No, although I remember Sharp took a bunch of pictures to make a guide of some sorts.
Path to first boss:
The initial part of finding the entrance is trial and error. The first part with the 9 trickter gods is a simple case of "match picture on the floor to picture on the walls".
Watch out for the Shadow ambush after you solve the 9 trickster gods puzzle. Then you proceed to your first "puzzle", or "punishment" if you screw up the puzzle/trigger the trap without doing the puzzle.
Puzzle 1 can be any of the following:
Mimics: Shell game, watch the purple thing.
Artifacts: Random sequence. (many teams I run with purposely fail this one for how long it is)
Potions: Drink potions, get buddies to tell you what animal you are, stand on that animal's pedistal
Puzzle Failures can be any one of the following:
Mobs: Kill them, get back to dungeon
Rocks: Doorway caves in, move rocks out to proceed.
Faces: Rows of 3 panels, one will let you proceed forwards, the other two will move you to start. (This is supposed to be trial and error, but there are ways of revealing a panel without stepping on it...)
Once you beat a puzzle or a puzzle failure, you won't get that puzzle for the rest of the run.
After disarming your first puzzle, you come into a squarish room with 3 packs of mobs. Watch out for the shadow ambushes here (they normally show up as soon as you engage a mob, or after you're running from the campfire), then prepare for boss 1.
First Boss:
It's like prepatch Orcus. Same melee attacks, flies away when damage. His only new attack is an attack which blows you away and that's an annoyance, not a threat. There are also zombie adds, which are dangerous for giving Orcus CA, but are not threatening by themselves.
The tomes around the arena will explain the curses, but in a way that's integrated into the story. This is the explanation for those who don't trust the Cryptic style of writing:
Left Curse: TempHP Curse. You can't be healed (it is possible to be shielded by Lion or Absolution), but it doesn't matter when you run around with 3mil+ TempHP. Whoever takes this curse needs to run into the green balls which spawn in the fight, as the person with this curse is the only one who doesn't insta-die when they get hit by the balls. It IS possible to run out of TempHP needed to facetank the balls, so give this to the player who's attentive and mobile.
Middle: Useless curse. You deal more damage to adds but halved(ish) versus Orcus... except that adds die in the blink of an eye regardless. Give this to the healer/buffer which doesn't care about damage.
Right Curse: Damage Curse. You deal extra damage to Orcus, so give this to your main DPSer.
Path to 2nd Boss:
The path to the second boss is just mobs, with breaks in between with the last two puzzles. The dino room (jungle with broken bridge) does try to BS you with the demilich stun, but it's one down, and unless your team is going for a 0 death run, it's an inconvenience in the long run.
During the "behind the scenes" part where a Trex is supposed to bust the wall in cutscene, you can actually walk through the wall if you're quick.
Second Boss:
(Note: In a few team's I've run in, if you use the Arcane Whirlwind Combat Power on this boss, the boss' hitbox shifts 5ish meters left. He is still killable if the boss is somehow glitched this way, but be wary of this if you have a player using the Arcane Whirlwind combat mount...
This boss is either ridiculously easy or difficult; I've never seen an in-between, ever. The boss himself sits in a tower, but don't let his immobile status fool you, he actually has some hard hitting attacks.
He has several hand-y attacks: a hand of smashing (dodge this), a Valindra-esque hand of grabbing (kill this), and a Valindra-esque hand of blasting you away (dodge into this). Occasionally, he spawns a bone golem, but it's more or less there to annoy you.
Other than that, the boss' main gimmick is that he employs stage hazards against you.
Gas: Poison Gas just like the Green Dragonflight Dragon.
Fire: Flamethrowers, deals damage just like dragon firebreath.
Water: Fills arena with water, limits mobility.
Lightning: Deals damage, denoted with a red circle + arrow icon ala Hailburst from Svardborg. If Lightning strikes a water filled arena, the water will apply Partial Paralysis and will occasionally electrocute players for heavy damage.
