recursal/Fanatic-Fandom huggingface dataset:
Against the Grain/Okri's Challenges

## CAGE BREAKER

**Legend: Rescue all prisoners within 60 seconds on Against the Grain**

The timer starts once you open the first Cage. Stealth characters are ideal here, as there will not be enough time to deal with Enemy waves. Characters that able to rush through (Handmaiden, Battle Wizard) and/or knock down (Witch Hunter Captain, Mercenary, Foot Knight) large crowds also benefit. Movement speed Trinkets are essential, as are Potions of speed and/or concentration.
Bardin's War Pick

## Description

*"Pick carried by a dwarfen miner. Sharp, heavy and not to be underestimated."*

- In-game description, Warrior's Skrundaz

## Advantages

* Unlike most melee weapons, the War Pick has an additional charge level that goes beyond Heavy Attacks: the Charged Heavy Attack
* Charged Heavy Attacks are the single most damaging melee weapon attack in the game, especially against armoured foes and those with super armour, such as Chaos Warriors. They impose a very slight movement penalty while fully charged, allowing you to charge up your attack from a safe distance, then move in and release it.

## Disadvantages

* While this weapon's Light Attacks have good cleave and stagger values, they are the slowest Light Attacks in the game, deal only moderate damage, and get stopped by any armoured enemy you hit, making them below-average at horde clearing.
* Charged Heavy Attacks take a long time to wind up, making them very hard to pull off while under attack.

## Attacks

Light attacks:

1. Right to left swing
2. Left to right swing

Heavy attacks:

1. Overhead
2. Overhead

Push attacks:

1. Right to left horizontal sweep

*A video showing the pickaxe attack pattern*

## Weapon Attributes

Wide Sweeps, Crowd Control, Heavy Charged Attack
Grail Knight/Builds

## Overview

Markus Kruber's Grail Knight career draws a comparison similar to Bardin's Slayer career, as both are explicitly melee-focused and can become a force to be reckoned with, and tough to take down with specific build-crafting and talents. When it comes to ranged combat, however, the Grail Knight must rely on their allies in order to deal with priority targets at a distance.

With a health pool of 150 (before bonuses), the Grail Knight possesses a strong, and sustainable, lifeforce, more so with talents such as **Lady's Wrath** to grant him temporary health on melee kill in the heat of combat, and shrugging off blows and regenerating half of the damage as temporary health with **Virtue of Stoicism**. Even on higher difficulties, a Grail Knight in the midst of hordes can sustain himself and equally dish out damage with an arsenal that is both flexible and unyielding.

**Blessed Blade** deals immense damage with a relatively-quick cooldown, even to heavily-armoured foes such as Stormvermin and Chaos Warriors let alone Monsters (in addition to heavily staggering), allowing them to be dispatched with ease, or for patrols to not be as disastrous when bombs or firepower become scarce. Combine this with the ability to further increase its lethality on hardy foes or Monsters/Lords with **Virtue of Audacity**, or to demolish multiple foes at once with the cleaving power of **Virtue of Confidence**.

Unique to the Grail Knight, one is capable of completely negating the effects of a Warpfire Thrower's flamethrower by actively blocking the attack with a shield - the weapon of choice *must* have a shield in the off-hand. This can allow the team to easily overcome one should they find themselves in tight spaces or corners, as the Grail Knight can easily draw attention or shield their allies while they work to dispose of it.
Catrinne of Aldenstein

**Catrinne of Aldenstein is an artist and elusive occupant of Taal's Horn Keep.**

She has yet to make her appearance known but can often be heard shouting down from the rafters in conversation with Franz Lohner.

She seems to carry a torch for Victor Saltzpyre, and Bardin Goreksson apparently finds her paintbrushes delicious.

## Trivia

* Catrinne is also voiced by Alix Wilton Regan, Kerillian's voice actor.
* There is a hidden entrance to her sleeping quarters behind Franz Lohner's Emporium of Wonders.
Garden of Morr

## Synopsis

For a second time, the Heroes venture into one of Olesya's illusions to find a rune of the Dwarfen Lodestone. This time they visit the Garden of Morr. While looking, they also follow a trail of poison in order to find the source of the corrupted water that has been poisoning Ubersreik.

## Finale

The heroes have to destroy a large cauldron which is the source of the infected waters around Ubersreik. To do this, they have to skip the tombs in a pool of poison and destroy four Chains to drop the cauldron through the floor and into the abyss. After this is done, a gate is breached and the heroes can escape to the Bridge of Shadows

## Locations

* **Gates of Morr:**
* **Günther Burkhardt's Family Tomb:**
* **Morr's Field:**
* **Augur's Embrace:**
* **Garden of Spirits:**
* **Einbalsamierungsplatz:**
* **Von Vogelmann's Crypt:**
* **Old Chapel Ruin:**
* **Peasant Hill:**
* **Dream Gardens:**
* **Citadel of Morr:**
* **Main Chamber:**
* **Sanctorium:**

## Objectives

1. Enter the Garden of Morr
2. Find the Source of the Green Poison
3. Reach the Citadel
4. Destroy the Cauldron
5. X/4 Destroy the Chain Supports
6. Escape the Illusion

## Notes

* Garden of Morr is a remastered version of the identically named mission in *Vermintide 1*, although Book locations have been changed and several secrets have been added. Information on the original mission can be found Here.
Garden of Morr/Strategy

## Finale

The finale of Garden of Morr is really straightforward: destroy the four Chains to drop the cauldron through the floor. During the finale Hordes of Enemies will spawn, with an additional wave when a chain is destroyed. The waves consist of Infantry and Elites, including Berserkers, so watch your back every time a chain is destroyed. The ground floor is covered with poison which will damage you, slow your movement and deplete your Stamina. Avoid walking through it, instead make use of the planks and tombs to jump to where you want. Due to the nasty situation on the ground floor, it is best to avoid fighting there. Instead, retreat to the high ground on the sides of the room and fight of hordes there (there are also Consumables lying around those spots).

