The Ruined City of Arah (explorable)
There are great secrets to be had in the City of the Human Gods. The heroes must unlock these whispers of the past to find out about the races that survived before these modern times.
— In-game description
- 1 Dungeon information
- 2 Rewards
- 3 Walkthrough
- 4 NPCs
- 5 Dialogue
- 6 Notes
Help the Pact investigate Arah.
- Choose which elder race to investigate. Speak with Ogden.
- Choose which researcher to aid.
- Discover the secrets of the Mursaat.
- . Congratulations! You've foiled the Inquest and found the secret of the mursaat
- 70% experience towards the next character level
- Bonus Gold (first time each day per account)
- 60 Shards of Zhaitan (first time each day per path)
- Amulet of the Dead
- Orrian Artifact Shards
- Pendant of Arah
- Risen Spineguard
- Recipe: Bloodstone Fragment
- Recipe: Operative's Creed
- Recipe: Stargazer Pendant
- Vile Ooze
Primarily found in the Jotun path. Hits quickly for high damage in melee. When killed, will split into two Lesser Oozes, which will attempt to move towards each other to recombine. If allowed to recombine, the Lesser Oozes will return as a full-health Vile Ooze.
The Risen are found in all paths. There are several types:
- Illusionist: Fires a long-lasting beam on a single target that deals moderate damage per tick and inflicts vulnerability. Also summons Chaos Storms which inflict multiple conditions. Probably the most dangerous type of Risen in this dungeon and should always be prioritized.
- Elementalist: Primarily attacks by throwing a spread of green wheels that fly out and return, dealing damage both ways. Individual hits from the wheels do minor damage, but getting hit by the entire spread going out and back will deal massive damage, making melee impractical. Can be killed very quickly by using reflect skills.
- Mage: Summons water geysers that tick moderate damage to players inside the circle, and heals other Risen mobs. Also creates a symbol that deals heavy damage to players in melee range. Second-highest priority target after Illusionists.
- Hunter: Periodically spawns non-elite Risen Eagles and attacks for low damage with a bow. Low priority target.
- Plague Bearer: Found primarily in the Mursaat path. Suicides on players for low damage, spawning a large number of non-elite Risen Grubs that spam projectile attacks for negligible damage. Grubs are a low threat, but concentrated fire can slowly add up to eventually down a player.
Dominated Risen are found only in the Mursaat path. They tend to be friendly with and accompanied by Inquest mobs.
- Deadeye: Targets a single player and fires a single unblockable knockdown projectile for massive damage. The shot is telegraphed by a red reticule under the player as a well as a lightning beam effect (which deals no actual damage) followed by the actual shot about two seconds later. A "Challenged" debuff will appear on targeted players as well, which can be used to help spot the lock-on and time dodges. Should be prioritized if fighting, and watched carefully if skipping.
- Berserker: Attacks using the warrior's axe chain:Chop. Deals steady, moderate damage in melee, but is easily kited or skipped.
- Defiler: Surrounded by a constant poison cloud that poisons players and deals steady low damage. Attacks by throwing a spread of axes similar to the ranger's Splitblade attack. Range is basically mandatory for these mobs.
- Inquest Technician
Usually accompanied by Dominated Risen. Attacks with a stun beam that rapidly pulses stun on players for a long period of time. Deal very little damage, but the extremely long stun duration means that players without an instant-cast stability skill like "Stand Your Ground!" are likely to be downed by other Risen mobs in the process.
The Giganticus Lupicus is a boss common to every route in Arah's explorable mode, located at the midpoint of each route. The fight takes place in a large circular area. Giganticus Lupicus has 3 phases and requires coordination and a good team setup with high toughness, vitality and defensive traits. During transition, Giganticus Lupicus will briefly turn invulnerable to signal the imminent start of each new phase and it is important that all team members react accordingly to avoid a bad start. Ranged weapons are preferable during most of the fight but melee weapons can help during phase 1. Using vitality or endurance food and exotic gear will increase your chance of success. Remember to slot gear, traits and utilities according to which phase the group is having difficulty with. If the group has difficulty consistently downing grubs in Phase 1, stun breaks and stability will help players get back on their feet to add damage to it.
- Phase 1
In phase 1, Giganticus Lupicus spawns two different kinds of adds. A Locust Swarm which he spawns regularly and a less common Risen Grub. Locust Swarms are fairly fragile elite enemies that cause bleeding and do high melee damage, especially if allowed to accumulate in numbers. However, the main mechanic of this phase is based around the Risen Grub.
Once every few seconds Giganticus Lupicus will randomly target one player with a green plague aura, telegraphing the attack with an elaborate flourish by raising his hand over his head. At this point, the attack can be dodged. The appropriate time to do so is cued by Giganticus Lupicus' hand reaching the peak of his flourish. If not dodged, after a few seconds the player will be knocked down and a Risen Grub will appear on the position of the targeted player. If left untouched for a few seconds the Risen Grub will quickly move to Giganticus Lupicus where it will grow and be devoured. If the grub spawns close to Lupicus (from a player attempting to melee Lupicus), it may be devoured instantly. This will give Giganticus Lupicus stacks of armor and power for each Risen Grub eaten, making the deadliest phase of the battle that much harder. Individually, players can learn to recognize the distinctive plague aura and call out their status if the team is on voice chat. Resist the urge to leave the stack for any reason if so targeted. If anything, place yourself in melee range just in front of other players.
It is absolutely vital that this doesn't happen. Once a Risen Grub spawns, it must be killed within a few seconds. The grub is a normal mob and does not have much health, but it can be hard for the targeted player to do so without expending a stability or stun break to come out of knockdown. This requirement must be balanced with dealing damage to Giganticus Lupicus himself - the more slowly he is killed, the more times the grub mechanic must be dealt with. Most groups stack closely at a position within 1200 missile range of Lupicus. This results in a constant stream of damage to the main boss while making all the grubs spawn more or less on top of the party where it can be quickly dealt with. One simple and unambiguous way to do this is to have all party members call target and attack grubs as soon as they appear before retargeting Lupicus. Many classes can continue to hit Lupicus with white attacks while using ground targeted AoE and utilities to damage grubs and swarms without the hassle of retargeting. Another is to devote one or two members of the party to clearing both locust swarms full time with melee weapons and spiking down grubs as they appear. Warriors with the Fast Hands minor trait could easily do both.
It is also important that the party to kill locust swarms as necessary, not letting more than one or two accumulate. Locust swarms do enough damage that they can easily down a player and the resulting need to rez may snowball into disaster. Regardless, Risen Grubs should always have priority.
As noted, the grub spawning attack can be dodged - the appropriate time is when his hand reaches the peak of his flourish. If the entire party can do this reliably, this opens up the option of meleeing Lupicus during this phase, greatly increasing damage output. Under these conditions, summoned locust swarms are likely to be downed naturally before they can cause much damage. Of course, an error in evading the maggot spawn would result in the grub being eaten immediately. At melee range, Lupicus will add a highly damaging kick to his skill rotation that will need to be avoided as well.