To turn off a stage hazard, go up the stairs of the arena and kill the dwarf which powers the stage hazard. The dwarf will glow a certain color cooresponding to the stage hazard it powers (ex: green glow = powers gas).
If you're stuck, just read what he says and counter accordingly (ex: he'll say "such insignificant creatures" or something like that when it's time to kill the dwarves).
Once you get rid of his tower, the boss exposes himself, and is pretty much a standard mob which can never attack.
Path to third boss:
On the path to the third boss, you do not need to attack the dwarf mobs. You can elect to if you wish, such as using the dwarves to get a full AP bar.
Third Boss:
Take the frustrating Ra Nsi from the Crocodile House intro quest, then make him hit harder, and add a few more gimmicks. That's the third boss of T9G and is quite the headache for unprepared teams.
His opening attack, his flaming sword overhead, is his most dangerous attack. It hits for ridiculous base damage and also applies a DoT called burn, which also hurts a lot. Pray for cleanse, and if you're the tank, make sure you direct this attack away from the team, since the hitbox is pretty long.
His purple slicing thing still applies partial paralysis and hits for large base damage.
His red strip attacks have undodgeable damage, which is denoted with a skull icon next to the damage floaters. Undodgeable damage is damage which cannot be dodged through the use of invinicbility frames (ex: DC/TR/CW dodge, GF/GWF Steel Defense). It is possible to reduce this damage with DR or mitigation sources such as GF shield, in addition to the tried and tested "don't get hit" tactic.
(Note: During the one attack where he "shotguns" the entire stage, it is possible to stand inside the gaps and avoid all damage, regardless of character size. I've seen this attack dodged by fat lizards as I have with small halflings and slender elves.
He also still has his DR shredding. The 3rd T9G boss will shred 25% of your DR per stack of DR shred he places on you and it's quite easy to have 4-6 stacks during the fight.
Apart from those, the boss has a few new gimmicks.
The first gimmick is the stage and ghost!human!Andross (hey, I don't pay attention to the names, Andross is the closest analogy I have). Basically, ghost!human!Andross will occasionally appear on the arena and attempt to tip you off the arena for a stage fatality. If you see ghost!human!Andross, run to the other side of the arena.
It IS possible to fall off the arena and get stage fatality'd this way, so mind your placement. Also note that your companions can fall off and die, so when you see ghost!human!Andross, run, and pray your companions don't drop off.
His other gimmick is the Soulmonger charge, which appears on a chargeable bar on the right side of this screen. This only comes into play when the boss summons adds.
When the boss summons adds, there will be "defiant souls" to kill. If any of the souls are left alive after a short period of time (15-20 secs ish?), the souls will disappear and fill the Soulmonger charge bar. Eventually, the boss will say something like "I will strike you dead where you stand" and you can't damage him. He'll follow up with the Cry of the Aprophal (or something like that) attack, which deals damage equivalent to how much of the Soulmonger charge is filled up. So kill the souls quickly, or risk a oneshot.
After you drop the boss down to a certain % of HP (5%ish?), ghost!human!Andross will start berating Ra Nsi for being a n00b. Ra Nsi suffers a mental breakdown, and eventually, ghost!human!Andross will tip the arena one more time (make sure to stay away from ghost!human!Andross). Ra Nsi is scripted to drop off the arena and die during this part, so once you hear/read Ra Nsi's mental breakdown, your goal is to survive.
Then you win and collect your awful loot.
A note about the loot:
The boss himself can occasionally drop runestones or enchants when his corpse mysteriously pops up on the arena. If the party dissolves when you get a loot drop this way, then when you pick it up, the game does a loot roll for the rest of the party. I know this by experience, since Michela stole a R8 Radiant from me this way.
10 seals drop per boss kill, as does Huntsman armor. So, if one was inclined, you could theoretically farm one/two bosses for Huntsman Armor/Brave Seals...
There is a glitch wherein if you die by falling off the platform just as the third boss dies, you are unable to open the chests. So be mindful of your positioning...
