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Txevu, Lair of the Elite
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1)TXEVU, LAIR OF THE ELITE


First up is the "Runt Event."

This event is in a small arena like area. As you zone in, the wall straight ahead of you is actually the back wall to this event area. however, because of the zone lay-out, you have to wend your way around (use your map) to get there.

once you get there, have the raid stop in the hall way before the room where this event is and pull the area clear (except for MOB's in the arena itself). Do NOT pull from the arena itself! This is because if anyone goes onto the steps down into the arena, they might activate the sequence.

When ready, someone needs to take put The Runt (Level XX). He cons dark blue at Level 75, doesn't hit that hard and is not too hard to kill. This is best done by a Shadowknight, so they can Feign Death after they win.

Basically, here is what to expect and do:



Have SK go down and speak (hail and follow along) to the Mastruq Champion (Level 70) and accept the challenge to take on The Runt.

As the SK begins fighting The Runt, have the rest of the raid go down into the arena area to the north west corner. Don't worry about the other MOB's in the arena, as they will not aggro.

Have the SK pull The Runt towards the south wall.

No one is allowed to assist, heal or buff the SK -- AT ALL -- during his/her battle with The Runt.

If anyone does, it will be ugly! If the SK loses, let the SK lose! Plain and simple!

Once the SK kills The Runt (hopefully), the Mastruq Champion will aggro and Ixt Hsek Syat (Level 80) will also appear. The other MOB's in the arena should walk off and disappear. Any that stay should be non-Aggro -- but be prepared just in case.


Be wary of possible aggro and/or respawns from the walkways above the arena (stay off the walls and keep MOB's away from walls). Adds should be mezzed, not off-tanked! Expect at least two adds.

Do NOT use any AoE spells or songs!

NO ONE in the raid is to attack until the tank calls attack.

It is important that the the MOB's are split and the tank gets good aggro on just one of them and then pulls if far enough to the north to try and avoid aggro on the other while also avoiding aggro through the walls.

When the SK wins -- he/she will gain aggro from both the Mastruq Champion and Ixt Hsek Syat.

The SK needs to use FD to survive. If he/she dies, hopefully the two MOB's are far enough south that they will not both aggro the raid.

The goal now is to split Mastruq Champion from Ixt Hsek Syat and kill Mastruq Champion, first.

He can hit over 2K. Fight him at max melee range.

If possible, keep Ixt Hsek Syat away from the main raid via a kiter or a FD class. This is no easy task -- so be ready, in case.

Once Mastruq Champion dead it is time to kill Ixt Hsek Syat. She hits very hard (up to 4K) and is very tough.

Once she is dead, you will have to kill the adds, as they do not despawn.

Ixt Hsek Syat drops the key to the "High Priest" area of the zone (see Step 2).

She drops only a single key, so be particular about who gets it (meaning, someone who plays regular so you have access to the key, if needed).

This key is the Polished Stone Key (Lore, No Trade, Weight 0.1).





2) Now you have access to do the "High Priest Nkosi Bakari" event.

High Priest Nkosi Bakari (Level 75) must be spawned, so to speak. High Priest Nkosi Bakari is located at the dead of the caves to the south of the arena (see #1 above).

In order to get into this area, you will need someone with the Polished Stone Key to unlock the door (obtained in Step One, above).

Here is what to expect and do:


In order to "activate" High Priest Nkosi Bakari, you need to locate and kill five (5) other MOB's located at various dead-ends in this maze of caves. if you have a good map, they should be marked for you.

List of 5 mobs:
Vrex Invoker Akello
Vrex Invoker Jahzara
Vrex Invoker Kashka
Vrex Invoker Malik
Vrex Invoker Raziya


If not, through the locked door, they are basically off the main tunnel at the dead from the first right, the dead from the second right, the dead from the fourth right, the dead end from the second left and the last one is the first left and then two more lefts from there. From this last location, High Priest Nkosi Bakari is east to the wall and then north to the dead end area

You will have to clear to each target MOB (and most of them are UNDEAD, Yay Alrick!).

Each target MOB does have a number of companions all about, but a decent puller can often separate out the target from the trash. if not, be ready for multiple MOB's at once (I have seen as many as seven at once).


Upon each of their deaths, Shade of a Vrex Invoker (Level 70) will appear. Do not try to kill this MOB (I don't think you can anyway). The Shade will wonder off towards High Priest Nkosi Bakari.

Once they are all dead, head to the end room where High Priest Nkosi Bakari is located.

Be ready for a long fight. Patience, mana preservation and a good heal chain are key here.

Be sure to keep cures up as well, as the AoE (Wrath of Trushar) is somewhat nasty and annoying -- it is a 50% spell slow, 3K DD, 40% Melee slow, 500 HP DoT, snare and prevents combat skills!

Do not go into the room until you are ready for the long fight.

Pick and choose six "sacrificial lambs" to run in first. This is because six people will be charmed right away.

However, at Level 75, this charm did not last long (when I did this event last), but you still need aggro control and healing in place..

Not only does Bakari have a load of hit points, but once you get High Priest Nkosi Bakari down to 50%, one of the Shade of a Vrex Invoker will essentially sacrifice themselves and heal High Priest Nkosi Bakari back to full health.

