Dragon's Gullet
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This article is about an explorable area. This name is also used for a Zaishen vanquish quest.
Dragon's Gullet | |
---|---|
Campaign | Prophecies |
Region | Ascalon |
Type | Explorable area |
Exit(s) | Flame Temple Corridor |
Images | |
Interactive Map Non-interactive maps | |
Ruins |
Dragon's Gullet is a remote cul-de-sac in the far north of Ascalon. It is a wasteland of tar pits, rugged hills, and scattered ruins. The Charr can be found here, but given the extreme inhospitality of this area, they are few in number. This sparsely populated area is home to wildlife that have managed to adapt to the hostile environment. This is the most dangerous area in the Ascalon region.
Getting there[edit]
The shortest distance to get here is leave from Grendich Courthouse and keep heading northeast, through the Diessa Lowlands and the Charr-controlled Flame Temple Corridor.
Shrines[edit]
- North, at the northeastern corner of the western tar pits.
- East, halfway along the eastern edge.
- South, at the exit into the Flame Temple Corridor.
NPCs[edit]
Allies[edit]
- 2 (20) Ashram Fenn (collector for 3 Scar Behemoth Jaws)
- 2 (20) Nazag Fenn (collector for 9 Gruesome Ribcages)
Foes[edit]
- 11 (24) Abomination
- 6 (23) Tar Behemoth
- 8 (23) Charr Axe Fiend
- 8 (23) Charr Blade Storm
- 8 (23) Charr Hunter
- 7 (23) Charr Shaman
- 8 (23) Charr Ashen Claw
- 8 (23) Charr Flame Wielder
- 10 (24) Hydra
- 7 (23) Storm Rider
Bosses[edit]
- 15 (28) Morl Grell
- 10 (27) Shist Bogsifter (not during the Titan Source)
- 14 (28) Vrek Qwek Spek (not during the Titan Source)
- 11 (27) Gyst Hurricane
- 11 (27) Ritt Windmelt
Notes[edit]
- These quests affect the spawns in this area:
- The Charr and Hydra are hostile to each other, but they rarely overlap.
- Complete exploration of this area contributes approximately 1.5% to the Tyrian Cartographer title.
- You can explore most of the zone without the Tar effect during the Special Ops: Dragon's Gullet quest.
- Vanquisher runs of this area without active quests require defeating around 130 foes. Including quest influences, it has been reported to range from 117 to 176 foes.
- Has hidden Devourers.
- The fast-moving hydra group in the southwest corner can be easily missed due to its long patrol route. Be careful so that they don't rush your party while you're fighting other hydra.
- Consider bringing a party of six starting from Yak's Bend or even a party of eight from Temple of the Ages.
- Party-wide speed boost skills will help counter the effect of walking in the tar.