GuildWiki

GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

READ MORE

GuildWiki
m (Dasha Vestibule (Mission) moved to Dasha Vestibule (mission): GW:ULC)
m (added link to german wiki)
 
(27 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{Location_Info|title=Dasha Vestibule}}
 
 
[[Image:DashaVestibule.jpg|thumb|200|right|The Dasha Vestibule Mission map]]
 
[[Image:DashaVestibule.jpg|thumb|200|right|The Dasha Vestibule Mission map]]
 
{{Location_Info|title=Dasha Vestibule}}
  +
{{Zaishen Quest}}
   
 
==Objectives==
 
==Objectives==
Line 6: Line 7:
   
 
If your character chose to follow [[Master of Whispers]] (after the primary [[quest]] [[Mysterious Message (Nightfall)|Mysterious Message]]) and has not yet gained Margrid, you can still enter this mission (after completing the primary quest [[Calling the Order]]) by partying with another player who can bring her. It is not necessary to ''complete'' the [[Dzagonur Bastion]] mission, but it must be available.
 
If your character chose to follow [[Master of Whispers]] (after the primary [[quest]] [[Mysterious Message (Nightfall)|Mysterious Message]]) and has not yet gained Margrid, you can still enter this mission (after completing the primary quest [[Calling the Order]]) by partying with another player who can bring her. It is not necessary to ''complete'' the [[Dzagonur Bastion]] mission, but it must be available.
*The entrance to Dasha Vestibule is hidden and can be difficult to find without following Margrid's side of the story. See [[Dasha Vestibule (Location)#Getting There|Getting There]] below for instructions on how to find it.
+
*The entrance to Dasha Vestibule is hidden and can be difficult to find without following Margrid's side of the story. See [[Dasha Vestibule (location)#Getting There|Getting There]] below for instructions on how to find it.
   
 
Gain access to the vault's inner sanctum and rescue the two princes.
 
Gain access to the vault's inner sanctum and rescue the two princes.
Line 18: Line 19:
   
 
==Rewards==
 
==Rewards==
{{Mission rewards|Objective = Treasures of Ahdashim
+
{{Mission rewards
  +
| Objective = Treasures of Ahdashim
|Standard = 0
+
| Standard = 0
|Expert = 1-2
 
|Master = 3}}
+
| Expert = 1..2
  +
| Master = 3
  +
| Title = [[Sunspear rank|Sunspear]]
  +
| NMTitlePoints = 25
  +
| HMTitlePoints = 80
  +
}}
   
 
==Walkthrough==
 
==Walkthrough==
 
===Primary===
 
===Primary===
  +
Goren will meet you at the start of the mission. Talk to him and he will join your party as an ally. Beyond him is the Entry Hall, which is populated by three groups consisting of one [[Ruby Djinn]] and two [[Sapphire Djinn]]s. The former are quite dangerous, as they can spam [[Searing Flames]], so they should be your highest priority to kill. Wait for the mobs in the initial room to pop up before advancing, so that you don't get hit by two groups at once. While it is not necessary to clear the first room, it can be useful to do so just to get the mobs out of your way.
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 ice that shoot from the walls. These will damage and/or slow your party.
 
   
  +
This mission has three "trials" that must be done in three different rooms. Each trial must be passed in order to proceed to the next area. The latter two rooms have traps consisting of jets of flame or ice that shoot from the walls. These will damage and/or slow your party, and can kill you very quickly if you stand in them. Pull any mobs near the jets away from them to fight. When passing by jets, it can be useful to wait until just after they stop firing, so that you know that they won't fire again for quite a while.
====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 Djinn]]s. Some are patrolling, while others pop-up. Clear them all and the door to the center chamber will open.
 
   
 
====Trial of Eternity====
 
====Trial of Eternity====
Line 37: Line 42:
 
There is a lesser and a greater variant to each effect - the Guardians you first meet control the lesser effects, while the ones at the top of the stairs control the greater effects. Each Guardian that is slain will remove one of the effects. Note that Goren is not affected by these effects.
 
