Dasha Vestibule

From Guild Wars Wiki

(Redirected from Dasha Vestibule (Mission))
Jump to: navigation, search
This is a mission entry. 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

[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:

  1. Balthazar
  2. Dwayna
  3. Grenth
  4. Lyssa
  5. Melandru
  6. 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 Djinn and a pair of 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(at 4, behind the first trial) contains three Djinn bosses. Of these, the most dangerous is most likely the elementalist, Kormab. Luckily, every boss may be pulled and fought separately from the others. Keep in mind the mission will end upon defeating all three bosses, so should a player wish to capture a skill from one of them, that boss should not be the last one defeated.

-Kormab also has wide AoE spells and spells that target adjacent allies. If your monks and other teammates are grouped together, he will be able to take them all out in one clean sweep of his skills, so make sure you spread out your team before taking him on.

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

[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. Be aware that each chest is guarded by a group of Djinn that appear when the chest is approached. The chests and keys are laid out as follows:

Trial Chest Key
Eternity Sapphire Ruby
Divinity Diamond Diamond
Wisdom Ruby Sapphire

[edit] Mission NPCs

[edit] Allies

Human

[edit] Foes

Elemental

[edit] Bosses

Djinn

[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 ncessary 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 shouyld be open now."


Magrid 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.

Nightfall missions
Chahbek Village » Jokanur Diggings » Blacktide Den » Consulate Docks » Venta Cemetery » Kodonur Crossroads » Pogahn Passage or Rilohn Refuge » Moddok Crevice » Tihark Orchard » Dasha Vestibule or Dzagonur Bastion » Grand Court of Sebelkeh » Jennur's Horde or Nundu Bay » Gate of Desolation » Ruins of Morah » Gate of Pain » Gate of Madness » Abaddon's Gate
Challenge: Dajkah Inlet Remains of Sahlahja The Shadow Nexus Elite: The Ebony Citadel of Mallyx

Missions in Vabbi
Dasha VestibuleDzagonur BastionGrand Court of SebelkehJennur's HordeTihark Orchard
Towns and outpostsExplorable areasLandmarks
Personal tools