Dungeon Guides: Story Mode/Elite 1-4


Here shall be mine quick and dirty guides for SWL dungeons, Story Mode and Elite 1-4.

The Polaris
Hell Raised
The Darkness War
The Ankh
Hell Fallen
The Facility
Hell Eternal
The Slaughterhouse

Consolidated list of Gameplay Guides

The Polaris

The basic mechanics of the Story Mode version of The Polaris. Useful to take into Elite 1 - 4 as a basis of what to expect as far as moves go!

Haugbui Jarl: Lots of electrified water meant not to be stood in. Charged Hack can be interrupted and looks to be on a 20 second timer, same as most stuns. Deep Calling can’t be interrupted; it summons circles of dark water underneath feet–get used to moving!

Blarbane Sorceress: Tide Wall can’t be interrupted, but it can be purged. A couple adds show up to be rounded up. Deathsquall cannot be interrupted–she needs to be walked out of the damaging terrain she makes.

The Verangian: Deep Blast needs to be dodged out of. Charged Hack can be interrupted and comes infrequently enough that one skill will handle it. When he dives he’ll summon a handful of adds. His new spot can be seen by faint ripples in the water. When he flees, there will be a circle of cargo crates. People tend to start out on the green crate–all of them start out safe, but they eventually charge with electricity so you’ll have to move. be quick, the water is electrified.

Haugbui Mother: Corpulent Slam can’t be stopped. Two tall exploding adds will show up. When enough damage is done to her, she’ll cast Eversion and explode into three smaller draug. They don’t seem to have any special buffs.

Primordial Dweller: Tide Wall cannot be interrupted, but it can be purged. Psychic Death Zone cannot be interrupted. Get used to dodging dark water and dealing with the scrubbing bubble draug lord puppies! Watch for the exploding incubator adds sneaking up. Synapse Spasm can be interrupted, and it’s a long cast, which leads me to believe it should be interrupted as difficulty advances.

The Ur-Draug: His attacks hit everything in front of him, so unless you’re the tank, don’t be in front of him. Slam can’t be interrupted. Cosmic Gaze can; it doesn’t have a knock back but does some damage. Eventually he will cast Rending the Veil. No, friends, if you are at level for the dungeon, you aren’t skipping the blue phase. Get used to it; the blue phase is here to stay! The Ur-Things that spawn during blue phase can be killed. Hide behind rocks or keep far away from the nearsighted Ur-Draug’s gaze, lest he Cosmic Sundering you to bitty bitty bits. He’ll Pulverize two rocks (sometimes the one you’re hiding behind–if you seem him winding up to do that, swing to the sides and try to find a new rock ASAP, you might get away from him while he’s busy) then the phase ends and you can attack him as usual.

Sometimes he’ll walk into the center and cast Extinction. Hide behind a rock! When he’s on his last legs, he’ll blow up all the rocks and yank everyone into him and summon Ur-Things.


Hell Raised

The basic mechanics of the Story Mode version of Hell Raised. Useful to take into Elite 1 - 4 as a basis of what to expect as far as moves go! I can confirm from doing Hell Raised on Elite 1 that the mechanics are much the same, but also much less forgiving.

Antimony Ministrix: She casts Macroshock more often than one stun can cover. It chains and Corrupts, so worth stopping. She needs to be kited out of the big purple AoE as it travels around the area.

Corroder: He’s casts an uninterruptible doughnut shaped Caustic Outpouring–stand not outside his bubble of safety. His attacks hit in an arc in front of him, so unless you are the tank, keep behind him. Otherwise, fight him in the middle of the canyon, as both sides fill up with dangerous hellfire, moving to meet in the center.

Hardwired Fleshtank: His main attack is Searing Brand, which can be interrupted, though he casts it too often to interrupt with only one skill. Each platform catches fire, and Fire Is Hot. He also hits in an arc in front of him, so as a rule, don’t stand there.

Traumadriver: All he does is cast an unstoppable Stripmine, which places an AoE under a random person’s feet. Otherwise, the room fills up with fire starting from the entrance, and the pylons along the side make the area a bit cramped at times with purple AoE.

Recursia, Many-in-One: She means business. Arcane Halo can’t be interrupted, so everyone get inside the small save space near her. Macroshock is interruptible; it inflicts Corrupted, so worth doing, though she casts it too often for one skill to manage, and one might wish to hold a stun back for the Triggerthings, which move FAST!

