Labyrinth of the Ancients
Labyrinth of the Ancients
Labyrinth of the Ancients is a level 50 raid introduced in patch 2.1.“
With the help of Cid nan Garlond, members of the expedition to the Crystal Tower have successfully penetrated the defenses of the Eight Sentinels. The ancient Allagan structure is not so easily entered, however, and the Labyrinth of the Ancients now awaits the fellowship of NOAH as they seek the ultimate prize.
— In-game description
- 1 General Information
- 2 Objectives
- 3 Beginners Key Points (Essentials Mini-Walkthrough)
- 4 Bosses
- 5 Bestiary
- 6 Loot
- 7 Rewards
- 8 Images
Labyrinth of the Ancients is the first section of Crystal Tower alliance raid. The raid composition is 3 tanks, 6 healers and 15 DPS (1:2:5 ratio). It differs from the classic 1:1:2 ratio of dungeons and 2:2:4 ratio of trials.
- Players must have completed the quests Legacy of Allag, Sanding It Down, and A Performance for the Ages as prerequisites.
- Activate the Allagan teleporters
- Clear the Pools of Oblivion
- Defeat the bone dragon
- Clear the Walk of Lament
- Defeat Thanatos
- Clear the Walk of Fire
- Defeat the King Behemoth
- Defeat Phlegethon
Beginners Key Points (Essentials Mini-Walkthrough)
If you are unfamiliar with this mission/it's your first raid, keep these ten essential points in mind.
Sometimes you fight as one big group, as three separate groups ("Alliances"), or as one big group with separate goals for each group.
- Understand which Alliance you are; it's important for later. For reference, Alliance A starts on the left, Alliance B in the middle, Alliance C on the right. You can double-check which Alliance you are, after the mission starts, because it'll be the "name" on top of your party list.
Allegan Teleporters in this mission can help you catch up with the rest of the group if you are left behind. If you are not left behind, ignore them.
- If you die during the fight and wish to go back to the beginning instead of waiting for a Raise, you can use the teleporters to catch up with the team.
The mission starts with a three-way fork, but the three Alliances do NOT split yet here. At the first fork everyone will go left. You'll be back at this fork later, and everyone will go right; then back here a third and final time and everyone will go middle.
The first path (again, left) leads to a series of three fights that culminate with the Bone Dragon boss (fourth fight). The three Alliances will fight together during this sequence. If you are not a tank, just enjoy these four fights.
If you are a tank, for the first three fights you have no special task, but ideally you want to pull the enemies together so they can all get hit by massive AoE damage. More importantly, the "gimmick" of the fight against Bone Dragon will directly concern you as tank.
During the fight, many big skeletons ("Platinal") will spawn from different corners of the room. You want to make sure that at least one tank is keeping these skeletons lured away from the boss. If you are a beginner, chances are that someone else will tank-pull the boss to the edge of the arena, so your job will be to focus on the minions (keep them near the middle of the arena, where they spawn). Keeping the minions away from the boss will become very important after the boss "dies" (they will run to the boss's corpse, and if they reach it everyone will take potentially fatal damage), so do what you can to keep them away, and then kill them as fast as possible once the boss dies. You'll have to do this twice; the third time (flying-eye enemies will spawn instead of the usual skeletons) you can just focus on the boss to end the fight quickly. Please note that the tank alone won't be enough to keep the enemies in the middle, so make sure there are also a good amount of strong dps characters keeping the minions' numbers and health low for when the boss dies.
You'll have to teleport back to the entrance, and from there you'll take the right path this time.
The next fight will be fought separately by each of the three Alliances, and as you go down the path you will clearly see floating letters "A", "B", "C" indicating where each Alliance needs to go. Make sure you go down your Alliance's path, and don't start the fight before everyone has arrived (if you're not sure, let someone else lead the charge).
The main gimmick of this second fight, against Atomos, is that at least four players from each Alliance must stand on the glowing platform near the bottom of the stairs, in the corridor where the fighting takes place (this allows the other Alliances to damage their own Atomos). Ideally, the strongest four dps characters of the group should go forward. This means that two good candidates to stay back are the healers (the forward group should not need healing anyway); then the others can be all the other ranged characters in your Alliance, or even one ranged dps and the tank (forward group shouldn't need tanking). The rest of the stronger-dps group can go in melee range and focus exclusively on killing Atomos.
