Thirsty River

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This is a mission entry. For information on the outpost, see Thirsty River (outpost).
Thirsty River
Campaign Prophecies
Region Crystal Desert
Type Cooperative
Party size 6
Duration Short/Medium
Preceded by Sands Of Souls
Followed by Augury Rock

*Elona Reach and
Dunes of Despair

must also be completed to continue
the mission at Augury Rock.

Thirsty River is one of the missions required to achieve ascension in Prophecies. As part of the trials to ascend, defeat six teams of ever-increasing difficulty in a combat arena.

Contents

[edit] Mission information

[edit] Objectives

Annihilate the opposing enemy teams.

[edit] Walkthrough

Before you fight the six teams mentioned in the objectives, there is the opportunity to gain morale bonuses by killing the Sand Giants that precede the first boss. There are five giants in all, each granting a 2% bonus. Three are in the first area, before continuing south down a path with burrowed scarabs, and two are after the path but before the gate. You are not timed yet, so feel free to pull devourers at your leisure to clear the way to the giants.

The rest of the mission is separated into rooms, each containing 1-3 groups. These groups have a boss, a priest, and a number of Forgotten foes. Every two minutes after the door to a room is open, if the priest of the group is alive, it will resurrect all defeated foes in that group, thus timing is highly important in the larger rooms. Common practice is to focus fire on the priest at around the 1:30-1:40 mark (3:30, 5:30, etc for rooms with multiple priests) to ensure it is not alive at the 2:00 mark to resurrect everything you already defeated. If the timer reaches 1:55 and it appears your party will be unable to defeat the priest in time, exercise the better part of valor and pull back to prevent being instantly swarmed by the respawned foes. The door to the next room is opened when all foes in the current room are bested. Between rooms, the timer stops, and will reset when the next room is opened. There is sufficient time to fully regenerate and recharge between rooms. Make use of this, so the group's spellcasters can enter the next room at full energy.

You'll see a Ghostly Hero in front of a gate to the first room. This room has only one group, the mesmer, Goss Aleessh and a couple of Forgotten Illusionist and Forgotten Champion subgroups. Chaos Storm is annoying, so target the Illusionists first before proceeding to the warriors. Remember to focus on the priest before it has a chance to resurrect its allies. Once all the foes are defeated, proceed through the door the Ghostly Hero opens and follow the path to the next room.

This room has two groups, headed by the elementalist Issah Sshay and the necromancer Hessper Sasso. Each group has its own priest, so it is not required to kill both before 2:00 has passed. You will most likely aim to finish off one group in the first two minutes and the other in the following two minutes. Issah and Forgotten Arcanists await straight ahead through the gate, while Hessper and Forgotten Cursebearers await to the right. Whichever group you choose to engage first, try not to aggro anyone from the other group. If it takes a significant amount of time to kill one group, consider waiting until about 3:50 before attacking the second group (try not to kill anyone until after the 4:00 mark has passed). However, foes do gain death penalty if you want to defeat a patrol or two beforehand, making them easier to kill the second time around.

The third room has three groups. Custodian Hulgar (warrior) is to the right, Josso Essher (monk) to the left, and Custodian Phebus (ranger) in between. In this room the right group will attack and kill King Khimaar. In doing so, they'll leave a gap large enough to get through to their priest and kill it. So, if you don't care about the bonus it's easier to get there quickly, eliminate the priest and defend the position when the group returns. As before, time your attacks such that the priest can be eliminated before every two minutes passes. Of the six groups, Josso's is most difficult. He has Word of Healing, often making it very difficult to kill his priest within a 2 minute window. If your team has high enough damage output, it's possible to simply outdamage the healing. Otherwise, someone should try to interrupt or disable Josso's healing skills while the rest of the party focuses on the priest. A well suited skill is Scourge Healing, which, when cast on Josso's priest and Josso himself, causes massive damage to both of them. Without his priest for support, Josso is much easier to defeat. Once all three groups in this room are defeated, the mission ends.

[edit] Bonus

In the final room, you'll hear the ghost of King Khimaar calling for help. The bonus is achieved upon completion of the mission if the king is still around. He will leave if the party takes more than ten minutes to clear the final room and he can be killed by foes. Either condition will fail the bonus, so make sure healers keep the king alive if he falls under attack. Usually, Custodian Hulgar's team will start attacking the king when you enter the final room. The king will die very quickly under melee attack, so taking down Custodian Hulgar's team first will eliminate the greatest threat to the king.

[edit] Skill recommendations

  • If the party has an overall low damage output, bring skills specifically to interrupt or disable the monk boss's healing. It can be frustrating to get all the way to the final boss just to be unable to kill him and his priest. Scourge Healing, Backfire are especially helpful in quickly dropping the priest.
  • Every type of boss in the Crystal Desert can be found in this mission. Bring a Signet of Capture if you have not yet captured the elite for your profession here. Remember the mission ends as soon as the final group is defeated, so if you wish to capture the elite from one of the final bosses, do not leave that group for last.

[edit] Mission NPCs

[edit] Allies

[edit] Foes

Devourers

Giants

Forgotten

[edit] Bosses

Forgotten

[edit] Trivia


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 Crystal Desert
Augury RockDunes of DespairElona ReachThe Dragon's LairThirsty River
Challenge: Glint's Challenge
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