Location: Avalask (Western Steppes 433,633)
Modes: Normal, Deicide, Judgment
Requirement: Level 103, Twilight Sky I, Chaotic Soul
Player Limit: 10
Key: Dawnlight Feather
Dawnlight Temple paths, The Party will only have to complete three of these halls.
1) Toxic Spring (Wyrm/Colors path)
2A) Infernal Stockade (Cages/Lava path)
2B) Clockwork Vaults (Dice path)
3) Ancient Lab/Well of Spirits (Final path)
There are 3 difficulties:
- Normal
- Deicide
- Judgment
The Party leader will have to finish a run in Normal mode before they can activate Deicide mode. Likewise, the leader must have finished a run in Deicide mode before they can activate Judgment mode. The higher the difficulty the better item drops from Bosses.
PATH/BOSS GUIDE
(For more detailed info you can check in in-game via Bestiary located at the control panel > Function lower right of the screen)
Toxic Spring (Wyrm/Colors path)
Lure the fairies to their designated color circle.
- Desert fairy = Yellow circle
- Ocean fairy = Blue circle
- Magma fairy = Red circle
- Forest fairy = Green circle
- Snow fairy = Any circle
Repeat the process for 5 minutes or until 1000 points is reached.
Fairies killed outside the circles do not count. Players will get a warning 30 seconds before gathering time is up.
After the 30 sec. timer, a platform will appear in the middle of the room and the boss will land. Players have 5 seconds to run to the middle of the platform. If they stand near the edge, they will be killed by the fire.
Your points will determine how long you will be able to attack the boss before it flies again it is advised to max your chi and cast damage amplifying skills to maximize damage output as fast as possible.
If players stand within the outlines of the colored circles, then points will drain slower. It is recommended that players attempt to stand in the overlaps of the circles so that they are standing in two circles rather than one.
The maximum amount of time Nightmare Wyrm will stay down is 30 seconds only. There will be a 10-second countdown during which players will have to run back to the edges. After the countdown is over, the middle platform will disappear again and whoever is on it will fall into the pit and die. Players that have died in the pit cannot be resurrected by Yu Lings but can go back by clicking nearest city.
Decide:
- Poison pools will spawn and players will have to run around them as to avoid killing the fairies in them.
- Dark Night Fairies will sometimes spawn and try to erode points so they must be killed quickly, outside the circles.
- The boss has a higher HP.
Judgement:
- Poison pools will spawn and players will have to run around them as to avoid killing the fairies in them.
- Dark Night Fairies will sometimes spawn and try to erode points so they must be killed quickly, outside the circles.
- The boss will also reel players at specific intervals.
- The boss has a higher HP.
Infernal Stockade (Cages/Lava path)
The first room is full of cages on which players will have to jump. The floor of the room is filled with lava and falling there will cause immediate death.
The goal of this room is to kill the flying boss while jumping on the cages, avoiding the lava from down below and any other lethal obstacles. Ranged classes are required for this boss as melee classes cannot reach it. The cages will start turning red, killing whoever stands on them. Players will have to quickly kill the monsters that spawn and avoid falling into the lava. Failing to do either of these will cause the lava’s level to rise, killing everyone. Once the flying boss is dead, players can move to the next room.
Reforged Changeling
The boss does a cone-shaped AoE which kills any non-barbarians caught in it. Smaller lethal AoE circles will spawn as well. The boss will sometimes do a push-back and warn players with the message “Get close to the center of the platform or you will be defeated down below!”. Players will have to run close the center of the platform to avoid getting pushed into the lava. Standing in front of an obstacle also works. Another message to look out for is the “Players have been cursed, gather quickly to defend!”. A player at random will be cursed and killed within a few seconds. To avoid this, everyone will have to run at the center. If not enough players gather, all the players around the cursed player will be killed. If all players stay separated, only the cursed player will be killed. It is not known which player is cursed, however quite often it is the barbarian that is tanking the boss.
