Hell Fallen

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Hell Fallen
220px
Map Coordinates: 900,984
Region: Valley of the Sun God
Zone: City of the Sun God
Type: Dungeon



Hell Fallen is the fifth Dungeon players encounter in the game. The Jinn Lord, Amir, has warned you of a conflict in the Hell Dimensions that could have repercussions on Earth. Rival armies, one led by a once-human magus named Theodore Wicker, clash - and Wicker's time is running out. Your intervention could stop the war spilling over.

Background

<<Any known background information

Map

Environmental Hazards

  • In this area of hell there is a violent dusty wind which will do damage to anyone caught in it. In addition, it prevents those individuals from using any abilities until they find shelter.

Mission Guide

Main article: Sympathy for the Devil

Push through the Hell portal in the City of the Sun God to begin your search for Wicker

  • Enter the Hell Dimensions.
  • Head for the fortress.
  • Scale the plateau.
  • Defeat the Engine Tyrants.
  • Reach the fortress gates.
  • Break the siege.
  • Meet with Theodore Wicker.
  • Defend Wicker from the Enemy and his assassins.

Boss Encounters

Boss Encounters
The Archaeomachinist Arch-Myrmidon Engine Tyrants
The Polaris.JPG The Polaris.JPG The Polaris.JPG
The Executrix Molten Constructs The Ascendant
The Polaris.JPG The Polaris.JPG The Polaris.JPG

The Archaeomachinist

Main article: The Archaeomachinist

Abilities

Spawned adds

Strategy

The boss has a buff called Ordnance, with each stack for a Black Iron Turret available to him. The boss will run away and cast Ancient Artifacts, which places a single Black Iron Turret on the ground and activates it. The Turret will begin casting Lifestrip, a sweeping red laser that deals physical damage, with a leech effect that heals the boss. Assign 1 DPS to take out the Turrets as they are placed, with the remainder of the group focused on the boss.

Shortly after the boss casts Fire Support, stationary red glyph targets appear on the ground in a line and then Distant Artillery fires at them a few seconds later. These appear periodically throughout the rest of the fight and can easily be avoided.

The Archaeomachinist
220px
Type: Unknown
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

Arch-Myrmidon

Main article: Arch-Myrmidon

Abilities

Spawned adds
  • Myrmidon (14.4k HP) - 4 at the start of the fight

Strategy

The Arch-Myrmidon has a Phalanx buff, which requires you to kill the adds first in order to remove the red absorption barrier around him.

As the group focuses down the adds and then the boss, additional Machine Pollution Vents will begin spewing harmful gas, moving from the ends to the center and creating a soft enrage mechanic.

Arch-Myrmidon
220px
Type: Unknown
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

Engine Tyrants

Main article: Engine Tyrants
Abilities
Adds
Strategy
Phase 1

On the pull and once the Endjineers drop their shields, they should be killed as quickly as possible. They can heal the boss. Once they are killed, focus on the boss. When Engine Tyrant Prime reaches around 70%, he will shield himself and run to the west side of the encounter area.

Phase 2

Once reaching the side of the encounter area, Engine Tyrant Prime will summon Engine Tyrant Alpha. Focus fire on Engine Tyrant Alpha or Prime, whichever is active, until their HP is below 25k.

Phase 3

A new group of Endjineers will join the fight in the northwest corner of the encounter area. Focus them down as quickly as possible. Then return to the Tyrants. They need to die as close together as possible. One will enrage when the other dies.


Engine Tyrant Prime
220px
Type: Unknown
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

Engine Tyrant Alpha
220px
Type: Unknown
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

The Executrixr

Main article: The Executrix

Abilities

  • Bombardment - Bombing of encounter area that will show up as red cross-hairs.
  • Scorched Earth

Strategy

Phase 1 - Trash Waves

There will be 2-4 waves of trash. Healers will need to pay extra attention on these trash waves. The mobs will build threat while waiting to join the encounter.

