|"The Lake In Dusk" Walkthrough Okay, this "walkthrough" is meant for people who might want some help or are just curious about one or two things. If you?ve just hit level 85 and want to get a head start on this rather interesting addition to Cabals gameplay then you?ve come to the right place, in the end it will save you a few "map parts" learning it yourself. Naturally alot of people ingame are already familiar with this dungeon so this may not be news to some people. This Guide is my own creation, therefore if any information is wrong or inadequate then don?t be surprised :p also i?m a Force Archer , i?ll try and keep the guide for universal use, but bare in mind that my input is based purely on my experience of playing as a FA. Corrections and admissions are welcome , just as long as they?re civilised. So here we go |
Lake In Dusk - Information
The "Lake in Dusk" is a feature length dungeon available at level 85 and is a breath of fresh air to the game. The dungeon takes place in a full open map, so yes you can forget about those dull, repetative single lined dungeons.. this is the real deal
Time allocated - 2:00 Hours
Entry Requirement - Level 85 plus a "Map Part" ( Map Parts are one use only and must be used on each entry )
Quest Aim - To defeat the malevolent force behind the lake... apparently a very strong leader of the Minotaurus.
Rewards - On completion 130 honour points are gained, also any drops gained.. which can be very good if you are lucky.
Approximative time guide - 1 Man - 1:10 Hours , 2 Man - 40 Minutes , 3 Man - 30 Minutes , 4 Man - 20 Minutes
Lake In Dusk - General Idea
The general gist of this dungeon may not be new to some people, who may have played certain other games... it does echo the same kind of synopsis. Basically the idea is to kill "named mobs" ( a stronger mob of the same appearance as the mobs around them ) to break down gates to gain entry to the next bit of the dungeon, hence you cannot just walk to the end and just take the boss.. you have to do a little bit of work first, but likewise you are not under obligation to kill all mobs either. Named mobs are always spawned in the exact same place and are usually accompanied next to others, if you?re soloing it would be advised to have dash, to be able to get to the mobs without constant additions following you. There are a good dozen stages to the dungeon, and each named mob is guarenteed either a drop of Osmium , and perhaps on rarer occasions Shadowtitanium / Aqua weapons.. so either way you will make a profit on this dungeon, unless you bought you?re map part for an extortionate price
Lake In Dusk -Preparation
Character wise, you will have to be A.Master or above to get any sense of accomplishment out of this, group or not , possibly G.Master if you wish to solo, depends on class really, because you will need at least 3 high damaging skills otherwise you won?t kill the mobs, boss in decent time. Gear wise you want upgraded slotted stuff, HP+ and defense are handy as you can imagine. Obviously theres 2 different setups of preparation.. solo or group. If you?re grouped with some decent players then you will most likely get away with being lightly prepared... Pot wise, tactics etc, but f you?re going in solo then you?re on your own and will have to be slightly prepared , mentally , although that sounds slightly geeky .. it takes alot of concentration to stand up to mobs for an hour + which could kill you if you don?t watch your health. Therefore take at least 500 HP pots, 300 MP pots and you will most likely want to go in with full SP and not waste it on the first half of the dungeon as the boss will most likely take 2 full SP bars.
Skill wise , dash is pretty essential. Without it you will struggle to get to the named mobs without carrying extra mobs with you. Knockdown skills are pretty essential too, otherwise you won?t be able to get a breather on the damage received from the boss.
Lake In Dusk - Walkthrough
You?ll start inside a safe zone, It?s also worth noting that whenever you die you will spawn back here, and won?t get kicked out of the dungeon. Buff yourself or whatever and get ready for the off. Ignore the cut on the right and carry onwards , ignore the orcs they shouldn?t really damage you.
