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Elite Dungeon Master Encyclopedia Volume 1: Temple Of Aminishi Guide


sterling

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Foreword
Hi guys, it's Ster. If you guys didn't know I recently achieved the first completion of all Elite Dungeon collection logs, and with that, I wanted to show everybody how awesome this content can be, and show you how to do it just like I do, all the techniques and routing included. The plan is to make this guide as accessible to as many players as possible, but will be mostly coming from the solo perspective. This doesn't mean you shouldn't use this in teams, though! Without further adieu, let's get to the gear setup.


Presets and Equipment

Spoiler

In ED1, you're going to want to run Mage and Ranged equipment at the same time. I recommend if you go Solo, you take your best possible loadout for both said combat styles.
Here's what I personally use
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Footnotes: Equipment

  • Wand and Rebounder/Lantern are pretty amazing in ED1. So many of the enemies stun you that having complete immunity to it will save your life and time often!
  • Max/Completionist/Skill Cape for hybrid stats among mage and ranged loadout switches. 
  • Illuminated Book of Chaos for Area of Effect clearing of mobs. Bring another Illuminated book with you for bosses (see below at Inventory)
  • Cinderbanes + Weapon Poison to do a little extra damage to whatever can be poisoned + maintain decent hybrid stats. Neither are necessary, just use your best!
  • Essence of Finality (or) with Eldritch Crossbow special attack; combo with the Ring of Death to passively restore special attack as I route the dungeon. ECB spec is absolutely not necessary, it is just what I use. Feel free to store Guthix Staff/Magic Shortbow/Zuriels Staff in yours if ECB is not an option.
  • Ruby Bakriminel Bolts (e) in the quiver slot, with another set of ammo in the inventory.

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Footnotes: Inventory

  • The best (combo) Overload you can use. I use Elder Overload Salve, but you can use as low as Holy Overloads if you wish to.
  • Enhanced Excalibur to heal passively in the heat of a fight.
  • Asylum's surgeon ring for T85 Hybrid stats, and the special attack reserve passive. Use this at bosses. Hazelmere's signet ring/Luck of the Dwarves can be worn while clearing to double your relics often.
  • Two ammo swaps; Black Stone Arrows to reduce defense of bosses by a percentage every hit (up to 15% armor reduction) and Onyx Bakriminel Bolts (e) to heal and still do 25% more damage on activation.
  • The best ranged weapons you can use, preferably Dual Wield Crossbow + Repriser with a bow to spec (SGB or MSB Spec)
  • Your best ranged armor to swap to for bosses in particular. Will go over chosen/recommended perks for weapons and armor below.
  • Sealed Rune Pouch with runes for Ice and Blood Barrage. 
  • Illuminated Book of Law for single target high DPS on activation. Every boss in the dungeon is either positioned on one tile and doesn't move, or you have full control of their movement- so use this book when you're not clearing mobs!
  • XP Capacitor 5000 (charging) to passively level during runs. Not necessary at all, but nice to do in the background
  • (Super) Saradomin Brew Flasks/Stackable Food like Blue Blubber Jellies. Adrenaline potion flask to restore special attack when RoD can't.
  • Divine Spirit Shield if things get messy and you need a plan B.

Equipment Perks

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For your Ranged & Mage Top. Crackling 3/Ultimatums 3 and Biting 3 can be substituted if ancient invention is not a possiblity.

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Ranged Legs combo; Invigorating does nothing, but Energising 4 is great. Can be substituted with Mobile/Reflexes. Crystal Shield 4 Enhanced Devoted 4 to effectively half the damage you take temporarily. 

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Mage Robe Bottoms. These are both pretty much free space perks on mage gear. I like Scav 4 for getting extra invention components often from killing mobs. Undead Slayer for ED3 Niche. 

Weapon perks remain standard to the Ancient Invention Handbook (Topic 3435)

Now that we're all sorted, let's start a full clear!

 

Floor I: Temple Entrance

Spoiler

We will use this map for reference.

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You will start where 'to Aminishi' is. Go down the stairs and get ready to fight. You can take either the left or the right. I typically pick right, but it's preference.
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Pull all the enemies by following the arrows. AoE them down and move forward in a straight line east until you reach the end of the pool in the center of the room. Proceed north until you see the 8x Sotaponnas.