As for the adds that will spawn, the forward group should NOT aggro them. This will let them spontaneously go to the four players left behind on the glowing platform (who can't contribute forward anyway). The players on the platform can then kill them, while the rest of the team focuses on Atomos. Should someone aggro the adds before they can go to the four players on the platform, then either have the tank pull them back to the other players on the platform (so the other dps who are forward can continue on Atomos all the time), or let the forward-players quickly kill them before resuming their assault on Atomos (slower approach, and will cause them to take some damage). Keep in mind that the four players on the platform cannot really do anything from their distance (even if they are ranged characters, they are still too far to help forward), so letting the adds run to them is a good way to both let the others fight Atomos at full speed, and to give the four left behind something to do in the meantime. (Alliance A unlocks damage to Alliance B's Atomos, Alliance B unlocks damage to Alliance C's Atomos, and Alliance C unlocks damage to Alliance A's Atomos)
After the Atomos, you'll fight Thanatos with everyone (Alliances A, B, C) together again.
Only one Alliance at the time will be able to attack the main boss throughout the fight. The Alliance that is able to attach the boss will receive a tether from the Magic Pots and a buff that indicates that they are transparent. The Alliance that is transparent is able to attack the boss - if other Alliance try to attack it, the boss will be invincible to them.
For Alliances that are not transparent, attack and destroy all adds that spawn during the fight. Tanks may need to alternate on who is the Main Tank in the fight base on the changes in transparency.
Thanatos: Magic Pots
If the Magic Pots start to take damage and move away from the platform, healers should completely top off the Magic Pot in order to return it to it's former location. DPS should destroy any adds that attack the pots. If the Magic Pot is destroyed, that Alliance will not receive the transparency buff.
Teleport back to the entrance, and go to the middle path at last. Divide each Alliance to take one of Vassago each - no tank should hold aggro more than one Vassago. If the mini-bosses are not kept separate, it can potentially wipe the raid.
During the fight, adds will spawn. If you are a dps character, make sure you kill these adds (bomb-type enemies) as soon as possible -- if they reach the middle, they will do potentially fatal damage to everyone. Tank can stay focused on the Vassago.
Once the Vassago adds are destroyed, the bomb in the middle of the room will become targetable. Destroy the bomb in the middle of the room to move to the next level.
Next enemy will be King Behemoth. Throughout the fight, players will be marked with a green marker - these players will be hit with a comet. These comets must be spread around the platform. Do not place the comets directly in the boss hitbot. Comets can be place in max-melee range or max-caster range.
During the fight, Behemoth will cast Meteor. Players must stand line of sight behind the comets in order to avoid the attack. This is a oneshot mechanic that will destroy any players not behind a comet. Tanks are not able to invuln this attack.
Iron Giants and other adds will spawn during the fight. If the Iron Giants are not destroyed, they will wonder around the platform and destroy the comets. The off-tanks should aggro the Iron Giants and hold them in place for the DPS to burn down.
For fighting Phlegethon, take note of the platforms on the outside of the room. Each Alliance should know where their platform is throughout the fight.
The main tank will hold the boss in the middle of the room. Phlegethon will cast a few raid-wide and aoe attacks that can be easily avoided. A claw will spawn on each of the platforms and trap one player. The rest of the group must destroy the claw add in order to free the trapper player.
When the boss casts Ancient Flare, immediately run to the Alliance platform on the outside of the room. Any players left in the room when the caster resolves will be instantly killed. If enough people do not stand on the platforms, the whole raid will be destroyed. Destroy the adds that appear on the outside of the room and the shield around Phlegethon will drop, allowing players to return to damaging the boss.
Bone Dragon is the 1st boss of the Labyrinth of the Ancients. Players will encounter the Dragon when they take the left path from the entrance. Bone Dragon must be killed 3 times before it is finally defeated.
The arena has platforms similar to previous rooms. Poison will occasionally fill all lower areas of the room so be aware of this. The boss will spawn 3 waves of skeleton adds. Each group should stand in a separate side of the room and pull one add to the outside of the room on a platform. Each add must be killed on a separate platform. Once the bone dragon dies, all skeleton adds will respawn and move towards the dragon. If two skeletons were close to each other when they died, they will move too fast to be killed. Each skeleton that reaches the boss will do 1500 unblockable damage to the raid. This phase will repeat once. The second time the dragon comes back to life, he will spawn floating eyes instead. These should be picked up by tanks but dps should focusing on killing boss instead of adds then the dragon will die for good this time.
- Tank the Bone Dragon on the center platform. This allows for an even spread of adds around the room, while minimizing confusion on where to pull the adds as 1 spawns per "path". This will also reduce damage taken by the DPS, as they will spend more time on the raised sections out of the poison.
- Kill skeletons on different platforms, kill skeletons before they reach dragon.
- Pick the floating eyes, leave them with tank only
The raid will need to divide into their 3 groups: 1 for each path, which each has a platform. 4 people need to stand on each platform (preferably including 2 healers) to allow the other groups to kill Atomos. Atomos does not need to be tanked but will continuously spawn adds. The tanks need to position these adds within range of the DPS on the platforms; alternatively, a regen effect on the forward tank/DPS will automatically let the healer pull the adds to the platform if no one in front touches them.
