Bal Sunnar
A time-hopping dungeon: Present (Kovan), then Past (Roksa), then Future (Lladi). Three main bosses, an optional secret boss and two optional puzzles, each giving a buff for the rest of the dungeon. The optional content is in the southwest arena of each timeline.
- Darklight Orbs (Past trash and Roksa): an orb tethers a beam to one player. Interrupt or kill it within ~9s or that player dies. On vet it always one-shots. Everyone should be ready to interrupt.
- Future trash: voriplasms can grab a player and hold them for 15s. Meteors fall on the walk from the well to the temple; avoid the red circles.
- Taking any optional buff (puzzles or Urvel) disqualifies the 'No Time to Waste' achievement.
Wheel / Totem Puzzle
Optional puzzleWhere: Present timeline, the arena with the caged Argonians (left of the 3rd trash pack, the opposite way from the first boss). There are 4 wheels on a wooden platform facing a tall center totem.
- Stand on the platform facing the totem. Wheels are 1–4, left to right.
- Check the small totem on the LEFT, by the cages, then pick it below.
- Turn wheel 2 once.
- Turn wheel 4 once.
- Turn wheel 2 twice.
- Turn wheel 4 once.
- Turn wheel 1 once.
- Turn wheels 2, 3, 4 and 1 once each.
Order of turns doesn't matter. Done when the center totem matches the 3 small totems and the cages open. Reward: Strength of the Ancestors (+300 Weapon and Spell Damage) for the rest of the dungeon.
- Each wheel turns one or two segments of the center totem (wheel 1 turns one; wheels 2–4 each turn two neighbouring segments). If nothing matches, solve it by hand: keep turning until each part matches its hint totem.
- There's a known bug where the totem doesn't visibly change for some players. If it looks stuck, have a groupmate check.
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Kovan Giryon
Boss- Beams: get out of the long rectangular telegraph before the yellow beam fires. You can't block or dodge it, and it lingers. After the first add phase his clones fire beams too, so there's less safe floor each time.
- Big slam: when he (or the floating center clone) slams the middle, run out of the growing circle.
- Add phases at 70 / 45 / 20%: he floats invulnerable in the center. Kill the big add fast to bring him down.
- Stay close to the boss. If you get far away (often after his teleport), he dashes into you and spawns a clone that dashes at players.
- Taunt the adds each phase: Primitive Nix-Ox + hounds/kwama first, then an Iron Atronach + shalks/salamanders.
- In add phases, focus the big add (Nix-Ox, then Atronach). Killing it ends the phase.
- Don't stand in another player's purple circle (it follows its target).
- The circle that follows a player can't be purged. Heal and shield through it, and keep the circles from overlapping.
- Time-clones of Kovan stand around the room. A clone glows green, then turns orange after ~6s and attacks anyone nearby.
- Beam: a long yellow beam across the arena, after a rectangular telegraph.
- Add phase: Kovan floats in the center and the screen darkens.
- Dodge-roll Mind Blast on timing.
Activate: Banner at the boss (veteran).
- His teleport slams (and the clones') leave a large damage pool for ~8–10s.
- From the first add phase on, small adds keep pouring out of rifts for the rest of the fight. The tank keeps them stacked on the group.
- Everything hits harder.
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When an add phase ends he comes down and teleport-slams someone (block or dodge). Before and after each beam he dashes to the arena edge, hitting anyone in his path. Sometimes he pulls a dormant clone toward himself; it hits everything in its line and explodes when it reaches him.
- 20% phase: Alcast and itemlevel say there's no big add and he stays active. UESP says both add sets spawn together.
- One guide calls his circles poison; UESP says magic damage.
Urvel Drath
Secret bossHow to spawn: Past timeline: take the hidden side tunnel (Arena Tunnels) before the Excavation Chamber (Roksa) to reach the southwest arena. Urvel is pinning down the Argonian Behemoth Beexilko.
- Get out of the fast forward fire shockwave (it staggers you).
- Rock pillars shatter into homing fire wisps. Keep moving or block.
Easy fight. No hard mode. Reward: Ancestral Vitality (~+30% Magicka/Stamina Recovery).
- Healing Beexilko makes him charge and stun Urvel.
- Black basalt pillars burst from the floor, as walls or as a ring around Urvel. Lightning flashes when he teleports to the edge; don't stand next to him then.
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Roksa the Warped
Boss- Darklight Orbs spawn at the far edges and tether players. Interrupt or kill them fast.
- Darkness (85 / 65 / 45%): stand in Saresea's light or at Roksa. The dark does huge damage, and wraiths attack anyone in it.