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These will all sprint toward you, so face against the wall, pray melee (or ss) and AoE their stack down. Go into the entrance to your left.

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Get all the mages' attention, and follow the arrows to make them stack up. Proceed into the door down the stairs after you've dealt with them.

Note: The miniboss before this room will follow you into here. 

 

Floor II: The Sanctum

Spoiler

Once again we will use RS Wiki's map as reference.

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You will begin this part at 'to Floor 1'. Walk down the stairs and attack the mage in the center of the five in the hall.

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Ideally, the 3 in the middle will line up, allowing for an easy blood barrage of all of them. The 2 on the far left and right can be dealt with as single targets.

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Either left or right path, both can be dealt with the same way. Follow the arrows, and the mages will stack themselves onto one tile. Move forward to either side of choice, while praying mage against the Arhats ahead.
On the 2nd to last platform before Sanctum Guardian, there is an Elite Dungeon Chest. Get close to it to activate it for a quick teleport if you have to leave/die. Pick either left or right path to take, and kill the 3 mages in front of the barrier on either side.
Sanctum Guardian Fight

Swap to your Ranged gear and get ready for a fight. 

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Start the fight inside the left outline, and watch the Guardian's attacks. He will seemingly splash out the water at you twice, which will hit you a decent amount for melee damage, and he will begin his spinning water jet special after the 2nd splash. He will always start by firing it in the center, and rotating counterclockwise around until he faces his original position. Get into the outline on the right before he fully gets around to you. Note that he will hit you for the first part of the attack, and it can hit up to 500+ typeless damage, so have a decent amount of hitpoints before it happens.
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After the water jet is over, he will fire a cloud of smoke at you, which will drop underneath your feet after a secondary HP bar fills above you. He will also release a melee attack beforehand. The smoke hurts enough to the point where you should not stand in it for very long. Keep dealing damage until he's dead. Proceed into the giant door behind him.

Floor III: Between The Sanctum and Throne Room

Spoiler

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As per usual, here's a map for reference. You will start at 'to Floor 2'. Keep in mind there is NO BANK CHEST on this entire floor. Take precautions and play safe if you have to, it's a long run back. Proceed down the left staircase.

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Follow the arrows and grab the attention of all of the mobs on path. Step under one of the Cloaked Zealots to reposition him. Clear like usual until the barrier goes down, and proceed to the left beyond it. 

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Up ahead are 6 Death Lotus Rogues, and 3 Zealots. It is crucial that you pray Ranged while the Rogues are alive, they hit very accurately and for a lot of damage without it, and you could easily die from it. Only the 2nd set of Rogues and the Zealots are required to die to move forward past the barrier. Go down the stairs, and you will find yourself in a room that appears to be a giant circle. Take the left path around until you reach the Zealot at the barrier. It is recommend you keep ranged pray on while running the circle. Kill the zealot to proceed forward.
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Follow the arrows and deal with the 4x Zealots before the barrier. Proceed up the small staircase.
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Follow the arrows accordingly, and attack the highlighted zealot up the stairs (The center of the 5 in a line) to grab all of them at once. Route backwards as the arrow says to stack them up for aoe. After they die, the door will open. The zealots downstairs will aggro you, but they are not necessary to move forward. Pray Magic if its getting too hectic.  Proceed through the doorway. 

Floor IV: Throne Room

Spoiler

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The 2nd to last floor. Once again, the map layout for reference. You will start at 'to Floor 3'.

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Start off by killing the 2 mages in front of you to open the barrier. Follow the arrows, and aggro every mob on the path to the next barrier. Stack them up, aoe them down, and proceed down the small staircase beyond the barrier.

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Probably the most dangerous room in the entire dungeon. To your immediate left and right behind the columns are Death Lotus Rogues, 1 on each side. Whatever path you decide to take, deal with the Rogues first. The center cluster of enemies is mostly consists of melee targets, with a few healer mages. Prioritize the healers, pull them backward, or keep moving with the arrows. The left path has 3 Meleers and 2 Healer Mages crammed into a U Shape. Aoe them down, and double back when you reach the zealots to pull them back and stack to kill. The right path is less dangerous, but you're further away from the one bank chest for 2 floors. Choose wisely! Proceed down the left or right staircase, activate the chest,  and prepare for the Masuta encounter.

