Sorrow's Embrace (explorable)
“Revolution has come to Sorrow's Embrace, and the dredge are requesting help!.
— In-game description
Dungeon information[edit]
Your Herald News from Sorrow's Embrace Congratulations on defeating Kudu. I have to admit, hearing that Kudu was working with draconic energies made me wonder what he's really up to. That said, there are more pressing problems. With Kudu gone, things have gotten worse in Sorrow's Embrace. The Dredge are lurching toward civil war, and some of Kudu's Krewe are still active in the depths. Stranger still, there's a couple of Dredge splinter groups who appear to be requesting help from the outside world. I never thought I'd see those xenophobic tunnel dwellers ask for aid, but this could be an opportunity to make friends. At the very least, you'll get to keep tabs on the Dredge. Plus, there's a chance to clean up any Inquest remnants who are still in Sorrow's Embrace. Sounds like something right up your alley.—As always, |
Objectives[edit]
- All paths
- Gather your party before continuing.
- Decide who to assist.
- Tell Karameloff who you will assist.
Speak with Karamoleoff.
- Fergg's path
- Help Fergg stop the Inquest remnants.
- Defeat the Inquest golem.
- Impasse Mark IV Golem
- Nokk
Search for the Inquest holdouts.
- Search for Tazza farther into Sorrow's Embrace.
- Defeat Tazza's golem guardians.
- Prototype F-IV Golem
- Prototype E-IV Golem
- Prototype T-IV Golem
Disrupt the Inquest operations.
- End Tazza's reign of terror.
Defeat Tazza.
- Congratulations! You have completed the dungeon.
- Rasolov's path
- Help Rasolov free workers by defeating foremen.
- Foreman Kreutzerova
- Foreman Korov
- Foreman Tomak
- Foreman Webarov
- Foreman Zeleoniy
- Open the gate to the quarry.
- Protect Tarleov.
- Push further into the mines.
- Taskmaster
- Bring Rasolov glowing ore.
- Confront War Minister Shukov.
- War Minister Shukov
- Mark 1 Golem
- Mark 2 Golem
Search the mining facility with Rasolov.
- Congratulations! You have completed the dungeon.
- Koptev's path
- Break the dredge defenses and enter the tunnels.
- General Volkov
- Continue deeper into Sorrow's Embrace.
- General Molradovich
- Push ahead to find Zadorojny.
- Dredge Personnel Carrier
- Fight Zadorojny and his elite guard.
- General Zadorojny
- The Destroyer of Worlds
Find and stop the rogue generals.
- Congratulations! You have completed the dungeon.
Rewards[edit]
- 70% experience towards the next character level
- 25
- Bonus Gold (first time each day per account)
- 20 Tales of Dungeon Delving for the successful completion of a path
Unique Loot[edit]
- Band of the Moliarchy
- Dissonance Amplifier
- Revolutionary Flyers
- Recipe: Husk of the Destroyer (path 3)
Walkthrough[edit]
Path 1: Fergg[edit]
The first section of this path is a narrow gangway which has pairs of barrier turrets along it blocking the path. Every few seconds a group of Inquest will come along the path which will need to be dealt with as the waves will not stop. These groups are either composed of 4 Inquest or 1 Inquest and 3 Golems. Try to meet the groups next to the next set of barrier turrets so they will go down in AoE. Push slowly as a group, calling targets to move on.
- Impasse Mark IV
About a third of the way along the gangway, you'll meet this golem boss. It has a pulling attack and is accompanied by Inquest members that can spawn turrets. Focussed damage will see it down - just be careful not to fall off the path into the lava.
After defeating Impasse Mark IV, there'll be more sets of barriers and groups. When you get to the end of the path the groups will stop spawning and you'll face Nokk on a round platform.
- Nokk
He spawns Singularities which do AoE damage around them which will eventually die on their own. He can also control gravity, which manifests as him locking characters in place for around 10 seconds with all skills recharging. He can also knock you back into the lava so stand with a wall behind you at all times.
After you have dispatched Nokk you can proceed down the path behind him. On the ground will be a number of mines (small white-ish lumps) which will down players if they walk over them. A good tactic is to clear the path will Illusions and the like. The mines will re-spawn after a few seconds. You'll meet a few Golems along the way, which will infrequently down players in one hit, but are otherwise nothing special.
