The Darkness War (Dungeon)

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Disambig gray.svgThis page is about the Dungeon. For other uses, see The Darkness War.
The Darkness War (Dungeon)
TheDarknessWar.jpg
Map Coordinates: (197,630)
Region: Solomon Island
Zone: Blue Mountain
Type: Dungeon



The Darkness War is the third, and final Dungeon on Solomon Island. It is both the name of the mission and the dungeon itself. The entrance entrance is near Joseph Cajiais's trailer in the Wabanaki Trailer Park located in the Blue Mountain zone.

In this dungeon the players relive the ancestral memories of the Wabanaki Tribe, natives to Solomon Island, as they fight foreign invaders and their nightmare allies. Defend the island home of the Wabanaki as the invaders seek to destroy the island's natural wards and release a terrible power.

Background

Long ago, the Wabanaki Indians would call the coming of the invaders the Day of Red Rain. They arrived in grim ships, ahead of storm clouds like no Wabanaki had ever seen. Like no Wabanaki would ever see again in their lifetimes. The deeds of the battle would pass into oral history, oral history passed into legend, legend became myth -- the myth of The Darkness War.

Now the storm has returned to Solomon Island, and the dead of the Darkness War churn in the old soil. But for players to truly understand the events of that fateful day, they must bridge the gap of generations. They must relive the turning point of the Darkness War, as it happened.

Players begin their dreamquest in the all-but-abandoned Wabanaki village. Every last member who can still stand has been mobilized to face the merciless invasion. It is a fight for the survival of every living thing on the island. Those who cannot fight, chant, asking forgiveness of the earth for the evils to be wrought upon it.

The enemy is a Mayan war band, drawn here by unknown forces to perform a terrible awakening. Not only outnumbering the defenders man for man, they fight with a possessed, hateful savagery. As players confront the Mayans in battle, they will learn this is a war of rituals. The Mayans care only for bloodletting, and they seek to cut open the island itself.

If that costs them their own lives, so be it. They prove willing sacrifices to the Xibalban Bloodhound, an avatar of nightmare and fang dredged from the underworld, or to their own Dark House Sorcerer, a devourer of souls with none of his own.

Faced with a beach of burning Viking longships, players discover the Mayans are not the only travelers pulled here on cosmic tides. A contingent of Norsemen warriors have been separated from their leader and the front lines by another ‘gift’ of the Mayans. These are the Ak'ab: parasitic predators brought from some jungle hell. Their poison warps the forests, providing sour ground for more Ak'ab to breed.

As the players push along the coastline, the spiritual leaders of the Norsemen and the Mayans already march to a confrontation on the most sacred Wabanaki site. To turn the tide, players must cut off the Mayan reinforcements at their bloodstained beach-head. A vile priest of sickness and hysteria holds court before the stone altars here, and only with his defeat can players move inland.

Beyond Ak’ab-infested woods and the desperate last defenses of the Wabanaki, the Blue Mountain shudders, caught between ancient forces. From above, the Norse commander wields a strange, blazing beacon that drives foes and the fog before him. From below, the Mayans enact their final, fatal ceremony.

It is a calling, a calling to something sleeping here, and it is answered by the Hound of the Nameless Days. Yet this elder horror is only a herald of the power stirring beneath the players. It is only with their focused efforts – and the Norseman’s weapon of light – that the Hound and its master can be forced back across the veil of reality.

The Darkness War will be ended this day, though months of prayer and offerings will pass before Wabanaki dreams are cleared of terrible aspects. Before their dreamcatchers will no longer be stained with a violent, dark residue.

But the defenders of the island have triumphed—until the present day.[1]

Map

Environmental Hazards

  • None

Mission Guide

Main article: The Darkness War (Mission)
  • Tier 1: Let the powers of the lodge take you to a dream of the Darkness War
  • Dream of the Darkness War.
  • Reach the Norse landing.
  • End the Mayan assault.
  • Reach the Mayan landing.
  • Kill the Mayan Battle Mage.
  • Search the forest for survivors.
  • Use the Wabanaki magic to get through the forest.
  • Stop the Mayan Ceremony.