When Recursia casts Infernal Criticality, her Triggerthings will start zooming into the center of the room toward her in order to achieve an explosive union. If a Triggerthing succeeds in casting Biomeltdown, you will hurt. Hinders, roots, stuns, knockbacks, yanks, they all work on the Triggerthings. Recursia will cast Infernal Criticality three times, summoning more Triggerthings each time; the third time, just keep her in the center of the room (by running around behind her every time she retreats) and killing her quickly.

Machine Tyrant: He initially begins shielded by “Anima Overcharge”, which needs to be removed by dragging him through one of the anima vacuums. They look like wells, and everyone calls them wells, but look carefully, they are sucking anima out of Hell! At this point, though, they are safe to walk on. When his shield is removed, he gets a 23 second “Anima Depleted” debuff, and can be damaged. Waiting until there is 5 or less seconds on this debuff before walking him through a well usually keeps the wells coming on time.

Elsewise, Machine Tyrant cleaves, so standing in front of him is a tad dangerous; he occasionally casts Demolish, a big AoE that does big damage, which can be interrupted or just walked out of. and sometimes summons red reticles that chase people down. The red reticles don’t cause a knockdown effect in Story Mode, but still, don’t stand in them; they’ll kill you in Elite and it’s good practice. When he goes into the middle of the arena, he fills it with bullet hell yellow circles, though they have a pattern and the strong of stomach and fleet of foot can safely move through them. He’ll also normally reshield after a trip to the center, but if his health is low, he won’t bother.


The Darkness War

The basic mechanics of the Story Mode version of The Darkness War. Useful to take into Elite 1 - 4 as a basis of what to expect as far as moves go!

Batab Crusher: He hides in the bushes and needs to be lured out. His only cast is Blood Boils, which can be interrupted. Adds sometimes appear, and he’ll turn a few into slow walking, purple glowing exploding bombs. Kill those at a distance; they leave a persistent bit of damaging AoE behind.

Xibalban Bloodhound: It is at first surrounded by many Mayans; the Nacom Warcallers cleave. Each add that the Bloodhound kills increases its damage. It casts big uninterruptible cones of Filthy Underworld Miasma, and occasionally Blood Boils, which can be interrupted.

Dark House Sorcerer: All of the sorcerer’s casts are uninterruptible. Blood In writes Mayan runes on the ground around him and summons 2 - 5 ak’ab. Blood Out surrounds the area in whirling sand and dirt, forcingg the players in closer, where the sorcerer casts Ceremonial Cut, a column attack to get off of, Ceremonial Cross, two column attacks, and Ceremonial Line, where he spins in place and the line of charged Mayan runes spins with him.

Unbound Ak’ab: After the first four baby ak’ab are rounded up and dealt with (they die messily in a persistent damaging AoE), the boss shows up under ground and then pops up. Its initial Dash can’t be interrupted, but after a while, it will dive under ground and chase a player, pop up, summon some baby ak’ab, and after that, all Dashes can be interrupted.

Mayan Battle Mage: Affectionately known as Bombs Away Bob in my first cabal for his habit of carpet bombing the arena in three columns. A targeted AoE, Sanguine Omen, can usually be interrupted; this cast is occasionally too fast to stun with one skill. He often summons adds, more and more of them as the fight continues, and will transform some of them into slow walking bombs.

Wayeb-Xul, The Hound of the Nameless Days: This fight starts out with lots of adds that need to be corralled into one place. The Nacom Warcallers cast Hew, and along with the Chilam Psychopomps, have more HP than the Mayan Bloodletters. After they are dealt with, Wayeb-Xul flies in. It will cast a massive cone AoE, Exhale the Void, which is dangerous and interruptible. It occasionally casts Concuss, which cannot be interrupted; Wayeb-Xul stuns everyone and will switch targets, usually killing someone who isn’t the tank. Everyone should hide behind the rock to the right of the arena as you face it, and then the tank should jump out right after and taunt Wayeb-Xul. One skill can get the Exhale the Voids, but you need a taunt for Concuss. He’ll also Open the Rift, stunning and yanking everyone but the tank into melee range, forcing them to run back out before he slams his feet down.

