The party starts in front of a mined underwater passage. The players need to swim and avoid the mines. Triggering a mine is instantly lethal. Players should beware of mines hidden behind the scenery and therefore invisible from the expected view angle (on the ceiling and among the algae).
After exiting the mined passage, the party will meet Inspector Kiel and face two groups of Aetherblade attackers. Once the Aetherblades are defeated, the party will need to pass trapped gantries.
The first gantry is relatively simple: the ground is divided into sections that "light up" periodically, killing players who step on them. During each phase, there will be several squares that will not light up, allowing the party to move from one safe section to the next and stay there safely during the "lit up" phase.
- Evasive movement skills like Whirlwind Attack can cross tiles safely.
After the party crosses the first section, they will face a single Inquest enemy. While very easily dealth with even for a single player, the Inquest enemy does have a knockback attack - which can knock a playeer back into the lethal puzzle area, killing them. Stability, dodging and blocking will help.
Once past the puzzle, the puzzle can be disabled using terminals, allowing the players who have not yet passed the puzzle to move freely. Similar to the puzzles in the Uncathegorized fractal, multiple terminals can be used by a single player if the use a skill to remove the immobilize effect.
On top of the slope, the party will face another trapped puzzle section. The entire floor is covered by a series of rotating force fields, forcing the players to run in the free spaces between the fields. Dodges and invulnerability skills can help. Once past, the puzzle can be deactivated by using terminals.
there are two holographs of a dancing female in the puzzle section. Using the /dance emote at both location grants an achievement.
Once past the puzzles, the party will face the cannon barrage section.
The party will need to defeat several waves of Aetherblade attackers while under fire by cannons.
After the waves of Aetherblades are dealt with, the door opens and players reach Frizz, the final boss of the fractal.
The fight starts with the party facing Frizz and a small number of Inquest and Aetherblade guards. Once Frizz takes some damage, he retreats into the shielded forcefield in the center of the room, summons defense golems and activates the room's forcefield defences.
This section of the fight has the party face a small number of golems while a rotating forcefield forces the party to keep moving. Forcefields inflict heavy damage on the players they sweep over and boost the golems, granting them a short term blocking ability. The forcefield damage cannot be negated by dodging through the forcefield. The party needs to kill the golems to advance to the next phase.
- Phase one — The room is swept by a single fast half height forcefield. The forcefield can not be run from, but can be avoided by jumping on top of crates of supplies helpfully provided in the room. Players can simply stay on top of a crate stack, but beware, as the golems can pull the players off the crates.
- Phase two — The room is swept by a single slow full height forcefield. The forcefield cannot be avoided and the party must keep running around. It is advisable that the whole party stay in the same half of the room to be able to damage golems reliably.
- Phase three — The room is swept by both the slow full height and fast half height field. The party will therefore have to keep running and keep jumping on top of crate stacks to avoid the fast forcefield.
Once the third set of golems is dealt with, the forcefield generator malfunctions and collapses on Frizz, killing him.
- The Fractal reprises the first part of the attack on the hidden Aetherblade base in Lion's Arch as encountered during the Sky Pirates of Tyria release.