User:Vahkris/Season 1 Conversion

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Please ignore, just futzing around, nothing to come of this.

Converted Season 1 Episodes[edit]

The Lost Shores and Secret of Southsun would best be converted into Side Stories (as much as I want them as episodes since they introduce so many characters) similar to Knight of the Thorn. These have little to do with Season 1's primary plot of Scarlet as a whole other than introducing characters, and we've seen that instances can be used as part of it due to the Knight storyline.

Festival of the Four Winds is usually included in Season 2 as a prelude of sorts, but I felt it makes better sense to include at the end here as part of Honored Guests as it is the last time we see the Zephyrites prior to the Sanctum being destroyed, as well as seeing things get wrapped up and Aerin join the Zephyrites. You could even use the cinematic for Zephyr Sanctum blowing from the Gates of Maguuma trailer as a Season 1 finale (like Season 2 had prior to HoT and Season 3 had prior to PoF), since it perfectly sets up the very beginning of Season 2.

To make this setup work, new tech will be needed. The players will need to be able to make a decision in some episodes that will carry through and alter the remainder of that episode. This choice will not affect other episodes, just later steps of the same one. The new part is that players need to be able to replay the episode and make a different choice, which then alters the remainder the episode to that one.

Yes, some plot points and characters have changed to make more sense and flesh out the characters.

Flame and Frost.png Flame and Frost[edit]

All four releases of Flame and Frost combined into one episode. Basically, the entire Molten Alliance arc into one episode. Theoretically you could split them up into two short episodes, let's say called "Flame and Frost: The Razing" and Flame and Frost: Retribution", but I don't feel like there'd be enough content in each to justify it. Instead, we should allow players to choose which race to help at the very beginning of "The Gathering Storm": Charr or Norn. This would mean the episode would take two playthroughs to see everything, but each step would be less bloated.

After completing the episode, players can restart, go directly to Knut or Smodur, and choose which race to help. The episode will automatically use the last one chosen if this is not done, so it's only needed if you want to switch. Completing achievements obviously will require doing both. This choice has no effect on the rest of the season, only this episode. The choice should be displayed somewhere on the episode entry of the journal.

Optional Scarlet's Armies Mastery: The Molten Alliance has a new tactic: Molten Coating. This is a combo-esque ability where they can blast a condition-like effect onto players that does high damage similar to Burning, but also makes you take 15% more damage from all sources for the duration and increases skill activation time by 15%. It only lasts for a few seconds, but is intended to be dangerous. A new Central Tyria mastery is introduced in this case: Molten Backlash, which allows players with this effect to send it to up to 5 nearby enemies when dodging, removing it from you and inflicting this same effect on them instead.

The Gathering Storm[edit]

Both

The player's mentor (their DE member from personal story) calls them in and tells them about the refugees in Wayfarer Foothills and Diessa Plateau. Things are happening and you need to help, but probably don't have enough time to help both. Told to head to either Knut Whitebear or Smodur the Unflinching and offer your assistance.

Going to either one asks you to help and lets you choose to help them, which sets the rest of the episode to that race. After finishing the episode once, players can restart the episode and choose the other option if they want.

Charr

Players are sent to Diessa Plateau. Charr refugees are heading in, and players are trying to find the cause. Along the way, they need to help by helping injured refugees, defending outposts and houses from mysterious charr attackers, stopping storms, or helping like a fahrar that is stuck in rubble. In the north, they defend the area from a series of orange portals against charr Molten Invaders that don't look like normal Flame Legion enemies.

Players then head to the refugee camp in Black Citadel to meet with them. The refugees state they were attacked by what they thought were Flame Legion, but something seemed to be helping them. They also learn that many are heading to a camp in Lion's Arch.

Norn

Players are sent to Wayfarer Foothills to help norn refugees and find the cause. Rumors are that dredge are involved. While finding their way north they can collect mementos from dead refugees, help injured ones, defect small villages from mysterious dredge attackers, or stopping snow cyclones. In the north, they defend a small homestead from dredge Molten Invaders that appear from Dredge carriers and orange portals.

Lost and Found[edit]

Charr

Players then head to the refugee camp in the Black Citadel to meet with those that survived. The refugees state they were attacked by what seemed to be Flame Legion, but something seemed to be helping them. They also learn that many are heading to a camp in Lion's Arch.

When they arrive in Lion's Arch, players find that some of the charr refugees cannot find those they fled with, or have lost important items and need to retrieve them before moving on to new homes. Players offer to find them, and as they search they also fight off Molten charr using new weapons, discover strange periscopes, and a new Molten Effigy (that AoE launches in rapid succession unless stunned). In addition, the players first learn about a charismatic leader behind all of this.

The players gather the remaining items and determine the fate of the missing refugees and return to the Lion's Arch refugee camp. They learn that the Consortium is trying to convince the refugees to resettle at Southsun Cove.

Norn

Players then head to the refugee camp in Hoelbrak to meet with those that survived. The refugees state they were attacked by what they thought were Dredge, but something seemed to be helping them. They also learn that many are heading to a camp in Lion's Arch.

When they arrive in Lion's Arch, players find that some of the refugees cannot find those they fled with, or have lost important items and need to retrieve them before moving on to new homes. Players offer to find them, and as they search they also fight off Molten dredge who are using new weapons, discover strange periscopes, and a new Molten Protector. In addition, the players first learn about a charismatic leader behind all of this.

The players gather the remaining items and determine the fate of the missing refugees and return to the Lion's Arch refugee camp. They learn that the Consortium is trying to convince the refugees to resettle at Southsun Cove.

The Razing[edit]

Charr

Players are asked by their mentor to visit Rytlock. There they meet Rox, who is given a mission by Rytlock to secure the North Nolan Hatchery from Molten invaders. Players then go with Rox and fight to retake it from Molten attackers of Dredge and Charr, resulting in a fight against the Molten Resonance Specialist. Rox learns that many of the workers were taken alive. When players report back to Rytlock with this information, he then realizes that the Dredge and Flame Legion must be working together.

