Group Make-up
MT- needs 9k warrior or 8k knight, at least.
Cleric- Needs good gear, FT, mana, hp.
Slower- Needs to beable to slow, and good gear.
CC- either slower or another CC, bard or ench, good gear, ft, mana, hp.
Puller- Needs to beable to pull, either enchanter or monk or bard, could be same as CCer.
The rest of the slots are whatever.
Vxed, the Crumbling Caverns

The blurry orange thing says "camp" camp here for the first 70 mobs.
Stay at the zone in for 70 mobs, count them. After that, head to the area labeled "camps". By the time you get there and have cleared that area, Flag guy should have spawned. talk to him for flag. The camp can either be charge dor pulled by a monk, if you charge it, charge the south then the north.
Nameds you NEED a warrior with defensive for. Use SL for them. Nameds can be avoided if you dont have a warrior. Nameds can spawn in 'camps' area, so if you dont want them, make the 'camps' area the last mobs you kill before you win.
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Tipt, the Treacherous Crags is a instanced zone in Taelosia (GoD). It, along with Vxed and either the Smith Rondo event or the 4 High Priest trials will flag you for entrance to Kod`Taz.
Misc:
-For the purpose of this guide, I will assume you are not charming, as I don't have that much experience with it.
-Most mobs hit for a maximum of 1200 and have fairly low HP and AC.
-See invis Mobs: a Hynid Ravager; dogs (something-or-other bonecollectors), and most anything in the 'C' and 'E' areas.
Ideal Group Make-Up
Warrior- I would suggest at least 9k hp buffed *by group members only* as it is fairly likely the warrior will die at some point before the boss mob.
Cleric- Main healer, needs decent FT and mana, also needs decent hp.
Secondary Healer- Either a druid or cleric, decent hp, mana and FT.
Crowd Control- Either a bard or enchanter, but preferably enchanter. Would also be slower unless 6th spot is a shaman. Must have good HP, mana, and FT.
Puller- Monk, must have good HP, preferably able to be RT.
Last Spot- Anything really, preferably dps. Necros are VERY useful (if you wipe, they can FD and rez cleric).
Tipt, the Treacherous Crags:

A- This room is the first even. Stop your group before the room, then send in 3 (2 may work, 1 does not) people invis until the crag babies spawn. Pull the crag babies out 1 at a time until they are all dead. When they are all dead, the mother spawns. The mother hits for roughly 2k hp, but is fairly easy (she ramps to), and doesn't have very many hp. She drops nice augs, for any slot. I have seen 30hp/end, 30hp/mana, aura of battle, and balanceII (ft2/regen2). It is useful to note that once you kill the cragbeast mother, this room is entirely safe.
(blue-green)B-This is the crypt. Stop your group outside this room, have the monk pull the undead mobs, and kill them. there are 8. When you kill 1 of the undead, another will spawn right where the first died, so effectly you kill each mob twice. After you kill all the mobs, a non kos NPC spawns in the middle and tells you that you need a key. This room is entirely safe after you have killed the 8 undead.
C- This area has mobs that see invis, almost all of them. The key drops here. (it is no rent)
D- The Riddler is here. The Riddler gives you a riddler, and when you are ready he will drop many bags on the ground. Pick them all up, and answer the riddle by handing the correct item in (items are like rose, glove, candle...things like that). I am not sure what happens if you answer correctly. Either a mob spawns on you right then and there, or mobs spawn (or do not despawn?) in the next room. The riddles are fairly easy. The room right after the Riddler's gate is entirely safe, if you answer the riddle correctly ( i have never answered it wrong, so i do not know if you answer wrong. Probably mobs spawn there, and then it is safe when it is cleared).
E- This is the boss mob's room. He hits for 2300, and rampages. You need someone, probably the monk or 6th slot, to RT. You CANNOT use complete heal on this mob, you NEED to use supernal light on the MT. Also, I have noticed that clerics without spell haste have a very hard time keeping the MT alive on this mob. Partially slowable. This mob also has very nice loot, including:
http://lucy.allakhazam.com/item.html?id=68606
F- This is the gate the key is for.
Yellow B- I am teh n00b and labelled this wrong. This is flag guy and zone out
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I wrote this for the more l33t people in my guild, i realize that most of our wars and clerics and druids and chanters and such have adequete gear and stuff. I wanted the less l33t people to understand it to, thus its written like you're n00ber. I hope not many of the less l33t people read these boards ;p