The Facility

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The Facility
220px
Map Coordinates: ???
Region: Agartha
Type: Dungeon



The Facility is the name of the sixth dungeon in the game.

Background

<<Any known background information

Map

  • The entrance to the dungeon is located in Agartha at the <LOCATION> near <DESCRIPTION>, (100,100)
  • For a map of the dungeon, see Lower level or Upper level

Environmental Hazards

  • Electrified locations. There are a couple of areas that are electrified and cause damage to players.
    • An electrified corridor between the Filth Research Area (3rd "boss") and the Contact Core. This area cannot be avoided, and players will have to run through it taking damage as they go.
    • An electrified set of pipes surrounding a lore honeycomb. There is a keypad near the area, and the correct code will have to be entered to shut off some of the electricity. The code number is 4119, found on a scrap of paper in a previous area. It isn't always obvious that the correct code has been entered since the area that becomes safe is on the opposite side as the keypad.

Mission Guide

Main article: From_the_Valley_to_the_Stars

Something is still transmitting from within the Soviet installation. Ahead, an opening has been recently bashed into the concrete, perhaps by vampiric invaders.

Boss Encounters

Boss Encounters
The Degenerate Red Guard Contain the Filth
The Polaris.JPG The Polaris.JPG The Polaris.JPG
Contact Core Anima Constructs Halina Ilyushin
The Polaris.JPG The Polaris.JPG The Polaris.JPG

Boss

Main article: The Degenerate

Abilities

Strategy

This is a fairly standard, straightforward fight - stay out of the AoE's. Rush 'N Attack will have the white-line ground effects. Bad Taste will be a circular effect, and then will leave a persistent ground effect. Ball Breaker will be a single attack, but then it will cause sections of the ceiling to fall down. You can see where the ceiling is going to land by orange circles on the ground.

The Degenerate
220px
Type: Golem
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Elite:129,500
Nightmare:?
XP Awarded: Elite:?
Nightmare:?
Region: Transylvania
Zone: The Facility
Game Version: TSWicon.png TSW

Red Guard

Main article: Red Guard

Abilities

Note: Unlike most dungeon bosses, this one does NOT have the Relentless ability

Strategy

  • Armed and Dangerous is a frontal cone - so DPS should stay away from directly in front
  • Magnifying Transmitter is a chain attack - so even on his side, characters should be spread away from the tank to keep the chain from jumping. It is mostly only a problem if one of the ranged DPS temporarily takes aggro from the tank. The Red Guard may then zap them with Magnifying Transmitter, hitting any other characters standing next to that DPS as well.
  • After Electromagnetic Cauterization he will use Room Clearing to rush the tank. This can cause knockback to anyone in his path -- DPS should either stay behind the tank or at least make sure they are not in the Red Guards path. Tanks should try to make sure there is a wall or pillar behind them so that they are not knocked back very far.
  • Roof Smash will cause sections of the roof to collapse. Just watch out for orange circles on the floor to indicate where they are going to land.

The major thing to watch out for is Electromagnetic Cauterization - it is pretty much certain death for everyone except the tank. It is a line-of-sight attack, so when he starts casting that (you'll see him covered in electricity), the entire group needs to run behind a pillar out of his sight. After that ability is cast, he will leave behind an RF Burn which will block the spot he was standing at, which is why the party wants to stick together. This RF Burn will remain for the rest of the fight.

The tank will want to make sure to position him each time so that there is a safe spot to run to for each Electromagnetic Cauterization. If the party simply circles the same pillar each time, they will eventually be trapped by RF Burns. Safest is to move him down next to a new pillar each time.

Red Guard
220px
Type: Golem
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Elite:?
Nightmare:?
XP Awarded: Elite:?
Nightmare:?
Region: Transylvania
Zone: The Facility
Game Version: TSWicon.png TSW

Contain the Filth

Main article: Contain the Filth

While considered a "Boss Fight", there isn't a single "Boss" monster here. Rather, it is a key battle.

Abilities

Strategy

There are 6 "nodes" around a filth portal in the middle of the room. Players need to stand next to the nodes to disable them. Players should stay together as a group and disable one portal at a time.

While they are disabling nodes, there will be Initial Exposure Starshina and Initial Exposure Division attacking the group. They will spawn based on the number of nodes being deactivated which is why it is best to do one node at a time.

Periodically the screen will go black & white. When that happens all characters must immediately get to one of the raised platforms around the room. There will be a large AoE attack originating from the pool in the middle. Anyone caught in that attack will be killed.

The Facility
220px
Type: Filth-corrupted Creature
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Elite:?
Nightmare:?
XP Awarded: Elite:?
Nightmare:?
Region: Transylvania
Zone: The Facility
Game Version: TSWicon.png TSW

Contact Core

Main article: Contact Core

Abilities

Strategy

This fight requires a lot of movement and a lot of awareness of your surroundings. You need to keep track of where the Energy Barrier walls are, you need to keep moving to avoid the Tracking Lasers and you need to keep an eye out for the Core Maintenance Unit.