Since some chains are blocked of by walls or high up, and some routes will include more walking through the poison goo, there is a fastest and safest way to destroy them:

1. From the drop off, looking towards the cauldron, take the chain on your left.
2. Looking towards the cauldron again, next make your way to the right-most chain.
3. Make your way counterclockwise across the room and destroy the last two chains, this will also position you relatively close to the exit.
Empire in Flames/Okri's Challenges

## POWDER MONKEY

**Legend: Complete Empire in Flames without using any of the event spawned explosive barrels**

This is one of the most difficult and time-consuming of the map challenges, as it covers the entire map, and the barrels you need can easily be detonated by either your own team's actions, or enemy attacks. You will need to locate and carry 2 barrels earlier in the map all the way to the event at the end. Make sure to drop the barrels somewhere safe but easily reachable whenever the team needs to fight a horde. Avoid using characters whose career skills could detonate the barrels (all of Sienna Fuegonasus' careers run this risk). At several points the barrels can be thrown over walls and picked up once you reach the other side later in the level (i.e. to skip the underpass segment), take advantage of this.

The first barrel is located immediately behind the team at the start of the map, in a small shelter.

The second barrel is located early on in the ruined settlement, in one of the burned out houses.

Place both barrels in the cart once you reach it, and escort it as normal. The challenge should be awarded once you light the fuse, accompanied by a message in chat.
Festering Ground

## Synopsis

The Heroes are looking for an underground Nurgle dig-site, where the Skaven are helping the Rotbloods to uncover the Monolith of Ghûlmagak. The heroes must collapse the cavern by destroying the Nurgle-infected Buboes which keep the Chaos acting as support beams vines alive.

## Finale

The players find themselves in a cavern with three caves infested with clusters of Nurgle goop. The players must go through the caves one by one and destroy the clusters in order to collapse the cave. Throughout the event Enemy hordes spawn, including Berserkers. After destroying all the clusters, the heroes escape through a collapsing cave leading to the Bridge of Shadows.

## Locations

* **Reikwald Forest**:
* **Ragnhild the Red's Lair**:
* **Burghauer Ruins**:
* **Whispering Grotto**:
* **Westen-Vorbergland**:
* **Frauke Footbridge**:
* **Burghauer Balcony**:
* **River Schilder**:
* **Clan Fester Tunnel System**:
* **Buckhorn Gorge**:
* **Rotblood Forecourt**:
* **Guard Outpost**:
* **Cripple Crick**:
* **Forsaken Chapel**:
* **Canker Bog**:
* **The Tomb of Ghûlmagak**:

## Objectives

1. Locate the Ghûlmagak Site
2. Traverse the Bandit Hideout
3. Move Through the Cave System
4. Cross the River
5. Follow Nurgle Trail
6. Locate the Old Ruins
7. Find the Entrance to the Excavation Site
8. 0/3 Nurgle Infections Cleansed
9. X/9 Feculent Buboes Destroyed
10. 1/3 Nurgle Infections Cleansed
11. X/13 Noxious Buboes Destroyed
12. 2/3 Nurgle Infections Cleansed
13. X/7 Malignant Buboes Destroyed
14. Escape to the Surface
15. Escape Through the Bridge of Shadows

## Notes

* Remember to shoot the clusters *after* you pass by them, not before, in order to avoid taking damage from walking through the remnants.
* After the last cave is cleared, head out of the cave and turn right, the exit will have just opened.
Halescourge

## Synopsis

The Heroes make their way down the guildsman's lift and travel through a collapsing section of Helmgart, in order to track down Burblespue Halescourge, a Chaos Sorcerer Lord. Burblespue is trying to conjure up a gigantic plague mist, which will cover all of Helmgart and kill all citizens still alive. The heroes need to kill him before this happens.

## Finale

The fight with Burblespue is one of the most difficult in the game. The players will be in a small arena with minimal cover, while Burblespue attacks with different types of ranged attacks and teleports all over the place. He sometimes retreats to the second floor of the mansion, at which point he will summon additional Enemies to attack the players.

## Locations

* **Hahnhügel, Helmgart**: wide street at the beginning. Gives the **Get to the centre of Town** and **Find your way down the Terraces** objectives.
* **von Mackensen Strasse**: steep steps going down to a street, separated from a large square with the guildmen's life by a tall door.
* **Schneewasser Strasse**: street running along a canal that originates at the lower end of the guildsmen's lift.
* **Merchant District**: area on the other side of the river that borders a chasm caused by the Skaven's digging. Some houses will fall in the hole as you pass by them.
* **Stoltzhammer Weg**: miniature buboes from Convocation of Decay are scattered here, and a street lead to a small city square with a statue.
* **Edelraut Strasse**: street leading to the Halescourge arena.
* **Burblespue Halescourge's Manor**: arena with the Burblespue Halescourge fight.
* **Scribes' Quarters**: streets leading to the Bridge of Shadows.