- Phase 2
Once the boss goes down to about 75% health he will go into phase 2 - the most difficult phase for most parties. Staying at maximum range is a commonly suggested tactic within Arah groups, for both phase two and three, however it can be argued that these phases are actually most easily completed in melee. Skills and traits that help with endurance regeneration or grant vigor, or endurance-restoring food, such as Bowls of Orrian Truffle and Meat Stew will help significantly for more fragile party members. Abilities with invulnerability frames such as blocks or dodge attacks, Aegis granting abilities and anti-projectile abilities will be invaluable here.
Before Giganticus Lupicus goes into phase 2 he will turn invulnerable for a few seconds, after which he will throw an unavoidable grub at one player randomly, then immediately go into one of his attack patterns, making it difficult to kill said grub while players scatter in an attempt to avoid the attacks. There are two ways to deal with this in order to avoid allowing Lupicus to eat the grub. If there is a ranger or mesmer in the party, he should send in the pet and/or clones in to attack Lupicus PRIOR to his becoming invulnerable; Lupicus appears to throw the grub at closer targets more often. Once Lupicus goes invulnerable, shatter the clones or swap the pet, eliminating Lupicus' target altogether and preventing the grub from spawning at all. If the group does not have a mesmer or ranger or this strategy does not work due to random chance, the group should remain stacked and either activate stability through skills like "Stand Your Ground!" or Hallowed Ground, or be prepared to bring stun breaks. Once the grub spawns, the group should focus on killing it and any remaining locust swarms. If Lupicus does his single projectile or projectile spray attacks, a guardian or mesmer should activate Shield of Absorption or Feedback to negate it, allowing the party more time to kill the grub.
After dealing with the grub, be prepared to dodge around a lot while fighting Lupicus. There are three mechanics during phase 2:
- A shadow walk attack that knocks down on hit and targets a single player.
- A basic single-target projectile blast targeted at nearby players.
- A large AoE barrage.
- A single large swipe with his right arm.
The shadow walk attack is one Giganticus Lupicus casts every few seconds. It lets Giganticus Lupicus quickly move to a certain player and perform a knockdown on hit. During the shadow walk Giganticus Lupicus turns mostly transparent and fires a plague projectile, teleporting to the plague once it reaches its destination. The basic defense against this attack is, of course, to dodge away. However, it is almost impossible to rely solely on dodging since his shadow attacks and projectiles will quickly wear down players without the vitality or toughness to survive getting hit by these attacks.
The second mechanic, the projectile blast is a single target attack that will regularly target any nearby players. It is telegraphed but very quick. However, it can be avoided without a dodge by switching directions.
The third mechanic of phase 2 is a multiple AoE projectile barrage that Giganticus Lupicus casts between shadow walks. This is by far the deadlier of his three attacks and the one that results in most parties wiping. The attack poses a threat over an extreme amount of space - well beyond that implied by its red circles - as well as time with projectiles (and red circles) appearing in at least two waves. It is also highly damaging with each shot dealing 8k or more damage. The success of the party hinges on its understanding of the attack and how to mitigate it. This attack is telegraphed by Giganticus Lupicus gathering green death energy and releasing a swarm of projectiles from a point above his head. The projectiles have significant flight time and will land in the red circles roughly in the order they appear and with damage generally radiating outwards from him over time. The more grubs are allowed through during phase 1, the longer and deadlier phase 2 will be.
To begin with, while the attack does produce red AoE warning circles, they cannot currently be relied upon. It is possible that, as projectiles, they hit players not inside the landing zone while weaving. It is possible that not all of the red circles that should be rendered are actually rendered. Regardless, even if standing outside of red circles when the shots land, you will regularly be struck anyway. In other words, passive defense by positioning outside of the AoE circles is ineffective as a defense. Rather than deciding where to dodge, the key is knowing when to dodge and avoid damage through the use of the dodge's invulnerability frames. Avoid the attack by being invulnerable when it hits rather than trying to avoid it by not being where it hits; at this point it is very difficult to judge the latter. Nevertheless, being outside of the red circles may get you out of trouble and is certainly better than standing defenselessly within one. For full effectiveness, do not panic and wait for the second wave of circles to appear. Unless you are very close to Lupicus, the projectiles will take some time in flight.
If Lupicus' target can survive, many players can spend the fight without direct contact with Lupicus and suffer only from his projectile attacks, making the damage they do the effective measure of health. It is rare for Lupicus to down players in a single hit unless projectiles overlap or too many grubs were let slip, on the other hand only the toughest characters could expect to survive more than four hits. For a more forgiving if lengthier fight, slotting enough toughness and vitality to survive two or three blasts is adviseable. As projectiles, the attack can be mitigated with any abilities that block or destroy projectiles - most notably the Guardian's Reflection Field. Any ability or weapon that grants invulnerability moves such as blocks, Mesmer's sword, Mist Form. Necromancer's death shroud will also effectively tank the attack with a pile of hitpoints but life force will need to be restored between uses. Teleportation skills can be used to get out of the danger zone (remember to get well away). Rallying and resurrection during this phase is very risky but nevertheless should be done - by a single player without direct shadow walk aggro from Lupicus. If party members are going down consistently, consider slotting ranged resurrection skills. If you are going down consistently, perhaps due to being Lupicus' designated hate target, there are foods to increase downed life that can greatly expand the window of opportunity for teammates to get to you. Finally, any abilities or consumables that increase endurance recovery are also useful.
Contrary to the general inclination to keep your distance, however, the best and easiest strategy for dealing with Lupicus in Phase 2 is simply to engage him in melee. Lupicus will not do his knockdown teleport if all potential targets are close to him, and his single projectile has a minimum range and will miss on anyone close to him. This means your party only needs to worry about dodging the melee swipe and the projectile spray, the latter of which can easily be negated by guardians or mesmers with projectile-blocking skills. Feedback will deal massive damage to Lupicus, while Shield of the Avenger will effectively give the party a long window where the only attack they need to worry about is the melee swipe. A group with moderate levels of DPS, a guardian, and a mesmer can easily DPS Lupicus through his second phase well before all projectile blocks are expended.
- Phase 3
Once the boss goes down to about 50% health he will go into phase 3.
During phase 3 Giganticus Lupicus will start to attack players more directly and gains a lot of smaller spells listed below. Fortunately, this phase is much less difficult than the previous, though it can still be very dangerous if players draw too close.
- An AoE poison projectile from phase 2. As before, this is easily avoided simply by sticking close.
- A small poison AoE field that he places in front of him -- Lupicus will create a 'bubble' that traps its targets, knocks them down repeatedly and heavily damages them; with Stability and/or a stun break, this will basically be a guaranteed kill on most players caught in it. Note that this attack CANNOT be dodged or blocked. It is also worth noting that Lupicus ONLY does this attack on moving targets.
