Legend
A scientist with questionable reputation has been conducting abominable experiments on human beings. Will you stop his madness?
Dangers
Rhindeers, Harpies, Carnivostriches, Crape Men, Boar Men, Liodiles, Doctor Marrow and The Monster.
Reward
Mutated Abomination mount.
(settings)
Requirements[]
- Completed the Hungry New World mission of the Krailos Quest (access to Krailos Depot);
- 1x Mushroom Pie;
- 10x Bug Meat;
- 1x Spoon.
Access to Ingol[]
Travel to Cormaya and enter the teleport located near the tent shown on the map to the right, upon doing so you'll appear inside Ysbasra's tent. Ask her about a passage and then say yes to gain access to Ingol.
Back in Cormaya, find NPC Hawkhurst on the north-eastern shore of the island, here. Ask him for a passage to travel to Ingol where you will start the mission for this quest.
Note: The missions using the lever system in this quest have a 4-hour cooldown. The boss cooldown however is 20 hours.
Mission 1: Access to the Laboratory[]
Once in Ingol head east to the building shown on the map to the right and go down stairs. Here you'll find NPC Vasko. Ask him about a mission, then deliver him a Mushroom Pie and 10 Bug Meat by saying mission again. You'll now have access to the room directly south from Vasko. In this room up to 5 players can use a lever to do the first task of this quest.
Mission 2: Dangerous Apparatus[]
In this task you will have 15 minutes to reposition some Dangerous Apparatus to charge a Strange Machine (Creature). You will have to do this while not exceeding too many charge points. Over time you and your teammates will have a number going up next to your names and once it reaches 40 you'll get kicked from the room. To avoid that make sure to step on the Decharger located a bit southwest in the room.
In order to charge the Strange Machine (Creature) you need attacks from the Positive Spark to hit the machine, but since the spark can't leave the northeast area of the room, you and your team need to align the apparatus in the room to direct the beams from the northeast Apparatus towards the Machine.
To align the apparatus you need to stand next to the apparatus with the Negative Spark and its attack will eventually place the apparatus in the correct position. Once everything is in the correct position one of the players need to stand northeast in the room in order for the Positive Spark to hit the first apparatus and make the beams.
Below is an image with a recommended setup. It's also recommended to start positioning the apparatus from the end to the beginning (from the Strange Machine room to where the Positive Spark is).
If everything was done correctly, after few beams your team will reach the goal and will be teleported out of the room.
Mission 3: Rhindeers[]
Your next mission will be given by Avan on the floor below. You have to kill 100 Rhindeers around Ingol. Note that for the kill to count to your quest log you must be the highest damage dealer or be in party with shared experience active with the highest damage dealer.
The Rhindeers you kill before taking this mission are considered into the required kill count.
Mission 4: Mutagens[]
This task is also given by Avan. Enter the room south of this floor and into the teleport. For this task you can go with up to 5 players, but it's also simple to complete it alone.
Your objective is to create at least 11 Mutagens of the same color. Mutagens start in a random color, and the color can be changed by using the levers next to them. Each lever will throw a beam which changes the color of all Mutagens it hits, in the following order:
Black |
➔ | Yellow |
➔ | Blue |
➔ | Purple |
➔ | Green |
➔ | Red |
➔ | Black |
One possible strategy here is to first choose a color, e.g. Black. Then, use the levers when there are no Mutagens of the chosen color on that line. Keep doing that and after some time you'll get the 11 identical mutagens you need. Make sure to also pay attention to the color before your target, because it may be worth to use a lever if you're going to lose one black but get 2 new ones (if you hit 2 Reds, in this case). Note that you must be standing in front of a lever to be able to pull it, which forces you to be constantly moving between them.
After getting all 11 identical Mutagens, use the single lever to the north to complete the task. You have 10 minutes to do it before being kicked out.
Note: If you manage to get all 16 Mutagens as one single color you'll get the achievement Mutagenius.
Mission 5: Research Notes[]
Now you'll get your missions from Aletta on the next floor. This task consists in retreiveing some research notes around the dungeon. There are three types of research notes:
Note Boards[]
First, make sure you have 3 Blank Papers . You can find them in the laboratory on the first floor here, on the second floor here and on the third floor here.
You'll also need a Feather and Inkwell , which you can take from the desk just near Aletta.