- Annihilation Beam (70% & 40%): Roksa leaves and adds spawn. Kill all the adds before the beam, or Saresea won't shield the group and the beam one-shots. Then the tank blocks the beam.
- During the darkness, stand at the boss (her light is the second safe zone). Otherwise she sprays fire into the other safe zone.
- Take the beam away from the group and block. It's 9s of 18 ramping ticks, so you can save stamina on the early ones.
- Slot an interrupt. Late in the fight only the tank can survive running out to an orb.
- Burst down the Nix-Oxen in each portal phase before the beam.
- Interrupt orbs. During the beam, kite her fireballs away from the tank.
- Heal the tank through the beam.
- Her fire is green: lingering green pools from her volley and spinning frenzy.
- Darkness: the arena goes black except a circle of light around Saresea and one around Roksa.
- Beam: a big green beam from a platform outside the arena.
- A dark portal hovers over the center of the arena.
- High DPS shortens the time between phases, but you still have to clear every add before each beam.
Activate: Banner at the boss (veteran).
- Three Roksas beam at once. Same timing, much more damage.
- Orbs are much tankier. You must interrupt them; you won't burn them down in time.
- Adds keep spawning after each darkness/portal phase.
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- Whether a missed orb one-shots on normal (UESP says only 'very high damage').
Daedric Beam Puzzle
Optional puzzleWhere: Future timeline, the same arena as the wheel puzzle (between the well and the temple). A totem in the middle, 4 glowing red rune stones around the wall, short black obsidian shards (the mirrors), and big boulders you can ignore.
- Pull the lever to turn on the beams. (The far-left rune already hits the totem.)
- Touch each black shard 1 or 2 times as listed for your layout. Look at the shards near the entrance to pick it.
One shard stands alone near the entrance, on the right.
- Front-right lone shard: 1
- Shard just left of the totem: 2
- Two shards just right of the totem: 2 and 2
- Back-left shard: 1
- Far-right pair: upper 1, lower 2
One shard stands alone near the entrance, on the left.
- Front-left lone shard: 1
- Three shards along the back-left: 1 each
- Three shards to the right of the totem: 2 each
No shards near the entrance; they're spread around the middle and edges.
- Far left, far right, left of totem, right of totem, back center: 1 each
- Shard behind-right of the totem: 2
- Back-left shard by the boulder: leave it (dummy)
Done when all 4 beams hit the totem and it burns away. Reward: a loot sack, and Ancestral Resolve (~+3k Max Health, 10% less damage taken) for the rest of the dungeon.
- If a beam misses, follow it back to the first shard it hits and touch that shard again. Each touch rotates it by a fixed step.
- One player can solve it in ~30s while the group carries on.
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- Solutions come from one source (a 2025 ESO forum guide with labelled screenshots). ESO-Hub calls the wheel puzzle random per run; the forum guide says there are only 3 layouts.
Matriarch Lladi Telvanni
Final boss- Vomit (green cone): the tank blocks it, facing away from the group. Anyone infected loses skills and potions and sprays their own cone, so turn away from the group.
- Pus sacks under every player: dodge or walk out, and don't overlap your circles.
- Toxic Storm (~70% and ~40%): she goes invulnerable in the center and poison covers the whole arena. Use the Shard of Time synergy to freeze the adds, then kill them. Heal hard.
- Block the vomit and keep her facing away.
- Taunt the Peryite's Glory (slime blob). It snares nearby players.
- Keep Maim on her for the storm phases.
- Storm: use the Shard synergies, then kill the frozen adds. Frozen adds also take more damage.
- The storm is a heal check. Save your big heals and burst for it.
- A wide green vomit cone from the front.
- Green toxic water eruptions (growing circles).
- Her dash to the far side of the arena leaves plague clouds along the path.
- Shards of Time: glowing time motes on the floor. The adds are tethered to them.
Activate: Banner at the boss (veteran).
- Skeevers spawn one at a time, and several at once during the storm. They chase a random player and can't be taunted. Snare them and kill them fast.
- Storm damage ramps up over the phase.
- Storm adds can only be damaged while frozen by a Shard.
- ~50% more boss HP.
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Plague Bomb is a heavy orb; block it. Peryite's Glory (voriplasm) can grab a player and hold them for 15s.
- Storm thresholds: 75/40 (UESP), 70/40 (itemlevel), 70/35 (ArzyeL).
- Shards: UESP says collect 3 to end the storm; itemlevel says 1 shard, 4 adds, 30s storm.
- Skeever debuff (HM): Alcast and itemlevel say it's a big healing debuff that's lethal during the storm; UESP says it raises resource costs.
- Whether storm adds are immune until frozen on normal too (ArzyeL says yes, UESP says HM only).