- A small missile barrage that he casts in front of him.
- A conal life-drain attack with a "sucking" animation. Hits multiple times over a long duration, making it difficult to dodge, but it can be avoided by dodging twice with a small delay in between. The easiest way to avoid this move is to stay close to Lupicus and roll through him when he starts it.
- A huge point blank AoE life steal spell, healing him 2000-3000 per second per player.
Again, the easiest way to deal with Lupicus in this phase is, contrary to common sense, to melee him. Of his attacks, the most difficult to avoid are the projectile and the conal lifesteal, both of which are easily avoided at melee range simply by rolling through him (or in the case of the projectile, simply by not moving). Similarly, if the party remains stationary, Lupicus will never do his bubble attack, meaning that the only attacks you really need to worry about is the projectile barrage and the AOE lifesteal. The former can be reflected or rolled through, while the latter can be avoided by turning and running during the long startup and rolling to get out of the area of effect once the red circle appears.
Lupicus tends to lock on to one player specifically during this phase; who he targets is mostly random, but he will remain focused on one target for a fairly long time once locked on, which you can use to your advantage. If party members are downed, the player being targeted by Lupicus can pull him away, allowing others time to revived downed teammates. It is recommended that said player either turns and runs (as opposed to backing away), which will make it easier to avoid being caught by Lupicus' AOEs, or in the case of more confident and experienced players, to solo him using the method described above.
Jotun path (Path 1)
- Path to first boss
The path to the first boss is populated by several Risen groups and multiple ooze and spider spawns, as well as several Orrian Turrets. The first group of Risen can be cleared out or stealthed through. The ooze spawns can be skipped, and the turrets cleared out using the nearby Reflecting Crystal or with reflect skills. The Risen group can be circumvented entirely. All other mobs will leash before the party reaches the first boss. When skipping, try to avoid being hit by the ooozes; they inflict multiple conditions with their attacks, including cripple, so getting hit at all by an Ooze will likely result in being chased down and killed quickly.
- Ancient Ooze
After speaking with the first Jotun spirit, you will have to fight a giant ooze. The Giant Ooze only has one attack; a very obvious charging animation followed by repeated "bounces" that knock down and heavily damage nearby players. It is recommended that players kite and range during this stage, preferably after carefully clearing out the other mobs and turrets in the area.
Once killed he will split into two smaller Vile Oozes with an annoying poison spray attack, and drop a Blood of the Ancients. Players can either kill the Vile Oozes (who in turn split in regular silver Vile Oozes, who them split into Lesser Oozes) or skip the hassle altogether and simply run the Blood back to the Stargazer to spawn the chest and trigger the next fight.
The next area is a small cliff slope filled with Risen, drakes, and oozes. Most groups elect to run past these mobs to save time and energy; the most difficult part of the run tends to be the four Risen at the beginning, so parties having trouble getting everyone through should consider using stealth to bypass them or simply killing them first. Hug the right side of the cliff to avoid ooze and drake aggro, and invul/block/stealth/dodge through the large group of oozes at the top of the cliff. Running all the way across the boss room to the far edge of the cliff will leash most pursuing mobs.
- 9 Champion Crystalline Entities
After the second Jotun spirit, these monsters are immune to player dealt damage, but receive damage when in the presence of green light found around the room.
When a player stands in lit areas in the cave, regardless of being in combat or not, a debuff will begin to be stacked on that player. This debuff causes the player to take ticks of 100 damage - the higher the counter of the debuff, the faster these ticks of damage are taken. However there is a tradeoff: the higher the counter of the debuff on the player, the more damage that player does to the monsters. This fight is a balance of players standing in the light for as long as they can to do increasing amounts of damage to the monsters, then running out of the light to reset the stacks before the player dies. Without this debuff, players can expect to only deal single digit damage numbers to the monsters.
In general, the Entities are easy to deal with so long as they are not all aggroed at once; pull them in groups of three and clear them out. They will die quickly once sufficient stacks of light have accumulated on the party.
After the entities are cleared, drop off the cliff to the east (try to avoid landing in the middle of the Risen Drakes at some places along the base) and use the detonator to clear out the giant mob of Risen on the way to the next boss.
After the third Jotun spirit you will find 4 "endless" spawning points of tar elementals. Have a member of your party stand on each geyser to stop lesser tar elementals from spawning. Once all 4 geysers are clogged, the boss will spawn and you can step off the geyser. At least twice during the fight the boss will hide again and the geysers must be reclogged.
When the Legendary Shoggroth is set on fire, it no longer spawns adds or applies its tar effect. If your party is unable to maintain constant burning, use the 300 Year Old Whiskey bottle near the spirit to keep it ablaze. Be careful, as it can be used to burn allies.
The boss constantly spits out burning tar puddles that knock players back on impact, and tar them if Shoggroth is not burning. Tarred players take constant damage and are unable to move or use skills until another player uses the 300 Year Old Whiskey Bottle to remove it.
In general, so long as the boss stays burning, the fight is trivial. The tar elementals that spawn deal moderate damage to non-defensive players and should be pulled to Shoggroth so they can be cleared via AOE.
Note that the boss does not regenerate health between fights. If for any reason the party wipes, Shoggroth can simply be worn down over repeated attempts.
Note that the nearest waypoint for this path is at the Ancient Ooze, it is the longest run back for Giganticus Lupicus in the event of a wipe. The large group of Orrians are very weak and easy to skip; just run past them to save time, or LOS them behind a wall to gather them up and burst them down.
- Korga, Lord of the Orrian Gorillas
The gorilla boss can be skipped or lured to places with only 1 corpse around he can resurrect. Fighting him in the middle of the corpses is generally not recommended, as he will resurrect them periodically and lock the entire party down with constant CC spam, leading to very rapid wipes.
This boss, when talked to will turn into an enemy. Have everything ready near the boss before talking to him. Reflecting crystals are extremely helpful for this fight. The boss will shoot slow moving blue flames at party members, which can be reflected with crystals or any other reflection skill. These flames deal massive damage and will kill the boss very quickly on their own (40.000-150.000 damage per reflection), so don't worry about DPS and just focus on reflecting the flames and he will die extremely quickly. When a player is carrying a reflective crystal, they should stand right on top of the boss so they can reflect all projectiles, not just the ones aimed at them (when doing this, be ready to dodge away quickly in case the crystal breaks).
- Bringing reflect skills such as Wall of Reflection or Toss Elixir U will help quickly kill the boss.
- There are concentric rings of fire that will tighten on the team while the boss loses health
- The boss will charge up with a flame glow which indicates that they are about to raise a lava font. Roll when he casts the font, as they deal a massive spike of damage on creation followed by heavy AOE burning.