Phase 2 - Bombardment

Only move if needed to avoid running into other bomb areas.

Repeat until Boss spawns.
Phase 3

Boss spawns and is mostly a tank and spank encounter but she will revive the trash when her shields drop. Allow the tank to acquire aggro on the reanimated trash mobs. Watch for Scorched Earth, a white circle will appear on the ground, move out of it as quickly as possible.

The Executrix
220px
Type: Unknown
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

Molten Constructs

Main article: Molten Constructs

Abilities

Strategy

Phase 1

Iron Catastrophe is the first and is active right away. All the bosses have a frontal attack called Magmatic Quake that can be avoided by getting out of the marked area.

Molten Xenolith becomes active at around 25 seconds into the fight and starts to head to Iron Catastrophe. He spawns from the door at the far end of the room. When Molten Xenolith gets to the group (4-5 seconds), Iron Catastrophe will cast Lava Eruption and will be immune to damage. Move to the other side of the room to avoid the Lava Eruption.

As quickly as possible kill Iron Catastrophe as Primitive Melt will spawn around 1:30 into the fight. The priority is killing Iron Catastrphe because at about 1:45, Molten Xenolith will do his Lava Eruption again. Then swap back and forth until the remaining two are dead. This fight is fairly simple as long as you stay out of danger areas and focus the correct boss.

Iron Catastrophe
220px
Type: Golem
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

Molten Xenolith
220px
Type: Golem
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

The Primitive Melt
220px
Type: Golem
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

The Ascendant

Main article: The Ascendant

Abilities

Adds

Strategy

Phase 1

You will first encounter 3 House-In-Chains Silencers. You will have a short amount of time to work on killing them before the first Gale happens. Watch for them to cast Killer Focus, simple move out of the marked area should keep you safe.

Phase 2

Gale winds force you behind different pillars around the encounter area. This is the same as when you first entered the instance. It will disable all abilities and put a DoT on you.

Phase 3

More adds! Allow the tank to gain aggro before you focus them down. Adds exploded on death so melee be careful to run away.

Phase 4

The Ascendant, Ascendant Gog, and Ascendant Magog will spawn and you will now encounter intermittent Gale winds (around every 30 seconds). Focus on The Ascendant first, then Gog, then Magog. Phase must be interrupted, it will wipe the aggro on the tank. After killing Gog, Magog will cast Fifth Column, which is an enrage so he will deal increased damage and can easily one shot the tank.

The Ascendant
220px
Type: Golem
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Valley of the Sun God
Zone: Hell Fallen
Game Version: TSWicon.png TSW

Monsters

Residents

Loot

Boss Item Type
Normal Elite Nightmare
The Archaeomachinist Item (Normal) Item (Elite) Item (Nightmare) Type
Item (Normal) Item (Elite) Item (Nightmare) Type
Arch-Myrmidon Item (Normal) Item (Elite) Item (Nightmare) Type
Item (Normal) Item (Elite) Item (Nightmare) Type
Engine Tyrants Item (Normal) Item (Elite) Item (Nightmare) Type
Item (Normal) Item (Elite) Item (Nightmare) Type
The Executrix Item (Normal) Item (Elite) Item (Nightmare) Type
Item (Normal) Item (Elite) Item (Nightmare) Type
Molten Constructs Item (Normal) Item (Elite) Item (Nightmare) Type
Item (Normal) Item (Elite) Item (Nightmare) Type
The Ascendant Item (Normal) Item (Elite) Item (Nightmare) Type
Item (Normal) Item (Elite) Item (Nightmare) Type

Lore Locations

Achievements

Media

Images

Video

References


Dungeon
Dungeons ▪ The Polaris ▪ Hell Raised ▪ The Darkness War ▪ The Ankh ▪ Hell Fallen ▪ The Facility ▪ Hell Eternal ▪ The Slaughterhouse
Raids ▪ Manhattan Exclusion Zone
Seasonal ▪ The Cat God