Encounter Guides
Other Guides
Section titled “Other Guides”Another well written guide by Rylin Kai can be found on his gitbook linked here: Critical Mechanics Guide
Required/Suggested Jobs
Section titled “Required/Suggested Jobs”Hard Required
Section titled “Hard Required”- 2x Thieves (finding traps and hidden chests/portals)
- 1x Ranger (popping traps since traps pierce invulns)
- 1 Bard for stunning slimes “The First Song” cast in the middle/top platform during Storm Nodes.
- You can do this with normal stuns but like… no? Just use Romeo’s.
- 2+ Dancers for Mes on raidwides. No I’m not joking. Elementry Chemistry does ~700k unmitted. Also its nice for a lot of raidwides.
Optional Nice Things
Section titled “Optional Nice Things”- A dispeller on each side of Halls 1 (Necromancer/Time Mage) for Barmuus that do very high damage on death.
- This is optional but you will need to heavy mit and slowly burn one at a time.
- Black Mage for insane crowd control (and damage) w/ Toad during trash
- Knights for comfort, that 10% mit is real nice for some fights.
- Blue Mage for Mighty Guard on some raidwides.
Boss 1: Twin Snakes
Section titled “Boss 1: Twin Snakes”Weak to Fire (Blue) and Wind (Green)
Section titled “Weak to Fire (Blue) and Wind (Green)”{"Name":"Twin Snakes","MapID":1093,"One":{"X":-910.076,"Y":-980,"Z":690.86,"Active":true},"Two":{"X":-889.97,"Y":-980,"Z":690.2320000000001,"Active":true},"Three":{"X":-889.97,"Y":-980,"Z":708.9570000000001,"Active":true},"Four":{"X":-910.079,"Y":-980,"Z":709.149,"Active":true}}
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Halls 1: The Split
Section titled “Halls 1: The Split”- Laser walls instantly kill, even through res invuln.
- All mob can be toaded besides the Barmuus.
- Kill adds ontop of buttons to have them glow and progress the puzzle.
- Watch thief in case they spawn the Tower Crusader (it one shots non-tanks)
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Boss 2: Sword Dancer
Section titled “Boss 2: Sword Dancer”Weak to Lightning
Section titled “Weak to Lightning”{"Name":"Sword Dancer","MapID":1093,"A":{"X":600,"Y":-674,"Z":687.5,"Active":true},"B":{"X":611.667,"Y":-674,"Z":692.333,"Active":true},"C":{"X":616.5,"Y":-674,"Z":704,"Active":true},"D":{"X":611.667,"Y":-674,"Z":715.667,"Active":true},"One":{"X":600,"Y":-674,"Z":720.5,"Active":true},"Two":{"X":588.333,"Y":-674,"Z":715.667,"Active":true},"Three":{"X":583.5,"Y":-674,"Z":704,"Active":true},"Four":{"X":588.333,"Y":-674,"Z":692.333,"Active":true}}Halls 2: The Lockward
Section titled “Halls 2: The Lockward”- All mob can be toaded besides the Lockward. Has an interruptable “Entrap” cast.
- If Lockward finishes the “Entrap” cast, ALL traps will repsawn in the area. Make sure everyone is in a safe area before allowing it to finish.
- Kill adds ontop of buttons to have them glow and progress the puzzle.
- Watch thief in case they spawn the Tower Crusader (it one shots non-tanks)
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Miniboss: Storm Generators
Section titled “Miniboss: Storm Generators”
POV: Top Platform
Storm Nodes are weak to Lightning; Black Slimes Ice
Section titled “Storm Nodes are weak to Lightning; Black Slimes Ice”{"Name":"Orbs","MapID":1093,"A":{"X":572,"Y":-680,"Z":-59,"Active":true},"B":{"X":591,"Y":-680,"Z":-40,"Active":true},"C":{"X":628,"Y":-680,"Z":-59,"Active":true},"D":{"X":647,"Y":-680,"Z":-40,"Active":true},"One":{"X":572,"Y":-680,"Z":-21,"Active":true},"Two":{"X":553,"Y":-680,"Z":-40,"Active":true},"Three":{"X":628,"Y":-680,"Z":-21,"Active":true},"Four":{"X":609,"Y":-680,"Z":-40,"Active":true}}A1-B2-C3 for party platform splits
Nodes will have interruptible cast every so often called “Thunderclap Concerto” Nodes have to die at the same time else you wipe to an enrage
Top platform has to call cyclops for the bottom platforms to dodge (they spawn NS or EW, we have to go where they aren’t)
- Top also has black slimes that cast “The First Song” that must be stunned or they kill you.
- Use Phantom Bard’s Romeo’s Ballad to stun these easily.
Bottom platforms dodge cyclops AoEs based on call from up top. These are done per platform, please pay attention. it could be best to use yell chat for this. Ex. NS EW or NS NS (left plat - right plat) After dodges a set of red slimes appear, they just hurt a lot. Tank and spank on top of the node. Red slimes will enrage after a time if not killed.
Timeline
Section titled “Timeline”- Thunderclap Concerto
- Interrupt!!
- Cyclops 1
- Top groups calls NS or EW safe for each side individually.
- Bottom group dodges out at “Five seconds until fatal Onslaught”
- Thunderclap Concerto
- Interrupt!!
- Slimes 1
- Tanks grab mobs
- Top stuns with Romeo’s Ballad (Arcane Stop), bottom tanks/spanks. Slimes hurt.
- Cyclops 2 (suggest holding bosses till AFTER this resolves)
- Top group calls safe spots for both sides
- Thunderclap Concerto Interrupts again before heading out!!