Mursaat path (Path 2)
- Path to first boss
The route to the first boss is populated by a large number of Risen spiders and Dominated Risen. The spiders can be easily cleared by pulling them back to the NPCs at the camp and allowing the NPCs to deal with them, or simply skipped for convenience. If skipping, be careful of the two Dominated Deadeyes before Belka, who can easily kill inexperienced runners.
- Agent Belka
Stay away from barrels. Everyone needs to be in melee or she does massive damage to far targets. Projectile absorption and reflection is very useful in this fight, every single attacks she does is a projectile. She teleports around. Most of the floor will end up covered in red death, but just keep closing her down as best you can. The Asura might glitch sometimes and will not become hostile and block progress. If this happens the group will have to reenter the dungeon.
The cave after Belka is populated by a large number of Risen Spiders and Abominations with the Determined buff, and features an Asuran powersuit at the entrance and charged rifles scattered throughout. One player can ride the powersuit and push back the spiders using a shield skill, while his allies stay close and recharge him using the nearby devices. The Abominations cannot be pushed back due to the Unstoppable buff, but may be killed using the Discharge skill on the environmental weapons. Alternately, the cave can be skipped altogether by standard stealth/running.
Upon exiting the cave, a turret will activate and draw the aggro of the risen, allowing the party to escape. Go right after passing the turret, towards two Risen Sentinels--the left path is a dead end and will draw the aggro of the spiders.
The next path is populated by more Dominated Risen, Risen Spiders, and Risen Drakes which can be cleared or skipped at the party's discretion.
- Berserker Abomination
Three respawning inquest need to be killed; they drop rifles that can be picked up and used to tranquilise the abomination when he berserks. The abomination is easiest when the entire party melees; his slow melee attacks are easily avoided simply by running through him whenever he swings (turning off Melee Asisst in Options helps). His jump-and-stomp AOE is easily dodged on reaction, meaning that if the party takes care to clear out the Inquest that spawn periodically, or if it simply has good uptime on reflection coverage, it is possible to kill the Abomination without ever taking any damage at all.
- Giganticus Lupicus
The path to the next boss is an underwater tunnel, then a minefield. The tunnel consists of two portions; a large, open area filled with fire and poison spitting turrets, and a narrow tunnel full of Risen Sharks. The minefield is easily navigated so long as the party keeps moving and dodges nets from the turrets placed around the area; even if one person downs, the mine that downed him will not respawn for a few minutes, allowing him to safely revive himself. Running past the large group of Risen and Inquest at the other end of the minefield is recommended, as there is a waypoint right behind them that the party can rally at.
- Alphard, Serpent of the Waves
Has five attack patterns:
- Basic pistol attack. Low damage and bleeds, and can be avoided by strafing rapidly from side to side at range. Also does an Unload-type attack that hits for high damage.
- Throws a hook resembling a Scorpion Wire that pulls all players in. If it hits, is always followed up by:
- Lays a bomb that deals massive damage when it explodes. Very obvious and easy to see; just roll out of the AOE when you see the red circle. Note that this move can be reflected by reflecting the hook; the player who reflects the hook will lay the bomb instead, dealing heavy damage to Alphard.
- Teleports back to the center of the arena, taunts, then begins spinning and throwing lightning bolts that hit for high damage. Can be avoided by using terrain to block the bolts. These bolts cannot be negated by projectile blocks or reflected. Extremely telegraphed by the entire sequence described above; it is very easy to burst Alphard down during the taunt phase and prevent him from doing the spin altogether.
- At set intervals of health, summons multiple clones that attack with his pistol attacks.
The easiest way to kill Alphard is simply to abuse projectile reflecting moves. Wall of Reflection and Feedback will shut down all of Alphard's attacks (even the bomb), except for the spin attack, which is easily spotted and avoided. If the party stacks inside a reflecting or blocking shield, they will be totally safe from all other attacks, including the clones, which are likely to kill themselves with reflected projectiles. If the party does not have enough blocks to keep a constant reflect rotation going, save the blocks for the clones spawn; Alphard is unlikely to kill anyone with just the pistol attacks if everyone dodges the bomb. The only move that is capable of hitting you from under a projectile defense is the lightning spin attack, which is extremely telegraphed.
After killing Alphard, the barrier to the nearby caves disappears and players can enter an area full of Inquest Technicians and Risen Plague Carriers which suicide and spawn large numbers of grubs. The Technicians stun for an extended period of time, making avoiding the Plague Carrier difficult without stability, but parties that are having trouble making the run can intentionally let the Carrier suicide near the Inquest, spawning grubs which are hostile to the Inquest and which will kill them. The group can then simply go back in and clear out the weak grubs, or just run past them.
This boss has two phases. For the first phase, one person at a time can pass through the barrier surrounding her after interacting with the nearby terminal. The buff lasts for 30 seconds, during which time the affected party member will deal massive damage to Brie. Once Brie drops below half health and the current player's buff expires, the Phased buff will be transferred to all party members, enabling them to enter and fight Brie as normal. At this time, all players will be invulnerable to all attacks by anything other than Brie, so you can ignore the periodic Risen spawns outside and focus on finishing her off. Brie herself only has three attacks:
- AOEs randomly explode in the area around her. The red circles appear well before the explosions actually hit, so you have plenty of time to avoid them.
- Charges a big laser for high damage. The laser itself is very narrow and Brie does not adjust her aim after she begins charging, making it very easy to avoid this attack simply by sidestepping a few feet to the side.
- Fires a big Orb of Wrath that hits for massive damage. Only does this attack on distant players, so it can be avoided simply by having everyone melee her.
It is possible to save time and effort by having a player with enough single-hit burst DPS (typically a thief or warrior) to deal a massive single hit on Brie right before she reaches 50% health. Skills like Backstab and Eviscerate deal high single target damage, allowing you to take off a giant chunk of Brie's health before she enters the second phase and starts to take only normal damage. Use of DPS boosting buffs like might, vulnerability, fury, banners, and spirits are recommended; pet-reliant classes like mesmers and rangers are not, as these will not receive the Phased buff and are unable to damage Brie.
The terminal is susceptible to damage. If it gets destroyed, the entire party will be teleported out of battle and back to Shipfall.
Forgotten path (Path 3)
The Forgotten Path with Warden Illyra is often considered the least troublesome of the runs, with the least difficult boss fights (apart from Lupicus) and being able to run past the mobs barring the path to the Wraithlord. In addition there are a variety of exploits in which certain classes can circumvent whole sections of the dungeon, as well as terrain glitches that can be used as shortcuts.
- General Tips for Path 3
As far as elite enemies go, prioritize Risen Mages and Illusionists. Both have heavy-damage spells and AoEs that are difficult to avoid. These two enemy types will be incredibly frustrating when either running or fighting. Risen Hunters are dangerous due to the eagles they summon (high damage but low health), while the Elementalists are the least of the party's worries, with only a moderately damaged 'claw'-shaped projectile spread.