Masuta The Ascended

Start the fight by attacking him at the top of the staircase. He will sprint toward you, and stick to you like glue. After about 4 auto attacks, he will do a special attack.

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One of them being him spinning his warspear around him toward you, dealing typeless damage that hits harder the longer he hits you with it. Back up from him, and keep dealing damage.

He can also summon a clone of himself, which will simply auto attack you, but as long as you're in range of it, it'll effectively be 2 of him hitting you at once.

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The next special he'll do is summoning a thrashing tide of water. You'll see tendrils of water gather around you and after a certain amount of time, they'll lash out, creating a wave that can hit up to 500+ magic damage every 2 ticks. However, wherever the wave spawned is where it will stay. Be sure to move away from it on time.

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At around 50% hp, Masuta will begin to float in the air, and will have damage reduction so high that attacking him is pointless outside of Soulsplit healing. Throughout the duration of him floating, he'll summon thrashing waters, which are mobile mage mobs that have a very long attack range. Since they're all you can really do in this timegated portion of the fight, kill a few if not all of them. He will land and begin fighting you on the ground after he says "These waters will choke you where you stand!"

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After a few hits, he will once again summon a thrashing wave, but this one has no real warning. It'll comes out from him fast, and it hurts. It's a good idea to mage pray the initial hits from it, and then get back on Masuta until he's dead. Proceed down the staircase that just opened after he dies. 

 

Floor V: The Azure Prison

Spoiler

The final floor and last encounter of the dungeon. 

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You will start at 'to Floor 4'. Proceed down the staircase and take either left or right path.

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In the center platform are 6 Defence Pylons. You will only need to destroy the 3 located inside the triangle in order to open the right path barrier into the final encounter of the dungeon. Activate the chest, and proceed down the right path.

Seiryu, The Azure Serpent

 

Seiryu will always attack in the same pattern. He will begin with a bouncing water projectile, which will fling out of him, bounce off the floor, and back to you dealing moderate magic damage.

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Afterwards, he will have shadow energy fling out of him and land on the ground. You will see a flashing arrow over the shadow pool. Do not go onto the arrow, as after the pool shrinks, a line of shadow enigma hands will advance towards wherever you were at the end of the attack. If you were standing directly on top, you will take damage. These hands do up to 200 typeless damage every tick, but have a narrow hitbox.

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For his final special in rotation, he will rear back, and cover the arena with his breath. This attack deals heavy magic damage, up to 650+, but it can miss and should be taken advantage of for Dharok's Memento Relic users. After this attack, the special rotation repeats. 
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At around 60% HP, Seiryu will keel over in exhaustion, and you will be allowed to climb up on either side of his head (click between the gap from the arena platform and the crystal platform)

This is by all means a DPS check phase. All crystals will spawn around half hp, giving you just enough time to finish the fight by yourself.

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On the circular etching is a shadow portal, where at 40% of the bar, and about 80% of the bar, 2 shadow enigmas (+2 for each player in the instance) will advance toward Seiryu. If they reach him, they will Uber Heal the remaining crystals. You have the option of trying to DPS race them, or hopping back down to deal with them. Ideally, you finish this before the 2nd set of engimas reach him. If not, Seiryu will awaken, and be at full hp again. If this occurs, simply get him to 60% hp again, and finish off the remaining crystal(s).

Congratulations on your completion of the Temple Of Aminishi!

Conclusion

Wow, that was a lot of info, wasn't it? It's a lot easier than it looks, though. I recommend running this dungeon with a group of 3 due to Seiryu's scale drop not scaling to additional members, and for faster clears. Understand that I do not expect everyone to have my gear setup- just bring your best and do your best.

I hope this guide helped you understand the dungeon more, and that you'll get your Elite Sirenic sets quickly cause of it!

Next guide is the Dragonkin Laboratory (soontm)- until then, good luck and have fun!

ster

Final Collection Log & Pet Showcase

 

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(198 Sanctum Guardians, and 159 Masutas)

Kuroryu

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Edited by sterling
deleted some left over pictures, added additional info, added Final Collection Log & Pet Showcase section
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Woah, I saw teasers of this guide and was expecting something amazing but this is even better. I'll for sure be using this (and your future ed guides) for when I'm collecting the notes for comp as well as grinding scales, ecbs parts, and relics. 

Thanks a bunch for this! :Dancer:

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