After enough damage is done, he’ll start Reanimation on the Mayan adds; they need to be dealt with. After a couple casts, The Verangian will show up, stun everyone, chase off Wayeb-Xul, and grant the players a major buff. After all the Mayans are resurrected and killed again, Wayeb-Xul returns, casting Sacrificial Ceremony in order to reanimate the Mayans a third time as slow walking bombs, Open the Rift, and Exhale the Void. All the while, The Verangian is fighting the thing in the abyss; eventually, it will kill him, leaving the players without a buff if they take too long to kill Wayeb-Xul.


The Ankh

The basic mechanics of the Story Mode version of The Ankh. Useful to take into Elite 1 - 4 as a basis of what to expect as far as moves go! I can confirm that these mechanics are much the same in Elite 1, just much less forgiving. The only difference I saw was that the motes stun players.

Squalid Hekaturgist: He is standing in the middle of a circular area, and three Motes of Aten float around the circle. The motes themselves are very dangerous and will eventually kill a player that they stick too, so take care not to get too close to one. They don’t silence the player they are attached to, so you can free yourself from them. The Hekaturgist himself moves away from the tank, so circling around him will keep him in the center. He casts Heka Blast, a targeted AoE on the tank, which can’t be stopped.

Doctor Klein: He stands at the head of the bridge, opening with Open the Void (which opens a portal to his left or to his right that lets out three Motes of Aten), Profane in the Membrane, his normal attack, and moving on to one Swell of Mutation (a small wave to the left or right) then to three Swells of Mutation (left right left or right left right). Nothing he does can be interrupted, and he always signals the side he will cast on by turning that way and lifting his staff. Strafing left or right will avoid the attacks on the other side.

Every minute or so, he’ll stop and cast Wave of Mutation. This wave takes up the entire bridge, so you’ll need to run back and stand on the fallen pillar. The wave can be jumped with a Superliminal Bridging Device but the timing is quite tricky; there are other items and skills that can jump it such as Flicker. Anyway, he’ll start casting again, and right after a Wave of Mutation is the only time he can be interrupted–any damage will make him stop for a moment so everyone can get back into place.

Orochi Dead Ops: While two or more live, they’ll drop Frag, a small explosive AoE under someone’s feet, and Closedown (which can be interrupted), a hinder on the tank. With one left, he or she casts Full Clip, a column attack with no chalk, plus the other two attacks.

Dimensional Arachnid: It randomly spews unstoppable Black Bile under a random person’s feet. During the fight, research scientists begin to show up and buff the boss. The spider has enough health that it’s a good idea to kill some of the scientists before they buff the spider too much. The scientists attack with Heka Strike when aggroed, and also have an annoying habit of resetting if moved.

The Colossus, Melothat: First off, the two mummies and the first ate need to be knocked down before attacking Melothat. This giant juggernaut of a skeletal mummy does not like his toes stubbed. In order to not stub his toes and trigger a massive, damaging, Exposing Overkill when in melee with Melothat, stand at the farthest extent of your range. It helps to defensive target yourself and angle the camera low enough that Melothat’s red circle always shows–don’t let your green circle and his red circle touch, and he won’t punt you.

After doing enough damage to him that he roars and starts glowing red, retreat past the gate, open the second one, kill the Orochi Dead Ops there, then start attacking Melothat again. He’ll start bringing Wretched Receptacles from behind him, which cast Hekaruption, a quite damaging cast, so kill them fast. Melothat will charge a second time; get behind the ate, and kill him there. There’s a bit more room after the second gate if needed. If you hear Klein tell you to hurry up and die, Melothat is coming close to Overkilling you over and over into the Filth wall at the end of the bridge.

Melothat and Klein: Melothat casts uninterruptible Sinkhole, an AoE on the tank. After 75% of his HP is taken down, he’ll fall over and Klein will start buffing him. If damage is an issue, someone can go up and kick Klein; otherwise, just keep hurting Melothat. When he stands, he seems to reset aggro, so a provoke skill can help. After he kneels down a second time at 50%, a Wretched Receptacle will spawn out of the Filth puddle left by Sinkhole. After the third time, at 25%, Klein will teleport down and cast his Wave of Mutation.

If enough damage is done to Klein at this point, he’ll teleport upstairs in frustration; otherwise he’ll port over to the other side of the room and spam motes and waves. Once Melothat is dead and Klein is damaged enough to retreat, Klein will begin casting an apocalyptic skill that, if no one gets upstairs in time to get his attention, will wipe the party. It’s pretty long, so it’s not a threat. Klein casts interruptible Profane in the Membrane until the end.


