Getting Past the Demon Wall
Amdapor Keep is a level 50, four person instance accessed through the Duty Finder. Completing this instance provides each player with 100 Tomes of Philosophy and 40 Tomes of Mythology. Additionally, chests in the dungeon itself drop item-level 60 gear upgrades. Because of this, AK is a regularly part of your weekly end-game content.
The dungeon itself is moderately complex. It features three floors, each with a different trash mechanic encounter. The bosses themselves feature a mix of personal responsibility and group coordination checks. While this dungeon can be completed in your Artifact armor, it is difficult as a newly minted level 50. As your gear increases, though, the instance becomes noticeably easier. By the time you are fighting Titan and looking towards Coil, AK will be a daily speed run.
Amdapor Keep First Floor
As you travel through the first floor of Amadapor Keep you will find groups of cultists, hypogryphs, and durahan (walking armor) patrols. The primary concern during this traverse is to give yourself appropriate room to bypass patrols. Further, as you fight the various static packs of monsters on this floor, leave yourself room to make sure you can finish the pack without overlapping with a patrol.
The cultist packs, illustrated by the starburst on our map, require special attention. Cultists come in a Marauder, Pugilist, and Summoner style. The summoner type cultist, easily noticed by the white staff they carry, should be your focus. The summoner will attempt to complete a spell which summons a demon add to join into the fight. This spell can be interrupted and the DPS should focus on dispatching the summoner first. Depending on the speed of your damage dealers, you may need to stun the summoner 2-3 times in lower geared groups.
The Psycheflayer is the first boss of Amdapor Keep. This monster is encountered in the Gier Hall at the end of the first floor. Upon entering the Gier Hall, you find a single Cultist standing in a room of semi-broken columns. Discerning players will notice a brown pile of rocks to the left, a white-gray pile of rocks to the right, and a large pile of rocks near the back of the room. These are golem and all will be involved in the fight. Additionally, players should pay attention to the columns in the room as they become an important part of the fight mechanics.
Your battle begins with the Cultist. At about 50% health, the cultist will summon the Psycheflayer. This is an uninterruptible casting as the Psycheflayer is the boss of the arena. Once summoned, the tank should pickup enmity on the Psycheflayer while the DPS finishes dispatching the Cultist.
The Psycheflayer routinely casts several spells. Several of these are targeted on your other party members regardless of the tank holding enmity. These will have to be healed through, although interrupts or silences on the Void spells can be helpful.
Shortly after the party engages the Psycheflayer, he will active the brown golem on the left side of the room. The tank should quickly acquire enmity on this creature and the DPS should shift to dispatch the golem. The golem uses a column-based area of effect attack that should be avoided.
A bit later, the Psycheflayer will activate the white golem on the right side of the room. At this point, our group shifts from the middle of the room over to the right side to engage the white golem. Your tank should quickly pickup enmity and your party should dispatch the white golem. This golem casts Obliterate which is a reasonably high damage attack.
The real reason we move to the right is because of what comes next. The Psycheflayer will then activate the large golem in the back of the room. This large golem simply walks back and forth between the back of the room and the entrance. Every few steps he casts a single, very large area of effect attack. Any players caught in the effect die.
We use the right side of the room and the column to avoid problems with the large golem. The tank, and any melee dps, setup on the right side (from entrance) of the front column. Ranged attackers and healers setup underneath the sconce on the nearby right wall. The sconce is a safe spot, outside of the large golem AOE.
The column can be used to “line of sight” avoid the area of effect damage. Tanks and melee should remain facing the middle of the room throughout this part of the fight as it allows them to see where the large golem is and, thus, find the right spot of the column to completely block the attack.
The Psycheflayer will periodically animate the brown and white golems as well (in that order). Each time one of these lesser golem is activated, the tank should acquire the golem and DPS should immediately work to dispatch the golem. That’s the fight, kill small golem, line of sight avoid the big golem, stay out of splash damage as much as possible.
Amdapor Keep Second Floor
After defeating the Psycheflayer, take the Aetherial portal (or the shortcut if you died and needed to release) to access the second floor of Amdapor Keep. The second floor features animated statues, shadow beasts and wisp type monsters.
Parties new to Amdapor Keep, and in particular parties with lesser gearing, should make generous use of crowd control on this floor. In particular, the wisps and animated statues can be slept by a Black or White Mage. The damage from these packs can be particularly challenging for lower geared tanks and healers and crowd control can be the difference between a smooth run and a frustrating one.
