
While Godfrey isn’t brutally challenging, he does have some tricks and abilities that will wipe a group if you aren’t prepared. Ironblade Knight Captain Travis GodfreyĮxpect to burn pots on this one. The chest he spawns on death drops the headpiece of one of the dungeon sets. He also drops Shroudmaster and Dreadnought accessories. He drops Unidentified Armour and Weapons from the Astral Ranger, Nightblade, and Scion set. Kill the eggs before they spawn, or you’ll be dealing with an army of baby twin-headed snakes. At various stages of his health, he will spawn increasing number of eggs.
Most important to remember are the eggs. He spits some projectiles in a cone in front of him, but you shouldn’t worry about this. If you get hit, you will be tripped for about two seconds. He will occasionally charge at his target, and you can dodge this ability. Otherwise, you’ll be frozen for a brief moment. When he freezes the ground, you have a couple of seconds to move out. He has a couple of abilities to watch out for, but none of them will do party-wipe damage. Your standard pull will do just fine here – tank takes aggro and the rest of the party kites. This big, two-headed snake looks scary but he’s all bark and no bite. Pull the second lever to raise the water high enough to continue to the final boss. There’s a short ladder against one of the walls you can now reach. Once you’re done clearing them, pull the lever to raise the water level in the room. Use the trade packs lying around to depress the stone pressure plates, opening the gate to an attached room where a lever will open a gate to the next area.įinally, Room 16 is occupied by another Medusa + friends. In statue state, they’ll go down in a couple hits. For Room 9, focus the Medusa, pick up her head once she is dead, and use it to turn the other (shielded) mobs into stone. Done correctly, and the barrel will kill everything in the hallway. The hallway before Room 9 introduces explosive barrels the party can pick up and roll down slopes. It should more or less clear the entire room. Kill him, pick up the axe he drops, and use it to kill the Worshippers. Throw fire on the pile of wood blocking your path to continue. Pick one up and use it on hatched snakes to clear them quickly. Room 5 is where the twin-headed snakes and snake eggs are introduced. Once you’re done here, proceed to Room 4 where there will be a chest containing a key that opens the gate to Room 5. Try to avoid the barrels as each one will do 1k+ damage. Alternatively, you can just shoot at range, or climb up the vines to reach them. There are cannons on the ground that you can use to kill them. Room 3 features mobs on ledges that will drop explosive barrels on the party. When the tank pulls, he should be ready to either CC or taunt the other nearby creatures. Keep in mind many of these mobs spawn in groups, and ranged mobs prioritise ranged characters in your party. Most of the time the damage type is pretty obvious – a soldier, for example, does mostly physical. You’ll encounter quite the variety of mobs throughout this dungeon, doing everything from physical, magical, and DoT damage.
I’ll briefly cover some of the mobs you will encounter in GHA and the environmental objects you should pay attention to, though the rest I will leave for you to discover. There is another version of this dungeon that characters below level 50 can enter called Howling Abyss – this dungeon is queued from the same area and drops different gear. This is a level 50 dungeon located at the northernmost point of Hellswamp.