Genesis Point

First General Horoth ordered Genesis Point built as an underground base for the Devil's most secret military operations. {{Quest
 * name=Genesis Point
 * adpack=The Devils of Shavarath
 * level=19
 * duration=Very Long
 * solo = 5244
 * normal = 9060
 * hard = 9380
 * elite = 9700
 * loc=Genesis Point
 * npc=Sebi
 * zone=Amrath
 * patron=The Yugoloth
 * favor=8
 * free=no
 * mappic=M genesis point.png
 * maplegend=yes
 * loadingpic=Questloading GenesisPoint.jpg
 * overview=Sebi the Yugoloth has sent you to find Genesis Point, a Devil base on the surface of Shavarath. Once inside the base you are to contact a Yugoloth infiltrator, who will give you further instructions. (NPC dialog available here)
 * obj=
 * Speak with the Yugoloth infiltrator
 * Activate the portal lever in each control room
 * Destroy the suspicious cargo
 * Free the prisoners
 * Slay Genesis Point's elite guard
 * Destroy the magical focus
 * Use one of the access levers on the upper level to open a door to the Secure Level.
 * Strike one of the four strategic objectives on the Secure Level.
 * (Optional) Destroy all five portals in the portal bay (West wing): {{Calculated XP bonus|solo=5244|normal=9060|hard=9380|elite=9700|percent=10}}
 * (Optional) Kill the Demon informer (North wing): {{Calculated XP bonus|solo=5244|normal=9060|hard=9380|elite=9700|percent=30}}
 * (Optional) Find and kill all three of the soulbound mephits (South wing): {{Calculated XP bonus|solo=5244|normal=9060|hard=9380|elite=9700|percent=30}}
 * (Optional) Slay Primus Llotiquth (East wing): {{Calculated XP bonus|solo=5244|normal=9060|hard=9380|elite=9700|percent=10}}
 * expect=
 * Traps (fixed, they don't require rogue skills to be disarmed)
 * Maze (fixed layout)
 * Spawning/respawning monsters
 * Party Required 2+ (maze levers)
 * traps=Spinning blades in south maze area
 * misc=
 * Lever Solution
 * If you are unable to access end boss areas as described further below due to incorrect use of valves & levers:
 * Go to each upper area with levers and use the lower LEFT button/valve on each, followed by using the main large lever in each room also.
 * This will then lower the blast doors and open the way to at least the Mephits end fight area.

Short Explanation

 * Quest Layout
 * This quest has an Upper Level and a Lower Level; both of which are circular.
 * The Lower Level is divided into four quarters, each of them has a corresponding "control room" on the Upper Level.
 * Control Room
 * Each control room may consist of a following set of controls:
 * Lever inside a red pit ("Lever A"): Opens up a portal to the Lower Level (require all 4 levers)
 * Lever inside a force field ("Lever B"): Opens up one of the four ending options (can only choose one)
 * Control Panel with buttons/valves ("CP"): Controls something on the corresponding Lower Level
 * Levers to the left/right of the control panel ("Lever L/R"): Open/close up doors on the Lower Level's corresponding position (can only be used once)
 * Levers in a batch of three that appear further to the left/right of the control panel ("Lever LLL/RRR"): Close up doors to the corresponding ending options (can only be used once)
 * Be careful - misuse of "Lever L/R" and "Lever LLL/RRR" can render key areas become inaccessible, and result in quest failure!
 * Quest Flow
 * Head north and travel through the Upper Level clockwise.
 * In the west control room:
 * Hit "Lever A"
 * Hit "Lever L"
 * Hit "CP" to fire off some magical cannon and release the mobs inside the crates on Lower Level - West
 * In the north control room:
 * Hit "Lever A"
 * Hit "Lever L"
 * Hit the left portion of "CP" to fire off some magical cannon down on Lower Level - North, damaging the mobs
 * In the east control room:
 * Hit "Lever A"
 * Hit "Lever L"
 * In the south control room:
 * Hit "Lever A"
 * Arrange "CP" to look exactly like this:
 * Head back to west control room and enter the portal
 * On Lower Level - West
 * Destroy all the crates
 * Kill all mobs
 * Proceed to Lower Level - North
 * Kill all mobs
 * Pull down all 5 levers on prison barriers
 * Proceed to Lower Level - East
 * Kill all mobs
 * Split your group; one group of people need to head back to the Upper Level, while the others stay put
 * Upper Level group: head to south control room, and use "CP" to toggle the magical barriers (Note: This is possible with a hireling, just keep clicking activate object while it is locked in front of CP. Does not work every try)
 * Lower Level group: proceed to Lower Level - South, reach the center of the maze, and place the water on the book
 * Release the prisoners on Lower Level - North
 * Upper Level group: head to north control room, and use the right portion of "CP" to turn off the magical barriers
 * Lower Level group: proceed to Lower Level - North, and speak with the prisoners to release them
 * Everyone in your group will now be teleported to a small room
 * Kill all mobs inside
 * Pull the lever in this room
 * Now the group is free to choose from one of the four possible ways to complete this quest:
 * Hit "Lever B" on the corresponding control room to open up the path towards the chosen end fight
 * West: Portal Bay
 * North: Detention Center
 * East: Command Center
 * South Magical Conduits
 * You can use all 6 "Lever LLL/RRR" in the corresponding control room to close up the entrance into the final battle room... and be completely blocked from the end fight/chest. Don't do so unless you have a good reason.
 * Read the complete explanation below for details on different final battles