The Champion Risen Spiders that appear while heading to the Wraithlord Mage Crusher are also dangerous. Their barrage of poison AoE attacks are often lethal, and parties that choose to run must find a spot where the spiders can de-aggro safely.
- Wraithlord Crusher and Hunter
This encounter consists of two mobs: the Legendary Wraithlord Crusher and a Champion Hunter. The hunter will regularly shoot poison clouds over the crusher's position, trigger traps on anyone attempting to melee him and apply heavy conditions to the party, including a very long lasting immobilize that prevents players from dodging away from the crusher's attacks. The crusher himself has two attacks, a well telegraphed charge-up shockwave attack that will down in one hit and an AoE revive that will resurrect any Risen in the area, even if their corpses have been looted and disappeared. This means taking out the Champion Hunter first in the usual fashion is pointless and pulling the Crusher himself too far will see him resurrecting large numbers of elite and normal Risen mobs. Instead, the Crusher must be targeted and killed in place. Blocks and invulnerables will save lives as players will frequently be rooted in place by the Hunter. Slotting heavily for condition removal and shaking off roots in specific is adviseable.
It is also possible to separate the two via kiting - by keeping the Crusher in place and kiting the Hunter towards the start area. Alone, the Champion Hunter can easily be killed by a couple party members. Without his presence, killing the lone Crusher and avoiding his attacks becomes trivial.
- Wraithlord Mage Crusher
Spawns Risen Hands around the arena that knock down players. Like Alphard, can be completely shut down with a stack-and-reflect strategy. If reflects are not available, the Mage can be killed at range from certain locations where the Hands cannot reach.
- Giganticus Lupicus
The battle with the Wraithlord happens in two 'phases'. At first the Wraithlord will be invulnerable; the party has to first control all three ritual circles while he teleports around them in clouds of poison, as well as summoning minions that attempt to chase players off of the circles. If only two ritual circles are held, the process will be noticeably slower; if less than two are held, the progress will actually reduce rapidly. Therefore it is important to remain on the circles for as long as possible.
Typically one player will aggro these summoned mobs, kiting them while the other party members finish the ritual. Swiftness is an excellent boon to constantly apply during this 'phase' of the Wraithlord. Condition removal is also a good idea. Do not kill the summoned mobs; they will simply respawn indefinitely and are not worth the effort.
Once the ritual is finished the Wraithlord will become vulnerable to normal damage. Primarily a melee attacker, the Wraithlord can also shadow walk (much like Giganticus Lupicus) to targets. His normal attacks are not particularly damaging, but he applies a Corruption effect that can stack, increasing the amount of damage his future attacks will do -- this can be deadly! Luckily, columns of light will periodically appear on the ground with a corresponding combo circle. Standing in these circles will remove your Corruption stacks and act as a Condition Removal combo field as well. As the fight drags on he will summon undead tendrils and more minions; these are hindrances at worst. Once the Wraithlord is dead, he will spawn a chest and the dungeon will be completed.
Seer path (Path 4)
This path has you collecting blood stones at shrines of the 5 gods along with some tough undead trash groups and fun 'Frogger' halls. Note that this path is considerably longer than most dungeons in GW2, so be prepared for a long challenge.
- Kaisar, High Priest of Balthazar
The first boss is fairly straightforward if you've done other dungeons. Balthazar's statue is activated by killing the hounds in the area, then placing the fire they drop on the torches around the statue. Against the priest of Balthazar, avoid firestorms that drop periodically and watch his great sword spin.
- Vahid, High Priest of Melandru
To activate Melandru's statue, use the buckets of poison on the stumps in the nearby rooms. The second deity fight involves trees that root nearby players in a room with 'oozes' (flashing balls) that randomly move around. Getting struck by one knocks you down with some damage and a poison. Note that there are some spots where oozes never go. Find them and stand here while you kill the boss. The fight can be easier if one person with reasonable DPS kills the trees and another person kites the gorillas (they respawn every 30 seconds) in an area away from the other members. The 3 remaining members can safely focus on killing the boss.
- Farnax, High Priestess of Lyssa
As the community put it, this boss is basically "a really big mesmer". She will periodically summon three clones, and shatter them almost immediately, giving stacks of confusion on anyone in range of explosion. Be sure you can cleanse the 25 stacks of confusion you may get or be sure to not attack. She will occasionally turn one party member into a moa, but otherwise have slow autoattacks and isn't particularly difficult.
To open the doors to the following rooms, your party will have to carry an orb of light from one receptacle to another identical container by the door at the end of the room. The orb damages whoever carries it, and it's lost if the carrier is downed. While carrying the orb, players will get an environmental weapon skill that allows them to throw the orb, and whoever is hit by the trajectory of the orb will receive it. This allows players to pass it like a 'hot potato' while running to the other receptacle.
Note that when using the skill, players with "Fast-Cast Ground Targeting" deactivated will get an AoE indicator, but the skill is actually a projectile, and will not hit those within the AoE, but those in the trajectory of the thrown orb. In addition, a mesmer can speed things up quite a bit by placing a portal at the end point and portaling about halfway through the last run, which will lead to Giganticus Lupicus.
- Giganticus Lupicus
- Ghasm, High Priest of Grenth
Activating Grenth's statue requires killing the Elite Wraith first, so clear the room of mobs carefully beforehand. There are 5 runes in the room (Grenth-esque looking markings on the floor), and it is best if the mobs are cleared beforehand. Mechanically, the Wraith will attack the party, but he will only stay so long before teleporting to one of the runes. The simplest way is to have one person stay within each rune while the wraith teleports around. He will reset if the rune he is teleporting to is empty or if he gets knocked off a rune.
The Wraith always follows a set order. If you are standing in the middle rune while facing the undead wraith, the order goes: (starting position)/East, right/South, left/North, behind/West, middle. Then he will go back to the starting position in front. There is a short period of time when he first teleports in which he has to be "aggroed" or else he will reset. There are two approaches to killing him. If your group is coordinated enough, you can have people leave their runes as long as the rune he is occupying and going to teleport to are ready for aggro (to take damage from him in melee range or to hit him and damage him). Alternatively, stationing one person at each rune could also provide to be useful, so long as each member of the party is able to survive both the Wraith and the trash mobs (two random Risen) that he periodically spawn.
After the undead wraith is killed, the Grenth statue will activate. The priest of Grenth can't be damaged. Instead, the priest will spawn another undead wraith which the group can kill. It is no longer necessary to stand on a specific rune. Each wraith places a debuff on one party member randomly that will down him instantly after expiration, but should the wraith be killed, the buff will dissipate. Using a skill granting invulnerability, such as the mesmer's sword 2, or double-dodging, just before the buff ends will prevent you to get downed. The priet's health will decrease everytime one wraith is killed.
