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*The dungeon has very few corpses, so do not bring skills that depend on them (minions, wells, etc.).
 
*The dungeon has very few corpses, so do not bring skills that depend on them (minions, wells, etc.).
 
*This mission is often confused with the [[Genius Operated Living Enchanted Manifestation]] quest which is often abbreviated as G.O.L.E.M. in the party search.
 
*This mission is often confused with the [[Genius Operated Living Enchanted Manifestation]] quest which is often abbreviated as G.O.L.E.M. in the party search.
*The mission is not too much harder in [[Hard Mode]], but getting there is another matter, see the talk page (the builds desired in the mission may not be the builds used to get there).
 
 
*The Paragon skill [[Fall Back]] can be used to run by the Flame Trap gauntlet if the attribute level is high enough.
 
*The Paragon skill [[Fall Back]] can be used to run by the Flame Trap gauntlet if the attribute level is high enough.
 
*If the party resigns, they will ''not'' be sent back to your last outpost, but instead will appear just outside the dungeon, right before the cutscene. All [[morale boost]]s earned on the way will be lost, but this can still be quicker than starting back from [[Rata Sum]].
 
*If the party resigns, they will ''not'' be sent back to your last outpost, but instead will appear just outside the dungeon, right before the cutscene. All [[morale boost]]s earned on the way will be lost, but this can still be quicker than starting back from [[Rata Sum]].
 
*Since the fiery darts cause burning, it is recommended to take [[Frigid Armor]] (or as a primary Dervish, [[Avatar of Melandru]]) to put less pressure on the monks.
 
*Since the fiery darts cause burning, it is recommended to take [[Frigid Armor]] (or as a primary Dervish, [[Avatar of Melandru]]) to put less pressure on the monks.
 
*The mission is not too much harder in [[Hard Mode]], but getting there is another matter, see the talk page (the builds desired in the mission may not be the builds used to get there).
  +
*The entrance to the lab can be reached extremely easily if any teammate(s) have the primary quest [[Lab Space]] active, and if any other teammate(s) have completed the same quest. [[Blimm]] will spawn right outside Rata Sum. First have the person with Lab Space talk to him, and let his/her quest get updated. Then the person with said quest completed talks to him. This will trigger the cinematic, and after it players will be transported near the entrance of the lab, right in front of [[Timberland Guardian]]. Kill it, pick up the seed, talk to Blimm again and Lab Space is complete. Members that were yet to complete Lab Space have instantly cleared it, and now can go straight to [[The Elusive Golemancer]]. Members that have already completed said quest have just received a "taxi", bypassing the most troublesome part of [[The Elusive Golemancer]]; ''getting there''.
   
 
{{bug|Speaking to the Worker Golem after he leaves your party but before he opens the gate can result in the gate not getting opened. The mission must be restarted.}}
 
{{bug|Speaking to the Worker Golem after he leaves your party but before he opens the gate can result in the gate not getting opened. The mission must be restarted.}}

Revision as of 00:15, 27 August 2008

The Elusive Golemancer

Oola's Lab, Levels 1 to 3

Objectives

  • Enter Oola's Lab through the secret entrance Blimm revealed to you. (disappears from Quest Log after speaking to Blimm)
  • 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 Magus Stones (near entrance to Oola's Lab)
Scrying Pool in Hall of Monuments (after first completion, select "I seek guidance" option)

Requirements

Lab Space

Rewards

Mode Experience
points
Asura reputation points
First time Repeats
Normal 2,500 3,000 3001
Hard 4,500 450
  • 1 Only if below rank 8.

Walkthrough

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

In the first area, a door must be opened at the far end of the room; however, the lever near the door is too heavy to be pulled. After entering the dungeon, speak to Worker Golems until you find the one that responds with something other than "Golem offline." Command it to pull the lever. Sentry golems in the area will become hostile. The worker golem will help to kill them, and 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, a red bar will begin decreasing in the corner of the screen, and the sentry golems will become hostile. Once the bar has emptied, the door to the next level opens at the other side of the room.

In the third room, take the crystalline key from the keyholder. Upon doing this, sentry golems in the area will become hostile. It may be difficult to kill the golems when using henchmen, as they will cease to be hostile if the key is dropped to equip a weapon; however, Elite Norn Spirit Skills such as Ursan Blessing still work while holding the key. The sentry golems can be avoided by simply running the crystalline key to the keyholder in front of the fiery gauntlet; should too much damage be sustained by the golems, dropping the key will deactivate them once more, relieving pressure and allowing natural health regeneration to occur. Once you place the key in the keyholder the golems will deactivate for the final time. Fighting the sentry golems in this particular room does not appear to yield drops or experience.