Norn

Players are asked by their mentor to visit Rytlock. There they meet Braham, who asks Rytlock for help, and Rytlock suggests you see what you can do to help. Braham then travels to Hoelbrak and asks Knut and Eir for help, but is denied as they're swamped. Players then go with Braham and fight to retake Cragstead from Molten attackers of Dredge and Charr, resulting in a fight with a Molten Munitions Specialist. Braham learns that many of the norn that lived in Cragstead have been taken, including a friend of his. When players return to Eir with this information, she then realizes that the Dredge and Flame Legion must be working together.

Secret Contact[edit]

Both

Players are directed to Agent Brandubh to help locate and obtain dead drops from an undercover charr in the Molten Alliance. These drops are located in northrn Diessa Plateau and northern Wayfarer Foothills.

Upon returning, they meet a Vigil Warmaster who receives information from the Agent about a possible location of a Molten Alliance base.

Retribution[edit]

Both

Players receive word that the Vigil may have found an entrance to the Molten Alliance base. They travel to the location and meet the Vigil Warmasters. Inside, Braham and Rox meet for the first time and fight off Molten attackers. Rox then uses a drill that burrows through the wall, opening up small tunnels with vents that must be closed before the drill can continue. They then continue fighting Molten enemies until they reach the testing facility.

After beating the weapons tests, they find machinery that merges Dredge technology and Flame Legion magic. Players pass into a refrigerated area where they need to turn on machinery as they go so they don't succumb to frostbite. After that is a prison area. Players must rescue up to 10 prisoners while making their way through. Several dead prisoners have items that can be retrieved and returned to NPCs in cities.

There's a final hallway before the last room with a Molten Excavator and two thumpers that do both the low and high shockwave from the boss.

Then into the final room to fight the final bosses (add the skip button). After the bosses, players will go up the pathway, place explosives, and then run out the last hallway to the elevator. Braham and Rox will have a conversation after you get out before going their separate ways.

Charr

Specific differences are:

  • The facility is located in Gram Hills.
  • Rox takes the lead in starting the drill without prompting from Braham.
  • When the Molten Protector appears during the weapons test, Braham will shout out that they have to get the enemies away from the Protector to hurt them (because charr would not have fought the protector earlier).
  • The prisoners in the facility are mostly charr with some norn. 8 of the prisoners players rescue are charr. All of the dead prisoners with items are charr.
  • Rox will question several prisoners about where the remainder of the Hatchery workers are.
  • The Molten Berserker also has the ability to place Resistance and Protection on himself. This is not gained by the Firestorm if the Berserker is killed first.
Norn

Specific differences are:

  • The facility is located in Frusenfell Creek.
  • Braham brings up the drill first and asks if Rox knows how to use it.
  • When the Molten Effigy appears in the frozen corridor, Rox will shout out to knock it out or stay away as the effigy will throw you around (because norn would not have fought the effigy earlier)
  • The prisoners in the facility are mostly norn with some charr. 8 of the prisoners players rescue are norn. All of the dead prisoners with items are norn.
  • Braham will stop one of the prisoners and ask where Ottilia is.
  • The Molten Firestorm also has the ability to place Quickness on himself and place stunning fields. This is not gained by the Berserker if the Firestorm is killed first.

Avenger of the Dispossessed[edit]

Charr

Players meet Rox in the Black Citadel and witness her meeting with Rytlock. Interrogating the prisoners reveals that there was a charismatic leader but they are not actually part of the Molten Alliance, and they curse her for the failure. After that, players can go to the bonfire to talk to the workers at the Hatchery and learn what the other refugees are planning.

Norn

Players meet Braham in Hoelbrak and witness his conversation with Knut and Eir. After that, players can go to the bonfire to find Ottilia and Braham reuniting and learn what the other refugees are planning.

Both

After the above, players then go to Lion's Arch and talk to the refugees there, and learn which ones will be going to Southsun Cove. Player also receive the Refugee Child's Drawing.

Dragon Bash (achievements).png Sky Pirates.png Bazaar of the Four Winds.png Support Ellen Kiel.png Support Evon Gnashblade.png Sky Pirates of Tyria[edit]

Combines Dragon Bash and Sky Pirates of Tyria releases into one episode. This comprises the whole Aetherblade arc, and includes the introduction of the Zephyrites as well as the election of Kiel. Chose the Sky Pirates name as it more accurately describes the storyline content itself while Dragon Bash more describes the backdrop of the first half and Cutthroat Politics only describes the second half.

Optional Scarlet's Armies Mastery: The Aetherblades' shielding has become more pervasive. The Aetherized Shielding effect makes them invulnerable for a time and cannot be removed normally...players must wait for the shielding to end. Most Aetherblades use this now, and the duration is increased. A new Central Tyria mastery is introduced: Aether Pulse, which allows players who are hit by Aetherblade lightning attacks to gain a new skill on the Special Action Key that turns their energy back onto them to remove it. The strength of this skill depends on how many times the player has been hit/affected by lightning attacks. The effect has three levels and becomes stronger with higher levels.

Dragon Bash[edit]

The Commander is sent a message from their Mentor about the Dragon Bash celebration in Lion's Arch and that they should try to attend. When they arrive, Lion's Arch is decorated for a huge dragon-themed celebration.

When asked by the Commander, Magnus says the celebration is inspired by an ancient Canthan dragon festival, except this is to bash dragons and vent the public's frustration on dragons that don't fight back. Speaking to the rest of the council gives more information about the celebration and their views on it. Afterwards, Magnus says Inspector Kiel was looking for you. The Commander goes and talks to her about Canach being behind bars, being back on the mainland, and what the party is about. She has guard duty for the upcoming ceremony, so she can't go out and have fun yet, but tells you to go have fun and come back for the ceremony.

Optionally the Commander can go talk to both the festival-goers and the protestors, and enjoy a bit of the celebration. After a bit, the Commander receives a mail from E, informing you to attend the upcoming ceremony. The Commander can now go to Kiel and trigger the next phase (or leave the instance and begin the next step immediately).

When arriving to the ceremony, the Commander shows up and joins the crowd while Magnus explains the ceremony and calls forward the cultural representatives to provide memorials onto the pyre. The pyre is lit and triggers an attack that hits three of the Captain's Council, wounding them severely.