On the accompanying map, animated statues are indicated by a purple starburst, with the number spawning listed inside the starburst. Each of these rooms features a set of six statues and there is a random element as to which actually animate.
It is advisable to have the tank move into the area to trigger the animated statues. Once animated, the tank should retreat to the party and engage the statues. Your crowd controllers should target and sleep incoming statues based on your damage mitigation needs.
Be careful, though, only the first set of animated statues can be safely approached. The remaining three sets are interspersed with patrols and packs of static spawns. A sloppy approach can easily bring the statues and a pack of additional creatures which is almost certainly a wipe for a disorganized, or lesser geared, team.
The Demon Wall
The second boss of Amdapor Keep, the Demon Wall, is found at the Bloody Transept at the end of the second floor. This room is a large bridge traversing a rather deep (and deadly) fall. The far end of the bridge is the Demon Wall and, over the course of the fight, he will slowly cross the bridge and attempt to knock the party off the bridge. Falling off the bridge is lethal and you can not raise party members who have fallen off the bridge.
While this fight is a DPS race, in that the fight is a loss if the Demon Wall successfully crosses the bridge, in reality this fight is primarily a personal responsibility check. Wise players will recall that dead DPS do no DPS (and dead tanks can’t tank and dead healers can’t heal). Your main job in this fight is to stay alive, your second job is to kill the wall.
Additionally, the latter stages of this fight become particularly intense for the tank and healer. For this reason it is absolutely critical that the DPS members of the party be self-sufficient. Your healer won’t have time to take care of you, keep the tank standing, and keep (him/her)self alive in the latter stage.
Demon Wall Combat Abilities
The Demon Wall repeatedly casts an ability called Murder Hole. This ability does more damage to party members based on proximity of other party members. For this reason it is advisable to stay spread out throughout this fight. We work in a square formation with the tank and healer on the right side (tank in front, healer in rear) and the DPS on the left side. Murder Hole will be very painful for a group with two melee DPS.
Additionally, the Demon Wall cycles a purple goo ability. This purple goo covers the entire length of the bridge from North to South side. The cycle for this ability is always the same, though: inside, outside, inside, outside, repel. For this reason, the party should always approach the wall on the outside of the bridge. The purple goo does damage and inflicts a debuff which must be dispelled. Triggering this effect makes life hell for your healer, so it is imperative that DPS and tanks anticipate the goo and move promptly (do not complete casting a spell, just move).
Demon Wall Movement Cycle
After completing the inside – outside – inside – outside sequence, the Demon Wall casts Repel. Repel is a knockback ability that pushes players to the far side of the room. However, players who are not centered on the wall when repel finishes will be knocked off the bridge and killed. The wall has a vertical line running up and down its center, you should get accustomed to lining up on this.
After the Demon Wall casts Repel, it advances a few meters towards you. You can parry, block, or evade the Repel. When this occurs, you will not be knocked back and the Demon Wall can actually run you over. You can move backwards and get back on the correct side of the wall. I use the Paladin ability to avoid the knockback on the first Repel and simply move with the wall to continue attacking. If you let the wall completely run you over, though, you will eventually be teleported to the southern end of the bridge – this is not desirable as you will be out of the fight for several seconds and in later stages of the fight you will land in purple goo.
After the second Repel, the southern end of the room will be covered in a horizontal swath of the purple goo. This means that the third, and subsequent, Repels will leave the party slowed and dotted, requiring extensive healing and cleansing from your healer. You can minimize the distance you are knocked back by getting close to the Demon Wall, but remember, stacking increases the damage from the Murder Hole.
Demon Wall – to Bee or not to Bee?
After the second Repel maneuver, the Demon Wall spawns a pair of bees to help in its defense. The bees do moderate damage, but more worrisome they cast frequent area of effect paralyze attacks. Paralysis increases the likelihood of movement interruptions which, in turn, increases the likelihood of getting caught in blue goo.
This brings up what is likely the most asked question in AK pickup groups: kill the bees or leave the bees? One school of thought suggests that it’s all in your DPS. If your DPS is lower, you kill the bees. If your DPS is higher, ignore the bees and burn the wall.
