Dasha Vestibule

The merchant princes have walled themselves up in the depths of the Vestibule. Upon entering, the defenses are activated, unleashing a number of elementals and traps to block the way. In order to reach the princes, the party must travel with Goren and complete three trials to unlock the door to the inner sanctum.

This mission represents a branch in the storyline which is determined by your choice of Margrid the Sly or Master of Whispers. If you have Master of Whispers, you may return to this mission after completing Abaddon's Gate or enter with someone who has Margrid the Sly.

Requirements

 * Margrid the Sly must be in your party before you enter this 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. [0...3] of 3 trials completed.
 * Defeat the Eternal Guardians to complete the Trial of Eternity.
 * Answer the riddles posed by the Divine Djinn to pass the Trial of Divinity.
 * Solve the crystal key puzzle to complete the Trial of Wisdom.
 * Defeat the enraged djinn to reach the two princes.
 * Goren must survive.
 * *Bonus* Help Margrid collect the Treasure of Ahdashim.
 * [0...3] of 3 treasures found.

Rewards
The reward for this mission depends on how many treasures you find (See Normal mode reward/Hard mode reward for details).

Walkthrough
The entrance to the three chambers has a number of groups of Djinn. Tackle them one group at a time. When fighting groups of Djinn, the Ruby Djinns using Searing Flames should be a priority target as they can deal massive amounts of damage to the party. Proceed towards the far wall where you will find three paths. The central path leads to the Trial of Eternity, the left the Trial of Divinity, and the right leads to the Trial of Wisdom. The only path open at this time is the Trial of Eternity.

Trial of Eternity
There are six Eternal Guardians which produce global environmental effects for this trial. Defeating a guardian will remove its effect. Complete the trial by defeating all six guardians.

The guardians may produce one of three environmental effects. The guardians at the base of the stairs produce lesser effects than those further back. These effects are as follows:

Note that when you reach the stairs, the left path is slightly more difficult, as the guardians of the sapphire chest will spawn once the party gets close to the chest and augment the group of Djinn and guardians already there. Either pull the Djinns away from the chest or take the path to the right. This requires defeating the Ruby of Ahdashim which is needed for the bonus.

Upon completing the trial, the door to the Trial of Divinity will open.

Trial of Divinity
There are two traps placed just after the left turn in the entrance corridor to this trial (one fire, and one water). It is imperative that you pull the Djinn away from the traps to battle them, in order to avoid accidentally being caught in the traps.

Towards the back of the room stands a row of Divine Guardians. They will ask questions regarding the Gods of Tyria, and you must choose the answer that fits the clue the best. The clues change during each run of the mission, but the answers are always the same. From left to right, the correct answers are as follows: If you give the wrong answer, a group of foes will spawn around you, but the Divine Guardian will still count as completed.
 * 1) Balthazar
 * 2) Dwayna
 * 3) Grenth
 * 4) Lyssa
 * 5) Melandru
 * 6) Abaddon

After answering all six questions (one way or the other), the door to the Trial of Wisdom will open.

Trial of Wisdom
Like the Trial of Divinity, the first turn is greeted with a pair of Djinn and a pair of water traps. Again, pull the Djinn away from the traps to battle before proceeding.

In the main chamber stand four Thunder of Ahdashim which are much like Diamond Djinn except hold a special skill Quake Of Ahdashim. This skill will knock down and damage players in the area, also destroying any crystal keys they may be carrying. It is thus best to try to dispatch them before attempting the puzzle.

The puzzle itself involves two crystal keys and four obelisks with the first four prime numbers, 2, 3, 5, and 7. Closer to the entrance lie six pedestals containing the numbers 6, 10, 14, 15, 21, and 35. Setting a key on a pedestal will activate those obelisks which are factors of that number. So for example, placing the key on 6 will activate its prime factors, 2 and 3. The goal is to activate all four obelisks. Luckily, the arrangement is such that placing a key on any two pedestals equidistant from the ends will accomplish this. So the combinations are 6 and 35 or 10 and 21 or 14 and 15. Failing to match up the obelisks properly will spawn a new set of Thunder of Ahdashim as well as reset the keys.

Upon completing this trial, the doors to the Central Chamber will open.

Central Chamber
The final stage of the mission contains three Djinn bosses. Luckily, each boss may be pulled and fought separately from the others. The mission ends after defeating the last one.


 * Most groups find Kormab (the elementalist boss) to be the most dangerous. Kormab uses several AoE spells and can quickly wipe out clustered parties; be sure to spread before taking him on. Alternatively, you can shut down his offense (e.g. using interrupts) or use anti-caster hexes (e.g. Backfire).


 * Goren must stay alive, so make sure he does not rush ahead into the group of bosses while you are pulling.


 * If you want to capture skills, be sure to pull the relevant Djinn first or second; the mission ends as soon as the third boss dies.

Bonus
Note: If you wish to attempt the bonus, complete it before eliminating the three Djinn bosses in the Central Chamber.

Each of the three trials contains a chest and a Djinn of Ahdashim. The Djinn will drop a key corresponding to their name, and chests must likewise be opened with the key matching their name. Three more Djinn spawn to guard each chest as you approach. The chests and keys appear as follows:

The bonus is very easy to complete: it requires no detours and the three Djinn chest guards are standard strength.