Kiel comes in with the Lionguard, brings in a dolyak and begins loading the captains for transport. Two of the civilians nearby offer to help the representatives with some healing, which Kiel allows, but tells the Lionguard near them to keep them close. As they begin moving the captains towards Fort Marriner, they come under attack by Aetherblades, which the Commander, Kiel, and the Lionguard must fight off. The attacks come repeatedly as they move across the bridge and into Fort Marriner. After arriving at the fort, Kiel claims that this was no accident and says she's opening an investigation.

Optional: checking in with the civilians who helped show that one of the representatives that were attacked died (the charr).

Hard Boiled[edit]

The Commander receives another letter from E, telling them to go see a detective named Marjory Delaqua in Divinity's Reach for help in figuring out this mess.

Upon arriving, the Commander sees Logan Thackeray there already, asking her to investigate the death of Theo Ashford, one of the captains that was injured in the ceremony. After the conversations between Logan, Kasmeer, and Marjory, the Commander approaches them and tells them what E sent them there for. Marjory immediately accepts your help and tells Kasmeer to pack her bags for Lion's Arch.

Back in Lion's Arch, the Commander approaches Kiel talking with Marjory and Kasmeer. Marjory brings out a device she calls the Tassi Box, which should help detect energy fluctuations. After testing it out on the charr (resulting in a glow), she uses it on each of the remaining witnesses that couldn't be cleared, with no results. The Commander, on a hunch, uses it on the civilians who helped, and one has the same glow. The civilian introduces herself as Mai Trin. Kiel suggests the glow may have come from trying to help the charr, since Mai was the one who tried to help him. After all have been tested, Kiel confides to Marjory and the Commander that she doubts it was a one-man job, and there are five missing representatives.

A Lionguard arrives quickly and alerts Kiel that the ogre representative has been found in Lion's Arch. Kiel, Marjory, Kasmeer, and the Commander go over to the location and find Vorrk's body. When the Tassi Box is used, more anomalous arcane materials are found. Kiel is convinced that the missing representatives must be found. She says she will contact the Commander and Marjory when they have leads, and keep an eye on Mai Trin, just in case. Marjory is unconvinced that Kiel will get results quickly, and tells Kasmeer to help the Commander find the remaining representatives.

Kasparak

When arriving at his location, there are Aetherblades nearby planning on taking him out. Kasmeer appears when you attack and disorients them so they're easier to take out. When talking to Kasparak, who is very flighty and keeps going on tangents, Kasmeer uses her mesmer magic to keep his attention while you convince him to come back to Lion's Arch.

Morraloo

Arriving at his place, he says they threatened to feed his children to the krait. When he agrees to go back to Lion's Arch, more Aetherblades attack. Defeat them, and Morraloo will agree to return.

Astorra

As you arrive at Astorra, she's talking out loud as if she's baiting someone nearly. Kasmeer tells you to wait. Aetherblades appear, but Astorra defeats them pretty easily. When the Commander talks to her, she doesn't believe you have her best interests in mind and doesn't agree. The Commander confers with Kasmeer, who asks to give it a try. She convinces Astorra to turn herself in by suggesting that her acting skills could win over any Lionguard to be her protector. Astorra finds the idea of playing with the emotions of the Lionguard fun, so she agrees to return and leaves. Kasmeer says she's seen people like Astorra among the nobility, just praise what they're proud about and they're putty in your hands.

Trembling Song

When Trembling Song is found, he talks about the regret he feels that he was even a part of this. He claims that someone tampered with his offering. Kasmeer says she knows Kodan are very honest and believes him. With some prodding from the Commander, he agrees to return.

When arriving in Lion's Arch again, Kiel briefs the Commander on the Aetherblades. Marjory scans all four to find different materials. Kiel and Marjory theorize that the combination of all the materials resulted in the attack. Marjory re-calibrates the Tassi Box to look for a combination of the arcane evidence. After trying all four of the representatives with no results, the Commander suggests trying it again on Mai Trin, revealing that she handled all of them.

Mai begins to laugh and states that the detective was not something they anticipated. She calls out for her crew and Aetherblades show up, distracting everyone while Mai disappears. Kiel says she is going after Mai, and asks if you're in. Marjory claims she can use the device to track where she went, as she's not going to be able to hide that arcane residue easily. She gives it to the Commander (special action skill), who uses it to follow her trail across the northern side, then to the western side, all the way down to the waterfall in the southwest corner where the trail ends. They search the location and the Commander finds a hidden wall behind the waterfall.

Kiel tells a Lionguard to send reinforcements and asks the others to join her inside to capture Mai Trin.

No More Secrets[edit]

(Note: This is the same as the regular Aetherblade Retreat, except perhaps some updates based on the fractal. Only real differences are that Marjory and Kasmeer are coming alongside the Commander and Kiel, and there are a couple more named Aetherblade leaders that are fought and escape at different points.)

The Commander comes to see Mai Trin put in jail. When asked about this Scarlet she mentioned, she refuses to talk specifics and eventually clams up. Canach is happy about this, saying he's happy for the quiet company. When asked, he doesn't know any Scarlet either.

Away from the cells, Kiel thanks the Commander for the help, asking if they'd be interested in joining the Lionguard. The Commander turns it down, saying working with the Pact fits their skills better. Kiel admits it was a long shot, but the more people working to stop those like Mai Trin the better. Captain Magnus stops them and tells Kiel that they're planning on replacing Theo Ashford on the Council, since Ashford's second died back during the Molten Alliance fight. Kiel recognizes that means an election, and Magnus says he commandeered Mai Trin's airship and is giving it to her so she can run.

Strangers from the Sky[edit]

The Commander meets Kiel and Magnus, who are discussing the Bazaar and the Zephyrites and how securing a trade deal with them would practically guarantee her a spot on the council. Evon is met as well, who is also attempting a trade deal to get on the council, as the leader of the Black Lion Trading Company.

