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Crucible of Eternity (explorable)

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Even in victory there is danger inside the Crucible. The foulness at the heart of the structure is reaching critical mass, and the adventurers must go in to stop it. More importantly, they need to escape from the collapsing complex without losing their lives!

— In-game description

Contents

[edit] Dungeon Information

[edit] Objectives

All paths
  • Event boss (map icon).png
    Speak with Agent Spire.
    • Talk to Agent Spire when ready.
  • Event boss (map icon).png
    Escort Agent Spire to the control panel.
    • Escort Agent Spire to the mainframe.
    • Protect Agent Spire.
    • Event bar.jpg
      Event shield (map icon).png
    • Talk with Agent Spire about a new escape plan.
Submarine
  • Event boss (map icon).png
    Escape the Inquest facility.
    • Navigate the facility.
    • Investigate the experiment reserve.
    • Find the exit.
    • Subject Alpha
    • Event bar.jpg
      Event boss (map icon).png
    • Navigate the facility.
    • Navigate the facility.
    • Shut down the laser defense system.
    • Use the security stations to disable the defenses.
    • Shut down the advanced golem.
    • Mark T-B34RC3
    • Event bar.jpg
      Event boss (map icon).png
    • Disable the alarm.
    • Security layers bypassed: : x/5[sic]
    • Deal with the remaining Inquest forces.
    • Defeat Subject Alpha.
    • Subject Alpha
    • Event bar.jpg
      Event boss (map icon).png
    • Kill the dragon minion.
    • Bjarl the Rampager
    • Event bar.jpg
      Event boss (map icon).png
    • Kill Subject Alpha
    • Subject Alpha
    • Event bar.jpg
      Event boss (map icon).png
  • Event boss (map icon).png
    Use the submarine to escape the facility.
Experimental teleporter
  • Event boss (map icon).png
    Escape the Inquest facility.
    • Navigate the facility.
    • Investigate the experiment reserve.
    • Find the exit.
    • Subject Alpha
    • Event bar.jpg
      Event boss (map icon).png
    • Shut down the laser defense system.
    • Use the security stations to disable the defenses.
    • Navigate the facility.
    • Shut down the advanced golem.
    • Mark T-B34RC3
    • Event bar.jpg
      Event boss (map icon).png
    • Navigate the facility.
    • Defeat the Evolved Husk.
    • Evolved Husk
    • Event bar.jpg
      Event boss (map icon).png
    • Terminate Subject Alpha before escaping.
    • Subject Alpha
    • Event bar.jpg
      Event boss (map icon).png
  • Event boss (map icon).png
    Use the teleporter to escape the facility.
Front door
  • Event boss (map icon).png
    Escape the Inquest facility.
    • Navigate the facility.
    • Investigate the experiment reserve.
    • Find the exit.
    • Subject Alpha
    • Event bar.jpg
      Event boss (map icon).png
    • Navigate the facility.
    • Shut down the laser defense system.
    • Use the security stations to disable the defenses.
    • Coordination window 3 seconds.
    • Navigate the facility.
    • Shut down the advanced golem.
    • Mark T-B34RC3
    • Event bar.jpg
      Event boss (map icon).png
    • Defend the cannon while it charges.
    • Door-busting Laser Cannon
    • Event bar.jpg
      Event shield (map icon).png
    • Cannon charge: xx percent
    • Navigate the facility.
    • Kill Subject Alpha
    • Subject Alpha
    • Event bar.jpg
      Event boss (map icon).png
    • Navigate the facility.
    • Defeat the laboratory specimen.
    • Inquest Specimen
    • Event bar.jpg
      Event boss (map icon).png
    • Shield Strength
    • Event bar.jpg
    • Head to the facility's entrance.
    • Get to the facility's front door.
  • Event boss (map icon).png
    Use the front door to escape the facility.

[edit] Rewards

  • 70% experience towards the next character level
  • 26 Silver coin
  • Bonus Gold (first time each day per account)
    • Escape Using the Submarine: Gold coin
    • Escape using the Experimental Teleporter: Gold coin
    • Escape through the Front Door: Gold coin
  • Knowledge Crystals Knowledge Crystals are rewarded for each time a path is completed.
    • 60 Knowledge Crystals Knowledge Crystals are rewarded the first time a path is completed per day.
    • Further Knowledge Crystals Knowledge Crystals will be rewarded with diminishing returns for subsequent paths completed per day.

[edit] Unique Loot

[edit] Walkthrough

[edit] General Information

Preparation

Mobility and communication are the keys to survival in this dungeon. Crucible of Eternity is not forgiving to those who are used to standing around. The core of this dungeon tests the player's ability to utilize the dodge's invincibility frames in order to survive as well as teamwork and reflex. Evasion skills must be properly timed, and each path has at least one phase that requires multiple party members to perform simultaneous actions.

