Ice Barrows Icon
|Coordinates||X: 177, Z: -667|
|Minimum Suggested Level||45|
|Monsters||Illusory Specter (Lv. 45)|
Icy Stare (Lv. 46)
Freezing Guard (Lv. 47)
Frozen Soldier (Lv. 48)
Poltergiced (Lv. 47)
Possessed Nesaak Warrior (Lv. 48)
Biting Gust (Lv. 45)
Icy Glare (Lv. 50)
Hollow Poltergiced (Lv. 48)
Fanatical Ice Mage (Lv. 49)
Frostbitten Wight (Lv. 49)
Shade of Theorick (Lv. 54)
|Boss||Theorick (Lv. 54)|
Ephemeral Specter (Lv. 50)
"The land of Nesaak was not always frozen. It was adopted by the bitter Twain son, Theorick, who forged the land in his own image. Though never truly evil, Theoricks enemies lingered as souls long enough to take possession of his body upon death, and wielded his immense icy powers."
Overview[edit | edit source]
Guide[edit | edit source]
Phase 1[edit | edit source]
- Ghostly Voice: Soldier! I'm not sure it is wise to be here... An icy death awaits you if you proceed. A death that I will cause..
- Ghostly Voice: I have many regrets of my time spent alive in Wynn. I do not wish for my lingering mistakes to harm anyone else. Turn back.
After passing the Key Collector and entering the dungeon, you will find yourself in a frozen tomb similar to the entrance. Make your way down the path towards an archway guarded by a Freezing Guard. When killed, this guard drops an Ice Barrows Token. Moving on, you will find a closed door and a hopper; you need to collect a total of 10 Ice Barrows Tokens from the large network of connecting ice caves in order to open the door. However, not all mobs in the caverns drop tokens, only Freezing Guards.
Make your way through the tunnels, killing or avoiding the Icy Stares along the way. Note that Illusory Specters are also present, but they have extremely high health and are thus best avoided. Do not try to kill them. An important detail to note about the Freezing Guards is their extreme vulnerability to Earth damage; hitting them with any Earth-based strike is almost certain to instantly kill them. You may need to revisit some tunnels you already cleared if you can't find any more guards. Once you've collected all 10 required, drop them in the hopper at the entrance to the caves to open the door to the next phase.
Phase 2[edit | edit source]
The second room is a single large ice cavern, with a deep chasm and underground river. To cross to the other side, you need to complete a parkour challenge. All of the platforms are made of slippery ice and some are very narrow, so be extra careful not to fall off; if you do, you'll be teleported back to the start of the room and have to attempt the parkour again. Note that it is also impossible to reach the other side easily using spells like Teleport or Charge, as you will simply be teleported to the start again as if you had fallen into the chasm. This parkour can be very difficult and may take several attempts, so it is recommended to bring healing potions in case you take damage when falling. After successfully crossing the chasm, you will find a door and a button being guarded by an immobile Frozen Soldier. He shares the Freezing Guard's vulnerability to Earth, so utilize your spells if you do not have a weapon with Earth damage to kill it, then press the button to open the door and continue.
Phase 3[edit | edit source]
- Ghostly Voice: You must think you can save me? There is no cure for what I have.
- Ghostly Voice: Unless... You want to set me free?
The next stage is entirely combat; you appear in a small frozen room, and a large number of level 47 Poltergiceds will begin rapidly spawning. Each one drops an Ice Barrows Token, and the goal of this room is to collect a total of 32 tokens in order to open the door. This phase can be very dangerous for unprepared players: the Poltergiceds respawn very quickly, and can deal significant damage even at high levels. In addition, the Poltergiceds that take the form of Ice Blocks will spawn a level 45 Biting Gust when killed, which will quickly self-destruct and deal additional damage. It is highly recommended to use crowd-control spells to damage as many mobs as possible in this room. Despite the apparently high token requirement, the volume of mobs makes collecting 32 tokens quite fast. Once you have them, drop them into the hopper to proceed to the next phase.
Phase 4[edit | edit source]
You will now face two puzzle challenges, each more difficult than the last. There are two flooded chasms blocking the way to the next room, and an invisible path must be located over each in order to progress. As you walk, if you are on the correct path, ice blocks will appear underneath you to hold you up; otherwise, you will fall into the water and have to try the challenge again. The first puzzle is relatively simple: floating eyeballs are placed at each corner to show you the direction you need to go.