There is a lesser and a greater variant to each effect - the Guardians you first meet control the lesser effects, while the ones at the top of the stairs control the greater effects. Each Guardian that is slain will remove one of the effects. Note that Goren is not affected by these effects.
   
As you enter, you will encounter the first set of Guardians 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).
+
As you enter, you will encounter the first set of Guardians 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 the bonus chest, and nearing it will cause three more enemies to spawn. 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. While it is only necessary to kill the guardians, it can still be helpful to kill all the mobs in the room.
   
 
====Trial of Divinity====
 
====Trial of Divinity====
 
The leftmost chamber is populated by mobs consisting of Djinn and [[Roaring Ether]]s. Kill or avoid these to reach a line of [[Divine Guardian]]s. 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 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 leftmost chamber is populated by mobs consisting of Djinn and [[Roaring Ether]]s. Kill or avoid these to reach a line of [[Divine Guardian]]s. 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 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 answers are mostly obvious if you have been reading at least some lore regarding the Gods.
+
The answers are mostly obvious if you have been reading at least some lore regarding the Gods. While the questions posed can vary, the order of the correct answers does not. The answers in order of the riddles posed is:
  +
  +
# [[Balthazar]]
  +
# [[Dwayna]]
  +
# [[Grenth]]
  +
# [[Lyssa]]
  +
# [[Melandru]]
  +
# [[Abaddon]]
   
 
====Trial of Wisdom====
 
====Trial of Wisdom====
The rightmost chamber is populated by four [[Thunder of Ahdashim|Thunders of Ahdashim]] that must be defeated prior to taking the test, which is a math-oriented quiz. There are four obelisks arranged in a square, numbered 2, 3, 5, and 7, and in front of them are six pedestals, numbered 6, 10, 14, 15, 21, and 35. Two [[Crystal Key]]s lie on the ground, each of which must be placed on a pedestal; doing so will activate some of the obelisks. All four obelisks must be activated to pass the test.
+
The rightmost chamber is populated by four [[Thunder of Ahdashim|Thunders of Ahdashim]] that must be defeated prior to taking the test, which is a math-oriented quiz. There are four obelisks arranged in a square, each labeled with a prime number (2, 3, 5, and 7). In front of them are six pedestals, each labeled with a product of two distinct primes (6, 10, 14, 15, 21, and 35). Two [[Crystal Key]]s lie on the ground, each of which must be placed on a pedestal.
   
The solution to the puzzle is simple multiplication - placing a key on a pedestal will activate the two obelisks whose product equals the pedestal number. There are three solutions that will activate all four obelisks: 6-35, 10-21, and 14-15. If you get it wrong you will be confronted by more Thunders of Ahdashim.
+
When you put a key in a pedestal, it will mark the two obelisks corresponding to its prime factors. To complete the test, use the keys to mark all four obelisks simultaneously. That is, put keys in 6-35, 10-21, or 14-15. If you get it wrong you will be confronted by more Thunders of Ahdashim.
   
 
====Central chamber====
Another, often easier way to think of it is to match the products. The product of the obelisks is 210, so you just need to find a pair of pedestal numbers whose product is also 210.
 
 
Once all three trials are completed, you will gain access to the central chamber. This chamber is populated by three bosses:[[Kormab, Burning Heart]], [[Hajok Earthguardian (Djinn)]], and [[Shakor Firespear]]. Although the three bosses patrol the same area, they are not grouped together. As the bosses are willing to chase a considerable distance once aggroed, it is possible to take them one at a time by careful pulling. You may have to wait a while for them to separate so that you can pull one by itself. Pull and immediately run to make Goren follow you, rather than giving him a chance to run to the boss, aggro more, and die.
   