Dynamic Event

The dungeon cannot be accessed until the chain of required dynamic events have been completed. Players must assist the pact forces to assault the Infinity Coil in order to enter the dungeon. Players must take over four points of the Crucible before the commander will appear near the dungeon entrance. The battle with the commander takes place on a series of platforms connected by transparent bridges. The commander frequently teleports between platforms. If aggro is not established after he teleports, he will reset and gain back all of his health. The commander can knock players down to the waters below. While this attack is not dangerous, it is annoying and can prolong the battle. It is recommended to have players on different platforms to ensure that the party keeps aggro. Once the commander is defeated, the dungeon is accessible.

Gear

It is recommended to bring a set of melee and ranged weapons in this dungeon. It is possible to complete this dungeon with only melee characters for increased damage output; however, this can make certain paths very difficult.

Skills

Skills that allow a player to evade are very useful, skills that can teleport the player are immensely useful for dealing with Alpha's crystal prison attack (and getting past the lasers), and as well are skills that increase endurance regeneration.

Fighting Subject Alpha

In each path, you will fight Subject Alpha multiple times. Subject Alpha uses several devastating AoE attacks that can easily down a player in one hit. There is approximately a 3 second between the appearance of an AoE indicator and the spell taking effect. You must dodge toward the end of this 3-second window to be safe. There are subtle differences in the skills used by Alpha in the three paths; however, the proper timing of evasion is essential in every case. In addition Subject Alpha can be stunned by killing the Alpha Essences, when stunned he does nothing; this can be chained continuously if his Essences are consistently taken out when they appear.

[edit] The Path to the Control Chamber

You will meet up with Agent Spire to help her shut down the Crucible of Eternity once and for all. Escort her through the passage way so she can reach the controls and shut down the building. There will be a few ice elementals and icebrood wolves standing guard. The elementals will have an attack that has two lines of ice forming in a V formation in front of them, anybody caught in it will take massive damage. The wolves can summon more wolves and knock down and attack the players knocked down. It is recommended to have a stun breaker or another player to CC the wolf to prevent further damage. There is a champion icebrood wolf near the end of the passage way with two silver wolves, it is possible to simply run past the champion if the group does not wish to fight. Try to get as far from the hallway as possible after entering the console room; if players are too close to Spire, she may stop and try to fight the wolf instead of running past it. If she does die in range of the wolves, try to pull the wolves away while the rest of the party resses.

Once Agent Spire reached the controls, an ominous announcement will be broadcasted announcing Subject Alpha has escaped. Spire will then accidentally activate the Crucible's defense system which locks the group in. The players must then make a choice between three options trying to escape from the facility.

[edit] Path 1: Escape Using the Submarine

The First Encounter

Head south of the control room, you will immediately face Subject Alpha fighting a group of Inquest, Alpha will quickly turn the inquest into thralls and attack the group. Alpha has three main attacks in this stage, first he will cast multiple dragon's tooth which will be marked by a red AoE circle on the group. Simply walk out of these. His second attack is a series of rock spikes shooting in a cone shape in front of him dealing damage. Alpha's third ability is an AoE flame blast that will deal a minor amount of damage but applies a burn condition to anybody hit.

The simplest way to deal with Alpha is for the entire group to stack in melee range and burst Alpha down. The flame blast deals marginal damage and Alpha does not cast Dragon's Tooth on targets in melee range, while the rock spikes miss, so it is very easy to simply sit and DPS before everyone burns to death.

Progress to the next room that has golems. They are not really difficult but squishies can die easily to some of them.

Lasers room

To pass through the lasers you need 3 people to make it to the end. It is recommended you take off your armor so you don't have to repair if you mess up. There are 2 sets of vertical lasers and a long row of horizontal ones that you have to jump over (these ones never move). The vertical ones stop for long enough for you to get in between the two sets then they go all the way to the other end. Once you get the hang of the speed they go at it really isn't difficult. Once you get 3 people to the other side, synchronize pressing the buttons (5 second window) and it will allow you to progress. Using teleportation skills (such as the thief skill Shadowstep or necromancer's Necrotic Traversal) can help get a head start on the vertical lasers - similarly, if a mesmer has Portal Entre and can make it to the other side, the other two team members can pass through with ease. Note that there are 2 panels on the side you start on that also need to be sync pressed, so you need your full team to progress. The two panels on the other side close to each other can be activated simultaneously by one player. This can be helpful when only two of the five players can get across safely.

Mark T-B34RC3

This Golem is in the next room. He has 4 turrets, Retaliation, Cleansing, Regeneration, and Protection. You can choose to kill them to make him weaker (they respawn every so often) or just focus him. He shoots AoE stun (much like Static Field and also shoots out purple projectiles that knock down and can down someone (though they are easy to dodge). He also "Stuns and Burns." The easiest way to deal with the golem is to have a mesmer or guardian stack anti-projectile skills on him; all of his moves, including the laser, can be reflected back to the golem for high damage, except for the whirling attack. Additionally, due to a bug, all his skills *including* the whirling attack can be interrupted with Banish (Guardian Hammer 4) and possibly other Launch skills at any time, regardless of Defiant stacks.

