Done by: Vedallion#7774 | Jan 3rd 2023
Drop Table
Ishtar Chronoscopic Analysis
The others can assist in eliminating the adversaries while one person works out the mechanism. The adversaries will keep appearing, and even after being killed, one of the Cyclops could reappear.
A big circular Arc buff called "Arctrician" that lasts for 30 seconds is dropped after a Minotaur is defeated. With the aid of this buff, you must fire the diamond-shaped nodes and then proceed down the yellow cord, shooting any further nodes that you come across along the way to finish the circuit. There are four endpoint nodes in the middle of the map, near the spire's floor entrance.
Remember that the cable becomes blue when you connect the nodes in the correct sequence; if it doesn't, you may have skipped a node or begun at the incorrect node. If you move quickly enough, you can go past most or all of the nodes by shooting the relevant nodes, which adds a few seconds to your Arctrician boost. Minotaurs do spawn repeatedly in case you need another boost.
You don't have to worry about completing yellow cords in a single buff or within a set amount of time. Take your time; once you make the cables blue, they'll stay that way. Keep in mind that the initial node has only one wire connected to it and a little arrow indicating in the direction of the cord.
Room 1
The final cord connects to the centre and there are five nodes in the first chamber. Room 1 is on your right when you're facing the spire. The room's floors ought to have a hole in them. To initiate the mechanism for this chamber, jump down and shoot the node with a diamond shape. From here, all you have to do is use the Arctrician buff to shoot each node by following the yellow electrical cable. One is outside the room, and there are three more within Room 1. Connect the circuit to the bottom right node by going to the area's centre.
Room 2
Still on the right side of the map, Room 2 is situated next to Room 1. The first node is affixed to the building's side near the back of the space. From here, head to Room 1's rooftop, then follow the cord into a little lab on Room 2's rooftop. Finally, connect the circuit to the door's top-right node.
Room 3
Room 3 is directly across from Room 2 and contains a tunnel leading to a large generator. There is Room 3's first node. Then turn back to Room 3 and fire at the person on the left, the person outside, and a third person inside. To finish the circuit in this room, fire the bottom left node in the centre.
Room 4
The initial node is located within a considerably smaller chamber, on top of Room 4. The second node should be right alongside you once you leave the chamber and cross the bridge. The third node is immediately beneath the second one if you jump down. On the rooftop of Room 3 are also the other two nodes. Shoot the final node in the middle with your Arctrician buff to unlock the spire door.
Above the spire door, in the middle, are the four terminal nodes.
Master Difficulty:
- Minotaurs are Overload Champions.
- Harpies have tanky arc shields.
Reactor Firewall
There will be a number of closed doors that won't open, requiring you to discover an alternative route. From the entryway, slide down, then leap onto the catwalk above and into the vent with the yellow lighting. When you reach the red and white-lit hallway, take the second red-lit hole to the Reactor Firewall. Go to the other side of the room by ascending the catwalk above.
In this area, Incarcerator Hydras, Goblins, Hobgoblins, and Harpies will spawn; it is advantageous to have a long-range weapon on hand because far-off opponents might cause trouble. It's simple to navigate because there is nothing else to go here than leaping on catwalks and hanging objects. There is one more platform behind the big pillar, even though it may look like a dead end when you reach the last bridge. After taking out adversaries, ascend the elevator. When the lift throws you into the computer lab room, turn around and climb the broken lift on the opposite side.
Placing a Rally Flag after reaching Ares Spire. As you ascend to the first encounter in this dungeon, jump onto the catwalk on the building's side.
First Encounter - Ascend the Spire
Ascend the Spire Part 1
There are many nodes to connect, which is a recurring mechanic in the dungeon. Start the mechanic by eliminating the lone Conduit Minotaur to receive the Arctrician boost. You must connect two different circuit cords from the Conduit Minotaur to the opposing side since there are two beginning nodes (the starting node always displays a little arrow pointing in the direction of the cable). There are six nodes total on each side, including the start and finish nodes. You can run through this sector, but remember that only one shot is required to activate a node. Long-range and medium-range weapons are preferable.
Since the cords don't intertwine, connecting the nodes is rather simple because you just need to follow one on each side. Even in this tiny space, attackers will emerge, making leaping challenging.
Complete the nodes, then go to Part 2 by ascending the lift.
Ascend the Spire Part 2
Added nodes! Shoot the beginning nodes inside the narrow tunnel while avoiding the damaging electrical pulses that are present there. Similar to Part 1, except one cord needs to be followed at a time to the other side to finish the circuit. To reach the final nodes, climb up on the solar panels. There will be five nodes on each side as well.
For Part 3 of Ascend the Spire, take the elevator up.
Ascend the Spire Part 3
The cables do entangle this time, making things a little more challenging. Because of the platform's diamond shape, the beginning nodes are located at different positions; one circuit begins on the left side and the other on the right, but both circuits conclude in the same location. To reach to the finish of the structure, you essentially run three-quarters of the way around it from the beginning node.
You'll receive a chest as compensation for finishing Ascend the Spire. The Terminus Horizon machine gun, Long Arm scout rifle, Seventh Seraph Carbine auto weapon, and TM-EARP Custom Armor are the dungeon awards for this level.
Leap onto the catwalk and up the shaft. Open the window, then go on to the next encounter.
Master Difficulty:
- Minotaurs are Overload Champions.
- Harpies have tanky arc shields.
