Sorrow's Embrace (explorable)

From Guild Wars 2 Wiki
Jump to: navigation, search
Sorrow's Embrace map.jpg

The Inquest have been driven out of Sorrow's Embrace, but the politics of the dredge have left the situation turbulent as various factions joust and position themselves for power. Old enmities and oppressions now come to a head, and the heroes are thrust into the middle of it.

— In-game description

Dungeon Information[edit]

Mail.png

Your Herald

News from Sorrow's Embrace


Congratulations on defeating Kudu. I have to admit, hearing that Kudu was working with draconic energies made me wonder what he's really up to.

That said, there are more pressing problems. With Kudu gone, things have gotten worse in Sorrow's Embrace. The Dredge are lurching towards civil war, and some of Kudu's Krewe are still active in the depths. Stranger still, there's a couple of Dredge splinter groups who appears to be requesting help from the outside world.

I never thought I'd see those xenophobic tunner dwellers ask for aid, but this could be an opportunity to make friends. At the very least, you'll get to keep tabs on the Dredge. Plus, there's a chance to clean up any Inquest remnants who are still in Sorrow's Embrace. Sounds like something right up your alley.

—As always,
Your Herald

Objectives[edit]

All paths
  • Event boss (tango icon).png
    Speak with Karamoleoff.
    • Gather your party before continuing.
    • Decide who to assist.
    • Tell Karameloff who you will assist.
Fergg's path
  • Event boss (tango icon).png
    Search for the Inquest holdouts.
    • Help Fergg stop the Inquest remnants.
    • Defeat the Inquest golem.
    • Impasse Mark IV Golem
    • Event bar.jpg
      Event boss (tango icon).png
    • Nokk
    • Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    Disrupt the Inquest operations.
    • Search for Tazza farther into Sorrow's Embrace.
    • Defeat Tazza's golem guardians.
    • Prototype F-IV Golem
    • Event bar.jpg
      Event boss (tango icon).png
    • Prototype E-IV Golem
    • Event bar.jpg
      Event boss (tango icon).png
    • Prototype T-IV Golem
    • Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    Defeat Tazza.
    • End Tazza's reign of terror.
  • Event boss (tango icon).png
    Congratulations! You have completed the dungeon.
Rasolov's path
  • Event boss (tango icon).png
    Search the mining facility with Rasolov.
    • Help Rasolov free workers by defeating foremen.
    • Foreman Kreutzerova
    • Event bar.jpg
      Event boss (tango icon).png
    • Foreman Korov
    • Event bar.jpg
      Event boss (tango icon).png
    • Foreman Tomak
    • Event bar.jpg
      Event boss (tango icon).png
    • Foreman Webarov
    • Event bar.jpg
      Event boss (tango icon).png
    • Foreman Zeleoniy
    • Event bar.jpg
      Event boss (tango icon).png
    • Open the gate to the quarry.
    • Protect Tarleov.
    • Push further into the mines.
    • Taskmaster
    • Event bar.jpg
      Event boss (tango icon).png
    • Bring Rasolov glowing ore.
    • Event bar.jpg
    • Confront War Minister Shukov.
    • War Minister Shukov
    • Event bar.jpg
      Event boss (tango icon).png
    • Mark 1 Golem
    • Event bar.jpg
      Event boss (tango icon).png
    • Mark 2 Golem
    • Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    Congratulations! You have completed the dungeon.
Koptev's path
  • Event boss (tango icon).png
    Find and stop the rogue generals.
    • Break the dredge defenses and enter the tunnels.
    • General Volkov
    • Event bar.jpg
      Event boss (tango icon).png
    • Continue deeper into Sorrow's Embrace.
    • General Molradovich
    • Event bar.jpg
      Event boss (tango icon).png
    • Push ahead to find Zadorojny.
    • Dredge Personnel Carrier
    • Event bar.jpg
      Event swords (tango icon).png
    • Fight Zadorojny and his elite guard.
    • General Zadorojny
    • Event bar.jpg
      Event boss (tango icon).png
    • The Destroyer of Worlds
    • Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    Congratulations! You have completed the dungeon.

