The Cauldron
A Daedric mine and lava forge under Deshaan, run by the Waking Flame cult. Four bosses plus a wave gauntlet to free Lyranth. No secret bosses.
- Hard mode is a banner before Baron Zaudrus only (veteran), on your left as you enter the final arena. The other bosses have no HM.
- Lava everywhere on the Boiling Path and around the Molten Guardian. Watch where you dodge-roll.
- Molten Pillars (rock pillars blocking paths) each release an enemy when broken. Lyranth's Cold-Flame synergy breaks them safely and spawns a friendly atronach instead.
Oxblood the Depraved
Boss- Bludgeon (raises both arms, two-second wind-up): devastating hit in front of him. Only a blocking tank survives.
- Don't let him eat a red Gore Glob. He enrages and hits much harder. Kill gore globs before he reaches them.
- Hold him in the middle, facing away. Block Bludgeon and his punches.
- When enraged he can charge (Gore Rush). Interrupt it.
- After he vomits, globs land around the edge. Kill the red Gore Globs (they also shoot at you). Kill the green Bile Globs too, or he eats them to heal.
- Iron Maiden (vet): when he points at someone and drops a cage on them, break the cage to free them.
- Step out of the chain markers, three in a row, each explosion bigger than the last.
- A huge armored ogrim. Noxious Release: green poison clouds fanning out in five directions from him. Don't stand in them.
- Butcher: chains wrapped in green mist pop out of the ground.
More detail
- Gore-Glob enrage and the Iron Maiden come from UESP only. Xynode covers only the heavy and the poison clouds.
Taskmaster Viccia
Boss- Execute: she channels lightning at a stunned player. Interrupt it or they die.
- Chain pull through traps: if there's a Taskmaster Snare between you and her, the pull drags you through it. Keep a clear line to her, and block to cancel the pull.
- Discharge: big growing circle from a hammer slam, then the ground stays electrified. Get out and stay out.
- Block the Uppercut heavy. Blocking it staggers her.
- After each Discharge, step to the edge of the field and hold her there. Next time, go back.
- Pick up the Dremora that jump in from the camp (around 75 / 50 / 25%).
- Don't stand far away. She pulls distant players. Kill each add wave first. Many are ranged; interrupt casters and dodge archer sprays.
- Don't step in the snares (circles on the floor). Drathas clears them in groups over time.
- A big xivilai with a lightning hammer. Snares are circular lightning traps, 6 at a time on vet.
More detail
Traps can stack up from cast to cast. Positioning is the whole fight: stay close to her, keep a trap-free line to her, and don't scatter.
Molten Guardian
Boss- Annihilation Strike: fumes from its core, both hands up, then a huge fast shockwave over half the room. Dodge-roll or block. DPS and healer die if they eat it.
- Magmatic channel: it puts a hand on the ground and burns everyone each second. Interrupt it, unless your group has agreed to out-heal it.
- Block the heavy attack (it has a small front cleave). Keep it on you. It teleports (Deep Dive) to the edge often, so follow and re-taunt.
- Taunt the Molten Fiends it leaves behind. They stay where they spawn.
- Kill the Molten Fiends after every teleport. Below 25% it teleports a lot, so keep up.
- Dodge or block its fireballs. Each hit stacks a fire-damage-taken debuff.
- Step out of the Lava Slam pools and the Flame Mortar patches.
- A huge iron/lava atronach standing in the lava. Its core glows and smokes before Annihilation.
- Advanced: spread out and out-heal the channel instead of interrupting it. That gives about 30s of free burn on a still boss.
More detail
Mostly a footwork fight. Debuff stacks from the fireballs are what usually wipe a group once Annihilation lands.
Free Lyranth (gauntlet)
Boss- Kill the Xivilai archers first. Their DoT ticks on the tank are huge.
- If the group wipes, the prison's progress resets.
- Stand clear of a destroyed Power Module. It overloads with electricity and stuns.
- Taunt the archers (they can't be chained), then the Daedroth. Face its fire breath away.
- Take Drathas's conductive oil synergy, walk to a Power Module, then run straight to the center. Lyranth ignites the trail and the module breaks.
- Each broken module = one add wave. Breaking two at once means two waves together.
- Priority: archers, then the Bone Colossus (meteor rain if it screams), then interrupt the Ogrims' chest-beat, then Daedroth / Titan.
- Storm Atronachs explode. Step away when they're about to blow.
- Lyranth sits in a lightning bubble on a central structure, with six Power Modules in pairs around her.
- Modules fire lightning lines along the ground. The burning oil trail and Lyranth's blue fire both hurt.
More detail
Not a boss but timed add waves. You usually only have time to oil one pair of modules per synergy. Pick a pace your group can handle.
- Waves get stronger as more modules break (UESP). The add mix per wave isn't confirmed.
Baron Zaudrus
Final boss- Ash Vent fire walls: he plants his hammer and walls of fire spin around the ring arena. If one touches you, you die. 2 walls normally (4 on HM, or at low HP per Xynode). Move with the gaps.
- Crush (overhead smash) one-shots non-tanks. Keep him on the tank.
- Galvanic Blow cone puts a shock field on whoever it hits. Don't stack with someone who has one.
- Disintegration: small, fast-growing circles that erupt randomly. They're lethal. Move out immediately.
- Face him away from the group at all times. Block Crush.
- During the walls, hug the inner edge of the ring (shortest loop) while keeping taunt.
- Cold-Flame synergy (from Lyranth's projection): take it, then light- or heavy-attack a Molten Pillar. It breaks in one hit and spawns a friendly Cold-Flame Atronach instead of an enemy.
- Pillars broken any other way (normal attacks, or the fire walls) spawn enemies and open extra portals.
- Kill Watchlings and Magma Daedroth (fire breath) before the boss.
- Fire geysers under players (from ~60%) leave a heavy burn. Keep people topped.
- Take the Cold-Flame synergy too when DPS are busy. The friendly atronachs make the fight much easier.
- A big havocrel (Valkynaz armor) with a lightning hammer. Molten Pillars are rock spires that rise after his Hammer Down.
- Fire walls shoot from the central structure and sweep around the ring. Each cast goes the opposite direction from the last.
Activate: Banner on your left as you enter the final arena (veteran).
- More HP and damage.
- Four fire walls instead of two.
- Far more Molten Pillars and adds, so the Cold-Flame synergy matters even more.
- Metamorphic Inversion: a large eruption AoE that burns and slows. Get out before the walls come round.
- Magma Daedroth spawn.
More detail
Ring-shaped arena with no access to the center. Every add comes from pillars or portals. Turning pillars into friendly atronachs with the synergy is the whole fight. No DPS check.
- Wall count: UESP says 2 normally and 4 on HM. Xynode describes 2 mid-fight and 4 below 25% without tying it to HM.
- Xynode calls the synergy source a 'ghost khajiit'. UESP says it's Lyranth's Cold-Flame Infusion.