The Elusive Golemancer

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Disambig icon.png This article is about a primary quest. This name is also used for a Zaishen mission quest. For the dungeon, see Oola's Lab.
The Elusive Golemancer
Oola's Laboratory page.jpg
Section Primary Asura Quests
Campaign Eye of the North
Given by Blimm
in Magus Stones
(Tarnished Coast)
Part of The Knowledgeable Asura
Preceded by Lab Space
Followed by Little Workshop of Horrors
O Brave New World
Type Primary quest Repeatable quest
Map(s)
The Elusive Golemancer map.jpg
(Click to enlarge)

Quest information[edit]

Requirements[edit]

  • All party members must have received the reward for Lab Space.
  • It is possible to enter the mission with just one person meeting the requirement, but anyone else will not receive any credit for mission completion.

Objectives[edit]

  • Find Oola's workshop in the depths below and convince her to help with Mamp's project.
  • Find a golem to circumvent the security system.
  • Discover a way to access the next laboratory level.
  • Search the room for a passage leading further into the laboratory.
  • Survive the fiery gauntlet.
  • Open the security lock.
  • Defeat the indestructible golem.
  • Confront the mysterious voice.

Reward[edit]

Walkthrough[edit]

Level 1[edit]

You begin this mission in a room filled with worker Sentry Golems. None of them are hostile at this point. There are two Worker Golems at the entrance followed by a line of 3 more workers. Click on the one to the far left of the first line and tell it to, "Go pull that lever." It will slowly walk to the other end of the cavern to flip the switch. At the same time, the sentries will become hostile and will attack both the party and the Worker Golem; if the worker dies, go back and select another and repeat. However, simply taking the sentries one or two at a time should be sufficient even in Hard mode.

Bug Bug.Occasionally, Worker Golem will fail to pull the lever; it will say "Invalid Command" when spoken to. (This seems to happen if you talk to it after activation but before it reaches the lever.) Should this happen, restart by typing the /resign emote; this returns you to Blimm (outside the dungeon) and allows you to start over without having to travel from Rata Sum.

When you enter the second room, a mysterious voice warns against "pulling the lever" (at the far corner of the room). There is no choice, however, since the lever unlocks the exit to Level 2. It also activates the Sentry Golems. Make your way to the new exit, dispatching Sentry Golems as you go. (Again, only aggro as many as you can handle.)

Level 2[edit]

There are two mystical keyholders: one near you when you enter and the other around the corner. Use the first device to receive a Crystalline Key. The sentries are hostile and active when you hold this bundle; dropping it deactivates them. These golems respawn indefinitely until the bundle is placed in the second mystical keyholder, at which point they deactivate completely.

One way of dealing with this is to flag all heroes and henchmen to the far keyholder and having a well-armored character carry the key. If things get hairy, drop the key, get healed, and repeat. This method avoids letting the sentries body block party members when they deactivate; if they are blocked, the only way to free them is to reach the next level.

When working with heroes and henchmen, the player can be surrounded by Golems and be unable to move or fight after picking up the crystal. If this happens, try to have your heroes kill the golem or golems trapping you, and then escape quickly because new golems will respawn. If this strategy fails, the only solution is to restart the quest. Another strategy is to use the key while flagging your heroes farther North towards the other keystone and lead all the golems together to body block you in a line so you can run around them after you drop the stone. Then move your heroes to body block the golems while you pick up the key and run it to the other keystone. No deaths or well armored units required. Just ensure your body block of the golems doesn't put them in the archway or you will have to pick it up and pull them back and may die from the attempt. (Again, typing /resign will result in being taken to Blimm in Magus Stones, giving you the chance to start again.)

The next challenge is a room filled with Fire Darts, Sentry Golems, and another Worker Golem. Some of the Sentry Golems are already hostile, and others will become hostile as you approach them. The mysterious voice will taunt you again. The sole Worker Golem has a fire protection aura that will protect your party against the Fire Darts. The Worker Golem will slowly walk back and forth from your end of the room to the other. The intent is that your entire party stay in its shielded area, which protects against damage and burning. This becomes difficult to do as you encounter Sentry Golems in your path. Body blocking can halt the worker's progression temporarily, giving you time to fight.