Hell Fallen

The basic mechanics of the Story Mode version of Hell Fallen. Hell Fallen has no Elite version at this time :cry:

Archaeomachinist: He starts with five stacks of Black Iron which he uses Ancient Artifacts to summon a Black Iron Artifact. The Black Iron Artifacts cast Lifestrip, a laser that charges up and targets people. The incubus also casts Fire Support for some red reticle carpet bombing. His normal attacks chain (and quite widely). Nothing can be interrupted, so the Black Iron Artifacts have to be destroyed.

Arch-Myrmidon: He starts out with four Myrmidon attendants in a canyon with as spouts. He’'ll sometimes buff the Myrmidons with Strategize, cast an electric chain attack, Catastrophic Feedback, or cast Remove Restraints which I am not entirely clear what it does; maybe it starts the purple gas flowing out of the vents. Once all the Myrmidons die, Arch-Myrmidon’s damage absorbing shield will drop and he’ll buff himself with Deathcraze. Nothing can be interrupted here.

Engine Tyrant Prime, Engine Tyrant Alpha, Endjinneers Cinnabar, Tantalite, Borax, and Pyroclore: The fight starts with Cinnabar and Tantalite repairing Engine Tyrant Prime on a wall above. Dropping down engages Cinnabar and Tantalite; after a moment, Engine Tyrant Prime joins the fray. The jinns cast interruptible Firmament Barrage and Combat Biomechanic; the barage summons red reticles to chase people around while the other heals the Tyrant.

After doing enough damage to Engine Tyrant Prime and hopefully killing the jinns, the tyrant heads to the other side of the arena and puts its shield up, preventing any damage. Engine Tyrant Alpha will jump down and attack. The two tyrants will switch off being shielded; a provoke skill is useful to grab a tyrant after it lowers its shield, since they aren’t safe to stand next to when their shield is up. Shielded tyrants cast Firmament Barrage, and anyone close to them when they do gets knocked back and is liable to get targeted by a stationary reticle.

After one tyrant dies, the other enrages, increasing its damage, while the Endjinneers Borax and Pyroclore show up to heal the tyrant. Killing the jinns and interrupting their Combat Biomechanic will shorten the fight; the heal is substantial at this point.

The Executrix: This fight starts in an empty field. When you enter, three waves of hellsoldiers and rakshasa will enter. After all three waves are dead, red reticles targeting each player plus many random ones will fill the area. It’s useful to find a spot for everyone to stand in and try to move together so that the targeted reticles all aim at the same place, making them easier to avoid. After three or four bombings, three waves of incubi and rakshasa show up. After killing them, there are three or four more bombings, after which the Executrix joins the fight personally.

Her attacks chain, and she kites, so can be hard to position. Nothing she does can be interrupted. She has an AoE called Scorched Earth and will periodically revive the rakshasa with Re-Animate, forcing players to kill them again, possibly several times.

Iron Catastrophe, Molten Xenolith, The Primitive Melt: Starting out, only Iron Catastrophe is active. After damaging it enough, it will summon Molten Xenolith. Eventually, one of them will summon The Primitive Melt. All three cast uninterruptible Magmatic Quake, an easy to avoid column attack, and Lava Eruption, which spews out a large AoE of burning lava and shields the golem from damage for a while.

The Ascendant: The fight starts with three House-in-Chains Silencers. Killing one makes all three vanish in an explosive poof of green smoke, and is swiftly followed by a deadly sandstorm. Hiding behind pillars on the left or the right side of the area will protect you. After that, the mysterious figure in the storm will summon five more House-in-Chains Silencers to try to kill Wicker. Wicker can give you a minor heal during this phase if you stand near him.

After those five are defeated, the talking thundercloud will empower one of them, transforming it into The Ascendant while Wicker goes to pick a fight with the cloud. The Ascendant casts an uninterruptible Phase, which scrambles hate around and teleports him in front of the person he intends to attack, where he casts an interruptible Killer Focus, a large column attack. It’s a bit tricky afterward to get aggro back on him; provoking sometimes works, but since it’s story mode, it’s not obvious when he scrambles aggro, and getting people to stop attacking him until aggro is re-established, it really doesn’t matter that much. No one is going to die from being attacked in Story mode.

The Ascendant periodically blocks one side of the area with Electric Smoke Grenade; after he casts that, it’s a good idea to get to the other side, because the storm is going to pick up. He’ll alternate sides once he picks one. Sometimes he’ll drop a single Electric Smoke Grenade, or cast Fifth Column, an interruptible cast which summons more House-in-Chains assassins. Interrupting it just delays the inevitable; he’ll keep trying to cast it until he succeeds.