## Objectives

1. Get to the Centre of Town
2. Find Your Way Down the Terraces
3. Ride the Lifting Platform
4. Search for Burblespue Halescourge
5. Search for Burblespue Halescourge
6. Slay Burblespue Halescourge
7. Escape Through the Bridge of Shadows

## Notes

* Halescourge is the only main mission that does not have post-mission dialogue by Olesya. Whether this is intended or a bug is unknown.
* Burblespue does not always appear immediately when the heroes enter the boss-arena. It might take up to several minutes for him to spawn, after which battle commences normally.
Battle Wizard

>
> *Battle Wizards are the Empire’s ‘official’ practitioners of magic. Tutored in the famed Colleges of Magic, they employ a form of magery honed by the elven loremasters Teclis, Finreir and Yrtle. As with most elven ‘gifts’ these arts were born of necessity – of a need for the magically adrift Empire to play its part in the never-ending war against Chaos. The Colleges have thrived ever since; the Bright College most of all, for fire has ever been a welcome ally upon the battlefield.*
>
>
> *The calamity of Ubersreik caused many folk to re-examine their choices. For her part, Sienna came to realise the power that came with greater control. Through supreme effort of will, she has learnt to temper her addiction, recalling half-remembered lessons from less-than-pleasant college days. This renewed discipline has served her well – fully in control of the flame for the first time, she is capable of feats never before dreamt of.*
>
>
>
> *As a Battle Wizard, Sienna unleashes spectacular area of effect spells, immolating large numbers of enemies and turning onrushing hordes into smouldering piles of ash.*
> *-* Vermintide 2 Official Website
>
>

 Hit Points | 100

**Battle Wizard** is one of the four Careers from which Sienna Fuegonasus can choose.

This career is the first one available, while Pyromancer and Unchained are available at levels 7 and 12 respectively.

## Description

In order to find peace, Sienna had to temper her addiction. Her flame-lust will always be there, but she now dims it through more structured and organized means. She chose a touch of military discipline to deal with what she ultimately is – an addict.

In battle as a Battle Wizard, Sienna unleashes powerful area of effect spells, immolating large numbers of Enemies, turning onrushing Hordes into smouldering piles of ash.

## Skills and Traits

 **Tranquility**
 **Reckless Haste** | **Passive Ability**
 **Pyromantic Surge** | **Passive Ability**
* Increased range damage by 10%.

## Talents

You may select one talent from each tier and change them freely in Taal's Horn Keep.

* **Huntsman**
* **Foot Knight**
 **Bardin Goreksson** | * **Ranger Veteran**
* **Ironbreaker**
* **Slayer**
 **Kerillian** | * **Waystalker**
* **Handmaiden**
* **Shade**
 **Victor Saltzpyre** | * **Witch Hunter Captain**
* **Bounty Hunter**
* **Zealot**
 **Sienna Fuegonasus** | * ****Battle Wizard****
* **Pyromancer**
* **Unchained**
* Sienna necromancer active.png

**Necromancer**
Athel Yenlui

## Synopsis

The Heroes travel through the Reikwald Forest to ancient Elven ruins in order to find an Elven temple, which is the center of a magical disturbance that disrupts the workings of the Bridge of Shadows. After finding that a large aethyr-powered mechanism in the temple had been sabotaged, the heroes realign the ley-lines and restore the balance of magic.

## Finale

The heroes have to realign the ley-lines by using three Aethyr Crystals. Each crystal will cause one of the three rings to rotate counter clockwise. When the heroes activate the crystals, hordes of Infantry will spawn, sometimes with Plague Monks. Hold down the action button (default "e") until the two empty lines on the moving circle align with the blue lines on the edge of the mechanism. Correct alignment will cause the lines on the circle to glow blue as well. It is possible to rotate too far, which will require another rotation. Aligning all three rings causes Stormvermin and another horde to spawn, but after a short duration all enemies are destroyed by the device's energy-blast. Exit through the ivy-covered gate, and follow the tunnel to the Bridge of Shadows.

## Locations

* **Rosenhein, Reikwald Forest**:
* **Howling Creek**:
* **Old Grisbaum Wilds**:
* **Clan Fester Outpost**:
* **Grisbaum Quagmire**:
* **Athel Yenlui**:
* **Temple of Yenlui**:

## Objectives

1. Locate Athel Yenlui
2. Proceed Through the Wilds
3. Find the Source of the Disturbance
4. X/3 Realign the Aethyr
5. Survive Until the Alignment is Completed
6. Escape Through the Bridge of Shadows

## Notes

* In the beta this map was called "Tempest"
Convocation of Decay/Okri's Challenges

## FEED ME, SINNER!

**Legend: Have all four party members stand inside the ritual pool for 120 seconds in Convocation of Decay**

This challenge is straightforward and not as strict as the description indicates. Move your group on a pillar prior to jumping onto the platform. Count down ("3, 2, 1, Go") and immediately head into the center of the pool. Stand back to back and hold off any Enemies coming for you. Priority should be to kill any Specials that can push/pull players out of the pool. Also take special care with Poison Wind Globadiers, as their gas can almost completely cover the pool. A chat prompt will pop up the moment you complete the challenge.

Ways to fail:

* Leaving the pool at any time before the chat prompt pops up.
* Jumping results in failure, as the player leaves the pool.
* Getting downed results in failure.
* Getting dragged out by Packmasters or being pushed out by Stormvermin or Specials. (Getting Disabled by Specials does not fail the achievement as long as the player is not downed and still in the pool.)