The golem stops a few steps short of safety so your party will have to run a few steps under dart attacks. It is not possible to disable the Fire Dart machines. If part of your party is left behind, the Worker Golem will be back.

Bug Bug.The Worker Golem can sometimes get stuck and stop moving. When this happens, the Golem Fire Shield will lose sync with the Worker Golem and continue to progress forward. If this happens, follow the shield, not the Golem, and advance like normal. Sometimes the Golem continues and the shield stops; stay with the shield, not the Golem.

Up some stairs will be a large room with many golem bodies, Sentry Golems, and three Worker Golems. Some are hostile, some will become hostile when you approach them. The mysterious voice will, again, encourage you to give up. The objective here is to activate the Worker Golems ("follow mode engaged") and lead them to three touchplates near the door to the next room. They should "engage stationary mode" once on top of the touchplates. If not, activating the golem again should do so. One Worker Golem is already placed for you.

In the last room of level 2 will be an Indestructible Golem, a bundle item (Flux Matrix) and an interactive Unstable Magical Energy Storage. The golem will not take damage from any normal means; but spells that cause life stealing and some forms of health degeneration work. This is not advised as the golem has a large amount of health.

Run past the Indestructible Golem (it's usually best to circle around to the left) and pick up the Flux Matrix. Click on the Unstable Magical Energy Source to charge the bundle item. Drop it beside the Indestructible Golem to cause 1337 damage. Repeat the procedure and refill the bundle item at the Unstable Magical Energy Source after each drop. It will take 2 drops to destroy the golem.

Level 3[edit]

The final level is filled with Sentry Golems and Golem Sentries. Only the Golem Sentries can become hostile. Oola is at the end of the room. As you approach her, a cinematic will trigger. You do not actually need to fight anything in this room as running to Oola will end the quest.

Skill recommendations[edit]

  • Though there are no Hexes inside of the mission itself, there are quite a few Wind Riders on the path there and those carry quite a few. The prevention of most healing through Shame and shutdown of Adrenaline-reliant builds through Soothing Images are of especially heavy concern.
  • Most of the damage comes from the melee golems, so sources of Block is very useful.
  • Conditions are relatively unimportant outside and inside of the mission, with really only the Blind from the Elementalist Golems being important if the team is reliant on a martial attacker.
    • Most of the Conditions can be prevented via blocking or Blinding.

NPCs[edit]

Allies[edit]

Asura

  • Necromancer 20 (20) Oola (level 3)

Golems

Foes[edit]

Golems

  • Warrior 20 (20) Golem Sentry (levels 2 and 3)
  • Warrior 20 (26) Sentry Golem (levels 1 and 2)
  • Elementalist 20 (20) Golem Sentry (levels 2 and 3)
  • Elementalist 20 (26) Sentry Golem (levels 1 and 2)
  • Dervish 20 (20) Golem Sentry (levels 2 and 3)
  • Dervish 20 (26) Sentry Golem (level 1)

Bosses[edit]

Golems

Objects[edit]

Level 1[edit]

Level 2[edit]

Dialogue[edit]

Initial dialogue[edit]

(Magus Stones)
Somewhere beyond all the sentry golems lies Oola's workshop. Go there and ask her to join the krewe.

Intermediate dialogue[edit]

Blimm[edit]

We're ready to enter Oola's Lab.
Oola doesn't like to be bothered by outsiders. You'll have to outsmart her security system. Are you sure you still want to proceed?
Yes Yes, we need her for the G.O.L.E.M. project. (Triggers Bookah cinematics)
No On second thought, maybe we can do without her help.

Magus Stones[edit]

Blimm: "This is as far as I care to take you. I can't go back in there. Too many bad memories. You'll have to get down to the laboratory on your own."
Blimm: "Oola's Workshop is two levels down, past all of her security measures. I left a worker golem to open the first door. Have fun."
Blimm: "We designed the traps to keep less intelligent creatures out. We Asura have no problems with them. You, um, you should be fine. Yeah. You'll be just fine."
Blimm: "And, if you see my red staff, bring it back to me. It's not okay, and if she took my staff, I'm going to burn the laboratory down."

