knockback preventing escape. Tracks movement. "Leans bit back and raises arms."
- Stability, immunity or warp out. - Frenzied Blast: Melee AoE with lots of medium damage projectiles (very high damage). "Shakes both hands pointed at you and leans bit forward".
- Dodge, twice if needed. - Life Drain AoE: Huge AoE with medium ticks (very high damage). Steals life. "Raises its arm and start rising to air".
- Run away dodging. - Life-steal channel: Medium damage ticks (very high damage). Steals life. "Moves right arm to very left and starts pointing at you".
- Dodge twice. - Lupine Blast: Splash projectile with very high damage. Inflicts Poison. Doesn't hit on melee-range. "Uses right hand instead".
- Keep side-stepping to one direction. Change direction to avoid.
- Dodge if unsure.
- Very dangerous when reviving because it will hit you both.
Helpful tips for Simin, High Priestess of Dwayna of Path 4
a drawing of the area where you fight the boss and tips.