  +
The most dangerous boss is Kormab, a fire elementalist who can spam [[Searing Flames]]. It is thus adviseable to have some defense against this. You can try to prevent it from being cast via skills like [[Broad Head Arrow]], [[Distracting Shot]], [[Power Block]], or [[Signet of Humility]], mitigate the damage with [[Ward Against Elements]] or [[Ward Against Harm]], or clear the burning effect with skills such as [[Extinguish]] or [[Song of Purification]]. Regardless of your approach, it is useful to use flags to spread out your party.
====Central Chamber====
 
Once all three trials are completed, you will gain access to the Central Chamber, from Trial of Eternity. This chamber is populated by three bosses: {{e}}[[Kormab, Burning Heart]] , {{d}}[[Hajok Earthguardian (Djinn)]] and {{p}}[[Shakor Firespear]]. Although the three bosses patrol the same area they are not grouped together, thus it is possible to take them one at a time by careful pulling. It is advisable to not engage the Dervish boss on the first set of stairs. You can all be killed in the bottle neck. Kormab, who uses [[Searing Flames]], might cause some trouble, sometimes with the risk of wiping out the entire party, but skills like [[Concussion Shot]] or [[Signet of Humility]] can significantly blunt his power. Upon killing all three, the mission will end, and you will meet with the two Princes in the final cutscene.
 
   
  +
If you accidentally pull multiple bosses at a time, Kormab is a higher priority to kill than either of the others. Upon killing all three, the mission will end, and you will meet with the two Princes in the final cutscene.
====Tips====
 
* When you are pulling the bosses at the end, be sure that Goren is not following whoever is doing the actual pulling. Also be extremely careful to pull only one boss at a time. Flag your party well back from the top of the stairs as well.
 
 
* You need to keep Goren alive, but if you have any other [[squishy|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 follow fast enough. Remember that he will not obey henchmen/hero commands because he is an allied NPC in this mission.
 
 
[[Image:Cold Trap.jpg|thumb|200|right|Cold Traps near the Trial of Wisdom]]
 
* The traps are pretty straightforward, although there are some Sapphire Djinns roaming near the cold traps at the entrances to the Trials of Divinity and 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 destroy the party very rapidly, so make sure you take plenty of interrupts to shut them down. Since you'll have [[Margrid]], equipping her with [[Broad Head Arrow]] works well.
 
 
* Two Roaring Ethers will raise each other using [[Resurrection Signet]]s (but 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).
 
 
* Do not bring a Minion Master in your party, there are no corporal corpses.
 
 
* 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.
 
 
* Another, somewhat easier way to stop the [[Searing Flames]] carnage is to bring [[Signet of Humility]]. At 10 inspiration, it will disable [[Searing Flames]] for 11 seconds out of every 22 seconds.
 
 
* Since there are a lot of enemies which cause [[Burning]], a [[Paragon]] with [[Cautery Signet]] or a [[Monk]] with [[Extinguish]] 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 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. Also, [[Maelstrom]] is an excellent skill to take because it can completely shut down a Ruby Djinn for 10 seconds which should be more than enough time to kill it. Whereas many other spellcasting monsters are quick to move away from the area effect, Ruby Djinns don't seem to be inclined to do so. The fact that Ruby Djinns are equipped with [[Fiery Dragon Sword]]s instead of a wand or a staff might have something to do with it.
 
 
* 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.
 
 
* As a Dervish, [[Avatar of Melandru]] is suggested because then you cannot be affected by conditions, and [[Searing Flames]] will have no effect on you.
 
 
* Use of the Asura track skill [[Pain Inverter]] is a very effective way to deal with Ruby Djinn, reversing an immense amount of Liquid Flame and Searing Flames damage, often taking them out before they can do serious damage.
 
   
 
===Bonus===
 
===Bonus===
Line 87: Line 73:
 
:* Trial of Divinity Chamber: Diamond Guarded Chest of Ahdashim and the [[Diamond Djinn|Diamond of Ahdashim]] (which drops a Diamond Key)
 
:* Trial of Divinity Chamber: Diamond Guarded Chest of Ahdashim and the [[Diamond Djinn|Diamond of Ahdashim]] (which drops a Diamond Key)
 
:* Trial of Wisdom Chamber: Ruby Guarded Chest of Ahdashim and the [[Sapphire Djinn|Sapphire of Ahdashim]] (which drops a Sapphire Key)
 
:* Trial of Wisdom Chamber: Ruby Guarded Chest of Ahdashim and the [[Sapphire Djinn|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 1 Ruby and 2 Sapphire Djinns) will appear when you approach the chest.
+
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 group (consisting of 1 Ruby and 2 Sapphire Djinns) will appear when you approach the chest, so don't do this while other mobs are in the area.
   