Rewards[edit]

Unique Loot[edit]

Walkthrough[edit]

Path 1[edit]

The first section of this path is a narrow gangway which has pairs of barrier turrets along it blocking the path. Every few seconds a group of Inquest will come along the path which will need to be dealt with as the waves will not stop. These groups are either composed of 4 Inquest or 1 Inquest and 3 Golems. Try to meet the groups next to the next set of barrier turrets so they will go down in AoE. Push slowly as a group, calling targets to move on.

Impasse Mark IV

About a third of the way along the gangway, you'll meet this golem boss. It has a pulling attack and is accompanied by Inquest members that can spawn turrets. Focussed damage will see it down - just be careful not to fall off the path into the lava.

After defeating Impasse Mark IV, there'll be more sets of barriers and groups. When you get to the end of the path the groups will stop spawning and you'll face Nokk on a round platform.

Nokk

He spawns Singularities which do AoE damage around them which will eventually die on their own. He can also control gravity, which manifests as him locking characters in place for around 10 seconds with all skills recharging. He can also knock you back into the lava so stand with a wall behind you at all times.

After you have dispatched Nokk you can proceed down the path behind him. On the ground will be a number of mines (small white-ish lumps) which will down players if they walk over them. A good tactic is to clear the path will Illusions and alike. The mines will re-spawn after a few seconds. You'll meet a few Golems along the way, which will infrequently down players in one hit, but are otherwise nothing special.

Prototype F-IV, E-IV, and T-IV Golem

After you make it through this path you run into a large room with the 3 Golems from Story mode that Kudu summons (albeit with much less HP). Together they are very hard to engage, so try to separate them through careful pulling into the spacious tunnel that is immediately left of the entrance of the room.

The golems retain their abilities from Story mode, so you should use the same tactics as that to defeat them. E-IV will cast a skill on players that does damage to everyone around them (the visual effect is a flashing brilliant white light), so your party should spread out when facing it. Avoid using conditions on F-IV as it will use them to heal and watch out for the masses of burning it will cause with Fire Bolts and Lava Fonts. T-IV will pull players in towards it and punch them, but players should be able to dodge away in time before the punch lands. It will also shoot volleys towards players which should be avoided and inflict poison and bleeding. For both F-IV and T-IV, condition removal is advised.

Tazza

Tazza will be accompanied by Troop Commander Kaeyi in a small room behind the one you found the golems in. Both of them can be pulled out of this small room, and while Kaeyi will reset once in the large room, Tazza will not. You only need to kill Tazza for path completion, but killing her before Kaeyi will result in no loot from the encounter. Weigh the benefits before proceeding.

Troop Commander Kaeyi will periodically stealth and at around 2/3rds and 1/3rd health will call for help from other Inquest that will spawn in the tents in the small room and join in the fight, potentially overwhelming players.

Tazza has a lot of health and summons a crystal spike AoE that can be deadly if players stand on the overlapped areas, taking full damage. Luckily they can be dodged easily. Her laser attack can kill a single player quickly, so be sure to dodge out of the range of this as well. Finally, she periodically spawns a replica of one of your party members. These replicas don't have a lot of health so usually die to AoE, or you can easily kill it before it damage the party.

Path 2[edit]

Protect Rasolov

Mobs will spawn in waves on Rasolov's path; he needs not to survive, only need to be revived at end of each wave. The large number of mobs of each wave can potentially overlap. Such overlap can occur with new wave spawn behind the party engaging an existing wave, effectively sandwich the players; so having an "exit strategy" is recommended.

On the way to the first boss there isn't really too much, a set of 3, then 3 bombers (if you are not careful when you go up the ramp you can aggro a second set of 3), then a set of ~6. Pull the chain, a cutscene plays then you fight the first boss.

Foreman Kreutzerova

She is pretty straightforward. Has a decent amount of life. She can knockback, do the dredge's Shockwave skill, and plays the gong. Ranged is recommended, as her melee attacks can be fatal to non-tanks. Once you kill her you get to fight 4 more Foremen (these are Gold instead of Purple). They all have some elites next to them as well. Focus the elites first, and the fight becomes trivial.

Game bug.png Warning: Before you kill Kreutzerova make sure that Rasolov is alive; and after the kill be sure to wait for the conversation between him and another dredge. You have to wait until the objective changes to listing the other 4 foremen health bars before proceeding further to kill them, otherwise the dungeon may bug and force you to restart. The npc will not move and therefore cannot open the gate.