Exploding Golems

You move on to a big room with a control panel in the middle. Inside the room continuously spawning golems will approach players, plant themselves on the ground, and begin to self-destruct (indicated by a red AOE circle). Players have a few seconds to kill the golems even after the AOE circle has formed. In the center of the room is a panel which must be successfully activated 5 times to continue the path. Players who use the panel will be unable to move or use skills for approximately 10-15 seconds. More than one player can use the panel simultaneously, but at least 1 player must defend the activators to prevent golems from self-destructing near the panel and disrupting the activation process. After each successful activation, 3 elite golems will spawn in the room (per successful activation).

The fastest strategy is 1-4 followed by 4-1. The first time in the room, 1 player uses the panel while the other 4 players protect them. When the 3 elite golems spawn, players can kill them in the room or draw the 3 elites out of the room to fight them on the stairs. Once the 3 elites have died, players re-enter the room and have 4 people simultaneously activate the panel while only 1 player protects them. This strategy minimizes the total number of elite golems that spawn to 3, since the event is completed as soon as the 4 console-users complete the activation. Note that the bomb golems have very low health, so AOE size and frequency is more helpful than raw DPS; weapons like the guardian's staff and greatsword are particularly helpful here. After the fifth activation is completed, a chest will spawn and players can continue to the next room.

Surviving Inquest

In the following room, there is a group of dragon minions surrounding Inquest protected by a forcefield. You will get the option to either save the Inquest members, or to explode the shield killing both Inquest and the dragon minions.

If you chose to save the Inquest, you can pull some of the dragon minions out to where the chest is and kill them in smaller groups. Subject Alpha comes back in this room after all hostiles are killed regardless of your choice. He still spawns the Risen (the Inquest becoming Risen if you killed them), and utilizes the attacks of the first encounter as well. He now can entomb you in a Prison Crystal as well, which deactivates all animation-causing skills (shouts and other instant skills can still be used) - to get out of this bring something like Judge's Intervention or Arcane Blast. He also summons Undead Tendrils around. He will disappear at 25% health this time. By saving the inquest, you get the option to manually explode the shield to damage Alpha. Doing this will automatically take down 50% of his health, meaning you only need to deal 25% to proceed to the next phase.

Bjarl the Rampager

Bjarl uses Scales of Jormag, a buff that significantly minimizes the damage he receives from attacks. His attacks include various greatsword slashes, summoning Ice Spikes, and the warrior skill Rush. To remove the Scales of Jormag, players should stand adjacent to any of the electrical pillars around around the room, and draw Bjarl into 'rushing' into it. Once the Scales of Jormag are removed, players can apply full damage to the boss until the Scales of Jormag are reapplied (~15 seconds). Occasionally he will summon ice spikes near the pillars, at which point players should back away or move to another pillar due to the amount of damage the spikes inflict. Also note that this boss does not have the normal Defiant effect, so CC-chaining is particularly effective. Once he is defeated, a chest will spawn in the center of the room.

Subject Alpha

Subject Alpha is the final boss. He does all of the same things as he previously did, except more frequently now (with the exception of spawning Risen, which are less frequent). He has a lot of life and occasionally spits out parts of him called Alpha's Essence, that will run back to him quickly and heal him. It is possible to target them and kill them before they go back to minimize the amount they heal. It is very important to make sure your stun breaking skill is always up. Frequently you can get entombed within 20 seconds of getting out. He is moderately difficult but with teamwork and efficient use of stun breaking it goes smoothly.

He can be bugged by hiding behind the boxes immediately to the left of the entrance and attacking him with 1200 range attacks. Stand right in the little crevice formed by boxes.

[edit] Path 2: Escape using the Experimental Teleporter

Like the path from Option 1, you will encounter Subject Alpha in the room after choosing the path. However, one of his attacks, the line of earth spikes, is replaced with a large AoE ice and earth spike attack. Similar to Option 1 path, simply walk out when he uses the Dragon's Tooth attack, and dodge when using the alternative attack as it deals higher damage. Other than this, the fight is exactly the same. This fight, and all subsequent encounters, is easily handled simply by stacking on Alpha and attacking melee. Alpha will not cast Dragon's Tooth when players are in melee, meaning that the only attack that poses any threat to the party are the ice and earth spikes, which will all detonate at once and can easily be dodged with basic timing.

Similarly, you will encounter the lasers room and Mark T-B34RC3, which is completely the same as Option 1.

Towards Green Lab

After the fight with Mark T-B34RC3, you will head towards the center of the Crucible of Eternity, and head up stairs. There will be multiple Risen here, including a Champion Risen Abomination. This champion acts like most Abominations, though hits harder. It is best to keep a distance from him as the more times he hits something, the more frenzy builds up making him attack and move even faster. This boss is optional and can be skipped.