Akelous, The Siren's Current
You have to finish the circuit mechanic in this duel. Throughout the battle, goblins, harpies, conduit minotaurs, and the enormous harpy monster will spawn. The middle of the map has four beginning nodes. Shoot all four of the initial nodes as soon as you receive Arctrician from the Minotaur to make things simpler for you and your friends. Four circuits must be connected; fortunately, they don't overlap.
The bridges on the map are numbered one through four, and each chord begins in the middle and ends at the fuel rod at the edge of the bridge.
Throughout the fight, Harpies will annoyingly sprout in the air between the bridges along with the Conduit Minotaurs and Goblins accompanying them.
The centre node serves as the starting point for Bridge 1. On the lowest level of the square platform, there are two nodes. The next node is therefore on the bridge's left, and the one after that is on its right. By the fuel rod is the final one.
The beginning node for Bridge 2 is in the middle. On the lower level of the square platform, there are two nodes: one is beneath the bridge, and the other is on the right side of the bridge. By the fuel rod is the final one.
The beginning node for Bridge 3 is in the middle, while every subsequent node is on the bridge. One is within the bridge, one is on top, and the final two are inside the bridge facing one another. By the fuel rod is the final one.
For Bridge 4, the starting node is in the center. There are two nodes on the lower level of the square platform, one node is on the right side of the bridge, and the next is on the left side of the bridge. The last one is by the fuel rod, again.
Wire Map Infographic
Akelous, The Siren's Current enters the damaging phase after connecting all four circuits. For the damage phase, the team must assemble near the fuel rod of the last linked circuit. The squad should gather there, for instance, if Bridge 3 is where you last completed the circuit. Akelous will approach you and crack its shell. The shell will contain a number of glowing spots; to destroy its shield, fire them all as rapidly as you can, ideally with a submachine gun. Shoot at Akelous' glowing centre whenever it starts to show signs of weakness. You may use a rocket launcher here, although linear fusion guns perform best. Since the damage is dealt out swiftly, distant supers and Well of Radiance are effective.
Keep your position close to the centre of the bridge while delivering damage since Akelous will float toward the centre of the map throughout each damage phase. Warning! Jumping might cause you to lose balance and tumble as Akelous overcharges its shield and sweeps you away. You will be pushed back if you are in the middle of the bridge, but not far enough to cause you to tumble off. To beat Akelous, repeat the procedure.
The Terminus Horizon machine gun, the Seventh Seraph Officer Revolver hand cannon, and the TM-EARP Custom Armor may all be obtained after completing this battle. Go down into the Pillory-0 Cell Stack from the middle.
Master Difficulty:
- Minotaurs are Overload Champions.
- Harpies have tanky arc shields.
Pillory-0 Cell Stack Doors
The red wires indicate that these are timed circuits. Shoot the nodes in any order with the Arctrician buff—all five nodes are visible from the bottom floor.
Shoot the subsequent group of red cable nodes after carefully descending through the fan blades.
Pillory Stack Containment
Kill foes by entering the Pillory Stack Containment. The chamber contains four walls, each with a node, so take out the Incarcerator Hydra, collect the Arctrician boost from the Minotaurs, and fire the red cord nodes. Shoot the last node at the middle, avoiding the electric pulses there.
For the last boss battle, descend to the Seraph Reactor Core.
Master Difficulty:
- Minotaurs are Overload Champions.
- Harpies have tanky arc shields.
Persys, Primordial Ruin
The red and yellow cable circuits are needed for the boss battle. It's also a good idea to move around a lot in such a limited region, even if you're not firing nodes. Grenade launchers can be useful against these groups of adversaries since enemies will continually spawn, making it difficult to stay still. Additionally, upgrades for Concussive Dampener and Void damage resistance can assist mitigate incoming damage for the whole boss battle.
Shoot the subsequent group of red cable nodes after carefully descending through the fan blades.
How to reach the Persys boss damage phase
First, you must deal with the adversaries, which include two Incarcerator Hydras, exploding Harpies, Goblins, and an impervious boss who will be pursuing you.
The Conduit Minotaurs are spawned and the doors on the other side are opened by defeating the Hydras. Shoot the red cable nodes first with Arctrician. One is above the large entryway, and there are four on the pillars.
The five red chord nodes in the boss fight area are visible on the pillars.
Next, locate the two open yellow nodes. Behind the pillars with the red chord nodes are the beginning nodes for the yellow cords. Complete the circuit at one of the four end nodes within the Reactor chamber by following each line.
Wire Map Infographic
Two yellow cable circuits later, a notice will appear in the bottom left corner of your screen that reads, "Reactor core purge - Armed. Reactor Isolation Chamber Active. Take Cover." This message will be delivered along with an alarm. The alarm instructs you to enter the room where the red wires are and wait there until the nodes on the red cords reopen.
Shoot the red cable nodes as soon as they appear open. You may learn that Persys is weak from the message at the bottom left. If, however, you receive a notice that reads "Reactor Isolation Chamber Deactivated," the team lost the chance to participate in the damage phase and will need to repeat the procedures.
To put some space between the squad and the boss during the damage phase, congregate in the centre of the red cord chamber. The tiny glowy core of Persys, which might be challenging to target, is the area for precision damage. The same weapon and super damage technique from the last encounter with Akelous may be used, notably for damage from linear fusion guns.
Master Difficulty:
- Minotaurs are Overload Champions.
- Harpies have tanky arc shields.