Temple of the Deathwyrm

''In the chasm beneath Thuderholme there is a temple to a dark god. A temple that the Dracolich Aurgloroasa has long called home.'' {{Quest | raid       = yes
 * name= Temple of the Deathwyrm
 * epic= 30
 * duration= long
 * enormal = 29332
 * ehard = 30076
 * eelite = 30821
 * loc= Aurgloroasa's Lair
 * npc= Thela Bonmar
 * zone= The Thunder Peaks
 * patron= Purple Dragon Knights
 * favor= 9
 * free= no
 * extreme=

You are determined to destroy Aurgloroasa, the ancient shadow dracolich who destroyed the dwarven city of Thunderholme. Descend deep into the ruins of Thunderholme to Aurgloroasa's lair and confront the Sibilant Shade.
 * loadingpic=Questloading_AurgloroasasLair.jpg
 * overview=

Flagging
After you defeat Sarva Ballistra in the Ruins of Thunderholme, return to the Thunder Peaks public area to speak with Thela Bonmar.
 * obj=
 * Destroy Aurgoloroasa's Phylactery
 * Defeat Aurgoloroasa
 * Destroy the real Phylactery
 * Reach the second floor
 * Reach the third floor
 * traps=
 * misc=

This raid may take from 50 minutes 150+ minutes.

Raid Structure

 * Entrance Room
 * Stage 1: Mirror puzzle 1&2 - (See images for solution)
 * Stage 2: Set of 2 puzzles
 * Stage 3: Mirror puzzle 3&4 - (See images for solution)
 * Stage 4: Bone Guardian fight
 * Stage 5: Mirror puzzle 5&6 (See images for solution)
 * Stage 6: Set of 2 puzzles
 * Stage 7: Shrine room
 * Stage 8: End fight

Entrance Room
Buffs are not necessary at this point; in the next two puzzle rooms the group (other than the puzzle solver/s) will usually be in a confined area clearing minimal amounts of trash mobs until the puzzle is complete and then moving on - casters can optionally conserve SP at this stage but should (on normal/hard difficulties) make it through to the shrine room with plenty of SP to spare.


 * Of Special Note:
 * All party members can recall and re-enter the dungeon before the shrine room is reached to replenish SP/HP.
 * Once the shrine room has been entered IF NOBODY MOVES WHEN THEY ENTER you can still recall and re-enter the dungeon.
 * Once a party member MOVES in the shrine room the raid will be locked with no re-entries.

Stage 1: MIRROR PUZZLES 1&2
As you enter each mirror puzzle room you will find a room with two crystals, one horizontal sender and one vertical receiver. A light beam emerges from the sender crystal (some crystals are already active and sending the beam, some need to be used once so that they begin emitting the beam) the beam then bounces off of the mirrors until it reaches the receiver crystal. The puzzle solver/s (one or two at most with one progressing forwards from the start crystal and one working backwards from the end crystal) will be the only ones out in the room, with the rest of the team moving directly to the exit position and staying their until the puzzle is solved.

Mirrors can be oriented in any of 8 possible directions, however, only 2 positions can actually reflect the beam, sending it either on a left or right turn. Currently clicking a mirror too quickly as you turn it may render it unable to reflect light, any moving mob in the line of the beam also stops the beam and you will have to turn the mirror again - turning the mirror again corrects this. Anyone standing in the path of the beam once activated will take approximately 2000 damage. It is best to stand behind the mirror relative to the origin of the beam as the beam will never pass through the mirror. Standing in this spot also gives the best view, as looking left or right will quickly allow you to determine the path the beam should take.

In almost every case, if standing behind the current mirror at the end of the beam, checking left or right will reveal one of those directions has a mirror and one of those directions lacks a mirror. Turning the mirror to direct the beam to the next mirror will allow you to progress the beam along. Repeat until solved.

With an inexperienced solver, the puzzle is best done starting from the sender so that he or she may see the beam and bounce it along the mirrors until it reaches the receiver.