==Creatures==
+
===Hard mode===
  +
The main difference that hard mode makes is that it is more important to be careful to avoid pulling more than one group at a time. Separating the bosses at the end of the level is especially important.
   
  +
==Creatures==
 
===NPCs===
 
===NPCs===
 
* 24 [[Divine Guardian]]
 
* 24 [[Divine Guardian]]
Line 113: Line 101:
 
** {{p}} 28 [[Thunder of Ahdashim]]
 
** {{p}} 28 [[Thunder of Ahdashim]]
   
===Bosses===
+
===Bosses - elite skill captures===
* {{e}} 28 [[Kormab, Burning Heart]] ([[Djinn]]): [[Searing Flames]]
+
* {{e}} 28 [[Kormab, Burning Heart]] - [[Searing Flames]]
* {{p}} 28 [[Shakor Firespear]] ([[Djinn]]): [[Angelic Bond]]
+
* {{p}} 28 [[Shakor Firespear]] - [[Angelic Bond]]
* {{d}} 28 [[Hajok Earthguardian (Djinn)|Hajok Earthguardian]] ([[Djinn]]): [[Zealous Vow]]
+
* {{d}} 28 [[Hajok Earthguardian (Djinn)|Hajok Earthguardian]] - [[Zealous Vow]]
   
 
==Dialogues==
 
==Dialogues==
  +
===Inside the mission===
{{section-stub}}
 
  +
<div class="dialogue">
  +
[[Goren]]: ''The princes are protected in the central chamber of the city. They are locked inside and I can't get to them.''
   
  +
[[Margrid the Sly]]: ''The sealing incantations of Ahdashim only allow those of royal blood to enter freely. All others must face the sacred trials. Luckily, you brought someone along with the necessary knowledge, skill, and valor to gain entry...namely, me.
== Follow-up ==
 
