Dungeon Guides: Story Mode/Elite 1-4

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.

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