Talk:Dunes of Despair

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What is the the point?[edit]

What is the point of listing the forgotten/construct boss that is to the left of the bonus route? It serves no purose - not part of the mission route, not the bonus, not the slow totem... why do we need that? Previously Unsigned 02:52, 25 January 2012 (UTC)

Because that's what we do. We document anything and everything about the game, especially boss positions and technical stuff like that. Also, why not? ~FarloUser Farlo Triad.pngTalk 03:09, 25 January 2012 (UTC)

Method 5 Normal Mode[edit]

1. Thanks for the tip.
2. While it is still a challange If found you can sticky Goss Aleessh to some minions, by dropping the slow totem at his feet and flagging the heros away after killing his Ancient guards; now the party can escort the Ghostly Bore safely past the Mob. The real threat here is the Minions may well overhelm the boss if too many swarm him. Once the gate is open the Ancients can be drawn into the tunnel beyond the drawbridge and nuked AoE pretty well. From there its pretty easy to push past the casters that manifest by the Enemy Ghost, kill the Bosses, and find the 5000 year old Throat Lozange; the hero so desperately needs. --69.255.123.188 19:21, 11 April 2012 (UTC)

Hardmode Single Player Mission and Bonus[edit]

I really didn't want to do the sneaky clock thing or necrotic transfer so I failed a lot before I got it and have tips from my experience:

1. Bring more mitigation, shut-down, enchant/hex removal and healing. They will speed you up more than damage.
2. Keep team on "guard" mode or they run in all directions trying to hit worms.
3. Ignore worms and take entire party with you. Not touching worm and not leaving anyone near ghost made worm stop attacking him.
4. Watch your minimap. Adds may spawn behind you after you kill a captain. Scarabs may spawn after you pass.
5. Spirits and/or minions help. I usually take mesmers for hard modes but swapped them out for another rit and necro.

My elite spells were: Signet of Spirits, Signet of Ghostly Might, Aura of the Lich, Broad Head Arrow, Icy Veins, Word of Healing

My path was: Stayed on the platform for first three pairs of serpents, down the ramp to my left to kill last pair, back of room to kill the two enchanted bows and outside to kill scarabs and nearby captain group. Back in toward ghost and made a left to intercept a hammer/sword pair running down hill, then killed captain group at top of hill. Worm was there but I just ignored it. Left worm and ran out back of room all the way to room with two captains. Ghost not taking damage so I pull captain to my left not realizing a scarab spawned outside and is holding up two heroes outside. I flagged inside, far left, in front of me. It's a good place to flag because captain started running over to right side when he was half dead and heroes might have pulled right side captain if they followed. (I think it was mesmer one that did that. I never saw the others do that.) After left side captain/crew dead I was about to pull right side captain but saw moving red dots on mini map. I ran after them and they were half way in to ghost. I think I killed all of them but only had one minute left so I ran back to try and kill right side captain. I got him but only had 1 second left so bring a speed increase if you can fit one. --Smiles66 09:09, 18 May 2012 (UTC)

Eliminate all other methods and just list Method Five[edit]

This mission could be cleaned up and made easy for everyone if Method Five was the only one listed. I just did the mission and bonus today in Hard Mode with the discordway team, a smite monk and a panic mesmer. Just me and heroes. Listing the other, old, harder methods just makes more work for the players. You get the mission done, ignore most combat, and the hero won't be harmed while you complete the bonus with your entire party. No need to die with necrotic traversal and no splitting the party. Waiting for the timer to count down after you killed the bonus bosses is the only hard part. :-) The important thing is to kill the two Enchanted foes that are with Goss Aleesh before trying to get past Goss. If you don't, the Enchanted will eventually wander up the hill and attack you while you're trying to fight your way into the fort. This always gets Goss Aleesh to attack.--CraigDC42 01:43, 4 June 2012 (UTC)

