Atlantis: Silent School Checklist

Pisces

Be My Chum - KO statues in chum
- locate the shark with the red liquid (chum)
- at the timer, move clockwise as the chum shifts over
- rotate your self heals & have a lot of defensive abilities slotted in

Electric Ave - don't get electricuted by eel statues
- locate the shark with the chum and be on the shark to the right of it (no traps, perfectly open)
- at the timer, move clockwise to the shark that had the chum as it will be clear the next round
- if there's no rush, you can also have 3 players wait outside & one person solos it. 1 target is harder to hit than 4 and the statues are not really scaled for 4 people.

Cancer

No Distraction - don't use gongs & taunts in brine room
- The "taunt" is loadout #2. So don't use this at all.
- If you have aggro, keep circling a shark statue for cover.
- Use loadout #3 to heal whenever your health is below 75%.

Starving the Sharks - choose the right shark in under 1 min

Barnacle

Whack a Barnacle - 20 adds before boss
- This feat will pop once you kill 20, so no need to keep track.
- Kill adds away from the center because if they die at the crystal, it may count as a hit (after 4 hits, adds stop spawning).

Barnacle Blast - KO boss 3s after crystal
- You must break 1 crystal to open the boss up for damage. You can break up to 3.
- Fight away from the center once again for the same reason as above.
- At a sliver of health, break the last crystal and have a dps immediately fire a supercharge (orbital animation may take too long).

Gemini

Nobody Burns me - roles for Gemini
- All four roles are required for this feat
- Each role hits their designated color.
-- Tank = Yellow
-- DPS = Red
-- Troller = Blue
-- Healer == Green
- The tank should go first because she may need to pull adds off the other pedestals, especially the red one.
- In this setup, the battle will take longer, but there will be less damage coming in.

Sick burn -  all incorrect roles
- Any team makeup will do for this one.
- Each role hits something other than their designated color.
- Despite being "wrong," this sets up a faster fight, but you will take more damage throughout.

Thorn Golem

If a tree falls - let tree fall on all magus
- There are 3 waves of adds total.
- The first wave has no magus, but you do get credit for having the 2 acolytes get hit.
- Don't use supercharge or orbitals until the feat pops because it's possible to bypass one  or more of the add phases
- The tank will pull all adds in front of the golem for the skull attack. You want to get this done early because it will be harder if it overlaps the "thorn" rounds.

Timber - dodge all skull attacks
- Have the tank kite the golem around the circumference of the room while everyone else is using ranged attacks.
- On skull, roll away or to either side.

Final

Artifact Anarchy - disable all artifacts
- While there's plenty of time on the artifacts, the tank should pull adds away from them any time they come up.

Artifact Avoidance - disable no artifacts
- 1-1-1-1 is highly recommended
- The skull artifact has a health bar. When that one comes up, be sure to fight away from it. If it breaks, the feat will fail as well.
- On the mind control rounds, everyone should fight on the sigil. That way if you get controlled, you're immediately lifted.
- This is a marathon, so be sure you have time blocked out when you request this feat. The final fight will take longer than the rest of the alert!
- Not every team combination can do this. As a rule of thumb, I recommend aborting if you're past 2 artifacts and the boss' health is still 100%.

Guardian Golem Galor - let boss summon all golems before KO
- Barnacle, Water, Coral
- When the boss' health reached 33%, stop damaging him and let him so through the "summoning stages"
- The feat will pop when the golems have made their appearances.
- This one has a tendency to bug, so don't worry about keeping track of what you see. Just focus on adds until you see the feat.

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