Caudecus's Manor Path 1: Help the visiting Asura

Level: 45.

Reward: 0.61 g + 100 tokens.

Average length: 13 minutes.

Difficulty: Medium.

Enemies: Outlaw.

Time: Day.

Use Potion of Outlaw Slaying, Sigil of Force and Sigil of Frailty.

Video guide (Banter Bill).

Current record: 6.

Use Sigil of Justice instead of Frailty.

First run per day gives 61 silvers and 100 tokens, Seals of Beetletun. Next runs give only 26 silvers and 20 tokens. Tokens can be Converted to gold.

Every run gives 23% experience towards your next level and 30 Empyreal Fragments.

There is a high chance to get Bandit Spineguard, Beetlestone's Band or Caudecus's Journal from enemies and chests. All can be traded but aren't valuable.

There is a very low chance to get an account bound Spineguard of the North from the end boss, Frost. It's account bound so it's not valuable.


Destroying parts

Interact with parts to make Traffa destroy them. Go to Cellar (as in story) after clearing the first part. The cellar is split to a west wing, a center and a right wing. Whole cellar includes 9 parts and 27 enemies.

Enemies are often skipped because there are so many of them. Keep in mind that some parties expect Thieves to do this alone. Consider practising this alone few times if you want to join experience groups. However all professions can do it alone and it's much faster when done by two players.

The exact order of parts doesn't matter but you want to leave the west wing last because that has an exit from the cellar. After stairs there is a room immediately on the right side containing 3 Cutpurses, 2 Riflemen and a part (number 4 in the picture).

Riflemen shoot fast projectiles dealing high damage to moving targets so either pull enemies behind a corner or use projectile reflection. Riflemen also have a high range so they may shoot you from other rooms. Cutpurses have quick melee attacks and occasionally jump over you dealing 24 stacks of bleeding so take condition removal. Blind is useful to reduce pressure.

Go to south-east after destroying the part 4. The next room has a random mix of 3 Cutpurses and Riflemen. You can use a similar tactic as before or just kill them since there are only 3 enemies. A Cutpurse may join the figth from the next room but it's nothing to worry about. Destroy the part number 3 and then the part number 1 from the next room.

Go to south-west to the east wing. The room at the end has a random mix of 4 Cutpurses and Riflemen. Watch out for riflemen when you are getting close. Use the same tactic as before.

Once the part 2 is destroyed the progress should show 4/9. Go back hugging the left wall all way to the west wing. The west wing has a corridor with 2 rooms next to it and 1 room at the end. There are 2 Riflemen and a Bomber in the corridor who will attack when you move past the corner. Don't rush towards them or you will aggro enemies from all rooms and probably get defeated.

Instead dodge twice to the first room with 2 Flame Turrets and 2 parts. Turrets can't rotate so you can freely destroy them from behind. After destroying the 2 parts you have two options. Either use ranged attacks and reflects to take down enemies at corridor from distance or rush to the next room. Taking down the enemies at the corridor is suggested because it's less chaotic and easier to handle. Rushing to the next room requires everyone following the tactic.

The second room has 2 Flame Turrets, a Cutpurse and 3 Archers. Archers won't deal much damage but they are hard to kill because they often evade attacks and also apply blind. When killing them make sure you move behind turrets so they won't hit you.

The last room has Sure Shot Seamus, 2 Rifle Turrets and 2 Net Turrets. Seamus will turn friendly at 25% health so trying to kill him is pointless because you get no experience or loot. Check the optional tactic if you wish to kill him. Just destroy the 2 Net Turrets so no one gets stuck and then the last 2 parts. Remove immobilize from the party and then exit the cellar from the opened gate.

Sure Shot Seamus is considered optional because he turns friendly at 25% health. He can be killed in the path 3.

Focus down the 2 Net Turrets and 2 Rifle Turrets to reduce pressure. Avoid attacking Seamus because he becomes much more dangerous at 95% health.

