Cultists' Refuge Walkthrough

A walkthrough of the instanced dungeon.

Central Room
When you first enter the dungeon, the doors on the sides will be closed. Enter the central room to face off the first mobs: a Wraith and some Imps. They shouldn't be a threat, but remember to avoid the spikes; they do exaclìtly what spikes usually do... they hurt! When all the enemies are off, use the obelisk in the room to open the eastern door.

Eastern Rooms
The next room you enter will be full of Ksharans (a powerful undead race). They are not so easy to kill and they can take down low-leveled players, so try to not fight too many of them at once (that means DON'T RUN AROUND WHILE FIGHTING). Destroy the explosive barrels near enemies to make your work easier. Remember to clear the room before attacking the priest on the door, because he'll call everyone who's still alive to help him.

In the second eastern room there are Imps. Lots of Imps. Little and big Imps. Be very careful here: the minions aren't a threat, but the bigger ones can be a problem. Fight one party per time and ignore the Golems: they don't move or attack, so leave them at last.

In the third eastern room you'll only find six enemies. Take care of them before talking to Davina. She's part of the storyline quest and you have to protect her from five waves of Ksharans. That shouldn't be a problem, but remember to kill as many Wraiths as possible in last wave because they'll disappear as the time ends and you won't receive XP. When Davina is safe, get ready to fight the first boss: Galanos.

Galanos
isn't a very difficult boss. Anyway, he can kill almost everyone with his high damaging weapon. His strongest attack is a mace hit on the ground which has a big effect area. All that you need to do to avoid it is to look for the red circle on the ground. Galanos can also summon some Imp minions, but they aren't a problem; ignore them and focus on the boss; they'll probably be hit and die anyway. The most important thing in this battle is to keep the healer alive: follow this tip and everything will be OK.

Western Rooms
After you defeated Galanos, don't remember to use the obelisk there: that opens the door to the western dungeon section. There are six rooms there, three of which containing bosses. When you enter the first room you'll find many Ksharans acclamating Lok. Kill them carefully and not all at once, like in previous rooms. Leave at last the priest on the door: he'll call any survivor to help him.

the next room is almost empty: just four Ksharan Sorcerers with some scorpion minions. They aren't a big challenge, but be careful anyway. In the next corridor you'll find two Ksharan Lancers and two doors. Destroy the stone seal in front of you if you have the quest item, but don't enter the room: it's better to leave it at last. The other room is full of Imps again, but luckily there aren't the big ones, so it won't be difficult to take down them and the Ksharan priests. This is the right moment to heal and wear all the gear you obtained, if you have, because you'll have to fight the next two bosses.

High Priestess Akia
Entering the room, you'll immediatly understand the lone woman in front of you isn't what she seems. Talk to her and you'll have to fight... Akia! Do you remember her? She's the one who sent you that Malgarios in Sinestral Manor, the one you've been looking for, the head of Lok's cult: let's take revenge! As for Galanos, you won't have many problems fighting Akia if you keep your healer alive. She can anyway take a lot of damage with her magic skills, so remember what you did for the first boss: look for the red circle on the ground (and also look for Akia to jump), because that means she's going to attack. After Akia's death, have a break before entering last room.

Terkasia, Mistress of Deceit
Now, it's Terkasia's turn to die. All you see is an empty room, with a book and a... well, a thing called "Samael's Soul Stone, which is probably going to resurrect the dead commander. But if you try to read the book, it begins... the boss of course, what else could it be? Terkasia is a huge dark Hydrath and a very stronger boss than the previous ones. Keeping your healer alive isn't just useful this time, it's essential. Having a good tank would help too. Terkasia has many "arms" attacks and a skill which hits everyone is near to her with a deadly passive status that may kill the player. Like all Hydraths, Looking at Terkasia's body will anyway help you to see what she's going to do. Terkasia won't die easily and this will be a long fight, but killing the Hydrath will let you finish the dungeon.

Talk to Elleon and destroy Samael's stone (remember to wait for other players in the party to talk to Elleon before putting the bomb on the stone); now you have officially destroyed Lok's cult. But don't leave: do you remember that door in the western part of the dungeon, the one with the floating stone? Now it's opened; return back and get ready to fight an optional boss, even stronger than Terkasia.

Bhaozurbas
Bhaozurbas isn't a common enemy or a Lokian: welcome to the front, that's an Argon. At this point of the game, you shouldn't have met any Argon yet, so that's the first living machine you fight. And it's not going to be easy. Feel free to give up the fight (he'a an asshole optional boss, you don't really have to do it) but make it NOW. Because if you attack Bhazurbas, he'll teleport everywhere. It's important to run, always run while fighting him. As for the previous fights, avoid red circles on the ground; but also remember to don't stop for too much time in the same place. Tanks and healers must do their job, and must do it well. And also be careful: every time Bhazurbas goes to the center of the room, put him to sleep, stun him, stop him in any way you can, but don't let him to do what he wants or you'll find yourself fighting... well, MANY HUGE BLUE-LIGHTED GIANTS, as one isn't enough. If this happens, all you can do is RUN. Run. Run. Don't do anything else for the next seconds, or you'll probably die on a monitor covered by an argon wall. The clones will disappear in a few time, but they can still do a lot of damage; they are probably the worst problem while fighting Bhazurbas, especially in the last minutes of the long battle. If you kill him, congratulations: you have just survived to a robotic giant, one of the worst enemies of the Federations, and all this after destroying the base of an evil god's cult... just routine, isn't it?