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Difference between revisions of "Silent Surf"

Line 89: Line 89:
  
 
In addition to the effects of the debuff, the Aspect being on a platform will make <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69240" title="Dread Visage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> significantly more dangerous (facing east will remain safe). An Aspect that is in the middle of applying '''Phantasmagoria''' will not gain the eye over their head and so is safe to look at.
 
In addition to the effects of the debuff, the Aspect being on a platform will make <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69240" title="Dread Visage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> significantly more dangerous (facing east will remain safe). An Aspect that is in the middle of applying '''Phantasmagoria''' will not gain the eye over their head and so is safe to look at.
 
 
 
 
Fear Timestamps:
 
P1 - 11:33, 12:16              - 43
 
P2 - 13:32, 14:14, 14:58, 15:40 - 42, 44, 42
 
P3 - 16:43, 17:24, 18:06, 18:48 - 41, 42, 42
 
 
Axe timestamps:
 
P1 - 11:39 (1), 12:12 (2), 12:38 (3??)          - 33, 26
 
P2 - 13:52 (1), 14:35 (2), 15:18 (3), 16:00 (4) - 43, 43, 42
 
P3 - 17:03 (1), 17:43 (2), 18:27 (3)            - 40, 44
 

Revision as of 00:59, 1 July 2023

Introduction

You start this fractal investigation with your new best friend, [Captain Thess], to whom I'm sure nothing bad will ever happen. Rummage in the crate near him to pick some Survey Gear, with a limited number of charges of each ability:

Grappling Hook Grappling Hook - a grappling hook that launches you towards the location you select.
Parachute Parachute - a temporary parachute that prevents you taking fall damage and can be slightly steered.
Black Powder Charge Black Powder Charge - a big explosion that launches you in the air - good in case of emergencies.
Skill 5 - an unlimited use ability that fires a small light orb, allowing you to see better. Only one orb can be active per player.


For now, all you have is a single parachute and a big hole to fall into, so take a leap of faith and make sure to deploy your parachute before you become a pancake. Should you die to fall damage, Captain Thess will helpfully teleport you back to him to allow you to try again.


Once you safely reach the platform below, Captain Thess will join you and you can rummage in a new crate to gain Grappling Hook Grappling Hook. Aim it at the platform across from you to grapple there. Here you will find two zip lines taking you further down. The second zipline terminates in a wall that drops you down, so be ready with your Parachute Parachute!


Captain Thess will be unable to join you until four players have reached this next platform. When all four stand in the white circle, Captain Thess will be able to portal in. This also allows the fifth player to join the rest of the group if they have been struggling to spelunk.

There is a Mistlock Singularity here, which is probably a bad sign. Sure enough, you are ambushed by a group of Bats and Spiders. Dispatch them and Captain Thess will activate another supply crate for you.


At this point the spelunking becomes significantly more challenging. To progress, you'll need to jump down below, landing on one of the large mushrooms beneath you (it doesn't matter which one). This will launch you forward, but not far enough. Near the apex of your path, activate the Parachute Parachute and drift towards the far platform, and grapple on to the stalactite with a swirling wind effect around it. If you aren't going to make it, you can use Black Powder Charge Black Powder Charge to give yourself a boost.

On the next platform, look for a small vent (Wind Cannon) indicated by a red cog icon. Hopping into it will take you to another platform, where there is another white circle to stand in to bring Captain Thess forward.


As before, the mistlock singularity indicates an ambush - this time a group of Naga. Upon defeating them, you can access another supply crate and a new Wind Cannon becomes available. The Wind Cannon fires you up and you will automatically activate a zipline midair. The zipline ends at another stalactite, dropping you down below. You should be able to land on the bouncing mushrooms below, but if in doubt you can use your Parachute Parachute. It is also easier if you use your mount button to disengage from the zipline slightly early.

The bouncing mushrooms will launch you into another Wind Cannon that in turn deposits you on a small platform. To progress, you will need to reach the next cluster of bouncing mushrooms in the distance. This can be achieved in a number of ways, but the intended way is likely to use the two stalactites with swirling wind effects to grapple across.

Once you reach the mushrooms, they will launch you into yet another Wind Cannon, which fires you onto a zipline, then finally terminates at a wall, dropping you down to the final platform. To survive this final drop you will need your Parachute Parachute, or alternatively you can fire a Grappling Hook Grappling Hook at the ground which saves you for some reason.


Once four players have made it through, you can summon Captain Thess and eye that Mistlock Singularity with suspicion. Surprise! An Ambush! This time it is a corrupted Naga with some Corrupted Luxon Sailors. But wait, there's more!