After the stairs, you will encounter Subject Alpha again in a room with a bunch of crates. He will have all the attacks of the first encounter, plus the same additions as Option 1's second encounter - spawning regular mob risen, Undead Tendrils, and Prison Crystals. He'll disappear at 25% health.

Experimental Green Lab

After the second encounter with Subject Alpha, there will be various Nightmare Court husks and Nightmare Hounds. Fighting these are fairly straightforward, and the biggest obstacle is their knockdown. They will also be surrounded by Volatile Blossoms which spread poison.

Once within the Experimental Green Lab, you will fight a champion Evolved Husk. This creature is purely stationary, however has a very high health. It will use a PBAoE bramble like attack in melee, so it is advised to purely use ranged attacks. It will also spawn various vine objects that bleed when touched - these can be destroyed, but will respawn in time. During the fight there will be various gun environmental weapons around the room, and various exploding golemites. Use the guns to control the golemites towards the Evolved Husk to do strong damage. However, the golems cannot be subverted once they have aggroed onto a party member; getting too close to a golem even while it is being subverted can make it aggro and break the subversion effect. As such, the easiest way to handle this boss simply to have one player take a gun and run in a circle subverting golems, while the rest of the group waits at the entrance and avoids aggroing anything. Players can still tag the boss with a ranged weapon while waiting to get credit for the boss kill.

Subject Alpha Returns

After the Evolved Husk, Subject Alpha will spawn in the next - and last - room. He will have all the attacks as before, with the exception of spawning Risen, and will use the Prison Crystal skill more frequently (possibly the others as well). Similar to Option 1, he will spawn mulitple Alpha's Essences across the room which will run back to him and heal him. - though this is fairly rare. Unlike the first two encounters, his health must be brought down completely to be beaten.

[edit] Path 3: Escape through the Front Door

As in path 1 and 2, you will face Subject Alpha. Alpha does not use the "Dragon's Teeth" ability seen in other paths, but it uses the same earth, frost, and crystal prison attacks. The laser room and Mark T-B34RC3 phases are identical to Path 1.

Subject Alpha, Round 1

After choosing your dungeon path, you will fight Subject Alpha in a large room while Risen mobs constantly spawn. The fight ends when Alpha's health is at approximately 25%.

  • Subject Alpha's AoE attacks are devastating and can easily down a player in one hit. Properly timing your dodges is essential.
  • When AoE circles appear, dodge or use an evasion skill after a 1 second delay. If you are near the edge of an AoE circle, run to safety instead. This will save your endurance.
  • Quickly try to revive players downed by AoE attacks. The next volley will usually finish them.
  • Stack on Subject Alpha and unload everything you have.
Lasers room

To pass through the lasers you need 3 people to make it to the end. It is recommended you take off your armor so you don't have to repair if you mess up. There are 2 sets of vertical lasers and a long row of horizontal ones that you have to jump over (these ones never move). The vertical ones stop for long enough for you to get in between the two sets then they go all the way to the other end. Once you get the hang of the speed they go at it really isn't difficult. Once you get 3 people to the other side, synchronize pressing the buttons (5 second window) and it will allow you to progress. Using teleportation skills (such as the thief skill Shadowstep or necromancer's Necrotic Traversal) can help get a head start on the vertical lasers - similarly, if a mesmer has Portal Entre and can make it to the other side, the other two team members can pass through with ease. Note that there are 2 panels on the side you start on that also need to be sync pressed, so you need your full team to progress. The two panels on the other side close to each other can be activated simultaneously by one player. This can be helpful when only two of the five players can get across safely.

Mark T-B34RC3

This Golem is in the next room. He has 4 turrets, Retaliation, Cleansing, Regeneration, and Protection. You can choose to kill them to make him weaker (they respawn every so often) or just focus him. He shoots AoE stun (much like Static Field and also shoots out purple projectiles that knock down and can down someone (though they are easy to dodge). He also "Stuns and Burns."

Cannon Fight

You will move into large room and be told to defend a cannon near the center of it. Small bomb golems (S-type) will spawn and run toward the cannon. Additional larger golems will spawn as the cannon's charge grows. Simply prevent the small golems from reaching the cannon while kiting the larger ones.

  • Bomb golems dig into the ground and become immobile before detonating. Attacking or running near them can cause them to dig in prematurely.
Champion Risen Abomination

After the door and golems are destroyed, a Champion Risen Abomination and two Risen Putrifiers will spawn on the stairs beyond. The Putrifiers pull players toward them, while the champion frenzies and and regenerates HP.