  +
  +
[[Diamond Djinn]]: ''INTRUDERS! Ahdashim will be your crypt!''
  +
  +
Margrid the Sly: ''The vault's guardian spirits don't look happy to see us. This won't be easy.''
  +
  +
  +
  +
Margrid the Sly: ''Ah, the Eternal Guardians. I thought these were just a myth to scare off wannabe treasure hunters.''
  +
  +
Goren: ''This is bad. The city thinks we are enemies.''
  +
  +
Margrid the Sly: ''Get ready! We'll have to take out these guardians to get through.''
  +
  +
  +
  +
Margrid the Sly: ''Now that we've finished off those pushovers, there's only two more trials to face before the door to the Central Chamber opens.''
  +
  +
Goren: ''How do you know so much about this place, lady Margrid?''
  +
  +
Margrid the Sly: ''Just Margrid, please! I've done some...okay...a lot of research on this place. Every corsair dreams of plundering the Hidden City of Ahdashim!''
  +
  +
Goren: ''Okay, Just Margrid.''
  +
  +
Margrid the Sly: ''Sigh. I give up. Let's keep moving. The doors to the other chambers should be open now.''
  +
  +
  +
  +
Margrid the Sly: ''If I remember correctly, this is the Chamber of Divinity. Our knowledge of the gods will be tested here.''
  +
  +
Goren: ''I don't like tests.''
  +
  +
Margrid the Sly: ''Neither do I, but we'll just do our best. Okay, big guy? Those djinn over there look like they're waiting for us. Let's find out what we need to do next.''
  +
  +
  +
  +
If you answer a question correctly:
  +
  +
[[Divine Guardian]]: ''Correct. Your knowledge pleases the gods.''
  +
  +
  +
  +
If you answer a question incorrectly:
  +
  +
Divine Guardian: ''Your knowledge of the gods is lacking. You must pay for your mistake in blood. Should you survive, you may continue the trial.''
  +
  +
  +
  +
Margrid the Sly: ''Now that wasn't too bad, was it?''
  +
  +
Goren: ''My head hurts.''
  +
  +
Margrid the Sly: ''Toughen up, big man. It's nothing a little absinthe won't take care of.''
  +
  +
Margrid the Sly: ''On to the last trial we go. Let's get this over with.''
  +
  +
  +
  +
Goren: ''What are all these numbered thingies?''
  +
  +
Margrid the Sly: ''This must be the Trial of Wisdom. Not many have made it this far, so I don't know much. The numbers are supposed to be the key.''
  +
  +
Goren: ''Not math! I hate math. It makes my brain hurt more than god tests.''
  +
  +
Margrid the Sly: ''Hmmm. Interesting. It looks like those crystals will fit onto the pedestals.''
  +
  +
  +
  +
Goren: ''The door to the princes open now?''
  +
  +
Margrid the Sly: ''Should be. Let's hurry. The treasure...I mean, the princes...are waiting.''
  +
  +
Goren: ''I have a bad feeling about this....''
  +
</div>
  +
  +
===Ending cutscene===
  +
<div class="dialogue">
  +
<party leader>: ''Princes! Your people need you!''
  +
  +
[[Prince Bokka the Magnificent]]: ''Go away! We're safe here.''
  +
  +
<party leader>: ''What good is security when your people are suffering?''
  +
  +
[[Margrid the Sly]]: ''And if we can get to you, can't Varesh do the same?''
  +
  +
[[Prince Mehtu the Wise]]: ''No, no. You're right. We should use the djinn to protect our people, not ourselves.''
  +
  +
Prince Mehtu the Wise: ''We have been terrible fools.''
  +
  +
Prince Bokka the magnificent: ''Speak for yourself. Obviously I must find a secure location! Goren! Fetch my sedan chair!''
  +
  +
[[Goren]]: ''Fetch it yourself. I quit.''
  +
  +
Prince Bokka the Magnificent: ''Quit? I am your ruler. Your leader!''
  +
  +
Goren: ''A real leader earns the loyalty of his people. He doesn't bully them.''
  +
  +
Prince Bokka the Magnificent: ''Fine. I'll double your pay!''
  +
  +
Margrid the Sly: ''Forget it. There's more to life than just money.''
  +
  +
<party leader>: ''What did you say?''
  +
  +
Margrid the Sly: ''Don't ever say that I said that. It would cost me my reputation.''
  +
  +
Margrid the Sly: ''What the-''
  +
  +
Margrid the Sly: ''What is that?''
  +
  +
<party leader>: ''It means we are too late. Nightfall has come to Elona.''
  +
</div>
  +
 
==Follow-up==
 
*Upon completion of the mission players will find themselves in: [[The Kodash Bazaar]].
 
*Upon completion of the mission players will find themselves in: [[The Kodash Bazaar]].
 
*To continue the [[storyline (Nightfall)|storyline]], take on the following [[Primary Quest]]: [[Pledge of the Merchant Princes]].
 
*To continue the [[storyline (Nightfall)|storyline]], take on the following [[Primary Quest]]: [[Pledge of the Merchant Princes]].
   
 
==Notes==
 
==Notes==
  +
*Goren tends to follow whoever is actually moving, so it is useless to have him set to one person. All you can do to protect Goren is to just run through the ice and fire traps right after they stop so that he won't accrue any damage and heal him constantly while engaged in battle.
 
*The ice traps 'cast' [[Ice Spikes]] at 50 cold damage roughly once per second while active.
 
*The fire traps cause 50 damage and inflict [[Burning]] and [[Crippled]] (for 3 seconds) roughly twice per second.
 
*Keys for bonus treasures will stay in your inventory if you leave the mission without using them, and you can use them in another try without killing those Djinns.
  +
*Only the [[Roaring Ether]]s will leave a corpse in this mission, so there are few corpses available.
 
* 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.
 
*Princes Bokka and Mehtu are present in the area behind the Djinn bosses, but have no response when approached.
 
*Princes Bokka and Mehtu are present in the area behind the Djinn bosses, but have no response when approached.
 