  • Energy Barrier creates electric walls in the room. You can go through the walls when they are red, but if you go through when they are blue (electrified) you take damage. Each time the walls are thrown up, they will be in a different pattern. You want to make sure the area you are in has enough room to maneuver if the Contact Core uses Tracking Laser on you. Getting trapped in a small area means you may not be able to get out of the way of the lasers.
  • Tracking Lasers will shoot out periodically and chase players around.
  • There will be Core Maintenance Unit summoned periodically. They will attempt to heal the Contact Core, and so should be destroyed before they can. There will be 4 or so in each wave.
  • The Core Clearance ability is used as a DPS check mechanism. It will get stronger and stronger with each use, and so the Contact Core will need to be destroyed before this ability gets too strong. It has a timer icon so you can see when it is going to be used next.
The Facility
220px
Type: Other monsters
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Elite:277,670
Nightmare:?
XP Awarded: Elite:?
Nightmare:?
Region: Transylvania
Zone: The Facility
Game Version: TSWicon.png TSW

Anima Constructs

Main article: Anima Constructs

There are actually 5 unique monsters in this encounter rather than a single "boss". They are:

Abilities

Strategy

There are 3 phases to this fight.

  • Phase 1: One of the 5 constructs (chosen randomly) will animate and must be killed. Instead of dieing, he will drop to the ground and leave behind a large filth pool
  • Phase 2: Two of the remaining constructs (chosen randomly) will animate and must be killed. Instead of dieing, they will drop to the ground and leave behind a large filth pool.
  • Phase 3: The remaining two constructs will animate and must be killed. Instead of dieing, they will drop to the ground and leave behind a large filth pool.
  • Phase 4: All 5 of the constructs with animate. They should be fought in the order of their threat: Capsule Breaker (Hammer Wielder) -> Sequence Analyst (Chaos Focus) -> Elemental Potentialist (Elemental Focus) -> Psychosecurity Officer (Pistols) -> Reality Surgeon (Blades)

If possible the tank should try to keep the constructs near the walls to leave as much maneuvering room as possible after they die and leave their filth pool.

Anima Constructs
220px
Type: Other monsters
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Elite:?
Nightmare:?
XP Awarded: Elite:?
Nightmare:?
Region: Transylvania
Zone: The Facility
Game Version: TSWicon.png TSW

Halina Ilyushin

Main article: Halina Ilyushin

Abilities

Strategy

There are two phases to this fight. During the first phase, Halina will be golden colored and in her Anima form. In the second phase, Halina will be black and covered in filth in her anti-Anima form.

  • Phase 1:
    • Contempt will pull a random player next to her and make them Impaired for a couple seconds. If Ranged DPS is pulled next to her they should get out of melee range as soon as they can
    • Anima Decompression is a standard white-line AoE and easy to avoid
    • Calling to the Cosmos, that will summon two Sunhound. Tank should grab their aggro and then everyone should ignore them. If you kill them, she will just resummon them. Focus on doing enough damage to Halina to move to the next phase.
    • She will cast Living the Dream when she is about to die. This ability will kill everyone. It is unavoidable. Just listen to her talk for awhile and then phase 2 will start.
  • Phase 2:
    • She will be back to full health, and will have to be killed again. But, the groups starts at full health again as well.
    • When she casts Speed of Black Light - Get out of her way. It is a dash ability that does massive damage to anyone in her path.
    • Dirty Radiation is a large column but fairly easy to avoid
Halina Ilyushin
220px
Type: Other monsters
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Elite:139,000
Nightmare:?
XP Awarded: Elite:?
Nightmare:?
Region: Transylvania
Zone: The Facility
Game Version: TSWicon.png TSW


Monsters

Residents

  •  ??

Loot

Boss Item Type
Normal Elite Nightmare
The Degenerate Generic QL10 blue items. Item (Nightmare) Type
Item (Elite) Item (Nightmare) Type
Red Guard Item (Elite) Item (Nightmare) Type
Item (Elite) Item (Nightmare) Type
Contain the Filth Generic QL10 blue items. Item (Nightmare) Type
Item (Elite) Item (Nightmare) Type
Contact Core Item (Elite) Item (Nightmare) Type
Item (Elite) Item (Nightmare) Type
Anima Constructs Generic QL10 blue items. Item (Nightmare) Type
Item (Elite) Item (Nightmare) Type
Halina Ilyushin Item (Elite) Item (Nightmare) Type
Item (Elite) Item (Nightmare) Type

Lore Locations

  • Lore:The Facility can be found within this dungeon, see that article for more information

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