The Elusive Golemancer

Overview
Summary
 * Find Oola's workshop in the depths below and convince her to help with Mamp's project.
 * Find a golem to circumvent the security system.
 * Discover a way to access the next laboratory level.
 * Search the room for a passage leading further into the laboratory.
 * Survive the fiery gauntlet.
 * Open the security lock.
 * Defeat the Indestructible Golem.
 * Confront the mysterious voice.

Obtained from


 * Blimm in front of Oola's Lab, in Magus Stones

Requirements
 * Lab Space

Reward
 * 2,500 XP
 * 3,000 Asura reputation points (4,500 in Hard Mode)

Walkthrough
Throughout this area, you will find worker golems and sentry golems. Entering a sentry golem's aggro range will usually cause it to become hostile. The worker golems will help you fighting the sentries, so make use of them.

In the first area, you need to open a door at the far end of the room. There is a lever near the door which is too heavy for your character to pull. When you enter the dungeon, speak to Worker Golems until you find one that responds with something other than "Golem is offline." Command it to pull the lever. Sentry golems in the area will become hostile. The worker golem will help you kill them, then open the door.

The second room is full of sentry golems that must be activated using the "Golem Disabling Lever" at the far end of the room. Once the lever is pulled defeat the sentry golems to move on to the next room.

In the next room, take a crystalline key from the keyholder. Sentry golems in the area will become hostile. Dropping the key will cause them to stop attacking. It may be difficult to kill the golems when using henchmen, as they will cease to be hostile if you drop the key to equip a weapon. A good method is to run with the key until your health gets low, then drop it to regenerate. Elite Norn Spirit Skills such as Ursan Blessing still work while holding the key, though. If you choose not to fight the sentry golems you can simple run the crystalline key to the keyholder in front of the fiery gauntlet. Once you place the key in the keyholder they will cease to be hostile.

To survive the fiery gauntlet, speak to the Worker Golem which will then engage "protection mode." As long as you are within the glowing circle around it, you are immune to the fiery darts. You will still have to fight the sentry golems in its path. The worker golem can be stopped if you stand in front of it, blocking its path, giving you plenty of time to fight. This might be the most difficult part of all main missions to do with heroes and henchmen, since it's a small circle to have to stay in and even flagging won't entirely work. Furthermore, sometimes the protective circle detaches from the protective golem which stays behind. You have to follow the circle then, the golem will not protect you anymore. If not with humans, you might want to try going left around it. It really helps to have a party heal then, like Light of Deliverance.

At the end of the next room is a puzzle consisting of 3 circles on the floor in front of the door to the next room. One circle has a golem sunk chest-deep inside it. After fighting the first pair of sentry golems, approach that worker golem and command it to follow. It will then help you fight the next pair of sentries. You can then command the second worker golem to follow, and both will help you fight the row of sentry golems standing in front of the rings by the door to the next level. Once those sentries are cleared, lead each golem over the circles. They will sit down on the circles and trigger pressure plates; when both additional plates are triggered, the door will open.

To kill the indestructible golem, get the Flux Matrix item and carry it to the energy source. Touch the energy source to charge the Flux Matrix, then drop it near the golem. It takes two to three drops to destroy the golem. This encounter can take very little time if you pull the indestructible golem to the energy source and have one person go get the flux matrix. Take the flux matrix to the energy source to charge it, then drop it by him (he should be close) and repeat a couple times to kill him.

In the final room, kill the first few sentry golems. A cutscene will trigger to complete the quest. Another option is to send hero or run to the star mark on the map.


 * FOR HARD MODE!**

In hard mode, this mission is not much harder than it is in easy mode. HOWEVER, getting there is extremely difficult without a Minion Master, and will most probably result in several team-wide wipes, and having a next-to-useless person on your team, as there are no bodies to be had in this mission. One of the only ways to reach the mission is to take a character who will consent to being of little help for the rest of the mission, and have him/her take a build consisting of:

2 skills of their choice, preferably attack skills, Shadow Sanctuary, Death's Charge, Caltrops, Drunken Master, Dwarven Stability, Shadow Form.

Your attributes should be as such:

12 Shadow Arts, 7 or higher delver, 9 or higher in your primary attribute, 9 or lower (Depending on how you give your primary attribute) in your weapon's attribute. For escaping creatures, first put on dwarven stability then drunken master. Then, put shadow form on and death's charge to the creature FURTHEST AWAY from you, then put caltrops on him and run away. Death's charge has two uses in this run. The first use is that it can save time that would have been wasted while running through the groups of creatures. the second is that it gets you close enough to not worry about caltrops' half normal range. It also helps if the creatures are in a clump, because then your caltrops will affect them all, making running away much easier.

The way to run to Blimm to start the mission is to first kill the Wind Riders to the south-west of Rata Sum. Be careful: There are more of them in hard mode than there are in normal mode, and they are also much stronger and have even more obscene reflexes than normal (They regularly interrupt 1/4 second casting time spells). Carefully pull them back to a safe spot and kill them. Next, continue south-west, avoiding then Kraits, there is no need to use shadow form here. Continue on, still avoiding the kraits, until you reach the ressurection shrine. stop to put on your drunken master. On the mini-map, to the west and a bit south there is another ressurection shrine. That is your next target. However, there is also a group of kraits near the passage that will get you there. This is where you will need to follow what the prievious paragraph said, put on you dwarven spells (If you haven't already), and put on your shadow form. shadow step to the furthest enemy, caltrop him, and RUN LIKE HECK! the group will stop chasing you by the time you have reached the ressurection shrine, hopefully. If not, run even further southwest until they stop chasing you and leave. Go back to the ressurection shrine, and go to the falls. There is another group of kraits there. Avoid them. Hug the edge oif the wall on your left, and avoid the group of kraits. follow the wall there until you reach the frogmen lands. you are safe from the wind riders patrolling there. There is a small opening between two groups of frogmen. Go through it when they are most clumped together, you can barely make it, but it is possible. You must now avoid the group of Skomay Bonehewer. Again, same strategy. He will stop chasing you once you approximately reach Blimm. Wait until the kraits go away a bit, then go around the edge and talk to blimm. Welcome to Oola's lab, hard mode.

Trivia

 * Using the Flux Matrix charged will do exactly 1337 damage to the Indestructible Golem, a "leetspeak" reference meaning "elite."
 * The Flux Matrix resembles the Matrix from the 1986 Transformers movie.