GW2 Canach’s Lair and Subdirector Null guide
A guide to defeating Canach and Subdirector Null included with the GW2 Last Stand at Southsun patch.
The entrance to Canach’s Lair is located just south of Lion’s Point Waypoint
Completing Canach’s Lair on storymode (soloable) will grant you the Canach Trapper achievement while completing Canach’s Lair on explorable mode (5man) will grant you the Subdirector Null Demolitionist achievement.
You can also get the Lair Light-foot achievement from either instance but it is a lot easier in storymode.
Canach’s Lair is a soloable instance with just Canach at the end. Make sure you pick up the Mine Detector at the entrance of the instance and get familiar with its controls
1) Scan for mines – this reveals each mine’s area
2) Disarm land mine
3) Disarm poison gas mine
4) Disarm caltrop mine
Canach cannot be damaged via any normal means (except via conditions). Instead, you must knock him or run him through one of the disarmed mines. You must first scan the area to determine the type of mines near you and then use the corresponding skill to disarm it. Once a mine is disarmed, it turns green and can be used to damage Canach instead.
Land Mines damage Canach the most so make sure to disarm them (#2) and drag him over it or knock him into it as much as possible. Caltrop mine will slow Canach down.
Watch your chat window for the message Canach is preparing to detonate all of his mines. Get to safety! When this happens, all the armed mines will explode and will respawn a few seconds after. Right after they have respawned, they are yellow and cannot be disarmed. Once they turn red, you can disarm them again.
This is the best place to get the Lair Light-foot achievement as long you don’t get knocked into any of the mines by Canach.
- 10 karka shells
- 1 Bag of Coin (give out 1 gold)
- 1 Keg of Liquid Karma
- 16 silver and 1175 karma.
Note that this reward is now account bound and is a one time reward.
You will encounter this boss on explorable mode (5man). This fight is a bit challenging and requires coordination from all party members to ensure a successful kill.
It is a good idea to have all party members clustered near a corner of the cave with mines nearby. Having your party members running wildly in the entire cave increased collateral damage and lessen the chance of getting Subdirector Null into the disarmed mines.. This is especially important near the end of the fight where Subdirector NULL has a soft enrage mechanic.
There is a good spot near the entrance of the cave (to your right) where there is a single poison gas mine that you group can gather around and just run Subdirector NULL over when he gains damage immunity buff.
While fighting Subdirector NULL, you will receive a message about his shield (Subdirector NULL has increased shielding to shrug off damage. Try using a land mine.). When you get this message, Subdirector NULL will become immune to damage and you must disarm the ANY mine and run him over it to remove his immunity buff. You can only scan and disarm mines with the Mine Detector which you can pick up inside the instance.
Note that this mechanic might not be working as intended as any disarmed mine will work in removing the buff.
To disarm a mine, first use your #1 skill to scan a mine and then use the corresponding skill (#2 for landmine, #3 for poison mine, and #4 for caltrops mine) to disarm it. This will disarm the mine and turn it from red to green.
Here are the icons for each type of mine (Landmine, Poison Gas, Caltrops from left to right)
Subdirector NULL is working to rearm all of its mines.
This is where Subdirector NULL recharge all the mines you disarmed so you can disarm them again if necessary to remove his shield.
Subdirector NULL is preparing to detonate all of its mines to trigger a cave-in. Get to safety!
Move away from the red circles surrounding the mines and you will avoid the damage.
Subdirector NULL is summoning orbs of rampant energy. Avoid them.
These orbs will have an AoE circle that dish out periodic damage to anyone standing inside them. They are fairly easy to avoid so you shouldn’t have to worry about them too much.
Subdirector NULL is summoning repair turrets. Destroy them.
These turrets have very low HP but they will heal NULL is they are not killed quickly.
Subdirector NULL is beginning to electrolyze you. Defeat it before it kills you.
This is a soft enrage mechanic that triggers at around ~20% HP. It will stack an increase amount of electrolyze stacks on party members that deals damage over time. The longer you take to kill Subdirector NULL, the more stacks you party members get and the more chance for everyone to die from Subdirector NULL.
In addition to the normal chest that reward you with some greens and a karka shell, you also get a bonus chest that reward you with a rare and a swig of karma as well as 50 silver.
- Bonus (daily) chest is account bound and reset daily