The Elusive Golemancer[edit]

At the start of floor 1

Mysterious Voice: Attention! This is a secure area and is off limits to outsiders. Trespassers will not be tolerated. Turn back now if you value your lives.
Mysterious Voice: Don't even try to bypass this security system...it's flawless! Besides, you'd need a golem to let you in and it's not like a simpleton like you could operate one.
[Party Leader]: Didn't Blimm activate a worker golem to help us? Let's find it.

Opening the first gate

Mysterious Voice: Blast you, Blimm! You may have gotten through the first security check, but you will go no further.
Mysterious Voice: Don't pull the lever in the next room! It'll only hasten your demise. Turn back now and escape while you can.

Pulling that lever

Mysterious Voice: You should have listened to the voice of reason....

At the start of floor 2

Mysterious Voice: You certainly don't take a hint, Blimm. Get away! Don't touch anything!

Opening the lock

Mysterious Voice: Aren't you just full of surprises.... I hope you didn't come here to cool off, because it's about to get steamy.

Surviving the fire dart gauntlet

Mysterious Voice: Did those traps get you all "fired" up?
Mysterious Voice: Leave those golems alone. Turn back while you still have your legs! Don't even try to advance. To do so requires heavy thinking.

Placing the three Worker Golems on the right spots

Worker Golem: Golem in correct location. Stationary mode engaged. (quote)
Worker Golem: Golem in correct location. Stationary mode engaged. (quote)
Worker Golem: Golem in correct location. Stationary mode engaged. (quote)
Mysterious Voice: You think you're a smart one? Let's put you to the test. It's time for you to meet my latest creation...an indestructible golem!

At the start of floor 3

Mysterious Voice: Impressive that you've made it this far, Blimm. I'll have to redesign my security system to keep you and other meddlesome trespassers away.
Oola: Get in here. Let me have a look at you. Did you enjoy the challenge as much as I did watching you squirm? Ha!

Notes[edit]

  • If your party gained Death Penalty on your way to this mission or accumulated too much Death Penalty while in this mission, you can simply resign in the mission dungeon, which causes your party to spawn next to Blimm and eliminate the Death Penalty. Talk to Blimm again to restart the mission.
  • None of the foes in this quest are fleshy, so skills that inflict Bleeding, Disease or Poison, or require corpses are less effective here. However, those skills can still be useful for reaching Blimm in Magus Stones to obtain this quest.
  • None of the foes in this quest use hex spells, so hex removal skills are less effective here. However, those skills can still be useful for reaching Blimm in Magus Stones to obtain this quest.
  • In Level 3, the Golems that you need to fight are named Golem Sentry; the stationary ones are named Sentry Golems.
  • A Shadow Form or Vow of Silence runner can run most of the mission for a significant time saving, most notably all the way through Magus Stones. The few occasions when fighting is unavoidable can be easily handled by the rest of the party.
  • The endlessly respawning golems on level two do not give experience (which prevents them from being used as an AFK farm).
  • This quest (and all primary repeatable Eye of the North quests) may also be obtained from the Scrying Pool in the Hall of Monuments after completing it once.
  • The Asuran Skill Pain Inverter also works against the Indestructible Golem.
  • This is not the TPS Regulator Golem quest. For that quest (Little Workshop of Horrors) talk with Blimm in Rata Sum, not in Magus Stones.
  • Completion of this mission will fill in page #11 of the Hero's Handbook storybook.
Anomaly Anomaly.The Edification energy boost is granted in this area, unlike most zones in the Depths of Tyria below Asuran territory.
Bug Bug.The Hero's Handbook lists this mission as Oola's Laboratory.

Trivia[edit]

  • Blimm's last line is a reference to Milton from the movie Office Space.
  • Flux Matrix does 1337 damage, which is leetspeak for "leet".
    • This was actually intended as a placeholder but was eventually balanced around and left in the final release [1]
  • The giant iron statues on the level 2 resemble the Iron Forgeman.

References[edit]


Eye of the North primary repeatable quests and missions
Asura arc: Finding the Bloodstone and The Elusive Golemancer » Genius Operated Living Enchanted Manifestation
Ebon Vanguard arc: Against the Charr » Warband of Brothers » Assault on the Stronghold
Norn arc: Curse of the Nornbear » A Gate Too Far and Blood Washes Blood
Deldrimor arc: Destruction's Depths » A Time for Heroes
Challenge: Glint's Challenge