- Prototype F-IV, E-IV, and T-IV Golem
After you make it through this path you run into a large room with the 3 Golems from Story mode that Kudu summons (albeit with much less HP). Together they are very hard to engage, so try to separate them through careful pulling into the spacious tunnel that is immediately left of the entrance of the room.
The golems retain their abilities from Story mode, so you should use the same tactics as that to defeat them. E-IV will cast a skill on players that does damage to everyone around them (the visual effect is a flashing brilliant white light), so your party should spread out when facing it. Avoid using conditions on F-IV as it will use them to heal and watch out for the masses of burning it will cause with Fire Bolts and Lava Fonts. T-IV will pull players in towards it and punch them, but players should be able to dodge away in time before the punch lands. It will also shoot volleys towards players which should be avoided and inflict poison and bleeding. For both F-IV and T-IV, condition removal is advised.
- Tazza
Tazza will be accompanied by Troop Commander Kaeyi in a small room behind the one you found the golems in. Both of them can be pulled out of this small room, and while Kaeyi will reset once in the large room, Tazza will not. You only need to kill Tazza for path completion, but killing her before Kaeyi will result in no loot from the encounter. Weigh the benefits before proceeding.
Troop Commander Kaeyi will periodically stealth and at around 2/3rds and 1/3rd health will call for help from other Inquest that will spawn in the tents in the small room and join in the fight, potentially overwhelming players. She is also capable of stealing boons from her target when performing her flanking roll.[verification requested]
Tazza has a lot of health and summons a crystal spike AoE that can be deadly if players stand on the overlapped areas, taking full damage. Luckily they can be dodged easily. Her laser attack can kill a single player quickly, so be sure to dodge out of the range of this as well. Finally, she periodically spawns a replica of one of your party members. These replicas don't have a lot of health so usually die to AoE, or you can easily kill it before it damages the party.
Path 2: Rasolov[edit]
- Protect Rasolov
En route to the first boss you don't encounter too much resistance. Two sets of three bombers (if you are not careful when you go up the ramp you can aggro another set of three), then a set of around 6 various Dredge. Pull the chain to the left of the gate, a cutscene will play and then you fight the first boss.
- Foreman Kreutzerova
This fight is pretty straightforward. Kreutzerova has as a decent amount of life. She plays the gong, has a knockback and uses the Dredge Shockwave skill. Ranged attacks are recommended, as her melee attacks can be fatal to non-tanks.
Once you kill Kreutzerova you get another cutscene and then you have to fight four Foremen. They all have some elites next to them. Focus the elites first, and the fight becomes trivial.
- Foreman Korov
Has an explosive ranged knockback attack that he can chain on a party member, which makes it impossible to revive unless you have a projectile blocking skill. He also can stack vulnerability.
- Foreman Zeloniy
Acts like an Excavator. Bleeds, burrows and charges, when he pops up he knocks everyone down around him.
- Foreman Tomak
Throws projectiles that turn into something like Grasping Earth, cripples whoever is near it and deals heavy damage.
- Foreman Webarov
Spawns normal minions and plays the gong to daze players
After you kill all four of these Foremen a chest pops up in the room and you have to escort a really slow dredge (Tarleov) while he goes to pick up a rock. When you get close to the chest four Elite Excavators will spawn. After this fight, more groups of Dredge will spawn, starting a fairly large fight since these groups all spawn very close to each other. Killing all of them and escorting Tarleov back with his rock will open the door to the next chest. There are several Elite Disaggregators waiting by this chest as well.
- Taskmaster
The next room you go into has a large circle of patrolling dredge and the Taskmaster to the left. The Taskmaster is fairly easy, he applies bleeds and can pull you to him. Occasionally he gets a shield that makes him invulnerable and you have to keep him under a pounder to smash the shield. After he gets below about half health he can start doing a large AoE attack around him, this is very easy to dodge as he does a pretty obvious animation beforehand.
For less experienced groups, it is recommended that you kill some of the dredge patrols before fighting the taskmaster, since for the next part you have to go across the room anyway. If you choose to kill patrols, pulling a single group at a time will make the fight manageable. Experienced groups can aggro only the Taskmaster and start killing him around the smasher that's furthest away from the patrol. Care should be taken, as if even accidentally aggroing one patrol group can have potential to wipe the party due to their combined damage output.
After killing the Taskmaster you need to collect glowing rocks and bring them to Rasolov, who uses them to open the next gate.