  • Kill the putrifiers first.
  • Do not let the Abomination hit you and build frenzy. Its frenzy can be removed similar to the removal of frenzy on normal Risen Abominations found throughout Orr.
  • The edge of the room is elevated, and there are four pillars at each corners. If you have aggro from the Abomination, run up the staircase, around a pillar, and then jump off the ledge back to the central area. The Abomination will backtrack and buy you time to escape.
The Stairs

Proceed up the ramps, you will be rushed by a large group of normal Risen Thralls and two Risen Plague Carriers. Moving up further there are three Risen Berserkers and one Risen Wraith that can be killed without much difficulty.

  • AoE works nicely here.
  • Risen plague carriers explode.
Subject Alpha, Round Two

This battle takes place in a more confined space than your first encounter with Subject Alpha. In addition to his previous attacks, Subject Alpha will imprison players in crystals and summon undead tendrils.

  • Use the same strategy as in the first fight: equip evasion skills, stack on Subject Alpha, and time dodges when AoE warnings appear.
  • Quickly kill crystals to free trapped teammates. AoE attacks work best.
  • Do not focus on tendrils unless they start to congest the map. If you are downed, quickly target a tendril with low HP and attack it. The tendrils are weak and may give you a chance to rally before Alpha finishes you.
Destroyers

After you defeat Subject Alpha, you will move through several rooms and tunnels filled with destroyers and fire traps. The first room contains a swarm of destroyer crablings. The second room contains a veteran destroyer troll and a destroyer harpy. Kill the harpy first. As you continue through the tunnel, you will encounter a Champion destroyer crab.

  • Avoid the fire traps. They deal direct damage and inflict a long-duration burning status.
  • While the champion crab can usually be skipped without consequence, running past the other destroyers is not recommended. It is possible to skip all of the destroyers, but this requires multiple speed buffs and a bit of luck. Any player defeated in the Experimental Subject fight will be forced to run a gauntlet of enemies alone.
Experimental Subject

This fight takes place in a large room with a central lava lake. The boss stands on an island in the lava and is protected by a shield. The shield prevents damage and knocks back players attempting to enter. Floating red platforms lead down to the boss. Three cannons around the perimeter of the room are trained on the boss. These cannons must be used simultaneously to bring down the boss's shield, although precise timing is not required. Simply have one player on each cannon constantly firing until the shield goes down. Once the shield is down, the easiest way to dispose of the boss is have the entire party rush in and damage him as much as possible before the shield comes back up. Ranged classes can hit from the top, but melee classes will have to jump down using the floating platforms and be prepared to run through lava to get back up once the shield starts flickering. Alternately, there is a bit of space on the boss platform between the lava and the shield, but players standing here will still be targeted by Dragon's Teeth with no room to evade. The boss does not regenerate damage, so downed players can simply respawn and run back between attacks.

Subject Alpha, Round 3

This is the final fight. Subject Alpha retains all previous abilities and uses them more aggressively. Black "essences" will periodically spawn and attempt to run to Subject Alpha. If the essences reach Alpha, the boss will heal.

  • Use the same strategy as in the first fight: equip evasion skills, stack on Subject Alpha, and time dodges when AoE warnings appear.
  • Use immobilization and AoE to destroy the essences

[edit] NPCs

[edit] Allies

[edit] Foes

[edit] Objects

[edit] Dialogue

Initial dialogue

Talking to Agent Spire:

Agent Spire: Ready to watch me push a button, or do you have any questions?
Talk ready option.png
We're ready to escort you.
Talk more option tango.png
Wait, what's happening?
Okay, I'll brief you. We head to this lab's main control panel, input a special lockdown code, and then turn around and leave. Simple. Too simple, actually.
Talk more option tango.png
If you lock this place down, how will we get out?
I'll initiate lockdown at the main panel, and then we take the nearby gate out of here. Boring, if you ask me, but we can't choose all of our assignments, can we?
Talk more option tango.png
I have a few more questions.
Talk back option tango.png
I'm sold. Let's go.
Talk end option tango.png
Good-bye.
Talk more option tango.png
I have a few more questions.
Ah, the curious type. Go ahead, but make it quick. I'd rather create answers than slog through questions, if you get my drift.
Talk more option tango.png
Who are you?
Call me Spire. Pact member, and general shooter of problems.
Talk more option tango.png
Why are you here?
Minor clean-up operation. Very minor. I'm about to lock down this whole facility once and for all. None of Kudu's experiments will ever get out of here.
Talk more option tango.png
What kind of experiments?
The kind you do when you don't have worry about morality or a body count. Once we shut this place down, Kudu's nightmare factory will be locked away forewer.
Talk more option tango.png
What did you mean by lucky fools?
I was part of an operation slated to infiltrate this site and neutralize Kudu. Weeks of planning, and someone beat us to the punch. This, right here...you're looking at envy.
Talk more option tango.png
Envious?
I trained for weeks to infiltrate and assassinate Kudu. I learned every corridor of this place, every possible threat. But someone else got to have all the fun.
Talk more option tango.png
Fun? That's...an interesting way to put it.
Infiltrating an Inquest base, sneaking past security, and then isolating and neutralizing the Inquest's leader? Norn talk about the thrill of the hunt. I suppose that's it for me.
Talk back option tango.png
Let's shut this place down.
Talk end option tango.png
Good-bye.
Talk more option tango.png
Why go after Kudu?
Professionally, the Inquest's operation would have unleashed draconic abominations on Tyria. Killing Kudu would stall such a project.
Talk more option tango.png
Professionally, yes. But what did you mean by fun?
Talk back option tango.png
Well, you missed Kudu, but you can lockdown his lab. Let's go.
Talk end option tango.png
Good-bye.
Talk back option tango.png
Then let's have some fun of our own.
Talk end option tango.png
Good-bye.
Talk more option tango.png
What sort of experiments happened here?
Talk back option tango.png
Enough talk. Let's get started.
Talk end option tango.png
Good-bye.
Talk back option tango.png
Then let's do it.
Talk end option tango.png
Good-bye.
Talk back option tango.png
Let's do that then.
Talk end option tango.png
Good-bye.
Talk more option tango.png
What is this place?
Talk back option tango.png
Enough introductions. Let's get to work.
Talk end option tango.png
Nice to meet you.
Talk more option tango.png
What is this place?
An Inquest high-value target named Kudu ran this lab, conducting all sorts of experiments. Some heroes recently came through and neutralized him and his operation. Lucky fools.
Talk more option tango.png
I know. I was one of them
Good work, even if you stepped on a pending operation that was weeks in the making. To be clear, I'm not angry. Just envious.
Talk more option tango.png
Envious?
Talk back option tango.png
We'll talk about that later. We're here to help you out.
Talk end option tango.png
Good-bye.
Talk more option tango.png
What sort of experiments?
Talk more option tango.png
Lucky fools?
Talk back option tango.png
I've heard enough. How do we shut this place down for good?
Talk end option tango.png
Good-bye.
Talk more option tango.png
(If a member of the Order of Whispers) Pushing a button? Not exactly controlling what is uncontrollable, is it?
Good to see another order member. Between you and me, your friends here are worried about nothing.
Talk more option tango.png
But what if your superiors are right? What if this place is unstable?
Then we have a little fun and improvise. My favorite adventures as an agent happen when things don't go according to plan.
Talk more option tango.png
Sounds like you want something to go wrong.
Talk back option tango.png
I think I'm ready to go ahead.
Talk end option tango.png
I guess we'll see.
Talk more option tango.png
As on Order of Whispers member to another, how do you like working for the Pact?
Before I only reported to my Lightbringer. Now, it's after-action reports, memos, and waiting for permission. And that waiting killed my last mission.
Talk more option tango.png
What was it?
Talk more option tango.png
Sounds like grind.
Talk back option tango.png
Well, wait no more. Let's get going.
Talk end option tango.png
Good-bye.
Talk end option tango.png
Good-bye.
Talk back option tango.png
No, I take it back. I think I'm ready.
Talk end option tango.png
Good-bye.
Talk end option tango.png
We need a minute. Hold on.
Talk end option tango.png
We need a minute. Hold on.

Initial cinematic:

Agent Spire: Who are-great. The Pact sent bodyguards. I already told them it's as simple as pressing a button.
<Character name>: Not anymore. Something has gone wrong with the security system. Your superiors sent us to protect you.
Agent Spire: Charming. If you can keep up, you're welcome to come along, but nothing's stopping this place from getting locked down.
Agent Spire: A few minutes worth of work, and we'll be laughing about this over drinks in Lion's Arch.

After the cinematic:

Agent Spire: All right, let's go. Sooner we lock this place down, the better.

Approaching the control panel:

Intercom: Attention!
Intercom: Subject Alpha has escaped!
Agent Spire: Keep moving. I don't want to be buried here.
Agent Spire: Stand back. Watch me push a button. Oooh, maybe I'll flip a lever.
Intercom: Attention!
Intercom: Secuity protocols engaged. Lockdown measures are now in effect.

After Agent Spire uses the console (cinematic):

Agent Spire: Well, there goes my exit plan. Listen: there are three contingency plans for escaping this site.
Agent Spire: We can fight our way to the front door and seal it behind us.
Agent Spire: I can radio in for a submarine. I know a weak point that'll make a great exit.
Agent Spire: There's an Inquest teleportation lab. Get me there and I'll wire up a way out of this funhouse.
Agent Spire: Decision time. Which one can you handle?

Talking to Agent Spire:

Agent Spire: Make the call. How are we getting out of here?
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Submarine.
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Experimental transporter.
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Let's leave by the front door.
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I need a moment to decide.


Submarine path

After choosing this path:

Agent Spire: Submarine, huh? Someone likes the smell of engine grease.

Talking to Agent Spire:

Agent Spire: This isn't the time to talk. That submarine won't wait for us forever. Keep moving!
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Got it.

Approaching Subject Alpha:

Intercom: Attention!
Intercom: Quarantine in effect.