Seamus starts with pistols and has 2 attacks; Shoot and Chain Shot. Shoot is his basic ranged attack which deals moderate damage. Chain Shot is used when he glows. He will shoot lots of fast projectiles for a high damage. If you see him shooting at you then just dodge.

The fight actually starts when Seamus has lost 5% of his health and he switches to a shotgun. He has only one attack, Shrapnel Blast. It's a short-range cone which deals moderate damage, bleeds and knocks back. Keep in mind that he will attack again before the disable ends. This lets him hit you multiple times before you get knocked out of his range. Don't rely on anti projectile skills because the attack isn't a projectile.

The real problem is when you get stuck in a terrain and will never move out of his range. This means you will get permanently disabled unless someone else gets aggro or you have a stun break. However because of the small room this will happen very easily so you either need lots of stun breaks or have to know what you are doing.

With a decent party you can just break his defiance, burst him down and then use area stability for the remaining health. With a weaker party the simplest tactic is to have 1 player at melee and rest at range. The player who has the aggro must melee. This is quite easy to do because you can avoid all his attacks by just circling around him when you have the aggro. Everyone else should be ready to support if the melee player does a mistake.

If the player who has aggro is very good he can control the direction of Seamus's attacks. This allows everyone else safely melee him behind his back and kill him much faster.

The enemies are often skipped because there is so many them and they also deal lots of damage. The easiest way is to run together which reduces pressure and ensures that at least someone gets through. Splitting up is not suggested unless you know what you are doing because you need Traffa with you to get a part destroyed.

Running together is usually quite chaotic when people may drag enemies with them so be prepared. Take lots of survivability including condition removal. If you are confident about your own skills just let other players be the cannon fodder.

The whole thing can be done easily alone with some practice. Experienced parties often ask thieves to do it. If you want to join experienced parties as a thief consider practising this a few times.

This Map has a layout of the cellar and suggested order of the parts. Turn left right after the stairs. Then hug the right wall so you don't aggro a nearby Cutpurse. Enter the first room along the corridor and trigger the part through the wall.

Use stealth, evades, blocks and immunity to avoid shots from Riflemen when getting the part 2 from the east wing. Once it's destroyed go back the same way. Remember hug the left wall so you avoid that Cutpurse.

Using the same tactic trigger both parts 3 and 4. Then run to the first room on the west wing to lose aggro. If you got hit by those 2 Flame Turret at the doorway then destroy them to get out of combat. Don't bother entering the second room. Get the part at end of corridor while avoiding shots from Riflemen and nets from Net Turrets. Be ready to remove immobilized if you get hit by a net.

After the part 7 immediately turn right so you don't aggro Sure Shot Seamus and trigger the part on the second room through the wall. You can run to the closed gate if you need to wait for cooldowns. Turrets can't hit you if you stand at the correct spot. Get the last part while avoiding the nets and then escape through the gate. If you are alone you can also use ranged attacks to destroy turrets when you are at the gate but it's much slower than just getting the part and then dying.

Split around the area. With 2 players, one player goes to the part 5 in the west wing without triggering it. Other player collects parts with order 4, 3, 1 and 2. When that's done the other player gets parts from the west wing. The first player can just die when he is done but running is also an option. The cleanest way is if he manages to stay out of combat in the east wing. Then he can waypoint out of the cellar to rest of the party. Keep in mind that some enemies may teleport with you.

With more players, the parts 1, 2, 3 and 4 are split to 2 players. Any additional players should go to the part 5 to make that part easier. Start with parts 1 and 2. The first player should open the waypoint dialog when the part 1 is done so he can teleport out much faster.

Video of a solo.

Video of a solo.

Video of a solo.

Thief is the best professions because you can stay permanently stealthed with Smoke Screen, Blinding Powder, Shadow Refuge, Hide in Shadows, Black Powder and Cluster Bomb. Also switch to initiative, stealth and mobility related traits when practising. Withdraw and Signet of Shadows can be taken when you are experience for more speed.


Gunpowder Morgan

A cutscene triggers when you approach Morgan at the barn. When it ends, 2 Riflemen and 10 Riflemen appear on the second floor and start shooting at you. Anti projectile skills are extremely valuable against them and Morgan. Focus on Riflemen first and take cover behind terrain if needed. Blind is very effective against Riflemen because they attack slowly.