To survive the fiery gauntlet, speak to the Worker Golem which will then engage "protection mode". Remaining within the glowing circle that surrounds it will offer immunity to the fire darts, although the sentry golems in its path must still be killed. The worker golem can be stopped if it becomes body blocked, allowing more time to fight. This can be difficult to accomplish with heroes and henchmen, as they are reluctant to remain within the protective circle. Furthermore, the circle will occasionally become bugged and detach itself from the protective golem, which remains motionless in the gauntlet. Should this happen, remain with the circle; the golem itself is now useless. Trying to simply run through the gauntlet will usually fail; however, should the party wipe, the golem will continue pacing from end to end of the gauntlet, and thus the trial can be attempted again. There is a resurrection shrine at the far end of the corridor.

At the end of the next room is a puzzle consisting of three "pressure plates" on the floor in front of the door to the next room. One plate has a golem sunk chest-deep inside it. After fighting the first pair of sentry golems, approach the nearby worker golem and command it to follow. It will then assist in fighting the next pair of sentries. A second deactivated worker golem is nearby; command it to follow, and then kill the row of sentry golems that stand in front of the rings by the door to the next level. Once those sentries are cleared, lead each golem over the pressure plates. They will sit down on the plates and trigger the nearby door to 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 be hastened by pulling the Indestructible Golem to the energy source while carrying the flux matrix. Simply touching the energy source and then dropping the matrix up to three times will be enough to defeat the golem.

In the final room, kill the first few sentry golems, or simply run to the dais at the end of the room. A cutscene will trigger to complete the quest.

Creatures

NPCs

Monsters

Bosses

Dialogues

Briefing from the Scrying Pool.

Quest Log: "Somewhere beyond all of the sentry golems lies Oola's workshop. Go there and ask her to join the krewe."

Cutscene 1

Bookah
Vekk: "When we get there, let me do the talking. Oola is brilliant in her field, and pretty thorny."
<party leader>: "Worse than Gadd?"
Vekk: "Don't get me started. Gadd was once the bane of my existence. He's headstrong, arrogant, and nasty."
Vekk: "He makes Oola look like a ray of sunshine, bookah."
<party leader>: "You've used that term before. What does it mean?"
Vekk: "Bookah? It's an imaginary monster we use to frighten children."
Vekk: "They're big, clumsy creatures with loud, bellowing voices. Not too bright, either."
<party leader>: "And humans are like this to you?"
Vekk: "Well, if the bellowing fits."
Vekk: "Now come on. And remember, when we get to Oola, let me do the talking."
<party leader>: "Be my guest."
Find Oola's workshop in the depths below:
Blimm: "This is as far as I care to take you. I can't go back in there. Too many bad memories. You'll have to get down to the laboratory on your own."
Blimm: "Oola's Workshop is two levels down, past all of her security measures. I left a worker golem to open the first door. Have fun."
Blimm: "We designed the traps to keep less intelligent creatures out. We Asura have no problems with them. You, um, you should be fine. Yeah. You'll be just fine."
Blimm: "And, if you see my red staff, bring it back to me. It's not okay, and if she took my staff, I'm going to burn the laboratory down."
Find a golem to circumvent the security system:
Mysterious Voice: "Attention! This is a secure area and is off limits to outsiders. Trespassers will not be tolerated. Turn back now if you value your lives."
Mysterious Voice: "Don't even try to bypass this security system... it's flawless! Besides, you'd need a golem to let you in and it's not like a simpleton like you could operate one."
<party leader>: "Didn't Blimm activate a worker golem to help us? Let's find it."
Discover a way to access the next laboratory level:
Mysterious Voice: "Blast you, Blimm! You may have gotten through the first security check, but you will go no further."
Mysterious Voice: "Don't pull the lever in the next room! It'll only hasten your demise. Turn back now and escape while you can."
Search the room for a passage leading further into the laboratory:
Mysterious Voice: "You should have listened to the voice of reason...."
Mysterious Voice: "You certainly don't take a hint, Blimm. Get away! Don't touch anything!"
Survive the fiery gauntlet:
Mysterious Voice: "Aren't you just full of surprises.... I hope you didn't come here to cool off, because it's about to get steamy."
Open the security lock:
Mysterious Voice: "Did those traps get you all "fired" up?"
Mysterious Voice: "Leave those golems alone. Turn back while you still have your legs! Don't even try to advance. To do so requires heavy thinking."
Defeat the indestructible golem:
Mysterious Voice: "You think you're a smart one? Let's put you to the test. It's time for you to meet my latest creation... an indestructible golem!"
Confront the mysterious voice:
Mysterious Voice: "Impressive that you've made it this far, Blimm. I'll have to redesign my security system to keep you and other meddlesome trespassers away."

