The Ruined City of Arah (explorable)

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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

This page covers information for the explorable mode of the The Ruined City of Arah dungeon in Cursed Shore. Scholars of the Durmand Priory have come to Arah to study the ancient secrets of the ruined city. Players cooperate with one of these scholars to learn about how ancient civilizations survived the threat of the Elder Dragons.

The dungeon features four paths:

  • Path 1: Scholar Varra Skylark and the Jotun.
    • In path 1, players have to prove their worth to the Jotun to find an ancient Jotun telescope that the Jotun Stargazers of millennia ago used to watch the stars and learn about the life cycles of the Elder Dragons.
  • Path 2: Scholar Yissa and the Mursaat.
    • In path 2, players race against the Inquest in a search for artifacts that may explain how the Mursaat were able to hide from the Elder Dragons.
  • Path 3, Scholar Warden Illyra and the Forgotten.
    • In path 3, players explore Arah to find the exact location in which the Forgotten were able to free Glint from Kralkatorrik's influence.
  • Path 4, Scholar Randall Greyston and the Seer.
    • In path 4, players recover fragments of the original Bloodstone that the Risen have been using to increase their power.

In terms of difficulty, path 4 is considerably longer than the other paths, and features more mechanics. Paths 2 and 3 are the shortest, with path 2 having the most one-shot mechanics, and path 3 having the easiest bosses. Path 1 is of average length, and includes an optional boss fight that most groups choose to skip.

Dungeon information[edit]

Objectives[edit]

All paths
  • Event boss (tango icon).png
    Help the Pact investigate Arah.
    • Choose which elder race to investigate.
    • Speak with Ogden.
    • Choose which researcher to aid.
Jotun
  • Event boss (tango icon).png
    Locate and open the jotun observatory.
    • Search for keys to the jotun observatory.
    • Defeat the crystalline entities.
    • Investigate the jotun monument stone.
    • Drive the shoggroth to the surface and defeat it.
    • Navigate the labyrinth of Arah
    • Defeat the undead temple guard.
    • Giganticus Lupicus
      Event bar.jpg
      Event boss (tango icon).png
    • Defeat Korga, Lord of the Orrian gorillas
    • Korga
      Event bar.jpg
      Event boss (tango icon).png
    • Investigate the jotun monument stone.
    • Defeat the jotun stargazer.
      Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    Good job! You've discovered a secret of the jotun
Mursaat
  • Event boss (tango icon).png
    Discover the secrets of the Mursaat.
    • Meet up with Yissa's scouts
    • Belka
      Event bar.jpg
      Event boss (tango icon).png
    • Continue the search for Mursaat artifacts.
    • Berserker Abomination
      Event bar.jpg
      Event boss (tango icon).png
    • Race against the Inquest for Mursaat Artifacts.
    • Navigate the labyrinth of Arah
    • Defeat the undead temple guard.
    • Giganticus Lupicus
      Event bar.jpg
      Event boss (tango icon).png
    • Alphard, Serpent of the Waves.
      Event bar.jpg
      Event boss (tango icon).png
    • Stop the Inquest in their research of the Mursaat.
    • Operative Brie
      Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    Congratulations! You've foiled the Inquest and found the secret of the mursaat
    [sic]
    .
Forgotten
  • Event boss (tango icon).png
    Discover how the Forgotten restored Glint's free will.
    • Locate artifacts of the Forgotten.
    • Navigate the labyrinth of Arah
    • Defeat the undead temple guard.
    • Giganticus Lupicus
      Event bar.jpg
      Event boss (tango icon).png
    • Take the chicken to the Altar of Glaust.
    • Prevent the Wraithlord's servants from disrupting the ritual.
    • Ritual progress
      Event bar empty2.jpg
    • Defeat the Wraithlord.
    • Wraithlord Health
      Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    Excellent! You've uncovered the Forgotten's secret!
Seer
  • Event boss (tango icon).png
    Hunt for evidence of the Bloodstone's shattering.
    • Breach the gare and press deeper into Arah.
    • Break open the gate.
    • Accompany the Pact troops into the ruins.
    • Risen Knight
      Event bar.jpg
      Event boss (tango icon).png
    • Search for shards of the Bloodstone.
    • Activate the Balthazar statue.
    • Corrupted High Priest of Balthazar
      Event bar.jpg
      Event boss (tango icon).png
    • Activate the Melandru statue.
    • Corrupted High Priest of Melandru
      Event bar.jpg
      Event boss (tango icon).png
    • Investigate the statue of Lyssa.
    • Corrupted High Priest of Lyssa
      Event bar.jpg
      Event boss (tango icon).png
    • Navigate the labyrinth of Arah
    • Defeat the undead temple guard.
    • Giganticus Lupicus
      Event bar.jpg
      Event boss (tango icon).png
    • Orrian Air Tower destroyed: x/3
    • Activate the Grenth statue.
    • Corrupted High Priest of Grenth
      Event bar.jpg
      Event boss (tango icon).png
    • Activate the Dwayna statue.
    • Corrupted High Priest of Dwayna
      Event bar.jpg
      Event boss (tango icon).png
    • Clear the undead from around the altar.
    • Bloodstone Shard
      Event bar.jpg
      Event boss (tango icon).png
  • Event boss (tango icon).png
    You have found the secret of the Seers. Congratulations!

Events[edit]

  • Event cog (tango icon).png
    Repair the cannon and defeat the giants.
    • Cannon Gears Turned In: x/3

Rewards[edit]

  • 70% experience towards the next character level
  • 26 Silver coin
  • Bonus Gold (first time each day per account)
    • Jotun Path: Gold coin
    • Mursaat Path: Gold coin
    • Forgotten Path: 50 Silver coin
    • Seer Path: Gold coin
  • 20 Shards of Zhaitan Shards of Zhaitan for the successful completion of a path

Unique Loot[edit]

Walkthrough[edit]

Useful items[edit]

The following items are bought from npc in the open world, and are very useful in this dungeon because of the benefits they provide. They are not mandatory but do offer a considerable quality of life improvement. These items are used for running past enemies without fighting them, a strategy almost always employed in this dungeon.

Common mobs[edit]

These enemies can be found in several locations around Arah:

Oozes

Primarily found in the Jotun path. Oozes hit quickly for high damage in melee. Vile Oozes are particularly obnoxious, these enemies will split into two Lesser Oozes when killed, which will then attempt to move towards each other to recombine. If allowed to recombine, the Lesser Oozes will return as a full-health Vile Ooze. Although this mechanic doesn't work most of the time, and the lesser oozes will not attempt to recombine.

Risen

The Risen are found in all paths. There are several types:

  • Illusionist: fire a long-lasting beam on a single target that deals moderate damage per tick while inflicting vulnerability. They also summon Chaos Storms, which inflict considerable damage and multiple conditions. These are the most dangerous type of Risen in this dungeon and should always be prioritized.
  • Elementalist: primarily attack 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: summon water geysers that heal Risen on them, and deal moderate damage to players inside their area. They also create 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. Grubs are hostile to Inquest mobs.

Giganticus Lupicus[edit]

The Giganticus Lupicus is a boss common to every path 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; during the transition, Giganticus Lupicus will briefly turn invulnerable.

Phase 1[edit]

In phase 1, Giganticus Lupicus barely moves, and attacks players mainly by means of summoned units. Lupicus has 4 attacks during phase 1, the main mechanic of this phase is based around the Risen Grub.

  • Mighty Kick: Lupicus kicks players in melee range, dealing massive damage. The animation for this attack is very short, so players are advised to not use skills that will lock them in an animation, making them unable to dodge, while Lupicus itself is not doing another attack. Otherwise, they might be oneshot by a surprise kick.
  • Summon Locust Swarm: Lupicus vomits and spawns from 0 to 3 fairly fragile elite enemies that cause Bleeding.png Bleeding and do high melee damage, especially if allowed to accumulate in numbers. Groups can dispose of them while focusing Lupicus, as they will easily die to cleave attacks.
  • Summon Risen Grub: Lupicus gathers green energy with its hand, slowly rising it, while creating a green plague aura around one player. The animation ends when the hand reaches the highest point, at which point the targetted player can dodge the attack. Should the player fail to dodge this attack, they will be Knockdown.png knocked down a few seconds later, and a Risen Grub spawns. No Grub spawns if the targetted player dodges this attack.
  • Consume Risen Grub: after spawning, Grubs will attempt to rapidly move towards the boss, who will consume them. Each consumed Grub grants Lupicus a stack of Plaguelands.png Empowered. Each stack mitigates damage received by 2% and increases damage dealt by approximately 4%, for a maximum of 50% incoming damage reduction and 200% extra damage dealt at 25 stacks.

