User:Malokai92/Guide Index/Dungeon

Overview
There are 18 dungeons that compromise the end-game for Eye of the North. From taking down hordes of snowmen in the Secret Lair of the Snowmen to traversing the fiery depths of the Catacombs of Kathandrax, these dungeons can be considered as diverse as the creatures that belie them. The dungeons vary on both difficulty and length and one tends to be proportional to the other. One of these dungeons, Slavers' Exile, serves as the elite area for EotN and consists of 4 mini-dungeons for your group to fight through and ultimately wipe the Stone Summit of the face of the earth. In another, you will be sent on a solo mission to brawl alongside Kilroy Stoneskin for beer with a side of revenge.

The purpose of this guide is to provide help and information for new players and provide reference for more experienced players. This guide will assume:
 * A single player using heroes and henchmen to clear the dungeon.
 * No global consumables (Essence of Celerity) or personal consumables (Birthday Cupcake) are being used, unless recommended to do so.
 * Dungeons are being completed for the Master of the North title, and conversely, the Master Dungeon Guide.
 * The guide will assume all dungeons are being attempted in Hard Mode (HM), as this covers all the bases for Normal Mode (NM).
 * The only exception to HM will be the Slavers' Exile sub-dungeons, where only Duncan the Black must be killed in HM to receive credit for completion.

Difficulty
This is a list of dungeons in order of relative difficulty:
 * 1) Frostmaw's Burrows
 * 2) Shards of Orr
 * 3) Slavers' Exile
 * 4) Forgewright
 * 5) Duncan the Black
 * 6) Justiciar Thommis/Rand Stormweaver
 * 7) Selvatarm
 * 8) Catacombs of Kathandrax
 * 9) Rragar's Menagerie
 * 10) Vloxen Excavations
 * 11) Cathedral of Flames
 * 12) Arachni's Haunt
 * 13) Raven's Point
 * 14) Darkrime Delves
 * 15) Bogroot Growths
 * 16) Bloodstone Caves
 * 17) Oola's Lab
 * 18) Sepulchre of Dragrimmar
 * 19) Secret Lair of the Snowmen
 * 20) Fronis Irontoe's Lair

Level 1
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Catacombs of Kathandrax
Difficulty: ****

Level 1
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Rragar's Menagerie
Difficulty: ****

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Cathedral of Flames
Difficulty: ***

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Ooze Pit
Difficulty: **

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Darkrime Delves
Difficulty: ***

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Frostmaw's Burrows
Difficulty: *****

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Sepulchre of Dragrimmar
Difficulty: *

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Raven's Point
Difficulty: ***

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Vloxen Excavations
Difficulty: ****

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Bogroot Growths
Difficulty: **

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Bloodstone Caves
Difficulty: **

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Shards of Orr
Difficulty: ***** Length: ~40-50 minutes Associated Quest: Lost Souls

This dungeon is known for the sinway and Bone Dragon Staff. It consists of mostly undead groups and a few Enchanted groups. On the last two levels, you will need to light torches to obtain the Dungeon key. Anyone who has done sinway will know the path, as this will be the one you're taking. This is probably the worst dungeon for melee characters. The Skeleton Wizards will spam Blinding Surge and Eruption on you constantly, even with Foul Feast and other condition removal you'll have a tough time hitting anything. The nerf to AoHM means taking these groups down takes much longer as well. The Skeleton Illusionists are also a pain because they interrupt constantly, remove hexes with HEV and Fragility can kill you pretty fast. Combine that with two monks that spam prots and heals like no tomorrow and it's one of the tougher dungeons. It doesn't hurt that Fendi is probably the most difficult boss in the game.

Running there is a simple matter. Head southward, you can avoid most of the groups of Krait. Once you're at the Oakhearts, you can sprint to the dungeon.

Level 1
First of all, a RoJ monk is wonderful here. You get all that holy damage goodness in one package. Bringing "Save Yourselves!" and/or Panic will make groups and Fendi much easier to deal with.

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Oola's Lab
Difficulty: **

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Arachni's Haunt
Difficulty: *** Length: ~40-50 minutes Associated Quest: Scrambled Reinforcements

Arachni's Lair is quite fun since it features large mobs of spiders for you to decimate. The not so fun part is that it's quite long and there's some walking to be done. There aren't many heavy hitters except some Flame Djinn and some groups of troublesome oozes. A few key skill for this dungeon will be abusing AoE skills since spiders ball easy. Spiteful Spirit is especially handy because of the fast-attacking spiders and lack of hex removal. The main danger of the dungeon is when a group locks on to a single player, spiders hit around the 30s and that adds up when there's 10-15 attacking you. Shield of Absorption works wonders here. The other danger is signet spikes from Painweavers due to the Poison Traps, Poison Jets, and Venomweavers in the dungeon. These Painweaver groups lock on to the first person poisoned and coordinate Signet of Toxic Shock all at once, Protective Spirit and light condition removal are suggested. I also recommend bring Inspired Hex/Revealed Hex for removing Snaring Web and the couple annoying hexes found on Painweavers. "Fall Back!" can be used for running to the dungeon and running past a unnecessary groups.