The Commander heads to Labryinthine Cliffs where they learn about the Zephyrites and their powerful crystals as they ascend to the top to the main Zephyrite ship. Along the way, they can meet with the many visitors to the Bazaar and search for the sky crystals. At the top, they join the two as they all meet the Master of the Zephyrites who proposes a challenge for them to gain the respect of the citizens in order to secure a trade deal. The Commander chooses who they want to support heading into the next step

Cutthroat Politics[edit]

This is different based on which candidate is being supported.

Supporting Evon has the Commander working with Evon and his crew to capture a downed Aetherblade airship and gather the treasure for Lion's Arch as well as his own resources, helping out Lion's Arch (some task appropriately Evon), as well as attempting to negotiate the creation of a fractal detailing the fall of Abaddon.

Supporting Kiel as the Commander working with Kiel and Foecrush to secure the downed Aetherblade airship to return the supplies to Lion's Arch, discussing waypoint costs with the Asura, and negotiating the creation of a Thaumanova explosion fractal.

When completed, it is announced that Kiel has garnered more support and has secured the trade deal. The Commander discusses the outcome with their supported candidate, and how Kiel will be the next council member.

Queen Jennah's Jubilee.png The Queen's Gauntlet.png Clockwork Chaos (achievements).png Emissary Vorpp's Field Assistant.png Clockwork Chaos[edit]

Combines The Queen's Jubilee and Clockwork Chaos, basically the Watchwork arc. Chose Clockwork Chaos as it fits better and sounds more interesting than Jubilee which sounds more like a festival instead of the Scarlet plot point.

Optional Scarlet's Armies Mastery: The Twisted Watchworks leave behind junk when destroyed, and other Watchwork enemies can use these to create more allies for themselves. A new Central Tyria mastery is introduced to deal with this: Mine Now, which allows players to go up to these junk piles and summon their own drone that aids them by applying protection or barrier at intervals. These drones will also sacrifice themselves to revive you should you be downed or defeated.

The Queen's Jubilee[edit]

Players are asked to join the anniversary celebration of Queen Jennah's reign, and to come to Divinity's Reach. When they arrive, they are greeted by Rox and Braham. Rox tells you about the ceremony, and that emissaries are being flown in from Tyria in hot air balloons. They're getting reports that there are some interference, though. There's still time before the opening ceremony, so no one is being let in. Rox can't leave because she's the Black Citadel's emissary, so the player heads out to see if they can help.

When they arrive, they find a emissary being chased by Aetherblades (and some steam creatures). Players need to defend the emissary so they can make it to the balloon. The emissary offers a ride back so the player takes the ride back to Divinity's Reach. Once there, they're greeted by Faren and have a chance to talk to some other emissaries, or optionally spar with the Champions. After meeting with some, they're asked to head over and join in for the Opening Ceremony.

During the ceremony, the Watchknights are revealed and given a demonstration. However, during the demo Anise loses control of the watchknight and the Aetherblades appear in an airship. After defending the Queen, Anise points out a suspicious figure that might be behind it. Rox goes after her while players defend her until she hits her target. The Aetherblades leave, but the queen orders the watchknight to be destroyed as they cannot take back control. After defeating the watchknight, the suspicious person reappears and taunts the player before leaving. Logan calls for an investigation, but the Queen says the celebration will continue despite it.

Watchwork Mystery[edit]

Rox convinces Anise to let us help with the investigation. More details are learned about the origin of the watchknights, and that they're based on the steam creatures. Also learn that the interference somehow let someone else take control of the watchknights. Not enough evidence can be found, though, but Anise is suspicious.

Meanwhile, players overhear Rox talking to Vorpp, and also learn about Ottilia leaving Braham and Cragstead.

Closing Ceremony[edit]

Players are invited to the closing ceremony for the celebration. They arrive and meet up with Braham and Rox. The ceremony begins and Jennah gives her speech. However, the speech is interrupted by Scarlet, who appears out of a portal onto a red Inquest-style platform. As she speaks, she takes control of the watchknights and transforms them into her Twisted Watchwork army. She reveals she's planted several bombs before attempting to kidnap Jennah. Faren tries to save the Queen, but she is revealed to be a mesmer clone and Faren is instead captured.

Players work to disarm the bombs around the Pavilion alongside Rox and Braham, while fighting off the Twisted Watchworks and experiencing their unique mechanics. After taking care of the bombs, the entryway is bombed and the players must defeat a Twisted Nightmare with Logan. Afterwards, they meet up with Anise and Jennah, revealing that the investigation you performed gave indications of a threat and Anise hid the queen. Logan begins coordinating forces to take on Scarlet as portals begin appearing around Tyria.

Field Assistant[edit]

Logan reports that Scarlet has holed herself in the Pavilion and is using portals to send out invasion forces across Tyria. Rox brings in Vorpp, an engineer with background in teleportation, who believes he can reverse-engineer her portals to gain entry to the pavilion, but he needs data from one of the portal invasion sites: Gendarren Fields near the Ascalon Settlement.

When players arrive, they find the device with the portal. Vorpp says he needs information from a witness. A witness in the settlement states the invaders said they were headed to Frostgorge Sound and Fireheart Rise. Traveling to both of these locations lets you fight a group of mobs. Defeat a Molten Alliance champion in Frostgorge Sound and an Aetherblade champion in Fireheart Rise to gather information, and defeat the Twisted Watchwork champion in Gendarren Fields to gather components. Return to Vorpp in Crown Pavilion to finish.

Scarlet's Playhouse[edit]

The Commander uses Vorpp's portal to enter the pavilion and find Scarlet has been busy setting up traps for those who find their way in. Once inside, the Commander is accompanied by Rox and Braham as they fight their way through the pavilion areas. The first area has the Commander fighting through Molten Alliance heading towards Faren. The Commander will need to put out the fires while defending themselves from a shielded Scarlet and the Twisted Watchworks. Defeat her minions and put out the fires to rescue Faren. Rox and Braham escort Faren and other hostages out.

Through the next area the Commander needs to make it past Aetherblades and Twisted Watchwork patrols to find Scarlet. She will attack and chase you, but you cannot hurt her as she's shielded. Rox and Braham apparently have located the cannons and will fire explosive cannons into the area. Players will need to kite her into the blast to remove the shielding so they can damage her until she escapes. Passing through the Destroyer area with Twisted Watchworks to the Ogre area, the Commander fights Scarlet again. This time she carries a large electric club, which uses a very powerful telegraphed attack, and spins while throwing glue pools around her. After she flees again, Rox alerts the Commander that she's up top in the center.