Groups with low dps might want to fight at range. The dps loss from ranged combat is balanced with Grubs taking longer to reach the boss. Skills that break stuns, and skills that provide stability, can be useful if players can't dodge the Summon Risen Grub attack.

Grubs are very fragile, and competent groups will annihilate them while focusing Lupicus. Whether the group manages to deal with this mechanic or not, the best strategy in this phase is to do enough damage to push Lupicus into his second phase to limit the number of Risen Grubs Lupicus could possibly consume. If the whole group fights at melee, both Risen Grubs and Locus Swarms will be dealt with while focusing the boss.

Phase 2[edit]

Once the boss goes below 75% health, and finishes its current animation, it summons a Risen Grub that can't be avoided, and turns invulnerable for a few seconds to start phase 2 - the deadliest phase. This unavoidable Grub can be denied should it target a summon that disappears before the attack finishes, such as a mesmer clone (shatter it), a ranger pet (change pet), etc. There are two strategies that can be employed in this second phase, choosing one or the other depends on party composition and their ability to recognize Lupicus' attacks.

  • Ranged option: only advised for groups completely unfamiliar with the dungeon, who can't recognize when Lupicus is about to do its deadly projectile attack.
  • Melee option: the most recommended and most commonly employed. Players stack inside Lupicus hitbox, and use skills that block or reflect projectiles (more on that below) to deny Lupicus' most dangerous attack in this phase. This only works if the player(s) using the skill(s) that blocks or reflects projectiles knows Lupicus' animations and can read the animation for the projectile attack. This melee tactic also allows players to evade most of Lupicus basic attacks simply by moving around it, resulting in higher dps, and removes one attack from Lupicus' arsenal.

Lupicus has 4 attacks in this phase:

  • Lupine Blast - Lupicus dissolves into smoke and quickly runs towards a player. When it reaches them, it materializes again, dealing heavy damage and Knockdown.png knocking down in a moderately large area around it. Lupicus will not use this attack if all players are within range of its other attacks.
  • Necrid Bolt - Lupicus casts a powerful projectile at a single target, exploding on contact to cause Poisoned.png Poisoned and moderate damage to all nearby players.
  • Necrid Barrage - Lupicus casts an extremely deadly rain of projectiles, covering the area around it. The landing area of these projectiles is marked by red circles on the ground, they explode upon hitting the ground, doing damage in an area. This dangerous attack can be completely ignored by using skills that block or reflect projectiles, creating a safe zone that allows the group to keep doing damage to Lupicus during this attack. Reflects are extremely useful, as they turn this dangerous attack back at the boss for great damage. Since projectiles explode in an area upon hitting the ground, they can still possibly damage players standing inside skills that block or reflect projectiles if they land near the walls of said skill. If Lupicus is standing extremely close to the arena's wall when doing this attack, reflect skills can be placed on the wall so that they cover the spawning point of the projectiles (above Lupicus head), reflecting every single projectile, potentially killing Lupicus in the spot, completely skipping phase 3. If the projectiles are not reflected or blocked, they will fly out in an outwards random pattern. Projectiles fired further away take longer to land, so players are advised to dodge towards Lupicus.
  • Melee claw attack - Lupicus hits players in front of it with its right claw, inflicting extremely high damage, Knockback.png Knockback, and three stacks of Bleeding.png Bleeding.

The animation for Necrid Barrage consists of Giganticus Lupicus briefly bending, and crossing its arms like its hugging itself. Then, it quickly rises and opens his arms above its head.

Phase 3[edit]

Once the boss goes below 50% health, and finishes its current animation, it turns invulnerable for a few seconds to start phase 3.

During phase 3, Giganticus Lupicus will start to attack players more directly and gains a lot of smaller spells listed below. This phase is significantly easier if fighting at melee range. Lupicus has 5 attacks during this phase:

  • Life Drain - Lupicus targets one player, points at them, and drains their health. This attack hits 4 times and can be completely avoided by moving behind Lupicus, or by dodging twice in a row.
  • Necrid Bolt - Lupicus casts a powerful projectile at a single target, exploding on contact to cause Poisoned.png Poisoned and moderate damage to all nearby players.
  • Necrid Trap - Lupicus targets one player and summons a dome around them. Any player caught inside will have its health drained with each pulse for 5 seconds, receiving massive damage. The walls of the dome Knockdown.png Knockdown, but players can teleport out of the dome or use Stability.png Stability to dodge through its wall. Lupicus Will not cast this extremely deadly attack if players are strictly in melee range.
  • Frenzied Blast - Lupicus fires several short-range projectiles to a nearby target. It can be useful to reflect, or at least block, this attack, as the projectiles deal significant damage in an area larger than the indicator shows.
  • Life Drink - Lupicus levitates in the air for a few seconds, creating an ~800 range field around it that drains health for a few seconds. Players are advised to get out of range of the attack, or dodge its pulsing damage, to prevent Lupicus from regaining any health. Afterwards, Lupicus violently lands, causing Knockback.png Knockback on a ~300 range around it. Lupicus will drain health from any unit, including summons and pets, it might be wise for mesmers to shatter their clones during this attack.

Lupicus has one final attack:

  • Lupine Death - Upon defeat, Lupicus will fall, causing a moderate amount of damage to any players nearby, Knockback.png knocking them back.

Once more, the easiest way to deal with Lupicus in this phase is to fight in melee range. This allows players to easily dodge Life Drain and Frenzied Blast, and prevent Lupicus from using Necrid Trap. Nevertheless, Lupicus does not shadow walk in this phase, so players can run away from it and pause the fight while it chases them, should they need time to revive downed players.

Players should note that, should Lupicus regain enough health via life drain attacks, it will revert to an earlier phase, although this isn't indicated by any animation. E.g. if Lupicus was in phase 3 but it drains enough health to return above 50% health, it will revert to phase 2 without notice. Once players drop its health below 50% once more, it will again return to phase 3, turning invulnerable for a few seconds as usual.


Path 1: Jotun[edit]

Jotun path through The Ruined City of Arah

Ancient Ooze[edit]

Getting there
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 reflecting 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 oozes; 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. The ooze have an abnormally large aggro range; if they aggro a player who turns invisible, and the ooze are not allowed to come into range of the stealthed player, the oozes will continue to chase down the player once their stealth runs out. This is commonly known as pathing. To circumvent this, simply allow the Oozes to get into melee range of the players they aggroed, even if those players are currently in stealth, and continue running afterwards. If done correctly, the oozes will not chase those players after they exit stealth.
Ancient Ooze

After speaking with the first Jotun Stargazer spirit, you will have to fight a giant ooze. The ooze has two attacks:

  • The ooze charges up, then bounces three times toward its target. It only uses this attack if its target is more than 200 range away (outside of melee range).
  • The ooze charges up, then bounces six times in place. It only uses this attack if its target is less than 200 range away (melee range).

Because of the ooze's attack pattern, there are two approaches to this fight:

  • Kite the ooze: not recommended, players fight the ooze from range while continuously running away while the ooze chases them bouncing and Knockdown.png knocking down nearby players.
  • Melee the boss. If every player is in melee range of the ooze, it will only use its second attack (bounce 6 times in place). Simply dodge out as you see it glow yellow to charge up, then run back in after its 6th bounce. If all members of the party do this, the boss fight becomes very trivial. This method does not work if not all party members are in melee range, even if they're using a ranged weapon.

Once killed, the ooze splits into two smaller Vile Oozes with an annoying poison spray attack, and drops a Blood of the Ancients. Players can either kill the Vile Oozes (who in turn split in regular silver Vile Oozes, who then split into Lesser Oozes) or simply ignore them and carry the Blood back to the jotun to spawn the chest, create a waypoint, and have the dungeon objective advance.

Whatever strategy the group employs, players are advised to pull the ooze out of its spawning position and have it chase them to a location near the jotun spirit. That way, the Risen and Orrian Turrets are no longer a problem, and players have to run less to give the jotun the Blood.