Foreman Korov

Has an explosive ranged knockback attack that he can chain on a party member, which makes it impossible to revive unless you have a projectile blocking skill. He also can stack vulnerability. He also has 3 Bombers with him.

Foreman Zeloniy

Acts like an Excavator. Bleeds, burrows and charges, when he pops up knocks everyone down around him. He has a Bomber and Oscillator with him.

Foreman Tomak

Throws projectiles that turn into something like Grasping Earth, cripples whoever is near it and deals heavy damage. Bomber and reverberator with him.

Foreman Webarov

Spawns normal minions and plays the gong. Also can daze.

After you kill all 4 of these Foremen a chest pops up in the room and you have to escort a really slow dredge, Tarleov to go pick up a rock. When you go near the chest 4 Excavators spawn. Progressing slightly farther starts a fairly large fight with groups of 4 dredge spawning all very close to each other. Killing all of them and escorting the dredge back with a giant rock, the door to the next chest opens. There are several Disaggregators waiting by this chest as well.

Taskmaster

The next room you go into has a large circle of patrolling dredge and the Taskmaster to the left. The Taskmaster is fairly easy, he applies bleeds and can pull you to him. Occasionally he gets a shield that makes him invulnerable and you have to keep him under a pounder to smash the shield. After he gets below about half health he can start doing a large AoE attack around him, this is very easy to dodge as he does a pretty obvious animation beforehand.

For less experienced groups, it is recommended that you kill all the dredge patrols before fighting the taskmaster, since for the next part you have to go across the room anyway. If you choose to kill patrols, pulling a single group at a time will make the fight manageable. Experienced groups can aggro only the Taskmaster and start killing him around the smasher that's furthest away from the patrol. Care should be taken, as if even accidentally aggroing one patrol group can have potential to wipe the party due to their combined damage output.

After killing the Taskmaster you need to collect glowing rocks and bring them to Rasolov. If you collect a large amount of them beforehand it makes this part faster. Note that there are some pop-up dredge if you go to specific areas around the circle.

Once you get through the door there's a group waiting for you on the other side. Kill those and progress to the next big room. It has 5 mortars in it that you should kill before fighting the Mining Suits in the pit. One of them has a champion guarding it, but that one and the one in the corner you can kill from above and leave the dredge if you want to do a faster run.

War Minister Shukov

You don't actually get to fight the War Minister. Instead, he summons two champion golems, aptly named Mark I and Mark II to fight for him. Each has one basic attack they use:

The Mark I follows around one person at a time. When Mark I gets close to his target, he stops and does a typical golem whirlwind move with a short charge, hitting everything around it. Counter him by normal anti-melee tactics, such as snare, CC, blind, and generally move out of his way.

Mark II has a more powerful ability: namely his discharge of electric bolts targeting each of his target, and explode into AoE circles around said targets. The electric circle now does about 1/5-1/4 your life per second you are inside the circle, after the player take its initial bolt damage, and will then damage again by running through the edge of the circle. However, Mark II is known for launching multiple bolts at fast succession, it is very likely to end up taking multiple hits from the bolts, and having AoE circles overlapping each other, making positioning very difficult.

Both golems will alternatively enter the Energized buff/state where one of the two takes 0 damage from all direct attacks and immune to CC effects (however other conditions and condition damage can still be applied), apart from the 0 damage taken, you can confirm this state by the Energized buff. So when one golem goes in such state, focus damage to the other. The goal is to reduce the HP of both golems at a similar rate, because players must kill both of them within a very short time window (about 10 seconds), before the golem that died first finish regenerating health and come back anew. If the party fails to kill them simultaneously, they will both revive once, but will no longer enter the Energized state. It is advisable to keep both golems close to each other when they are at very low health, so players switching targets will take minimum amount of time.

War Minister Shukov dies automatically upon defeat of both of his golems, and players are given the final reward of the dungeon.

Game bug.pngWar Minister Shukov will occasionally bug out and not summon his golems.