Bots running out of the pool do not seem to trigger a failure.

Ways to stay alive:

* Have all members take the heal sharing Talent. Let the players heal periodically to fill everyone's Health.
* Players confident they can get enough kills in to sustain their temporary health can also use this, it is not advisable to take the temporary health on stagger, as this will cause either a pile up of enemies on the plateau , or multiple hits, as there aren't enough enemies for this to be sustainable.
* The Mercenary active ability can give the whole party temporary health, plus is a powerful push-back to create some breathing room or quickly free players being dragged away by a Packmaster.
Franz Lohner

**Franz Lohner** is a character featured in *Vermintide 2*.

## Description

Located within Taal's Horn Keep, Lohner is typically responsible for providing and narrating the Mission briefings the Heroes receive at the beginning of each journey, offering idle banter with the heroes as they linger around the Keep, and selling Cosmetics through his Emporium of Wonders.

Lohner is a pragmatic man and simultaneously a bit of enigma. He knows more than he should, but doles out information only as needed. He takes the role as an affable, authoritative landlord, but can be more than scolding if his charges disappoint or underperform.

He is well known as the former innkeeper of the Red Moon Inn within Ubersreik, prior to the town's downfall as a result of the Skaven onslaught. He has since relocated his base of operations out of Taal's Horn Keep.

## Lore

Who is Franz Lohner? Nobody seems entirely sure. Certainly he’s not the bluff innkeeper-in-exile he holds himself to be. After all, wasn’t he the brains behind the defence of Ubersreik? And it seems very much as if he’s positioning himself to oppose the latest round of devilry to assail the Reikland.

Such is Lohner’s reputation that most of his acquaintances, from the wealthiest of merchants to the lowliest of beggars, go to great effort to remain in his good graces. Everyone has a theory as to why the innkeeper is so well-connected, ranging from the sublime (he’s actually the legendary blackmailer Rudolph Gestromm, living out his retirement) to the ridiculous (he’s the displaced Graf von Jungfreud, meddling from the sidelines following his removal from power). It’s all conjecture, stuff that Lohner laughs off if ever it’s repeated in earshot, and many suspect he deliberately feeds the most outlandish stories.

Whatever the truth of his origins, it’s evident that Lohner sits at the heart of a formidable spy network – one which rivals that of the Emperor himself. It’s therefore just as well that Lohner has only the Empire’s best interests at heart. Or appears to…

## Emporium of Wonders

Introduced in 2.1.0 along with the first chapter of The Curse of Drachenfels, Franz Lohner's Emporium of Wonders sells various Cosmetics purchasable with Shillings or a select few Premium cosmetics for real world currency.

The reasons behind this are that Fatshark want to try to release content that involves gameplay for free while charging for a few premium cosmetics instead. By adding a few select cosmetics that you can purchase for real money it supports the studio and they are able to create more free content updates, such as the Curse of Drachenfels and Chaos Wastes.

### Shillings

Shillings are given as a reward for completing various Quests and Challenges as well as Daily Rewards.

## Misc

* Franz Lohner is voiced by David Shaw Parker
	+ Parker also provides the voice of the Medicae Servitors in Warhammer 40,000: Darktide.
Garden of Morr/Okri's Challenges

## SNORE ON THE ROSES

**Rest on a Bed Of Roses somewhere in Augur's Embrace on Garden of Morr**

Before reaching the first large open graveyard, there will be a tomb on the right which you can enter. Inside the tomb is an open coffin, lined with flowers. Simply stand inside this coffin for around 30 seconds, until the challenge complete sound plays. This is not a party challenge, each player will have to do this individually.

## CHAINBREAKER

**Cut down all Cauldron Chains within 5 seconds of each other on Garden of Morr**

The way to complete this challenge is simple: the party needs to split up and each player needs to make his way to one of the four chains. Once everyone is in place and has the space to break the chains, all chains need to be destroyed simultaneously. Communication is key, and it is advised to make the player with the lowest DPS do the countdown and start, since it will take longer for that player to destroy the chain.

## LEGENDARY CHAINBREAKER

**Legend: Cut down all Cauldron Chains within 5 seconds of each other on Garden of Morr**

Similar to **CHAINBREAKER**, but on Legend difficulty. Make sure everyone has cleared the area so players won't get downed by Elites popping up. Completing this challenge will also complete the regular **CHAINBREAKER** challenge.

## LAST RESPECTS

**Find Grandmother Zingler's Bones and Lay Them to Rest**

When leaving the starting area and heading down the set of stairs to ground level, look for a wall to the left which you can jump to from the top of the stairs. Run along this wall until the end, then jump across to the tomb with wooden planks forming a walkway around its roof. From here, jump across to a pillar, then to the external graveyard wall. Grandmother Zingler's bones can be found in a crate here.

