Talk:The Elusive Golemancer

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The indestructible golem can also be hit with life steal.--The preceding unsigned comment was added by User:Etienne (talk).

1337[edit]

1337 damage is a joke, kinda. In "gamer speak" 1337 means elite. Elite=Lite=Leet=L33t=1337. It is normally used to describe a really good player.Ranger-icon-small.pngBlackie ewilson92 17:56, 2 September 2007 (UTC)

Good job. Thanks for explaining!

fire darts[edit]

needs to be fine tuned. putting 100 boxes in a small room was obtuse. if you die or lag, golem keeps on going.Palewook 19:08, 3 September 2007 (UTC)

This was a stupid mission. I got to the fire dart room and without realising the golem was supposed to help you with the aura thing I fought on thinking it was just difficult to get through but not impossible, sure you could do it without the aura but not without incredible micromanageing of heros or specific builds or a party team. Wipe number 1. Now with DP We go through again trying get to the other side in the golems field. Heros and henchmen are genious and run outside of the golems aura while fighting and get brunt to death, pinning them down causes them to stay outside of aura range or get caught on golems while running back in and there we have wipes 2 and 3. How did this room make it through testing? Make the golem slower or add an option to stop it. Dancing Gnome 10:26, 4 September 2007 (UTC)
A guildie and I went thought with the golem to protect us and the whole team got whiped except us 2 and a hero monk. We completed the rest of the mission easy with a little of patience. Only that one part is hard in the mission, the rest is pretty much a breeze. Laforge 04:23, 5 September 2007 (UTC)
The rest of the mission was laughably easy, even though I had 60% DP after the fiery gauntlet. You think they purposely made it nearly impossible to do with heroes? Once you get into combat, they stop to fight and the golem marches on. Real fun. Arcthemonkey 04:35, 7 September 2007 (UTC)
The fire dart room is possible to beat in under 50 tries, but it's recommended that you commit seppuku immediately afterwards to prevent any loss of honor. (UTC)
I just did it with Henchies and Heroes, no bigger problems. For fire darts room, stay in front of the worker golem, it will slow it down. Often though golem's protective aura and the golem separate, follow the aura then, not the golem. Also, since you cannot linger anywhere there to fight sentries, you need a spike to bring any single golem down in 2 seconds.Oren Zener 12:44, 7 September 2007 (UTC)
I had no probs with the fire darts... Thought it was kinda obvious what to do. No one died.. My party was ok even without the aura if they did stray out (full hench). Maybe give it another go? Things like this are usually easier the second time around Katzchen 22:21, 8 September 2007 (UTC)
Fire dart room sucks with h/h, it's the one EoTN mission I really dread just because of this mission. It's easy enough to stand in the aura, yes, but heroes and henchies for some reason have some suicidal desire to stand outside the circle no matter where I stand. Although if you get close enough to the end you can just run to the rez spot. Your heroes will probably die but better to have a bit of dp and save some frustration. Rest of mission is extremely easy.--SunJinyu 13:11, 21 November 2009 (UTC)
Found an easier way to do this. When you flag heroes, their priority is to get to wherever you flag them, so just keep flagging them so they stay in the circle. The golems around them shouldn't be much of a problem.--SunJinyu 13:21, 17 January 2010 (UTC)

Contrary to what the article says, Insidious Parasite is not a degen hex spell. It is a life-stealing spell. EatMoreBread 05:19, 4 October 2007 (UTC)

"Theres nothing to fear" from the sunspear paragon thing helped for me with the fire darts, i did it h/h without dieng, i just walked on with the golem and as soon someone (usually jora or talon as warriors) ran off to kill the sentry golem i used my Sunspear shout to atleast reduce the dmg, it gives a nice small healing boost too in the end

I have never had any problems with that part (neither in NM or HM). It is annoying and time consuming, but not hard. When using a full hero/hench group, your heroes, henchies will group up around you (no need to flag). Walk directly in front of the golem, inside the aura. You can only take small steps forward one at a time, but your entire group will be in the aura almost always and the golem stays behind you. The few single enemies do not pose any danger, let them run towards you into the aura or eliminate them with ranged attacks. --Xeeron 15:06, 13 December 2007 (UTC)

Apparently, this part of the quest is bugged regarding pets... my pet and my hero's pet both took damage although they were in the protective aura. This caused the two healers in my party to keep stopping to heal them, which meant that they would die and have to be left behind. I died easily a half-dozen times through this trip, mainly due to pets. Donquixote235 02:26, 14 April 2008 (UTC)

It didn't seem very difficult to me at all. All I really used was "There's nothing to Fear." I had Mhenlo and Odgen Stonehealer with me and they kept the party healed just fine without even using the Golem. 174.56.66.208 20:07, 19 July 2010 (UTC)

bug?[edit]

First room in the quest, my worker golem says 'invalid command' instead of pulling the lever (after fighting through the room). anyone else get this very annoying bug? --User Jasmine the Fey Sig.jpgJasmine 07:12, 14 October 2007 (UTC)

Can't say I have. You try the other golems?--§ Eloc § 07:26, 14 October 2007 (UTC)
It's happened to me, just zone and try again.
JUST zone and try again! Perfect. Of course! Why didn't I think of that?!?! Thanks for nothing!
Just got this, lame, now I have to fight back through Magus Stones HM... Lyra Valo User Lyra Valo LVsig.jpg

This is gay. The Golem doesn't coem back for u--The preceding unsigned comment was added by User:74.13.129.149 (talk).