With an experienced solver, the puzzle is best done backwards from the receiver so that they can position the mirrors without bouncing the beam everywhere and endangering anyone. Doing so requires that he keeps track of where the beam would have been and would go but without being able to see it. Once ready to be solved, they inform the party so that they can be out of the way of the path of the beam.

Stage 2: CHOICE OF PUZZLES
Twice during the raid you will arrive at a room with a choice of two portals (each having a rune offering hints as to what is through each). You will have a choice of two of these puzzles, chosen from a possible three for each stage. One portal will be randomly inactive.

Be wary of your choices as being blown/buffeted from the end fight requires you to run back through to the end fight alone - this is not possible in the gravity room and you will need someone to come back and get you through. Choosing & completing the Gravity room does give you an extra chest at the end of the raid however plus a chest at the end of the Gravity room itself.

These are the descriptions and key to what each is:


 * Chamber : Jumping Room: left side
 * Archives: Dwarven Maze: straight ahead
 * Traproom: right side

Dwarven Maze & Jumping Room contain no enemies.

HOW TO: Jumping Room Wings, abundant step & Cannith Boots of Propulsion help. Boots are not required. If you get to the point in the video below where I use mine (this should take you about 30 seconds with FF and some practice,) you can jump out to the first jut in the wall. Line yourself up facing the side of the room you are headed to, make sure FF is on and just push forward. You will catch the ledges and run across.
 * Jump up the ledges and destroy the phylactery.
 * http://www.youtube.com/watch?v=if_sRRIOn38

HOW TO: Dwarven Maze If you take the wrong exit you end up at a dwarf that you can talk to and then just die (you respawn at a res shrine) unless you are able to DDoor out to the beginning of the raid and simply run across the four puzzle rooms again. To use Runes & read their riddles you must be a dwarf or have high intelligence (36+). The riddle is always a statement of left or right and two more statements: whether the previous statement is false or true. Randomly mixed.
 * 5 Rooms, each with 2 exit portals which change each run

There is one room with 6 portals. The correct Portal is either left or right of the speaking stone. That brings you to the last room. If you take the correct portal in this one you end up in the first room again. The key is to not take any portal and turn around and jump up in the corners (there's a ledge). Now destroy the phylactery on the other side and go through the portal.

The left/right hints given by the runes measure left and right from the runes. Therefore, to solve, once you have determined whether left or right is correct, face the runes and trace the wall in the correct direction. The first portal you touch is the correct direction. Note some groups may notate the solution as left/right as measured looking at the portals and not the runes--if in doubt, ask for clarification. To solve, read the third clue first to determine the verity of the second hint, then use the adjusted second clue to determine the truth of the first statement.
 * Riddle Example 1:
 * #If north were south and tail were mouth and your wits bereft, then the way is left. (i.e., "Left is wrong")
 * #That 'twas true as day is dark. (i.e., first hint is false)
 * #In the second statement, let false stay false and true stay true. (i.e., the second hint is correct; the right portal is actually correct)
 * Example 2:
 * #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. (i.e., 8 < 10, so "Right is correct")
 * #That 'twas true as day is dark. (i.e., first hint is false)
 * #In the second statement, let true be false and false be true. (i.e., the second hint is false; the first hint is actually true; right is actually correct.
 * Example 3:
 * #If the right wall were the floor and the ceiling were the door, upward fly or you will live no more. (i.e., "Left is correct")
 * #That 'twas true as day is dark. (i.e., first hint is false)
 * #The last writing will lead you into certain death. (i.e., second hint is false; first hint is actually true, left is actually correct)

What has been noted is that the more party members which go through, all the portals spawn more instances and in turn can raise the lag levels so it’s much easier to allow one person to go through & map the exit route alone, this will take 5 mins instead of 30 mins - time is of the essence in this raid as all parts are time consuming. 