During the fight:

Agent Spire: It's weakening! Pour it on!

After driving off Subject Alpha:

Intercom: Attention!
Intercom: Quarantine is now lifted.
Agent Spire: That's the second ugliest thing I've ever seen.

Approaching the laser defense system:

Intercom: Attention!
Intercom: Lethal defense measures online.
Agent Spire: Don't worry. It's just basic security measures.

After passing laser defense system:

Intercom: Attention!
Intercom: Security measures offline.
Agent Spire: Did they pay her by the word?
Intercom: Attention!
Intercom: The cafeteria is now closed.

Approaching Golem Control Console:

Intercom: Attention!
Intercom: Intruders detected!
Intercom: Security golems now activated.

At the Control Console:

Intercom: Security Protocol Two/Four/Seven activated.
Intercom: Attention!
Intercom: Security measures offline.

Approaching the lab with the force shield:

Intercom: Attention!
Intercom: Biological anomaly detected.
Inquest Emergency Specialist: Don't let them get through!
Agent Spire: Look who got caught in their own trap. (laugh)

Overloading shield generators:

Agent Spire: Stay back! It's gonna blow!
Inquest Emergency Specialist: No. No! Nooo!

Second Subject Alpha encounter:

Agent Spire: Watch out!
Intercom: Attention!
Intercom: Anyone failing to locate to a safe zone risks dismemberment, death, immolation, electrocution, demotion, and more.

Upon defeating Bjarl:

Agent Spire: We're almost there!

Further:

Intercom: Attention!
Intercom: Remain calm. Failure to remain calm is a sign of a weak mind.

Third Subject Alpha encounter:

Agent Spire: It's back!
Agent Spire: Get it before it gets away again.

Upon defeating Subject Alpha for the third time (cinematic):

Agent Spire: The sub's coming. Or if you'd like, you could treat yourself to a very long swim.
Agent Spire: I should have remembered there's nothing easy about an Inquest base.
Agent Spire: Heh. It'll be fitting if the sharks inherit this place after we flood it.
Agent Spire: All right, get ready. We're all going for a boat ride.

After the cinematic:

Agent Spire: Get to the submarine! Hurry!

Talking to Agent Spire:

Agent Spire: Ugh, engine grease. Not the smell I would have chosen to follow the odor of rotting abominations.
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Can anything follow us out?
Only one section will be exposed to the outside world, and the sharks should have it covered. The lockdown's sealed the rest of facility down tight. Don't worry. We'll keep an eye on it.
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Now what?
Talk end option tango.png
Good to know. Good-bye.
Talk more option tango.png
Now what?
If I had my way, I'd pilot this thing to a nice little tavern I know in Lion's Arche and drink the place dry. But this is the Pact's toy, and I have to return it.
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Is anything going to get out?
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Shame, really. Take care.
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I suppose, but we're alive and they're not.


Teleporter path

After choosing this path:

Agent Spire: All right. Let's hope that lab is still operational.

Approaching Subject Alpha:

Intercom: Attention!
Intercom: Quarantine in effect.

During the fight:

Agent Spire: It's weakening! Pour it on!

Approaching the laser defense system:

Intercom: Attention!
Intercom: Lethal defense measures online.
Agent Spire: Don't worry. It's just basic security measures.

Talking to Agent Spire:

Agent Spire: Yeah, this is what I was afraid of: anti-personnel lasers. There has to be a way to shut it off. Look for a terminal.
Talk end option tango.png
Will do.

After disable the laser defense system:

Intercom: Attention!
Intercom: Security measures offline.
Agent Spire: Did they pay her by the word?

Approaching Mark T-B34RC3:

Intercom: Attention!
Intercom: The cafeteria is now closed.

After the fight:

Agent Spire: Stick with me.

In the cannon room:

Agent Spire: I need to blow open this door.
Agent Spire: I've got the perfect tool for this situation.

After the fight:

Agent Spire: We need to get up one more floor!

On the stairs:

Intercom: Attention!
Intercom: A prepared worker is a safe worker. A live worker is a productive worker.

Encountering Subject Alpha for the second time:

Intercom: Attention!
Intercom: Quarantine in effect.
Agent Spire: Ambush!

After defeating the Subject Alpha:

Intercom: Attention!
Intercom: Quarantine is now lifted.
Agent Spire: By Kormir. What were they thinking when they did this?

After the Evolved Husk:

Agent Spire: Find the teleportation lab!

Encountering Subject Alpha for the third time:

Agent Spire: It's back!
Intercom: Attention!
Intercom: All exits are now sealed.

During the fight:

Agent Spire: Get it before it gets away again.

After the fight:

Intercom: Attention!
Intercom: All exits are now unlocked.

Final cinematic:

Agent Spire: Last stop. Your tour of this nightmare factory is now over.
Agent Spire: Teleporter up. Everyone through.
Agent Spire: If I don't get another chance, I just want to...I mean...
Agent Spire: Ah, you know what I mean. Job well done. Let's go.

