
Ruined City of Arah (Story)
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Retrieving Wreckage
The early stages feature defeating small groups of foes with a champion, the far harder later sections feature wild melees with several NPC allies engaged in narrow quarters. AOE offense and defense and heals dominates the battle field. Speed buffs and dodging are very helpful in leaving enemy AOE attacks (red circles), and the ability to revive NPC allies is very useful.
There are 3 pieces of Wreckage to retrieve, each protected by a Champion and providing a chest reward. You can and should regroup before moving to the next marker and Champion. Destiny's Edge come along, and generally follow the last PC to change direction, so if one PC lags behind so will the NPCs.
The first wreckage spot lies to the north behind a door locked by two pressure panels that require one PC each to stand atop while a bar fills - while this bar is filling, the spans are endless, so ensure there's always someone standing on both panels. Past this door is a Champion Risen Lich; one of his main abilities is to place a debuff on players (Unholy Attunement) and shoot out blue orbs in multiple directions - being hit by these orbs while under Unholy Attunement caused the champion to steal life from you. After beating the boss, click on the nearby interactive object that's marked, grab the chest, and head to the second site.
The second wreckage spot lies to the south, behind a door locked by two Orrian Obelisks. Like before, the spawns here are endless, and to open the door you simply destroy both objects. This wreckage is guarded by Champion Bloated Creeper, which spawns Risen Grubs and then consumes them for health and a buff (similar to the Giganticus Lupicus's first phase from explorable mode). Because of this, he can easily start out-healing your damage output if team members begin dying. It's best to focus on grubs to prevent him from healing, so AoE attacks are best by far. Like before, after beating the champion click on the nearby interactive object, grab the chest, and head to the third site.
The third wreckage spot is to the east, past a variety of traps and Risen Eye objects which shoot rapid ranged attacks - take these out from a distance and avoid the circles which mark the traps (very easy). At the end of the path, near the wreckage, there is a Champion Risen Knight. This champion acts much like a standard Risen
Knights, except that instead of earth spike attacks, he will spawn Risen Plague Carriers as well
as necromancer marks. The most annoying part about this fight is that he evades a lot. After
retrieving this site's wreckage and grabbing the chest, return to the starting point where a
cinematic will play and you'll go onto the airship.
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Valley of Giants
The beginning of the airship ride is fairly quiet and uneventful until you reach a valley with very
large Risen Giants. They will fling black goo at the ship - simply go to the cannons and spam
the 2 button to reflect these shots. While the giants are present, regular Risen Thralls, Risen
Brutes, and Risen Eagles will spawn.
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Towers and Mouth of Zhaitan
After the valley of giants, a cinematic will begin explaining that a landing point needs to be
captured by taking out some towers. A helicopter will spawn at the end of the airship - go to
it and interact with it, which will teleport you to the landing zone. On this platform, there are
three towers, each guarded by a different set of enemies. All enemies spawn endlessly as long
as their respective tower stands, so always focus on the tower when capable.
The eastern tower is the easiest, guarded by Risen Gorillas and stationary Risen Eye turrets - take
out the closest turrets if they're attacking you, and focus on the tower while kiting the gorillas.
Once the tower is destroyed, clear out the remaining enemies as this spot will be a battleground
later as well.
The northern tower is guarded by Orrian Spectral weapons. The staff enemies daze, the
greatswords pull, and the bows cripple - take them out or focus on the tower as need be.
Once the tower is destroyed, clear out the remaining enemies for the same reason as above.
The western tower is perhaps the most annoying. It is guarded by some Vile Oozes, which
once killed split into two Lesser Oozes - both of which need to be killed before they get back
to where the original ooze was, or else it will respawn. Since the spawns are endless, focus on the tower and only change targets if one of the oozes gets killed, to take out the two smaller oozes. Clearing this area will be optional.
Once all three towers are destroyed, regardless of remaining spawns, a legendary Mouth of Zhaitan will appear from the south and destroy the chopper you arrived in. He has two primary attack methods - creating a vortex with his stomach mouth that pulls everyone to him, and spewing out fire orbs (one per player each attack). The fire orbs become environmental weapons you can toss back at Mouth of Zhaitan which do a nice amount of damage and can interrupt his vortex attack. It is highly suggested for at least one person to focus on using these orbs against him, to keep each vortex attack interrupted.
During this battle, the airship will come up to the landing platform and end at the edge just next to where the Orrian Spectral tower was. You can pull the Mouth of Zhaitan into the range of two of the airship's cannon, which can be used alongside the orbs to interrupt the vortex attack.
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Dragon champions
You fight a wild melee from the front deck of an airship engaging Risen that spawn and "operating" cannons to kill the dragon champions flying around the airship. The dragons fling frequent delayed AOE explosions and also spawn numerous Risen on the deck which must be defeated. Only player characters may operate the cannons. Destiny's Edge is inadequate for destroying the numerous Risen that spawn, but do a fair job of engaging and keeping their attention away from the PCs; but unaided will die. You can revive at a waypoint just inside the ship, but armor repair is awkwardly below deck. This phase ends when you kill three dragon champions - the first (Ogravros the Moondeath) is alone while the second and third (Fafnarin the Heartslayer and Horrogos the Soulbreaker) are fought together. There will be a long pause between the first champion and the latter two.
Players must balance the trio of duties of operating the cannons to destroy the champions, engaging the Risen, and reviving the NPCs (when no Risen are nearby, though this is not necessary). The party should coordinate as best as possible, perhaps folks who shoot off their long recharge skills can operate cannon while they recharge. You will need to leave the cannon to engage Risen often, generally when you start taking damage. The dragons announce their AOE targets with the familiar red circles; dodging is a good way to get out fast enough.
It is possible to have one person on a cannon focusing on killing one champion while the other four players fight the risen, as you can only use two cannons to fight the dragon champions anyways. Typically killing the Veteran Risen Kraits takes priority among the standard risen as they summon other risen.
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Zhaitan
This part of the dungeon is divided into three phases. It begins by a cinematic in which you transfer to a larger airship, the Glory of Tyria and a subsequent cinematic will play where Zhaitan appears.
At this point, the first phase begins.
The first phase focuses on defending Zojja from spawns of various Risen while
she charges up a laser (a bar shown in the top right corner of the screen to show
progress). Along with these Risen, Zhaitan will spawn various large and powerful
necromancer wells on the ship, usually where NPCs or PCs are - they do a lot of
DoT damage fast, so it is important to never stand in it; if one of these wells goes
where Zojja is, she will be killed and require reviving. Zojja's death will not
restart the bar. The spawns stop once the bar is completed and another cinematic
plays, shortly followed by another where Zhaitan is crippled.
With the cinematic, the second phase will begin. This phase is similar to the first,
except that you do not need to defend any NPC (Zojja fights as well) and there are
no spawning wells. The spawn waves continue until there are three Eyes of Zhaitan and ends when the Eyes' wave is defeated, the final phase begins.
This phase is much like fighting the champions, except that Zhaitan is stationary holding on to a tower around and the armor repair is conveniently next to the waypoint on this new airship. This fight is actually easier as you have a few more NPC allies and your main target isn't moving and requires no skill to target.
Cannon "aiming" is particularly crude; left, center, or right. The aft two cannon will be shooting straight on, the fore three cannon will be shooting to the right. Using the cannons to block Zhaitan's attacks make this phase far easier. Zhaitan will be shooting black AoE ooze at the players, often at or near the cannons; when his health is halfway gone, he will begin spawning nameless wurm-like creature.