- Mortars
Once you get through the gate there is a group of Dredge waiting for you on the other side. Kill them and progress to the next big room. This room has 5 mortars in it with very long range. Make sure to destroy them all before fighting the Mining Suits in the pit. One of them has a Champion guarding it, but you can avoid this champion by attacking the mortart from the ledge above. You can also get the mortar next to it this way.
- War Minister Shukov
You don't actually get to fight the War Minister. Instead, he summons two champion golems, aptly named Mark I and Mark II to fight for him. Each has one basic attack they use:
The Mark I follows around one person at a time. When Mark I gets close to its target, it stops and does a typical golem whirlwind move with a short charge, hitting everything around it. Counter it by normal anti-melee tactics, such as snare, CC, blind, and generally move out of its way.
Mark II has a more powerful ability: it discharges electric bolts that explode into AoE circles to different targets at once. These electric circles deal a lot of damage as long as you are inside them and will damage you again by running through the edge of the circle. Mark II sometimes launches multiple bolts in fast succession, making the AoE circles overlap and resulting in massive damage. Use of projectile denial (e.g. Feedback, Wall of Reflection or Shield of Absorption) to prevent the lightning orbs from landing trivialises the fight.
During the fight, Shukov applies the Energized buff to one of the golems. With this buff, the golem will take no damage from direct attacks and will be immune to CC effects (however other conditions and condition damage can still be applied). This buff will alternate between the two golems. When one golem gets the buff, attack the other one, then switch back once you notice your target becomes Energized. Your goal is to reduce the HP of both golems at a similar rate, because players must kill both of them within a very short time window (about 10 seconds), before the golem that died first finish regenerating health and come back anew. If the party fails to kill them simultaneously, they will both revive once, but will no longer enter the Energized state. It is advisable to keep both golems close to each other when they are at very low health, so players switching targets will take minimum amount of time.
War Minister Shukov dies automatically upon defeat of both of his golems, and players are given the final reward of the dungeon.
Path 3: Koptev[edit]
As with Path 2, the drawbridge will lower allowing access to the three Dredge Bombers guarding the barricade. These bombers will not follow you so, after breaking through at least one of the barricades, you can simply run past them if you don't feel like killing them. However, it is recommended to kill the group of Bombers after the barricade. They will follow you to the next boss if you do not and make it substantially more difficult.
- General Volkov
Volkov has a strong regular melee attack that stacks bleeding. Players who are unable to absorb heavy damage should stay at range. Volkov's burrowing attack deals heavy damage throughout the entire animation. While burrowing, he will deal heavy damage to everyone in melee range. While traveling underground, he deals heavy damage in a line. Finally, he will deal heavy PBAoE damage when he surfaces. Note that he will not necessarily charge in the direction he is facing when he burrows, so be ready to dodge even if it does not look like he is targeting you.
Pull the chain after killing Volkov to open the exit gate. Kill the group of dredge who come running through. You can now either carefully jump down to the left (pausing on the ledge midway down), or fight your way down the ramp.
- Bridge
In front of the bridge is another set of barricades, some dredge and a few spiders. You will be under mortar fire when crossing the bridge. If you wish to, you can run past them, drop down on the left after crossing the bridge, wait for the destroyer patrol to pass, and then follow the ramp up to emerge at the next boss.
- General Molradovich
Molradovich has weak, barely noticeable attacks. However, he will occasionally spawn a ring of fire around a target, indicated by a "fire" icon on your conditions bar. This will deal moderate but steady damage to you and everyone near you. The effect will be multiplied if more than one party member receives the ring of fire effect. If you are unable to out-regenerate the fire, simply move to one of the water geysers near Molradovich to remove the condition.
- Armored Carrier
When approaching the gate, a small group of dredge will popup behind you - dispose of them. When you reach the gate, a dredge Armored Carrier appears. Focus your DPS on the carrier; killing the mobs will spawn more mobs in addition to temporarily making the armored carrier invulnerable, lengthening the fight. If you do kill the dredge too, then the carrier will eventually spawn a Champion (this isn't really worth killing unless your group is unable to handle his attacks while attacking the carrier.) Once the carrier is down, grab the chest and run through the gate, the mobs won't follow you.
- Destroyer of Worlds
The final boss is preceded by two Champion Reverberants - kill these and then proceed through the gate to kill Zadorojny and his troops.
