GW2 Seeds of Truth Living World Story Achievements Guide
GW2 Seeds of Truth Living World story achievement guide. Both Meeting the Asura and No Refuge achievements are now available.
Meeting the Asura
You will need to do this instance at least twice. Once to get Aggressive Infiltration and another to get Invisible Infiltration as these two achievements are mutually exclusive. The achievement Unforgiving Infiltration can be done with either of the two achievements but I personally did it with Invisible Infiltration as I felt it would be easier given lack of combat.
Invisible Infiltration – 15 pts
You goal is not to get detected at all during this instance. There are a couple of ways you could get detected
- Standing inside a golem’s orange circle
- Standing inside a white cone from the Asuras when you are not in stealth
It is safe to stand inside the white telegraphs from the Asuras when you are in stealth. However, if you try stealth knockdowns, you must do it away from the white telegraphs as they will turn orange at the last second and detect you.
First room is fairly easy, you should knock out 4 Asuras, starting from the nearest and work you way down to the one next to the alarm. The patrolling Krewe Guard can be knocked out if he stops but it is not necessary.
There are two alarms you need to disable with a patrolling golem in the middle. If you disable one of the alarms, the golem will rush in to repair it. Therefore, you should only disable the first alarm when the golem is furthest away from you. Once the first alarm is disabled, run straight to the next alarm and disable it before the golem has time to repair the first alarm.
This room combines the mechanics from the first and second room. I find that it is easiest to knockdown the patrolling guard at the very back and then work your way to the front.
The patrolling golems will wander dangerously close to the alarms but will not detect you if you hug the alarm. After you take out all the asuras in the room, you need to disable the two alarm switches in the same way you did in the second room. You will need to interact with them more than once since you will fail the first due to the golem standing in the middle. On the second alarm, the golem has to walk to it from the first alarm and the distance is much longer than from the middle.
The boss fight has 3 phase, progressively getting harder each phase
Phase 1: Knock down Vorpp. Fairly simple to do. Run next to Vorpp and just do a stealth knock out when Vorpp switches his telegraph away.
Phase 2: You need to disable the shield generator that Vorpp lands in. I typically do this by waiting at a shield generator that is 2 generators away from Vorpp’s current position (he always travel in the same direction so you can predict where he will be next). Once Vorpp lands in the nearby generator, I wait for the guard’s telegraph to move away. The timing can be a bit off at certain generators but you generally don’t want to disable the generator until 5-6 seconds after the guard shift his telegraph away. If you don’t wait and disable the generator immediately after the guard shift his telegraph, you may disable the generator prematurely. This is the case with the challenge mote so I am not sure if that is still an issue without it. If done correctly and Vorpp lands in the disabled generator. You can usually do a knock out on him immediately unless the nearby guard’s telegraph blocks his body.
Phase 3: Phase 3 is a bit more difficult due to the addition to golems around each shield generator. The way you remove the golems is by interacting with the closest Holding Cell Panel. You do have becareful when activating them as two guard’s telegraph will from time to time land on top of the panel.
Once the golems are distracted, you can do the same thing you did in phase 2 and do a final knockout on Vorpp to finish the fight.
Achievement is granted at the very end of the instance after you have talked to Marjory again.
Aggressive Infiltration – 10 pts
I advise you to do Aggressive Infiltration after Invisible Infiltration as you will know how to knock out all the guards in each room. The goal here is to not die and trigger every alarm in every room. Some rooms have too many mobs so you will need to disable them in stealth to reduce their numbers
Caithe’s skill come in handy with this achievement. #5 is a very powerful AoE that should be used on cooldown in combination with #8 skill. Your heal also have a low recharge so you can heal up often. If things don’t go well, don’t be afraid to use the stealth elite to recharge your heal or #5 skill.
Knock out all the Asuras in the room except 1-2.You can knock out the patrolling guard as well if he stops but I typically just use the pair on the left to trigger the alarm.
Run next to the big golem. This will trigger the alarm and cause all the smaller golems to attack you. Use #5 skills on them to finish them off quickly.
Use stealth takedown to disable all the asuras in the room and then run into the golems to trip the alarm.