Then, find the 3 rooms in the northern dungeon of this floor and use the Feather and Inkwell on a Blank Paper white standing in front of a Note Board to get Copied Research Notes . The rooms are located in the places marked on the map below:
Book with Transcripts[]
Take the Book with Transcripts from the tree stump on the location shown on the map:
Research Records[]
These can be found in the south dungeon, in a heap of rubbish here:
Deliver all notes to Aletta to proceed to the next mission.
Mission 6: The Collection Container[]
As with the other lever tasks, you can also go to this task with up to 5 players. Due to the randomness of some of the mechanics, it's strongly recommended to go with a team of at least 2 players in it.
Inside the room, you'll find 3 different collector units: Blue (left side), Green (middle) and Red (right). Your goal is to help their counters get to 50 approximately at the same time. If the counters are on different tens (e.g. two between 10 and 20, one between 20 and 30), however, the counter at the center of the room (The Collection Container) will raise. If this counter gets to 100, you'll fail the task. The tens can also be seen by a counter on the Blue, Green and Red behind the collector units.
Once you enter the room, the counter on the Collector Units will start to increase overtime, however, at different speeds, with one of them being especially faster than the other two. Start by identifying the slower Unit, which will be your main focus during the task. To manually increase an Unit's counter, you must push a container (also Blue, Green and Red) of the corresponding color next to it. There are two sources of these containers:
- One of each container will spawn south of its corresponding unit.
- By killing the Lab Assistants in the room, they will "drop" (become) a container of a random color.
Beware that the Containers have a very slow movement speed, which means it takes some time to push them around. Because of this, you should try to kill the Assistants next to the Unit with the lowest count. The containers that respawn automatically may seem too far to be worth pushing, but you should also use them since there's a chance you'll not get the color you need from the Lab Assistants.
When all 3 Collector Units get to 50, you'll see an orange message in the room which means you have completed the task. YOU MANAGED TO POWER THE DOORS AND MAKE THEM OPERATIONABLE.
Mission 7: Find Kaya[]
To start this mission you'll have to go to Ivora, which is not in the building but rather in the dungeon. Leave through the east exit then walk north near the mountain until you find her in a hut on the location shown on the map. She will give you a Letter , travel to Krailos and go under the Depot where you'll find NPC Kaya. Deliver the letter from Ivora to her. Go back to Ivora in the dungeon and report your success to complete the mission.
Mission 8: Hazard Golem[]
In this task, you'll have to help guiding a Hazard Golem so it can fix a machine of the laboratory. You can do it with up to 5 players, and at least 2 are required, and efficient communication between the team is essential for success.
First, kill the Guardian Golem that spawns northwest in the room. Its corpse are Some Golem Parts , which you should throw into the open trapdoor south of the counter with the levers. When you do that three times, a Hazard Golem will appear in the sulphur area.
To help the Golem reach the end of this path, you'll have to use the levers on the counter. The north lever will make it walk faster, which is important to make sure you get to the end fast and with enough hitpoints since the Golem takes constant damage while in there. The other tree levers will allow the Golem to deal with the obstacles at the path. Note that only one lever can be active at any given moment, meaning you must constantly turn them on and off.
- Energy Field: If the golem steps on it, it takes 125 damage, which you can't afford losing. To protect the Golem from this damage, use the lever in front of the Steel Shield .
- Fire Field: Similar to the Energy fields, the Golem takes 102 damage if it steps on the Fire. To be protect it, you need to activate the lever in front of the Bucket of Water .
- Ice Barricade: These barricades will block the path, and they must be destroyed by activating the lever in front of the Fire Portal . The barricades do not respawn so you only have to destroy each one once.
- Blades: These blades will also deal damage to the Golem. They can be disabled by stepping on the Button outside the path right in front of them.
To reach the end of the path, you will need one player using the levers and at least another one calling the obstacles and also stepping on the buttons. It's also recommended to have a third player so all buttons (at the inner and the outer path) can be easily pressed. You will need at least 4 golems to finish the task, since it takes a lot of damage when destroying the Ice Barricades.
Once the Hazard Golem reaches the machine you are done.
Mission 9: Anti-Mutagen[]
Down to the next floor, you'll receive the final mission from Geoffray. He wants you to prepare 5 Flasks with Anti-Mutagen . This solution requires three ingredients, each one with its own caveats. Since you'll prepare 5 flasks, you'll need 5 of each ingredient as well.
- Fresh Hydra Herbs: all around the dungeons in Ingol you'll find Hydra Corms . Use them to get the fresh herbs. There is only one sample of Hydra Corms in the 5th floor, here. On the floor above, however, you can find them in several locations shown on this map.
