Lost Ark Guide: Abyssal Dungeon of Hall of the Twisted Warlord

To complete the Hall of the Lost Ark raid in the Twisted Warlord Abyss Dungeon, players need to defeat several powerful bosses. Here's how to do it.

Hall of the Warlord  - Final Level 1. In terms of mechanical difficulty and complexity, Abyssal Dungeon players will gain experience in Lost Ark before progressing to Level 2 and are also the first "true" Abyssal Dungeon. The rewards they receive for clearing this dungeon (and possibly purchasing the bonus chest at the end) will allow them to craft tier 1 legendary gear and accessories. Players must be at least item level 460 to enter.

Like most of the other Abyss dungeons in Lost Ark, both stages of the Phantom Palace Abyss dungeons are modified versions of the dungeons featured in the Main Story quest, set in Roundel. However, in Hall of the Twisted Warlord, players will need to worry about defeating the Phantom Legion rook and Bishop, as well as the Phantom Legion king, before even thinking about fighting Brelshaza, Phantom Palace's latest "big malice" (as well as a big minus some future endgame content not yet released in the West).


Concise Upgrade Guide

This first section is mainly for those who have already completed the Phantom Palace before and need only the briefest reminder of the basic mechanics of this dungeon. Alternatively, this section may also be used by players who're confident in their expertise in MMORPG Raiding and usually do not need a great deal of explanation to know the mechanics.

  • The Twisted Warlord Hall has four sections, two mobs clear and two Boss fights: Rook of the Phantom Legion and amp; Bishop and King of the Phantom Legion.
  • For the Phantom Legion's Rook & Bishop, the player with an overhead sight must place the Bishop between themselves and the Rook as it charges its giant projectile ball. The second time they have to make sure that each of the structures with the chess pieces is broken, so they don't get in the way.
  • Most of the mechanical complexity lies in the King of the Phantom Legion, where players must set the turn order.
  • Players must use the randomly assigned numbering of party members in the order in which the illusion swords are captured and where they will stand during the illusion sword stun check phase (1-North, 2-east, 3-south, 4-west).
  • Players should remember that each player must activate the Illusion Sword debuff before hitting the Boss, as the debuff wears off for at least two seconds between each Illusion Sword wield.
  • For those who are still trying to understand the mechanics or don't know why Phantom King's purge mechanic is still activating, continue reading below for more details. Explanation.


Section One: Sealing Monsters

Phantom Palace's Abyss dungeon is one of the most memorable pieces of endgame content in Lost Ark I due mainly to the amount of fanfare, and the beginning of the Hall of the Twisted Warlord is no different. The group begins this section by running forward through a hall of ever-changing landscapes, where buildings appear out of nowhere, and landscapes change in the blink of an eye.

While going through these obstacles, players will be asked to "sell" various monsters a couple of times to open the gate forward, but it just comes down to clearing any mobs that appear.


Second Section: Rook of the Wraith Legion and Bishop

These two predominantly purple chess piece golems are the Rook of the Wraith Legion and the Bishop of the Wraith Legion, and they are the first boss battle players to encounter in the dungeons of the Abyss, though certainly not the last. There is only one honest "mechanic." that players should remember in this fight: The erasure mechanic.

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Erasure Mechanics

Following a few minutes (or an absurd level of damage will probably be dealt), Wipe Mechanic will launch. When it starts, the Bishop will move to the arena area and begin to gather energy for an attack, stopping all movement completely. In contrast, the Rook will move to a random place on the arena's edge and start charging a deadly projectile ball.

Once the dropped player has identified himself, he will need to move. After they move, three of the four-party members will notice a large purple circle under their feet that deals damage and knocks back all allies inside it. The fourth player should see that they don't have a process like the rest of the group, but instead a crosshair icon above their head.

The target right here is for the player without the need of the purple circle to move towards the point exactly where the Rook's projectile (which moves in a straight line) hits the Bishop before it hits the celebration member. They need to put the Bishop between themselves and the Rook. If done correctly, the Rook fires a sphere, hits the Bishop, interrupts the Bishop charging its attack-erasing group, and dazes them. If done incorrectly, the projectile will not hit Bishop, and they will launch an attack across the arena, instantly destroying the entire group.

Then, towards the end of the battle, this mechanic triggers a second time, with the slight difference that the Rook summons chess-shaped stone towers around the elephant in the center. The group's three members with purple circles must immediately break these towers while the fourth group member is in position. In the worst case, the squad will only need to break the stone towers, which will prevent the Orb from hitting the Bishop. After doing it correctly a second time, this is the last part of this mechanic.


Section Three: Defeat the Illusion Legion

Fortunately, unlike the Abyssal Dungeon of Ancient Elvira, the mob clearing sections in the Haunted Palace are pretty short. After defeating Rook and Bishop, the group enters the castle and spends some time destroying waves of the Illusory Legion in the wide-open room they will join.

You'll find a couple of annoying elite mobs to defeat here, but other than that, this is a section hardly worth mentioning. After defeating the Legion of Illusions, players can go through the double doors to the room right before meeting the King of the Phantom Legion.


Fourth & Final Section: King of the Phantom Legion

Now it is time for the final Boss of Twisted Warlord's Hall, King in the Phantom Legion. The Sigmund boss fight inside the Ancient Elveria dungeon got players speaking a little bit and assigning directions ahead of the battle. Still, the King of the Phantom Legion went further with his kill mechanic.