*If you can sneak/run past a boss you can find a double Goren on the steps behind the 2 princes. He will stay the same as 'your' Goren and be added to the allies list but will not fight.
 
*If you can sneak/run past a boss you can find a double Goren on the steps behind the 2 princes. He will stay the same as 'your' Goren and be added to the allies list but will not fight.
*The ice traps 'cast' [[Ice Spikes]] at 50 ice damage roughly once per second while active.
 
*The fire traps cause 50 damage and inflict [[Burning]] and [[Crippled]] (for 3 seconds) roughly twice per second.
 
*If you failed to make this mission, keys for bonus treasures will stays in your inventory, and you can use them in another try without killing those Djinns.
 
 
{{Bug|If you click on one of the Ahdashim chests without the correct key, it will give the normal message of needing a key or lockpick, even though they cannot be opened with lockpicks.}}
 
{{Bug|If you click on one of the Ahdashim chests without the correct key, it will give the normal message of needing a key or lockpick, even though they cannot be opened with lockpicks.}}
   
 
{{C3MissionNavBox}}
 
{{C3MissionNavBox}}
 
[[Category:Nightfall missions]][[Category:Vabbi]]
 
[[Category:Nightfall missions]][[Category:Vabbi]]
  +
  +
[[de:Vorhof von Dasha (Mission)]]

Latest revision as of 09:19, 8 January 2011

DashaVestibule

The Dasha Vestibule Mission map

This is a mission entry. For information on the mission outpost Dasha Vestibule, see Dasha Vestibule (outpost).

Zcoins This article has an associated Zaishen Challenge Quest.

Objectives[ | ]

Margrid the Sly must be in your party to enter this mission.

If your character chose to follow Master of Whispers (after the primary quest Mysterious Message) and has not yet gained Margrid, you can still enter this mission (after completing the primary quest Calling the Order) by partying with another player who can bring her. It is not necessary to complete the Dzagonur Bastion mission, but it must be available.

  • The entrance to Dasha Vestibule is hidden and can be difficult to find without following Margrid's side of the story. See Getting There below for instructions on how to find it.

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 Solve the crystal puzzle to complete the Trial of Wisdom.
  • BONUS Help Margrid collect the Treasure of Ahdashim.
  • # of 3 treasures found.

Rewards[ | ]

Reward Treasures of Ahdashim XP Gold Skill Points Sunspear points
Standard 0 1,000 100 1 25
Expert's 1..2 1,500 150 1 25
Master's 3 2,000 200 1 25
Hard mode
Standard 0 1,000 200 1 80
Expert's 1..2 2,000 300 1 80
Master's 3 3,000 500 1 80

Walkthrough[ | ]

Primary[ | ]

Goren will meet you at the start of the mission. Talk to him and he will join your party as an ally. Beyond him is the Entry Hall, which is populated by three groups consisting of one Ruby Djinn and two Sapphire Djinns. The former are quite dangerous, as they can spam Searing Flames, so they should be your highest priority to kill. Wait for the mobs in the initial room to pop up before advancing, so that you don't get hit by two groups at once. While it is not necessary to clear the first room, it can be useful to do so just to get the mobs out of your way.

This mission has three "trials" that must be done in three different rooms. Each trial must be passed in order to proceed to the next area. The latter two rooms have traps consisting of jets of flame or ice that shoot from the walls. These will damage and/or slow your party, and can kill you very quickly if you stand in them. Pull any mobs near the jets away from them to fight. When passing by jets, it can be useful to wait until just after they stop firing, so that you know that they won't fire again for quite a while.

Trial of Eternity[ | ]

The center chamber is filled with the Djinn and Roaring Ethers. In addition, there are six Eternal Guardians, each of which controls 1 of 3 special environmental effects. There are two of each of the following:

There is a lesser and a greater variant to each effect - the Guardians you first meet control the lesser effects, while the ones at the top of the stairs control the greater effects. Each Guardian that is slain will remove one of the effects. Note that Goren is not affected by these effects.