On the next right you?ll come to a place with a mini bridge and on it you will find the first mini boss Radark
Surprise surprise this mini boss isn?t a hard hitter and takes little time to get rid of. Best way to do it would be to go to the back of the bridge and lure the add mobs into the same line as Radark, that way you?ll knock them all down instead of taking damage from them whilst you take care of Radark. After finishing, reverse yourself out of the bridge part and continue upwards until you come to a fork in the road and take the left... and continue around whilst dashing in zig zag motion until you come to the dead end which also is home to Jidarsch
Basically the same stuff as the previous, if you dashed properly then you?ll have no add ons. Just pummel him and that will take care of that. Retrack to the fork in the road then taking the right turn, and you will come to the first lake, which has "Ruins of Dusk" ( like crystal seals ) basically you only have to destroy one.. and it is ALWAYS the same one , the second one left of the exit gate. The lake is also infested with some very annoying mobs.. Venom Toads, they will follow you for ages unless you can out dash them. Take a look at the screens bellow, from experience there are two routes ( indicated by arrows ) which can lead to having minimal amounts of toads follow you whilst you destroy the ruin... getting this right will save a good amount of pots seen as the ruin takes a while to get rid of, if you can lure the toads you have in with the centre of the ruin then you can get rid of them in time with AoE skills. After the ruin is destroyed take the exit which is near the boat upwards.
Turn left out of the gate as the screen shows. Once facing into the left direction continue on upwards.. you?ll eventually come to a little corner with some overhanging bushes.. turn right into the bushes and you will come to Pogarr.
This is probably where the less skilled players will take damage from mini boss? from now on. Nothing devastating if the latter stages are concerned but he will make you pot. General tactics apply, pummel him, combo a little, if add ons are there try to group them. Back out of the bushes and take the right through the gate into the second lake. Take left then into the main part of the lake, hug the right of the walls.. this way you will take less damage.. the Lakezards are ranged hitters and do some damage. At the top of the lake at the back of the wall in the middle you will come to Ballu
Ballu and the rest are ranged so having close mobs nearby is never a good idea.. and not they?re not exactly easy to avoid. Best idea is to dash in , use combo?s to the full and get the hell out of there. Exit on the other side of the walls from which you were hugging and take the left.. continue for a short while and you?ll come to a corner on the left, zig zag dash into it so as to avoid luring add ons.. and there you will meet Pirouro
I find this one rather easy for some reason, no idea why knockdowns seem to work so well on him. With no adds you?ll have no problem pummeling him to the ground. Afterwoods come out from the corner and take your left and continue down the hill past where the gate wouldve been. Carry on until you come to a section of land on the left, which goes slightly uphill. Then carry around the bend, dash to the dead end and you will then come to Hauk.
Some dodgy looking thing with a sharp finger by the looks, and it does do a fair bit of damage, but apart from that it?s just another mini boss at close range. You know the drill, pummel,combo get the hell out. Go down the uphill bit and continue onward , taking your way around the curve past some rather annoying ranged casters who do hurt. If you can?t take the damage you will have to plan your dashes carefully, the best way is to zig zag, and keep your finger on the pots. you will eventually come to another lake, but first you have to take a little cut into a rather hidden corner on the right, see screens. Then you will come to Lehifee
Quite a damaging mob now, although without adds rather easy with knockdowns. Pummel it, kill it, cop the drop then head out of the nook and enter into the lake. Hug the wall all the way on the right hand side and you will see Erigdusu, although theres usually a troll in front of it, and they have a long agro range so lure it out of the way.
The pain starts now. This and the trolls will be a good measuring device for you, as the damaged receive from now on will be pretty much the same throughout until minotaurs. You?d be best to single him out, range hitters actually have an easy time with these big bulky mobs, they tend to be very slow after knockdown. Use combo, frequent knockdowns and exit further down the lake, opposite to where you hugged the walls.
Before taking the entrance prepare yourself, as this is easily the hardest part of the dungeon apart from the boss. from now on you will have to complete 3 stages of difficult ranged casters, who cloud the mini bosses and are an absolute nightmare to lure and dash past. The first one is actually not that hard , as he is right next to the entrance on the left, his ( her ) name is Etour . You might want to lure the two harpies nearby out of the way.
Ouch this harpies really hurt. Etour takes alot of killing i found, high HP.. therefore it?s really worth taking it on alone. Use the same tactics and continue onwards on the right until you come to a hill and take the entrance up it. It?d also worth noting that the entrance to the Ogre section of the dungeon is here at this section of the harpies, but cannot be unlocked until the 3rd harpy mob. Now this is a pain in the backside, after going up the hill you will see the mini boss..Caschnarr completely surrounded by harpies.
This part can be done either carefully or suicidally. If you?re on good time you?d be best trying somehow to lure them apart and get him alone, the arrows on the right show the route to the gate, sometimes you can get lucky and stand near the gate and lure him in with magic.. that?s assuming you have a magic spell which i?m sure you do. Luring them in does work believe it or not if you cast a spell on them and take two steps back they will walk straight next to you, instead of just firing from distance. Like Etour , Caschnarr has high HP, so be quick, combo and go down the hill afterwoods.