Corrupted First Mate Dolus

A miniboss appears and immediately charges up Dread Visage - a Fear Fear attack indicated by a large eye above Dolus's head. This yeets Captain Thess off the platform into the void below. Players should be sure not to look at him lest they suffer the same fate (he is invulnerable until this attack ends regardless).

Shortly, First Mate Dolus will prepare an attack called Frightening Speed - all players receive a medium-sized AoE and a roman numeral above their head. After a short delay, the boss will shadowstep to each player in turn, leaving behind a damaging vortex for two seconds. There will be a sixth AoE at the boss's starting location, that he will leap back to at the end. The attack can be dodged, but be aware that vortexes other than yours hurt significantly more.

Otherwise, the boss doesn't do much else, so you can break its defiance bar and enjoy the terrified screams of Captain Thess from below.


After defeating Corrupted First Mate Dolus, a shadow portal opens up that takes you back to previous platforms. You can use this to resupply your Survey Gear, as the earlier crates contain more ammo


Otherwise, all that is left to do is jump down into the void below. Here you will find that Captain Thess didn't actually survive the fall, and you've fallen into a cunning trap.


Unknown Demon

Interacting with Captain Thess's cold dead body will trigger the final fight - an Unknown Demon. Shortly after appearing, three smaller aspects of the demon will also appear at the platform edge, but they cannot be targeted or attacked.


- As the fight starts, the Unknown Demon will use its own version of the fear attack you saw earlier but all three aspects are using it too. This means that you need to move towards the platform edge so you can safely look away. You can use Resistance Resistance, Stability Stability or a stunbreak to prevent the Fear Fear, but for each eye you are looking at, you will take 35% of your max health as damage in addition to Blind Blind and three stacks of Torment Torment. occurs every ~42s.


Rending Storm - As you return from the , a random player is targeted by a small AoE as the Demon throws a spinning axe in their direction. This creates a ticking damage AoE that lasts for 30 seconds, ticking for a small amount of damage and applying five stacks of Bleeding Bleeding per tick. This attack repeats every ~25s, and an additional player will be targeted each time after the first occurance within a phase.


Otherwise, the Unknown Demon will use basic attacks that inflict Bleeding Bleeding and Torment Torment. The aspects have their own basic ranged attacks that are unthreatening, but every 30 seconds or so they will launch an AoE shot that applies Agony Agony and Poison Poison - a combination that will significantly reduce the effectiveness of healing to people hit.


Gathering Shadows - Every 10% health, the Demon gains a defiance bar and attempts to summon another Aspect onto the platform. Breaking it will Stun Stun the Demon and leave it Exposed Exposed for five seconds, but give it a stack of a buff that makes the next defiance bar larger, and the Stun Stun duration shorter. If you fail to break the bar, an additional smaller demon is summoned on the platform, and the next time the defiance bar appears appears it will resume from the strength it was at.

Other mechanics will not happen until after the defiance bar finishes, and appears to take priority over Rending Storm. This means that depending on your group's DPS these mechanics might "queue", resulting in them happening less frequently.


Split Phase 1

At 66% health, the Demon goes invulnerable and reveals its true identity: Kanaxai. It teleports to the middle of the platform, and prepares . Three random players will be targeted by each of the smaller demons with a beam attack called Phantasmagoria. This applies an effect to the player (indicated on their buff bar) that reduces outgoing and incoming damage. Shortly after, the Aspect will relocate to one of five smaller platforms surrounding the main one, leaving behind a faint blue orb that refreshes Grappling Hook Grappling Hook ammo. Then, a ghostly figure appears in the middle of the platform and fires a beam of light towards the platform the Aspect retreated to. There is also see a red crossed sword icon on the minimap indicating the location. The player should use their special action key to switch to their Survey Gear, grapple across to the small platform, and kill the demon (they have very low health). If all Aspects are killed, the Unknown Demon's attack will be cancelled, otherwise everyone takes heavy damage and Agony Agony for each remaining Aspect.


Phase 2

Now the fight resumes with another attack, but this time there are four Aspects on the platform.

- Immediately after ends, all players will be targeted by a large AoE and a roman numeral, as at First Mate Dolus. will follow the for the rest of the encounter.


Split Phase 2

This Split Phase is identical to the first, except that there are now four Aspects to deal with.


Phase 3

In addition to there being five Aspects on the platform, they are now able to use Phantasmagoria. One player will be targeted every 40 seconds, and the effect will end automatically if it is not dealt with within 30 seconds (with the Aspect returning to the platform).

In addition to the effects of the debuff, the Aspect being on a platform will make significantly more dangerous (facing east will remain safe). An Aspect that is in the middle of applying Phantasmagoria will not gain the eye over their head and so is safe to look at.

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