Alternative Quest Flow (Two+ Party Members)

 * As above, but hit "Lever A" and "Lever L" in all four top rooms, ignore cannons and all other controls, don't touch CP in Upper Level - South (should be UUDU), split group BEFORE going down
 * At least one goes to Lower Level - West, then Lower Level - North and hits all levers on cells
 * At least one goes to Upper Level - North and after Lower Level - North is complete can open all cells
 * Lower Level frees all prisoners and continues clockwise as Upper Level gets to South
 * After East, Lower Level - South takes second right after red square symbol, should see center through blue force field
 * Upper Level - South hits leftmost lever (must wait for Lower Level to be in position)
 * After Lower Level activates quest objective, ALL party members will be teleported to mini boss fight and chest
 * Then ALL party members will be returned to Upper Level - West, and final objective can be chosen

Complete Explanation
Genesis point is a military base for the Devils on Shavarath. Your job is to cripple one of the four functions of the base. If you read the information given by the Yugoloth at the beginning of the quest, he will give you the walkthrough of what you need to do, but I will streamline it here and give a few tips.

First off, you need to clear the upper level. Circle around the top level, traveling either north or east at the first intersection. I usually travel north first since you will end up heading back that ways afterwards.

Travel the circle, clearing out each of the four control centers. Each control center will have 3 waves of devils and tieflings, so be prepared for some fighting in each room. Crowd control spells and displacement can be a great benefit here. When the room is clear, pull the lever in the center of the room, the one in the red pit. There will still be a lever inside a blue forcefield, don't worry about that just yet.

There are also several controls in each control room. These levers will affect different things in the rooms below. For the most part you can ignore these controls at this point, with the exception of the levers which control the doors between the lower lever rooms. If you start to the north, use the lever on the north side of the western room. Below you will notice that this opens the large door leading to the north.

Continue to the north side of the circle, again clearing the 3 waves of devils, hit the center lever in the red pit, and open the door below which leads to the east.

The east side repeat again, clearing the 3 waves, hitting the lever in the red pit and then opening the door which connects south.

In the southern room clear as before and then hit the red pit lever. Do Not hit a lower door lever here, as you already have a clear path circling the lower level from east -> north -> west -> south. While you are here, hit the lever on the central control panel, as shown in this picture. This will turn off the blade traps in the maze on the lower level.

Continue on to complete the circle. A shrine will now be available in the main intersection. Shrine up if you want, then head north again. With all 4 control rooms clear and the 4 red-pit levers pulled, a portal and a chest will now be available in the western control room. Loot up and head on down. (You can always come back up through the portal, it isn't a one-way trip)

This portion (west lower level) is the crate storage of the Portal Bay. your job here is to kill everything and destroy the crates. Be careful, the crates contain extra bad guys. Once this is cleared out, head north through the door which you opened with the levers above.

Now you are in the outer area of the Detention Center (northern lower level) where prisoners are kept inside magical barriers. There are a lot of bad guys, mostly orthons and trolls, hiding throughout the holding pens. Work your way through and clear them out, then when it's clear, hit the levers on each of the 5 holding pens. This will allow the barriers to be lowered from the control room above (a step we will come back to). Once the room is clear and the levers all pulled, head east through the door that you had opened from above earlier.

This is the entrance to the Command Center (lower level east), currently being used by an elite troop for a pep rally. When you get close, the troop will come at you in waves. Take them out and then take out their commander. Loot the chest and shrine if needed. Clear the way south through the door that you had opened from above earlier.

You are now in the power conduit area which is before the Magical Channeling Center, it is protected by a maze with blade traps (which we turned off earlier.) The maze requires at least one person to move through and at least one person to hit levers in the control room above. You now need to split your group, sending a group of people back around the way you came all the way back to and through the western portal to go back to the upper levels. This group needs to be able to handle small groups of respawning orthons. Once this group is back to the upper level, they should travel south to the level above the maze. The person in the maze is trying to reach the middle of the maze, where there is a vial of water and a book. There is also a big pillar of magical energy. Don't touch the font of pure magical energy, you will explode. The group above will need to hit valves to lower barriers to the middle. Once water is placed on the book it will lower all the barriers in the maze, allowing everyone to move through the maze to get the two chests (one chest in the middle, and another randomly placed somewhere in the maze.

Now, have the maze group work their way back to the north room with the prisoners. Have the upper level group also work their way north to the control center above the detention center (north). In the north control center there is a panel with 5 valves. These valves will lower the (now unlocked) barriers around the prisoners. Lower the barriers and have the group on the lower level release all of the prisoners.