The Facility

The basic mechanics of the Story Mode version of The Facility. Only Story Mode at the moment.

The Degenerate: A large vampire, the Degenerate has no interruptible attacks. It has a large column dash, Rush 'N Attack, a persistent AoE Bad Taste, and one cast where it will slam its ball and chain on the ground in front of it, which will cause secondary AoE targeting the players, Ball Breaker. Since Bad Taste never goes away, you only have so much time to fight him.

Red Guard: A very large Red Hand robot, it lurks around the south west corner of the watery arena. Nothing it does can be interrupted. It normally uses a frontal cone AoE, Armed and Dangerous, and occasionally Roof Smash, which drops rocks from above in small AoEs. If its most hated target gets behind it or is out of melee range, it will cast Magnetic Transmitter, an attack that chains and can hurt a lot. Periodically, it fills up a column and row of the room with Electromagnetic Cauterisation, forcing everyone to hide; ideally moving down one pillar at a time, unless it casts it twice in a row.

Anti-anima Containment Room: Halina will break the anima control rods (also called nodes–please do touch the nodes), which makes Filth spew out and resurrect the many dead Initial Exposure Starshina (long range) and Initial Exposure Division (melee). Fight the Division and Starshina while standing near nodes so that they can repair themselves by channeling anima through you. Every once in a while, the Filth will fight back, turning the room black and white; get upstairs when it does and wait until it bursts. Usually this happens every time a node recharges, but it can also happen in between if the nodes take too long. Recharging all nodes kills the Red Hand military once again.

Contact Core: A stationary target in the center of the circular room, the Contact Core puts up blue electric shields to bisect the room, and those shields move occasionally; they come up red before forming so you know when to move. The blue shields can also be dashed or dodged through if single, but might be dangerous to try on doubles. It targets players from time to time with lasers; a blue reticle over your head means a laser is chasing you and you shouldn’t walk it over someone else.

Periodically, the Contact Core will summon small drones to perform repairs. If they reach the boss, they’ll start casting Maintenance Beam. Attack them to interrupt the cast; it will heal the Contact Core some. After it has been damaged to 25% health or so, it will stop summoning drones. Every 30 seconds, the Contact Core starts up an AoE centered on itself. At first it is small; 26% of the room. Then 50%, then 79%, and last it becomes “post-communicative”, pulsing massive damage until everyone is dead.

Elemental Potentialist, Reality Surgeon, Capsule Breaker, Sequence Analyst, Psychosecurity Officer: These men and women are raised in random order, first one, then two, then two, then when all have been defeated, all five at once. Each one spews out a large AoE of Filth when they are at ~20% health and stops fighting until they all come back at once. Capsule Breaker can’t be aggroed and casts Touchdown! on whomever he feels like. Reality Surgeon dashes around using Surging Blades. Sequence Analyst casts Black Hole on the tank, which roots the tank and knocks everyone into the air who is in the AoE. I think Black Hole can be interrupted; I’ll need to double check. Psychosecurity Officer blasts away with Gun Crazy while Elemental Potentialist casts Lightning Manifestation, a dangerous AoE which can be interrupted.

Elemental Potentialist, Sequence Analyst, and Psychosecurity Officer are ranged so must be pushed into position; Reality Surgeon can be moved as most bosses, and Capsule Breaker goes where he wants.

Halina Ilyushin: She starts out golden, attacking with her fists and occasionally targetting someone not the tank for Contempt. The first Contempt cast is a stun and a yank, the second is an interruptible flurry of punches. After a short time, she’ll walk to the Dreamer window and cast Calling to the Cosmos, dropping Filth AoE into the room and summoning two Sunhounds. She’ll frequently Contempt someone into the Filth puddles she just made before returning to the fight.

She’ll also cast a large uninterruptible AoE, Anima Decompression, and when she wants to Filth up an anima node, she’ll cast Spite. These casts repeat until she is damaged enough to flee to the center and try to kill everyone.

