Dasha Vestibule (mission)

Mission Objectives
Gain access to the vault's inner sanctum and rescue the two princes.
 * Complete the trial in each chamber to open the way into the inner sanctum. X of 3 trials complete.
 * Goren must survive.
 * ADDED Defeat the Eternal Guardians to complete the Trial of Eternity.
 * ADDED Answer the riddles posed by the Divine Djinn to pass the Trial of Divinity.
 * ADDED Defeat the Eternal Guardians to complete the Trial of Eternity.
 * BONUS Help Margrid collect the Treasure of Ahdashim.
 * X of 3 treasures found.

Primary
Each room must be cleared in order to proceed to the next area. Be on the lookout for traps consisting of jets of flame or cold that shoot from the walls. These will damage and/or slow your party.

Entry Hall
Directly ahead will be Goren. Talk to him and he will join your party as an ally. Beyond him is the Entry Hall, which is populated by 3-4 mobs consisting of one Ruby Djinn and two Sapphire Djinns. Some are patrolling, while others pop-up. Clear them all and the door to the center chamber will open.

Trial of Eternity
The center chamber is filled with the Djiin and Roaring Ethers. In addition, there are six special djinn, each of which controls a special environmental effect. There are two of each of the following:
 * Eternal Guardian of Suffering causes Eternal Suffering
 * Eternal Guardian of Lethargy causes Eternal Lethargy
 * Eternal Guardian of Languor causes Eternal Languor

Each guardian that is slain will remove one of the effects. Once all the guardians in this chamber are killed, this trial will be completed and the left-most door (from the Entry Hall) will open (Note: it is not necessary to kill all the mobs in the room, only the guardians).

Trial of Divinity
The leftmost chamber is populated by mobs consisting of Djinn and Roaring Ethers. Kill or avoid these to reach a line of Divine Guardians. Each one will ask a riddle/question, where the answer is one of the gods of Tyria. A wrong answer will spawn a mob of one Ruby and two Sapphire Djinn for the party to fight, while a correct answer to will allow you to advance to the next questioner. Answer all the questions (or defeat the mobs spawned upon a wrong answer) to complete this trial and open the door to the final trial.

Trial of Wisdom
The rightmost chamber is populated by four Thunders of Ahdashim that must be defeated prior to taking the test, which a math-oriented quiz. There are four obelisks, numbered 2, 3, 5,and 7 and arranged in a square and six pedestals, numbered 6, 10, 14, 15, 21, and 35 that keys can be placed in. Two crystal keys lay on the ground. Placing a key in an pedestal will cause corresponding key-like objects to sprout from the obelisks. Solve the puzzle so that all four obelisks have a key on top to complete this trial. If you give a wrong answer, you spawn a mob of three more Thunders of Ahdashim that must be defeated before you can continue.

Central Chamber
Once all three trials are completed, you will gain access to the Central Chamber. This chamber is populated by three bosses: an Elementalist, a Dervish, and a Paragon. Upon killing all three, you will gain access the inner sanctum and the two Princes.

Bonus
Each of the initial three chambers contains a special Djinn and a special Chest.
 * Trial of Eternity Chamber: Sapphire Guarded Chest of Ahdashim and the Ruby of Andashim (which drops a Ruby Key)
 * Trial of Divinity Chamber: Diamond Guarded Chest of Ahdashim and the Diamond of Andashim (which drops a Diamond Key)
 * Trial of Wisdom Chamber: Ruby Guarded Chest of Ahdashim and the Sapphire of Ahdashim (which drops a Sapphire Key)

As you would expect, each key opens the corresponding chest, each containing a Treasure of Ahdashim. Simply collect all the keys, open all the chests, and pick up each treasure to complete the bonus objectives. Note that a pop-up mob (consisting of Ruby and Sapphire Djinns) often appears in the vicinity of the chests.

Allies

 * 18 Goren
 * 24 Divine Guardian

Monsters
Djinn Beasts
 * 24 Ruby Djinn
 * 24 Sapphire Djinn
 * 24 Ruby of Ahdashim
 * 24 Sapphire of Ahdashim
 * 24 Diamond of Ahdashim
 * 24 Eternal Guardian of Suffering
 * 24 Eternal Guardian of Lethargy
 * 24 Eternal Guardian of Languor
 * 24 Thunder of Ahdashim
 * 24 Roaring Ether

Bosses

 * 28 Kormab, Burning Heart
 * 28 Shakor Firespear
 * 28 Hajok Earthguardian

Follow-up
The players will be in The Kodash Bazaar at the completion of this mission.

Getting There

 * If you picked Margrid (later in the storyline when you choose between Margrid and Master of Whispers), you will do this mission after completing the quest Greed and Regret.


 * If you picked the Master of Whispers, you can get here by leaving from the northwest exit of Honur Hill, heading straight northwest, and waiting for a secret door to open. You may have to beat the game to do this.


 * If you have picked Norgu in the quest Brains or Brawn, you will have the option of gaining Goren to your party. After doing Goren's Stuff: Part 1, the followup quest Goren's Stuff: Part 2 will provide a marker on the map near Honur Hill, where you can trigger a secret door.  This will allow you access to this mission if you don't have Margrid without having to beat the game.

Tips

 * You need to keep Goren alive, but if you have any other squishies in aggro range of the mobs, they tend to focus on the squishy and Goren shouldn't take much damage. The only other dangerous time is if you have to beat a retreat, Goren may not to retreat fast enough.  Remember that he will not obey henchmen/hero commands.


 * The traps are pretty straightforward, although there are some Sapphire Djinns roaming near the cold traps near the entrance to the Trial of Wisdom (see pic). Try not to fight them while in the traps.

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 * When facing the Djinn mobs, always take out the Ruby Djinn first. Left unchecked, their fire skills can decimate the party very rapidly, so make sure you take plenty of interrupts to shut them down.  Since you'll likely have Margrid, equipping her with Broadhead Arrow works


 * Empathy and Spiteful Spirit work well on the Sapphire Djinns.


 * The Roaring Ethers will use their Rez Sigs to raise fallen foes, so either take them out first, or be ready with skill interrupts to prevent this.


 * It is highly recommended that an experienced interrupt ranger or mesmer be brought along for this mission. The elemental boss, Kormab, Burning Heart, uses the elite skill Searing Flames which can easily wipe out an entire team of experienced players in one fell swoop. It is also a very tight corridor that you fight the boss in, making Searing Flames all the more effective.


 * It may also be to your advantage to include in your party an Elementalist with the spells Ward Against Elements and Ward Against Harm. Both of these wards help to negate the primary source of damage in this mission, fire magic used by the Ruby Djinns.


 * Trial of Divinity Solution - The answer to the riddles are: balthazar, dwayna, grenth, lyssa, melandru, abbadon (this is the sequence from left to right).
 * Trial of Wisdom Solution - The pedestal you place a key in will activate the two obelisks whose product equals the number of the pedestal . That is, if you place the key in 10, it will activate obelisks 2 and 5 (since 5 x 2 = 10).  So to solve the puzzle, place the keys in 14 and 15(Note there are other solutions such as 6/35 and 10/21).