This dungeon you will  have access to at level 30 or if you travel to the opening yourself at lower levels.
This is located at the North West of the Bangkori map as shown below.

The bosses are marked on the map below with their names and locations. I shall explain their mechanics as well as what you should and shouldn’t do while facing them.


Boss Fights

Iron Heel

This boss is very easy and a lot of fun however there is one major mechanic that can mess everything up.

The tank should grab the adds from the outside and pull them all INTO the room with boss. It is VERY important that you take the boss into the room and back yourself into a corner or against a wall. NO ONE should be having their back to the door way. Dps, healer and tank must stay clear of the door. Aoe should be more than enough to

Heavy Attack – A simple heavy attack, the damage is low but it does apply a knock down if not blocked. This will be aimed at whoever has agro (should be the tank). If you are not a tank and he is aiming at you, simply block and you will be fine. Do NOT run away.

Whirlwind – Occasionally the boss spin his weapon around his head dealing aoe physical damage to anyone near by. This does a fair bit of damage but is not challenging to a tank.

All dps and healer types should simply step out of the circle until the affect is finished. Don’t run around the room and don’t stand in it, just step back, then step back in again.

Spin Kick – This is the most important mechanic and this is WHY you must have your back against the wall at all times. The boss will do a jumping spin kick randomly at a player in the group.

You can block the incoming damage but this kick WILL send you flying! The reason you have your back against the wall at all times is because if you don’t, the distance you travel from the kick is enough to throw you OFF the platform outside from inside the room.
If this happens you are pretty much dead, it is a LONG way down.


Atarus

This boss is a giant ogrim and is pretty simple to kill but he moves around a lot and has some nasty poison attacks. Try to position him as central as possible while each member of the group has their own space. Stacking up will cause a problem and so will running around, so relax and find your feet.

Acid Puke – his is a cone aoe affect and the boss basically pukes for a few second, damaging anyone in his path. Be sure to stay out of this at all costs unless you are the tank in which case hold him still and block it.

Charge – The boss will charge across the room, usually in the direction the tank has his/her back to. He runs a very long way so be sure to reposition yourselves once he stops. The aoe effect is VERY easy to see, a long strip across the floor. If you stand in it you will take a large amount of damage and be knocked down. So simply step aside when you see this and let him pass.

Stomp – The boss will stomp the floor from time to time and a fairly large aoe circle will appear.
Anyone caught in it will take a large amount of damage and be knocked down. Be sure to simply step backwards out of this when it happens and then just get back into position again when it is gone.

Note, there is NO need to sprint around the room when this happens. Step out, step in.

Enrage – The boss grow massive in size at 30% health or lower and will heal  back up to 50% health. The rest of the mechanics will stay the same but he becomes MUCH bigger. Be careful!


First Mate Wavecutter

This boss is very simple to kill and can die fairly fast but if you are not paying attention this can be a guaranteed wipe!

There are harpies that need to be chained in and killed with aoe but at the same time there is a very important attack to pay attention to.

The tank should hold the boss as still as possible while the dps and healer find a safe place to stand still and get to work.

Do NOT run around the room, you need to be able to see what is going on here.

Heavy Attack – Does exactly as it says on the tin. The heavy attack can be blocked and will hit the tank or whoever has agro. No matter what role you are, if this is on you, BLOCK IT. If you don’t you will be knocked down and take HUGE damage.

Whirlwind – Basically a steel tornado attack, the boss will spin and anyone caught in the small aoe around it will take physical damage. This is very easy to avoid, when you see the spin coming, step back a couple of feet, and when it is over step back in again.

Shadow Volley – THIS IS DANGEROUS! The boss will start channeling with a purple glow in it’s hands. This is fast and MUST be interrupted.

IF you do not interrupt this then each member of the group will receive a massive damage magic projectile to the face and if not packing high resists can EASILY be one shot.

Make SURE you interrupt this mechanic. Doing so will make the boss very easy, not doing it will result in wipe after wipe. Hold it still, burn it down and interrupt whenever you see that purple glow.


Roost Mother

This boss is straight forward but can be a nightmare for groups where people have the “Maelstrom Shuffle” (basically dance too much for no reason).

