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. As you enter, you will encounter enemies at the base of two stairways on the right and left. Once you kill the enemies before you, you must choose a stairway to climb. The right side is the easier route, because at the top of the left staircase is a chest, which is required for the Bonus (below). Nearing this chest will cause three more enemies to spawn, and you must fight them from below along with the enemies already there. Taking the right staircase and circling around to the left side makes this area easier, though degeneration from the Guardians of Suffering will take a greater toll. 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.

The riddles change slightly each time, however the order of answers seems to be the same. From left to right the answers are: Balthazar, Dwayna, Grenth, Lyssa, Melandru, Abbadon.

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. The trial is completed by multiplying the numbers on the obelisks (2,3,5,7) in pairs. That means there are 3 different combinations: 2x3 & 5x7 -> combination #1: 6 & 35 2x5 & 3x7 -> combination #2: 10 & 21 2x7 & 3x5 -> combination #3: 14 & 15

Choose only ONE of these combinations! Your choice will not affect the outcome of the mission.

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
The bonus is easy and there is really no reason not to do it. 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 Ahdashim (which drops a Ruby Key)
 * Trial of Divinity Chamber: Diamond Guarded Chest of Ahdashim and the Diamond of Ahdashim (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. The key that drops in the first chamber opens the chest in the third chamber, the key that drops in the second chamber opens the chest in the second chamber, and the key that drops in the third chamber opens the chest in the first chamber. However, no backtracking is required because you must return to the first chamber anyway to complete the mission. 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 (Djinn): Searing Flames
 * 28 Shakor Firespear (Djinn): Angelic Bond
 * 28 Hajok Earthguardian (Djinn): Zealous Vow

Follow-up
The players will be in The Kodash Bazaar at the completion of this mission. To continue the story do the Pledge of the Merchant Princes quest

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. This secret door is located near a Resurection Shrine, guarded by a Sunspear Scout. You do not have to have beaten the game to do this (contrary to some accounts) nor do you have to complete Dzagonur Bastion before it will open.


 * 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.


 * 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 well.


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


 * The Roaring Ethers will use their Rez Sigs to raise each other (they only target other Roaring Ethers), so once you kill the first one, kill it again after it is resurrected so that it doesn't resurrect the other one (this way, you only kill 3 Roaring Ethers total, not 4).


 * 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.


 * Since there are a lot of enemies which cause Burning, a Paragon with Cautery Signet can save the party a lot of damage. This is especially helpful for the final battle, where a quick signet cast can save the entire party from burning to death when Kormab, Burning Heart uses his Searing Flames. It may make a martyr of the paragon, though.


 * Of course, the spell Extinguish will counter the effects of Searing Flames, although not for long.


 * 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.


 * The mission ends immediately when all three Djinn bosses are defeated. If you are planning to capture one of their skills make sure not to kill your Djinn boss last, or you will not get the chance to capture the skill. Fortunately it is not too difficult to pull the three bosses separately.