Boss Encounters

Batab Crusher

Main article: Batab Crusher

Abilities

Strategy

When the fight starts, the Batab Crusher will come out, as well as four Balam Bloodletters. The Bloodletters should be killed first.

The Crusher can cast Sacrificial Ceremony on any Balam Bloodletters, which appears like a red beam from the Crusher to the Bloodletter. The Bloodletter while start to glow red and move more slowly. Players should use ranged DPS to kill any Bloodletters affected with this as soon as possible. If the affected Bloodletter gets close to a player it will explode, doing major damage.

This is a basic DPS check fight. As the fight progresses each wave of summoned Balam Bloodletters will contain more and more members until eventually they overcome the players if the boss is not killed fast enough.

Loot

Batab Crusher
Batab Crusher.jpg
Type: Category:Other monsters
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:~62,000
Elite: 83,054
Nightmare:?
XP Awarded: Normal:?
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Darkness War
Game Version: TSWicon.png TSW

Xibalban Bloodhound

Main article: Xibalban Bloodhound

Abilities

Strategy

There will be 6 small groups of monsters surrounding the Bloodhound, with 3-4 monsters in each group (Nacom Warcallers and/or Balam Bloodletters). These packs can be pulled separately and should be done so, with care taken that no AoE attacks or players trigger the Bloodhound before these mobs are cleared.

The bloodhound will summon more of these when he is down to 20% health and again when down to 5% health. Initial trash mobs and any adds should be killed as quickly as possible so that the Bloodhound cannot use Sacrifice on them. If the Bloodhound has a red beam on one of the mobs, that is his Sacrifice ability, and that mob needs to be killed as quickly as possible to avoid giving the Bloodhound another stack of the Blood for the Blood Dog buff.

Other than that, stay out of the Blood Boils and Underworld Miasma attacks. If possible, the tank should maneuver the bloodhound so that when it casts Underworld Miasma the filth left by it is not in the area the rest of the party is attacking from.

When the Bloodhound is using Seething Stench it is often used several times in a row, and it's damage is boosted by the number of stacks of Blood for the Blood Dog currently on the Bloodhound. Healers will need to be ready for massive amounts of damage to the tank during this time.

Loot


Xibalban Bloodhound
Xibalban Bloodhound.jpg
Type: Guardian
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:~86,000
Elite: 129,579
Nightmare:?
XP Awarded: Normal:?
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Darkness War
Game Version: TSWicon.png TSW

Dark House Sorcerer

Main article: Dark House Sorcerer

Abilities

Strategy

This is a pretty straightforward fight technically, although it does require a lot more movement than most fights. Basically - don't stand in anything he casts.

Blood In creates a small circle on the ground around him, and summons some Ak’ab Shock Troopers. Get out of the circle and kill the adds.

Blood Out creates a large area on the ground with a safe area in the middle. Get into the safe area next to the Sorcerer, and catch out for his Ceremonial lines (Ceremonial Cut, Ceremonial Cross, and Ceremonial Line). The Ceremonial Line version will rotate and so you'll have to walk with it to stay out of it.

Loot

Item Type Role
Relic of Razor House Weapon Blade
Feather of Itzamna Neck Talisman Healing
Fang of the Wayob Neck Talisman DPS
Flints of Yum Caax Wrist Talisman DPS
Coin of Ah Ciliz Luck Talisman DPS
Jaw of the Caiman Waist Talisman Tanking
Dark House Sorcerer
Dark House Sorcerer.jpg
Type: Guardian
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:~143,000
Elite: ~278,000
Nightmare:?
XP Awarded: Normal:?
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Darkness War
Game Version: TSWicon.png TSW

Unbound Ak'ab

Main article: Unbound Ak'ab

Abilities

Strategy

When you first enter this encounter, there will be a number of Ak’ab Hatchlings that spawn. When they die, they will leave persistent ground effects that do damage to anyone stepping in it. Typical strategy is for the tank to take them to the far right of the encounter zone, around the corner from where you enter, so that they will all die in one pile and the ground effect will be out of the way for the main fight.