Morgan has 3 attacks; Throw Bomb, Throw Bomb and Kick. The first Throw Bomb is his basic ranged attack which makes him shoot a ballistic projectile with a moderate area damage and vulnerability. With some sustain this can be easily tanked.

The second Throw Bomb is used when he spins. This happens instantly so it's very hard to dodge. The attack causes him to throw lots of his basic attacks around him. You can easily get hit multiple times downing you instantly. The best way to counter this is to have a projectile reflect up so he takes that massive damage instead.

Kick is used when he jumps. This happens very quickly so it's very hard to dodge. The attack causes moderate damage and a knockback.

If you skip the cinematic you can run up to get near Riflemen them before they appear. Someone must watch the cinematic so communicate with your party.

You can stand under the landing of the staircase in the corner opposite the stairs to attack Morgan with range and no aggro(phantasms and pets will not be attacked).

You can also stand on the top level to the left of the corner and attack Morgan with a ranged weapon and no aggro(requires you to clear riflemen).

One party member can blink inside the barn, blinking past the cutscene trigger point(second torch on the left wall). This player can then stand on Morgan and watch the cutscene.

After cutscene 2 Riflemen and 10 Riflemen appear on the second floor. If you skip the cinematic you can run up to get near them before they appear. Someone must watch the cinematic so communicate with your party.

Stick to left side to be covered against enemies. Get up and kill them. Then kill Morgan.

At close range he is quite dangerous. On top of his normal attack he may kick you (hard to avoid) or spin and throw lots of grenades. Anti-projectile skills are very useful.

At close range you have to block/dodge them(the animation doesn't match the throw, you need to start a dodge before he throws at melee range).

After cutscene 2 Riflemen and 10 Riflemen appear on the second floor. If you skip the cinematic you can run up to get near them before they appear. Someone must watch the cinematic so communicate with your party.

Stick to left side to be covered against enemies. Get up and kill them. Then kill Morgan.

Keep some distance. If he attacks you then just move left or right to avoid his slow grenades. Dodge towards him when he spins to throw a barrage of grenades.

One party member can blink inside the barn, blinking past the cutscene trigger point(second torch on the left wall). This player can then stand on Morgan and watch the cutscene.

Run in (one player before the others to avoid issues with multiple cutscenes triggering) to watch the cutscene. Stack might, and then have them skip. Maintain projectile defense, and melee Morgan. It is ideal to skip the Chest (until the end of the dungeon, when you can come back for it), due to problems with getting in combat or dying to the riflemen.


Way to Victoria

First enemy group consists of a Saboteur, a Thug, an Archer, an Enforcer (Sniper) and a Cutpurse. Second group consists of 3 Riflemen, a Bomber, a Net Turret, a Rifle Turret and a Flame Turret.

Pull first group around the rock for AoE damage. Focus on Thug and try to keep him interrupted so he can't heal and buff others. Dodge explosion or run out of range when Saboteur throws a keg (big red circle). Use anti projectile skills against second group. Try to block/dodge Riflemen's shots when getting closer. Also avoid unnecessary movement to reduce damage. Focus Bomber if you go melee because of her AoE damage.

First enemy group consists of a Saboteur, a Thug, an Archer, an Enforcer (Sniper) and a Cutpurse. Second group consists of 3 Riflemen, a Bomber, a Net Turret, a Rifle Turret and a Flame Turret.

First group will aggro when you get closer but they won't catch you if you move fast. If you are bit behind be ready to dodge Thug's Shield Bash. Keep evading and blocking when going through second group because Riflemen can kill you very easily when you are moving.

Stealth. Path the first group, either in an SR (conservative), or in additional blasted stealth (difficult). The second group does not need to be pathed.