I understand your point of view, however the goal of wiki is to document all variants to beat the mission. After overhauling several mission articles myself, I can tell that what could be done is to: re-order alternative strategies by effectivity in the same way it was done for Ice Caves of Sorrow bonus. Which only changes the numbering within the different approaches. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 03:49, 4 June 2012 (UTC)
Looking back at my post now, while I get ready to run the same mission with my elementalist (who doesn't have access to a discordway team or all the EotN spells I have available on my ranger) Method Five may not work as well, so leaving the other methods listed has some value. I'm still going to use Method Five - taking Ice Prison to slow Goss Aleesh while I run past him with my team.--CraigDC42 04:03, 26 June 2012 (UTC)
Not everyone can manage method 5 on their own. I typically prefer to help people by pointing them to the wiki (or perhaps outlining the same techniques), so that they can help themselves. And based on my interactions (and watching people attempt it), they have difficulty on how to engage the Gosster, snare him, and get the Ghostly Hero to the bridge. (A few have trouble returning to the fort after the cutscene, and dealing with the new spawns.) In addition, it cannot be reliably done unless you have heroes (which Prophecies-only players will not have). For those people, having other options is essential, especially the idea of doing the mission first and then the bonus separately.
Similarly, a lot of people working on cartography still seem to prefer the necrotic transport method (although I can't really explain why they do). I've also run into people who consider Method 5 to be... dishonest (they believe it's an exploit of the cutscene mechanic). Myself, I'm never doing any other method besides 5 ever again — it's quicker and much more reliable than the others (especially if I'm taking inexperienced people through it, which limits me to perhaps 3 heroes).
That said, I think Yoshi's suggestion of re-ordering the methods is reasonable. Perhaps: focus on mission → Goss Aleesh cutscene → Teleport → Use pause → SoS (or might even put those last two as notes, along with "variations"). – Tennessee Ernie Ford (TEF) 06:09, 26 June 2012 (UTC)

Southern drawbidge in fort[edit]

I have been trying to do the bonus using method five. However, the drawbridge at the southern end of the fort doesnt lower. In other words: I can not reach the generals. Can anybody tell me what I'm doing wrong? I've tried it three times total, and each of those three times I actually brought in the Ghostly Hero after a while to see if he would lower the bridge - which he doesn't. So... anybody?

Okay.... I'm stupid. Apparently reading the guide other people put a lot of work into is a skill I have yet to master. You have to move the Ghost to the altar beforing killing the Mesmer Hero or whatever his name is :)

Method 4[edit]

personal note, I can run past Goss Aleessh pretty consistantly but the tricky thing is killing him fast enough after capturing the altar. About 2 mins ago I had the hero die on me while going after Goss >_> I'd recommend flagging heroes to begin killing the boss while the player sits about with ghostly near but on the altar. (gives you more time) -Chieftain Alex 01:33, 23 March 2013 (UTC)

I attempted this mission in HM probably 5-6 times before I finally got it, using this method. It is IMO the best for HM because I just barely had enough time to fight my way through the bonus even with all 10 minutes to spare. You just need to time it right. Lure Goss up the hill towards the bridge (but not so far that he will flee) so you can see when he is about to die. 96.61.78.97 22:31, 15 June 2014 (UTC)

Ghostly Hero will not open third gate[edit]

Are there any plans to fix this bug. Unable to progress with prophecies until this is fixed.


Note March 31 2022. I don't know when the unfortunate GWW player wrote the above note. I tried this mission 5 times today and on no occasion did the Ghostly hero use claim resource when next to the gate. The gate won't come down, there is no workaround, NCsoft will not fix it "We no longer support guild wars" was the last answer I got to a support request. With the current batch of campaign ending bugs for factions, nightfall and Eotn I guess I will not be PVEing in the future.

Never had a problem there. Get him close to the gate and he will start to use skill to drop gate. Justice (talk) 12:21, 31 March 2022 (UTC)


You think I didn't try that - like 400 times?

I went in game and it took me 4 minutes to find all the gates working as normal. Make sure you are taking the ghostly hero all the way forward. If he is just standing there shooting his bow then kill the mobs nearby. If he is just standing there, walk away with him following and walk back.I think he sometimes just stops behind the player he is following which is not always in range.Justice (talk) 19:25, 31 March 2022 (UTC)

Tried that repeatedly friend. Still not doing it. It is seriously bugged, just like the rest of them. If you give me your ingame character name I will friend you and prove it to you next time you are around in game.

I (also) volunteer to verify or refute this bug. I have no qualms about posting my IGN (Doki Monika) here as I've done so on reddit repeatedly, but for the sake of privacy, you as the claimant of this bug should be the one to give your IGN if you wish for more people to help. Cealdor (talk) 06:56, 1 April 2022 (UTC)

Hi again, thanks for all the offers of help. I'd like to suggest a different approach based on some more research I did at the weekend. I ran the mission (at least up to the 3rd gate) on another three different characters (not including the first I'd mentioned). The results are rather surprising. On two characters, on each and every of the 5 runs the Ghostly opened the third gate. On the third character, using the same conditions (normal mode, do mission normally, kill Gossh boss and lead Ghostly up to gate) the Ghostly did not open the gate. I tried killing the Forgotten on both sides, leading Ghostly away and then back again, but still no gate open (or claim resource). This happened 5 times, yupp the same as my original character.