9 Champion Crystalline Entities[edit]

Getting there
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 are the Risen and Orrian Turrets at the Ancient Ooze spawning point. The nearby reflecting crystals can be used to clear the turrets, and reflect the poison projectile attack of the drakes. Once the group reaches the next Jotun stone, they should keep running towards the end of the room to break aggro on the mobs chasing them. Some mobs will remain near the second Jotun Stargazer, but this time there's no need to return and talk to it, so they can be safely ignored.
Crystalline Entities

There are nine Crystalline Entities in this area, and they receive extremely reduced damage from players. To kill them, players have to stand in the lighted areas, where they will gain the Radiation Field.png Green Light effect. This effect massively increases their damage, while dealing 100 damage per second. The effect stacks the longer a player stands in the sunlight, further increasing damage done, and the speed at which the effect deals damage to them. The group should decide whether to pull all the entities at once, or kill them in smaller groups. Once killed, the dungeon objective advances.

Legendary Shoggroth[edit]

Getting there
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.
Legendary Shoggroth

Once the third Jotun Stargazer spawns, the group will find 4 "endless" spawning points of tar elementals. One member of the party has to stand on each geyser to stop lesser tar elementals from spawning. Once all 4 geysers are clogged, the boss will spawn and players can step off the geyser. Every 25% of the boss's health, the boss will return to the hole and the geysers must be reclogged.

This boss is notorious for the extremely long stun that it can apply on players whenever they step on one of the tar pools it spits out. However, if the boss is Burning.png Burning, these pools will not stun, although they will do damage to players standing on them. Competent groups can simply pay attention and not step on the tar pools, dropping the need to keep the boss on fire.

A nearby 300 Year Old Whiskey bottle near the Jotun can be used to help keep the boss ablaze, but players should be careful, as it will burn allies aswell. This is highly discouraged, as the animation is ridiculously long and the burning effect extremely short, so players are better off just doing dps.

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.

Giganticus Lupicus
Getting there
The first two groups of Risen can be killed easily. Once the group enters The Grand Temple of the Pantheon, a very large group of Risen will be patrolling the stairs. Players can simply stack on the ledge on the north side of the room, then drop down and run standing close to the north wall. The reflecting crystal at the entrance of the room can be used to kill the Orrian Turrets. Then, players can simply wait in the northeast corner of the room, aggro the two Abominations, and kill them once they charge at them in the corner. Once dead, the door to the boss arena will open. The group should be careful not to aggro any of the patroling Risen.
Giganticus Lupicus
See above.

Note that, in case of a wipe, the nearest waypoint will be at Legendary Shoggroth so you will not need to run far.

Korga the Mighty, Lord of the Orrian Gorillas[edit]

Getting there
The way to the next boss is protected by Risen and spiders. Most groups choose to simply skip all of them and run, the Risen at the beginning are the hardest part to run through, so the group should consider killing them.
Korga the Mighty

Korga is a completely optional boss that the vast majority of groups choose to skip.

This gorilla has the ability to periodically resurrect the nearby gorilla corpses, so groups that choose to kill it should try and stay in the same area to prevent the boss from getting in range of more corpses. This can be hard as the boss's main attack consists of charging across the room. There's a nearby Staff of Radiance that can be used to inflict crowd control on the boss.

The only real reason to kill this boss is to unlock the waypoint in this area, which is useful if the group believes they might struggle with the final boss.

Legendary Jotun Stargazer[edit]

Getting there
A large group of spiders guards the way to the last boss, but they can be easily skipped. If the group lacks reflection skills and/or dps, players are advised to take the 2 reflecting crystals in the spider room and carry them to the boss room ahead. Unlike other reflecting crystals throughout Arah, these ones do respawn after a while of being picked up, so the group can drop them in the boss room, then go back to take more. After the spider room, there's a corridor with Jotun stones that will light up and fire projectiles at players, the group should simply ignore them and keep running.
Jotun Stargazer

The final Jotun Stargazer will test the group's worthiness by having them defeat it. Reflection skills are pretty much mandatory for this boss. It only has 2 attacks, a slow-moving blue projectile that one-shots players, and a fire field (looks like Elementalist Lava Font) that deals very high damage to players that stand on them.

The fight becomes very trivial if the group keeps up reflection on the boss. If the group lacks reflection skills and/or dps, the reflecting crystals from the previous spider room can be carried to the boss room. A player can simply take one of those crystals and stand inside the Jotun to reflect all the projectiles it fires (even if the projectiles are targetting other players), dealing massive damage to the boss. That player has to stay alert and be ready to dodge away quickly in case the crystal breaks.

The room will be covered by a ring of fire that will kill players that touch it. This ring persists for a few seconds after the boss dies.

Once the boss dies, Scholar Varra Skylark opens the door to the Jotun telescope, and the dungeon path ends. Players can interact with the telescope to watch a shorth mysterious cinematic. Some players believe it shows the star that represents Zhaitan fading off after the dragon's death.


Path 2: Mursaat[edit]

Mursaat path through The Ruined City of Arah

Notable mobs[edit]

Path 2 features 2 unique types of enemies, Dominated Risen and Inquest Technician, these are only found in this path.

  • Dominated Risen: These Risen have been dominated by Inquest, and often accompany them. They are not hostile to each other. There are three types:
    • Deadeye: Targets one player, indicated by the placing of a red reticule under them, while firing a lighting beam that does no actual damage, and inflicts a "Challenged" debuff which acts as a countdown indicator. 2 seconds later, the Deadeye fires an unblockable shot that will hit all players on its way, knocking them down. The damage of the shot greatly scales with distance, and will instantly down players far away from the Deadeye. This Risen is the most dangerous one when skipping, players should try their best to dodge their lethal shots.
    • 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. If needed, they should be engaged at range.
  • Inquest Technician: Usually accompanied by Dominated Risen. They attack with a stun beam that rapidly pulses stun on players for a long period of time. They deal very little damage, but the extremely long stun duration means that players caught are likely to be downed by other Risen mobs in the process. Because their attacks hit several times, they will quickly consume stacks of stability. Stunbreaks, while undeniably useful, will not save players unable to get out of range of the attack before the next stunning attack hits.

Operative Belka[edit]

Getting there
The route to the first boss is populated by a large number of Risen spiders and Dominated Risen. The spiders can be easily pulled together and killed quickly, or simply skipped for convenience. If skipping, be careful of the Dominated Defiler and the pulsing Crippled.png Crippled aura around them, and the two Dominated Deadeyes before Belka, who can easily kill inexperienced runners.
Belka

Belka is a ranged immobile boss. The area around her is filled with explosive barrels that deal moderate damage over time, so players should stay away from them. Belka has one extremely dangerous attack, Pulsing Orb, in which she shoots a slow ball of lighting at a player's location that will instantly down all players caught in its landing area, she only aims this attack at players away from her, so if the whole party is in melee range she will not do this attack.

While she is permanently immobilized, she does teleport around the area, although always to the same exact four spots. She also often gets an effect that reflects all projectiles for a moderate amount of time. Because of her uptime of projectile reflection, Belka should be fought using melee weapons. All of Belka's attacks are projectiles, so projectiles blocks, and especially projectiles reflection, are very useful against her.

Players should note that, since all projectiles can only be reflected a maximum of 2 times, using a reflection while Belka has her reflective shield up will cause all projectiles to be reflected twice, and then hit the group of players. Players should be careful of Belka's Knockback.png Knockback attack, as it will push players hit outside of melee range, which often causes Belka to target them with Pulsing Orb.

Berserker Abomination[edit]

Getting there
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. There are two ways through the cave:
  • Not recommended: 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 bundles. This approach is far slower than just running.
  • Recommended: because both the spiders and the Abominations are relatively slow, players are advised to simply run through the cave, dodging should an Abomination charge at them. All the enemies that chase them will be forced to aggro an electric turret-like device at the end of the cave, and stop chasing the group. If any of the spiders do chase the group, simply having them walk near this device will cause the spiders to attack it instead of the group.
After this electric turret, the group should continue left through the Risen. If the group goes forward before continuing left, players should take care of not aggroing another group of spiders hiding in a cave between the aggro turret and the Risen.
The next path is populated by more Dominated Risen, Risen Spiders, and Risen Drakes which can be cleared or skipped at the group's discretion.
Berserker Abomination

This Abomination is surrounded by three respawning Inquest that need to be killed to deal with a key mechanic of this fight. These Inquest drop rifles when they die that players should pick up and use against the Abomination to tranquilize it when it goes berserk, indicated by it growing larger and turning red. The abomination is easiest when the entire party melees; its slow melee attacks are easily avoided simply by running through it whenever it swings (turning off Melee Asisst in Options helps). Its most dangerous attack is a jump-and-stomp AOE with a very clear animation, players should try their best to dodge this attack, or they will be Knockback.png knocked back and receive heavy damage.

