Sorrow's Embrace Story

Level: 60.

Reward: 0.26 g.

Average length: 38 minutes.

Difficulty: Easy.

Enemies: Inquest and Dredge.

Time: Night.

Use Potion of Inquest Slaying, Sigil of the Night and Sigil of Force. Use Sigil of Mad Scientists instead of Force if you want to be optimal.

Cutscenes.

Current record: 14.

First run per character gives a level 60 rare head armor.

First run per day gives 26 silvers.


First group

Talk with Eir to begin the dungeon. Garm and Caithe will join you.

The first group has 4 Dredge Soldiers.

Talk with Eir to begin the dungeon. Garm and Caithe will join you.

The first group has 4 Dredge Soldiers.

There is a shortcut after the first group. Go down where you see a moving part. Walk on the ledge, jump on moving part and walk to the other side! (skips ~3 groups).


Inspector Snik and his crew

Pull and focus the Dredge and elite enemies first. Snik starts with pistols and switches to a flamethrower at 50%.

He is much more dangerous with pistols. Keep evading to reduce pressure and try to predict his Kick if you melee.

When he uses flamethrower you can just sidestep to avoid most of the damage.


Golem Specialist Noko

Stay at range to avoid the melee attacks. Block or evade if she throws lightning at you. Consider staying away from others if they aren't able to avoid it.

About 33% of the time she will be spinning and reflecting projectiles. Save non-reflectable attacks for this. Most importantly don't kill yourself.

Consider using a ranged swap so you can keep attacking. About 33% of the time she will have a red circle around her. This deals heavy damage and strips boons.

Then about 33% of time she will be spinning which causes knockback and reflects projectiles. You need stability to be able to melee her and even then it may get stripped.

This makes you able to melee her about 33% of time. Try to learn animation of her basic attack so you can block or evade it.


Fixing the door

You need to bring 3 cogs to repair the door. Before getting close to the crushers, decide your tactic. Once you get close, a Dredge Carrier appears with some enemies. Without a plan things may get chaotic.

Wait before crushers until carrier appears. Kill enemies. Make sure everyone is ready before going through crushers. There are 3 elite dredge and a champion at end which can easily kill lone players.

Once all enemies are dead just grab cogs and bring them to the door.

Before fixing the door you should ensure that NPCs are alive and with you to prevent any problems further on in the dungeon.

You need to bring 3 cogs to repair the door. Before getting close to the crushers, decide your tactic. Once you get close, a Dredge Carrier appears with some enemies. Without a plan things may get chaotic.

Ignore the carrier and its enemies. Wait for crushers to smash the ground and then run through. Run past enemies dodging, grab a cog and run forward to jump down. Get cog to the door.

Before fixing the door you should ensure that NPCs are alive and with you to prevent any problems further on in the dungeon.


Big room

Lots of Mortars, golems and dredge around the whole room. Watch where you move to prevent aggroing multiple patrols.

Plan your way unless you really want to clear the entire room. Consider taking out mortars whenever possible to reduce pressure from their long range attacks. Sticking to right side is suggested.

Kill the 2 golems at end to proceed.

Lots of Mortars, golems and dredge around the whole room. Watch where you move to prevent aggroing multiple patrols.

Stick to the right side and get as high as possible. Run past mortars and dredge and carefully jump down to not die from fall damage.

Kill the 2 golems at end to proceed.


Lockpicking

After cutscenes immediately run back ~10 meters (~33 ft or ~11 yards) to intercept enemies. This gives you some breathing room and protects Zojja. Focus Dredge Mining Suits and Inquest. If you get downed kill normal enemies to rally.

If NPC's were dead when you entered the big room nothing may happen. Wait a few minutes and door should open automatically.


Kudu

He doesn't regenerate health at all even if you wipe. So don't stress too much about wiping.

Stay at range to prevent him from using his stunning leap. At high range you can also side step to avoid his projectiles.

Be ready to dodge away if he shoots glue at you. Ticking immobilized makes you an easy target for his Snap Shot which does high on targets with conditions. Try clear any condition as fast as possible.

At 75%/50%/25% he teleports to platform above you, turns invulnerable and summons a golem. Tell everyone to run back to the corridor (wiping also works). Once everyone gets out of combat Kudu will stop attacking which makes dealing with the golem much easier.

When Kudu is defeated dies, multiple elite golems appear on the room. If you run away immediately they won't aggro on you.

He doesn't regenerate health at all even if you wipe. So don't stress too much about wiping.

Be ready to block or evade when he leaps towards you to avoid stun. Dodge away when he jumps backs to prevent ticking immobilized from his Glue Shot. If you get stuck you will be an easy target for his Snap Shot which does high on targets with conditions.

At 75%/50%/25% he teleports to platform above you, turns invulnerable and summons a golem. Tell everyone to run back to the corridor (wiping also works). Once everyone gets out of combat Kudu will stop attacking which makes dealing with the golem much easier.

When Kudu is defeated dies, multiple elite golems appear on the room. If you run away immediately they won't aggro on you.