Talking to Agent Spire:

Agent Spire: Teleporters. Almost making daring escapes from death traps too easy.
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What do you mean?
Where's the thrill from jumping in a magic hole? Where's the fiery escape? Where's the mad scramble to avoid being trapped forever?
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What happens now?
My advice? Forget this ever happened. In fact, if anyone ever ask about what happened here, say you heard it was an accident and walk away.
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And if I don't?
 ??
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What did you mean earlier about the teleporter?
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Won't something follows us through the teleporter?
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Good-bye.
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Won't something follows us through the teleporter?
Talk end option tango.png
The important thing is we're not getting trapped here. Good-bye.
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Hold on. Won't something follows us through the teleporter?
Not a chance. I wired explosives to it. We go through, izt goes off. Simple as that.
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Explosives? Is that safe?
It's either that or someone stays behind to turn it off. I doubt you're volunteering, and neither am I.
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What happens now?
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What did you mean earlier about the teleporter?
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What if something follows us through the teleporter?
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Good-bye.
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What happens now?
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Good enough for me.
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We're alive, and that's what matters.


Front door path

After choosing this path:

Agent Spire: Front door. I like your style. Let's go.

Talking to Agent Spire:

Agent Spire: Let's go to the front door, then we'll talk.
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Front door. Got it.

Approaching Subject Alpha:

Intercom: Attention!
Intercom: Quarantine in effect.

During the fight:

Agent Spire: It's weakening! Pour it on!

After driving off Subject Alpha:

Intercom: Attention!
Intercom: Quarantine is now lifted.
Agent Spire: That's the second ugliest thing I've ever seen.

Approaching the laser defense system:

Intercom: Attention!
Intercom: Lethal defense measures online.
Agent Spire: Don't worry. It's just basic security measures.

After disable the laser defense system:

Intercom: Attention!
Intercom: Security measures offline.
Agent Spire: Did they pay her by the word?

Approaching Mark T-B34RC3:

Intercom: Attention!
Intercom: The cafeteria is now closed.

After defeating Mark T-B34RC3:

Agent Spire: Stick with me.

In the cannon room:

Agent Spire: I need to blow open this door.
Agent Spire: I've got the perfect tool for this situation.

After the fight:

Agent Spire: We need to get up one more floor!

On the stairs:

Intercom: Attention!
Intercom: A prepared worker is a safe worker. A live worker is a productive worker.

Encountering Subject Alpha for the second time:

Intercom: Attention!
Intercom: Quarantine in effect.
Agent Spire: Ambush!

After driving off Subject Alpha:

Intercom: Attention!
Intercom: Quarantine is now lifted.
Agent Spire: By Kormir. What were they thinking when they did this?

Approaching the destroyers:

Agent Spire: Oh, look. Freaks.
Agent Spire: There has to be another way around.

Further:

Agent Spire: To be honest, I never liked Inquest labs. They always smell like pain and cruelty.

Approaching the exit:

Agent Spire: We're almost there!
Agent Spire: Get to the asura gate!

During the fight with Subject Alpha:

Agent Spire: Get it before it gets away again.

After defeating Subject Alpha (cinematic):

Agent Spire: Nothing like outrunning a freak of science to get your blood pumping.
Agent Spire: You head through the door. I'll seal this little nightmare factory.
Agent Spire: If I don't see you on the other side, you have my thanks. For everything.
Agent Spire: Charges primed. Let's move.

Talking to Agent Spire after defeating Subject Alpha:

Agent Spire: Not a bad day at the office, if you ask me. Too bad, it'll all be classified. It'd make for a great tavern story.
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So, is the lab closed for good? What's to stop people from getting in? Or things getting out?
The code I used will seal every door and potential access point. It also turns off all life support and power. That lab is now a cold, dark tomb.
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Wait. What if someone is trapped in there?
The only things left inside are Inquest and their monsters. I won't lose sleep over either dying slowly in there.
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So, why is this operation classified?
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What's next for you?
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Good-bye.
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Good-bye.
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Classified? Why?
We staged this to look like an accident. Other Inquest will show up to investigate. When they fail to get in to the lab, we'll track them back to their bases.
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And you'll end up mapping the entire Inquest network in return. Clever.
Of course. How do you think we located this base in the first place?
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So, what's to stop anything from getting in or getting out?
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What's next for you?
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Good-bye.
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Good-bye.
Talk more option tango.png
What's next for you?
If I was just in the Order of Whispers, a week's vacation in Lion's Arch. But since I'm a team player with the Pact now, it'll be paperwork that'll never get read anyway.
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So, is the lab closed for good? What's to stop people from getting in? Or things getting out?
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Why is this operation classified?
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Take care.
Talk end option tango.png
Take care.

[edit] Notes

At times the advanced golem may not changed from Friendly to Hostile

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