The Destroyer of Worlds itself looks intimidating but is actually fairly easy. His primary attack is to burn the area around him for minor damage and constant burning. This is fairly difficult to avoid and not really worth the effort of doing so anyway so just tank through it. It will also occasionally use a slow smash animation - move out of it. Weaker Destroyer mobs will spawn periodically. It is generally easiest to just ignore them; they don't do that much damage and will die to AoE anyway.
NPCs[edit]
Allies[edit]
- Dredge Disaggregator
- Dredge Excavator
- Dredge Miner
- Fergg
- Koptev
- Krewe Apprentice
- Krewe Researcher
- Rasolov
- Tarleov
- Vambery
Foes[edit]
- Tazza
- Nokk
- Troop Commander Kaeyi
- Taka the Magnificent
- Elite Inquest Assistant
- Elite Inquest Engineer
- Elite Inquest Golemcaster
- Elite Inquest Grenadier
- Elite Inquest Technician
- Elite Inquest Worker
- Inquest Assistant
- Inquest Engineer
- Inquest Extinguisher
- Inquest Grenadier
- Inquest Technician
- Champion Destroyer Harpy
- Destroyer of Worlds
- Destroyer of Earth
- Elite Destroyer Crab
- Veteran Destroyer Harpy
- Champion Dredge Bomber
- Champion Dredge Reverberant
- Elite Dredge Bomber
- Elite Dredge Disaggregator
- Elite Dredge Excavator
- Elite Dredge Mining Suit
- Elite Dredge Oscillator
- Elite Dredge Resonator
- Elite Dredge Reverberant
- Elite Dredge Rifleman
- Elite Sentry
- Foreman Korov
- Foreman Kreutzerova
- Foreman Tomak
- Foreman Webarov
- Foreman Zeleoniy
- General Molradovich
- General Volkov
- General Zadorojny
- The Taskmaster
- War Minister Shukov
- Champion Mark I Golem
- Champion Mark II Golem
- Impasse Mark IV (champion)
- Prototype E-IV Golem
- Prototype F-IV Golem
- Prototype T-IV Golem
- Elite Mark I Golem
- Mark I Golem
Objects[edit]
- Anvil
- Asura Gate
- Barrier Turret
- Dredge Blockade
- Dredge Mortar Cannon
- Dredge Personnel Carrier
- Glowing Rock
Dialogue[edit]
Initial dialogue[edit]
Talking to Karamoleoff:
- Karamoleoff: These are dark times. Tyranny, revolution, and danger are ahead. Are you prepared to go further?
- Yes, I am. (begins cinematic)
- Not yet.
Initial cinematic:
- Karamoleoff: The time for revolution has come. Choose how the people will throw off the yoke of oppression!
- Karamoleoff: Rasolov is leading the charge to free the workers from the growing tyranny of our leaders.
- Karamoleoff: Koptev was an honorable general forced out by a corrupt military. Now he's preparing a campaign to bring them down.
- Karamoleoff: Finally, the asura, Fergg, aims to stop the cruel Inquest still inhabiting these tunnels.
- Karamoleoff: All are abused and suffering, and all need help, but you have to choose where you will bring victory.
After the cinematic:
- Karamoleoff: Talk to me when you are ready to choose your path.
Talking to the NPCs before choosing a path:
- Fergg: Are you prepared to assault the Inquest facilities?
- What's the problem with the Inquest?
- Kudu may have been ousted, but his team is still entrenched. They've even resumed experiments in their laboratories.
- What sort of experiments?
- Terrible ones. The worst things you can imagine done every hour of the day.
- You sound like you know more than you're letting on.
- I'm not pleased to admit this, but I used to be part of Kudu's Inquest organization.
- How do I know this isn't a trick?
- You have no reason to trust me, but I'm being honest with you. I want to stop the Inquest. I need to stop them.
- I have a few more questions first.
- Ask. I'll tell you what I can.
- What's the problem with the Inquest?
- What sort of resistance should we expect?
- Enough talk. Let's crack some Inquest skulls.
- Then let's take care of the Inquest.
- Assuming I trust you, what's the plan?
- We teleport in, bypassing their security, and we shut them down. In, out, fine minutes. I just need an extra set of eyes to keep watch. Understood?
- What about your krewe?
- They'll stay behind and keep the teleporters secure.
- I have a few more questions.
- I'm ready to fight. Let's go.
- I have a few more questions.
- Let's hit the Inquest hard.