As you enter, you will encounter the first set of Guardians 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 the bonus chest, and nearing it will cause three more enemies to spawn. 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. While it is only necessary to kill the guardians, it can still be helpful to kill all the mobs in the room.

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 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 answers are mostly obvious if you have been reading at least some lore regarding the Gods. While the questions posed can vary, the order of the correct answers does not. The answers in order of the riddles posed is:

  1. Balthazar
  2. Dwayna
  3. Grenth
  4. Lyssa
  5. Melandru
  6. Abaddon

Trial of Wisdom[ | ]

The rightmost chamber is populated by four Thunders of Ahdashim that must be defeated prior to taking the test, which is a math-oriented quiz. There are four obelisks arranged in a square, each labeled with a prime number (2, 3, 5, and 7). In front of them are six pedestals, each labeled with a product of two distinct primes (6, 10, 14, 15, 21, and 35). Two Crystal Keys lie on the ground, each of which must be placed on a pedestal.

When you put a key in a pedestal, it will mark the two obelisks corresponding to its prime factors. To complete the test, use the keys to mark all four obelisks simultaneously. That is, put keys in 6-35, 10-21, or 14-15. If you get it wrong you will be confronted by more Thunders of Ahdashim.

Central chamber[ | ]

Once all three trials are completed, you will gain access to the central chamber. This chamber is populated by three bosses:Kormab, Burning Heart, Hajok Earthguardian (Djinn), and Shakor Firespear. Although the three bosses patrol the same area, they are not grouped together. As the bosses are willing to chase a considerable distance once aggroed, it is possible to take them one at a time by careful pulling. You may have to wait a while for them to separate so that you can pull one by itself. Pull and immediately run to make Goren follow you, rather than giving him a chance to run to the boss, aggro more, and die.

The most dangerous boss is Kormab, a fire elementalist who can spam Searing Flames. It is thus adviseable to have some defense against this. You can try to prevent it from being cast via skills like Broad Head Arrow, Distracting Shot, Power Block, or Signet of Humility, mitigate the damage with Ward Against Elements or Ward Against Harm, or clear the burning effect with skills such as Extinguish or Song of Purification. Regardless of your approach, it is useful to use flags to spread out your party.

If you accidentally pull multiple bosses at a time, Kormab is a higher priority to kill than either of the others. Upon killing all three, the mission will end, and you will meet with the two Princes in the final cutscene.

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 group (consisting of 1 Ruby and 2 Sapphire Djinns) will appear when you approach the chest, so don't do this while other mobs are in the area.

Hard mode[ | ]

The main difference that hard mode makes is that it is more important to be careful to avoid pulling more than one group at a time. Separating the bosses at the end of the level is especially important.

Creatures[ | ]

NPCs[ | ]

Allies[ | ]

Monsters[ | ]

Elementals

Bosses - elite skill captures[ | ]

Dialogues[ | ]

Inside the mission[ | ]

Goren: The princes are protected in the central chamber of the city. They are locked inside and I can't get to them.

Margrid the Sly: The sealing incantations of Ahdashim only allow those of royal blood to enter freely. All others must face the sacred trials. Luckily, you brought someone along with the necessary knowledge, skill, and valor to gain entry...namely, me.

Diamond Djinn: INTRUDERS! Ahdashim will be your crypt!

Margrid the Sly: The vault's guardian spirits don't look happy to see us. This won't be easy.


Margrid the Sly: Ah, the Eternal Guardians. I thought these were just a myth to scare off wannabe treasure hunters.

Goren: This is bad. The city thinks we are enemies.

Margrid the Sly: Get ready! We'll have to take out these guardians to get through.


Margrid the Sly: Now that we've finished off those pushovers, there's only two more trials to face before the door to the Central Chamber opens.

Goren: How do you know so much about this place, lady Margrid?

Margrid the Sly: Just Margrid, please! I've done some...okay...a lot of research on this place. Every corsair dreams of plundering the Hidden City of Ahdashim!

Goren: Okay, Just Margrid.

Margrid the Sly: Sigh. I give up. Let's keep moving. The doors to the other chambers should be open now.