The trick to this boss is careful positioning. She moves around a lot so you have to constantly regroup formation.

The tank needs to keep a taunt on her at all times while the rest need to watch their feet rather than headless chicken mode. NOTE: The dps and healer should NEVER stand in the bosses face unless of course they are extremely comfortable with the fight.

Fire Tornado  This attack will be aimed at the tank so be sure the tank always has agro. It deals a LOT of damage so the dps and healer do NOT want to be hit by this. Make sure you are not standing in her face. 

Teleport  he boss will teleport around the room a LOT, keep up with her each time she moves and focus on getting back in your previous formation in the new spot.

Flame Breath – This HUGE aoe flame breath affect does exactly as you would expect. The boss breathes fire in the direction of whoever has agro. You can step out of this and/or block some of the damage as a tank, but as adps/healer you need to be NO WHERE near it. Stay OUT of this at all costs and don’t dance in the boss’s face.

Raining Fire – This mechanic she will scream into the sky launching fireballs into the air. At this point people need to stand still because the position you are currently standing in is where they will land.

While she is screaming she is placing the aoe’s locations. When they come down from the sky THAT is when you move out of the way, then reposition yourselves once the mechanic is over.

It is crucial that you hold your ground until they come back down else you will scatter the room in aoe and kill your group!

Running around while she is firing into the air will determine far too many locations where you JUST RAN, and the aoes will be placed all over the place following your previous path.
Calm down, don’t run.


Hollow Heart

This boss is so small and squishy i don’t think it can really count as a boss. The tank should turn the boss to face the door while the group stand behind it.

So long as you stay behind the boss at all times, this really isn’t hard to manage. The room full of adds before the boss is actually harder to deal with!

Ice Attack – The boss throws ice in the direction of the person with agro (should be the tank) and then the area which was affected will have small patches of ice on the ground which do damage over time.

Do not stand in front of the boss of course if you are a dps or healer but if you are caught by this affect it is not challenging at all. The damage is low and any healer would be able to keep up with it.

BUT of course follow the mechanics. Stay behind the boss, do your damage and/or heals and the tank should maintain a taunt. Do this and the boss will be over in seconds…


Captain Blackheart

Quite possibly one of the coolest bosses out there, who doesn’t love an undead pirate captain right?!

He has way too little health in my opinion but is a cool fight none the less.

In this fight you can tank him where he spawns. All you have to do is hold him still.

The tank should turn his/her back to the water and have the boss standing still while the group surround the boss from behind.
DO NOT run around like crazy it will kill you.

Skeletons – The boss will spawn up to 6 skeletons at a time constantly throughout the fight. Any melee types will run in and die to standard aoe damage but the ranged ones will try to hug the water.

Without moving if possible the tank should be angling the camera at each one while holding a taunt on the boss and simply chain them in.

The skeletons have REALLY low health so die very fast in aoe but can do some serious damage if not pulled in fast enough. Get em in FAST!

Spin – The boss has a nasty spin attack in a small aoe. This does high physical damage but is very easy to avoid.

The tank can block it and take barely any damage and the dps/healer can block also, but there is really no need.

As soon as you see this mechanic as a NON tank role, simply step out of it, and then get back in again.

Skeleton Curse!! – RANDOMLY the boss will pick a member of the group and slam them onto the ground.
That member will be cursed and turned into a skeleton for 30seconds!
This could be the tank, the healer OR the dps it is completely random.

When you are a skeleton you cannot use ANY abilities. The only thing you can do is light or heavy attack. The light attack is a melee attack and the heavy attack is a constant “Death Breath”.

Stay in with the group, follow the mechanics as normal and hold heavy attack to breathe on the skeletons and the boss to do damage.

You can still receive buffs and heals but apart from that you are rendered useless class/role wise. Do what you can and PRAY!

If the healer gets turned into a skeleton, you will get no heals, so magickas and staminas need shields and heals slotted to close the gaps.

If the tank gets turned there will be NO taunt on the boss…If this happens for goodness sake do NOT run around the room.
Block any damage the boss throws at you if you are a dps/healer and continue to do your job while the transformation runs out.
 

GOOD LUCK!