Hell's Precipice
From Guild Wars Wiki
| Hell's Precipice | |
|---|---|
| | |
| Campaign | Prophecies |
| Region | Ring of Fire Islands |
| Type | Cooperative |
| Party size | 8 |
| Duration | Medium/Long |
| Preceded by | Abaddon's Mouth |
| Followed by | Defend Droknar's Forge |
The Lich is revealed, and now you must stop him before he unleashes his titan army across all of Tyria. Seek the Lich and destroy him!
Contents |
[edit] Objectives
Stop the Lich from destroying the world.
- Disable the Titan Portals.
- Defeat Undead Rurik.
- Destroy the Lich.
- Bonus Destroy all three Armageddon Lords.
[edit] Skill recommendations
- Most Titans are not fleshy and thus immune to Bleeding, Poison, and Disease. These Titans will also not leave a corpse. Don't bring skills dependent on these.
- Extinguish may help alleviate the Burning caused by being adjacent to some titans. However, Burning will be reapplied if players remain adjacent to the titan.
- Rust will leave the Hands and Fists open while they use Healing Signet. Often, they can be defeated before completing activation due to the lower armor.
- Since the Titans use Fire damage, it can be useful to bring an Insignia with bonus armor against Fire and/or elemental damage such as Pyrebound, Dreadnought, Wanderer's, or Pyromancer. If using Winter, bring Frostbound Insignia and Hydromancer Insignias instead.
- Elementalists can bring Ward Against Harm or Ward Against Elements to reduce damage from spark fire spells, and Maelstrom to interrupt sparks clumped together.
- Cold damage works better than fire against titans.
- Since risen ash hulks can strip enchantments and have the least priority (your party will often leave them to be killed last, since they are least dangerous), bringing a cover enchantment to cover key spells such as attunements and bonds is not a bad idea.
- Having a couple of party members carrying Rebirth can be extremely useful.
- It may be worthwhile bringing a Signet of Capture seeing that there are a number of Elite skills available only from this mission, and the experience bonus when you capture an elite skill may help with death penalty...
- The most devastating enemies in this mission deal some form of fire damage. If you or your heroes have Mesmer as a secondary class, putting some points in Inspiration Magic and using Mantra of Flame helps to reduce fire damage a great deal. Heroes will also use this skill properly. Coupling that with Leech Signet and/or Power Drain is also a very effective way to gain extra energy, as well as interrupt your enemies.
- The nature ritual Winter seems to slightly help the damage dealt.
[edit] Walkthrough
Titans have the unique attribute that upon their death, some will give rise to a new titan (or multiple titans) in their place. Thus it is imperative that players know what targets to prioritize and focus on one at a time. For this mission, know that Burning Titans are reborn as Risen Ashen Hulks. The Ashen Hulks further are reborn as a Hand of the Titans and a Fist of the Titans. Hands and Fists are not reborn into anything. Also, being adjacent to Burning Titans or Risen Ashen Hulks will apply Burning to players. Imps called Spark of the Titans join the titans groups and can deal massive area fire damage due to Mind Burn. Luckily, they are not reborn.
The first group gives you a taste of what fighting titans is like. Although you see a mere two titans, you'll quickly notice how much trouble they can cause when reborn. In general, the Risen Ashen Hulks are the least dangerous, so focus on the Burning Titan. Now you'll have two Ash Hulks. Focus on one and wait for it to give rise to the Hand and Fist pair. Dispatch these before moving on to the other Ash Hulk.
Proceeding down the path, you'll see the Lich, but he will disappear, replaced with a level 1 Quickening Zephyr. You'll run into more titans. Take them out as you did the first two, focusing on one at a time to help control what spawns you face. At this point, you can continue south or across the bridge to the east. Both paths rejoin eventually. You'll also run into the Sparks which should be the priority target as their fire spells can quickly wreak havoc on your party's health. If you want to initiate the bonus, head to the Seer in the southeast. To continue with the mission, follow the path southwest. You'll run across the Lich again, and he'll repeat the disappearing act as before. The path will wrap around to the north and open into a large open area with three portals.
If you initiated the bonus, you'll see the three Armageddon Lords in the lava to the east. You'll also see a patrol of titans, a spark, and a titan boss along the western half where the portals are. Leave all these alone for now. Take out isolated foes that are scattered across the field while taking out spawns that emerge from the lava. Eventually, after two bosses have spawned out of the lava, the spawns will cease and it is safe to continue on. If doing the bonus, pull the Armageddon Lords out of the lava and dispatch them one at a time. When ready, pull the patrol away from the portals and take them out as well. At this time, all that should be left are the portals and the three defending wraiths around each one. Take out each group one at a time to continue. Optimally, you can avoid the patrol and time your attacks to take out the wraith groups before the patrol comes back. It is only necessary to kill the wraith groups to proceed to the next section.
It would be beneficial to make sure everyone is completely energy regenerated and skills recharged before taking the last portal since if no one skips the cut-scene cinematic you will spawn right in front of the first group of fists protecting Rurik and they will begin attacking immediately. If everyone skips the cut-scene the fists spawn up the hill close enough to Rurik and the sparks that pulling any of them could aggro all if you're not using a long bow or not careful. It is possible to kill Rurik, the sparks and this 1st group of spawns in any order and then the next cut-scene of finishing off Rurik will start. Rurik will be fast and harder to kill than the sparks but does not do as much damage as the sparks so as always - sparks 1st. Only Rurik needs to be killed to set off the cutscene, though killing the sparks and some of the fists makes this part much easier.
If you skipped the cut-scene from the portals - the Lich will already be on the 'blood stone inside the caldera' so cleaning up the fists in there is not as easy. Usually you will pull the 1st set away from the Lich, killing them, and try and avoid aggroing the 2nd set although if or when the Lich casts you into the fiery lava it may be unavoidable. If you did not skip the portal cut-scene the Lich will walk a long path from the back of the caldera so it is possible to pull all the fists 1st before he gets on the bloodstone.