Giganticus Lupicus
Getting there
The first two groups of Risen can be killed easily. Once the group enters The Grand Temple of the Pantheon, a very large group of Risen will be patrolling the stairs. Players can simply stack on the ledge on the north side of the room, then drop down and run standing close to the north wall. The reflecting crystal at the entrance of the room can be used to kill the Orrian Turrets. Then, players can simply wait in the northeast corner of the room, aggro the two Abominations, and kill them once they charge at them in the corner. Once dead, the door to the boss arena will open. The group should be careful not to aggro any of the patroling Risen.
Giganticus Lupicus
See above.

Alphard, Serpent of the Waves[edit]

Getting there
The path to Alphard starts with a few groups of Risen that can be easily skipped, then goes through an underwater minefield. The underwater section consists of two portions; a large, open area filled with mines that shoot exploding projectiles at players, and a narrow tunnel full of Risen Sharks. The minefield is easily navigated so long as the group keeps moving and dodges nets from the turrets placed around the area; even if one person downs, the mine that downed them will not respawn for a few minutes, allowing them to safely revive themself. The Risen Shark are the most deadly part of the run, so the group should beware them. After the underwater section, players need to navigate The Rotten Armada, this section is filled with mines that explode 1 second after running over them, instantly downing players caught in the blast radius. There are also turrets that shoot immobilizing nets that can cause players to die to the mines because of the immobilization.
At the beginning of this section, players can stick to the right wall to go on an alternative path that goes above the normal path, allowing them to dodge all mines and turrets, this path leads straight into the group of enemies right before the waypoint. After the waypoint, the group can walk south across the patrolling Inquest, then turn and go north to find the next boss. Skills that shadowstep or teleport can be used on the boss to teleport over the wall and skip a considerable amount of running.
Alphard

Alphard is a Risen boss that combines mesmer and thief skills; it has a total of five attacks:

  • Vital Shot:. Low damage shot that Bleeding.png Bleedings.
  • Unload: Alphard fires multiple bullets at one player.
  • Throw Anchor: Alphard throws a hook resembling Scorpion Wire that Radius.png Pulls all players hit towards it. If it hits, Alphard always follows up with:
    • Big Ol' Bomb: Alphard lays a bomb that deals massive damage and Knockback.png Knockback when it explodes. The bomb is indicated by a red circle on the ground, players can just roll out of the AOE when they see the red circle. This attack only happens if Alphard hits a player with Throw Anchor.
  • Dagger Storm: Alphard teleports back to the center of the arena, taunts, then begins spinning and throwing lightning bolts that hit for extremely high damage. Can be avoided by using terrain to block the bolts. These bolts cannot be negated by projectile blocks or reflected. The group should hide behind the boxes around the area and wait for Alphard to finish this attack.
  • At at 75%, 50%, and 25% health, Alphard summons 6 clones that attack with its pistol attacks.

The easiest way to kill Alphard is simply to abuse projectile reflecting moves, as these 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 reflecting skills 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 attack players should beware is the Dagger Storm, as it cannot be blocked nor reflected, but players can simply hide behind terrain of run away since Alphard doesn't move during this attack.

If the party wipes against Alphard, a bone wall will appear at the entrance to the boss room, preventing reentry. The bone wall will disappear if the party wipes a second time, such as to the mines and Inquest/Dominated Risen in the previous room.

Operative Brie[edit]

Getting there
After killing Alphard, the barrier to the nearby caves disappears and players can enter an area full of Inquest Technicians and Risen Plague Carriers. The Plague Carriers will chase down players and suicide on them,spawning 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, since the spawned grubs are hostile to the Inquest and will keep both enemies bussy while the group runs.
Brie

Brie is the final boss, she has two phases. During the first phase, only one player at a time can pass through the barrier surrounding her after interacting with the nearby terminal. The buff granted by the terminal lasts for 30 seconds, during which time the affected party member will deal massive damage to Brie. Once Brie drops below half health, 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 players 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 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.

Because of the nature of the fight, the player with the highest damaging skill should fight Brie in the first phase, damage her to as close as 50% as they can, then hit her with their strongest attack to make phase 2 even shorter. Damage done by an attack that would push Brie below 50% (when she stops taking massively increased damage from Phased targets) will all carry into phase 2 with the massive damage bonus from phase one. Because of this, a very strong attack, coupled with power gear, damage bonus from might, and extra damage from slaying potions, while having vulnerability inflicted on the boss, can allow players to instantly kill Brie during the first phase, completely skipping phase 2. The most notable example is Death's Judgment.

The terminal that gives the Phased buff is susceptible to damage. If it gets destroyed, the entire party will be teleported out of battle and back to Shipfall.


Path 3: Forgotten[edit]

Forgotten path through The Ruined City of Arah

The Forgotten Path with Warden Illyra is the shortest and easiest path.

Wraithlord's Crusher and Wraithlord's Hunter[edit]

Getting there
The path to the first boss is populated by a very large group of Risen; the group should prioritize the Elite Risen Mages, as they can heal the other Risen. As the group approach the gate, it will close down and another smaller group of Risen will spawn. The door will open after killing these Risen.
Alternatively, players can use stealth to skip the first large group or Risen, and finish choosing dungeon path 3 after they reach the gate. Since the gate opens at the beginning of the path, players can simply run through it before the second smaller group of Risen spawns, saving a considerable amount of time.
Wraithlord's Crusher and Wraithlord's 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, plant traps that will trigger on anyone attempting to melee it, and apply conditions to the party. Its most dangerous attack is an arrow that immobilizes for a long time.

The Crusher has two attacks, a slow well telegraphed charge-up shockwave attack that will down in one hit all players hit; and an AoE revive that will resurrect any Risen in the area, even if their corpses have been looted and disappeared. Players are adviced to fight these bosses on their spawning spot to prevent the Crusher from resurrecting any nearby Risen.

Players should beware of the immobilization from the Hunter, as it can prevent them for dodging the Crusher's deadly shockwave. The immobilizing arrow can be reflected, or blocked. Otherwise, players can bring skills to cleanse this condition, or skills that allow them to dodge the deadly shockwave while immobilized.

Wraithlord's Mage Crusher[edit]

Getting there
The path to the next boss consists of a large run with many Risen, Risen Hands, spiders, and drakes. The Risen Hands throw rocks that knock down, which might get players being chased by other enemies killed. The Champion Risen Spider at the end of the path is the most difficult part, the group should consider using stealth or simply killing it.
Wraithlord's Mage Crusher

This Crusher is a very easy boss. The area around it contains several Risen Hands that knockdown players, but their attacks can be reflected. If reflects or blocks are not available, the Mage can be pulled east, away from the hands, for a smoother fight. The Crusher will summon large marks on the ground, and then proceed to explode them with a glowing hand animation, these are very easy to dodge simply by getting out of their range before they are exploded.

Giganticus Lupicus
Getting there
The path to Lupicus starts with an underwater cavern filled with Risen Fish that fire slow moving bubbles that inflict low damage and poison when they explode upon colliding with a player. Afterwards, the group will encounter a small group of Orrian Gorillas that are easily disposed of.
Following that, the group will encounter a puzzle featuring sealed doors and Corrosive Light Globes. Interacting with the globes gives players an orb of light bundle that deals damage for as long as its being held, but it can be thrown, and caught by other players. The group has to carry the orb to the Sealed Gate, and put the glowing orb on the nearby Inactive Corrosive Light Globe to open the door. This process has to be repeated for the second door, although this time the distance between the active Globe and the inactive one is much larger.
Once the group enters The Grand Temple of the Pantheon, a very large group of Risen will be patrolling the stairs. Players can simply stack on the ledge on the north side of the room, then drop down and run standing close to the north wall. The reflecting crystal at the entrance of the room can be used to kill the Orrian Turrets. Then, players can simply wait in the northeast corner of the room, aggro the two Abominations, and kill them once they charge at them in the corner. Once dead, the door to the boss arena will open. The group should be careful not to aggro any of the patroling Risen.
Giganticus Lupicus
See above.