Path 3[edit]

  • There are three Dredge Bombers guarding the bridge. These bombers will not follow you so you can simply run past them if you don't feel like killing them.
  • It is recommended to kill the group of Bombers past the barricade. They will follow you to the next boss if you do not and make it substantially more difficult.
General Volkov
  • Volkov has a strong regular melee attack that stacks bleeding. Players who are unable to absorb heavy damage should stay at range.
  • Volkov's burrowing attack deals heavy damage throughout the entire animation. While burrowing, he will deal heavy damage to everyone in melee range. While traveling underground, he deals heavy damage in a line. Finally, he will deal heavy PBAoE damage when he surfaces. Note that he will not necessarily charge in the direction he is facing when he burrows, so be ready to dodge even if it does not look like he is targeting you.
Bridge
  • There is a large group of weak mobs in the tunnel down. You can skip them, or kill them if you want to play it safe.
  • There are two paths to Molradovich. You can either break down the barricades and kill the guards, or run past the barricade into the tunnel to the left and go down.
  • If you choose the bridge route, you will have to destroy several mortars and a bunch of mobs, including a champion. You can simply break the barricade and run past; if you elect to clear the mobs, try not to aggro the spiders on the other side. Either way, make your way past the barricades then up the stairs for more mortars and mobs.
  • If you choose the tunnel, you will have to clear some spiders, then destroyers. If you want to fight the spiders instead of just running past, it is recommended that you pull them into the tunnel so you're not taking dredge mortar fire the entire time. The tunnel will take you behind the mortars to the boss.
  • If you go across the bridge, you can skip the second group of mortars by jumping off the left side of the far end of the bridge and onto a non-fatal ledge. From there you can simply wait for the destroyer patrol to pass then drop down to the end of the tunnel.
General Molradovich
  • Molradovich has weak, barely noticeable attacks. However, he will occasionally spawn a ring of fire around a target, indicated by a "fire" icon on your conditions bar. This will deal moderate but steady damage to you and everyone near you. If you are unable to out-regenerate the fire, simply move to one of the water geysers near Molradovich to remove the condition.
Armored Carrier
  • Small group of mobs. Skip or kill.
  • When you approach the gate, an Armored Carrier will spawn and spawn several mobs. Kill the mobs if necessary, but focus your DPS on the carrier. The carrier will eventually spawn a Champion, which isn't really worth killing unless your group is unable to handle his attacks while attacking the carrier.
  • Once the carrier is down, grab the chest and run through the gate, the mobs won't follow you.
Destroyer of Worlds
  • The final boss is preceded by a bunch of mandatory healthsink mobs. Kill the two Champion Reverberants to open the gate, then kill Zadorojny and his troops. All are easy but have a bunch of health.
  • The Destroyer of Worlds looks intimidating but is actually fairly easy. His primary attack is to burn the area around him for minor damage and constant burning. This is fairly difficult to avoid and not really worth the effort of doing so anyway so just tank through it.
  • Weaker Destroyer mobs will spawn periodically. It is generally easiest to just ignore them; they don't do that much damage and will die to AoE anyway.
  • If necessary, kite the boss up the stairs behind him and jump down when he follows you. He will waste time walking up and down the stairs and not attack. This makes it more annoying for melee to hit him and you will still be taking damage from the spawns, though, so avoid doing this unless you have to.

NPCs[edit]

Allies[edit]

Foes[edit]

Asura
Destroyers
Dredge
Elementals
Golems
Spiders
Phantasms

Objects[edit]

Dialogue[edit]

Initial dialogue[edit]

Talking to Karamoleoff:

Karamoleoff: These are dark times. Tyranny, revolution, and danger are ahead. Are you prepared to go further?
Talk ready option.png
Yes, I am. (begins cinematic)
Talk end option tango.png
Not yet.

Initial cinematic:

Karamoleoff: The time for revolution has come. Choose how the people will throw off the yoke of oppression!
Karamoleoff: Rasolov is leading the charge to free the workers from the growing tyranny of our leaders.
Karamoleoff: Koptev was an honorable general forced out by a corrupt military. Now he's preparing a campaign to bring them down.
Karamoleoff: Finally, the asura, Fergg, aims to stop the cruel Inquest still inhabiting these tunnels.
Karamoleoff: All are abused and suffering, and all need help, but you have to choose where you will bring victory.

After the cinematic:

Karamoleoff: Talk to me when you are ready to choose your path.