Skill recommendations

 * The Ruby Djinns and Roaring Ethers have strong AoE skills. There are a number of ways to counter:
 * Pain Inverter kills them quickly.
 * They can be interrupted or dazed.
 * The Djinni are vulnerable to cold damage, making Winter a good choice.
 * Burning (caused by Searing Flames) can be countered with Extinguish or Breath of the Great Dwarf.
 * Frozen Soil or interrupts (e.g. Complicate) can be useful to counter the Roaring Ethers' Resurrection Signets.
 * Protection skills are very useful, including Protective Spirit and Shelter; henchman Kihm uses Protective Spirit.
 * Bonders are very effective; none of the foes can remove enchantments.
 * Very few of the foes are fleshy (just the Ethers); avoid skills that exploit corpses or inflict Bleeding, Disease, and Poison.

Allies
Human Elemental (Djinn)
 * 18 (20) Goren
 * 24 Divine Guardian

Foes
Elementals Elementals (Djinn)
 * 24 (26) Roaring Ether
 * 24 (26) Ruby Djinn
 * 24 (26) Ruby of Ahdashim
 * 24 (26) Diamond of Ahdashim
 * 24 (26) Eternal Guardian of Languor
 * 24 (26) Eternal Guardian of Lethargy
 * 24 (26) Eternal Guardian of Suffering
 * 28 (30) Thunder of Ahdashim
 * 24 (26) Sapphire Djinn
 * 24 (26) Sapphire of Ahdashim

Bosses
Elemental (Djinn)
 * 28 (30) Kormab, Burning Heart &rarr; Searing Flames
 * 28 (30) Shakor Firespear &rarr; Angelic Bond
 * 28 (30) Hajok Earthguardian &rarr; Zealous Vow

Objects
Chests
 * Diamond Guarded Chest of Ahdashim
 * Sapphire Guarded Chest of Ahdashim
 * Ruby Guarded Chest of Ahdashim

Opening cinematic

 * Meanwhile...
 * (Fortress of Jahai)
 * Morgahn: "Varesh! We have located the Sunspears."
 * Varesh: "The Sunspears are completely irrelevant. Everything is ready. We must move at once."
 * Morgahn: "Surely there is an easier way."
 * Varesh: "No. It all comes down to this. We must do this for the good of all Kourna." [sic]
 * Morgahn: "Varesh, I fear for the priests."
 * Varesh: "The followers of Lyssa will be unharmed. I respect your faith, Morgahn, and would never harm it, even in Abaddon's name."
 * Morgahn: "Perhaps if I spoke to them, they would let us proceed."
 * Varesh: "NO! No, let me handle this. Your precious priests are safe."
 * Varesh: "But I must ask you, old friend, where your loyalties lie - with your faith, or with your homeland?"
 * Morgahn: "My loyalty is to you, Varesh. To you and Kourna."
 * Varesh: "Thank you, old friend. Ready the troops, General Morgahn. We move out!"
 * Varesh: "Ah Morgahn. Your heart is good. It is a pity there will be no place for it in our new world."


 * Meanwhile...
 * (The Hidden City of Ahdashim)
 * Goren: "The Hidden City of Ahdashim."
 * Margrid the Sly: "I've heard of it. It is filled with wealth. Piles of golden coins. Niches filled with riches."
 * Goren: "From here the princes command the power of the djinn."
 * Fire Djinn: "Intruders!"
 * : "What in the name of the gods?"
 * Fire Djinn: "We guard the Princes of Vabbi! Leave now or perish!"
 * : "We seek and audience with the princes."
 * Fire Djinn: "The princes will see no one!"
 * : "We are their allies."
 * Fire Djinn: "They have ordered us to keep all others out! We will keep them safe!"
 * Margrid the Sly: "They are hiding. Hiding while the rest of the world burns."
 * Goren: "I wouldn't put it past them."
 * Fire Djinn: "Only death awaits you here! Go no further!"
 * : "If we want the princes, we will have to go in after them."
 * Margrid the Sly: "Into a fortress filled with traps, wards, and hostile djinn."
 * Goren: "Oh yeah. This is going to be fun."

Initial 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 necssary 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."

Intermediate dialogue
When first approaching the Trial of Eternity.
 * 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."

After solving the Trial of Eternity.
 * 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 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."

When first approaching the Trial of Divinity.
 * 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."

After solving the Trial of Divinity.
 * Margrid the Sly: "Now that wasn't too bad, wasn't 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."

When first approaching the Trial of Wisdom.
 * 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."

After solving the Trial of Wisdom.
 * 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 cinematic

 * : "Princes! Your people need you!"
 * Prince Bokka the Magnificent: "Go away! We're safe here."
 * : "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 are 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 more 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."
 * : "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?"
 * : "It means we are too late. Nightfall has come to Elona."

Trivia

 * If you leave one of the final three bosses alive and sneak/run past it into the main courtyard area, you will find a second Goren standing on the steps behind the two princes. Walk close enough and he will join your party as an ally, both Gorens will appear in the final cinematic.