
Thereby Hangs a Tale
Infiltrate the prison. Meet Sayida the Sly outside the Mordant Crescent Great Hall. Allow Sayida to put you in manacles. Let Sayida hand you over to the Mordant Crescent. Escape the cells. Speak with Zaeim. Find a way to escape your cell. Take the jailer's key. Free Zaeim. Collect your gear. Escape the dungeons. Escape the prison. Defeat Warden Amala. Leave the Great Hall. Get your communicator. Give the coin to Sayida the Sly. Investigate the commotion outside. Defeat the Great Hall defenders. Plan your next move with your allies. Complete!
Meet Sayida the Sly south of the Mordant Crescent Great Hall. After a brief discussion, she will make you her prisoner, which applies the Shackled effect, and lead you to the front gate. Warden Amala will emerge from the hall and, once Sayida has made a deal with her, knock you out. You will awaken in a cell room, and Zaeim, another prisoner will give you a brief on what happened. You will need to find a way to escape your cell, with each profession having a different way of breaking out: Mesmers can interact with the Cell Bars to gain the Blink skill. Rangers can interact with the Remains to gain the Vermin Call skill that can be used to destroy the Cell Door Lock. Revenants can channel the power of the Legendary Prisoner Palawa Joko to escape. Warriors can channel their rage and punch through the bars. Guardians can use Hammer of Unchaining to smash their way out. Elementalists can Conjure Slag Axe to melt the cell bars. Thieves can pick the lock. Engineers can interact with the debris to remove cell bar hinges. Necromancers can summon a Flesh Wurm to use Necrotic Traversal. Only the instance owner can use their appropriate method above. Once you've made it out of your cell, take the nearby's Jailer's key and unlock Zaeim's gate. Grab your equipment from a nearby weapon rack and join Zaeim in escaping the dungeon. At this point you can interact with the book 101 Things the Mordant Crescent Doesn't Want You to Know! next to a corpse in one of the cells for the Library Detective achievement. The path outside will be riddled with Awakened forces - try and avoid their line of sight, indicated by a white radius in front of them. If you are seen (by entering the radius), you will have to fight the Awakened forces. Climb the final set of stairs and unlock the gate. Once you've gone through the gate, you'll enter a large hall, where a fight is taking place between members of the Sly Crew and Warden Amala. Warden Amala will be transforming throughout the fight, calling upon different human gods. In the first phase (occurring between 100 and 85% health) she will leap across the room, creating circular AoE attacks, as well as occasionally blocking. Once she reached 85% health, she will have a break bar that you can break. If broken, she will be stunned for a short period of time. Regardless, she will call upon Lyssa, creating multiple clones inside the room. An easy way to identify the "real" Amala is by the legendary rank border around her icon in the UI. She will continue teleporting and switching places with her clones until you get her to 70% health, at which point she will call upon Melandru. Attacking with her scythe, Amala will spawn several AoEs that knock back. At 55% health, the power of Dwayna will be called upon, attacking with various lightning AoEs that inflict daze. At 40% health, she will call upon Grenth, using more leaping attacks and grasping hands to inflict bleeding and crippled. As her final phase, which she enters at 25% health, she will call upon Balthazar, forming multiple fiery AoE attacks that can quickly fill up the room. Finish her off and obtain your communicator from her in order to talk to Taimi, who will brief you on what happened before being interrupted by Palawa Joko. Sayida the Sly will expect payment for her help, so talk to her and give her the coin. Go outside the hall into the courtyard which is being defended by Awakened forces. Alongside Zaeim, Sunspear and Sly crew members, clear the defending forces. Talk to Rytlock to finish the story.