Talking to the NPCs before choosing a path:

Fergg: Are you prepared to assault the Inquest facilities?
Talk more option tango.png
What's the problem with the Inquest?
Kudu may have been ousted, but his team is still entrenched. They've even resumed experiments in their laboratories.
Talk more option tango.png
What sort of experiments?
Terrible ones. The worst things you can imagine done every hour of the day.
Talk more option tango.png
You sound like you know more than you're letting on.
I'm not pleased to admit this, but I used to be part of Kudu's Inquest organization.
Talk more option tango.png
How do I know this isn't a trick?
You have no reason to trust me, but I'm being honest with you. I want to stop the Inquest. I need to stop them.
Talk back option tango.png
I have a few more questions first.
Ask. I'll tell you what I can.
Talk more option tango.png
What's the problem with the Inquest?
Talk more option tango.png
What sort of resistance should we expect?
Talk end option tango.png
Enough talk. Let's crack some Inquest skulls.
Talk end option tango.png
Then let's take care of the Inquest.
Talk more option tango.png
Assuming I trust you, what's the plan?
We teleport in, bypassing their security, and we shut them down. In, out, fine minutes. I just need an extra set of eyes to keep watch. Understood?
Talk more option tango.png
What about your krewe?
They'll stay behind and keep the teleporters secure.
Talk back option tango.png
I have a few more questions.
Talk end option tango.png
I'm ready to fight. Let's go.
Talk back option tango.png
I have a few more questions.
Talk end option tango.png
Let's hit the Inquest hard.
Talk back option tango.png
I have a few more questions.
Talk end option tango.png
Enough talk. Those Inquest don't stand a chance.
Talk back option tango.png
Wait. I need to ask you something.
Talk end option tango.png
Let's get in there and stop them.
Talk more option tango.png
What are we up against?
Talk back option tango.png
I have another question.
Talk end option tango.png
Let's clear out the Inquest.
Talk more option tango.png
What sort of resistance will we be up against?
The usual: golems, the tri-layer security apparatus, and a solid contingent of personnel.
Talk more option tango.png
How do you know so much about the Inquest's inner workings?
Talk back option tango.png
I want to ask about something else.
Talk end option tango.png
No more talking. Let's stop the Inquest.
Talk end option tango.png
I need more time to think about it.
Koptev: It seems I must accept the help of outsiders to save my people from themselves.
Talk more option tango.png
What are you talking about?
After the Inquest was driven out, a group of young officers used the chaos to overthrow the old generals, including me. Now, they lead us to destruction.
Talk more option tango.png
What do you mean?
Their ringleader, Zadorojny, wants to summon a destroyer and use it to wage a war on the surface races. Even if they can control the beast, it will be a disaster for everyone.
Talk more option tango.png
Why would I want to help the dredge with their army?
Because if they succeed, your people will retaliate and wipe us out. If they can't control the destroyer, it'll kill my people. I don't desire war with you. I just want my people safe.
Talk end option tango.png
I'll think about it.
Talk end option tango.png
Good-bye.
Talk end option tango.png
Not interested.
Talk end option tango.png
No, I don't think so.
Rasolov: Minister Shukov and his inner circle are mad with power. The time has come to stop his madness.
Talk more option tango.png
Who is Shukov?
He is our war minister, once a good man who n0w follows the Inquest's cruel methods. We work day and night while he reaps all the rewards.
Talk more option tango.png
You're talking revolution, right? Haven't you tried speaking to Shukov?
The common worker is meaningless to Shukov. Anyone who licks his boots becomes part of his elite. Anyone who protests gets visited by an armed foreman or overseer.
Talk more option tango.png
What's your plan for dealing with Shukov?
Talk end option tango.png
Revolutions aren't my style.
Talk more option tango.png
I take it you have a plan to deal with Shukov.
Talk more option tango.png
What are you planning?
We will free all the workers we can. Then, we take our grievances to Shukov himself. He will listen to the people, or he will know our rage.
Talk more option tango.png
I'll help you liberate your friends.
In older days, we would spit on the idea of outside races helping us, but now we need all the help we can get. If you betray us, you will be buried in these mines.
Talk end option tango.png
Understood.
Talk end option tango.png
That sounds risky. I'll pass.
Talk end option tango.png
I'm not interested in dredge affairs.

Talking to Karamoleoff to choose a path:

Karamoleoff: How will you help?
Talk ready option.png
Clear out the remaining Inquest with Fergg.
Talk ready option.png
Free the oppressed workers with Rasolov.
Talk ready option.png
Overthrow the military with Koptev.
Talk end option tango.png
I need more time to think.