Wraithlord[edit]

Getting there
Unlike the other three paths of Arah, there is only boss remaining after Lupicus. Players will continue their run, coming across some easily skipped,or killed, small group of Risen and Risen Spiders. After those, Warden Illyra will find a Risen Chicken, and a waypoint appears. The way to the last boss is populated by a group or Risen and Risen Spiders, their proximity makes this section rather deadly, so players are encouraged to skip them. After them, the group has to jump down, and walk towards the rock footbridge that takes them to the last boss, while avoiding the Risen Giants. Once the group reaches the Altar of Glaust, Illyra will commence the ritual to cleanse the Risen Chicken and turn the Wraithlord vulnerable to players and their attacks.
Wraithlord

The battle with the Wraithlord happens in two 'phases'. At first, the Wraithlord will be invulnerable; the party has to first finish the cleansing ritual while it teleports around, creating 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. Players should note 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. Its normal attacks are not particularly damaging, but it applies a Corruption effect that can stack, increasing the amount of damage his future attacks will do. Players that receive this Corruption effect can stand in the columns of light that will periodically appear on the ground with a corresponding combo circle. Standing in these circles will remove the player's Corruption stacks and act as a Condition Removal combo field as well. As the fight drags on, the Wraithlord will summon undead tendrils and more minions; these are hindrances at worst. Once the Wraithlord is dead, it will spawn a chest, and the dungeon will be completed.


Path 4: Seer[edit]

Seer path through The Ruined City of Arah

This path is considerably longer than most dungeons paths.

Kaisar, High Priest of Balthazar[edit]

Getting there
The path to the first boss is populated by a large group of Risen Spiders that are easily killed. Upon reaching the door, the nearby Pact allies will blow it up, and a few Risen will walk through it. At the end of the corridor, a Champion Risen Knight spawns, scaring the pact allies away. Once killed, the group can continue into the first boss's room.
Kaisar, High Priest of Balthazar

The first boss is fairly straightforward. First, players must activate Balthazar's statue by killing the 4 Hounds of Balthazar in the area, then placing the Flame Orbs they drop on the braziers around the statue. After that, the boss spawns. Kaisar only has 2 noteworthy attacks, it summons small firestorms that players should get away from, and it spins while slowly chasing a player doing relatively high damage. Getting hit by the entire spinning attack is likely to be enough to down players.

Vahid, High Priest of Melandru[edit]

Getting there
The path to the next boss features unnamed green energies patrolling the area. These will knockdown players they hit. There are also some groups of Risen that can be killed or skipped.
Vahid, High Priest of Melandru

To activate Melandru's statue, players must use the buckets of poison, found around the room, on the stumps in the nearby secondary rooms. The statue itself is surrounded by Orrian Gorillas, these will respawn after a few minutes of being killed.

The fight against Vahid is notoriously annoying, but not too difficult. The boss will continuously summon small trees that will root nearby players, and several green energies patrol the room, Knockdown.png knocking down players they hit. There are some spots where these energies never go, players can find and stand on them while they kill the boss from range. If the fight takes too long, the Gorillas will respawn, and threaten the group. The boss itself does not move.

Alternatively, players can use skills that provide Stability.png Stability and melee the boss, making the fight much shorter should they have enough damage to kill it before the green energies dispose of player's stability.

Farnaz, High Priestess of Lyssa[edit]

Getting there
After Vahid, players will encounter Surrat, a mysterious Order of Whispers agent. She will blow open the door at the end of the corridor, causing a large group of Risen Spiders to charge at the group, but players can easily skip them. Afterwards, the group should continue south, avoiding the Risen Hands, and across a group of Risen Spiders, including a champion that the grop might want to consider killing before facing the next boss. Once Surrat reaches the Statue of Lissa, she is revealed to be a clone, as she shatters and the boss spawns.
Farnaz, High Priestess of Lyssa

Farnaz is a Risen mesmer who uses mesmer skills. It will periodically summon three clones of itself which, if not killed, will shatter and inflict stacks of confusion to players in range of the shatter. Farnaz will also occasionally turn one party member into a moa bird, although this attack can be dodged by paying attention to when her hand glows yellow. After killing the boss, the nearby door opens and the dungeon progresses.

Giganticus Lupicus
Getting there
The path to Lupicus starts with an underwater cavern filled with Risen Fish that fire slow moving bubbles that inflict low damage and poison when they explode upon colliding with a player. Afterwards, the group will encounter a small group of Orrian Gorillas that are easily disposed of.
Following that, the group will encounter a puzzle featuring sealed doors and Corrosive Light Globes. Interacting with the globes gives players an orb of light bundle that deals damage for as long as its being held, but it can be thrown, and caught by other players. The group has to carry the orb to the Sealed Gate, and put the glowing orb on the nearby Inactive Corrosive Light Globe to open the door. This process has to be repeated for the second door, although this time the distance between the active Globe and the inactive one is much larger.
Once the group enters The Grand Temple of the Pantheon, a very large group of Risen will be patrolling the stairs. Players can simply stack on the ledge on the north side of the room, then drop down and run standing close to the north wall. The reflecting crystal at the entrance of the room can be used to kill the Orrian Turrets. Then, players can simply wait in the northeast corner of the room, aggro the two Abominations, and kill them once they charge at them in the corner. Once dead, the door to the boss arena will open. The group should be careful not to aggro any of the patroling Risen.
Giganticus Lupicus
See above.

Ghasem, High Priest of Grenth[edit]

Getting there
After Lupicus, the group will enter an area protected by 3 Risen Antiair Cannons that they need to destroy. These cannons are surrounded by enemies but they can be destroyed from range without aggroing any enemies. The gate to the next boss is guarded by 2 Orrian Guard Turrets.
Ghasem, High Priest of Grenth

The group doesn't actually directly face Ghasem itself. Instead, this encounter is divided in 2 phases.

Activating Grenth's statue requires killing the Elite Wraith first. There are various groups of enemies in the room that should be killed first to make things easier. Grubs are particularly dangerous but their attacks are projectiles that can be reflected or blocked. There are 5 runes in the room (they look like Necromancer wells on the floor), when first approaching some of them, groups of enemies will spawn.

After killing the mobs, the group is ready for phase 1, facing the Wraith. Each party member has to stand in one of the runes, and wait. The Wraith does not move, and always stands on the Grenth runes. Every time its health decreases by 10%, it will teleport towards another rune, always following the same order. After the Wraith teleports, it must be attacked within 1,5 seconds, or it will teleport to the initial rune and regain all its health. The Wraith also summons 2 mobs every time it teleports away. The Wraith is completely immune to projectile attacks, so the whole group has to use melee weapons. If the Wraith is pushed outside of the Grenth runes, it will reset.

The Wraith always follows the same teleportation order. It starts in the Eastmost rune, then teleports the southmost rune, then to the northmost rune, then to the westmost rune, then to the center rune, and repeat.

After the undead wraith is killed, the Grenth statue will activate, and phase 2 starts. Ghasem, the priest of Grenth, can't be directly damaged. Instead, the priest will spawn undead wraiths which the group has to kill. In this phase, it is no longer necessary to stand on the runes, although that's where the wraiths will spawn. Each wraith places a debuff on one random group member, this debuff deals very little damage each second, but it will instantly down its target if it's allowed to last for the full duration. To cleanse this debuff, the group has to kill the wraith that placed it. Using skills that grant invulnerability, such as the mesmer's sword 2, or double-dodging, just before the debuff ends, will prevent the player from getting downed. The priest's health will decrease by 5% every time one wraith is killed.

Simin, High Priestess of Dwayna[edit]

Getting there
The path to the next boss is a long run but there are no enemies directly on the way. On the first cavern, the group should stick to the right wall and jump off the ledge, taking care of the falling rocks, skipping the entire room. Then continue south after the cave.
Simin, High Priestess of Dwayna

To activate the statue, the group has to aggro the invulnerable Sparks(balls) all throughout the room, and have them walk over the runes near Dwayna's statue. Once a spark is placed on a rune, it becomes inert. Each spark has to occupy one of the runes.