Cutscene 2

Oola
Oola: "So you've come crawling back, Blimm! Did you bring me that flux matrix I need?"
Oola: "You aren't Blimm. Vekk, is that you?"
Vekk: "Greeting, most wise and puissant Oola, Mistress of the Magical Engine."
Oola: "Butter up the other side and pan fry me, Vekk. What do you want?"
Vekk: "I bring word from the Council Leader Mamp."
Oola: "That old fossil?"
Vekk: "We need your superior skills for a great project to help all the Asura."
Oola: "HAH! I came down here to get AWAY from "All the Asura". Now scram."
Vekk: "We need your help against the Destroyers."
Oola: "Have you been hit on the head? I said no. Now go away."
<party leader>: "Well, Vekk, I guess you were right. She's not the one you want."
Vekk: "What are you saying?"
<party leader>: "Vekk was telling me that older Asura tend to lose their edge. That your skills may have deteriorated."
Oola: "What do you mean? There isn't a better golemancer than yours truly!"
<party leader>: "Probably, but if you're afraid the challenge is too much . . ."
Oola: "I'm not afraid of ANY challenge. Let me pack my equipment. I'll show you!"
Oola: "Deteriorated? The nerve!"
Vekk: "Nice job."
<party leader>: "Not bad for a bookah?"
Vekk: "Couldn't have done better myself."

Notes

  • The Indestructible Golem is destructible without using the flux. He is vulnerable to life stealing, so you can solo kill him with Bloodsong, Vampirism and Shadowsong for safety.
  • The dungeon has very few corpses, so do not bring skills that depend on them (minions, wells, etc.).
  • This mission is often confused with the Genius Operated Living Enchanted Manifestation quest which is often abbreviated as G.O.L.E.M. in the party search.
  • The Paragon skill Fall Back can be used to run by the Flame Trap gauntlet if the attribute level is high enough.
  • If the party resigns, they will not be sent back to your last outpost, but instead will appear just outside the dungeon, right before the cutscene. All morale boosts earned on the way will be lost, but this can still be quicker than starting back from Rata Sum.
  • Since the fiery darts cause burning, it is recommended to take Frigid Armor (or as a primary Dervish, Avatar of Melandru) to put less pressure on the monks.
  • The mission is not too much harder in Hard Mode, but getting there is another matter, see the talk page (the builds desired in the mission may not be the builds used to get there).
  • The entrance to the lab can be reached extremely easily if any teammate(s) have the primary quest Lab Space active, and if any other teammate(s) have completed the same quest. Blimm will spawn right outside Rata Sum. First have the person with Lab Space talk to him, and let his/her quest get updated. Then the person with said quest completed talks to him. This will trigger the cinematic, and after it players will be transported near the entrance of the lab, right in front of Timberland Guardian. Kill it, pick up the seed, talk to Blimm again and Lab Space is complete. Members that were yet to complete Lab Space have instantly cleared it, and now can go straight to The Elusive Golemancer. Members that have already completed said quest have just received a "taxi", bypassing the most troublesome part of The Elusive Golemancer; getting there.
Bug Bug! Speaking to the Worker Golem after he leaves your party but before he opens the gate can result in the gate not getting opened. The mission must be restarted.
Bug Bug! Sometimes the Golem will get stuck behind a boulder or a tree root, forcing the party to resign.
Bug Bug! During the fiery gauntlet trial, the protective circle will occasionally detach itself from the golem and continue forward while the golem stalls. Should this occur, staying with the circle is a must.
Bug Bug! If the working golem is activated before attempting to pull the lever, there is a chance that the golem won't use it, breaking the mission and forcing a restart.

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 of Leadership from the 1984 Transformers movie.