Artifacts: Random sequence. (many teams I run with purposely fail this one for how long it is)
It's worth noting, since a lot of people don't seem to know that this puzzle is individual, but all players have the same solution. This means that with a party of 5 in perfect communication, you can find the correct sequence very rapidly, by having all 5 members try the next step at the same time, and then report the wrong answers. For example:
If we number the artifacts: 1. 4. 2. 5. 3. 6.
Having players stand at 1. through 5. at the start will determine the correct starting point in one interaction. If the solution is 6. then no players will have found the answer, and everyone knows to start at 6.
Assuming 6. is the starting point you have all players interact with 6. and then have one player at each of the remaining 5 artifacts. One of the players will then have the solution for step two. Note that correct answers are announced to the rest of the party in the bottom left corner of the screen.
Lets assume 2. was the second step. Everyone who failed must now interact with 6. and then 2. as quickly as possible. The person who succeeded can immediately attempt one of the remaining 4 artifacts and announce the result. Lets assume he tried 1. and it was incorrect. As soon at the remaining party members reach this point, they will then try 3. 4. or 5. and announce the result, so that the others don't repeat the wrong pattern.
darthtzarr, That is wayyyy too efficient. I prefer having the party mill around for 2 to 3 minutes and then decide to skip the puzzle ;-)
3
greywyndMember, NW M9 PlaytestPosts: 7,153Arc User
I'd rather learn by doing than watching someone else's game.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
0
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Artifacts: Random sequence. (many teams I run with purposely fail this one for how long it is)
It's worth noting, since a lot of people don't seem to know that this puzzle is individual, but all players have the same solution. This means that with a party of 5 in perfect communication, you can find the correct sequence very rapidly, by having all 5 members try the next step at the same time, and then report the wrong answers. For example:
If we number the artifacts: 1. 4. 2. 5. 3. 6.
Having players stand at 1. through 5. at the start will determine the correct starting point in one interaction. If the solution is 6. then no players will have found the answer, and everyone knows to start at 6.
Assuming 6. is the starting point you have all players interact with 6. and then have one player at each of the remaining 5 artifacts. One of the players will then have the solution for step two. Note that correct answers are announced to the rest of the party in the bottom left corner of the screen.
Lets assume 2. was the second step. Everyone who failed must now interact with 6. and then 2. as quickly as possible. The person who succeeded can immediately attempt one of the remaining 4 artifacts and announce the result. Lets assume he tried 1. and it was incorrect. As soon at the remaining party members reach this point, they will then try 3. 4. or 5. and announce the result, so that the others don't repeat the wrong pattern.
This puzzle can be much faster if run properly.
@darthtzarr This is all assuming there is no lag ofc and it doesn't take 2 minutes per interaction, which is quite possible.
Artifacts: Random sequence. (many teams I run with purposely fail this one for how long it is)
It's worth noting, since a lot of people don't seem to know that this puzzle is individual, but all players have the same solution. This means that with a party of 5 in perfect communication, you can find the correct sequence very rapidly, by having all 5 members try the next step at the same time, and then report the wrong answers. For example:
If we number the artifacts: 1. 4. 2. 5. 3. 6.
Having players stand at 1. through 5. at the start will determine the correct starting point in one interaction. If the solution is 6. then no players will have found the answer, and everyone knows to start at 6.
Assuming 6. is the starting point you have all players interact with 6. and then have one player at each of the remaining 5 artifacts. One of the players will then have the solution for step two. Note that correct answers are announced to the rest of the party in the bottom left corner of the screen.
Lets assume 2. was the second step. Everyone who failed must now interact with 6. and then 2. as quickly as possible. The person who succeeded can immediately attempt one of the remaining 4 artifacts and announce the result. Lets assume he tried 1. and it was incorrect. As soon at the remaining party members reach this point, they will then try 3. 4. or 5. and announce the result, so that the others don't repeat the wrong pattern.
This puzzle can be much faster if run properly.