When the Commander arrives, Scarlet has several explosives around the area and her shielding buff again. She fires rockets and then rocket jumps over to the Commander, unleashing a powerful torment wave that launches the Commander. When she's close, she will try launching the Commander using her rifle. The Commander needs to get her to rocket jump onto the explosives around the arena, to stun and debuff her so she takes damage while dodging the wave.

After the fight and some conversations, the Commander will remember Mai Trin talking about Scarlet and will head to Lion's Arch to ask questions. Mai Trin refuses to say anything, practically trolling the Commander, but Canach (in the next cell) will complain about your incessant blathering. When you mention a description of Scarlet to Canach, he is quiet for a second before saying he has no idea what you're going on about and what other sylvari do is none of his concern, but to stop bothering him and to go get the deputy. He's late for an interrogation and it will at least get him away from you and Mai. When you mention this to the Deputy, she says he doesn't have one scheduled, but if he's willing to talk then she'll get him.

When he comes out and reaches far enough away, he pauses and tells the Commander (out of Mai Trin's earshot) that there is more going on with Ms Trin than she's letting on, she's more than just an Aetherblade leader. He also says he's never heard of a "Scarlet", but her description reminds him of another sylvari: a secondborn named Ceara. She was brilliant and could learn anything you gave her, but was cold, distant, and abusive at times, and that she disappeared a long while ago. Perhaps the Commander should find out everything they can about her. When asked why he's offering this information, he only replies that they're both secondborn...and he can't have her sullying the name.

Boss Week.png Twilight Assault.png Tower of Nightmares.png The Nightmares Within.png The Nightmare Is Over.png The Nightmares Within[edit]

Combines all content releases regarding the Tower of Nightmares and anything related to make up the Toxic Alliance arc, along with a short part where the power increase of Tequatl is made known (since that is actually a plot point, albeit a minor one, of the ley line thread continued later). Chose "The Nightmares Within" as it sounds interesting and implies more than just the Tower itself, although it's a close debate. This skips over the Fractured release as the plot point revealed there focuses on Scarlet and includes the finale released as part of Wintersday that year. A debateable inclusion is the Aetherpath dungeon. I feel it'd be good to put a solo version in here as it's foreshadowing the fleet of airships that attack later, which would allows players to see the content without needing to use the dungeons.

One note is that while this story chapter is active, the 24 Krait Obelisk Shards for Toxic Krait Historian appear in their locations and can be interacted with. When not active, they are not present.

Optional Scarlet's Armies Mastery: The Toxic Alliance utilizes hallucinations which cannot be targeted and apply debuffs and damage to you while nearby. They also have powerful husks which absorb nearby conditions and apply protection/barrier to their allies, and the sylvari members must be finished to kill them completely. A new Central Tyria mastery is introduced to deal with this: Force of Will, which allows players to gain power from these hallucinations instead to destroy the Toxic Alliance faster. Players will be able to destroy nearby hallucinations to gain a stacking buff (max 3). Each stack buffs all attributes slightly for a short time, increases damage against husks, and increases your finishing move speed, allowing you to take out the largest obstacles quicker.

Twilight Assault[edit]

Twilight Assault dungeon, except scaled down to allow single player (consider using NPCs as backup) with different rewards due to easier path.

The Nightmare Unveiled[edit]

The Commander is called to Kessex Hills by Marjory where an anomaly has been discovered hidden in the lake. They are led by Sergeant Walters from Fort Salma through the toxic mist towards Auld Red Wharf. Along the way they encounter several enemies, where they discover the hallucination and poison skill sets of the Toxic Alliance. Upon reaching Auld Red Wharf, the Commander fights back the Toxic Oratuss, then speaks to Marjory and Kasmeer to learn about what they know. They explain how the tower was originally covered in a mesmer illusion, but Kasmeer had found a crack and shattered it. However, there is a thick poisonous fog and players must fight their way to the toxic offshoots to gather spore samples to return to Marjory. During this time, they will have the assistance of the Vigil. Going into the fog weakens does damage to players. Returning enough samples will end the step.

The Tower of Nightmares[edit]

Majory alerts the Commander that she has discovered an anti-toxin that will allow allies to get past the poison outside the tower and breach it. Upon taking the anti-toxin, the fog no longer affects the Commander nor the allies. The teams assault the tower and break an opening into it. After meeting with Sergeant Walters inside, the Commander assists the Vigil as they work their way up inside the three levels.

As the Commander works their way up, there are many obstacles set by the Toxic Alliance. Each level has a small chamber where you must fight a boss, and deal with hallucinations for named characters (and the Commander), forcing characters to deal with events and lost NPCs from their past, while being taunted by Scarlet by your secrets. You also learn more about why a faction of Nightmare and a faction of Krait joined forces.

Nightmare Incarnate[edit]

When the Commander reaches the top, they fight through what seems like multiple hallucinations before coming across Scarlet behind a transparent wall. When the Commander asks how Scarlet knows who they lost, she seems very interested that specific people were seen. She's also amazed that she was part of the hallucinations, and says the Toxic Alliance does good work. It's revealed that the taunting was in your head due to hallucinations and she doesn't know what you experienced. "No, I don't...but would it make you feel worse or better if I did?" She seems surprised that an anti-toxin was discovered, but asks Marjory to do her best with a smile as if she's eager for the results, causing Marjory to doubt the solution. She talks to herself a lot, rambling a bit. When confronted about why she's doing this, she pauses before saying she doesn't have a choice anymore, and hints that she's the only one left who can.

The cocoon for the Krait Hybrid drops him onto the Commander, and Scarlet ducks through a portal. The Hybrid starts out weak, but gets stronger over time before being defeated. The Commander then helps Marjory inject the anti-toxin straight into the tower, ending the step.