When the prisoners are all released, this should complete your four strategic objectives. When all four are completed the group will all be teleported from wherever they are to be in a small security chamber with a ranking barbazu. Defeat the Barbazu and his minions, grab some loot, and then head back out through the portal. Note: If you happen to be exploded by the massive current of magical energy in the maze area, this is where you soulstone will be blown to. Luckily, there is a rez shrine in here.

Strike one of the four strategic objectives on the Secure Level
Now you will notice that the big blue barrier around the center lever is lowered. Don't hit it just yet. This is where you make your choice of which strategic point you want to take out. (Which optional ending do you want?) Choose an ending from the four options (listed below), by moving to the corresponding control room on the top level and hitting the main lever which is now available. Then head to the lower level. There is a chest in the north area and if you haven't looted the ones in the south, there are 2 in the maze area. After looting, move to the secure area that you chose above.

Final Battle Options

 * West (Portal Bay): If you hit the west lever, you will be choosing the Portal Bay, where the devils bring in troops and supplies. This ending is similar to part one of The Shroud, your job is to destroy the portals while they spawn bad guys.


 * North (Detention Center): If you choose the lever to the north, you will be choosing the Detention Center. The goal here is to defeat the traitorous Demon Informant, a Marilith. This is a tough ending, as there is constant spawning of orthons and powerful barbazu. You need to work your way through the detention hall, and find and kill off the two red-named that are hiding in one of the cells before the main locked lever will open, this is where the Marilith is held. However the 2nd of these only spawns after freeing a number of prisoners, so be sure to free those as you search for it.


 * East (Command Center): The eastern choice is also a very difficult one. This is the command center of the Horned Devil, Primus Llotiquth. Several large battles against tieflings, fiendish troglodytes and trolls, as well as orthons and barbazu. Many casters will bombard you and constant respawns while you fight the Horned Devil.


 * South (Magical Conduits): In my opinion the easiest of the four (and the coolest looking). When you zone into the area send one person through the portal to hit levers. These levers control the energy bridges between the 3 conduits. Each of the three conduits is surrounded by a mass of mephits, including a red-named mephit. Your task here is to kill the three red-named mephits within a short time of one another. Our tactic was to send one person around to each conduit, gathering all the mephits, while telling the lever control person which lever to hit. Then bringing everything back to the entry point, the lever control person comes back down to the bottom, and the whole group unloads everything they have, taking special precaution to kill the three red-named fairly in-sync.

Video Walkthrough:
 * Spyderwolf's Youtube Video Quest Walkthrough Part 1
 * Spyderwolf's Youtube Video Quest Walkthrough Part 2
 * Spyderwolf's Youtube Video Quest Walkthrough Part 3
 * Spyderwolf's Youtube Video Quest Walkthrough Part 4
 * aggression      = ~174
 * onslaught       = 200
 * mischief        = ~48
 * vandal          = 63
 * ransack         = 67+
 * bonus_xp_notes  = Note on killing xp bonuses: These figures are only valid if you select the east wing ending - as all other endings reset the current bonuses and require killing an incredible amount of respawns to get anything, as such the east wing tends to be the fastest XP/min wing if you do kill everything.
 * chest=7
 * 1 in the upper west area for activating the portal lever in each control room from the upper areas
 * 1 for freeing the prisoners in the lower north area
 * 1 for killing Genesis Point's elite guard in the lower east area
 * 1 for destroying the magical focus in the lower south area, in the maze
 * 1 in the lower south area, in the maze (can spawn in multiple locations)
 * 1 for killing Tothi (Bearded Devil, found in a room you are teleported to after completing all the objectives for the lower areas)
 * 1 end chest

Monster Information Named Monsters: }}
 * npcreward=Select of 8 random items, up to level16 weapon/armor.
 * unique=yes
 * monsters=
 * Barbazus
 * Barbazu Sergeants
 * Diseased Wildmen
 * Fiendish Troglodyte Hunters
 * Fiendish Troglodyte Shamans
 * Fiendish Troglodyte Stalkers
 * Fiendish Troll Raiders
 * Infernal Mephits
 * Orthons
 * Orthon Lieutenants
 * Tiefling Bowmen
 * Tiefling Infantrymen
 * Tiefling Spellthrowers
 * Diseased Wildman Leader - Orange-named wildman
 * Fiendish Troglodyte Sergeant - Yellow-named troglodyte
 * Fiendish Troll Lieutenant - Orange-named troll
 * Jass Ystohn - Red-named tiefling; north ending
 * Kaizanu - Red-named orthon
 * Primus Llotiquth - Red-named horned devil; east ending
 * Marilith Prisoner - Red-named marilith; north ending
 * Planar Gateways - Red-named constructs; west ending
 * Soulbound Mephits - Red-named mephits; south ending
 * Tiefling Lieutenant - Yellow-named tiefling
 * Tothi - Orange-named bearded devil
 * Zath Denlor - Red-named tiefling