- Nutrient Solution: for these, you'll first need 5 Empty Flasks. These can be found in the laboratory in Piles of Ominous Flasks in these locations every 5 minutes (all locations share the same cooldown): 1st floor, 2nd floor, 3rd floor, 4th floor and 5th floor. To fill the flask, go to the floor above Geoffray and use it on the south-most container at the middle of the room, here. The flask won't stay filled very long, but if the liquid vanishes you'll keep the empty flask and can fill it again.
- Bottled Yolk: this is the trickiest ingredient. First, pick up an Egg Cracker from the crate northeast of the NPC, here. Now, walk around the dungeons looking for Some Eggs . Use the Cracker to break them into Broken Eggs , and then use a Spoon on them to collect the Yolk. Beware that the Yolk vanishes after a short time, so you should hurry to the final ingredient immediately after extracting it. Several Eggs can be found around this floor, you can see the locations here.
With all 3 ingredients in hand, use them on the Suspicious Cauldron next to Geoffray. You need to add them in the following order: Nutrient Solution, Bottled Yolk and Fresh Hydra Herbs. After adding all three ingredients you'll get the Flask with Anti-Mutagen. Repeat this process 4 times to get all the necessary flasks.
Finally, it's time to use the flasks on the conservation jars. You'll find one on the shelf just north of Geoffray, here, two in that same room on the northeast corner, here, and another pair in the northeast room, here.
After using all 5 flasks, report back to Geoffray.
Final Battle[]
You'll now have access to the door south-west of Geoffray. This battle can be fought with a team of up to 5 players and has a cooldown of 20 hours. It has two stages, one where you'll battle Doctor Marrow and the second when you fight his creation, The Monster.
Doctor Marrow[]
Before entering the room, you should know that Doctor Marrow has some strong attacks which can also deal Critical Hits, easily one-shotting even high level players and dealing as much as 10,000 damage at once. Furthermore, the boss also uses several different abilities: it can make you Drunk, Root you and Fear you. For this reason, it's advised that all players enter the room wearing a Might Ring as well as a Sacred Tree Amulet, and mages should also have Magic Shield on at least until the team is positioned.
After pulling the lever it's possible that you and your team get instantly feared, rooted or drunk. All situations are dangerous but in case you get feared, remember you can protect yourself and your team with Magic Wall Runes. Getting rooted is probably worse as you have to be ready to tank the boss for a couple seconds. If you get drunk try and move carefully to not leave the boss room.
After that, or if you didn't get affected by any negative condition, there are two popular ways to continue the fight. They are:
- The blocker challenges the boss and stands in a corner while shooters kill the four Antennas, then once killed the blocker runs back and forth in the top area of the room, making sure to challenge the boss as often as possible to avoid retargeting, and shooters stay more south in the room, hitting it until around 60% of his health and you start the fight with The Monster.
- The blocker quickly challenges the boss and lure him to a corner of the room, and then use a field bomb such as Fire Bomb Rune on his feet in case he gets Feared. The shooters should start by killing all four Antennas that are in the room, otherwise they will heal the boss. After that, start attacking Doctor Marrow from distance. When the boss hits around 60% of his health he will flee and release The Monster.
The Monster[]
The Monster is generally less dangerous than Doctor Marrow, but shooters should still be careful with it. It starts invulnerable to all attacks with a counter at 20 near his name. To reduce this counter and make the boss vulnerable, you have to destroy the Alchemistical Containers in the room. Upon doing so, a small puddle will appear in front of it. Make The Monster walk over it to reduce its counter by one. In this phase you can use Magic Wall Runes to assist you, however they need to be timed properly as the boss breaks them quickly. Be aware that The Monster applies Lesser Hexed to the blocker!
The lower the counter, the weaker the boss will get, so you have to do this process several times. Furthermore, the counter will slowly go back up, which is another reason to keep walking around the room while doing damage to the boss and doing the mechanic. At some point, the boss will be with low enough health and points that you can just focus on it to end the battle. It's common for teams to focus more on damage when the counter is lower than 7, but that depends on how many players are in the room and how much damage they are dealing.
Reward[]
After defeating The Monster for the first time, you can enter the other room in that same floor to collect your reward. Pull the lever to receive your Mutated Abomination mount and the Strangest Thing Achievement.
Transcripts[]
Access to Ingol[]
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Mission 1: Access to the Laboratory[]
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Mission 3: Rhindeers[]
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Mission 5: Research Notes[]
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Mission 7: Find Kaya[]
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Mission 9: Anti-Mutagem[]
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