HOW TO: Traproom Mobs will respawn at the entrance from portals.
 * Solved by a minimum of two people, referred to as Group A and B for convenience.
 * A lever that can be used infinitely opens the first gate into a two story "cage".
 * A second lever opens the gate to the exit and the phylactery on the second level (The distance is too far for a single person without abundant step/sprint boost).
 * After dealing with the Spell Wards and any mobs Group A lets Group B through the first lever and follows behind. Group B pulls the lever on the second level and this lets Group A through the gate on the second level. Group B can then let Group A through and kill the phylactery.
 * After this point, the door on the second level cannot be reopened. It’s possible that killing the phylactery prevents the second lever from working.
 * Spell absorption is recommended against the spellwards.
 * A trapper is probably required for EE difficulty.
 * Once one person is through the second gate the lever can be pulled again to let other people through.

It's worth noting that if the party used this route and you have latecomers, re-entries, get blown/buffeted back/off or have to Dimension Door that you won't be able to proceed up to the top level this way. Eventually you will be able to solve the alternate puzzle and hopefully pass through that way.

Stage 3: MIRROR PUZZLES 3&4

 * See information above - repeat to solve and move on each time.

Stage 4: Bone Guardian Fight

 * This room consists of a named Bone Guardian that you need to kill in order to active the next portal (and get an extra chest). It is a living construct, so Construct Bane and Smiting weapons are useful. A Blasting Chime equipped by at least one melee character will also help. Skeletal Archers and Skeletal Warriors will respawn and you will sometimes see one that is inactive - it can be targeted but not damaged, however the Bone Guardian can still sacrifice these mobs. Kill it quickly, loot the chest and move on.
 * Note: The Bone Guardian will (if not killed fast enough) rejuvenate his hit points by sacrificing the room's mobs in a similar fashion to what you find in The Unquiet Graves.

Stage 5: MIRROR PUZZLES 5&6

 * See information above - repeat to solve and move on each time.

Stage 6: CHOICE OF PUZZLES

 * Choose your puzzle again - giving consideration once more to those that will need to run through the raid to reach the end fight once more after being buffeted off.
 * Halls  : Red/Green: left side
 * Archives: Gravity (but not if chosen earlier): straight ahead
 * Tower  : Combat: right side

The Gravity room should consume fewer resources, as it contains no enemies than the Red/Green room although it does require two players to pass through if someone has been knocked off. (See notes above)

HOW TO: Red/Green Room
 * Here you find floating orbs with three light phases: Green, Amber and Red.
 * You get killed when you move in the red phase (Including jumping).
 * Spell Absorption prevents death from moving during the red light.
 * There are several stages of pressure plates that open the first gate. After more tunnels and Helmed Horrors you arrive at a beholder, a final Helmed Horror, some pressure plates and the phylactery. Stand on all the pressure plates at once in order to access the phylactery. In this puzzle, pets such as Pale Master skeletons or Artificer dogs can also activate the plates.

HOW TO: Gravity
 * 6 tiles need to be activated, spread throughout a maze; think crucible swim without the water.
 * Tile colors & locations:
 * Lower Right: Blue
 * Upper Right: Yellow
 * Lower Left: Red and another gravity lever room (also has White)
 * Upper Left: Green, Purple
 * Exit Route: Lower left & follow the path marked by orbs

There are two buttons, one at the start and the end that activate/deactivate gravity. The person on a button cannot move while gravity is on however they are protected from flying up to the spikes by a small ledge over both controls. The party should split up and cover all five pressure plates to open the phylactery, destroy it to open the next portal and move on.

Evasion characters still took considerable damage while moving through but with good self-healing were able to work their way over a series of high walls towards the pressure switches. Once there it was usually possible to find a clean stretch of wall and floor that you could hover and drop in and avoid damage from traps.

The Blue and Green switches are trapped. The Blue switch has a very deadly force trap - wait below the switch until it is actually needed. The Green switch has a much less deadly spinning spike trap. Neither trap can be disarmed.

For party members waiting by the phylactery room at the end, there is a ledge above the white pressure plate where you can ledge-grab and not be affected by gravity. This reduces confusion, allowing only one person to be under the small ledge to control the gravity switch.

In this puzzle, pets with a control bar are able to activate pressure plates (stand ground), and are able to toggle gravity switches. This is useful for shorthanded parties or parties where not many people know how to navigate the maze.