Spread throughout the room, the group will find several Dwayna's Tears, it's a good idea to carry them near the statue to deal with a mechanic later on.

When all the runes are holding a spark, they all disappear and the High Priestess spawns. The Priestess itself doesn't have any attacks worth mentioning, but the group should beware of the lighting that will appear around the room. Being hit by a lighting will inflict Dead-Eyed Stare for a few seconds. Once the debuff expires, that player is Petrified for a very long period of time. This effect can be cancelled at any time by having another party member throw a Dwayna's Tear at the affected player.

Once the group damages Simin below 50% health, it will stealth and become invulnerable. To reveal it and continue the fight, the group has to repeat the process of placing the invulnerable Sparks on the runes around the statue. This process has to be done quickly, as Simin continuously heals while invisible. A good strategy is to divide the group and have each player aggro one of the Sparks. Once Simin is revealed, it will repeat this stealth attack after a while and until the fight ends, so the group needs to be quick with the Sparks and have enough dps.

If the group can reliably dodge the lighting around the room, there will be no need for using Dwayna's Tears.

Bloodstone Shard[edit]

Getting there
To reach the final boss, the group has to follow the path by the champion drake and then jump in the well on the left. Then, swim right past the shark. Once the group 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 should the group decide to go the right at the fork through the spiders, but it involves killing several groups of Risen and provides no worthwhile reward. More often than not, groups will instead choose to break out of the map and skip a considerable amount of running to the last boss.
Bloodstone Shard

The Bloodstone Shard is the easiest boss of Arah. The boss is stationary and inactive, and will threaten the group by copying mechanics from previous bosses: firestorms from Balthazar's Priest, moving green energies that knockdown and trees that root from Melandru's Priest, Petrification from Dwayna's Priestess, confusion from Lyssa's Priestess, and occasionally summons an Elite Wraith mob from Grenth's Priest.

All of these mechanics, except petrification, can be completely ignored by a party which stays in melee range, on the platform where the Bloodstone Shard lays, and has moderate damage output. If the latter is not the case, assign one person to throw Dwayna's Tears, found around the Bloodstone Shard, to cleanse Petrification on people. Grenth's wraith should be completely ignored; should the group not kill the Bloodstone Shard fast enough to despawn all these additional mobs, the player downed by the Wraith's debuff can be quickly revived before continuing the fight.

NPCs[edit]

Allies[edit]

  • Risen
    • Twitchy (appears initially as "Free-Willed Risen Chicken")

Foes[edit]

Objects[edit]

Environmental weapons

Dialogue[edit]

Initial dialogue[edit]

Speaking to Ogden

Thank you for coming to help us uncover the secrets of Arah. Is this your entire group here with you?
Talk ready option.png
We're all here. let's begin.
Talk end option tango.png
We'll all be here soon. Please be patient.

Initial cinematic

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.

Talking to the scholars

Warden Illyra: I have a theory about the Forgotten and Glint. I believe I can show how Glint was freed from the control of the Elder Dragon.
Talk ready option.png
I'm ready to choose a scholar to help.
Have you chosen a scholar to help?
Talk ready option.png
I choose Varra Skylark and the jotun.
Talk ready option.png
I choose Scholar Yissa and the mursaat.
Talk ready option.png
I choose Warden Illyra and the Forgotten.
Talk ready option.png
I choose Randall Greystone and the Seers.
Talk end option tango.png
I need more time to decide.
Talk more option tango.png
The Forgotten?
They were a race of serpent people. Legends connect them to Glint, and I think they were in part responsible for freeing her.
Talk more option tango.png
What can you tell me about Glint?
Talk more option tango.png
How exactly do you believe Glint was freed?
Talk end option tango.png
That's an intriguing theory. Thank you.
Talk more option tango.png
Glint?
Glint, once known as Glaust, was a champion of the Elder Dragon Kralkatorrik. She was, until recently, a friend to all living things.
Talk more option tango.png
How did a champion of an Elder Dragon became a friend to living things? (same as "How do you believe Glint was freed?")
Talk more option tango.png
You said until recently. Is she dead?
Yes. When Kralkatorrik awoke, it hunted her down and killed her. Even Destiny's Edge could not protect her.
Talk more option tango.png
What was it that brought you here to begin with?
Talk end option tango.png
What a loss for our people.
Talk end option tango.png
Thank you for the information.
Talk more option tango.png
How do you believe Glint was freed?
The Forgotten discovered a great spell that granted Glint a will free from control by the Elder Dragon. She then concealed many of the elder races from the dragons.
Talk more option tango.png
Who were the Forgotten?
Talk more option tango.png
What can you tell me about Glint?
Talk more option tango.png
Do you know the spell that they used?
Not yet, but I am close. I believe the spell must be worked here in Arah. I must find that location.
Talk back option tango.png
I'm sorry, but can you remind me again what the point of your theory was?
Talk end option tango.png
That sounds like a worthwhile quest.
Talk end option tango.png
That's an amazing story.
Talk end option tango.png
That sounds intriguing. Good Luck.
Scholar Yissa: I study the mursaat, and I have a theory about the origin of their powers.
Talk ready option.png
I'm ready to choose a scholar to help.
Have you chosen a scholar to help?
Talk ready option.png
I choose Varra Skylark and the jotun.
Talk ready option.png
I choose Scholar Yissa and the mursaat.
Talk ready option.png
I choose Warden Illyra and the Forgotten.
Talk ready option.png
I choose Randall Greystone and the Seers.
Talk end option tango.png
I need more time to decide.
Talk more option tango.png
What can you tell me about the mursaat?
The mursaat, also called the Unseen Ones, were a race of powerful spellcasters. They have not been seen for centuries, and I think they are now extinct.
Talk more option tango.png
What can you tell me about mursaat magic? (same as "What is your theory?")
Talk more option tango.png
What are you investigating here in Arah? (same as "What do you hope to accomplish here?")
Talk end option tango.png
That's too bad.
Talk more option tango.png
What is your theory?
I believe they used their spellcasting to slip beneath the skin of the world, out of phase with Tyria.
Talk more option tango.png
Who were the mursaat?
Talk more option tango.png
What are you investigating here in Arah?
Talk end option tango.png
That's an interesting theory.
Talk more option tango.png
What do you hope to accomplish here?
I have agents already combing the ruins here for ancient mursaat artifacts.
Talk more option tango.png
What can you tell me about the mursaat?
Talk more option tango.png
What are you setting out to prove here?
Talk more option tango.png
These artifacts are necessary for the process?
Talk end option tango.png
I hope they uncover somethinmg for you.
Talk end option tango.png
That sounds interesting. Good luck.
Varra Skylark: The jotun were once a powerful and magical people, knowledgeable both in sorcery and philosophy.
Talk ready option.png
I'm ready to choose a scholar to help.
Have you chosen a scholar to help?
Talk ready option.png
I choose Varra Skylark and the jotun.
Talk ready option.png
I choose Scholar Yissa and the mursaat.
Talk ready option.png
I choose Warden Illyra and the Forgotten.
Talk ready option.png
I choose Randall Greystone and the Seers.
Talk end option tango.png
I need more time to decide.
Talk more option tango.png
Knowledgeable in spells?
They were great spellcasters once, but sacrificed that knowledge in blood.
Talk more option tango.png
What can you tell me about jotun philosophy? (Same as "Knowledgeable in natural philosophy?")
Talk more option tango.png
Why is there jotun magic here in Arah?
Talk end option tango.png
That's tragic.
Talk more option tango.png
Knowledgeable in natural philosophy?
They understood the ways of the sky and the movements of the heavens. Many of their monument stones are stellar maps, and their stargazers were legendary.
Talk more option tango.png
What can you tell me about jotun magic? (Same as "Knowledgeable in spells?")
Talk more option tango.png
Why is there jotun magic here in Arah?
Talk end option tango.png
That's intriguing.
Talk more option tango.png
Why is there jotun magic here in Arah?
There are ancient jotun legends of a sky-sweeper, a great magical observatory. I believe that the human gods brought that mystic telescope here and rebuilt it.
Talk more option tango.png
What can you tell me about jotun magic? (Same as "Knowledgeable in spells?")
Talk more option tango.png
What can you tell me about jotun philosophy? (Same as "Knowledgeable in natural philosophy?")
Talk more option tango.png
What should we do if we come across that telescope?
The jotun believed that the coming of the Elder Dragons was reflected in the heavens. If I can find their telescope, I can prove that.
Talk more option tango.png
What can you tell me about jotun magic? (Same as "Knowledgeable in spells?")
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What can you tell me about jotun philosophy? (Same as "Knowledgeable in natural philosophy?")
Talk end option tango.png
Your goal sounds like a worthy one.
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That sounds worth seeking out.
Talk end option tango.png
They're an interesting race.
Randall Greyston: I study the Seers, an enigmatic, magical race. I believe they were responsible for the forging of the Bloodstone.
Talk ready option.png
I'm ready to choose a scholar to help.
Have you chosen a scholar to help?
Talk ready option.png
I choose Varra Skylark and the jotun.
Talk ready option.png
I choose Scholar Yissa and the mursaat.
Talk ready option.png
I choose Warden Illyra and the Forgotten.
Talk ready option.png
I choose Randall Greystone and the Seers.
Talk end option tango.png
I need more time to decide.
Talk more option tango.png
What can you tell me about the Seers?
Not much is known. They were an elder race, alive when the Elder Dragons first awoke. They allied with the Forgotten, the dwarves, the jotun, and the mursaat to resist the Elder Dragons and survived.
Talk more option tango.png
Weren't the Seers and the mursaat enemies?
Indeed. They worked together once, but the mursaat betrayed the other races and fled from the world, returning as the Unseen Ones.
Talk more option tango.png
What can you tell me about their Bloodstone? (same as "Tell me more about the Bloodstone.")
Talk more option tango.png
What is your mission here in Arah?
I believe the gods broke the Bloodstone here in Arah. I think there are pieces from that shattering
[sic]
are still here, and I aim to find them.
Talk more option tango.png
What can you tell me about the Seers? (see above)
Talk more option tango.png
What can you tell me about their Bloodstones? (same as "Tell me more about the Bloodstone.")
Talk end option tango.png
That sounds like a challenge.
Talk end option tango.png
I see. Thanks for the information.
Talk more option tango.png
What can you tell me about the Bloodstone? (same as "Tell me more about the Bloodstone.")
Talk more option tango.png
What brings you to Arah? (back to the start of this dialogue)
Talk end option tango.png
Interesting. Thank you.
Talk more option tango.png
Tell me more about the Bloodstone.
I believe that the Seers gathered up the uncorrupted magic, including that of the jotun, and put it within the original Bloodstone.
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I thought the human gods created the Bloodstone.
The gods found the stone and used it to give magic to my people. When humans couldn't handle it, the gods broke it into parts.
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What brought you to this place to begin with?
Talk end option tango.png
That's an interesting new perspective on the human gods.
Talk more option tango.png
What can you tell me about the Seers? (see above)
Talk more option tango.png
What brings you to Arah? (back to the start of this dialogue)
Talk end option tango.png
That's an intriguing theory. Thank you.
Talk end option tango.png
That's an exciting idea.
Ogden Stonehealer: With Zhaitan's defeat, we can explore the city of the human gods and uncover its secrets.
Talk more option tango.png
What secrets are those?
The human gods built this repository of ancient knowledge of the races that preceded us in Tyria. Our scholars here are specialists on those four ancient races."
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Who are you? (same as Who is this "we" of whom you speak?)
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What's your role here? (same as below)
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I look forward to working with them.
Talk more option tango.png
Who is this "we" of whom you speak?
Pact forces are still engaged with Zhaitan's minions throughout Arah. The Priory believes it is vital to preserve the ancient knowledge here from destruction.
Talk more option tango.png
What ancient knowledge is that? (same as What secrets are those?)
Talk more option tango.png
What's your role here? (same as below)
Talk end option tango.png
Understood. Let's get to it.
Talk more option tango.png
What's your role here?
I am the last of the dwarves. Most of my people have gone down into the depths of Tyria to fight the Elder Dragon Primordus. I have remained here to help the Priory.
Talk more option tango.png
What can you tell me about this place? (same as What secrets are those?)
Talk more option tango.png
Who's here with you in Arah? (same as Who is this "we" of whom you speak?)
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Glad you're still with us.
Talk end option tango.png
There's probably no shortage of wonders and secrets to find here.