Margrid the Sly: If I remember correctly, this is the Chamber of Divinity. Our knowledge of the gods will be tested here.

Goren: I don't like tests.

Margrid the Sly: Neither do I, but we'll just do our best. Okay, big guy? Those djinn over there look like they're waiting for us. Let's find out what we need to do next.


If you answer a question correctly:

Divine Guardian: Correct. Your knowledge pleases the gods.


If you answer a question incorrectly:

Divine Guardian: Your knowledge of the gods is lacking. You must pay for your mistake in blood. Should you survive, you may continue the trial.


Margrid the Sly: Now that wasn't too bad, was it?

Goren: My head hurts.

Margrid the Sly: Toughen up, big man. It's nothing a little absinthe won't take care of.

Margrid the Sly: On to the last trial we go. Let's get this over with.


Goren: What are all these numbered thingies?

Margrid the Sly: This must be the Trial of Wisdom. Not many have made it this far, so I don't know much. The numbers are supposed to be the key.

Goren: Not math! I hate math. It makes my brain hurt more than god tests.

Margrid the Sly: Hmmm. Interesting. It looks like those crystals will fit onto the pedestals.


Goren: The door to the princes open now?

Margrid the Sly: Should be. Let's hurry. The treasure...I mean, the princes...are waiting.

Goren: I have a bad feeling about this....

Ending cutscene[ | ]

<party leader>: Princes! Your people need you!

Prince Bokka the Magnificent: Go away! We're safe here.

<party leader>: What good is security when your people are suffering?

Margrid the Sly: And if we can get to you, can't Varesh do the same?

Prince Mehtu the Wise: No, no. You're right. We should use the djinn to protect our people, not ourselves.

Prince Mehtu the Wise: We have been terrible fools.

Prince Bokka the magnificent: Speak for yourself. Obviously I must find a secure location! Goren! Fetch my sedan chair!

Goren: Fetch it yourself. I quit.

Prince Bokka the Magnificent: Quit? I am your ruler. Your leader!

Goren: A real leader earns the loyalty of his people. He doesn't bully them.

Prince Bokka the Magnificent: Fine. I'll double your pay!

Margrid the Sly: Forget it. There's more to life than just money.

<party leader>: What did you say?

Margrid the Sly: Don't ever say that I said that. It would cost me my reputation.

Margrid the Sly: What the-

Margrid the Sly: What is that?

<party leader>: It means we are too late. Nightfall has come to Elona.

Follow-up[ | ]

Notes[ | ]

  • Goren tends to follow whoever is actually moving, so it is useless to have him set to one person. All you can do to protect Goren is to just run through the ice and fire traps right after they stop so that he won't accrue any damage and heal him constantly while engaged in battle.
  • The ice traps 'cast' Ice Spikes at 50 cold damage roughly once per second while active.
  • The fire traps cause 50 damage and inflict Burning and Crippled (for 3 seconds) roughly twice per second.
  • Keys for bonus treasures will stay in your inventory if you leave the mission without using them, and you can use them in another try without killing those Djinns.
  • Only the Roaring Ethers will leave a corpse in this mission, so there are few corpses available.
  • 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.
  • Princes Bokka and Mehtu are present in the area behind the Djinn bosses, but have no response when approached.
  • If you can sneak/run past a boss you can find a double Goren on the steps behind the 2 princes. He will stay the same as 'your' Goren and be added to the allies list but will not fight.
Bug Bug! If you click on one of the Ahdashim chests without the correct key, it will give the normal message of needing a key or lockpick, even though they cannot be opened with lockpicks.


Nightfall Campaign Missions Nightfall Mission icon (Elona)
Chahbek VillageJokanur DiggingsBlacktide DenConsulate DocksVenta CemeteryKodonur CrossroadsRilohn Refuge, Pogahn PassageModdok CreviceTihark OrchardDzagonur Bastion, Dasha VestibuleGrand Court of SebelkehJennur's Horde, Nundu BayGate of DesolationRuins of MorahGate of PainGate of MadnessAbaddon's Gate