- I have a few more questions.
- Enough talk. Those Inquest don't stand a chance.
- Wait. I need to ask you something.
- Let's get in there and stop them.
- What are we up against?
- I have another question.
- Let's clear out the Inquest.
- What sort of resistance will we be up against?
- The usual: golems, the tri-layer security apparatus, and a solid contingent of personnel.
- How do you know so much about the Inquest's inner workings?
- I want to ask about something else.
- No more talking. Let's stop the Inquest.
- I need more time to think about it.
- Koptev: It seems I must accept the help of outsiders to save my people from themselves.
- What are you talking about?
- After the Inquest was driven out, a group of young officers used the chaos to overthrow the old generals, including me. Now, they lead us to destruction.
- What do you mean?
- Their ringleader, Zadorojny, wants to summon a destroyer and use it to wage a war on the surface races. Even if they can control the beast, it will be a disaster for everyone.
- Why would I want to help the dredge with their army?
- Because if they succeed, your people will retaliate and wipe us out. If they can't control the destroyer, it'll kill my people. I don't desire war with you. I just want my people safe.
- I'll think about it.
- Good-bye.
- Not interested.
- No, I don't think so.
- Rasolov: Minister Shukov and his inner circle are mad with power. The time has come to stop his madness.
- Who is Shukov?
- He is our war minister, once a good man who n0w follows the Inquest's cruel methods. We work day and night while he reaps all the rewards.
- You're talking revolution, right? Haven't you tried speaking to Shukov?
- The common worker is meaningless to Shukov. Anyone who licks his boots becomes part of his elite. Anyone who protests gets visited by an armed foreman or overseer.
- What's your plan for dealing with Shukov?
- Revolutions aren't my style.
- I take it you have a plan to deal with Shukov.
- What are you planning?
- We will free all the workers we can. Then, we take our grievances to Shukov himself. He will listen to the people, or he will know our rage.
- I'll help you liberate your friends.
- In older days, we would spit on the idea of outside races helping us, but now we need all the help we can get. If you betray us, you will be buried in these mines.
- Understood.
- That sounds risky. I'll pass.
- I'm not interested in dredge affairs.
Talking to Karamoleoff to choose a path:
- Karamoleoff: How will you help?
- Clear out the remaining Inquest with Fergg.
- Free the oppressed workers with Rasolov.
- Overthrow the military with Koptev.
- I need more time to think.
Talking to Karamoleoff after choosing a path:
- Karamoleoff: I wish you luck, outsider. The people will cheer your efforts.
- Thank you.
Path 1: Fergg's path[edit]
After choosing Fergg's path:
- Fergg: My krewe will stay behind and keep the transaether tethers in place.
- Fergg: The gateway is stable. Let's proceed.
Talking to Fergg:
- Fergg: We have to clear out the Inquest. No excuses, no stopping.
- No problem.
After stepping through the asura gate:
- Fergg: Oh, crackle and spit. The good news, we made it. The bad news, we aren't where we should be.
- Fergg: The worst news, we've likely set off every alarm in this complex.
Moving into the facility (cinematic):
- Tazza: Fergg. You're behind this alert? You know better than breaching the facility. Wait...where have you been?
- Fergg: Tazza, I thought you would have left with Kudu. I...didn't expect you here.
- Tazza: What, and let these moles take over our facility? What kind of an apprentice would I be?
- Tazza: Speaking of which, it's good to have you back. I need you to keep these idiots in line. Lock up your new subjects there and —
- Fergg: No, Tazza. Things have changed. I've got a new krewe. I've...I've come back to stop you, to stop all of you.
- Tazza: I knew one day you'd snap. Rats aren't enough for you. Fine, this should be fun.
Approaching Tazza:
- Tazza: If I wanted excuses, I'd ask you for them. Now get this golem working!
- Elite Inquest Worker: But the power couplings are unstable. If we activate it now, it could attack us.
- Elite Inquest Worker: *screams*
- Tazza: Must I repeat myself?
- Elite Inquest Worker: N-no... We'll get it working! Please, no more.
Encountering Nokk:
- Tazza: Nokk, employee reviews are approaching. Impress me by killing Fergg. I'll make it worth your while.
- Nokk: Oh, absolutely. Promotion, here I come.
Final encounter with Tazza (cinematic):
- Fergg: Enough, Tazza. It's over. Just surrender. It's the only sane answer to this situation.