Jotun[edit]

Choosing to help Varra Skylark (cinematic)

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 (cinematic)

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.

Talking to the Legendary Jotun Stragazer

Within this vale lives a beast that has fed on blood for centuries. Bring me a vial of its blood to prove your worth, and I shall grant you the wisdom you seek.
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What kind of creature do we hunt?
It's an amorphous beast that has lived since the sinking of Orr, feasting on the dead.
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Sounds nasty. Let's go get it.
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We will return with the vial

After returning to the first monument stone upon defeating the Ancient Ooze:

Varra Skylark: I have the stone. Let's go!

At the second monument stone

Legendary Jotun Stargazer: I know your desires. You seek the wisdom of the jotun.
Legendary Jotun Stargazer: Speak with me, and if I find you worthy, a mystic jotun stone will be your reward.

Talking to the Legendary Jotun Stragazer

The light filtering through this toxic sky has turned the beasts here to unbreakable glass. Slay them all to prove your worth and I will grant you the wisdom you seek.
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How do I break the unbreakable?
The light that made them what they are still shines on Orr. Perhaps it will light your way.
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That sounds vaguely clue-like.
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These crystaline monsters don't stand a chance.

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.
Varra Skylark: We have met with your brethren. We will speak with you, and if you find us worthy, we will be rewarded.

Talking to the Legendary Jotun Stragazer

Beneath this place lies a fetid creature of bubbling, protoplasmic ichor. Slay it to prove your worth, and I grant you the wisdom you seek.
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How do I bring that thing to the surface?
You must find your own path to that end.
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Fine. Be difficult.
Talk end option tango.png
I'll gladly put an end to that monstrosity.

Upon defeating Legendary Shoggoth

Varra Skylark: I've got the mystic jotun stone.

Approaching the Giganticus Lupicus (cinematic)

Varra Skylark: This looks like an obsolete arena.
Varra Skylark: And that body is a Giganticus Lupicus! I recognize it from the old texts!
<Character namne>: 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: Let me place the mystic stones the jotun ghosts have provided.
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 (cinematic)

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!

Talking to Varra Skylark

This is an amazing discovery! The jotun's sky-sweeper shows a stellar match with the last time the dragons awoke.
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What does this prove?
It shows that the awakening of the dragons is a natural and cyclical thing. The stars only indicate the passing ages. They do not determine events here.
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When did it last happen? (same as "When was that last time?")
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Maybe this can help us prepare for the next time.
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When was that last time?
Around ten thousand years ago. You know what this means? The Elder Dragons may have been responsible for the extinction of the Giganticus Lupicus!
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What can we learn from this? (same as "What does this prove?")
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That huge, undead creature was ten thousand years old? Amazing.
Talk end option tango.png
So this happened before, in the age of the jotuns? Interesting.

Mursaat[edit]

Choosing to help Scholar Yissa (cinematic)

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 (cinematic)

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!

After the cinematic

Operative Belka: Time to launch an ambush!

Defeating Berserker Abomination (cinematic)

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 (cinematic)

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 (cinematic)

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 (cinematic)

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!

During the fight

Operative Brie: Some assistance would be appreciated!
Operative Brie: I didn't see THAT coming.

Defeating Operative Brie (cinematic)

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.

Forgotten[edit]

Choosing to help Warden Illyra (cinematic)

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 (cinematic)

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 (cinematic)

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 (cinematic)

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.
<Character name>: It doesn't look extinct. It's moving!
Warden Illyra: Is it? Amazing!

Interacting with Corrosive Light Globe

This sphere glows with corrosive light. The light seems
[sic]
control a nearby door.
Talk more option tango.png
Take a bit of corrosive light.
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Corrosive? Leave it alone.

Interacting with sealed door

The gate is secured. Something nearby much
[sic]
control it.
Talk end option tango.png
Let's go look.