- Simin, High Priestess of Dwayna
A difficult fight for unorganized parties. To activate the statue, simply kite the invulnerable sparks(balls) around the statue. There are 5 runes, you must position one on each rune by kiting them onto the runes. Once a spark is in place on a runes, it becomes inert. To see which runes are free, watch for the shield icon around them : if present, it means this rune is occupied.
During the first phase (100%-50% health), the priestess will regularly petrify one person in the group. A debuff (purple icon) will appear first, and when it counts down to 0, the player targeted by the debuff will be petrified, unless he can get some stability up at the last second. This can be cancelled by throwing a Tear of Dwayna (environmental objects scattered about the area) on the person, and it is generally recommended that the person with the lowest damage output carry out this task.
During the second phase (50% - end), in addition to the petrification, the priestess will stealth on a regular timer (45 second cool down) and begin to heal. The five sparks will reset to their initial positions in the room, forcing the party to kite the sparks back onto the rune in the same manner as the initial statue activation. The boss will continue to heal until all the sparks return to the runes. Note that when kiting the balls, you must approach them physically (ranged attacks won't work to get their attention consistently).
2 working strategies have been reported for now:
- Move the priestess somewhere where she won't interfere with the kiting. The southern wall for example, or a section of the wall roughly level to where the runes are located would also do. It is imperative that the party kites the sparks to the best of their ability. An example setup would be having one person stands north, near the entrance of the cave, who will kite the three northern sparks. A second person will stand south near the spawn location of one spark (preferably within reach of Simin) and will kite both southern sparks. Carry on to fight Simin as normal, but as soon as she stealths, these two players kite the sparks into their appropriate locations. The other 3 (including the person who repeatedly gets petrified and the one assigned to tears) fight the boss constantly, even when she's stealthed. This method takes a little bit of practice to succeed, but a little patience could go a long way, especially considering that this is the second to last boss of the dungeon.
- This tactic requires a lot of dps and warriors or guardians are preferred because of close range damage. Just like the other tactic you should lure the priest away from the sparks. Hamster the tears before you do this though and one of the lowest dps in the party should do the curing of petrify. The trick is to bring her down to 50% HP so the sparks spawn, now put in 4/5 sparks. Let her regenerate so she has full health or comes out of stealth. Next, bring her down to 50% again with 4 people (and one tear thrower) and before she hits 50% and goes to stealth, one person goes to the one spark that is left, so he can put it in as soon as it spawns. If it's done, this player should go dps the boss as well. This means the priest will have very low stealth time. Now everyone has to dps as much as possible and kill her before she can stealth again, there is 45 second recharge on the stealth. Very useful in this tactic is to use the best available power+precision nourishment and best available potion of undead slaying.
- NOTE: It appears now the priestess is invulnerable during the spark kiting phases. It is found best to have the full party DPS until she cloaks, then 1 person grabs the 3 sparks to the north and 1 person grabs the 2 sparks in the south as quickly as possible, then have the full party DPS until she cloaks again.
Follow the path by the champion drake and then jump in the well on the left. Swim right past the shark, and once the party returns to land a few spiders will drop down which can be skipped or fought. The path eventually leads to the final fight. There's a bonus event if you decide to go the right at the fork through the spiders, but it involves clearing a lot of pretty tough groups of linked illusionists, elementalists and hunters, and if you came that far it's likely you'll be wanting to go straight to the last boss fight.
- Bloodstone Shard
Note that a waypoint very close to this boss, so don't be discouraged if you wipe the first time. This boss fight is considered by many to be easier than both Lupi and Simin, and involves a small element from each of the previous encounters. The bloodstone itself is stationary, but the party will be constantly under attack by firestorms (Balthazar), moving poison (Melandru), petrification (Dwayna), status effects (Lyssa), and the occasional Elite Wraith mob (Grenth).
All of these mechanics, except petrification, can be completely ignored by a party which stays in its melee range and has moderate damage output. If the latter is not the case, assign one person to throwing tears to depetrify people, another to destroy Melandru's trees, and the rest on the boss. Note that Grenth's wraith will spawn from time to time, and it is advised to focus on him with the whole team when it does.
- General Tips
Having a sturdy group and solid condition removal (and boon removal on some trash groups) is ideal. This is a very long dungeon path with more chests than the average dungeon and two very challenging boss fights that have a long run from waypoint.
Use any advantage to your disposal. Having exotic gear, potions of undead slaying and food suited to your playstyle make the dungeon easier.
- Ogden Stonehealer
- Priory Explorer
- Priory Historian
- Randall Greyston
- Scholar Yissa
- Surratt, Whispers Agent
- Sylvan Hound
- Varra Skylark
- Vigil Crusader
- Vigil Marksman
- Vigil Tactician
- Vigil Warmaster
- Warden Illyra
- Whispers Agent
- Alphard, Serpent of the Waves
- Berserker Abomination
- Bloodstone Shard
- Champion Crystalline Entity
- Champion Orrian Drake
- Champion Orrian Spider
- Champion Orrian Warrior
- Champion Risen Knight
- Champion Risen Spider
- Dominated Berserker
- Dominated Deadeye
- Dominated Defiler
- Elite Risen Deadeye
- Elite Risen Elementalist
- Risen Grub
- Elite Risen Hunter
- Elite Risen Illusionist
- Elite Risen Mage
- Farnax, High Priestess of Lyssa
- Ghasem, High Priest of Grenth
- Giganticus Lupicus
- Inquest Handler
- Inquest Technician
- Legendary Jotun Stargazer
- Kaisar, High Priest of Balthazar
- Korga the Mighty
- Legendary Shoggroth
- Locust Swarm
- Operative Belka
- Operative Brie
- Orrian Drake
- Orrian Eagle
- Orrian Farmer
- Orrian Servant
- Orrian Spectral Archer
- Orrian Spectral Flamecaster
- Orrian Spectral Ghostblade
- Orrian Spectral Guard
- Orrian Spider
- Orrian Villager
- Orrian Wizard
- Orrian Wizardess
- Plague Carrier Abomination
- Risen Shark
- Simin, High Priestess of Dwayna
- Undead Abomination
- Undead Spider Hatchling
- Vahid, High Priest of Melandru
- Wraithlord's Crusher
- Wraithlord's Hunter
- Wraithlord's Mage Crusher
- Ogden Stonehealer: This isn't the first time the dragons have risen.
- Ogden Stonehealer: The Tome of the Rubicon speaks of the dwarves fighting the dragon's champions.
- Ogden Stonehealer: We have since learned of other races fighting the dragons long ago-- mursaat, jotun, Forgotten, and Seers.
- Ogden Stonehealer: Their secrets are to be found within this ruined city of the human gods.
- Ogden Stonehealer: We have experts on each race, all seeking this lost knowledge.
- Ogden Stonehealer: Choose one of them, and help us discover how to better fight the remaining dragons.
Choosing to help Warden Illyra.
- Warden Illyra: The Forgotten were an ancient race of serpents.
- Warden Illyra: I have learned that the last time the Elder Dragons came, the Forgotten worked with Glint, who hid the old races from the dragons' power.