After picking them up, continue the level as normal until the drop down into the trench area ("Peasant Hill"). Shortly after arriving in this area, there is a side path to the left with a ladder. Ignore the ladder and head just past it, where there is a freshly dug grave with an open coffin. Place the bones in the coffin to complete the challenge. This challenge will be completed for the entire party as long as one player completes it.
Convocation of Decay/Strategy

## Sewers Event

There is a simple trick to both open the Grimoire Door and push the minimal amount of Bricks, without walking upstairs to check the symbols:

* While walking past the upstairs door check it for the first correct symbol.
* First push the **correct** button (#1), which opens the **first** door.
* Push **either** of the other buttons (#2) and check the hero voice cues and the bottom doors:
	+ If it was the **wrong** button (#2), keep pressing it until the **Grimoire** door opens. Then:
		- Push the **third** button (#3) to open the **second** door.
		- Push the **second** button (#2) (the one which was wrong first) to open the **third** door.
	+ If it was the **correct** button (#2), the **second** door is opened. Keep pressing it again until the **Grimoire** door opens, as it is now the wrong button. Then:
		- Push the **third** button (#3) to open the **third** door.

So in short, push the correct button, spam any second button you press until the Grimoire can be reached, then push the third button and if progress is not yet possible, press the second button again.

## Finale

During the finale, try to keep the group close together and constantly moving around the edge of the plateau. This will help with avoiding the gas from Globadiers and can generally help to keep track of Specials. Never enter the poisonous pool, and if you get overwhelmed do not be afraid to jump of the plateau to escape the heat. The progress bar of the ritual will keep decreasing as long as a single Hero stays on the plateau. Even when all heroes jump off, the refill speed is very slow. Most damage will be taken through simple Infantry climbing up behind you and stabbing you in the back, so watch your team's back and keep your attention on the surroundings. Lastly, Specials can quickly turn the tide of battle. Again, do not be afraid to jump off the plateau to kill a Globadier or a Ratling Gunner pinning down your teammates, or follow a Packmaster that has captured a teammate.

### Note

Due to how threat levels work in *Vermintide 2*, it is possible to have so many Enemies still in the Mission that no enemies spawn during the final event. This can occur when De-Aggroing many enemies just before the finale, by Speedrunning for example. This makes the final event trivial as the players simply have to wait.
Bardin's Crossbow

## Description

*"'Cunning Elf-Slayer'. Something of a misomer, as a cunning warrior's prey often dies without knowledge of their slayer, and most dwarfs long to see the light fade from an elf's eyes in the moment of death. He knows what he did"* - Elgimarazok (Illusion flavour text)

## Notes

You gain 10% increased critical hit chance while using an aimed shot (e.g. holding RMB or left trigger).
Festering Ground/Okri's Challenges

## BLESSED BY THE FATHER

**Legend: Have one player get "bathed" by all Nurgle buboes in the end event of Festering Ground**

Other players should be prepared to heal the sacrificial player, as the bile from the buboes can deal significant damage. However, only one tick of damage needs to be taken from each for the challenge to count. Teammates should also support the sacrifice by keeping mobs and other enemies away from them. A few of the buboes are in awkward locations to actually get hit by the bile when they pop, so playing the level a few times to learn where to stand to ensure the bile makes contact might help. Most important though, is communication. The same player needs to be bathed by all of them, so ensure none of the teammates run off and pop buboes on their own without the sacrifice nearby and ready to be bathed.
Dark Omens

## Synopsis

The Heroes travel to investigate the nearby crash site of a meteor. When nearing the impact site, they come across a campsite that they do not recognize as Skaven. Right afterwards they meet with the ones responsible for the encampment: The Beastmen. The heroes see the destruction the meteor has caused while they have to make their way towards the crater. Inside the crater they find out that the Beastmen have made the meteor their herdstone and have to use Olesya's powers to remove it from the location.

## Event

After the encampment, the heroes find a Rat Ogre corpse downriver with a Crude Weapon stuck in it. When they examine the sword, they get ambushed by the Beastmen and have to fend them off until a group of Bestigors break through a make-do wall, allowing the heroes to continue.

## Finale

When the heroes reach the herdstone, they have to kill multiple Standard Bearers whilst fending off a massive Horde, often accompanied by a Minotaur. When the herdstone is finally removed, Olesya creates a Bridge of Shadows where the herdstone used to be.

## Post-mission

After completing the mission, Olesya moves from the Bridge of Shadows to the Arcanum, which is on the roof to the rear of Taal's Horn Keep. There's a shortcut to it in the Main Hall next to the Hero Selection. Completing the mission also allows the player to participate in Weaves, which can be accessed from the Arcanum.

## Locations

* **Barony of Maisberg:**
* **Encampment:**
* **Old Muntz Mine:**
* **Drakkenbach Creek:**
* **Forlorn Pass:**
* **Eastern Maisberg Mine:**
* **von Ahlsee Estates:**
* **Rhya's old Pilgrimage:**
* **Eastern Tunnel:**
* **Untermais Ruins:**
* **Burning Forest:**
* **Hillside Climb:**
* **Meteor Impact Site:**
* **Beastmen Ritual Site:**

## Objectives

1. Find the Impact Site
2. Survive the Ambush! / Go Through the Mines
3. Search for the Impact Site
4. Cross the Chasm
5. Find a Way into the Crater
6. Follow the Beast-Path
7. Reach the Herdstone
8. Disrupt the Ritual
9. Destroy the Banners
10. Return to the Keep
Deathrattler

**Deathrattler** is the assisting Boss to the final boss Rasknitt of the Skittergate mission. He is a Stormfiend, but instead of flamethrowers he has dual Ratling guns bound to his arms. He also wears green rags around this body instead of brown ones. Rasknitt uses Deathrattler as a pet, riding his back to protect himself from the Heroes. While on his back, Rasknitt uses a magic shield to protect himself from any damage. During the fight, Rasknitt periodically dismounts Deathrattler and they become two separate bosses. However, Rasknitt can switch back to riding Deathrattler once more. Once killed, Rasknitt dismounts Deathrattler a final time.