@darthtzarr This is all assuming there is no lag ofc and it doesn't take 2 minutes per interaction, which is quite possible.
If that's the case, the animal potions puzzle will lag too, and should be skipped.
Comments
Path to first boss:
The initial part of finding the entrance is trial and error.
The first part with the 9 trickter gods is a simple case of "match picture on the floor to picture on the walls".
Watch out for the Shadow ambush after you solve the 9 trickster gods puzzle. Then you proceed to your first "puzzle", or "punishment" if you screw up the puzzle/trigger the trap without doing the puzzle.
Puzzle 1 can be any of the following:
- Mimics: Shell game, watch the purple thing.
- Artifacts: Random sequence. (many teams I run with purposely fail this one for how long it is)
- Potions: Drink potions, get buddies to tell you what animal you are, stand on that animal's pedistal
Puzzle Failures can be any one of the following:- Mobs: Kill them, get back to dungeon
- Rocks: Doorway caves in, move rocks out to proceed.
- Faces: Rows of 3 panels, one will let you proceed forwards, the other two will move you to start. (This is supposed to be trial and error, but there are ways of revealing a panel without stepping on it...)
Once you beat a puzzle or a puzzle failure, you won't get that puzzle for the rest of the run.After disarming your first puzzle, you come into a squarish room with 3 packs of mobs. Watch out for the shadow ambushes here (they normally show up as soon as you engage a mob, or after you're running from the campfire), then prepare for boss 1.
First Boss:
It's like prepatch Orcus. Same melee attacks, flies away when damage. His only new attack is an attack which blows you away and that's an annoyance, not a threat. There are also zombie adds, which are dangerous for giving Orcus CA, but are not threatening by themselves.
The tomes around the arena will explain the curses, but in a way that's integrated into the story. This is the explanation for those who don't trust the Cryptic style of writing:
Path to 2nd Boss:
The path to the second boss is just mobs, with breaks in between with the last two puzzles. The dino room (jungle with broken bridge) does try to BS you with the demilich stun, but it's one down, and unless your team is going for a 0 death run, it's an inconvenience in the long run.
During the "behind the scenes" part where a Trex is supposed to bust the wall in cutscene, you can actually walk through the wall if you're quick.
Second Boss:
(Note: In a few team's I've run in, if you use the Arcane Whirlwind Combat Power on this boss, the boss' hitbox shifts 5ish meters left. He is still killable if the boss is somehow glitched this way, but be wary of this if you have a player using the Arcane Whirlwind combat mount...
This boss is either ridiculously easy or difficult; I've never seen an in-between, ever. The boss himself sits in a tower, but don't let his immobile status fool you, he actually has some hard hitting attacks.
He has several hand-y attacks: a hand of smashing (dodge this), a Valindra-esque hand of grabbing (kill this), and a Valindra-esque hand of blasting you away (dodge into this). Occasionally, he spawns a bone golem, but it's more or less there to annoy you.
Other than that, the boss' main gimmick is that he employs stage hazards against you.
- Gas: Poison Gas just like the Green Dragonflight Dragon.
- Fire: Flamethrowers, deals damage just like dragon firebreath.
- Water: Fills arena with water, limits mobility.
- Lightning: Deals damage, denoted with a red circle + arrow icon ala Hailburst from Svardborg. If Lightning strikes a water filled arena, the water will apply Partial Paralysis and will occasionally electrocute players for heavy damage.
To turn off a stage hazard, go up the stairs of the arena and kill the dwarf which powers the stage hazard. The dwarf will glow a certain color cooresponding to the stage hazard it powers (ex: green glow = powers gas).If you're stuck, just read what he says and counter accordingly (ex: he'll say "such insignificant creatures" or something like that when it's time to kill the dwarves).
Once you get rid of his tower, the boss exposes himself, and is pretty much a standard mob which can never attack.
Path to third boss:
On the path to the third boss, you do not need to attack the dwarf mobs. You can elect to if you wish, such as using the dwarves to get a full AP bar.