Therefore I would like to suggest someone with some wiki skills put small table here for data gathering. Something like character or user name, number of times mission run, successful 3rd gate opening, unsuccessful third gate opening and then some totals. Just maybe NCsoft might be interested with some real data.

Sorry I can't do this myself, don't have any wiki skills and can barely type as you can see. If this works, maybe we can tackle some of the other game breaking bugs in the same way....

Can It Be Done?[edit]

I have done this mission solo many times over. Today I was doing the Z mission and thought, "Yes, but I am using heroes and skills other than core and Prophecies... so can it be done with only henchmen and what skills do I need?". There I am stuck on the fact that everyone I spoke to in game says NO. All the people agree it must be done either with a 6 player team very well coordinated or you cheat it out using EotN, Factions, and Nightfall skills. Do you disagree? Good! Tell me here how you managed to solo both the mission and the bonus objective with nothing more than henchmen and skills that belong to Prophecies and Core. Good Luck! --Wendy Black 15:23, 10 September 2014 (UTC)

It used to be done alot single player (update 2023 as the page was full of methods)[edit]

It can and was often done so, you have to split if you want bonus in (and in HM u will probably fail nwo and again doing it). You have to bring the slow totem, you put it in a precise spot to the left, you lave and MM (can't recall if its AotL or not) a Sos (this is to beef up numbers, and a monk or st (can't recall the professions on the monk position but you place him/her above the hero so he keeps range) - the dmg is put slightly to the left and right - enough to cover both front and each other.

You kill two wurms before pushing out (Canät recall which spwn it is but it comes from the right and you meet the final front one as you push out). You are 3, so buffing numbers are prefered (like second mm, arcane/evas, sos, ss works as one position if ur human mo so you can carry) cant recall if i brought a mes or not last. You push straight (do NOT pop to many necs), pull up bosses if possible (further aggro range than enemies so something u can single em out for faster complete). If you use phys recall to have a removal on one of the chars you bring outside that has a fast recharge rate (blind).

  • Slow totem is dropped to the left of the hero altar (below towards the gate before the slope) - maximizing the area versus effect of the totem.

Once you're done you either push back in, realise you've placed your heroes wrong and have to redo the main part except the bonus or (once you have gotten the hang of it) push back in and sweep some ranged if theyre still there or relax if they're cleared.

They said prophecies/core and henchmen only.Justice (talk) 22:45, 5 October 2023 (UTC)

Warriors guide(HM-bonus)[edit]

Thought I would add my experince in, because as a warrior( which is quite limiting as far as DPS or builds like discord) this bonus can be extremely difficult. It personally took me about 20 attempts to finally crack it.Hopefully by follwowing this others will have a much easier time. The method that finally cracked it was a combination of method 1 and some other tactics as follows:

team i used. me( dragon slash war), 2 monk heros, 2 spirit spammers heros, and a MM hero

1) work your way to the slow totem, collect it then kill the hero group in front of the fort. 2) clear all enemies inside the fort EXCEPT the enemy hero. 3) run past the hero to the south gate, standing next to the gate with a long bow you should be able to pull the general group close enough to kill( some times you'll get a bad spawn and it doesnt work) occasionally one the enemies will run away, move away from the ledge and he should come close enough to kill.(personally i think this part should be added to the page as another method) 4) killing the boss group will cause a extra group to spawn and run to the west gate, go the gate and kill them two, leave the slow totem by this gate. 5) you now only have 2 hero groups to kill for the bonus, go back to the centre and kill the enemy hero 6) the enemy groups will start attacking the fort, move around the fort killing each group as quickly as possible. DONT WAIT FOR THEM TO COME TO YOU, they get caught on walls making it difficult for your heros to kill them. 7) The last group to spawn, spawns on the west gate and includes a boss, when you finish this group,you'll have 5 minutes to spare, make your way to the bonus, leaving one monk(or healer) next to the hero just in case of worms(optional) 8) kill the two groups of bonus generals, start with the group on the right hand side, ignore the group that spawns and runs to the west gate, the group will get caught on the slow totem. Giving you plenty of time to kill the last group to complete the bonus. By killing one boss group before the timer, should should have about 2 minutes to spare. 9) Depending on luck and speed you may be able to run back to the hero and save him from the groups that spawned, if not not rerun the mission ignoring the bonus, its quite simple without the extra bosses and you wont need the slow totem.

122.58.171.64 01:18, 12 November 2014 (UTC)anarion the mighty