After a certain point, the boss will disappear and players will be asked to kill “Purgatory Traps”. Players will have to jump on the small platforms around the room and kill all the Lava Triggers as soon as possible. The Lava Triggers have a buff that reduces damage taken from range so players have to stand in melee range to deal damage to them. If players fail to kill the Lava Triggers in a timely manner, the lava will rise and kill everyone.
Deicide Mode
The Reforged Changeling has higher HP and spawns Fire Elementals that recover its HP.
Judgment Mode
The Reforged Changeling has higher HP and spawns Fire Elementals that recover its HP. Fire Elementals that reach the center also raise the lava level.
Clockwork Vaults (Dice path)
The first room is full of “question mark” monsters. Killing them reveals the symbols on the game board. Once all the “?” are killed, the board will activate and you can move on to the next room. The goal of the second room is to get the little robot to move across the board by spinning the big die in the middle of the room.
Once you start, a quest will appear that tracks your progress:
- Energy (starts at 10,000): determines how much HP the final boss will have. The more energy you have at the end, the less HP boss will have
- Battery (0/1): required to finish the puzzle
- Turns: the amount of turns the robot has to move across the board (nothing happens when it hits 0)
Each symbol on the board has a different effect when you trigger them (when the robots walk on them):
- IN = starting point
- OUT = end point
- + = adds energy
- – = removes energy
- Happy face = increases the amount of energy gained and prevents the loss of energy from – spots
- Sad face = increases the amount of energy drained and the reduces the energy gain from + spots
- ? = makes the robot advance (random number between 1 and 6)
- ⇆ = causes all the + and – on the board to reverse
- ⮎ = changes the robot’s movement direction
- Skull = spawns mobs that you have to kill quickly and drains energy; the longer you take, the more energy is drained
- Battery = the goal of the game; need to collect in order to finish the game
Attacking the big die will spawn three smaller dice in each side of the board. Each smaller die gives a direction (Up or Right). Killing the small die will make the big die turn in the given direction. Killing small Die: Up makes the big die turn upwards and killing small Die: Right makes the big die turn to the right. The final number you get after killing the last small die will be the number of steps the robot moves on the board. Players will have to attention to the order in which they kill the dice. The number taken into account on the big die is not the one on top. It is the one on the side, towards which the red arrow points. It will also be highlighted when the die turns.
Players will always get either 1 Up and 2 Rights or 2 Ups and 1 Right for the small dice. For either of these cases there are 3 possibilities, and these are the results. The faces are named from the perspective of looking at the Front Face which is the selected face with the red arrow.
1 Up and 2 Rights
RRU = Bottom Face
RUR = Back Face
URR = Top Face
2 Ups and 1 Right
UUR = Left Face
URU = Back Face
RUU = Right Face
The game finishes when players have the battery and put the robot on the “OUT” sign. Once the puzzle is complete, players may move on to the next where boss awaits.
Dice Tips
- If you have trouble figuring out how to get a certain die roll, this tool can help you plan your rolls.
- Opposite faces always add up to 7, just like on a standard die.
- The back face is reachable in either configuration so you can plan ahead however many turns you want of flipping between the front and back faces.
- The best strategy is to calculate where the robot should move, check what directions you have available, try all possibilities and see what final numbers they give and go with the order that is most beneficial. Make sure everyone focuses on the same die when killing them so the order isn’t messed up.
- Generally, it’s more time-efficient to go for a fast exit than to collect more energy and lower the boss hitpoints. Even if the boss has nearly double hitpoints, it won’t change the boss attacks. Most parties have decent enough damage that this would mean only a few seconds of extra damage-dealing.
Kailia the Otherworldly
This room has similar mechanics to the previous one, but without the game board. Once players start the boss, one of the bars on the glowing circle will disappear and players have to make the robot land on it to fix it. There will be small dice and a big die again.
Every failed attempt of getting the robot on the missing bar will give the boss a shield buff equal to 10% of the boss’s HP that absorbs damage. The boss also purges and puts a debuff on every player that increases the skill cooldown of the next five skills, Genie skills included.