This puzzle also has a chest at the end which can contain s & s.

HOW TO: Shadow Tower
 * Upper area combat area - Reached by climbing the ladders.
 * Lower area Phylactery room - Shield surrounds until the buff comes down - see notes below.
 * When you enter this room split the team into two - leaving some casters below to place AoE such as firewall on the Phylactery ready for when its shield drops, the rest of the group should go up to the upper area.
 * The goal of this puzzle is to obtain a certain buff gained by landing the killing blow on one of the mobs in the area above (you will know which one because it will have a purple glowing haze area it) - once the person has this buff - shown again by a purple glowy haze around the character they should jump down (having NO featherfall helps) and remain within the shield of the Phylactery so the casters below can put DOT's on it. The debuff lasts only around 15 seconds and if you have not used it correctly (de-activated the shield) within that time you will simply - explode - nice :o)

Stage 7: Shrine Room

 * The first portal disappears upon reaching this room. (DDooring will result in being stuck at the beginning.)
 * Use this wisely, any party member with (as a guide only) above 50% of their SP left should not use the shrine at this point, make sure to buff each party member before using the shrine also using up any remaining SP if you intend on using it. There is no standard set of buffs for the end fight, so it’s really a case of GH, Blur, Weapon buffs, mass buffs & go.

Stage 8: End Fight
KEY ROLES:
 * Dracolich Tank/Kiter
 * Kuldjargh/Bone Boy Kiter
 * Healer
 * DPS


 * Optional Blitzer for trash management

Dracolich: 100% - 50% HP

The Tank/Kiter is going to be looking after the dragon. Those familiar with holding his aggro and dealing with debuffs and aoe breath should find their feet quite quickly. Deathblock. Remember while debuffed you are immune to deathward.

The Kuldjargh Kiter (called Bone Boys or Redbone Kiter for pronunciation sake) a fast moving character with wings/abundant step/Flyby Attack (includes knockdown effect). The bone boys will drop a harried debuff on you as well as a slow affect, and this is trouble for the Wyrm tank. Treat these as you would the undead dragons. They have high fort and extremely high HP, high enough that they can't be easily taken down - allocation of a kiter keeps things under control. It is important that no-one else hit the Kuldjargh - until the kiter has the aggro of all 5 BoneBoys, turn off Improved Precise Shot, do not use any AOE spells, do not use Cleave, be careful of glancing blows, etc. An alternative technique to kiting, is to jump up and hang on the north wall of the entrance hall where they can't reach.

Healers should look after the two key roles above, resurrecting party members isn't your role - preserve SP at this stage to make sure you look after the tank & kiter.

DPS play a crucial role here. Periodically Dragon Necromancers (Death Lords) will spawn and provide the dragon with stacking dr vs magic and physical damage - each Death Lords provides 20% DR for the, killing them all will allow fast reduction of the Dracolich's HP but they do respawn to a maximum of 5, keeping them down to 1 alive is usually sufficient without wasting DPS resources.

Dracolich: 50% - 5% HP


 * You can put a dedicated blitzer on killing archers, ignoring Bone Boys and trying to keep the DA down. This may help with lag when people step through portals in the next stage and a bunch of shadows spawn

Phylactery/Shadow Room

Some DM text appears saying the dragon has dispatched shadows. At this point there will be now a totals of 5 shadows amongst the trash running around, snag one or two of these and bring them to the middle of the arena ready to be killed, this will all happen quickly so be ready; when a shadow is killed it spawns a small purple portal (lasts for between 5-10 seconds) which gives you access to the shadow side - which contains the dragon's phylactery. Once on this side you see the Phylactery in front of you, to its left is a Beholder & a Helmed Horror - kill them and repeat for the other side of the Phylactery too, there will be shadows everywhere - try to ignore them. Once the above are dead, you see again crystals and portals - the NORTH wall portal (set by turning crystal) is No.1, the NORTH-EAST is No.2 and so forth. Each portal takes you to a small cloudy room containing (what may be the real) Phylactery - this contains between 3 & 7 spawning shadows. Be sure to send people through here that can quickly prep the Phylactery, are able to CC or kill shadows fast. Once as many Phylacteries have been prepped as possible - attempting to aim for 4+ is a good effort then they should be killed together at once.