The Lich can transport players to the lava usually with large pink bubbles but also by command instantaneously. He also will transport himself there to break up the team attack but gains very little health or energy except that which normally accrues over the time it takes to get to his location and recommence the attack. He can be blocked by one or more players, preferably at the edge of the lava, where the attack may continue.
If the Lich does resurrect, he will return with full hp, and 2 or more fists will also spawn in the lava, and should be taken care of immediately before starting on the freshly revived Lich again. 2 is the average number of lives for the Lich, 3 lives is the next most frequent and just 1 life is occassional. The Lich can be killed anywhere and 1 life Lich kills occur anywhere just as much as on the bloodstone.
If needed the best place to retreat is up the stairs you came down.
Eventually, the Lich will go down and not be resurrected. Congratulations, you have completed the final mission of the Prophecies campaign!
[edit] Bonus
To initiate the bonus, you must first talk to the Ancient Seer along the southeastern portion of the map. A Burning Titan and a spark patrol roam near him. These groups WILL attack the Seer and the Seer WILL move to engage them. However they do not appear to interact until you have them on your radar, at which point you will need to quickly kill whatever group is blocking your path to the Seer. Once you have initiated the bonus, it is important that the Seer does not die or you will fail the bonus, even if you kill the Armageddon Lords. If you took the eastern path across the bridge, you'll likely come from the north. If you continued south earlier, you need to head east once you reach the path containing Spark patrols and will come up from the south to find the Seer. (A good idea is to have a monk heal the seer while everybody else keeps the rest of them busy. The Seer is Lv30 so he should be able to survive quite a while.)
Usually there are 2 hulks and 3 sparks near the crest of the hill that your team eliminates and can be the hardest part of this whole level. A burning titan roams near the seer and if someone gets too close ( about 3 circles distance) the burning begins attacking the seer if you are ready or not.
There is a "bad spawn" that appears to be developer tweaked every once in a while (new build) from 1 in 20 times to about 1 in 10 times where all the hulks and sparks are very close to the seer and are proximity aggroed much more easily. Unless the team is aware of this possibility, and a very good group at that, it is near impossible to save the seer once your team gets mid way up the hill.
Once you talk with the Seer, the Armageddon Lords will spawn in the lava by the portals. It's best to let the spawns cease before attempting to lure the Lords in, otherwise you might unexpectedly be battling both the Armageddon Lord and a titan boss. A longbow should be sufficient enough to lure each Armageddon Lord one by one out of the lava where it can be safely dispatched. If you have a hero/henchmen team, you will need to flag them a safe distance away from the lava. If you don't, they might go into the lava, causing to much damage for the monks to handle. Be aware that they will be reborn into Risen Ashen Hulks after they are defeated. Defeat all three to gain the bonus.
[edit] Mission NPCs
[edit] Allies
30 (30) Ancient Seer
[edit] Foes
28 (30) Burning Titan
24,28 (26,30) Risen Ashen Hulk1
24,28 (26,30) Hand of the Titans
24,28 (26,30) Fist of the Titans
28 (30) Spark of the Titans1
28 (30) Armageddon Lord
1considered a fleshy creature
24 (26) Portal Wraith
[edit] Bosses
28 (30) Scelus Prosum → (Mind Burn)
28 (30) Moles Quibus → (Panic)
28 (30) Maligo Libens → (Aura of the Lich)
28 (30) Valetudo Rubor → (Greater Conflagration)
28 (30) Tortitudo Probo → (Eviscerate)
28 (30) Undead Prince Rurik → (Hundred Blades)
30 (32) Lich Lord
(Drake)
[edit] Notes
- Meteors will randomly fall throughout the mission, knocking down, and slightly damaging those they hit. The points at which they fall is predetermined and will not change, but how often they fall is varied.
- For the best chance of survival, and for minimization of damage, dispatch enemies in this order: Spark of the Titans, Bosses, Lords, Burning Titans, Hand/Fist of the Titan, Risen Ashen Hulk. Kill all Sparks of the Titans first, and then move on to the Burning Titans and so on. When you have defeated a Risen Ashen Hulk, be sure to finish the spawning Hands/Fists before moving to the next one.
- Portal Wraiths that guard the portal are dangerous, but are definitely the easiest enemy you will find in this mission. Clearing away nearby enemies before engaging them is recommended, but it is normally safe to engage all three Portal Wraiths at a single portal.
- If you bring heroes or henchmen when fighting the Lich, be sure to flag them into the center of the Bloodstone, so that they don't run right into the lava and place unneeded strain on the monks. The Lich rarely uses melee, so this should be a safe anchor even for monks.
- During Guild Wars Third Anniversary Celebration an end game area was added that allows you to get one green per character.
- Longbows may help, as they are outside compass range, and therefore, the Lich will not move toward you from the center.
| Prophecies missions |
|---|
| The Great Northern Wall » Fort Ranik » Ruins of Surmia » Nolani Academy » Borlis Pass » The Frost Gate » Gates of Kryta » D'Alessio Seaboard » Divinity Coast » The Wilds » Bloodstone Fen » Aurora Glade » Riverside Province » Sanctum Cay » Dunes of Despair and Elona Reach and Thirsty River » Augury Rock » The Dragon's Lair » Ice Caves of Sorrow » Iron Mines of Moladune » Thunderhead Keep » Ring of Fire » Abaddon's Mouth » Hell's Precipice |
| Missions in the Ring of Fire Islands |
|---|
| Ring of Fire • Abaddon's Mouth • Hell's Precipice |
| Towns and outposts • Explorable areas • Landmarks |