Once the robot fixes the seal, the boss heals to full HP and players have to repeat the process one more time when his HP drops to about half. After the seal is fixed once again, the boss will ask players to roll a 5+, and finally, to roll a 6. After that, its deaden buff will go away and it can be killed.
Deicide
The dice board requires two batteries instead of one. The boss does a cone-shaped attack that kills players. The cone always travels clockwise around the boss and is not related to player aggro. The boss has a higher HP and the shield buff is equal to 20% of the boss’s HP.
Judgment
The dice board requires four batteries instead of two. The boss does a cone-shaped attack that kills players. The cone is random and is not related to player aggro. The boss has a higher HP and the shield buff is equal to 20% of the boss’s HP.
Ancient Lab/Well of Spirits (Final Path)
The player that collects the Dawnlight Crystal should dig the bottom of the door to open it. There will be another door blocking the way into the next room. All squad members except one (this can be anyone, not just the party leader) should jump over this door and then make their way to the Molten Passage which can be found to the left of the room.
Molten Passage
This passage is simply a path of floating rock, with multiple Death Wards along it. Standing in the aura of the Death Ward will kill you. There is lava below that will kill players if they fall in. Squad members should gain full Chi for this part and get ready to attack the first Death Ward. One squad member should have stayed behind at the door at the entrance of this part of Dawnlight Halls. Once everyone is ready, this player should then dig the door to begin the trial and quickly make their way to the rest of the squad.
The Twisted Nightmare will appear in the center of the room just before the Molten Passage, covered in a lethal mist that kills any players caught in it. He is invulnerable and will chase the squad through the Molten Passage. Players will have to rush to the next door, through the Molten Passage, to avoid dying.
Ranged classes will have to kill the Death Wards to advance through the passage. Some Guardian Statues will spawn and make their way down the passage towards the squad. They can push players back, possibly off the bridge and into the lava, killing them. They will whisper the player they are going to push and there will be an arrow indicating the direction of the push, so it is possible to plan where you will be pushed if you act quickly. At the end of the path, the FMI Summoner will be waiting and has to be killed to advance to the next room.
If the players fail to complete this part, they can restart it by digging the door at the beginning.
Tips
- If a Guardian Statue whispers to you and you are not prepared to be pushed back into a safe place, you can jump in the air and with good timing possibly be pushed upwards instead of forwards or backward.
- If a Guardian Statue whispers to you, make sure you are not set up to be pushed into the aura of a Death Ward as this will likely kill you.
Natya Veda, the Great Advisor
The boss will spawn two portals on the sides of the room. Sacrifices will wander into the portals as an offering. Players will have to let the sacrifices walk into the portals to spawn Ritual Puppets, but once enough Ritual Puppets have been killed the sacrifices will have to be killed to avoid spawning an excess of Ritual Puppets. Killing sacrifices will spawn ghosts for 10 seconds that can kill players.
Lead three Ritual Puppets into the blue circle so they can combine to form a Soul Vessel. This Soul Vessel must be killed quickly, otherwise a much larger version of the Soul Vessel, Hummel’s Will, will appear and kill everyone. Once the Soul Vessel is killed, it will drop a lantern with a shield of light that protects players from the Natya Veda’s Oblivion attack. Oblivion happens at every 30% of the boss’ HP. Oblivion lasts for 22 seconds, then 24 seconds, and then 30 seconds.
Deicide
The bosses will have more HP. The Soul Vessel will have a cone-shaped AOE that kills players but it can be interrupted using skills or Genie skills. Deicide gives a one time red quest to kill Natya Veda and the chest she spawns after. The quest gives you two level 3 Glyph packs.
Judgment
The bosses will have more HP. In the Molten Passage, additional monsters will spawn on the sides pushing players. The Soul Vessel will have a cone-shaped AOE that kills players but it can be interrupted using skills or Genie skills. The judgment gives a one-time red quest to kill Natya Veda and the chest she spawns after.
The quest gives you two level 3 Glyph packs and a title.