The Nightmare Ends[edit]

The Commander is asked to return to the tower, as the anti-toxin didn't seem to work. The tower's power is reduced, but subsequent injections did nothing. Reaching Majory at the top, they must solve several puzzles, one for each army, and then fight through hallucinations of each army before reaching the heart of the tower. Once the injection is done, the team must leave quickly before it collapses to end the mission.

Fractals of the Mists (achievements).png The Origins of Madness.png Edge of the Mists.png The Origins of Madness[edit]

This is a very packed episode, since it combines basically the entire Scarlet revelations arc. "Origins of Madness" was chosen because...well, obviously it's the best choice. It deals with revealing Scarlet's plan (all except the end goal). The Thaumanova Reactor fractal is kept here because it reveals Scarlet's interest in the ley lines. The Marionette was kept as it's Taimi's introduction. Also, there's a more detailed chase into the Edge of the Mists after Mai Trin. The rest of the steps remain mostly the same.

Optional Scarlet's Armies Mastery: Scarlet's holographic technology is actually introduced back in Clockwork Chaos, sometimes carried by the Watchworks. In this episode, it becomes much more frequent. Holographic emitters used by the Watchworks will apply a red, green, or blue aura on their nearby allies, reducing their damage taken. A new Central Tyria mastery is introduced to deal with this: Holographic Resonance, which allows players to attune to each color to receive buffs and reduce incoming damage. Players receive an attribute increase based on the color, receive a small barrier every 5 seconds, take 75% less damage from enemies of other colors, and are able to pass through holographic wards of that color.

Fractured![edit]

The Commander is requested by Kiel to join her in Mistlock Observatory to see the results of her work. A fractal has been created for the Thaumanova Reactor incident and Kiel wants your help to investigate what happened before the Consortium can try to use whatever information for their benefit. The Commander is taken through a version of the existing Thaumanova Reactor Fractal, with some minor variations. Towards the end, it's revealed that Scarlet was present at the incident, working with the Inquest to discover the magical ley-lines that cross the globe, but Scarlet teleported away and left all the asura inside to die in the explosion. The incident is due to pushing the experiments too far, too fast while over an intersection of those lines.

It's also revealed that Dessa may be trapped within a Mistlock Observatory fractal too, since she cannot leave without resetting.

Twisted Marionette Weapon Test[edit]

Marjory reaches out to the Commander to tell you about the probe devices discovered around Tyria, and that there's a team led by Rytlock researching them that could use your help. Traveling to Bloodtide Coast, you meet up with Rytlock and go with him while they try to figure out what's happening. Along the way, you come across Twisted Watchwork creatures that seem to be headed somewhere, as well as some Aetherblade and Molten Alliance troops. After researching at three locations (Jelako Cliffrise, Challdar Gorges, Whisperwill Bogs), they determine that the probes seem to be looking underground for something magical.

Marjory reaches out to the Commander again to let you know that the Twisted Watchworks are on the move, and seem to be headed to Lornar's Pass. There's a large device that seems to have been placed by Scarlet, and the Twisted Watchworks are heading towards it. They need your help.

When the Commander arrives, Rox, Braham, Kasmeer, and Marjory are all there. Also present is a strange small asura on a golem. There's a large device floating in the air, with several platforms and pathways leading to it. The device becomes louder suddenly and a massive watchknight is lowered near the platforms by chains like a massive marionette. They also notice that Twisted Watchworks are moving towards the lane. The asura states that she thinks letting them near the Marionette is a very bad idea.

The Commander and the others each take a lane, with the asura joining one as well, to repel the watchworks while the asura tries to reconfigure the fields to let living creatures onto the platforms. When enough watchwork have been destroyed you go up onto the platforms (which are low right now) and each of your allies takes one, to fight a warden on each one (player's group gets 2 or 4), and avoiding the marionette's stomps. Defeating the warden buffs the allies on other platforms and lets you run over to the ones next to yours, also opens up the power stations. When you finish, two chains are severed and players are told they need to join one of the other lanes and hold off a swarm.

After completing that, they go back onto the platforms (same setup except two wardens and the platforms are middle, so avoid the weapon attacks from hands). Two more chains severed and players go to last lane before heading up again, this time platforms are high, and three wardens)

Afterwards, you get the cinematic (you can lose this, btw, and get the failure cinematic), see the conversations with the crew, Taimi introduces herself, and has a conversation with Logan.

A Moment's Peace[edit]

(Note: pretty identical, except Ela only appears at the end to let you know about the lab. The research hasn't begun in earnest yet.) The Commander heads to Lion's Arch to check in with the crew. Rytlock arrives to get a status update and to tell Rox that if she kills Scarlet she gets in the Stone warband. She tells Braham and he's less than enthused since she has all of them and it affects her future adventures with him, but he walks off in anger. Logan arrives with Taimi and asks Braham about her, and Taimi acts like she's with Braham until Logan leaves her with him. Logan talks about what's happening with Marjory and Taimi reveals she's been studying Scarlet and came to the Marionette to meet her. Kasmeer and Marjory talk about Kasmeer's father and why Kasmeer is no longer a noble.

Finally, Ela Makkay arrives to let you know that the Priory has located one of Scarlet's labs underneath the Priory itself. Marjory asks her for help to research Scarlet, and Ela reveals that the Priory already has a lot learned about Scarlet/Ceara.

Scarlet's Secret Lair[edit]

(Note: pretty identical to the original, just having the outside in an instance and a bit more flow on realizing that something terrifying is driving Scarlet)

Advanced Warning[edit]

Kiel sends you a message stating that Mai Trin has escaped. Aetherblades stormed the prison and broke her out during the night. When you arrive, Canach is describing why he didn't leave with them, that he recognizes what Scarlet is and he instead wants to atone for his misdeeds. When pressed for more info on Scarlet, he only says he knew her for a short time when she was known as Ceara. She left pretty soon, and he's only heard rumors about her education. The Deputy describes what happened, how Mai Trin escaped a portal, and how Taimi chased after her (with Braham chasing her). She also tells the Commander that something's odd with the probe in the Lion's Arch harbor. When the Commander goes and checks it out, it's discovered that the probe has turned green.