- Tazza: Strange thing to say, since you killed everyone to get here. Admit it, you're proficient at pain.
- Fergg: You don't need to remind me. I clearly recall what I have done. I remember all too well.
- Tazza: And your next step? Returning to Rata Sum? With your reputation? How about this: join me, Fergg.
- Tazza: I won't hold today's...outburst against you. Just kill your friends and we'll build the Inquest into something amazing.
- Fergg: I think we both know I'm not about to do that.
- Tazza: Oh, sweetie. You're truly delusional. Luckily, I have a cure for that. Rather fatal. Good-bye, my darling butcher.
When Kaeyi summons more asura troops:
- Troop Commander Kaeyi: Ow! Hey, I'm getting attacked over here!
- Troop Commander Kaeyi: Are you waiting for an invitation? Help me out here!
- Troop Commander Kaeyi: Your assistance is required!
After defeating Tazza (cinematic):
- <Character name>: I'm sorry, Fergg. I know this must have been hard.
- <Character name>: The Inquest has been cleared out, and the skritt aren't in danger. That's something to be proud off.
- Fergg: You didn't see this place through my eyes. You don't have memories of the screams and the blood.
- Fergg: Tazza's correct. I can't go back to Rata Sum. I'll stay here, try to clean up the messes made in the name of "science."
- <Character name>: You sure? What if the dredge learn you were Inquest? They'll kill you for what the Inquest did to them.
- Fergg: Then I get what's coming for me. Maybe it will zero-sum this whole diabolical affair.
- Fergg: For the first time in ages, I feel like I've done something positive with my life. Thank you.
Path 2: Rasolov's path[edit]
After choosing Rasolov's path
- Rasolov: You have made the right choice.
- Rasolov: The time has come to liberate the abused workers.
Talking to your allied Dredge
- Rasolov: Shukov's days are numbered. We will end his cruel, selfish reign.
- Count me in as an ally.
- Vambery: Welcome, comrade. Any friend of Rasolov's is a friend of the cause.
- What's going on here?
- Revolution! The overseers have abused the workers for too long. Rasolov will help us break their terrible chains. The workers shall have respect again!
- Good-bye.
- Good-bye.
Encountering dredge at the blockade:
- Elite Dredge Resonator: Traitors and outsiders!
- Elite Dredge Resonator: Hold the line. I'll warn the others.
After defeating the dredge at the blockade:
- Koptev: Now they know we are here.
Encountering more dredge:
- Elite Dredge Rifleman: Intruders! Get them!
At Foreman Kreutzerova
- Foreman Kreutzerova: The one who digs the most, will get the most rations!
At Foreman Kreutzerova (cinematic)
- Rasolov: Foreman, you're forcing these people to work against their will.
- Foreman Kreutzerova: What? Lies! They love hard labor. The only thing I force them to do is stop for food and sleep.
- Rasolov: Then you won't mind, if I take them out for a little break.
- Foreman Kreutzerova: A break? That's not very patriotic. I'm afraid I must ask you to stop interfering with our progress, friend.
After defeating Foreman Kreutzerova
- Rasolov: My friends! You are free. Now, join with us and spread this freedom to all of the oppressed.
- Dredge Miner: Rasolov! It is worse than you know. Kreutzerova installed four of his most violent lackeys to supervise our comrades.
- Dredge Miner: They are spread all over the facility, forcing the workers to mine until exhaustion.
- Rasolov: We shall remove them from power. Today, they will know the true might of the workers.
Everytime you defeat one of the foremen
- Dredge Miner: At last, freedom! Thank you.
After defeating the foremen
- Rasolov: Gah! The gate's been shut from the other side.
- Tarleov: Do not despair. Let me get a small stone and open the door.
Protecting Tarleov
- Rasolov: Good. Now, everyone, keep this worker safe.
- Dredge Disaggregator: Fire!
After breaking the door open
- Tarleov: Go on, friends. Break Shukov's iron grip. I shall watch the door.
Pushing further into the mine (cinematic)
- Vambery: Rasolov. Has the time finally come?
- Rasolov: Yes, old friend. Raise the cry! The workers will not be exploited anymore!
- Vambery: Shukov knows you are coming. Overseers are everywhere, keeping the people afraid.
- Rasolov: Then we break them, one by one. Thugs and lackeys will not stop us.
After the cinematic
- Vambery: Rasolov! The Taskamster is here!