## Attacks

Deathrattler's attacks are very similar to that of the Stormfiend, except that he has Ratling guns instead of flamethrowers.

### Sweep

Deathrattler uses either one of his arms to sweep at the Hero in front of him. Knocks players back and damaged them, but the damage can be negated by blocking.

### Charge

Deathrattler lets out a growl and charges at a Hero with his armoured head, knocking them back and damaging them. Damage can be negated by blocking.

### Ratling guns

Using either of his Ratling guns, Deathrattler aims at one of the heroes and releases a volley of bullets. Players getting hit receive damage and are pushed back, similar to Ratling Gunner fire.

## Strategy

* When Rasknit dismounts, keep focusing Deathrattler with three partymembers while the last partymember keeps Rasknit occupied. Deathrattler's volley fire is much more deadly than most of Rasknit's magic.
* Deathrattler has two weak points. The first is his head, which is armoured, the second is the rat-like creature on his back which is not. Target its brain - the hanging guy on the back - for massive damage.
* When a player hits the weak spot on his back, he often attracts the attention of Deathrattler . Be prepared to dodge or block after you got a few hits in.
* Try to keep Deathrattler stationary. This means: stay close to it and circle it to kill it as quickly as possible.
* Keep in mind that, unlike Stormfiends, Deathrattler can hit you from far away and anywhere in the arena.
* His volley fire can be completely blocked by shields, otherwise use the three pillars in the arena for cover.
Axe

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Axe** may refer to:

* Bardin's Axe
* Bardin's Axe and Shield
* Bardin's Dual Axes
* Bardin's Great Axe
* Bardin's Throwing Axes
* Saltzpyre's Axe
* Saltzpyre's Axe and Falchion
* Kerillian's Elven Axe
Hammer

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Hammer** may refer to:

* Kruber's Great Hammer
* Bardin's Great Hammer
* Bardin's Hammer
* Bardin's Hammer and Shield
* Bardin's Dual Hammers
* Bardin's Cog Hammer
* Saltspyre's Skull-Splitter Hammer
* Saltspyre's Paired Skull-Splitters
* Saltspyre's Skull-Splitter and Shield
* Saltspyre's Skull-Splitter and Blessed Tome
* Saltspyre's Holy Great Hammer
Community Links

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* Squirrel Squad
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	+ The largest German-speaking community, 700+ users
* Ranked Weaves
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* Vermintide Modded Community
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* Vermintide Modders
	+ "It's the definitive place to find helpful modding resources, advice, and the latest modding-related news."

* The Red Moon Inn
	+ "The Red Moon Inn is where players of all skill levels can play together and exchange tips & tricks. We don't take ourselves too seriously so come and enjoy the ride!"

#### Notable youtube channels

* J\_sat
* Novality

#### Notable streamers

* NewType
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* Royale w/ Cheese
* GuzThe
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* 2Dollars\_49
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Engines of War/Books

## Quick Reference

* **Tome 1**: Forester's Cave - jump on lit torch before exit, climb rocks to right
* **Grim 1**: Warden's Lookout - in the stone tower before the hollow log
* **Tome 2**: Destroy the Doomwheels and escape, then keep to the left when entering forest
* **Grim 2**: Grunewald Lodge Ruins - Keep right until the jumping puzzle
* **Tome 3**: Grunewald Lodge Courtyard - Top of stairs at the end, turn around for the jumping puzzle

## Tome 1

Just before the dropdown as you exit Forester's Cave, jump on top of the lit torch to the right.

Keep turning right and climbing the rocks, where you will find the first Tome.

## Grimoire 1

Before the hollow logs leading to the Skaven Encampment, you'll see a stone tower on your right. In front of it is a fallen down tree.

Jump onto the fallen tree, then onto the tree stump next to it and finally the flagpole with the red banner. From here you can jump on a earthen ledge next to the stone wall on the left.

Follow the path into the tower and up the stairs outside again. When coming up to the battlements, walk around the tower up another flight of stairs to your left. The first Grimoire is inside a crate at the top.

## Tome 2

After destroying the Doomwheels and escaping through the gate, you'll enter a forest. Take the first left.

Follow the path to the second Tome at the end behind some corpses.

## Grimoire 2

Just as you enter Grunewald Lodge Ruins, take the right-hand corridor (straight ahead in the screenshot).

Go up the stairs, take a 180-degree-right turn through an opening in the wall, drop down, walk past the campfire, and jump onto the tree root growing into a window.

Jump on the tree branch in front of you, and keep jumping forward to the rock ledge, and again to an earthen ledge.

Find the second Grimoire in a crate at the end of the second ledge.

## Tome 3

In the Grunewald Lodge Courtyard, make your way up the stairs. Just before leaving the courtyard, turn back. You'll see some branches of a tree pointing your way, jump onto them.

From the tree branches, jump onto the stone pillar in front of you, then onto the stone ledge on the other side of the path.

