Testing Station 24

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The entrance is halfway hidden in the dark, unfinished construction. It seems abandoned.

Testing Station 24 is an Overland Dungeon, featuring a unique boss fight, and can be completed solo or in a party. Overall difficulty is also scalable, allowing for increased challenge and rewards granted upon completion.

Details

They say the heart of 24 is pure dark. Not cursed—just the kind of darkness that grows when men start tinkering with the natural order. <Talk about the theme of the station, i.e. environmental hazard, etc.>

Puzzles / Hidden Rooms

Recorded Dialogue

Solido Projection

SOLIDO PROJECTION: Caution! You are entering a hazard zone. Entry to this (unintelligible)... is not adviced. This is (static) was to be ... Imperial Desert Testing Station No. 24. I am (static) a more efficient sand compaction techniques. The underlying geology proved unstable and before (unintelligible) and whole sections sank into the sand. Along with most of my crew... I have accepted full responsibility for this disaster of course. As the Orange Catholic Bible says: "He (unintelligible) foolish (unintelligible) ...and the winds blew and beat upon the house...and it fell. And (unintelligible) the fall of it." And great was the fall of it.

Shigawire Recorders

SLAVER: We've had some setbacks, but I'm sure we can still come out ahead. I mean, these things were made to work, right? Each one of 'em is worth at least twenty regular slaves. If the Free Traders were smuggling 'em then... they've gotta be worth a bundle, right? Only trouble is, they're uncontrollable. Damn things will try to kill you if they get half a chance. Lemenger's sure he can get 'em sorted out though. Meantime, keep your guard up in case any of 'em get loose. And watch your step around here - Chavez was careless and got pulled down into the sands yesterday. Stupid sap.  
DR. LEMENGER: All right, Flint, the shigawire is rolling and we are all set for the test. Now remember, I'm going to let the subject free and he should respond to my orders. If he hesitates to follow directions, I will instruct you to fire a controlled burst from your flamethrower - in the air! You know how they don't like the light. It should correct any improper behavior. Just be certain to wait for my order! Let's begin. L31, come out... Good!
FLINT: God! I forgot how ugly those things were!
DR. LEMENGER: Shut up, idiot! We don't need your distractions. L31, I want you to pick up that shovel for me. That's right. Good! 
FLINT: I don't like the way it's looking at me! Let's give it some light! 
DR. LEMENGER: No! No! You're provoking him! Stop!
FLINT: It's coming for me! I'm lighting it up!
DR. LEMENGER: NO!
FLINT: Don't worry, Doc, that's finished it.
DR. LEMENGER: You absolute fool! These poor things are far better at following orders than your kind. Get out!
 SLAVER: I'm telling you, Lemenger's gone off the deep end. He won't even come out of there anymore except to demand food and water. Just him and those things, alone in the dark. I swear I hear him singing to them at night! He's becoming more like one of them every day. I don't trust him. If we don't see some results soon, I say we cut our losses and head back to Harko.
 DR. LEMENGER: I was able to use the creatures' aversion to light as a means of temporarily controlling their behavior but they wouldn't obey for long. At last, I discovered the problem: There are servo-stems embedded in the Suboids' brains as a means of controlling them. Without the proper command mechanisms, I cannot direct them. There is only one solution: I must remove the servo-stims. Finally, after so many frustrations, I have achieved success. I removed the controlling servo-stim from the brain of subject L48. He survived the procedure and is recovering nicely. He is already more receptive to my commands. I will use the same process to free the others. It is very rewarding to see how my little subies have changed after the servo-stims were removed. Not only do they now obey my commands, but they've also begun to follow me around like a pack of faithful hounds! I admit, I've become quite attached to them. I don't like the way my former associates treat my dear subies. Why, any one of my pets has twice the intelligence and charm of those clods! We don't need them. We're happy here...in the dark...together.

Boss Fight

Doctor Lemenger

Boss Stats

Overview

Lemenger has a Bene Gesserit kit and uses a short blade for fast attacks. As the boss fight is currently, we'd recommend using a shotgun or another ranged weapon like Seethe or the Regis Tripleshot Repeating Rifle that allows you to deal huge damage at close range.

For most of the fight you will want to basically backpedal, chunking him down while staying just out of range of his attacks.

Throughout the fight, Lemenger will disappear (he has two 'vanish' abilities). You can press the light switches around the room to reveal and stun him.

With fast melee attacks (like dual blades) you can prevent Summon Suboids сonstantly attacking the boss and blinding him with the button. His AoE attack (Bindu Blast) can be dodged with a dash.

Strategies

Phase 1: Basic Abilities

In Phase 1, Lemenger has three key abilities:

  • Bindu Push
    • Lemenger fires a bolt of energy in a straight line towards the target, dealing moderate damage that pierces shields.
  • Alpha Strike
    • Lemenger teleports behind the target, attacking immediately.
  • Bindu Blast
    • Lemenger deals damage in an area around him, applying a debuff to anyone caught within the blast that drains energy on dash.

This fight will be fought at close quarters so you need to stay on your guard as the cast time on Lemenger's abilities are very short. Lemenger will pair Alpha Strike and Bindu Push, to teleport right behind you and fire out a frontal ability that will kill you on higher difficulties if you get caught in it. Dash is your best friend in this fight.

Phase 2: Summon Suboids

In Phase 2, Lemenger will gain a new ability, 'Summon Suboids', teleporting away to another location of the arena and summoning two Suboids to aid him. On higher difficulties, this is where things start to get challenging.

You will want to wait until the Suboids are nearby and then hit one of the light switches that surround the room (they look like green buttons). This will stun both Lemenger and all Suboids for a few seconds, giving you time to kill the Suboids before the fight restarts.

The cooldown on the lights is quite long so you will likely get another Summon Suboids phase without the aid of the lights. Just take your time and work on killing the Suboids before turning your attention back to the boss.

Phase 3: Vanish

In Phase 3, Lemenger will gain his final ability, 'Vanish'. As it is currently, this ability is very underwhelming and can actually be beneficial. Lemenger will disappear in a puff of black smoke and then auto attack you when he reaches you, invisible, a few seconds later.

You can use this time to heal, reload, or proc an ability like Energy Capsule. Just dash away when he pops out of Vanish to attack you.

You'll also have to deal with all of Lemenger's other abilities in this Phase.

Rewards

Unique drop for 24 station:


Wayfinder Helmet

Executor's armor set

Feyd's Drinker dagger

Cauterizer dagger

Desert Garb light chest

Villari's Stillsuit set

Elohim-Class Suspensor Belt

Yueh's Reaper Gloves