- Rasolov: Lead him into the smashers. It should weaken him.
- Vambery: Rasolov, look. Guards everywhere, and Shukov has unleashed the Taskmaster himself.
- Rasolov: Let him come. We will break the tool of the oppressors.
- Rasolov: And after him, we tear down Shukov and his bootlicking followers.
Defeating the Taskmaster
- Rasolov: Another lackey driven into the dirt. Keep pressing onward to Shukov.
- Vambery: You have the people behind you, Rasolov.
- Rasolov: Victory and freedom! Both are within reach! Forward!
Closing on War Minister Shukov
- Rasolov: That should do it. Now, stand back!
- Vambery: Victory!
- Rasolov: Now forward to Shukov.
Encountering War Minister Shukov (cinematic)
- War Minister Shukov: Rasolov! How dare you bring your madness into this chamber?
- Rasolov: The people demand fairness. You will give the workers the respect—
- War Minister Shukov: Respect? They will earn it through busy hands and silent mouths. All other paths shall be crushed!
- War Minister Shukov: The machines of the New Era will end this rebellion here and now. Suffer and die, traitor.
After defeating Shukov (cinematic)
- Rasolov: I don't know if the rebellion will spread, but today my friends will be treated fairly. I was raised to hate outsiders and believe that our leaders care for us.
- Rasolov: And yet Shukov was ready to put us in chains, just as the dwarves once did. And today a group of outsiders helped me stop Shukov. Remarkable!
- Rasolov: But enough pontification. It is time to celebrate!
Path 3: Koptev's path[edit]
- Koptev: Are you ready for battle? I trained these soldiers myself. You'll be fighting the sharpened steel of the dredge army.
- Koptev: But remember, kill those backstabbing generals. We have to stop them before they raise that destroyer.
Talking to Koptev:
- Koptev: Hurry, outsider. If Zadorojny wins, the destroyer will burn everything in its path.
- Got it. Let's go.
First encounter with dredge enemies:
- Elite Dredge Resonator: This doesn't look like the forward patrol.
- Elite Dredge Resonator: Koptev! I thought he was executed by the generals!
- Elite Dredge Resonator: Hold him here. I need to report to Zadorojny.
Upon approaching General Volkov:
- Elite Sentry: Sir, intruders. I think...it's Koptev!
- General Volkov: What? No. Oh, no. I mean, kill him. Do it, now!
- Koptev: Volkov, you bootlicking idiot. I trained you to be an officer, and you stabbed me in the back.
After defeating General Volkov:
- Koptev: Reinforcements. Cover the flank.
At the bridge:
- Koptev: Barriers and mortars. Molradovich must be ahead. Careful. He will make crossing the bridge difficult.
Approaching General Molradovich:
- Koptev: They've beefed up patrols. Careful. I trained these men well.
- Elite Sentry: Enemy inbound! Stop them!
- General Molradovich: They've breached the barricades!
- General Molradovich: Hold them on the bridge. The cannons will finish them.
- Koptev: Incoming.
Every time Koptev thinks the party is going the wrong way:
- Koptev: No no no. We should go to the armory. That's where Zadorojny is likely to be.
After defeating General Molradovich:
- Koptev: Good riddance, traitor. On to Zadorojny. It's time to end this madness!
Upon encountering the Dredge Personnel Carrier:
- Koptev: Armored carrier! Smash it before we're overwhelmed!
Approaching/early into General Zadorojny battle:
- Koptev: Zadorojny, stop! You'll provoke the surface races into destroying us.
- General Zadorojny: You had your chance. The Inquest showed us the way to power, and it is war with those weaklings up there.
- Koptev: They are preparing to battle dragons. Attack them, and we'll be lucky if enslavement is the worst we get!
- General Zadorojny: Did your new decadent friends tell you that? You disgust me. Guards, kill them!
When General Zadorojny summons the Destroyer of Worlds:
- General Zadorojny: Rise and wage war for the dredge!
After defeating General Zadorojny and the Destroyer of Worlds (cinematic):
- Koptev: After today, the generals will have few followers remaining. Rounding them up shall be easy. They have no destroyer to hide behind.
- Koptev: We'll make an example of those traitors. Now, you should go. What happens next does not concern you.
Notes[edit]
- In-game description:
“The Sorrow's Embrace explorable mode is now available. Remind those dredge who's boss! (The story version must be completed first.)
— Level 65 reward