This is the last part of the harpy nightmare and they hurt more than the others dash in from the right hugging the walls, Rik is behind a tree at the top.. surrounded by a lot of harpies. Theres a general tip for casters.. if you can manage to dash and get behind the tree , you can sometimes place it so that the harpies nearby will recognise you, but they will not be able to cast because of the tree , and won?t have the brains to walk around. Theres still a great chance you will have add ons, and luring is generally out of the question because the more you try to lure them out, the more you?re just drifting them into packs and luring back onto yourself. Best thing to do is cut your losses and just try to outpot them , try to get them grouped so you can knock them down, hence giving you time to regain pot downtime.
After killing Rik, head back all the way to the first set of harpies , near a set of what looks like wooden planks on the floor, is the entrance to the Ogres
Take the left and head onwards to Haaschnarc
The pressure seems to lift now, even though they have high damage, it?s less hassle than the harpies were. combo him and kill him, then take the other route go down the gate and hug the wall on the right again , follow it round and Grischnarc will be near the gate.
Same applies here as to Haschnarc , only pain in the backside is once you have add ons on your back, they?re hard to lure away again what with the awkward trees. After killing him go through the portal.
Once you?re through the portal you?ll be on the elevated plain with the minotaurus, which you may have seen earlier on whilst cleaning the dungeon. There are no named boss? here on.. there are a good number of minotaurus, but only one of them has to be killed to enter the gate to the boss, and logically it?s the minotaurus at the end. Basically from the portal take a left, duck under the trees and follow on, then you?ll come to the center where you will find the gate to the boss? lair, but first you?ll have to kill the minotaurus further on in the corner.
After this enter the gate to Zigdris Faello?s lair.
The layout of his lair is somewhat useful , it has a large statue directly in the center of it, hence it?s very easy to curve round it to get out of firing range, which is handy because you will most likely have to rebuff if you are soloing. If you are soloing and managed to get this far , chances are you won?t fail killing him.. it?s just the time limit. If you are 20 minutes till failing, you most likely will run out of time, depending on class/skill rank this boss can take anything between 15-30 minutes solo. If you are grouped then i wouldn?t worry. Generally you will have to use combo all of the time, which is why saving SP was a good thing to do. Note that this boss is a ranged caster that will 3-4 hit you depending, if you have lower than 1.2k HP and are low defense class you could end up dying within 2 hits so balancing knockdowns is essential. Also note that this boss is NOT like other dungeon bosses which you could evade their attacks, this boss is very much the same as a normal mob, it?s attack is non evadable physically.. only if it misses due to your defense rate
Soloing, my plan of action is always this... i combo with my 3 main skills. I?m guessing any skill that is less than Master rank will do less than 10 damage, so sack using them unless they have knockdown. It?s basically practicing the art between juggling the main hitters crossed with knockdown to keep the boss? damage off of you. Generally it?s best to start off with a knockdown skill , heal the first hit from him, them juggle a few damage skills, then once you know he?s about to hit you again, use the knock down, pot if you were late.. and keep repeating this. Personally as a Force Archer i find this method a piece of cake, because Gravity Distortion is a godsend as it has a 100% chance to stall the mob, and 6 second cool down. For other classes i?m not sure, whether they have knockdowns etc.. best thing is to figure out a repetative plan that you can stick to, and whilst you?re figuring it out stay near the statue , so you can run off if it goes wrong.
After the marathons finished, note the time and cop off with the drop. The drops are..
1 Slotted osmium armour / battle / martial - Frequent
2 Slotted osmium armour / battle / martial - Occasional
Slotted Shadowtitanium weapons / osmium weapons / Aqua / Lapis - Rare
Drops are just to my knowledge, if anyones had anything else feel free to share.
Well there you go, hope this guide helped. I?ll edit it throughout if changes need to be made
Admissions - I?d like to thank Galu for hunting the dungeon frequently since it?s release, between us we found out all the nuts, crannies, quick routes and not to mention him finding out the last Minotaurus was only needed to open the final gate, and thanks to Paragon for allowing alot of spam chat in guild whilst we were doing it.