Halina will then become the first phantom cosmonaut, “sic itur ad astra”, while Gaia revives all the bees she was sure she’d killed. Now the room will be full of somewhat difficult to navigate Filth puddles. Leading her to a node that Gaia has recharged will briefly stun her. Every time she casts Spite on a node, she drops aggro; I’m not sure exactly when, but it is perilously easy to lose aggro at this point, especially if the DPS are not moving to another node. After a node is Filthed, she’ll often cast a very long dash, Speed of Black Light or a very long and very wide column attack, Dirty Radiation, which can place a DoT on the players who stand in it. For this reason, moving around the room isn’t a bad idea, as it gives people more space to not be in these casts.


Hell Eternal

The basic mechanics of the Story Mode version of Hell Eternal. Useful to take into Elite 1 - 4 as a basis of what to expect as far as moves go! I can confirm that these mechanics are much the same in Elite 1, just much less forgiving.

Archaean Seismocratist: None of his casts can be interrupted. He casts Shadow in the Blood on the tank, which is a large AoE which can damage anyone else who stands in it and explodes after a few seconds. He’ll also cast a large AoE Caldera which if it hits anyone, they get knocked back and take 3 stacks of Corrupted. He’ll also Flame Lash the highest damaging target, which pulls them toward him and knocks them down.

Lustrehunter: The scardey-cat demon with all the eyes shields himself with Occluding Lens which needs to be purged; it is a reflect shield. He’ll also periodically Fallback, stunning everyone while he runs away, and buff himself.

Prime Maker: It starts off with a reflect shield which needs to be removed by dragging it through water puddles. As flames come out of the center of the forge, it gains “Heat” 10 stacks at a time; at 100 stacks of “Heat” its shield goes back up. Reduction is interruptible and Corrupts the tank; standing in the flame wisps will stack Corrupted FAST. The wisps can’t be killed and tend to trail behind the golem, so staying in front of him is a good idea. Its other casts, which cannot be interrupted, are Carburising Flame, an AoE that spawns under player feet, and Furnace Blast, a large AoE around the golem.

Flagillatrix Superior: She needs to be taken to the left and then, if the fight lasts that long, turned at the intersection. She casts Spitelance, which can be interrupted but also gets her to move forward really fast so can be used to position her, Vigil, which sets off yellow alert alarms that are alarmingly LOUD and make her Piston Predators and Mortar Monstrosity move faster. If her Tyrants get close to the party, the Mortar Monstrosities will cast Firmament Barrage, causing a number of red tracking reticles to chase people, while the Piston Predators cast a large AoE Earthen Revolt.

The three Hadean Guards: All of them can cast Painwheel Overdrive, an interruptible AoE, but won’t until one has been killed.
The Iscariot, Hadean Guard: She casts uninterruptible Immolation Invocation on the player doing the most damage, which will burn them as they stand unless they run around trailing damaging fire after them. If she is the last left alive, she will cast Shadow in the Blood on the tank while continuing to cast Immolation Invocation.
Brutus, Hadean Guard: He regularly shields his companions with Black Iron Bulwark, which can’t be purged or interrupted. If he is the last alive, he casts Body Hammer, which can’t be interrupted but can be dodged; first he tries to stun and damage the tank, then turns onto another player to charge at them.
Cassius, Hadean Guard: She normally casts Chirurgy, an interruptible heal for herself or one of her allies. If she’s the last alive, she will shield herself in Metallic Purity, a reflect shield that can be purged.

Eblis, Dominus Inferni In Profundis: Eblis will Solar Collapse putting giant red AoE nearby that turn into semi-persistent fire hazards. Because of this, he should be kept to the edges of the area. He’ll often Dark Rush, dropping Shadow in the Blood on everyone he dashes through. Ideally, this should only be the tank, and because backing against a wall won’t stop his dash, it’s better to keep him out in the open where the tank can back up away from the rest of the party which is going to be eagerly chasing Eblis. Shadow in the Blood can do a lot of damage to someone who steps in it, even killing them. For this reason, it’s a good idea for melee DPS and the tank not to be all crammed up on top of Eblis.

He’ll also occasionally stun someone with Consummation, which sucks down a lot of their HP and stuns them (and Eblis) for a short time.

Eblis will Cast Out two or three times during the fight, yanking everyone into a bubble full of moving ground AoE periodically; while in the bubble, he’ll cast Painwheel Overdrive, which can be interrupted, and Vanquish, two column attacks that blast from his wings, which can’t. If he also attacks the tank, it’s the last Cast Out. Damaging him enough in disco bubble phase will either cause him to Cast Out everyone into the normal Hell, or he’ll die.