Faced with a decision on chasing after Braham and Taimi, or informing Marjory about the probe, the Commander decides that Braham and Taimi can take care of themselves for a bit and goes to the Dead End bar to tell Marjory. Marjory decides to reach out to Ela again and use her contacts to get the evidence about Scarlet and gather all information so they can figure out what's going on. Rox arrives and the Commander updates her and informs her that Braham is in the Mists. Rox, Marjory, and Kasmeer have a talk.

When the Commander goes to the Edge of the Mists after Braham (story step accessed in front of the EotM portal), they find him at the origin ship. He's minding Taimi since her golem broke down. Taimi won't leave without Scruffy, and Braham can't leave her unprotected to go find parts to fix it. While waiting, Taimi and Braham talk often, with Taimi bringing up things Scarlet has done that she's in awe about and Braham either being annoyed by the constant talking or disagreeing with her. The Commander updates Braham about the probe and that Marjory is gathering evidence for a review.

Taimi says they were looking for Mai some time after the jail break and saw her heading towards a portal...weirdly enough she wasn't coming from the jail area, but from the Fractals. Taimi says she was examining some probes in the Aetherblade complex underneath the central chamber when the defensive mechanisms triggered and damaged Scruffy. She needs the Commander to go get some parts from there before she can repair it. When the Commander arrives, they fight through various Aetherblades until they find the pieces. Mai Trin appears as a hologram from a nearby emitter as you find the last piece, surprised you're still trying to stop Scarlet. When the Commander states that she's just Scarlet's lackey, Mai Trin lets slip that she's no mere Aetherblade...she helped Scarlet assemble all of her armies. When the Commander doesn't believe her, Mai asks if the Commander really believes someone as mad and abusive as Scarlet could possibly have convinced those factions to work together. Scarlet was the brains and the drive, but Mai was the voice that brought the contrary groups together. Since she's been gone, Scarlet has been creating chaos because she can't keep the armies in line except through aggression.

When the Commander tries to stop her from going to Scarlet, Mai says she's not going to Scarlet. She's taken a tour of the fractal that Kiel so helpfully created. The asura that introduced her to Scarlet was in there, and Scarlet just left him to die. She realizes that Scarlet's plan will result in the sacrifice all of her allies to get what she wants, so Mai is taking her finest group and escaping out of their reach into the Mists. Mai's image starts breaking up as she's getting too far away, but she says farewell to the Commander, and maybe they'll meet again...if Tyria survives Scarlet's plan.

The Commander returns to Taimi, who repairs Scruffy and they head back.

A Study in Scarlet[edit]

(Note: almost identical with a review of the evidence and a realization that Scarlet intends to attack Lion's Arch, except Ela is there and gives all the known information about Scarlet here instead of earlier durign A Moment's Peace. The Commander also informs the others about Mai's role, and wonders if Mai even knows what's going on in Scarlet's head...or did she know more than she's letting on).

Escape from Lion's Arch.png The Battle for Lion's Arch.png Festival of the Four Winds.png Battle for Lion's Arch[edit]

This one is a doozy, mainly because of how it needs to be built since both of these releases were open world, but had lots of story moments scattered around the three areas. Instead of having two episodes that do a lot of the same thing, combining them into one as the Battle for Lion's Arch is preferred. This would require new tech also, since the Escape and Battle steps would depend on the choice made of who you go with.

Essentially the idea is to carve the Lion's Arch map into three different areas (Trader's Forum with Rox and Braham, Postern Ward with Marjory and Kasmeer, and Fort Marriner with Magnus/Kiel). In "No Time to Waste", players see the attack cinematic and get a status update in Vigil Headquarters, see the people who made it out so far, etc. Then they choose one of the three teams to go accompany. That determines which of the three areas they hit in Escape from Lion's Arch, stopping miasma deployments, rescuing civilians, etc. Thought might be to include Kiel's airship making an appearance at different times in each area to provide support: Early on in Postern Ward to provide support against an onslaught of Toxic champions, then to Trader's Forum to take out an attacking Aetherblade airship in middle, and then finally to Fort Marriner to rescue the Commodore and Magnus at the end.

After that, players are taken to the refugee camp based on their choice, and they meet the refugees and talk with their allies and get updates. Either another choice could be made, or perhaps just continue the original choice. Players then break into Lion's Arch for the Battle step and secure the area before targeting and taking out generals of the specific army. After completing that, they then fight the Watchwork Assault Knight (based on the choice of allies), which ends the step. Scarlet's End includes going up to the Breachmaker, skipping Ultraviolet Scarlet or fighting an altered version, and then chasing/confronting Scarlet and seeing the death cinematic with Mordremoth's awakening.

A note here is that since players are in Lion's Arch, if at all possible it'd be great to be able to see the effects of the other groups (since all three groups do go in at the same time and all three Knights are fought at the same time). Seeing Kiel's airship go to each of the three areas, possibly see the three groups fighting the Knights in the distance (since they're pretty close to each other) would be very good to keep that "coordinated fight" feel of the original.

Aftermath

I was tempted to have an aftermath episode, but just added it on to the end (could still be, basically it's an interlude/cliffhanger). Basically the Aftermath is showing the resulting broken Lion's Arch, talking with Kiel/Magnus, seeing the Evon/Hero-tron interaction, etc. Then we're taken to the Dead End bar for the conversations there and introduction of Belinda. Finally a short section with the Festival of the Four Winds where you receive the Zephyrites and experience the conversations there, notably see Aerin joining the Zephyrites, and finally see a cinematic showing the Zephyrite crash as a prelude to what happens in Season 2.

The Festival of the Four Winds is usually shown as part of Season 2, but honestly it works better as a cliffhanger for leading into season 2 from season 1, with the explosion being the final cinematic (almost like you are shown the Gates of Maguuma trailer). This parallels the end of Season 2 being an early trailer for HoT.

Optional Scarlet's Armies Update[edit]

Each army is designed with a specific behavior and challenge in mind.