After they are killed, players should get out of that right-hand passage back into the main area and watch for dirt puffs indicating a burrowing creature underneath. Anyone caught in this burrowing column will take a large amount of damage. The Unbound Ak'ab will appear from the burrow he is a basic Ak'ab fight - just be aware of his dash.

Every so often, he will use Ground Burst to burrow in a random direction for a period of time. Again, anyone caught in this column takes damage. Additionally, more Ak'ab Hatchlings will spawn while he is burrowing. Again, when they die they leave a persistent ground effect that lasts for the entire boss encounter duration. If possible, kill them off to the side, if not, beware of the blood pools on the ground once the boss returns to above ground and the fight resumes.

His burrowing and summoning are timed, and so the quicker he can be killed the less of that you will have to deal with.

Loot

Unbound Ak'ab
220px
Type: Ak'ab
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal: ~67,000
Elite: ~91,000
Nightmare:?
XP Awarded: Normal:?
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Darkness War
Game Version: TSWicon.png TSW

Mayan Battle Mage

Main article: Mayan Battle Mage

Abilities

Strategy

This boss has a number of phases, and requires quite a bit of moving around.

The encounter area is split into thirds for the mechanics of this fight. When entering the area, there are two rock outcroppings on the left. These two outcroppings mark the boundaries between the three zones.

Any time the Battle Mage summons Balam Bloodletters, they should immediately be taken down. They are summoned often enough and in quantity enough that they can be a problem if left around too long. Later in the fight, the Battle Mage can shoot them with a red beam which will cause them to glow red and turn into walking bombs. They will then move slower, but explode when coming close to a player. Players caught within the explosion will take massive damage.

The Bloodletters always appear from the far side of the encounter area from where the players entered. Healers especially should be careful of being too close to that side of the zone, lest they attract the aggro of the Bloodletters before the tank can get them. Any Bloodletter that has been turned into a bomb should be killed immediately by ranged DPS.

During the fight, the Battle Mage will occasionally toss out little Road to Xibalba bombs, like hand grenades. Their circles should be avoided. Periodically he will also teleport himself to a rock outcropping overlooking the area. While he is up there, he will carpet-bomb each of the three areas of the zone in turn with his Road to Xibalba ability. Once he teleports up top, the best strategy is generally to get to one of the two outcroppings that mark the zone boundaries. That way, you will only need to step a few meters one direction or the other to get out of the zone that is currently being bombed.

Loot

Item Type Role
Ekchuah's Clenched Fist Weapon Hammer
Tears of Chaac Weapon Assault Rifle
Scale of Zipacna Neck Talisman Tanking
Zipacna's Hunger Finger Talisman Tanking
Band of the Bacab Finger Talisman Healing
Chit of Kinich Ahau Luck Talisman Healing
Shell of the Nautilus Waist Talisman Tanking
Cabrakan's Glyph Occult Talisman Tanking
Mayan Battle Mage
Mayan Battle Mage.png
Type: Category:Other monsters
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal: ~100,000
Elite: ~194,000
Nightmare:?
XP Awarded: Normal:?
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Darkness War
Game Version: TSWicon.png TSW

Wayeb-Xul

Main article: Wayeb-Xul

Abilities

Strategy

The fight starts with 15 Mayan monsters (Chilan Psychopomps, Batab Bloodletters, and Nacom Warcallers) which can be pulled a few at a time, although it is recommended that they all be killed in the same spot. They will be reanimated later and having them all coming from the same place rather than all over the area will make it easier. This is typically done at on a small flat rock on the right-hand side of the encounter area, right below where players jump down at.

After they are killed, Wayeb-Xul will fly in. He begins by casting Exhale the Void causing a black cone-shaped AoE which will remain on the ground for a short time and must be avoided. He must be fought until enough damage is done to cause him to fly away.