Luckily, except for the wipe mechanic, the Boss is pretty straightforward, making the fight quite enjoyable, except for one key section. The King of the Phantom Legion has two important mechanics: the Illusion Sword Stagger Check and the standard Stagger Check.


Important Mechanic: Illusion Sword Stagger Check

The principle of operation is relatively straightforward: on the 16th and 6th remaining HP bar, the Phantom King teleports to the center of the scene and triggers this mechanic. He will start channeling energy, surround himself with a purple barrier, and summon four Swords of Illusion. These illusion swords follow the player until they are picked up. This is the central system of this encounter, and players will need to keep in mind if they plan to re-trigger their Abysses weekly for an extra chunk of Lost Ark gold or these potential card sets (one of the many examples of Lost Ark time-limited content).

When the Sword of Delusion is raised, the entire party gets the Sword of Delusion debuff, and while that debuff is in effect, there are two things. May happen:

To prevent the second situation, it is here that the "order" must be established, and mechanics come into play. Each player should activate the debuff when facing their Illusory Sword, start hitting the Boss to deplete their stun check bar and get rid of the debuff. The next player then takes the sword and repeats the process. Meanwhile, the other group members are expected to fly after them until it is their turn to complete the process.

To simplify the process:
  • The group assigns an order of who goes first, second, third, and fourth (party order usually works to set this automatically).
  • Players should also expect to face the cardinal directions associated with their order number (NEW = 1234).
  • Once this is set, the players must enter and start the fight.
  • The players should immediately head in the indicated direction as soon as the Boss has 16 or 6 HP bars left.
  • The Boss will summon the swords, and the first player should immediately grab theirs and start wailing the Boss.
  • The rest of the group ought to kite their Swords in a clockwise direction, becoming cautious not to get close to each other.
  • After the debuff wears off when player 1 hits the Boss, player two can grab their sword (it takes about 2 seconds on average).
  • Player 2 starts wailing the Boss.
  • Player 3 grabs his sword as soon as the debuff wears off and starts punching the Boss.
  • Finally, Player 4 grabs his sword and starts to slash at the Boss, although the stagger check is usually passed by now. His energy is fully charged and is decimating the party. It might be better to reorder to put the heavier stun classes first before discarding the surrender vote too early.


Important Mechanic: Standard Stagger Check

The King of the Phantom Legion also has an average stagger check that can happen during combat, but this is much less punishable than illusion swords. Players can tell that this Stagger Check is coming when the Wraith King surrounds himself with a red barrier and plunges his sword into the ground.

Upon slashing with his sword, the Phantom King summons two large cones of frequently exploding fissures within the ground that deal heavy sustained harm to anybody standing in them. At this time, a yellow Stagger Check Bar should appear under the Phantom King. When they do, they will need to deplete this with daze skills to end that turn early and open the King of the Phantom Legion for continuous chain damage combos.


Normal Attacks

Finally, the Phantom King has many visually distinct attacks that can make combat seem chaotic, similar to something like, say, Alberhastik. Luckily, none cause too much harm, and visual cues on avoiding them are usually common sense.

  • Double Slash - The Phantom King slashes with his sword vertically to the left and right in front of him, dealing minor damage and stunning players on impact.
  • Jump Kick & Energy Wave: The King of the Phantom Legion jumps one to three times, slamming his sword into the ground at the height of each jump before ending the combo with a significant conical energy wave attack that deals moderate damage and knock-ups.
  • Dash Attack & Energy Wave: Almost the same attack as Jump Slam & Energy Surge, but instead of jumping, the Boss performs a Dash attack three times before releasing an Energy Surge.
  • Illusion Sword Flurry: King of the Phantom Legion quickly summons a group of small flying Swords of Illusion before sending them all towards a random player, dealing moderate damage to everyone in the area.
  • Summon Great Sword of Illusion: Like the Illusion Sword Barrage, the Phantom King summons large Swords around him in a circle before sending them skyward and off-screen. After a moment or two, these swords return to random areas of the arena, exploding on impact. There is a brief purple round indicator that indicates where they will land.
  • Summon Spinning Blade: The Boss raises his sword into the air before summoning a group of spinning blades to the arena's edge. These spinning blades move towards the Wraith King, dealing moderate damage and stunning anyone they hit. They then disappear as they approach the middle of the arena.
  • Dash & Punch: The Boss quickly lunges forward with his sword drawn at a random player, then teleports directly over them and slams them with his blade, dealing moderate damage and knocking up anyone hit.
  • Sword Projectiles: The Boss briefly charges his sword with energy by holding it above his head and then slashes a random player, sending out a wave of purple sword energy that deals moderate damage and knocks him back. It can be one wave or three waves in a spread formation.
  • Hook & Chain: Scarkrill throws a hook and chain directly at the player, causing knockback and minor damage. Effortless to dodge up close but harder to avoid from afar.


The players have won without worrying too much about consumables as with other tier-one Abyss dungeons. No elemental health potions, destruction bombs, or even sleep bombs are needed at the moment. Instead, it is best if they bring:
  • HP potions (a preferably blue rarity)
  • Whirlwind Grenades (for Phantom King stagger checks)
  • Time Stop Potions (for emergency use against any imminent attacks)
  • Optimal class and combat engravings using the appropriate engraving slots, faceted ability gem, or accessories

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