The Slaughterhouse

The basic mechanics of the Story Mode version of The Slaughterhouse. There is no Elite version :slightly_frowning_face:

Psychoassailant: Resistance needs to be purged; it’s a massive shield. The Tesla coils start at the far side and wake up the cleanup bots. In order to position him, he needs to be pushed and line of sighted behind consoles.

NKL-107: Its persistent AoE, “Electromagnetic Field”, wakes up the cleanup bots in the room. Alternating Current can’t be interrupted, NKL has to be positioned so it places them in convenient spots. Resistance must be purged; its other shield, Mega Charging Sphere, on the other hand, needs to be destroyed by damage, else it will become “Fully Charged” and unleash 10,000 Volts on the tank, stunning them and doing massive damage. NKL-107 also Cleaves, hitting everything in front of it in an arc.

When NKL is damaged about 1/4, it moves to the center of the pylons and casts Burning Plasma, which fills the room with dangerous electricity and wakes up some cleanup bots. Hiding in the closet or behind the freight cars and killing cleanup bots then will both protect you and keep those bots from waking up again. After two more Burning Plasma phases, NKL will “Malfunction” and wander around the room, randomly waking up cleanup bots and otherwise waiting for people to kill it.

Obyeckt 279: Resistance needs to be purged; Electro Blast should be interrupted (it has a longish cast and doesn’t occur frequently), since it chains and targets random players at times. Every time the announcer speaks, one, then two, then three (and so on) vat-grown suppressors come out and attack; they need to be rounded up. If Obyecky isn’t dead by the time the Tesla coils start up where you’re fighting him, move around the room if needed, the coils leave ample time to do this.

Cybulski: He normally casts Metalstorm as an uninterruptible attack. Occasionally casts Scanner, which is an AoE that can be interrupted. When the announcer speaks, he’ll go into the center of the room and cast Deepening Psychosis, which means people need to chase at least one of the opportunist vampires hiding around the room into the open so Cybulski will kill it instead. If you run out of vampires before Cybulski dies, be prepared to sacrifice someone else.

Vampiric Plunderer: He starts out rather unassuming; standing there casting an easily avoided Close Encounters, but beware: the cryo remnant adds mean business when they get close enough to the boss for him to Jumpstart them. Eventually, the room will fill up with dangerous freezing fluid, leaving a quite narrow path which the now powered up Vampiric Plunderer is going to Dash through, use Close Encounters, and try to fill up with Cryobiotic Bombs–small persistent AoE centered on the tank which, if stood in, do a lot of DoT damage. Each Cryopbiotic Bomb lasts roughly as long as it takes him to cast three of them, so if you’re careful, you could line up two along the very edge of the room, and by the time he’s casting a third one, you’d have room to move to the now thawing other side. Because this boss is ranged, it’s a bit hard to keep him in melee at this point while tanking. Good thing we now have a ranged tank weapon…!

Alexei Chetyre: In his first phase, he performs two main attacks, neither of which can be interrupted–Ice Shot, a red AoE under everyone’s feet where they need to move so they don’t overlap, and Ice Imprison, which turns the tank into a Popsicle. Wait until it is fully formed to destroy it, as otherwise it causes a bug where the tank remains stunned for 15 seconds (hopefully this gets fixed soon!). Two or three times Alexei Chetyre will stand on the platform, summon cryo remnants, and spray the room down with an ice hose. Just kill the adds and don’t stand in the ice, else you, too, will be a Popsicle. Eventually, the floor breaks, dropping you into Phase 2.

Alexei Chetyre Phase 2: This starts out with Alexei Dva on the other side of the room. He casts New Flesh which summons adds, and Flesh Crawls, a cone AoE. Both can be interrupted. After hes been knocked out, cross to the side you fell down into, where Alexei Chetyre is ready for a rematch.

Alexei Chetyre has two main uninterruptible casts-- Toxic Ooze Release, a cone AoE that puts nasty stuff on the ground, and Splatterhouse, which will encase the tank in a flesh clump which must be destroyed. Dodging through Alexei during this cast will force him to turn around and forget what he’s doing, though. After enough damage is done to Alexei Chetyre, Alexei Dva wakes up and splits into two–one way back in the back busily making adds, and another attached to Alexei Chetyre protecting him. Alexei Dva has the same moveset as before, and his protection isn’t great; Alexei Chetyre can be killed without killing Alexei Dva, at least in Story Mode.