Interacting with Unactivated Corrosive Light Globe

The entrance seems to be secured with a mystic lock.
Talk end option tango.png
Look for something that would be a key.

Approaching the Giganticus Lupicus (cinematic)

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.
<Character name>: It doesn't look extinct. It's moving!
Warden Illyra: Is it? Amazing!

After defeating the 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.

Talking to Illyra after defeating the Giganticus Lupicus

(additional dialogue option)
Talk more option tango.png
What are you planning to do with this chicken?

Approaching the chicken

Warden Illyra: This looks very interesting.

Upon reaching the chicken (cinematic)

Warden Illyra: This creature is perfect!
<Character name>: 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.

After opening the cage

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 (cinematic)

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 (cinematic)

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?

Seer[edit]

Choosing to help Randall Greyston (cinematic)

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!

When Champion Undead Knight appears

Vigil Tactician: Hold position, troops!
Vigil Marksman: (screaming)
Vigil Tactician: Mission aborted!

Approaching the first altar

Randall Greyston: Lord Odran once sought out the gods. Perhaps we need to seek them out again.

Activating the altar of Balthazar

Kaisar, High Priest of Balthazar: Zhaitan will enslave you!
Randall Greyston: Balthazar would be outraged to see his priests corrupted so.

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 Kaisar (cinematic)

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!

After the cinematic

Randall Greyston: This looks interesting.
Randall Greyston: I think Zhaitan's minions are attracted to the power of these stones.

Talking to Randall after defeating the corrupted priest of Balthazar

(additional dialogue option)
Talk more option tango.png
What was that creature?
A corrupted avatar of Balthazar, the god of war. Zhaitan's power was immense to have corrupted an aspect of the gods.
Talk more option tango.png
What brought you to Arah to begin with (back to the start of this dialogue)
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No question. Zhaitan was a monstrously powerful entity.

Reaching Melandru's altar

Randall Greyston: That font of light. I sense that it is strongly divine!

Activating Melandru's altar

Randall Greyston: Look! There's another one!
Randall Greyston: And again, it has a shard of the bloodstone!
Vahid, High Priest of Melandru: Die, in Zhaitan's name!

During the fight

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!

After defeating the corrupted priest of Melandru

Randall Greyston: This corrupted spawn of Zhaitan would sadden Melandru. Let me uncover the bloodstone shard.
Randall Greyston: Do they seek to consume the power of the bloodstones or to corrupt it?

Talking to Randall after defeating Vahid

(additional dialogue option)
Talk more option tango.png
What did we just fight?
A corrupted avatar of Melandru, the god of nature. How powerful are these Elder Dragons?
Talk more option tango.png
What brought you to Arah to begin with (back to the start of this dialogue)
Talk end option tango.png
Their power is terrifying.

In the next room

Surratt, Whispers Agent: Hey, I need your help!
Surratt, Whispers Agent: We're in for some trouble.

After defeating the incoming Risen

Surratt, Whispers Agent: Thank you for lending me a hand.
Surratt, Whispers Agent: Ready your weapons and move in!

More enemy encounters

Surratt, Whispers Agent: Couldn't have done it without you.
Surratt, Whispers Agent: Look out!

At the statue of Lyssa

Surratt, Whispers Agent: We're here.
Surratt bows at the statue.
Surratt, Whispers Agent: (evil laughter)
Randall Greyston: By the Six Gods!
Farnaz, High Priestess of Lyssa: You must die!

During the fight

Farnaz, High Priestess of Lyssa: Zhaitan eats gods!
Farnaz, High Priestess of Lyssa: This is Zhaitan's land!
Farnaz, High Priestess of Lyssa: Death welcomes me!

When defeating the clones

Farnaz, High Priestess of Lyssa: Rally to me! It's Her will!
Farnaz, High Priestess of Lyssa: Life is an illusion.
Farnaz, High Priestess of Lyssa: I see through your bravado!

After defeating Farnaz

Randall Greystin: The corrupted Lyssan priestess is down! These shards! They feel warm now.
Randall Greyston: Perhaps the bloodstones are still connected to the Six Gods.

Talking to Randall after defeating the corrupted priestess of Lyssa

(additional dialogue option)
Talk more option tango.png
Do you know what that was?
A corrupted avatar of Lyssa, the twin god of beauty and illusion. No wonder my gods fled this world.
Talk more option tango.png
What brought you to this place to begin with (back to the start of this dialogue)
Talk end option tango.png
That really was disturbing.

Approaching the Giganticus Lupicus (cinematic)

Randall Greyston: Amazing! This dead creature predates the human gods here.
<Character name>: 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: None dare oppose Zhaitan!
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!

Talking to Randall after defeating the corrupted priest of Grenth

(additional dialogue option)
Talk more option tango.png
What did we just fight?
A corrupted avatar of the death-god, Grenth. Someone must find our gods and tell them of this atrocity!
Talk more option tango.png
What brought you to this place to begin with (back to the start of this dialogue)
Talk end option tango.png
If only we could. In the meantime, we should press on.

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?

Talking to Randall after defeating the corrupted priestess of Dwayna

(additional dialogue option)
Talk more option tango.png
That last creature was an abomination.
That was a corrupted avatar of Dwayna, goddess of life and the air. I must find a way to speak with my gods and seek their help.
Talk more option tango.png
What brought you to this place to begin with (back to the start of this dialogue)
Talk end option tango.png
I hope you find that way.

If approaching Pact survivors:

Vigil Tactician: Hey, we need some help over here!

Talking to Vigil Tactician

Vigil Tactician: Those blasted giants knocked our chopper out of the sky. Our cannon has the firepower to take them down, but it's broken. I need three cogs to make the necessary repairs.
Talk end option tango.png
I'll see what I can do.

While handing in the cogs

Vigil Tactician: Thanks. I needed that.
Vigil Tactician: Thanks for pitching in.

After handing in the cogs

Vigil Tactician: This should do it.
Vigil Tactician: Cover me.

After repairing the cannon

Vigil Tactician: Excellent!
Vigil Tactician: Prepare to bleed!

After repairing the chopper

Vigil Tactician: Time to get a move on.

When approaching the Bloodstone Shard (cinematic)

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.

Cinematic after Randall interacts with the bloodstone

Randall Greyston: Fantastic! The human gods not only sundered the seer's bloodstone here—they increased its power.
Randall Greyston: They pulled from 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.
<Character name>: Greyston! What is happening to you?
Randall Greyston: I hear the stones calling me! I hear the voices of the Six Gods!

After the cinematic

Randall Greyston: (whimpering)
Randall Greyston: (screaming)

After defeating the Bloodstone Shard.

Randall Greyston: I go now, to seek out the gods themselves!

Notes[edit]

The floating Vulture Raptor seen in the explorable mode.
  • A Vulture Raptor can be found levitating in the air in one of the areas of this map.

Bugs[edit]

  • After reviving at a waypoint, players sometimes lose all their skills if they have been hit by tar while they died. This can be fixed if you relog your character.
  • The seer path may bug sometimes at lupicus, lupicus will just sit at his starting position and won't become hostile. The cause is unknown but in order to fix it, players will have to restart the dungeon.
  • Simi, the priestess of Dwayna, can rarely bug and hide every time her health reaches 50%, regardless of time spent gathering the sparks or fighting her. Since it heals itself while in stealth, this rare bug can block progress.
  • Lupicus can bug on path three and path four if the second of the shining orb of light doors is opened before the path is officially started, which is an issue if using skips to get past earlier bosses. It will remain green and not react in any way, blocking progress.
  • Lupicus can become stuck in the wall of its arena if it retreats backwards into it. Should it happen, Lupicus may lose its de-aggro range, and chase players out of the arena and vast distances beyond, while still only being able to move along the edge of the path as he is inside the wall.
  • In path 4, the Champion Risen Knight can move through floors and walls, and has no de-aggro range, if a skip is used to get past him, he will eventually appear through a wall at the party's location, no matter how far they have gone.
  • After the cave in Mursaat path has been traversed once, on very rare occasions, the turret at the end of the cave might deal lethal damage to any players that walk near it. If the party wipes and returns to the previous waypoint before defeating the Berserker Abomination, they will have to use the hole on the left, almost at the end of the cave, right before the turret, to exit the cave.
  • The bombs may rarely fail to explode at the start of the Seer path, blocking progress.