Bloody Victoria

She has only melee attacks so you can easily run away or even jump down from upper platform to avoid dying. While many groups will lure her to the upper platform, there is no combat advantage in doing so, and it typically only prolongs the encounter--it is superior to simply fight on top of where the boss spawns. She won't hit very hard but if you aren't durable you can try to stay at max melee range. She often alternates between her faster and slower attack. The latter can be avoided by just moving away from her.

Occasionally she will stealth and either stun with Backstab or jump over her target with Death Blossom. To reduce her time in stealth don't run away if you can afford getting hit (pretty much all the time unless you are only one alive). You can still see her on mini map and attack her with untargeted attacks.

Stun will hit through block so the only way to avoid getting one shot is to have a stun break, stability or Aegis. Take as many as you may need unless you can rely on your team. Keep her defiance low to interrupt Backstab. If people get hit and go down, ressurecting them should be your first priority.

If she uses Death Blossom you should dodge immediately to prevent most of the damage. Remove bleeding if someone gets 6 stacks.

She has only melee attacks so you can easily run away or even jump down from upper platform to avoid dying. While many groups will lure her to the upper platform, there is no combat advantage in doing so, and it typically only prolongs the encounter--it is superior to simply fight on top of where the boss spawns. Keep some distance so you don't unnecessarily take damage from her attacks. When she appears from stealth, dodge immediately then attack her.

Occasionally she will stealth and either stun with Backstab or jump over her target with Death Blossom. To reduce her time in stealth don't run away if you can afford getting hit (pretty much all the time unless you are only one alive). You can still see her on mini map and attack her with untargeted attacks.

Stun will hit through block so the only way to avoid getting one shot is to have a stun break, stability or Aegis. Take as many as you may need unless you can rely on your team. Keep her defiance low to interrupt Backstab. If people get hit and go down, ressurecting them should be your first priority.

If she uses Death Blossom you should dodge immediately to prevent most of the damage. Remove bleeding if someone gets 6 stacks.

Break her defiance and burst her down before she is able to do anything.

Take "Shake It Off!" for a low cooldown stun break and condition removal. Consider taking Stomp for a backup and an interrupt.

Use Tremor as a high damage interrupt.


Big area with lots of enemies

There are two big groups of Elite/Normal-Bandits. There are a small group of elite Bandits and 2 Riflemen in the next room. Once you approach those Riflemen, 4 more Riflemen will spawn behind you.

Killing all the enemies will be very tough and take lots of time. Instead, you should sneak through.

One player should hug left wall to get past without aggro. Then he pulls a small enemy group back to rest of the party. Fighting between big groups and Riflemen is very risky.

Run to 2 Riflemen and go immediately right under the platform. This forces all 6 Riflemen to come into melee range.

Just run through all the mobs.

You can also stick to right and run past the big enemy groups. Get up on the platform and jump down to break aggro.

Clear riflemen or wait for cooldowns to finish then continue.

Stealth to the left under the scaffolding, run straight towards the 2 aggressive riflemen on the boards. Either quickly blast before them or use a non-field stealth to path the mobs following you.

Continue running past the next groups of mobs, reapply stealth at the boulder before the cave opens up to path the mobs or run past the last 3 and go into the back corner in the shallow water near the gate to break aggro.


Frost

Frost inflicts chilled and deals very high damage. Run around/kite to reduce the damage taken.

First focus all turrets to reduce pressure. Focus golems when they wake up.

Bring condition-removal against long chill.

Clear turrets or use projectile defenses.

Spread around the boss to avoid having multiple people hit by his cone. Bring a condition cleanse for when his frost aura runs out.

One player can hold the cutscene allowing other to prepare, use a teleport or movement skill to stand near Frost while holding the cutscene to benefit from pre-stacking.

Fight on top of Frost. Use anti-projectile skills to avoid having to kill the rockets, and burst Frost down.

Frost's chill-cone attack can only hit horizontally. There are numerous areas where you can jump up and avoid being hit by this attack; most of these areas will also protect you from the rockets and golems.

You can pull Frost on the area left side of him. This prevents turrets shooting at you reducing pressure.

There is a very low chance to get an account bound Spineguard of the North from Frost. It's account bound so it's not valuable.