Section 1: Initial Split Flag heroes here for them to teleport to you later. Click to enlarge. There are four rooms into which you can send three characters each.

If possible, send balanced teams into each room consisting of two damage dealers and one backline character.

In each room there's a small group of foes and a separate aspect of Kanaxai. The gate to the next room opens once the group of foes has been eliminated. To proceed with the deep at least one team has to be able to defeat this group of foes and the foes in the next room (groups of ripper carps, scourge mantas and darkened irukandjis). Clearing the next room opens the gates of all the previous rooms and allows to free player teams that were unable to complete their starting room. Ideally each of the player teams can complete the first room without help from the others. Differences with heroes Distribute the heroes across at most three players in the team.

Players with heroes go through the closed gate (it has no collision) uphill and flag their heroes into the rubble. (See picture) The player has to go uphill with the heroes all the way before flagging them or they won't be teleported.

All players with heroes go through the portal to room 1. If less than three players have heroes, send more player characters through. Now unflag the heroes. They will teleport to you shortly after colliding with a wall. As a result, the heroes are in room 1 together with three players.

Refer to the video section for a video guide.

Section 2: Reunite Your team is separated into up to four split teams which can fight their way to a hall that's connected to all other starting rooms. At least one team has to make it through to save the others. Ideally all team parts can free themselves without help to save time.

Kill the group of mobs in your room. This will open your gate.

If possible, kill the aspect of Kanaxai (requires knock downs).

Proceed to the hall. Multiple groups of foes are patrolling there. Lure as many as your team can handle; use your gate as a choke point.

Once the entire room is cleared, all gates open and you can rescue parts of the team that didn't make it through before.

Section 3: Puzzle Gate Preparation One character uses recall on a team member, runs into the room, disables the fire flower and cancels recall. Now the team can enter the room and kill foes or lure them down into the previous room. Preparation - semitank Semitanks can go into the room, disable the fire flower, aggro the three collapsing groups of foes and drag the melees onto the ranged foes. The team can now spike them.

Clear the room Kill the aspect of lethargy.

Kill all foes in the room.

Kill the first group of outcast behind the gate to the next room. Recall game To open the gate one character has to stand on each of the five platforms in the room. This is the job of all characters with Recall Factions Assassin. Unlinked Recall Enchantment Spell While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill and all of your skills are disabled for 10 seconds. -1 15 1 10

The characters standing on the remote platforms use recall on the one standing on the central platform.

The central gate character uses recall on one of the party members which pass through the gate.

Recall characters take their positions on the platforms. The gate will now open.

All non-recall characters go through the gate. They can already start killing the group of foes below.

The character which recall was used on by the central platform character moves far enough into the room for this instance of recall to end.

The central platform character is thus moved to his recall target. This will automatically cancel all other recalls, causing their users to be shadow stepped past the gate into the next room. The gate closes few seconds later. If heroes are among the recall characters, make sure to unflag them once they've shadow stepped. Else they'll run back into the last room right before the gate closes again. In case anything went wrong and you lose party members, finish the post-gate room. The gate to the previous room will open again and after spiking the nightmares you can resurrect your party members. If their positioning is good they can alternatively be retrieved with Unyielding Aura Prophecies Monk. Divine Favor 17 Unyielding Aura Elite Enchantment Spell While you maintain this enchantment, your Monk spells heal for + 66 % more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location.

You get healed for 54 Health. -1 5 ¼ 10 Rebirth Core Monk. Protection Prayers 4 Rebirth Spell Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 8 seconds. This Spell consumes all of your remaining Energy. 10 5

Refer to the video section for a video guide.

Section 4: Post-Gate Kill the left and right groups with caster damage.

Kill the central group near the aspect of Kanaxai before dealing with the aspect himself.

Kill the aspect.

Section 5: Spell Failure In this room spellcasting fails. Stay in the previous room, don't run through the gate.

If you have a semitank, send him into the room to collect the three patrolling groups of foes. Assassins have to cast Shroud of Distress Factions Assassin. Shadow Arts 17 Shroud of Distress Enchantment Spell For 64 seconds, if you are below 50% Health, you have 9 health regeneration and a 75% chance to block attacks. 10 1 45

Without a semitank, send a character to lure one patrol at a time.