- Slimes 2
- Thunderclap Concerto interrupt during this set of adds, easy to get caught off guard here
- If someone has seen further than this please let me know.
Boss 3: Necrophobia
Section titled “Boss 3: Necrophobia”Weak to Ice
Section titled “Weak to Ice”{"Name":"Necro: Shroud 2","MapID":1093,"A":{"X":100,"Y":-724,"Z":785.333,"Active":true},"B":{"X":111,"Y":-724,"Z":800,"Active":true},"C":{"X":100,"Y":-724,"Z":814.667,"Active":true},"D":{"X":89,"Y":-724,"Z":800,"Active":true},"One":{"X":92.667,"Y":-724,"Z":789,"Active":true},"Two":{"X":107.333,"Y":-724,"Z":789,"Active":true},"Three":{"X":107.333,"Y":-724,"Z":811,"Active":true},"Four":{"X":92.667,"Y":-724,"Z":811,"Active":true}}Condensed Cheatsheet
Section titled “Condensed Cheatsheet”
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Death Shroud 1
Section titled “Death Shroud 1”
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Death Shroud 2
Section titled “Death Shroud 2”
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Miniboss: Clockwards
Section titled “Miniboss: Clockwards”Curseclock adds are weak to Lightning
Section titled “Curseclock adds are weak to Lightning”Between Necrophobia and this encounter, you’ll be able to spawn the support mob and maybe get an extra life if you have enough people outside assuming you did the puzzle earlier.
The short version is that you have two clocks, one on the wall and another on the ground. You must make it so the ground clock matches the wall clock by killing the Tower Curseclock adds. Each add, when killed, adjusts the clock the following amounts:
- Large = 3 hours
- Medium = 1 hour
- Small = 15 minutes
- Tiny = 5 minutes.
These Curseclock adds, in varying sizes, will appear at the very edge of the room and do nothing until interacted with. You should assign a tank or two to grab the adds in a very controlled manner. Just single target these adds down individually until you match the appropriate time.
PLEASE WATCH ALL LARGE AOE SKILLS (Assize, Dances, Stars, etc…)! DO NOT RISK PULLING EXTRA MOBS FOR NO REASON!!
Section titled “PLEASE WATCH ALL LARGE AOE SKILLS (Assize, Dances, Stars, etc…)! DO NOT RISK PULLING EXTRA MOBS FOR NO REASON!!”There is also a Lockward that spawns, just tank it and leave it alive (ignore it too, its just absurdly bulky). It will do the occasional raidwide but it is not lethal.
Example
Section titled “Example”The clock shows 7:40. We must kill
- 2 Large Curseclocks (+6 hours)
- 1 Medium Curseclock (+1 hour)
- 2 Small Curseclocks (+30 minutes)
- 2 Tiny Curseclocks (+10 minutes) This will adjust the clock to say 7:40 and instantly end the encounter despawning all mobs.
If you take ~3 minutes(?) the tower will kick you out to the Pavillion back in North Horn.
Halls 3: A Reprieve
Section titled “Halls 3: A Reprieve”Just a short section. No adds, 2 sets of traps, a couple of locked doors with extra loot.
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Boss 4: Index
Section titled “Boss 4: Index”Weak to Fire/Wind (Bombs are Ice; Birds are Wind)
Section titled “Weak to Fire/Wind (Bombs are Ice; Birds are Wind)”- Raidplan
- Timeline
-
Mitigation Sheet
- Dualcasted Flare barely hurts with Rep/Addle/Feint/Dismantle/Mage Mash and some GCD shields.
- Omni-Elements raidwide hurts a bit more, definitely need some bulk.
- Elementary Chemistry is a 720k baseline raidwide. You NEED to make sure your mit is on point for it.
-
Waymark Studio Preset
- Parties should put the D marker on the back of the platform.
{"Name":"Index - Mid Plat","MapID":1093,"A":{"X":0,"Y":-684,"Z":-637,"Active":true},"B":{"X":-7.794,"Y":-684,"Z":-623.5,"Active":true},"C":{"X":7.794,"Y":-684,"Z":-623.5,"Active":true},"One":{"X":-17.754,"Y":-684,"Z":-638.25,"Active":true},"Two":{"X":0,"Y":-684,"Z":-607.5,"Active":true},"Three":{"X":17.754,"Y":-684,"Z":-638.25,"Active":true}}Weapons Cheatsheet
Section titled “Weapons Cheatsheet”
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Forked Tower: Magic (Extreme) Rewards
Section titled “Forked Tower: Magic (Extreme) Rewards”- Twin Snakes: 1 amulet
- Halls 1: 1 amulet
- Once you clear you can return back and visit the other side for the other chest and +1 amulet.
- Sword Dancer: 2 amulets
- Halls 2: 1 amulet
- Storm Nodes: 1 amulet
- Necrophobe: 2 amulets
- Puzzle Completion Chest: 3 amulets
- Spawns after Boss 3 if puzzle is done correctly.
- Clockwards: 1 amulet
- Final Halls: 2 + 2 amulets
- 2 chests to claim
- Index: 5 amulets
- 3 extra amulets if the Hermetic Recluse (support mob) dies before killing Index
Total: 25 amulets max
Section titled “Total: 25 amulets max”Extra Stuff
Section titled “Extra Stuff”- Each boss gives a field note
- Duck-billed Porter Whistles from the following
- Necrophobia
- Index
- Bonus Index chest (from the Hermetic Recluse being killed before Index dies)
- Hermetic Recluse chest (only for those outside when the Recluse dies)
- Chests have a random chance to reward a Final Final Fixative