Prototype E-IV

Stay away from other players to significantly reduce damage taken. This makes its basic bouncing ranged attack only hit once if you fail to dodge it.

Most importantly it occasionally puts a flashing debuff on someone. It only damages other players so if you see someone flashing stay away from him.

Learn the animation for its basic ranged attack. Dodging it is a priority because it will bounce to other players which causes significant pressure.

This golem occasionally puts a flashing debuff on someone. It only damages other players so be ready to run away if you get hit. Also stay away from flashing players.

Be ready to move away when golem raises its arms. Its Short Circuit will stunlock and deal high damage at melee range.


Prototype F-IV

This fire golem can put a significant amount of pressure on your team with its burning ranged attacks. Take 1-2 condition removals to remove burning from you and others. The high pressure also makes reviving difficult so focus on staying alive. You can run back to the corridor for out of combat regeneration.

Avoid applying unnecessary conditions because it often consumes them for healing. Damaging conditions should be fine if you focus on condition damage.

Reflects and projectile absorption are very effective to deal damage and to reduce pressure.

Stay mobile at all times. Zig zagging will mess with its aim which reduces chances of getting hit. Try to learn its animation. When it points forward it will only shoot at one target so save your dodge.

However, when it points up it will shoot at every target so be ready to dodge. Get out of red circles fast to prevent getting a long burning.

If you don't have trouble with surviving and you have no one at melee, consider going there. This will occasionally trigger a close range attack which reduces pressure from ranged players.

This fire golem can put a significant amount of pressure on your team with its burning ranged attacks. Take 1-2 condition removals to remove burning from you and others. The high pressure also makes reviving difficult so focus on staying alive. You can run back to the corridor for out of combat regeneration.

Avoid applying unnecessary conditions because it often consumes them for healing. Damaging conditions should be fine if you focus on condition damage.

Reflects and projectile absorption are very effective to deal damage and to reduce pressure.

Very risky unless you know its attacks. To save dodges you need to be able to distinguish its single target and multi target attack.

When it points forward it will only shoot at one target so save your dodge. However, when it points up it will shoot at every target so be ready to dodge. Get out of red circles fast to prevent getting a long burning.

Occasionally it will spread its arms and use a close range Fire Spin. Just run back a bit and let your team enjoy a moment of no pressure!


Prototype T-IV

Reflects and projectile absorption are very effective to deal damage and to reduce pressure.

Stay mobile at all times. Zig zagging will mess with its aim which reduces chances of getting hit. Also don't stack on other players because its attacks have small splash effect.

Use zig zag to avoid its basic ranged attack to save dodges. Occasionally it will attempt to burst someone down with ~20 attacks. Just dodge twice or hide behind a corner.

When it starts spinning it will throw 4 pulling projectiles at everyone. Just zig zag at range. It doesn't matter if you get pulled because it does no damage and you can just move back.

Reflects and projectile absorption are very effective to deal damage and to reduce pressure.

Very risky without sufficient anti projectile skills. Its occasional burst attack will down you unless you can recognize the animation. Use single blocks and evades against its basic ranged attack and any immunity against burst.

Occasionally it starts spinning which causes 4 pulling projectiles at everyone. Just get pulled it as it deals no damage. Also don't worry about the AoE on its feet as it only stacks poison and vulnerability.


Corridor

Some enemies.

Just ignore any enemies.


Sentry Golem Mark S-IV

Stay at high range or near a corner. Corner can be used to break line of sight which prevents golem's powerful attacks.

Its normal ranged attack hits through walls so just try to block or evade it.

When it points its arms at you or starts spinning just run behind a corner. Gattling Fists does very high damage and Golem Rockets can kill multiple people if fail to dodge at end of spinning.

Stay near a corner. Corner can be used to break line of sight which prevents golem's powerful attacks.

Its normal ranged attack hits through walls so just try to block or evade it.

When it points its arms at you or starts spinning just run behind a corner. Gattling Fists does very high damage and Golem Rockets can kill multiple people if fail to dodge at end of spinning.

Take a stun break if you accidentally hit its Shocking Aura. Try to predict it and disable your autoattack if needed.


Iron Forgeman

There are 4 metal shields around the boss. The forgeman alternatives between two attacks.

When he sprays lava around the area get close to a shield. When the spray gets close move behind the shield. If you get caught keep dodging.

When he pulls chains, lava gets dropped on the shields. Quickly move out of them and prepare to kill appearing Slimes. They drop boulders which can be thrown at the Forgeman to deal a huge amount of damage.

If you fall down keep jumping to reduce damage taken from the lava.

There are 4 metal shields around the boss. The forgeman alternatives between two attacks.

When he sprays lava around the area get close to a shield. When the spray gets close move behind the shield. If you get caught keep dodging.

When he pulls chains, lava gets dropped on the shields. Quickly move out of them and prepare to kill appearing Slimes. They drop boulders which can be thrown at the Forgeman to deal a huge amount of damage.

If you fall down keep jumping to reduce damage taken from the lava.

Consider taking a ranged swap so you can attack the boss while waiting.