Talking to Karamoleoff after choosing a path:

Karamoleoff: I wish you luck, outsider. The people will cheer your efforts.
Talk end option tango.png
Thank you.

Fergg's path[edit]

After choosing Fergg's path:

Fergg: My krewe will stay behind and keep the transaether tethers in place.
Fergg: The gateway is stable. Let's proceed.

Talking to Fergg:

Fergg: We have to clear out the Inquest. No excuses, no stopping.
Talk end option tango.png
No problem.

After stepping through the asura gate:

Fergg: Oh, crackle and spit. The good news, we made it. The bad news, we aren't where we should be.
Fergg: The worst news, we've likely set off every alarm in this complex.

Moving into the facility (cinematic):

Tazza: Fergg. You're behind this alert? You know better than breaching the facility. Wait...where have you been?
Fergg: Tazza, I thought you would have left with Kudu. I...didn't expect you here.
Tazza: What, and let these moles take over our facility? What kind of an apprentice would I be?
Tazza: Speaking of which, it's good to have you back. I need you to keep these idiots in line. Lock up your new subjects there and —
Fergg: No, Tazza. Things have changed. I've got a new krewe. I've...I've come back to stop you, to stop all of you.
Tazza: I knew one day you'd snap. Rats aren't enough for you. Fine, this should be fun.

Approaching Tazza:

Tazza: If I wanted excuses, I'd ask you for them. Now get this golem working!
Elite Inquest Worker: But the power couplings are unstable. If we activate it now, it could attack us.
Elite Inquest Worker: *screams*
Tazza: Must I repeat myself?
Elite Inquest Worker: N-no... We'll get it working! Please, no more.

Encountering Nokk:

Tazza: Nokk, employee reviews are approaching. Impress me by killing Fergg. I'll make it worth your while.
Nokk: Oh, absolutely. Promotion, here I come.

Final encounter with Tazza (cinematic):

Fergg: Enough, Tazza. It's over. Just surrender. It's the only sane answer to this situation.
Tazza: Strange thing to say, since you killed everyone to get here. Admit it, you're proficient at pain.
Fergg: You don't need to remind me. I clearly recall what I have done. I remember all too well.
Tazza: And your next step? Returning to Rata Sum? With your reputation? How about this: join me, Fergg.
Tazza: I won't hold today's...outburst against you. Just kill your friends and we'll build the Inquest into something amazing.
Fergg: I think we both know I'm not about to do that.
Tazza: Oh, sweetie. You're truly delusional. Luckily, I have a cure for that. Rather fatal. Good-bye, my darling butcher.

When Kaeyi summons more asura troops:

Troop Commander Kaeyi: Ow! Hey, I'm getting attacked over here!
Troop Commander Kaeyi: Are you waiting for an invitation? Help me out here!
Troop Commander Kaeyi: Your assistance is required!

After defeating Tazza (cinematic):

<Character name>: I'm sorry, Fergg. I know this must have been hard.
<Character name>: The Inquest has been cleared out, and the skritt aren't in danger. That's something to be proud off.
Fergg: You didn't see this place through my eyes. You don't have memories of the screams and the blood.
Fergg: Tazza's correct. I can't go back to Rata Sum. I'll stay here, try to clean up the messes made in the name of "science."
<Character name>: You sure? What if the dredge learn you were Inquest? They'll kill you for what the Inquest did to them.
Fergg: Then I get what's coming for me. Maybe it will zero-sum this whole diabolical affair.
Fergg: For the first time in ages, I feel like I've done something positive with my life. Thank you.

Koptev's path[edit]

After choosing Koptev's path:

Elite Koptev: Are you ready for battle? I trained these soldiers myself. You'll be fighting the sharpened steel of the dredge army.
Elite Koptev: But remember, kill those backstabbing generals. We have to stop them before they raise that destroyer.

Talking to Koptev:

Elite Koptev: Hurry, outsider. If Zadorojny wins, the destroyer will burn everything in its path.
Talk end option tango.png
Got it. Let's go.

First encounter with dredge enemies:

Elite Dredge Resonator: This doesn't look like the forward patrol.
Elite Dredge Resonator: Koptev! I thought he was executed by the generals!
Elite Dredge Resonator: Hold him here. I need to report to Zadorojny.

After defeating the dredge at the blockade:

Elite Koptev: Now they know we are here.