- Warden Illyra: Glint was a champion of the Elder Dragon Kralkatorrik, but somehow she shook off his yoke.
- Warden Illyra: Our scouts have reported ancient artifacts, which may be tied to the Forgotten.
- Warden Illyra: Perhaps they hold the key for freeing creatures from the control of the dragons.
Investigating a Forgotten Vase.
- Warden Illyra: This artifact once belonged to the Forgotten. The golden seal matches those from the Crystal Desert.
- Warden Illyra: More importantly, it has remained uncorrupted either by Orr's long immersion or by Zhaitan.
- Warden Illyra: This is important. It means that some sort of protection is possible!
Nearing a Forgotten Tome.
- Warden Illyra: Careful! More of Zhaitan's minions are about.
- Warden Illyra: They cannot corrupt the old Forgotten artifacts, but they can prevent others from using them.
Investigating a Forgotten Tome.
- Warden Illyra: Yes. Yes! Look at these runes. The Forgotten were able to remove Kralkatorrik's control over Glint.
- Warden Illyra: Glint remained in crystalline form, but she regained her free will and identity.
- Warden Illyra: If we can re-create the process, this will help in fighting the dragons.
- Warden Illyra: The spell requires a location near here. We need to find a likely place to replicate the experiment.
At the Giganticus Lupicus.
- Warden Illyra: That body looks like a Giganticus Lupicus, corrupted by Zhaitan's power.
- Warden Illyra: They became extinct long before the first sylvari fell off the tree.
- <Instance owner>: It doesn't look extinct. It's moving!
- Warden Illyra: Is it? Amazing!
After defeating Giganticus Lupicus.
- Warden Illyra: A pity. Such a titanic creature leashed to Zhaitan's power.
- Warden Illyra: Perhaps we may free its brethren, if they still exist.
Upon reaching the chicken.
- Warden Illyra: This looks very interesting.
- Warden Illyra: This creature is perfect!
- <Instance owner>: It's a chicken. An undead chicken.
- Warden Illyra: Yes, yes it is. But it is clearly tainted, while still small enough to contain.
- Warden Illyra: Place the undead chicken into this cage and we'll take it to the altar described in the spell.
- Warden Illyra: Okay, I've got the chicken in the cage.
- Warden Illyra: We must press on to the altar, and work the spell that freed Glint.
Upon entering the Altar room.
- Warden Illyra: There! Up there is the altar!
Upon reaching the slope.
- Warden Illyra: Up the slope! We need to reach the altar.
Discovering the Altar of Glaust.
- Warden Illyra: This is the altar. It was here, before the human gods came, that Glint was freed of the Elder Dragons.
- Warden Illyra: With luck, we can reproduce the original spell.
- Warden Illyra: Protect me and the chicken while we perform the ritual!
After cleansing the Risen Chicken and defeating the Wraithlord.
- Warden Illyra: Excellent! Look at the clarity in its eyes. The lack of murderous rage!
- Warden Illyra: I will call it "Twitchy."
- Warden Illyra: Ogden will be so impressed!
- Warden Illyra: What's that, Twitchy? You want some worms?
- Varra Skylark: The jotun are now primitive brutes, but they were once brilliant and highly magical.
- Varra Skylark: They studied the world and the heavens, and inscribed their discoveries on their great monument stones.
- Varra Skylark: My study of those stones in the Shiverpeaks leads me to believe they knew when the dragons would awaken.
- Varra Skylark: That knowledge was found by the human gods and brought here to Arah.
- Varra Skylark: Our scouts have found old monument stones here among the wreckage. I think they point to where an ancient jotun observatory may be found.
- Varra Skylark: Come with me and together we can learn the secret of the jotuns.
At the first monument stone.
- Varra Skylark: There! A jotun monument stone, uncorrupted by the Elder Dragon's influence!
- Varra Skylark: Hold on, something is manifesting. Yes!
- Jotun Stargazer: I know your desires. You seek the wisdom of the jotun.
- Jotun Stargazer: Speak with me, and if I find you worthy, a mystic jotun stone will be your reward.
After returning to the first monument stone upon defeating the Ancient Ooze.
- Varra Skylark: I have the stone. Let's go!
After defeating the Crystalline Effigies.
- Varra Skylark: I have the mystic jotun stone.
At the third monument stone
- Legendary Jotun Stargazer: I know your desires. You seek the wisdom of the jotun.
Upon defeating Legendary Shoggoth
- Varra Skylark: I've got the mystic jotun stone.
Upon approaching the Giganticus Lupicus
- Varra Skylark: This looks like an obsolete arena.
- Varra Skylark: And that body is a Giganticus Lupicus! I recognize it from the old texts!
- <Instance owner>: Be careful. It may not be quite dead.
- Varra Skylark: The Giganticus Lupicus died out over ten thousand years ago. Wait a minute! I think you're right!
After defeating the Giganticus Lupicus
- Varra Skylark: You've slain it!
- Varra Skylark: (sigh) I only hope it's not the last one.
Approaching the final monument stone
- Legendary Jotun Stargazer: I know your desires. You seek the wisdom of the jotun.
- Varra Skylark: Yes, you will speak with us, and we will be worthy.
- Legendary Jotun Stargazer: And the final challenge is to battle me!
- Varra Skylark: Wait, what?
After defeating the Jotun Stargazer
- Varra Skylark: Beyond this gate should be the secret of the jotun.
- Varra Skylark: Success! We have found it!
- Varra Skylark: There! The telescope of the jotun!
After defeating the Legendary Jotun Stargazer and gaining access to the The Mystic Telescope.
- Varra Skylark: Excellent, I've checked the runes. Now let me examine the device itself.
- Varra Skylark: Yes, yes! This clearly shows some new stars in the firmament. And they line up with the Jotun designs!
- Varra Skylark: The appearance of the Elder Dragons is reflected by the stars themselves. When they awaken, so do these new stars!
- Varra Skylark: This will be most helpful for our future work!
Choosing to help Scholar Yissa.
- Scholar Yissa: Excellent. Someone else as interested in the mursaat as I!
- Scholar Yissa: The mursaat are a lost race, but once they ruled humans as the Unseen Ones.
- Scholar Yissa: What legends I have uncovered say they used powerful magic to shift themselves out of phase with this world.
- Scholar Yissa: I believe they used this as a way to escape the Elder Dragons.
- Scholar Yissa: Come! The secret of the mursaat must be somewhere in these ruins!
Discovering the research team has been murdered by Inquest.
- Operative Belka: So, you're finally catching up with us, eh?
- Scholar Yissa: That asura. I recognize her. (gasp) She's Inquest!
- Scholar Yissa: She was talking to my scouts earlier. I knew they were interested in the mursaat.
- Operative Belka: Your scouts are dead, scholar, and soon you will be as well!
Defeating Berserker Abomination.
