Dasha Vestibule
From Guild Wars Wiki
This is a mission entry. For information on the explorable area, see Dasha Vestibule (explorable area). For information on the outpost, see Dasha Vestibule (outpost).
| Dasha Vestibule | |
|---|---|
| | |
| Campaign | Nightfall |
| Region | Vabbi |
| Type | Cooperative |
| Party size | 8 |
| Required hero | Margrid the Sly |
| Duration | Medium |
| Preceded by | Greed and Regret |
| Followed by | Pledge of the Merchant Princes |
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.
Contents |
[edit] Mission information
[edit] Requirements
- Margrid the Sly must be in your party before you enter this mission.
- If Master of Whispers was chosen as the player's hero, first complete the quest Calling the Order and the mission Dzagonur Bastion to enter the Explorable Area only.
[edit] Objectives
- Complete the trial in each chamber to open the way into the inner sanctum.
- 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.
[edit] Rewards
| Reward | Treasures found |
|---|---|
| Standard | 0 |
| Expert | 1 - 2 |
| Master | 3 |
[edit] 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(1 on the map), the left the Trial of Divinity(2), and the right leads to the Trial of Wisdom(3). The only path open at this time is the Trial of Eternity.
[edit] 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.
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:
| Name | Lesser Effect | Greater Effect |
| Eternal Suffering | -1 health degeneration | -2 health degeneration |
| Eternal Lethargy | Move 10% slower | Move 20% slower |
| Eternal Languor | Skills recharge 10% slower | Skills recharge 20% slower |
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.
[edit] 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 answers are as follows:
- Balthazar
- Dwayna
- Grenth
- Lyssa
- Melandru
- Abaddon
Upon completing the trial, the door to the Trial of Wisdom will open.
[edit] 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.
[edit] Central Chamber
The final stage of the mission (point 4 on the map) contains three Djinni 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 make it work against him using 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.
[edit] 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. 3 more djinni spawn to guard each chest as you approach. The chests and keys appear as follows:
| Trial | Chest | Key you get |
|---|---|---|
| Eternity (1) | Sapphire | Ruby Key |
| Divinity (2) | Diamond | Diamond Key |
| Wisdom (3) | Ruby | Sapphire Key |
The bonus is very easy to complete: it requires no detours and the 3 djinni chest guards are standard strength.
[edit] Hard Mode
[edit] Notes
- A Broad Head Arrow ranger makes this mission much easier, as does Pain Inverter and Power Block for the Ruby Djinn and the final bosses. Pain Inverter alone at max asuran rank can kill Roaring Ethers when they use Energy Surge, and the same applies for the Ruby Djinn.
- Protective Spirit and Shelter are highly recommended.
- Spread your party out for the last fight so that AoE damage does not wipe them out.
- Frozen Soil can be useful to counter the Roaring Ether Resurrection Signets.
- Breath of the Great Dwarf can be useful against the Ruby Djinn.
[edit] Mission NPCs
[edit] Allies
18 (20) Goren
[edit] Foes
24 (26) Roaring Ether
- Djinn
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
[edit] Bosses
-
28 (30) Kormab, Burning Heart → (Searing Flames)
-
28 (30) Shakor Firespear → (Angelic Bond)
-
28 (30) Hajok Earthguardian → (Zealous Vow)
[edit] Objects
[edit] 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."
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 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."
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."
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."
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..."
[edit] Notes
- For most of the mission, Goren should sustain little damage. The most dangerous times are if you try to run away, as Goren will usually be last to follow and thus be the focus of enemy fire. This is especially true in the Central Chamber fight where the bosses may deal lethal damage to Goren should you need to flee. Traps also have a possibility to deal substantial damage to Goren if not careful.
- Bringing a monk hero with the skill Extinguish or using Breath of the Great Dwarf may help resolve the mass burning from Searing Flames used by Ruby Djinn
- There are next to no corpses in this mission so it is not recommended to bring a Minion Master or a build that needs corpses.
- Since the 13 November 2008 update you now gain 25 Sunspear title points for each level of completion in Normal Mode and 80 in Hard Mode, as well as the normal experience and gold rewards.
- If you leave one of the final three bosses alive and sneak/run past it into the main courtyard area, you will find a 2nd 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.
| Missions in Vabbi |
|---|
| Dasha Vestibule • Dzagonur Bastion • Grand Court of Sebelkeh • Jennur's Horde • Tihark Orchard |
| Towns and outposts • Explorable areas • Landmarks |