Third Boss:
Take the frustrating Ra Nsi from the Crocodile House intro quest, then make him hit harder, and add a few more gimmicks. That's the third boss of T9G and is quite the headache for unprepared teams.
His opening attack, his flaming sword overhead, is his most dangerous attack. It hits for ridiculous base damage and also applies a DoT called burn, which also hurts a lot. Pray for cleanse, and if you're the tank, make sure you direct this attack away from the team, since the hitbox is pretty long.
His purple slicing thing still applies partial paralysis and hits for large base damage.
His red strip attacks have undodgeable damage, which is denoted with a skull icon next to the damage floaters. Undodgeable damage is damage which cannot be dodged through the use of invinicbility frames (ex: DC/TR/CW dodge, GF/GWF Steel Defense). It is possible to reduce this damage with DR or mitigation sources such as GF shield, in addition to the tried and tested "don't get hit" tactic.
(Note: During the one attack where he "shotguns" the entire stage, it is possible to stand inside the gaps and avoid all damage, regardless of character size. I've seen this attack dodged by fat lizards as I have with small halflings and slender elves.
He also still has his DR shredding. The 3rd T9G boss will shred 25% of your DR per stack of DR shred he places on you and it's quite easy to have 4-6 stacks during the fight.
Apart from those, the boss has a few new gimmicks.
- The first gimmick is the stage and ghost!human!Andross (hey, I don't pay attention to the names, Andross is the closest analogy I have). Basically, ghost!human!Andross will occasionally appear on the arena and attempt to tip you off the arena for a stage fatality. If you see ghost!human!Andross, run to the other side of the arena.
- His other gimmick is the Soulmonger charge, which appears on a chargeable bar on the right side of this screen. This only comes into play when the boss summons adds.
After you drop the boss down to a certain % of HP (5%ish?), ghost!human!Andross will start berating Ra Nsi for being a n00b. Ra Nsi suffers a mental breakdown, and eventually, ghost!human!Andross will tip the arena one more time (make sure to stay away from ghost!human!Andross). Ra Nsi is scripted to drop off the arena and die during this part, so once you hear/read Ra Nsi's mental breakdown, your goal is to survive.It IS possible to fall off the arena and get stage fatality'd this way, so mind your placement. Also note that your companions can fall off and die, so when you see ghost!human!Andross, run, and pray your companions don't drop off.
When the boss summons adds, there will be "defiant souls" to kill. If any of the souls are left alive after a short period of time (15-20 secs ish?), the souls will disappear and fill the Soulmonger charge bar. Eventually, the boss will say something like "I will strike you dead where you stand" and you can't damage him. He'll follow up with the Cry of the Aprophal (or something like that) attack, which deals damage equivalent to how much of the Soulmonger charge is filled up. So kill the souls quickly, or risk a oneshot.
Then you win and collect your awful loot.
A note about the loot:
Thanks for pointing that out!
If we number the artifacts:
1. 4.
2. 5.
3. 6.
Having players stand at 1. through 5. at the start will determine the correct starting point in one interaction. If the solution is 6. then no players will have found the answer, and everyone knows to start at 6.
Assuming 6. is the starting point you have all players interact with 6. and then have one player at each of the remaining 5 artifacts. One of the players will then have the solution for step two. Note that correct answers are announced to the rest of the party in the bottom left corner of the screen.
Lets assume 2. was the second step. Everyone who failed must now interact with 6. and then 2. as quickly as possible. The person who succeeded can immediately attempt one of the remaining 4 artifacts and announce the result. Lets assume he tried 1. and it was incorrect. As soon at the remaining party members reach this point, they will then try 3. 4. or 5. and announce the result, so that the others don't repeat the wrong pattern.
This puzzle can be much faster if run properly.
Signature [WIP] - tyvm John
That is wayyyy too efficient. I prefer having the party mill around for 2 to 3 minutes and then decide to skip the puzzle ;-)
Signature [WIP] - tyvm John
try this hope it helps