Still not fixed :( EyeContact 19:55, 18 August 2008 (UTC)
Not fixed as of today. --Arduinna talk 18:25, 17 April 2009 (UTC)
Also hit this earlier today. Resigning put me back outside the dungeon at Blimm, no need to run from Rata Sum again (thankfully) Alara 03:47, 29 April 2009 (UTC)
Yet another case. Not fixed. MithUser MithranArkanere Star.pngTalk 19:31, 7 June 2010 (UTC)
Got this just today, not fixed in the slightest 20:05 13 october 2010
Got it today. Still unfixed. Hit all the bugs. I wanted to cry. --76.252.230.34 03:58, 29 January 2011 (UTC)

Another bug?[edit]

I've tried this twice now, and both times when I'm in the second part of the first room (pulling the lever myself) I get disconnected... anyone else get this? Thehockeydude44 22:08, 4 November 2007 (UTC)

Well whatever was wrong with it last night isn't wrong with it now, since I did it earlier today Thehockeydude44 03:31, 6 November 2007 (UTC)

Yet another bug?[edit]

My party was wiped out while fighting the indestructible Golem. But instead of being resurrected to the shrine on the stairs nearby,we were resurrected to the shrine back before the fire dart room, and we had to go through it again.--Worldly Tutor 22:12, 2 January 2008 (UTC)

Why is my comment showing up in a blue box and running to the edge of the screen?--Worldly Tutor 22:12, 2 January 2008 (UTC)

Don't put spaces at the beggining of the comment. — Eloc 22:02, 31 December 2007 (UTC)

Thanks.--Worldly Tutor 22:12, 2 January 2008 (UTC)

Yw. — Eloc 22:31, 2 January 2008 (UTC)

Come on ANET![edit]

The bugs been known now for long enough, bit sick off having to rezone to bloody magnus and trawl through all that again on HM.. *GRRR*!!--The preceding unsigned comment was added by User:86.131.150.204 (talk).

I've actually found a way to get past the first room without having to restart at all. Just move ahead of the Golem and take out any sentry golems you find, and as long as nothing aggros the worker golem, you should be fine. I always do that, and i've done this mish about 20 times now, and never had to restart it once.--Ghostbuddy 21:26, 18 June 2008 (UTC)
I have to agree, it has been long enough fix this bug or make it so we don't have to fight to the mission. This is such a pain to get all the way to this mission in hard mode only to be stuck in the first room.--Shayne123 03:59, 19 January 2009 (UTC)

2nd room[edit]

The article states about the second room, "Note, you MUST fight the golems, it is no longer possible to simply run to the exit." You don't HAVE to fight them, you just cant zone until the "security access pending" reaches zero. So you could just fight the few right around the lever, wait a little bit, and then make a run for it? Am I the only one that feels a rephrase could be in order?--The preceding unsigned comment was added by User:Hakiki (talk).

Originally, someone would sit at the door. The others would pull the lever. As soon as the lever is pulled, the door opened. Yes, you can wait a little bit (while fighting the G.O.L.E.M.s) and then run to the door, but the person who wrote what you're referring to was just making it known about the change. Overrandom 05:11, 25 May 2008 (UTC)

Redoing the Quest[edit]

ok, so i Beat it a while ago, but i cant figure out how to ge tback into it, do u just enerter oolas lab again? or what?

Go talk to Blimm outside the secret entrance to Oola's Lab. This starts the quest again. Also, sign your comments. Kirenne Starfire [Kw] 18:50, 9 December 2008 (UTC)

It seems essential NOT to skip the cut scene with Blimm. If you do and then runaround and enter Oola's lab through the portal you don't start the quest. Moebius the Malign 19:53, 28 August 2009 (UTC)

For Gods' sake Anet[edit]

PUH-lease give Blimm in Rata Sum the option to teleport you to the entrance of Oola's Lab, running there in HM is harder than the actual mission, not to mention time-consuming and unbelievably annoying if you're doing the mission several times in a row or encounter a bug that requires you to restart. Keneth 02:01, 15 February 2009 (UTC)

walkthrough + bugs[edit]