The patrols are lured to the team which is waiting in the previous room. They follow far enough to be killed on the stairs.

Once the three patrols are killed, one party member uses recall on another, enters the room and hides behind the large jade block right below the first group of outcast archers. All projectiles will be obstructed so you'll be safe there.

The rest of the team can now run through safely.

Run down both stairs, turn right and hide in the corner. There will be no environment effect affecting you.

Section 6: Leviathan Stay in the corner you've run into coming from the previous room and kill off the Onis you're fighting.

Renew your enchantments, provide players with energy using Blood is Power Core Necromancer. Blood Magic 13 Blood is Power Elite Enchantment Spell For 10 seconds, target other ally gains + 6 Energy regeneration. 33% 1 ¼

Proceed into the room and keep right. The environment effect prevents applying enchantments.

The Leviathan will spawn and block the way. Kill him for extra Luxon rewards. His attacks hit particularly hard, but your Ritualist or Paragon prot will keep the damage within reasonable boundaries.

Keep right, kill spawning Onis and proceed into the next room.

Section 7: Teleport There are a few fire flowers on the left. Turn them off.

The aspect will teleport you to foes once in a while. If you're separated from your team, return to it. If you have heroes, make sure they don't end up in Maelstrom Core Elementalist. Water Magic 20 Maelstrom Spell Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 30 cold damage each second. Maelstrom interrupts Spell-casting when it hits. 10 25 2 30

Kill all Onis in the room to open the gate to the next. Outcast can be fought if you aggro them.

Kill the aspect and regroup before advancing into the next room.

Section 8: Movement Punishment In this room you'll take damage while moving. This can be countered with Seed of Life Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell For 2..5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor.

PvE only. 5 ¼ 20 "Incoming!" Nightfall Paragon. Command 14 "Incoming!" Elite Shout For 10 seconds, all allies within earshot move 33% faster, and gain 14 Health while moving. 5 20 "Fall Back!" Nightfall Paragon. Command 14 "Fall Back!" Shout For 10 seconds, all allies within earshot gain 14 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack. 10 20 "There's Nothing to Fear!" Nightfall Paragon. Sunspear rank "There's Nothing to Fear!" Shout For 4 seconds and 1 second for every 2 ranks in Leadership, all party members within earshot take 20..35 % less damage. Affected party members are healed for 35..60 Health when this Shout ends.

PvE only. 15 20

"Incoming!" "Fall Back!" "There's Nothing to Fear!" Foes will spawn in the previous room and start chasing you. If you're fast, you don't have to worry about them. Players with spirit builds can leave their spirits behind to delay foes.

Behind each bridge a large group of Onis hides.

Turn off the flowers to stop them crippling your team.

Kill the aspect of Kanaxai at the end of the third bridge.

Proceed depending on your team's setup – see next section.

Section 9: Chaos Storms NOTE: Using non-spellcaster weapons does no longer prevent foes using chaos storm!

Kill all foes from the previous that attack your team from behind.

Send one character to lure one or two groups at a time until all of them are killed. With a semitank Kill all foes from the previous that attack your team from behind.

Send the semitank into the room to grab as many groups of foes as possible, then lure them to the main team.

Spike the foes. Regroup, then simply run through the foes in this room. Keep right. Heroes need to be flagged all the time to avoid that they get stuck.

Section 10: Flowers Designate two players who turn off the flowers, one on the left and one on the right side.

Keep right, fight spawning foes. Proceed to the next room. With a Hundred Blades Warrior Use recall Factions Assassin. Unlinked Recall Enchantment Spell While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill and all of your skills are disabled for 10 seconds. -1 15 1 10

Death's charge Factions Assassin. Shadow Arts Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 65..173..209 . 5 ¼ 30

Run further, keep right.

All foes from the room will now charge to the aspect and stay there.

Cancel recall before dying.

The team can proceed to the next room without foe contact. Keep right. Regroup, then simply run through the foes in this room. Keep right. Heroes need to be flagged all the time to avoid that they get stuck.

Section 11: Antechamber Fight your way through. Regroup, then simply run through the foes in this room. Heroes need to be flagged all the time to avoid that they get stuck. Pay attention that no one (heroes in particular) gets stuck.

Kill the outcast and aspect of Kanaxai.