After crossing this first chasm, however, you will have to cross the second. This path is both longer and more difficult, as only about half of the corners are marked with eyeballs. In order to determine the correct path, you have two options: you can maintain awareness of your surroundings, and turn at the points where you would be lead to the next eyeball, or you can simply slowly move across the chasm while sneaking, preventing you from falling off the edge in case of a wrong turn. No matter how you decide to make your way through the maze, once you've completed it you can move on to the next room, which is guarded by another Frozen Soldier, standing in a spot that prevents entry totally. You must kill it in order to continue to the fifth room.
Phase 5[edit | edit source]
In the fifth phase, you must run through a large, winding tunnel and make it to the other end alive. While you do not need to collect any tokens along the way, the tunnel is filled with several dangerous mobs, including Illusory Specters, which you will need to avoid. At three points in the tunnel, an ice wall will temporarily appear, blocking the path and forcing you to survive against the mobs you're stuck with. It is possible to run past them if you are quick, but getting caught in the wall will result in heavy debuffs for 20 seconds while you fight. After a time marked on the signs that appear in front of the ice walls, it will break down again and you can continue. After passing the third ice wall, jump down the hole in the floor to continue. On a high enough leveled horse, you can even sprint through the tunnel and skip the battles entirely.
Phase 6[edit | edit source]
- Ghostly Voice: I froze this land to allow it to heal... People did not understand... They came for me, seeking revenge.
- Ghostly Voice: Of course, just like you... They cannot leave. Their souls are stuck here. For the spell must not be broken.
After jumping down the hole you will fall into a wide, circular room with an ice pillar and shallow lake in the center. There is one central hopper directly in front of the entrance, and three more at different points around the room. Each of the hoppers around the wall requires Ice Barrows Tokens to activate, which are dropped by the various enemies throughout the room; each summons a miniboss that must be fought and killed.
The first miniboss is the level 49 Fanatical Ice Mage, requiring 6 tokens to fight. It attacks with several snowballs in rapid succession from a distance and can close the distance quickly with a Charge. The second is the very fast level 49 Frostbitten Wight, which requires 6 tokens. It attacks with melee strikes and a powerful Multihit but stops every few seconds. Utilize this downtime to land your hits. The final miniboss in the room is the level 54 Shade of Theorick, requiring 8 tokens to fight. The Shade attacks with snowball projectiles and can inflict Weakness, utilize a blinding Teleport, or attempt to Vanish from sight. It has a massive health pool not dissimilar to the Illusory Specters, but it shares the massive Earth weakness of the Freezing Guards and Frozen Soldiers. Utilize Earth-based attacks to kill it, or be prepared for a very long, arduous battle. After all three bosses have been defeated and the unique tokens they drop collected, take the boss tokens to the central hopper and drop them in in order to open the passage to the final phase.
Boss Phase[edit | edit source]
- Ghostly Voice: Even if you think you can cure me... I cannot allow you to try for if it were to fail my corrupted body would wreak havoc on the world!
The boss of the Ice Barrows is the level 54 cryomancer, Theorick, Reanimated Son of Twain. In combat, he attacks with snowballs from a distance and teleports around the room rapidly. He is also able to curse the player with heavy slowness, making them easy prey for his minions. Theorick is aided by three Ephemeral Specters, which have extremely high health, move quickly, and can cast several spells. One will weaken you, and one can teleport, blinding any players in their path. Each specter has a unique movement pattern, so they must be kept track of during the fight. In addition to his normal attacks and his minions, he may occasionally summon large spikes of ice from the ground. These spikes are given away by white sparks appearing a few moments before they appear. Getting hit by the spikes will inflict 6% of your maximum health in damage regardless of your Defense or Agility, and inflict heavy debuffs on you for a time. Evade them at all costs.
The fight with Theorick can be very dangerous if attempting the dungeon solo, even for higher-leveled players. It is recommended to bring lots of healing potions to negate the inevitable damage done by the Specters (or better, a Mage, who can also cleanse the negative status effects), and to bring the best available elemental Fire weapon to deal extra damage. Players must juggle the tasks of damaging Theorick and dealing with the Specters who will quickly eliminate any careless players who focus solely on the boss. However he is fought, once he is killed you will be teleported to the entrance of the dungeon and given your rewards.