Ouch. Three bug reports inside a single bug template. >_<
Well, seems the whole walkthrough could go under some serious clean up... It's nice to have some instructions on what to do, but all this "now this happen", "then someone will say", "now you enter the room" just sounds a bit... non-professional. :P
BTW, I've never experienced the non-updating quest nor the "invalid command" worker golem bugs. Not sure if they were fixed already (got Eye of the North not too long ago) or if it requires something to trigger (quests not updating might refer to players doing quest-chains out of order; NPC can get stuck if they find some unexpected obstacle trough its route; other than that, no idea what bug-reporters are talking about). --NIN37 05:50, 28 February 2009 (UTC)

I Have Found That When You Get to The Last 2 Golems Next to The Lever That if You Take Out The Right Side Golem First You Won't Have That Problem Again Also When You Kill The Left Side Dont't Get infront of The Worker Golem, Any Obstruction at That Time He Will Stop Moving. (Zanzamorr) .....wtf?!^^all the words start capitalized?72.81.193.55 05:25, 6 July 2009 (UTC)

Updated walkthrough[edit]

How is this update guys and gals? I can update it more if necessary. jhgaylor 04:00, 11 July 2009 (UTC)

??? Titan ???[edit]

Where is this "noted" giant metal statue of a titan? Are you talking about the big workroom with tthe many 3-legged golems? These aren't resembling Titans - these are "Iron Forgemen" like the one you fight in sorrow's furnace. Don't wana step on anyone's toes, but i dont see any titan things other than these. if this is what you meant, maybe the note should be fixed? --The preceding unsigned comment was added by 174.92.87.236 (talk • contribs) at 12:05 6 June 2010 (UTC).

Office Space[edit]

This entire quest is FULL of office space references, not just the single reference that the page says. His red staff is a reference to the stapler, he talks about how he didn't get any asurancake at the party even though he was told he would get a piece, the name of the quest it self "Lab Space" is also a reference. There's more as well. 174.56.66.208 19:16, 19 July 2010 (UTC)

Neuromancer[edit]

Added trivia note, pretty sure this is variant on the name of William Gibson's novel Neuromancer. 69.182.188.118 05:06, 9 September 2010 (UTC)

Mancer = magician of (e.g. the much closer source, Necromancer = magician of the dead). Golemancer = magician who deals with golems. | 72 User 72 Truly Random.jpg | 02:40, 10 September 2010 (UTC)
In the story, which I don't think you are familiar with, Neuromancer is an AI (an artificial life form) made out of artificial (i.e. man made materials) stuff. Golems, also an artificial life form, also made out of man(well, Asuran)-made stuff. Admittedly, the Neuromancer story character gains it's "life" through programming, but there are marked similarities in the idea. Also, given Anet's penchant for using popular culture/movies/etc., I believe this is highly likely. Or did you miss all of the blatant Office Space tags in this quest (and related characters such as Blimm) along with all of the other "coincidences" where popular culture is mirrored/honored/mentioned in GW?
BTW, I get the Golemancer means dealing with Golems, I am not that clueless. However, I disagree that it just has to automatically mean similar as Necromancer, and can't mean also a naming relation to Neuromancer. 69.182.188.118 03:48, 10 September 2010 (UTC)
Here, we don't tend to use free association with items of culture, whose main link to the article is a common suffix and "marked similarities" requiring parenthetical explanations. We're familiar with A.net's love of popular culture, but in this case the connection is just too vague (yes, I read your 1st sentence; unfortunately for your case, I went on to read your 2nd) and the main connection on which you're basing the trivia -- i.e., the quest name to the book name -- much too universally applicable, without special semantic relation to your suggestion, to merit special mention.
The trouble is not that it can only mean Necromancer or that it can't mean Neuromancer, but that you could equally well argue a connection to anything involving that word and a blurred, highly simplified story.
If the other editors disagree with me, let them reinstate it. At any rate I've used up my reverts. | 72 User 72 Truly Random.jpg | 04:08, 10 September 2010 (UTC)
Typical mindset "I don't see it (or agree with it) so it must not be." Let me guess, the only reason you let the office space remarks stay is because they are so blatantly in your face sort of thing.
And here I was, thinking I was pointing out something so obvious I actually expected people to be able to see the connection. Silly me. 69.182.188.118 04:44, 10 September 2010 (UTC)
Let's calm down, gentlemen.
The major differences between the Office Space and Neuromancer references are that (1) the Office Space references are a lot more blatant, (2) many fewer people are familiar with Neuromancer, so they will be less likely to catch similarities, even where they do exist, and (3) precedent says we don't document trivia without very strong consensus (for example, Shiro isn't stated as being related to MacBeth, though there are some very striking similarities).
I'm open to hearing more about Neuromancer to see if we can establish the kind of consensus necessary to document it, though; I cant (nor can anyone else, really) discount its validity without knowing anything about it. — Raine Valen User Raine R.gif 5:56, 10 Sep 2010 (UTC)
Not only have I done a couple of papers on Neuromancer, I've also used it as a teaching tool (really goes over the head of most high schoolers). I've gone over this quest with a fine-toothed comb, and though I'm sure members of Anet have read the novel and been influenced by it like others (see: Matrix), there is nothing similar here. Oola is not Lady 3Jane (though she is a bit "off"), and there is no Wintermute as a counter-point. G R E E N E R 06:18, 10 September 2010 (UTC)
Well, whatever consensus is reached (2v2 atm), at least don't reinstate the first note (that there's a connection by similarity of name) but rather one mentioning the similarities of story. Re: IP, I apologize for any misunderstanding, but note that I didn't say I didn't see it; I said it could be applicable both to that and to too many other things. And please do remain civil. | 72 User 72 Truly Random.jpg | 14:01, 10 September 2010 (UTC)