You can disable Vorpp’s shield from stealth for phase 1 but for phase 2 and phase 3 you need to trigger the alarm (I did it twice for phase 2 and phase 3 but apparently that wasn’t necessary). None of the guards can be disabled from stealth so you will just need to fight them all at once. Use your elite Stealth skill if things get bad and kite them around if necessary until your big hitters like your #5 skill or your heals come back up.
Unforgiving Infiltration – 20 pts
See the video under Invisible Infiltration. If you find it hard pairing with Invisible Infiltration you can do a separate run of the instance for the challenge mote alone.
The Challenge Mote is located at the start of the instance, at the location where you talk to Marjory.
While you can do all 3 achievements in one go, it is not recommended as the Challenge Mote will make Dodgy Crowd a bit annoying to do. Therefore, I would recommend doing Dodgy Crowd and Don’t Tread on Me in one instance and then repeat it for the challenge mote. This is assuming the most optimal case where you succeed on the achievement in first try.
Don’t Tread On Me – 5 pts
You need to avoid getting trampled or charged by the centaurs. The key here is to maintain your distance, use #8 skill a lot to damage the centaurs from afar. If you suspect one of them will try to charge/trample you (they either run toward you in a straight line or light up ), dodge away just to be safe. #4 skill may help as well since it is a ranged skill that can immobilize the centaurs for you at the same time.
- Watch out for Lancers and Peacekeepers as they tend to be ones doing most of the tramples/charges.
- Newly arrived centuars also have a tendency to charge into you as well.
Stealth will also help you out as you can use Shadowstep (#1 skill) to repeatedly damage the veteran centaurs for high damage without breaking stealth. If you see them grouped up use #5 skill and move around them so you have more time to react in case one of them tries to charge or trample you.
Dodgy Crowd – 10 pts
This achievement can be a bit frustrating if you don’t know the mechanics behind some of the attacks. You need to avoid Sandpools and Windwalls while fighting the boss. With challenge mote, this is much harder due to the fight lasting much longer and more windwalls at the end.
Sand Pools come from two sources: The boss can throw one down around him (this happens a bit rare) and also they spawn everytime an earth elemental is killed at the location of the corpse. Because of the possibility of the boss just dropping a sand pool on me (you have no time to react if this happens), I move constantly on this fight and kill the earth elementals away from the boss.
Knowing that sand pools from earth elemental’s corpse, you can avoid them by killing the earth elementals by either using the #8 Caltrops trap or using the #5 skill while moving. This will ensure you are not next to their corpse when they die and get sand pools under your feet.
For wind walls, there is a slight warning before they spawns. If you watch your minimap religiously, you will notice a red ping on your minimap that tell you the spawn location of the wind walls. Nonetheless, they are fairly easy to avoid and you can dodge through them or #7 skill to cross over them.
When the time comes to damage the boss when his earth shield is down, I like to use stealth as this converts my #1 skill to a shadowstep that hits fairly hard. All I need to do is stealth, target the boss, and then press #1 repeatedly to stab him. You have to becareful if there is a sand pool near him as the shadowstep can cause you to step in it. This seems to lower the chance of the boss spawning a sand pool on you when you are attacking him.
Wicked Rodeo – 15 pts
This is the challenge mote achievement that really only change the boss fight at the very end. Challenge mote is at the very start of the instance before you do the time travel thing so don’t forget to grab it.
The changes with challenge mote on the boss fight is that he takes much less damage before going invul, making the fight last much longer. In addition, more and more wind walls spawn as the fight go on, with 4-5 wind walls on screen at time near the end where it can get really hectic.
Generally you want to kill the earth elementals near the walls so you can have more room in the middle for the last couple % where where you wind walls coming in from all sides. However, this can be risky if you are near a wind wall spawn point as you can get instantly nailed by the spawned wind wall without time to react.
Having Endurance Regen food like Orrian Truffle and Meat Stew (40% endurance regen) is really nice to allow you to get more dodges. Also make use of your #3 and #7 skills as they act as dodges as well. Generally I use these skills first and only use dodge when they are on cooldown as it is more predictable with dodges.