I actually disagree with that school of thought. First, it’s backwards in its logic. Lower DPS will take longer killing the bees. Since Demon Wall is a DPS check to begin with, slowing down your kill speed by dealing with the bees seems like a recipe for disaster.
Rather, I say it’s all in your tank and healer. The really relevant questions for the bees are:
- Can your tank and healer handle the incoming damage from the bees?
- Can your tank handle aggro on the bees and keep the paralysis circles away from DPS?
- Can your healer keep up with the extra cleanses on the tank (for paralysis) while juggling incoming damage alongside his or her own need to respond to movement checks?
If your tank and healer can handle it, then you absolutely should always ignore the bees. The fight will end faster, with less chaos for everyone. If holding the bees is going to get your tank killed, then you have to kill the bees and hope you have enough DPS to finish off the wall before losing the encounter.
Helpful Thoughts on Demon Wall
Tanks should stance dance this fight. There is no reason to begin the fight in defensive stance, the damage dealt is negligible in the early stages. Once the bees spawn, shift to defensive stance for the extra enmity and survival boost. Depending on your enmity output, either work on holding bee agro or pop back over and help kill the wall.
Healers should consider turning off auto-facing for this fight. Having your character turn sideways to cast a heal can be deadly if you then need to move sideways to avoid blue goo. Even though you appear to be facing one way (for the cast) the client actually recalls you standing the original direction (as it processes your movement).
DPS absolutely must avoid effects in this fight. Whether or not you choose to kill the bees, the latter steps of this fight are intense for the healer. He or she simply won’t have time to cleanse you, cleanse the tank, heal the tank, and avoid effects.
Amdapor Keep Third Floor
The third floor of Amdapor Keep primarily repeats the monsters from the second floor. In addition to the wisps and demons, though, you will also find Ahriman (floating eyeballs). These creatures breathe a poison cloud in a cone shape.
As with the last floor, the wisps and ahriman are susceptible to crowd control. Lesser geared, or less experienced, groups should make use of Sleep and Repose abilities to reduce the number of active monsters in an encounter.
The third floor replaces the statue mechanic with a trio of Succubi. These creatures are depicted as lightning bolts on the attached map. The Succubi have an incredibly long range on their primary attacks and you will come under fire from the first one literally steps outside the floor entrance. These show up as circular area of effect attacks that can easily kill non-tank characters. Avoiding these attacks while working through static packs is a key part of succeeding on this floor.
You can pull the Succubi in by attacking or provoking them from a distance. Once engaged, they will approach the party, stopping along the way to continue attacking. You can accelerate the succubi engagement by using line of sight to hide from her after successfully attacking or provoking her at range.
The final boss of Amdipor Keep, Anataboga, can be found in the Presence Chamber at the end of the third floor. This fight features several mechanics which require coordinated movement.
Anataboga’s basic attack sequence consists of a rather high damage cleave attack, a periodic tail lash that reaches almost entirely across the battlefield, and a series of disease attacks that must be cleansed.
These attacks would, on their own, be relatively trivial to manage. However, Anataboga also adds in three other attacks that require the party to move around the battle arena. Unwise, or unlucky, movements easily leads to tail swipes and tail swipes lead to dead DPS.
The first of these attacks is the Imminent Catastrophe attack. This attack places a pulsing bomb in the center of the room. Once it goes off, it explodes, killing everyone in its path. This is largely similar to the large golem attack in the first boss fight. The battle arena for this room features four column/vases, one at each corner (NW, NE, SE, SW). Our approach for this fight is to have the tank pull Anataboga to the NW corner of the room and position him in such a way that the tank never has to move to avoid Imminent Catastrophe.
Pulling the boss to the NW corner frees up the North wall for your DPS to operate safe from a tail swipe. When Imminent Catastrophe begins they can either run towards the NW or NE pedestal and hide from the bomb effect.
The second movement oriented attack is an add that spawns a few times during the fight. This must be dealt with by your DPS as the tank can not leave the NW corner without risking Anataboga’s tail swipe taking out parts of your team.
The final mechanic of note is a pink beam that casts between Anataboga and a party member. That beam is a warning that the party member is about to drop a pulsing bomb similar to the Catastrophe one. The targeted party member must run off, and far away, from the team until the bomb finishes casting. Once it finishes, this will leave a persistent, pulsing, area of effect damage bomb. In practice, we try to drop these off along the eastern wall of the room.