This means you will have to kill High Priest Nkosi Bakari for 350% of his all ready massive number of hit points, to win.

Once dead, be particular who gets the single Jade Inlaid Key (Lore, No trade, Weight 0.1). This is the key to the "Zun" area of the zone (see Step 3).







3) Finally, you have access to do the "Zun event."

Zun`Muram Tkarish Zyk (Level 80), is located in the far upper west end of the zone, in a locked area.

In order to get into this area, someone in your raid needs to have the Jade Inlaid Key (see Step 2).

Before you can do this event, you need to make sure that Zun`Muram Tkarish Zyk is actually up. Some say he is on a 3-day spawn, while others say he is on a 5-day spawn.

Here is what to expect and do:

* Clear to the "Zun`Muram Tkarish Zyk" area.
* Use the Jade Inlaid Key to get a single lock picker (Bard or Rogue) and a curer/healer (Paladin best) to each of the jail cells in the northern and southern hall ways, on the perimeter of the "Zun`Muram Tkarish Zyk" area.
* NOTE: All the locked doors in this area can be opened with the Jade Inlaid Key.
* The lock picker will have the boring job of just keeping the jail cell open. Go, go lockpick skill!!
* The healer/curer will have the job of simply keeping the lock picker, themselves and any others who pop in, cured (RGC works) and healed from the AoE/DoT.
* The reason this must be done is that people will get "banished" to the jail cells. If they don't get out post haste, several undead MOb's will spawn (from the bones lying about) and attack them!
* The person with the Jade Inlaid Key will have to run back and forth unlocking the hall doors (use the north and south doorway from the "Zun`Muram Tkarish Zyk" area itself, not the outer hall doors).
* This is so the banished players can simply run back east and into back into the fray, rather than having to run west and go by Zun`Muram Tkarish Zyk.
* Zun`Muram Tkarish Zyk is not harmed by melee weapons and most spells. Pets, damage shields and many weapon procs can hit him, however. Mana burn and other "unresistible" spells also work.
* He hits hard and has AoE ramp.
* The key to taking Zun`Muram Tkarish Zyk out is a charmed pet.
* Just inside the "Zun`Muram Tkarish Zyk" area (through the main, center doorway) are four Ikaav Ritualists (Level 73).
* You need to kill the Ritualists (each of which will spawn adds until they are dead).
* .If you do this right, you can pull possibly the Ikaav Ritualists to the east wall and avoid aggro from Zun`Muram Tkarish Zyk and the two (Ixt) (Level 70-plus?) that are with him.
* If you aggro Zun`Muram Tkarish Zyk and the two (Ixt), you better have a very good kiting team or some very good healers and tanks!
* Keep killing Ikaav Ritualists until, one of those spawns is a A Mastruq Chaosslayer (Level 65).
* Do not attack and kill A Mastruq Chaosslayer! You need to have an enchanter charm this MOB and then buff it up!
* At this point, once the Mastruq Chaosslayer is charmed, have the main raid flee the room out the main door.
* The MOB's are tethered to the "Zun`Muram Tkarish Zyk" area and cannot follow you out.
* This will give you time to med, rez and buff back up!
* Now you are ready for the main event!
* The key player here is, in fact, A Mastruq Chaosslayer!
* This time, if you aggro Zun`Muram Tkarish Zyk and the two (Ixt), kite them or improvise into the next steps.
* First up, finish off the Ikaav Ritualists.
* Then have a tank grab aggro on Zun`Muram Tkarish Zyk and send the A Mastruq Chaosslayer in to help.
* Keep the tank, the A Mastruq Chaosslayer and the enchanter (who charmed the Chaosslayer) alive!
* The rest of the raid needs to finish off the other MOB's, the (Ixt), before they assist on Zun`Muram Tkarish Zyk.
* Once all the adds are dead, the focus will remain and keeping the tank, the A Mastruq Chaosslayer and the enchanter (who charmed Chaosslayer) alive!
* These three are the key to winning here!
* The tank to hold aggro and keep Zun`Muram Tkarish Zyk cornered; A Mastruq Chaosslayer as your primary and all most sole source of DPS; and the enchanter to keep the Mastruq Chaosslayer charmed and fighting!
* Once Zun`Muram Tkarish Zyk is dead, be very particular about who gets the Zun'Muram Signet of Command! this is the "short cut" key to obtaining the Tacvi instance!
* Whoever gets the Zun'Muram Signet of Command needs to use it right away, before the raid leaves the area.
* Use it on the golem statue in the back of the Zun area.
* While this will activate a Tacvi expedition, you do not have to go there. This is merely a required step in the key process to avoid bugs and issues later!
* From here on, the player with the Zun'Muram Signet of Command can obtain the Tacvi expedition at will, just inside Txevu!
* This is done by saying, "Show me the way" to Hamari Nedu (Level 60), who is right there at the zone in, inside Txevu.
* NOTE: You may have to show Hamari the Zun'Muram Signet of Command (give it to him and get it back) as well, this is not clear to me.



Last Modified: 8/30/2007 10:32am
Contributors: Anthrax
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