Removed Anomaly[edit]

I removed anomaly(see below), reason being is Oola's lab is considered Asuran territory, it's his lab for cryin' out loud.--"Get crazy with the cheese wiz" -Beck 17:01, 14 May 2011 (UTC)

{{Anomaly|[[Edification]] still grants bonus energy during this mission, as if you were in Asura territory.}}
I'm putting it back b/c most dungeons zones in the Depths of Tyria are not counted as the same territory as the above ground areas and do not grant the local bonus, e.g. you do not get a Norn bonus in Frostmaw's or Raven's; you do not get an Asuran in Arachni, Bogroot, or Bloodstone. — Tennessee Ernie Ford (TEF) 18:44, 14 May 2011 (UTC)
Seemingly you missed that this is the primary quest and not the dungeon --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 19:03, 14 May 2011 (UTC)
It's anomalous that an underground area, dungeon or otherwise, gets a norn or asuran bonus (the dwarf and vanguard bonuses are foe-specific, so not affected by location). A Gate Too Far is similarly the only Depths of Tyria zone that gets a Norn bonus.
Arguably, the {{anomaly}} tag could go under something describing eotn primary quests (e.g. primaries behave differently than dungeons). However, the point is: lots of people get used to not having norn/asuran bonuses below ground; slapping the tag highlights the point that that's not the case here.
I wouldn't mind if the note was rephrased as e.g., Like all primary quests in eotn and unlike other zones within the Depths of Tyria, you are granted ... as long as it stands out. — Tennessee Ernie Ford (TEF) 19:27, 14 May 2011 (UTC)

One of the bugs actually isn't a bug[edit]

This bug statement isn't exactly true: "When working with heroes and henchmen, the player can become surrounded by Golems and be unable to move or fight after picking up the crystal. The only solution to this problem is to restart the quest. As before, use the /resign emote." You can pick up the crystal and have heroes kill the golem or golems trapping you. More golems will respawn, so you'll still have to run afterwards, but the point is that it's possible to free a trapped character in this way. You don't necessarily have to restart. I've taken the liberty of correcting this.--98.114.178.61 08:51, 26 January 2013 (UTC)

Indestructable Golem Note[edit]

A strategy I've used successfully and repeatedly in normal mode without the use of the flux key, is to use any pair of a Mesmer and Necromancer hero:

Mesmer (Empathy, Mistrust, Power Spike, Insidious Parasite, Spiteful Spirit and Parasitic Bond) 12 Domination, 12 Curses.

Necromancer (Life Siphon, Life Transfer, Vampiric Gaze and Blood Bond) 12 Blood, 12 Soul Reaping.

This causes both decent samage to the golem, and a steady supplement of heals to the party in normal mode. I would however caution that it is not as effective in hard mode, and one must use the intended flux key drops to succeed. Gwynna Vive 10:36, 8 April 2013 (UTC)

The life steal works (the blood nec + insidious parasite), but none of the other skills in the first build will deal damage to it :) I find Bloodsong is pretty good here. (could reduce the flux drops to 2x) Chieftain Alex 10:49, 8 April 2013 (UTC)

Door won't open on level 2[edit]

It's been a while, but for the first time ever, I've encountered a bug. All three golems are sitting on the pads in level 2, yet the door just won't open no matter what I tried. I'm just sitting here. Going to have to resign and retry again. Jorre22225 (talk) 19:02, 24 October 2023 (UTC)

I just ran it again, works now. I believe the reason why it didn't work the first time is because I immediatly had the two worker golems follow me straight to the pads, and both of them stepped on the same one. Only one activated, but I think the second one also registered as being on that pad, and so even if it set itself on the second pad, the game didn't register a third golem. It's the only explanation I could work out from the sitation. The second time I did them one-by-one, and as soon as both golems get on the pad the dialogue triggered and the doors opened. Jorre22225 (talk) 19:18, 24 October 2023 (UTC)