This will either send you all back to the main arena with nothing happening or you will receive a DM text stating you hit the right one. In the event you make a mistake you can port to the shadow side any time you get a fresh spawn by killing one and taking their portal. There is a time limit on a shadow's ability to create portals.

The tank and kiter should have a healer and will be staying in the fight with the boss dragon - there needs to be someone alive there for the shadow side to be active. If everybody does die in the main room, all those with the phylacteries will be ported back. A second kiter as a backup or to kite extra mobs.

You face another Dragon beat down if you don't find the true Phylactery until more shadows spawn - ideally you populate every portal and do this without chance of missing. While ranged characters may be okay soloing, melees might have a tough time with the shadows. They don't have ridiculous amounts of HP and can be killed off with a slow respawn rate, but that does take some time and this is quite intense. Communicate this section of the raid well, co-ordination of Phylactery prep & kill is key.

You may have quite a few Death Lords by now so watch out for 600-800 HP disintegrates and insta death spells. Deathblock items with percentage Negative Energy Absorption are nice to slot here and throughout the raid as the dragon's debuff dispells deathward and makes you immune for 60 seconds.

Continue to DPS the boss until you get another spawn of shadows. Once again you must send people through the portals, only this time to collect Phylactery shards, which will be in the center of the room when you port through. They are exclusive and everyone must pick one up and return using the large portal to the main fight, eight in total are required to be place in the sockets around the middle of the arena. If you can't get eight people through at once you'll have to make more than one trip, repeating the dragon beat-down and waiting for more shadows if necessary.

Dropping The Wyrm

Now that the Phylactery shards have been slotted into the central circle of the arena a set of levers is activated to prevent the dragon from rising again.

Two party members will split off for lever duty. These are in the NE and SE corners and must be pulled as soon as you see the DM text and the dragon drops in the center of the arena. Characters with high dodge and some aoe plus a backup for each lever puller is a good tactic to employ here, the margin of error very small so make sure those that pull levers do not suffer lag. A ranged character aggroing any spawns that come near them will help immensely (spawns will emerge from the corners of the arena, right behind the levers.)

With the dragon prepped at between 3-5% HP the tank/kiter must hold her attention in the center, at this point the party leader will call to drop ruin/fury-shot/10k stars and other high DPS to bring her down rapidly - the lever pullers get ready and pull immediately as soon as they see the DM text and the dragon goes down.

Now clear up the trash mobs and enjoy your loot - you've earned it!

Some parts including the end fight is currently ged. Please be noted GMs may not be available in certain hours due to the new support hours policy.




 * chest= Total number of chests vary by difficulty and the path you take;
 * One for Giant Skeleton room
 * 2nd minigame selection: Gravity room has one chest
 * End chest: up to 5 depending on difficulty
 * EN: 1 raid chest, 1 side chest
 * EH: 1 raid chest, 2 side chests
 * EE: 1 raid chest, 4 side chests

Named Monsters: }}
 * npcreward= Standard raid end reward; 20th list includes all three named items,, and
 * unique= yes
 * monsters=
 * Animated Armors
 * Dwarf Skeletons
 * Skeletal Archers
 * Skeletal Battleragers
 * Skeletal Warriors
 * Shadows
 * Shadow Stalkers
 * Aurgloroasa - Purple-named Dracolich, raid boss
 * Antimagic Shadow Beholder - Red-named Shadow Beholder
 * Bone Guardian - Red-named Animated Object
 * Cult of the Dragon Deathlords - Red-named Human necromancers
 * Helmed Horrors - Red-named Constructs with particular hate against spellcasters
 * Keeper Wraiths - Red-named Wraiths, spawn from soulstones and prevent resurrections.
 * Kuldjarghs - Red-named Battlerager Skeleton
 * Shadow Hags - Orange-named Night Hags