The first instanced dungeon you'll encounter is meant for five characters of levels 20-24. This guide will tell you everything you need to know to master this great dungeon.
The Oblivion Woods is under attack by thieves and murderous cultists with the stated goal of bringing down the Valkyon Federation. Rumor has it they've fortified and occupied a network of tunnels where their evil schemes can come to fruition.
These tunnels are nestled in an area known as the Bestial Vale, and the cultists are not the only dangerous things walking around. Basilisks have breeding pits near the probable location of this secret base, and they're none too happy to be disturbed!
While the dungeon proper is accessible to any character level 20 or higher, to get the full experience you'll want to follow the Cultist's Conspiracy plotline. This group of mission quests begins around level 14 in the Oblivion Woods.
After you defeated several influential deva leaders in the Oblivion Woods (levels 14-17), you assisted Federation soldiers in pacifying kulkaris in the Valley of Titans (levels 17-20), eventually meeting up with Isla, a scout commander who's concerned about your report that devas are funneling weapons and support to the kulkari insurgents.
Near her position is an area nearly overrun with lokians, twisted creations of the cult that calls themselves the Scions of Lok. After you helped clear the area somewhat, she tapped you for an espionage mission to discover their base of operations.
After defeating a particularly powerful lokian, you discovered a list of recent "recruits," and followed a clue trail through a teleportal. On the other side, you discovered a group of heavily armed deva bandits who thought you were one of their new recruits in disguise.
Isla followed you through the teleportal, and after you both escaped, she sent you a message saying she had discovered the location of the cultist's secret base.
This section will walk you through the main quests and encounters of the Bastion of Lok. The tactics presented are suggested by players like you and draw on extensive play experience, but are not absolute guarantees of success. As with all things TERA, player skill and a healthy amount of common sense are what you'll need to win.
|Quest Title||Min Level||Type||Starting NPC|
|Some Gave All||19||Mission||None (automatic after completing From the Mouths of Scions)|
Your receive orders to report to Daven in Lumbertown, who commends you for your work in discovering the existence of the Bastion of Lok. Daven orders you to report to Hendry, commander of the Vanguard Outpost in the Oblivion Woods and the officer in charge of the scouting mission to find the base.
Hendry sent scouts into the Bestial Vale before your arrival, but lost contact with them. Your mission is to find them and support their efforts. Unfortunately, all is not well with the scouting party when you arrive.
Though three of the group are dead, the fourth, Ausdan, is hiding in the northern part of the zone. Ausdan is terrified of whatever killed the other scouts, but gives you a report to take back to Hendry.
|Quest Title||Min. Level||Type||Starting NPC|
|Once More Into The Breach||20||Mission||Hendry|
|Pulling the Fangs||20||Mission||Hendry|
Hendry doesn't have the soldiers to spare for another mission, so it's up to you to finish what the others started. He's got two tasks for you to complete: Find a way into the Bastion, and eliminate their weapons caches and their threat to the Federation.
For the former, he gives you explosives. For the latter, he recommends you check in with Ausdan, then with agent inside the Bastion itself.
If this is your first trip into the Bastion of Lok, you may want to stop on the way up and pick up some side quests.
|Eliminating the Remnants||Kantusa||Collect clan badges from devas.|
|Disgusting Animal||Kantusa||Collect tusks from hyena sentries.|
|Lucrative Token||Ehringer||Collect onyx-inlaid tokens from opponents.|
|Mysterious Leather||Ehringer||Collect hides from broken zuulhounds.|
Inside the tunnels, your tasks are straightforward: kill any cultists you find, and remove their ability to make war. Grapine (your agent on the inside) tells you that half the tunnels are sealed behind a guarded door, and to open it you'll need to defeat a pair of dangerous opponents known as the soulcrushers. The way is guarded by legions of devas and dangerous imps.
While he doesn't know the whole story, Grapine is pretty sure the cultists are preparing a ritual of some kind, involving a priest named Murdranak and a bloodbound vulcan.
According to Grapine, the soulcrushers control access to the rest of the base, though he himself has never seen them. Fight your way along the path through devas until you reach a room full of imps.
The imps are easy enough to kill, but be careful and send your tank in first. It's easy to get overwhelmed and have skills interrupted when fighting so many opponents at once.
From the imp room, head south and then west until you come to a room with just one opponent.
Tetra Aniask has pretty uncomplicated moves, but she's FAST! Tanking, DPS, and heals will win the day. But when she's down, then the real fun begins.
The real soulcrusher is the golem bound to her. It's got three main tactics: a forward fist attack, a wide-area jump attack, and shooting flames from the hole in its chest. Every now and then its fist catches on fire and the monster goes berserk, increasing its attack power and speed.
When it's not berserk, the golem's attacks are not particularly fast; a tank can easily block or dodge them.
Retracing your steps, you'll find the imp room has…well, more imps. More importantly, the door is now open. Proceed to the east and a slight ramp into an area with some particularly burly lokians.
Once past these, you'll see a long hallway with imps, devas, and barricades. You'll need to clear the way as best you can, but here's a tip: Those barrels next to the barricades? They explode on contact.
Continue clearing the tunnel complex (especially if you're doing side quests); you don't want any surprisesfrom foes left behind as you progress. You might also find a few more things to occupy your time in the caves.
Before heading into the final chamber, make sure you've cleared all the side rooms. If there are any enemies remaining in the rooms with the book and bookcase, they will rush in and attack while you're fighting the final enemies, and it might get a little hairy.
No matter what ritual is meant to happen here, Big-Ass Monsters like this are just begging for a beatdown. The bloodbound vulcan focuses on brutal, double handed melee attacks and wicked jumps that cause shockwaves throughout the room. Keep your tank in close, and pepper the vulcan with as much damage as you can spare between blocks, dodges and heals.
When the vulcan is down to 10%, the mastermind of this scenario reveals himself.
Murdranak will immediately start in with spells and debuffs, so have your tank grab aggro as soon as possible while the rest of the group focuses on taking down the vulcan's remaining health.
You've done it! The Scions of Lok have lost some valued assets, and Hendry and his soldiers can swoop in after you and take out the trash! And if you've been doing the side quests, you'll have a few more things you can cash in on when you have the time.
|Summoned Small Demon||Kantusa||Kill imps.|
|Obliterate the Remnants.||Kantusa||Collect clan badges from devas.|
|Token Hunter||Kantusa||Collect onyx-inlaid tokens from opponents.|