Achieve Ascension PoE – Use the Ascendancy Device in Labyrinths Locations

PoE Achieve Ascension Heist Challenges 3.12

Use the Ascendancy Device in each of the following Labyrinths.

  • The Labyrinth
  • The Cruel Labyrinth
  • The Merciless Labyrinth
  • The Eternal Labyrinth

1. The Labyrinth Locations(Area level: 33)

  • The Lower Prison, Act 1, contains spike traps
  • The Crypt Level 1, Act 2, contains spinning blades
  • The Chamber of Sins Level 2, Act 2, contains sawblades
  • The Crematorium, Act 3, contains furnace traps
  • The Catacombs, Act 3, contains blade sentries
  • The Imperial Gardens, Act 3, contains dart traps

The Labyrinth Location

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2. The Cruel Labyrinth Locations(Area level: 55)

  • The Prison (Act 6), contains spike traps
  • The Crypt (Act 7), contains spinning blades
  • The Chamber of Sins Level 2 (Act 7), contains sawblades

The Cruel Labyrinth Locations

3. The Merciless Labyrinth Locations(Area level: 68)

  • The Bath House, Act 8, contains furnace traps
  • The Tunnel, Act 9, contains blade sentries
  • The Ossuary, Act 10, contains dart trap

The Merciless Labyrinth Locations

4. The Eternal Labyrinth Locations(Area level: 75)

  • Trial of Piercing Truth, contains spike traps
  • Trial of Swirling Fear, contains spinning blades
  • Trial of Crippling Grief, contains sawblades
  • Trial of Burning Rage, contains furnace traps
  • Trial of Lingering Pain, contains blade sentries
  • Trial of Stinging Doubt, contains dart traps

The Eternal Labyrinth Locations

5. Traps

5.1 Cleaver traps

Cleaver traps are typically on narrow corridor paths, attached to the side. They consist of a large blade and wooden holding mechanism, and the blade slams down onto the corridor path every few seconds. They deal high amounts of physical damage on hit and apply a strong bleeding effect. Carefully time the blades and get through safely.

5.2 Spike traps

Spike traps shoot out of the ground in a square area, either via a timer or when its pressure plate is stepped on, taking 1/4 of the player’s effective hitpoints (including life pool and energy shield pool), apply bleeding, and locking them in place. Spike traps are impassable and block movement while they are out.

Spike traps

5.3 Sawblades

Sawblades run along a straight path, dealing a very large amount of physical damage over time on contact, enough to kill the player after one second of full contact. Sawblades can often be switched on and off with nearby levers.

Sawblades

5.4 Spinning blades

Spinning blades follow a set path along the ground and deals a very large amount of physical damage over time, enough to kill the player after one second of full contact. Unlike sawblades, their paths go diagonally or take a turn. They can sometimes be diverted from one track to another by using activating levers.

Spinning blades

5.5 Furnace traps

Furnace traps periodically heat the floor with lava, dealing burning damage while standing over them, enough to kill the player after roughly four seconds (supposing the player has 75% fire resistance). Furnaces are often filled with cremators that spawn fire skeletons. These enemies do not take damage from the furnace.

Furnace traps

5.5 Blade sentries

Blade sentries are very wide traps that move along set paths (either on the ground or flying above obstacles), dealing heavy physical damage over time, enough to kill the player after one second of full contact. They deal more damage the closer you are to the center.

Blade sentries

5.6 Dart traps

Dart traps are fixed on a wall or pillar, firing projectile periodically or when a hidden pressure plate is stepped on. They deal physical damage on hit and apply poison, as well as greatly slowing the player’s movement speed.

Dart traps

5.7 Sentinel traps

Sentinel traps apply one of many effects to an area. Sentinel traps can be temporarily deactivated by dealing damage to them. They only appear in the endgame Labyrinth and in trials to endgame Labyrinth.

There are several variations of Sentinel Traps:

  • Endless Drought: removes flask charges.
  • Endless Hazard: casts multiple circles that deal physical damage equal to 20% of life + 12% of ES (if ES is protecting life) when a movement skill is used. The damage can be mitigated, but not avoided.[2]
  • Endless Pain: casts an aura that apply 50% increased damage taken.[3]
  • Endless Sting: causes bleeding.
  • Unending Fire: casts Fire Nova.
  • Unending Frost: casts Ice Nova Ice Nova.
  • Unending Lethargy: casts a Temporal Chains Temporal Chains aura.
  • Unending Storm: casts Shock Nova Shock Nova.

Sentinel traps are showcased in the endgame trials, which can randomly be found in maps.

Sentinel traps

5.8 Tile Puzzle

A tile puzzle room will be opened by stepping on three tiles in sequence in front of it. The sequence of the tiles outside will then need to be used to cross a grid of tiles to the reward. For example, if it has Fire, Lightning, Ice outside, then you must step in tiles in that order: Fire, Lightning, Ice, Fire, Lightning, Ice, etc. Crossing all the way will open the door to the reward. Stepping on an incorrect tile triggers a dart trap and resets the puzzle sequence.

5.9 Argus

Argus is a boss monster found in the Merciless and Eternal Labyrinth. His location is constant within a given layout. Argus drops a Treasure Key on death.

5.10 Other traps

Various other traps appear in the Labyrinth, such as vertically moving spinning blades (often guarding an entrance) and others.

6. Related Prophecy: The Dream Trial

The Dream Trial The Dream Trial is a sealed prophecy.

  • Objective: Enter a random map.
  • Reward: The location will contain a Trial of Ascendancy.

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