- Scholar Yissa: There were mursaat artifacts here, but they have been plundered.
- Scholar Yissa: They are ahead of us.
- Scholar Yissa: I fear these ancient writings will reveal the secrets of the mursaat.
Approaching the Giganticus Lupicus.
- Scholar Yissa: That's the corpse of a Giganticus Lupicus!
- Scholar Yissa: Their extinction matches the possible last time the Elder Dragons awoke.
- Scholar Yissa: Hold on, now. I think it's stirring!
Defeating Alphard, Serpent of the Waves.
- Scholar Yissa: They have plundered this site as well.
- Scholar Yissa: If the Inquest discover the secrets of the mursaat, they could become unstoppable.
Approaching Operative Brie
- Scholar Yissa: Stop right there! You've stolen enough mursaat relics.
- Operative Brie: We've only just begun. With this knowledge, we can become like the mursaat themselves!
- Operative Brie: We will leave this world to the Dragons, and then return and rule once they sleep again.
- Scholar Yissa: Not on my watch. Your madness ends here!
Defeating Operative Brie.
- Scholar Yissa: Amazing! These artifacts reveal the full story.
- Scholar Yissa: The races gathered together to fight the dragons, each contributing something.
- Scholar Yissa: Hmm. Yet the mursaat took their knowledge and fled into a half-world, out of phase with our own.
- Scholar Yissa: They would have let the rest of the world die just to save themselves. Huh. Just like the Inquest.
Choosing to help Randall Greyston.
- Randall Greyston: The seers were a magical race, once close allies to the mursaat.
- Randall Greyston: When the Elder Dragons first awoke, they gathered the unspoiled magic in the world and locked it within a great artifact—the first bloodstone.
- Randall Greyston: The human gods recovered this bloodstone, and gave magic to the human race. When humanity could not handle that power, they split it into five parts.
- Randall Greyston: The first bloodstone was broken into pieces in Arah.
- Randall Greyston: I've modified an asuran device to follow divine energies. I think we can find shards from that event, and perhaps its location.
Beginning the path
- Vigil Tactician: Stand clear, she's about the blow!
- Vigil Tactician: We have enemy inbound!
- Vigil Tactician: Onward! Into the fray!
- Vigil Tactician: Hold position, troops!
When Champion Risen Knight appears
- Vigil Marksman: (screaming)
- Vigil Tactician: Mission aborted!
Defeating the Champion Risen Knight
- Randall Greyston: Lord Odran once sought out the gods. Perhaps we need to seek them out again.
Fighting Kaisar, High Priest of Balthazar
- Kaisar, High Priest of Balthazar: For Zhaitan!
- Kaisar, High Priest of Balthazar: You cannot defeat the Elder Dragons!
- Kaisar, High Priest of Balthazar: No! My power betrays me!
After defeating Kaiser
- Randall Greyston: Look there! That gem upon the creature's head!
- Randall Greyston: That's a shard of the bloodstone. It matches my research.
- Randall Greyston: I knew there had to be small pieces from when the human gods sundered it.
- Randall Greyston: We must recover it!
- Randall Greyston: This looks interesting.
- Randall Greyston: I think Zhaitan's minions are attracted to the power of these stones.
Approaching Melandru's Dome
- Randall Greyston: That font of light. I sense that it is strongly divine!
- Vahid, High Priest of Melandru: Die, in Zhaitan's name!
- Randall Greyston: Look! There's another one!
- Randall Greyston: And again, it has a shard of the bloodstone!
- Vahid, High Priest of Melandru: Opposing Zhaitan is sacriledge! [sic]
- Vahid, High Priest of Melandru: Bow before Zhaitan's power!
- Vahid, High Priest of Melandru: The pain! It is too much!
The room after Vahid
- Surratt, Whispers Agent: Hey, I need your help!
- Surratt, Whispers Agent: We're in for some trouble.
Defeating the oncoming Risen
- Surratt, Whispers Agent: Thank you for lending me a hand.
- Surratt, Whispers Agent: Ready your weapons and move in!
- Surratt, Whispers Agent: Couldn't have done it without you.
At the statue of Lyssa
- Surratt, Whispers Agent: Look out!
- Surratt, Whispers Agent: (evil laughter)
- Farnax, High Priestess of Lyssa: Zhaitan eats gods!
- Farnax, High Priestess of Lyssa: This is Zhaitan's land!
- Farnax, High Priestess of Lyssa: Death welcomes me!
After defeating Farnax
- Randall Greystin: The corrupted Lyssan priest is down! These shards! They feel warm now.
- Randall Greystin: Perhaps the bloodstones are still connected to the six gods.
At the Giganticus Lupicus
- Randall Greyston: Amazing! This dead creature predates the human gods here.
- <Instance owner>: Look out! It's moving!
- Randall Greyston: By the Six Gods! Now it's one more slave to Zhaitan!
Fighting Ghasem, High Priest of Grenth
- Ghasem, High Priest of Grenth: Zhaitan will eat your world!
- Ghasem, High Priest of Grenth: None escape Zhaitan's rule!
- Ghasem, High Priest of Grenth: Noooooo!
After defeating Ghasem
- Randall Greyston: We have sent Grenth's fallen priest back to the Mists. These shards are beginning to react.
- Randall Greyston: The gods left Tyria to the humans centuries ago. If we could only seek out their wisdom!
Fighting Simin, High Priestess of Dwayna
- Simin, High Priestess of Dwayna: You will pay for your trespass!
- Simin, High Priestess of Dwayna: In Zhaitan's name!
- Simin, High Priestess of Dwayna: Worship the power of Zhaitan!
- Simin, High Priestess of Dwayna: Zhaitan, save me!
After defeating Simin
- Randall Greyston: Dwayna's corrupted servant is at last laid to rest. She would be pleased.
- Randall Greyston: Is there no end to such horrors?
When approaching the Bloodstone Shard.
- Randall Greyston: This must be where the bloodstone was sundered.
- Randall Greyston: This is a holy place, overwhelmed by the corruption of the Dragons.
- Randall Greyston: Clear this, and let me read the elder runes.
After defeating the risen surrounding the Bloodstone Shard.
- Randall Greyston: Each of the bloodstone shards has been captured by a corrupted servant of a human god, yet this one is not. I wonder why.
- Randall Greyston: Fantastic! The human gods not only sundered the seer's bloodstone here-they increased its power.
- Randall Greyston: They pulled the energies of Zhaitan himself, even though they did not know of the sleeping Elder Dragon.
- Randall Greyston: They only knew that this was a place of great magical power, and built their godly city here.
- <Instance Owner>: Greyston! What is happening to you?
- Randall Greyston: I can hear the stones calling me! I can hear the voices of the Six Gods!
- Randall Greyston: (whimpering)
- Randall Greyston: (screaming)
After defeating the Bloodstone Shard.
- Randall Greyston: I go now, to seek out the gods themselves!