Level 1
Head immediately west and pull groups around the corner to avoid aggroing too many at once. Grab the Asuran Torch and burn down the web and kill the couple groups of Weavers, you don't have to carry these around with you. The next room has some ooze patrols, pull the groups back so you don't overaggro. There are a lot of Earthbound Oozes, so if you're not careful, they'll divide and bumrush your group. Bringing Panic or "Save Yourselves!" will help if you want to take out multiple groups. Shield of Absorption is useful (and necessary) if you want to corner block them. Now head in between the two rock circles, a parasitic group will spawn that you can take out. You will see a res shrine and a door to the next room, between these will spawn a Brood Mother and some spiders. Take a sharp left in the next room, hugging the wall avoids most of the spider groups in this room. Before the next room, there is a patrolling group of Painweavers that can't be avoided as well as a hidden spawn of Painweavers. If you bring "Fall Back!" or use an essence, it's not too hard to avoid these groups. Beware though, there are a couple Flowstone Elementals guarding the door and your party may wipe. Just pull the groups of Painweavers if you don't want to chance it, you'll need Shield of Absorption most likely to avoid the signet spike. Look to your left in the next room and there will be another Torch; grab it. Hug the right wall and avoid aggroing any groups possible. You will most likely end up aggroing a couple Flame Djinns, so Extinguish or interrupts will be useful. Make your way past the two Flowstone Elementals and burn down the web.

This room contains a res shrine and a hidden spawn of Parasitic Growths and Painweavers, which aren't too difficult to take out. You will be lead into a narrow passage with a few Poison Jets. Flag your heroes between the jets or the Painweaver spawns will be painful, you can get through in a couple flags. Turn your attention right and head down the lower of the two paths path where you will find another torch. Note that the Burning Spirits will not attack you so just ignore them. Now head back up the hill you passed and follow it to the next area, kill the group of Spiders under the bridge if you like. After burning down the web with the torch, it's a mad dash hugging the left wall to the next level. There is a glitch in the door on the right side that allows you to jump to the next area without the key to open the door.

Level 2
Go down the stairs and take a left, you will see an Asuran Torch. Avoid the Incubi and grab, then turn back and head the other direction. From here, head south where you will pass a res shrine, ignore the cobweb, and head up the stairs after the Flame Jets stop. You'll need the torch in the final room, so you might as well bring it. Head forward and take a right, there will be a res shrine here and a couple spawns to kill. Head roughly northwest where there will be a large group of Spiders to take care of. Splinter Weapon, Spiteful Spirit, and other AoE skills will take quick work of them. Work your way into the boss room. Pull groups toward you so they ball up then take them out. Use the Torch to light the eggs on fire, you can light them all at once if your feeling dandy, lighting the last one will bring the Spider Matriarch and some Bloodweavers and Lifeweavers out. Kill these groups and repeat it for the other side. Take out all the spiders surrounding the eggs first to avoid trouble and since it doesn't take long. Arachni doesn't take long, melee classes should bring Wild Blow or other stance removal for Whirling Defense.

GW page: Arachni's Haunt GWW page: Arachni's Haunt

Slavers' Exile
Difficulty: *****

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Fronis Irontoe's Lair
Difficulty: * Length: 3-5 minutes Associated Quest: Kilroy Stonekin's Punch-Out Extravaganza!

The only solo dungeon, it sports only one level and relatively quick completion. The dungeon uses the unique brawling mechanism from earlier quests to beat and pummel a bloody mess through the lair alongside your fellow brother Kilroy Stonekin. In Hard Mode, enemies sport more health, hit harder, and move faster; all meaning you will get knocked down constantly. Rather than fighting through all the groups, it's easier to run past most of the dungeon and kill Fronis at the end.

At the start, kill the group of two Stone Summit so Kilroy uses his shout. Now run past few groups until you reach the narrow passage filled with Rangers. Around this time, the shout will wear off and you won't be able to break aggro from enemies. Strafe and spam Brawling Block to avoid Ranger fire. You will probably get knocked down a few times before reaching the circle. Continue to make your way past hugging the right wall, aggroing the 3 dwarves in the center can't be avoided. You can wiggle past Magma's group on the right side between the dwarf and the door. Keep running until you break aggro from the dwarves.

You will be at the boss room, which contains an Ettin and Fronis. You will be taking the Ettin out first. Use Brawling Block to avoid the first attack and interrupt it the second time. Use Combo Punch and spam attacks until you get knocked down, you can reduce the damage you take by moving around. Repeat this until the Ettin is dead and focus your attention on Fronis. Repeat the same tactics as the Ettin, he will be easier since Brawling Headbutt will knock him down. After he's dead, claim your prize of alcohol.

GW page: Fronis Irontoe's Lair GWW page: Fronis Irontoe's Lair

Secret Lair of the Snowmen
Difficulty: * Length: 7-10 minutes Associated Quest: Lost Treasure of King Hundar

First of all, you are killing snowmen, a lot of them. For a setup, bring lots of AoE skills, shield of Absorption, and Fall Back/Incoming. A couple E/P nukers and a healer work fine. The snowmen leave corpses surprisingly, so you can use an MM as well. Head immediately south and take out the two groups of snowmen. Use Fall back to run past the group of snowmen and across the bridge where there will be a few snowmen with Volley. Don't ball your group or you'll get spammed to death. Push your way forward and head up the right side. This will ball the large group of snowmen so you can nuke easily. Look over left where you will see an array of Ice Turrets and Jets. Move your group up the right side taking out snowmen. They spam Mega Snowball, which is quite a nuisance for pulling. You can pull a few snowmen into the jets for easy kills. Take out the Angry Snowman and take the key, the traps will be turned off after this. Open the door and run past another circle of snowmen with Fall Back, they won't follow you. At Frosty's group, Shield of Absorption is useful for the intial aggro. The rest is just melting a bunch of ice. Grab the boss key from Frosty and open the final room. The treasure isn't what Koris expected but you get a few Wintersday goodies.

GW page: Secret Lair of the Snowmen GWW page: Secret Lair of the Snowmen

Heart of the Shiverpeaks
Difficulty: **

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