Walk along the gallery with statues. Third Tome rests at the far side behind some bushes and against the wall.
Bardin's Axe and Shield

## Description

*"A pairing of axe and shield, unremarkable save for the fact that the craftsmanship is as humble as it is impeccable."*

- In-game description, Kazak Makaz

## Advantages

* As with all weapon and shield setups, this weapon can generate large amounts of temporary health with its Shield Push and Shield Bash moves, when used with talents that generate temporary health when you stagger enemies.
* This weapon has effective moves in most situations: high damage, high stagger attacks that are effective vs. armoured elites and monsters, as well as Shield Push and Shield Bash moves to stagger hordes.
* As with all weapon/shield combinations, you can block more attacks than normal weapons. This includes the Rat Ogre's ground slams, and ranged attacks such as the Ratling Gunner's and Deathrattler's bullets.

## Disadvantages

* Moderate movement slowdown while attacking, large slowdown while blocking, low dodge count and no dodge distance bonus combine for low overall mobility.
* With only one cleaving attack in its moveset, this weapon struggles in situations that require killing infantry units quickly.

## Attacks

Light attacks:

1. Right to left swing
2. Left to right swing
3. Overhead

Heavy attacks:

1. Shield bash
2. Left to right sweep
3. Overhead

Push attacks:

1. Lower right to upper left swing

## Weapon Attributes

High Damage, Armour Piercing, Powerful Blocks
Kruber's Great Hammer

## Description

*"More suitable perhaps for siting fence posts than defending the Empire, this warhammer can still serve a training tool for those new to the warrior's art."*

- In-game description, Recruit's Warhammer

## Advantages

* The Two-Handed Hammer has simple attack patterns that are easy to learn: Light Attacks have good damage and stagger values against single targets, even heavily armored ones, while Heavy Attacks are wide sweeps that can cleave through multiple enemies.
* This weapon's Heavy Attack can cleave through armored enemies. This means that when dealing with a horde, a stray Stormvermin in the middle of a horde will not interrupt your attacks.

## Disadvantages

* The Two-Handed Hammer's anti-horde attack is slow, leaving room for enemies to get hits in against you in between attacks. You can mitigate this to some degree with good movement to create space between you and a horde, and by mixing in Push actions if they get too close.
* This weapon will make you less mobile than other, lighter weapons. Compared to the Sword, for instance, the Two-Handed Hammer slows your movement more while blocking and while attacking, and your dodges will be shorter and you can chain fewer of them together. The movement slowdown while using this weapon's Light Attacks is especially severe.

## Attacks

Light attacks:

1. Overhead
2. Overhead
3. Right to left horizontal sweep

Heavy attacks:

1. Right to left horizontal sweep
2. Left to right horizontal sweep

Push attacks:

1. Right to left swing

*A video showing the attack pattern of Krubers Great Hammer*

## Weapon Attributes

Wide Sweeps, Crowd Control, Armour Piercing
Bardin's Masterwork Pistol

## Description

A masterfully crafted repeating pistol.

Primary fire - The weapon's hammer is automatically cocked before each shot by holding down the primary fire button. The process takes 1.05 seconds, after which the weapon fires one shot and resets.

Secondary fire - Bardin manually cocks the pistol's hammer increasing the weapon's rate of fire, while at the same time decreasing its accuracy. While holding your secondary fire button, press/hold your primary fire button to fire multiple inaccurate shots in quick succession (max 6 shots before having to reload).

## This is a **DLC-Weapon!**

It can be unlocked by purchasing the "Outcast Engineer"-DLC. After purchase, it will become available to craft in the crafting menu.
Gor

**Gor** are a type of Beastmen Infantry introduced in Winds of Magic.

## Background

Gors are the backbone of the Beastmen horde: large, strong and wielding one-handed rusty swords, axes, and flails. They can be very tough opponents in hordes among their other kin like the lowly Ungors, yet in small groups they are nothing to even a single member of the Ubersreik Five.
Necromancer Cosmetic Upgrade

The **Necromancer Cosmetic Upgrade** was released alongside its Premium Career, the Necromancer on 19 October 2023.

## Content

All the cosmetics in the Necromancer - Cosmetic Upgrade are rewarded on purchase.

* 2 additional character skins (plus one additional color variation of one of them)
* 3 additional hats
* 5 additional Soulstealer Staff illusions
* 5 additional Ensorcelled Reaper illusions
* 1 additional portrait frame
* 6 exclusive Keep paintings

* 225 Shillings also included with your purchase.
Marauders

**Marauders** are a group of Chaos Enemies in *Vermintide 2*.

## Background

Barbaric tribesmen from the frozen north, Marauders are natural-born fighters, tempered by a life of hardship, who despise the soft-bellied Empire and its notions of laws and discipline. Theirs is an existence where only the strong survive, where worth is proved upon the field of battle, not by cowering behind walls of stone and steel.

Marauders come to the fight in a storm of axes, sword and clubs, praises to the Dark Gods howling from their lips. Such a sight is born from the darkest of legends, an assault fit to chill the heart of even the bravest soul and sweep away the strongest defence.

On the battlefield, you will encounter Marauders with various skillsets and specialisations. Veterans of the battlefield, our heroes have developed their own slang to refer to each Marauder variant to aid in quick identification and warning. What the Rotbloods call one another, we can only guess.

## Types of Marauders

### Infantry

Raider
Raiders carry a hand weapon, often a rusty sword.

*"A mass of rippling muscles, the Raider is a determined huntsman; while he draws breath, he pursues the quarry with unflagging determination. Engage with care, and be ready to fight to the death, for there can be no escape."*

Bulwark
Bulwarks carry a hand weapon and a shield.