Note: Do not stand on the pads before the alliance has all arrived, that will start the raid and force the late players to teleport into the left chamber.
- 4 people stand on each colored platform. The other four focus on killing Atomos.
Thanatos is the 3rd boss of the dungeon. Players will encounter the boss when they take the right path from the labyrinth entrance.
Thanatos is a ghostly iron giant that is surrounded by three Magic Pots on the corner of his chamber. The Magic Pots are friendly mobs, and should be healed if they're damaged. If all three die, then you will be unable to harm the boss and will wipe.
Thanatos is “ghostly” and cannot be harmed ordinarily. At the beginning of the fight, one of the Magic Pots will shoot green lines out to several alliance members, giving them an “Intangible” debuff. The first group to receive buff is always A. This debuff allows you to deal damage to the boss. A tank with the debuff should pick up the boss immediately, and a tank swap should occur whenever a tank picks up the debuff and the one on the boss loses it. Thanatos does have a cleave, so he should be faced away from the group and the pots.
Anyone not having that debuff should focus on killing the adds that spawn throughout the fight. They will charge the Pots and attack, and occasionally will have a red line connecting them to a pot. Anytime you see this, these adds must be killed immediately. While that red line is active, Thanatos will be pulling the Pot to himself with a giant Holmgang chain -- if he gets it to him, he will kill it pretty fast. Once the adds connected to the Pot die and the Pot is healed, it can escape back to its safe spot.
This fight progresses fairly straightforwardly from here, just repeating the basic mechanics until he dies or all three Pots die.
- If you're a ghost (invisible), DPS the boss. If you're visible, kill adds. Healers should keep the pots alive.
Allagan Bomb initially does nothing. Each group takes one of the large sword adds. Those Vassagos WILL NOT aggro anyone automatically, so MT should stand in front of each adds to avoid the boss running to the middle. The boss will periodically spawn balloon adds that need to be killed before they explode (high priority). In addition, a Napalm add may spawn and will have the highest priority to kill. The boss can be damaged once the 3 adds are down.
A Vassago will get invulnerability if it has too little HP compared to the healthiest Vassago.
- MT should stand in front of Vassago before starting fight
- Kill Priority for adds: Napalm first, Balloon second and Sword third.
King Behemoth is the 3rd boss of the labyrinth. Players will encounter Behemoth when they take the center path from the entrance.
Each tower should be covered by one ranged DPS or healer, activating it when it begins to glow; DPS priority is Iron Giant/Moving adds, and then boss. King behemoth will target a few players with a comet (green mark above head). These players need to run to the center and drop the comet to be used later. Adds will continually spawn and attempt to reach the towers. These need to be killed as soon as possible. In addition, an iron giant will spawn that will try to destroy the comets. The giant needs to be killed before all comets are destroyed or you will wipe. When King Behemoth stands up, he is casting meteor. The entire raid needs to drop what they're doing and get behind a comet (put a comet between you and him). Rinse and repeat and the fight is done.
Phlegethon is the final boss of Labyrinth of the Ancients. The boss room is unlocked from defeating the other 3 bosses.
Phlegethon has only 1 big move to watch out for: Ancient Flare. Each group should take a position ahead of time (A on the left, B center, C on the right). At around 40-50% HP, Phlegethon will move to the center and start casting Ancient Flare. Each group needs to immediately move to its assigned platform. Doing this will put up a barrier to block his 'Ancient Flare' attack, which is otherwise a wipe. At around 5-15% HP, he will do this again; run back to the platform to repeat the mechanic or burn him down (do so if he starts the cast with < 6% HP).
During the fight adds will spawn, and should be killed. Iron Hand adds stun a nearby target.
- Have each group stand on one of the circles the adds spawned from to block Ancient Flare.
|Belt of Light||Waist||Tomestone||1|
|Gauntlets of Light||Hands||Tomestone||1|
|Royal Celestial Gloves||Hands||Tomestone||1|
|Crimson Celestial Gloves||Hands||Tomestone||1|
|Sabatons of Light||Feet||Tomestone||1|
|Armor of Light||Body||Tomestone||1|
|Crown of Light||Head||Tomestone||1|
|Breeches of Light||Legs||Tomestone||1|
|Allagan Catalyst||Crafting material||Basic||1|
|Faded Copy of Hubris||Orchestrion Roll||Basic||1|
|Faded Copy of Tumbling Down||Orchestrion Roll||Basic||1|
|Dimension Blade Fragment||Crafting material||Basic||1|
When originally released, players could receive only one reward item per week for completing duties in the Labyrinth of the Ancients. Weekly limits were lifted in patch 2.2.
Each party in the alliance will receive its own treasure chest, the contents of which will be identical regardless of the route taken.
- Players cannot open a treasure chest belonging to another party.