Encountering more dredge:

Elite Dredge Rifleman: Intruders! Get them!

Upon approaching General Volkov:

Elite Sentry: Sir, intruders. I think...it's Koptev!
General Volkov: What? No. Oh, no. I mean, kill him. Do it, now!
Elite Koptev: Volkov, you bootlicking idiot. I trained you to be an officer, and you stabbed me in the back.

After defeating General Volkov:

Elite Koptev: Reinforcements. Cover the flank.

At the bridge:

Elite Koptev: Barriers and mortars. Molradovich must be ahead. Careful. He will make crossing the bridge difficult.

Approaching General Molradovich:

Elite Koptev: They've beefed up patrols. Careful. I trained these men well.
Elite Sentry: Enemy inbound! Stop them!
General Molradovich: They've breached the barricades!
General Molradovich: Hold them on the bridge. The cannons will finish them.
Elite Koptev: Incoming.

Every time Koptev thinks the party is going the wrong way:

Elite Koptev: No no no. We should go to the armory. That's where Zadorojny is likely to be.

After defeating General Molradovich:

Elite Koptev: Good riddance, traitor. On to Zadorojny. It's time to end this madness!

Upon encountering the Dredge Personnel Carrier:

Elite Koptev: Armored carrier! Smash it before we're overwhelmed!

When General Zadorojny summons the Destroyer of Worlds:

General Zadorojny: Rise and wage war for the dredge!

After defeating General Zadorojny and the Destroyer of Worlds (cinematic):

Koptev: After today, the generals will have few followers remaining. Rounding them up shall be easy. They have no destroyer to hide behind.
Koptev: We'll make an example of those traitors. Now, you should go. What happens next does not concern you.

Rasolov's path[edit]

At Foreman Kreutzerova (cinematic)

Rasolov: Foreman, you're forcing these people to work against their will.
Foreman Kreutzerova: What? Lies! They love hard labor. The only thing I force them to do is stop for food and sleep.
Rasolov: Then you won't mind, if I take them out for a little break.
Foreman Kreutzerova: A break? That's not very patriotic. I'm afraid I must ask you to stop interfering with our progress, friend.

After defeating Foreman Kreutzerova

Rasolov: My friends! You are free. Now, join with us and spread this freedom to all of the oppressed.
Dredge Miner: Rasolov! It is worse than you know. Kreutzerova installed four of his most violent lackeys to supervise our comrades.
Dredge Miner: They are spread all over the facility, forcing the workers to mine until exhaustion.
Rasolov: We shall remove them from power. Today, they will know the true might of the workers.

Everytime you defeat one of the foremen

Dredge Miner: At last, freedom! Thank you.

Protecting Tarleov

Rasolov: Good. Now, everyone, keep this worker safe.
Dredge Disaggregator: Fire!

After breaking the door open

Tarleov: Go on, friends. Break Shukov's iron grip. I shall watch the door.

Pushing further into the mine (cinematic)

Vambery: Rasolov. Has the time finally come?
Rasolov: Yes, old friend. Rise the cry! The workers will not be exploited anymore!
Vambery: Shukov knows you are coming. Overseers are everywhere, keeping the people afraid.
Rasolov: Then we break them, one by one. Thugs and lackeys will not stop us.

After the cinematic

Vambery: Rasolov, look. Guards everywhere, and Shukov has unleashed the Taskmaster himself.
Rasolov: Let him come. We will break the tool of the oppressors.
Rasolov: And after him, we tear down Shukov and his bootlicking followers.

Encountering War Minister Shukov (cinematic)

War Minister Shukov: Rasolov! How dare you bring your madness into this chamber?
Rasolov: The people demand fairness. You will give the workers the respect—
War Minister Shukov: Respect? They will earn it through busy hands and silent mouths. All other paths shall be crushed!
War Minister Shukov: The machines of the New Era will end this rebellion here and now. Suffer and die, traitor.

After defeating Shukov (cinematic)

Rasolov: I don't know if the rebellion will spread, but today my friends will be treated fairly. I was raised to hate outsiders and believe that our leaders care for us.
Rasolov: And yet Shukov was ready to put us in chains, just as the dwarves once did. And today a group of outsiders helped me stop Shukov. Remarkable!
Rasolov: But enough pontification. It is time to celebrate!