Depending on how long it takes to drive him off, he will cast rotations of the following. You may encounter none of it if your DPS is overpowered, or you may have to endure multiple rounds of it if you are struggling:

  • Concuss, which causes everything to become blurry, but has no real effect other than that.
  • Exhale the Void followed by Open the Rift, which pulls nearby players towards him (and more importantly, to within the the black AoE from Exhale the Void). You can see he is starting to cast Open the Rift when 2 red glyph-rings appear around him.

As he flys off, he will cast Reanimation which resurrects a group of the Mayans killed earlier. These adds should be killed, and then Wayeb-Xul will reanimate a second group of Mayans. As these are being killed, a friendly NPC named The Varangian will spawn. This NPC wields Excalibur, and will act as an ally buffing the Group with Astral Facade, which increases Physical Protection and Magical Protection by 50% as well as increasing Melee, Ranged, and Magic damage done by 300%.

Shortly after The Varangian buffs the group, Wayeb-Xul will rejoin the fight. During this time, he will no longer cast Concuss, but will now cast Sacrificial Ceremony in addition to Exhale the Void and Open the Rift.

He will also continue to reanimate Mayans over and over again while fighting. There is usually one player assigned to keeping control of the Mayan adds while the rest of the group is working on killing Wayeb-Xul. Because Sacrificial Ceremony can cause the Mayans to explode, it is typically a ranged DPS that is assigned to taking them down.

Loot

Item Type Role
Tears of Chaac Weapon Assault Rifle
Dresden Codex Page Weapon Elemental Focus
Stinger of Colel Cab Weapon Shotgun
Plume of Awilix Head Talisman DPS
Shroud of the Jaguar Head Talisman Tanking
Fingerbones of Cum Hau Wrist Talisman Tanking
Ix Chel's Fang Occult Talisman Healing
Yaluk's Spark Occult Talisman DPS
Girdle of Ix Chel Waist Talisman Healing
Wayeb-Xul
Weyeb-Xul, the Hound of the Nameless Days.jpg
Type: Hellspawn
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal: ~258,000
Elite:?
Nightmare:?
XP Awarded: Normal:?
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Darkness War
Game Version: TSWicon.png TSW

Other Monsters

Residents

  •  ??

Loot

The following is the bosses that drop dungeon-specific named loot items:

Boss Loot
Dark House Sorcerer
2x of the following:
Item Type Role
Relic of Razor House Weapon Blade
Feather of Itzamna Neck Talisman Healing
Fang of the Wayob Neck Talisman DPS
Flints of Yum Caax Wrist Talisman DPS
Coin of Ah Ciliz Luck Talisman DPS
Jaw of the Caiman Waist Talisman Tanking
Mayan Battle Mage
2x of the following:
Item Type Role
Ekchuah's Clenched Fist Weapon Hammer
Tears of Chaac Weapon Assault Rifle
Scale of Zipacna Neck Talisman Tanking
Zipacna's Hunger Finger Talisman Tanking
Band of the Bacab Finger Talisman Healing
Chit of Kinich Ahau Luck Talisman Healing
Shell of the Nautilus Waist Talisman Tanking
Cabrakan's Glyph Occult Talisman Tanking
Wayeb-Xul
3x of the following:
Item Type Role
Tears of Chaac Weapon Assault Rifle
Dresden Codex Page Weapon Elemental Focus
Stinger of Colel Cab Weapon Shotgun
Plume of Awilix Head Talisman DPS
Shroud of the Jaguar Head Talisman Tanking
Fingerbones of Cum Hau Wrist Talisman Tanking
Ix Chel's Fang Occult Talisman Healing
Yaluk's Spark Occult Talisman DPS
Girdle of Ix Chel Waist Talisman Healing

Lore

Achievements

Media

Images

Video

References

Dungeon
Dungeon ▪ The Polaris ▪ Hell Raised ▪ The Darkness War ▪ The Ankh ▪ Hell Fallen ▪ The Facility ▪ Hell Eternal ▪ The Slaughterhouse
Raid ▪ Manhattan Exclusion Zone
Seasonal ▪ The Cat God