Molten Alliance

This army's behavior is based on swarming the enemy with very high pressure. There are usually up to twice as much in a group than you'd find with other armies (ex. 7 Molten instead of 4 Aetherblades). They attack twice as fast, for half as much. They spread AoE attacks all over the place, and spread burning very often including pulsed from their Molten Effigies. The intent is for them to appear overwhelming with the high numbers, frequent attacks, effigies, firestarters, and aoe circles, even though each hit does less than normal. Their defense is very binary. Their Protectors make nearby allies invulnerable, and they focus on dazes and blinds. They also have Molten Coating. This is a condition-like effect that does 50% more damage than burning, stacks duration, reduces skill activiation time by 15%, and increases damage taken by 15%. It cannot be removed normally, but can be dodged, evaded, blocked, or otherwise avoided. Firestarters and Shaman can create Molten fields that apply it, and when allies are within this field they can throw this even further (by combo-esque blasts/whirls) to apply 2-3 seconds of Molten Coating. Effigies also pulse it if you're nearby.

Aetherblades

This army is quicker, focuses on using their tech to make themselves invulnerable while attacking with electric attacks and harder burst attacks. They have a nice balance between frontline and backline, using Thumpers and Thugs to melee while their Strikers and Grenadiers attack from range. They often rely on stuns and knockdowns, applying vulnerability and weakness liberally, and applying boons on themselves frequently. They also have the ability to "steal" from players, copying one of their skills and using it against them. They can also summon new allies out of the sky when low on health, who appear with a lightning bolt AoE that will knock you back. The members will frequently apply Aetherized Shielding to themselves and nearby allies, rendering them invulnerable for a short time.

Twisted Watchworks

This army is intended to appear uncomfortable, being invented by Scarlet out of the Watchwork Knights. They move janky, often sidestepping randomly, and they use many AoE attacks, punches, energy attacks that sweep over enemies, and small artillery. Low health, but high toughness, they take less damage than normal until their Defiance bar is removed where they take 50% more damage. They also have the ability to upgrade themselves by merging with another nearby Twisted Watchwork, which upgrades their power level, completely heals them, and refreshes their Defiance bar. When they die they break into junk piles. The Horrors and Nightmares summon Menders that go repair them as well as go out and rebuild these junk piles into Reavers, which can upgrade to Horrors, to Nightmares, etc. These menders have 1 health, but can only be destroyed by breaking their defiance bar. In addition, when grouped up with another army, the Watchworks bring mobile holographic emitters that buff the group starting in Origins of Madness.

Toxic Alliance

This army is slower and methodical. They have higher health and toughness than normal mobs, but are fewer in a squad (1-3 instead of 4-5). They focus on conditions, spreading poison, torment, cripple, and confusion. Their Krait shaman also summon hallucinations, which move towards their target, are invulnerable and spread confusion and occasionally fear. Their Toxic Husks are their tanks, have very high health and toughness, absorb conditions from their allies, and often apply Protection and Resistance to allies. These husks tend to stay near their allies. When killed, most Toxic Alliance enemies will be downed like players, and must be killed using a Finisher.

Masteries[edit]

Optional: New masteries to take on the enhanced armies.

Episode Name XP req. Points Description
Flame and Frost Nuhoch Proving.png Molten Backlash 508,000 Central Tyria mastery point Learn to take less damage from the Molten Coating and throw it back onto your enemies.

Take 50% less damage from Molten Coating effect.
Dodging and blast/whirl finishers will remove Molten Coating effect and send it to up to 5 nearby enemies.

Sky Pirates of Tyria Exalted Assistance.png Aether Pulse 508,000 Central Tyria mastery point Redirect the Aetherblades' electric energy to remove Aetherized Shielding on nearby enemies.

Being hit by Aetherblade electric attacks gives charges. First charge gives level 1, 3 charges gives level 2, 6 charges gives level 3.
Level 1 removes 1 Aetherized Shielding on 5 nearby enemies, does damage, and interrupts them.
Level 2 removes 2 Aetherized Shielding on 5 nearby enemies, does more damage, stuns them for 2 seconds, and inflicts 10 stacks vulnerability.
Level 3 removes 3 Aetherized Shielding on 10 nearby enemies, does large damage, knockdown for 5 seconds, and inflicts 25 stacks vulnerability.

Clockwork Chaos Historian of the Armaments.png Mine Now 508,000 Central Tyria mastery point Learn to commandeer junk scraps from Twisted Watchworks to build a helper drone that will protect you and rally you.

Using a junk pile will create a drone that follows you closely (if you do not already have one active) for 1 minute. This drone will apply protection for 3 seconds every 6 seconds. If will sacrifice itself to rally you after being downed for 3 seconds (takes 3 seconds to complete, interrupts if you rally before then). If you are defeated before this, it will sacrifice itself to revive you by 75% after 3 seconds.

The Nightmares Within Updraft Use.png Force of Will 508,000 Central Tyria mastery point Conquer the Toxic Alliances hallucinations and use them to strengthen your own power against Toxic enemies.

When an hallucination is near you, you can destroy it to gain a stack of Strength of Will (max 3). Each stack of Strength of Will lasts 10 seconds, provides 100 for each attribute, increases speed of finishing moves on Toxic Alliance by 15%, and increases damage against Toxic Husks by 20%.

The Origins of Madness Mistlock Singularities.png Holographic Resonance 508,000 Central Tyria mastery point Learn to activate Scarlet's holographic technology and gain a personal holographic shield that allows you to protection from attacks and wards of that color.

When using one of Scarlet's holographic emitters, players gain a holographic shield for 25 seconds that grants 2000hp barrier every 5 seconds,75% damage reduction from attacks of that color, passage through wards of that color, and 10% increased damage to other colors.
Dynamic (blue): Increases power and healing power.
Static (red): Increases ferocity and toughness.
Synergetic (green): Increases expertise and vitality.
Ultraviolet (purple): Replaces other colors when all three colors are gained at once, behaves as though you still have those colors for wards and attacks. Lasts 45 seconds. Barrier increases to 6000hp. Damage reduction increased to 100%, and passing through ultraviolet wards grants protection, stability, and superspeed.

Battle for Lion's Arch Pact Mentor.png Survivor Instincts 508,000 Central Tyria mastery point Learn to spot signs of buried survivors, allowing you to locate them faster. Receive bonus rewards from defending and rescuing survivors. Rally defending soldiers and refugees faster.
Total 3,048,000 18 Mastery point