*"If you thought encountering a Raider was challenging enough, wait until you clash blades with his brother-in-damnation, the Bulwark. Adept at blocking attacks and capable of staggering you with a weighty shove, a Bulwark requires tactics to defeat. Only once past his shield can you land a telling blow, so sidestep with care and strike with surety."*

### Elites

Savage
Savages carry dual hand weapons (usually axes). They attack with a long string of blows.

*"The most fanatical and ferocious of the Rotblood tribe, the Savage enters battle with an axe grasped tight in each hand, throwing himself at the enemy in all-consuming frenzy. A level-headed defence and precisely-timed counter-attacks are key to surviving his assault."*

Mauler
Maulers carry a large two-handed axe. They have a slow but powerful attack.

*"The Mauler has earned his name on countless battlefields, employing a combination of raw might and a massive greataxe to shatter enemy armour and bones. Stay light on your feet, and be ready to dodge. If he lands a blow, you’ll find yourself in the dirt with a broken bone or two to boot."*
Gutter Runner

The **Gutter Runner** is a type of Skaven Special in *Vermintide 2*.

Also known as "Assassin Rats", Gutter Runners wield two Warpstone-enhanced fighting claws and extreme agility to jump its prey and pounce it to death once it's disabled. As maneuverability and stealth is their forte, they don't wear armour but dark clothing, including a cloak.

## Background

Gutter Runners are masters of stealth, soft-footed agents of Clan Eshin who wear the shadows as a cloak. They seldom attack head on, preferring to catch a foe unaware, or else while bogged-down in combat with Clanrats or Slaves. When the Gutter Runner judges the time to strike has come, it leaps, bearing the foe to the ground, slicing and tearing at the prone victim with warpstone-edged claws.

Yet for all its cunning and ferocity, the Gutter Runner is no less a coward than others of its kind. Should it be caught in the moment of attack, or sighted out of its hiding place, it vanishes in a cloud of smoke, nimbly skirting the confused attacker as it returns to the shadows. From there, the Gutter Runner sharpens its blades and plots its assault anew, just waiting for opportunity to arise.

## Strategy

* Whenever a Gutter Runner is spotted, tag the Runner as soon as possible, so party members are able to track its movements. This is especially important during Hordes or when your party prepares to engage a Patrol.
* Keep in mind that the Gutter Runners are the most mobile of any Enemy in the game, as even without leaping they can cover impressive amounts of distances in just a short time and roll around to avoid hits.
* Unlike their Moulder brethren, the Gutter Runners of Clan Eshin are completely immobile once they've successfully pounced their foe. Take this opportunity to either Push the Runner off your ally, or kill it and avoid letting it escape.
* Gutter Runners play an animation before they actually start to leap. If the Runner is getting ready to jump, it crouches down on all four limbs and is relatively slow. Use this moment to quickly take them out, before they even have a chance to leap.
* If a Gutter Runner is pushed off a victim or has trouble reaching the Heroes, it often employs a smoke bomb to instantly disappear and reappear somewhere else on the map. Listen carefully to relocate him.
* Gutter Runners can slide walls while leaping and also leap downwards if they stand on ledges.
* Players are able to dodge a leap if they time it so they dodge the instance before or just after the Runner leaps.
* It is possible to both push and Attack the Runner mid-leap, though this tactic is risky as the player might be caught if he or she misses.
Dwarfen Lodestone

The **Dwarfen Lodestone** was found by Olesya and is the reason the Heroes revisit Ubersreik in the DLC Back to Ubersreik.

## Background

Fancy dwarfen widget that shows the way to something in Ubersreik. Well, three somethings, as it happens. Don't ask me how it works, but Olesya was muttering darkly about having an idea. Now, I've seen a few of Olesya's ideas up close, so if you want to leave for a couple of days, now's probably the time.

## Usage

Each slot on the Lodestone corresponds to one of the Missions in the DLC and a Rune players have to find in this mission to transcribe to the Lodestone. Once all runes are found, the Lodestone can be activated to start a fourth, hidden mission: Fortunes of War.

For a guide on how to obtain each rune, check the Rune Guide.

## Notes

* The Lodestone can be inspected in Taal's Horn Keep: it's on a slab of stone close to the Bridge of Shadows.
* The shape and texture of the stone is also used in the mission selection menu of the DLC.
Engines of War/Strategy

## Doomwheel Event

This event can be one of the most frustrating events in the game, as there are a lot of elements which can turn the tide of battle fast. However, if the party sticks close to each other and moves slow but steadily, the event can be cleared without difficulty. The most important part is good communication or at least awareness: splitting might seem favorable as this will clear the event faster, but can lead to quick wipes.

* Near the central hub is a scaffold with a ammo crate and often some healing items.
* Dedicate one player to carrying the powder kegs, the others should pay most attention to Plague Monks and Specials.
* When coming up to a Doomwheel, let two players defend the entrance to the central hub, as most enemies will come from here and it will make returning easier.
* Check each area with a Doomwheel for additional loot.
* Remember that your keg can still be used several seconds after it has been lighted by enemy or friendly damage.

For doing Okri's Challenge, check the tab for tactics.

## Finale

The finale is a short holdout in a small town. First loot the whole town for items. The easiest place to defend is the building to the left of the Bell when facing the water. There is a big opening close to the bell and a doorway at the other side. When dividing the group two by two each side should be able to hold it's own. The sniper of the team should be stationed at the big opening, as this allows him to spot and snipe most specials from far away. Listen for a change of music and watch the objective at the top of your screen to see when it is time to escape instead of letting a member walk to the docks to check.