Talk:Dasha Vestibule

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Kormab, Burning Heart[edit]

The goddamn elementalist boss is disgustingly hard. Of course he's right down a fleet of stairs, so he could literally 2 hit your entire party, or goren for that matter. (Not to mention his increased cast speed / skill recharge) What can I say, well done Anet, on yet another terribly thought-out idea, to make things unecessarily hard for the player. If you're henching the mission, you can't do anything to keep goren in the backline, making his moronic hide walk up with you when you pull. Well good thinking arena net, why not force goren to run up next to an instant-casting 350 damage dealing BONDED ruby djinn. Very well thought out. Kudos. Not to mention the prophecies henchmen skills, STILL NOT UPDATED. --The preceding unsigned comment was added by 65.95.57.251 (talk) at 00:23, 2007 April 1 (UTC).

Not sure what your problem is, I found it easy to do with a hero/hench party. Make sure you have at least 2 healing monks and a couple of heavy hitting warriors. At least one of each should be hero so that you can make the best use of their skill bar. --Rainith 20:37, 31 March 2007 (EDT)
As long as you pull carefully, and only grab one of the three bosses at the end at a time (not a hard thing to do, as long as you make your heroes/henchies stay back), you shouldn't have any problems. Sure, the SF hits pretty hard, but it's nothing you can't out-heal (Unless you have horrible monks - by which, I mean "Worse than the henchmen" =P) MisterPepe talk 20:41, 31 March 2007 (EDT)
Just finished doing this on my rit, with the Ele boss at the end i had a few minions from livia, the vanguard sin supposrt, and me i pain inverterd him and he went down with one hit of his searing flames :) --Wild 02:51, 23 April 2008 (UTC)
Don't fall for panic, after reading the above unsigned statement I was a little concerned about running this mission. The descriptions makes it sound much harder than it is. I agree, just pulling the enemies, either myself (W/Mo with a longbow second weapon) or using Margrid's hero panel and flags it wasn't hard to get masters in this mission. I had so much trouble with the Dzagonur Bastion mission I decided to start a new character with Margrid rather than the Master of Whispers (although being a W/Mo makes everything easier). But this is definitely the way I would go from now on, always with Margrid. Just pull the bosses, one at a time, and keep Winter on Margrid, perhaps along with a trap to guard the spirit. Ghosst 16:36, 17 June 2008 (UTC)
I completely agree with OP. I just came from this mission and I was well prepared, I had 2 healer monks and a protection monk, me as a warrior, Odurra and margrid for interrupts, Devona as another melee character and I believe Cynn for more damage. Did everything exactly as I was supposed to, I came to the last 3 bosses, and decided to take on Haroj first, and half the party died with the second SF, and half was at 10% hp. After I pulled out for heal and rez, and goren stood inside and died. It was over in I think 2 seconds. I salute OP, he said it exactly how it was. OH and about the pain inverter; yeah it's an overpowered skill, and I like to go in order from proph to Eotn so excuse me if I didn't get that skill yet. It shouldn't be so fucking hard, great job anet from my side too. User MadSkillz1o1 Smail.jpeg MadSkillz1o1 17:28, 16 September 2009 (UTC)
I guess "MadSkillz" just aren't enough for this mission.Tong2 02:13, 27 March 2011 (UTC)

I pulled Hajok Earthguardian first, killed him. The 2nd pull was for Shakor Firespear, he died pretty quick. Both pulls were on top of the stairs. I flagged my heroes back on the stairs, I walked down past them a bit. I microed protective spirit on goren, equipped my scythe, and aggroed Kormab, Burning Heart.

I unflagged my heroes after the first Searing Flames and Liquid Flame hit me. I pinged him like crazy, Margrid hit him with Broad Head Arrow and he went down without much of a fight. Not a single hero died.

This was in Hard Mode as well.98.94.230.183 21:53, 28 November 2012 (UTC)

Hard Mode - Hero / Hench Team[edit]

henchmen: Cynn, Kihm, Sogolon, Eve

monk ( me ) healing monk plus ..Pain Inverter and Breath of the Great Dwarf

Margrid the Sly as interupt ranger - OgMU8mLjzcO+6HjsBz8rzr+GBAA

Zhed Shadowhoof - searing flames - OgVDMmy8O0txaTDXAMQGZgeA

Gwen - fast cast interupter - OQBDArsDKcAGUAZwF4CkuAA

no real problems in getting master, target Ruby's first - Pain Inverter - it reverses an immense amount damage back to them :)

I like this mission actually, it's not hard-everyone else seems to have problems with the last 2 bosses but I actually have more problems in that room with all the effects from the various monsters in it.-but as long as you go up the right set of stairs then it isn't difficult. general anti caster is good, I prefer not to take inverter because well, that makes it too easy lol. but for those who don't have problems with using eotn skills, technobabble works wonders in here too. goren is the main annoying thing in this mission but i brought a bonder for him and he never fell below 80% health in HM. Roflmaomgz 18:24, 4 October 2009 (UTC)

The only problem I had was when I pulled the last boss - Kormab, Burning Heart (Djinn) - he managed to take down half the party before we killed him - up until then we had no deaths .. Master mendel 16:08, 16 May 2008 (UTC)

Hehe i just finished it 2 minutes ago, me (Standard Ursan r10), Sabway (Switched out SS for margrid, who used a condition build) and 2 ele heroes 2 monk heroes. Targeted Ruby - Diamond - Roaring - Sapphires, only had a problem with the end bit as i over aggroed, quickly resolved though, took 1 attempt and 18 minutes (Masters). Lt Death 15:46, 23 July 2008 (UTC)

I can't do this mission even after 300 something attempts, no exaggration on that...

I don't know what everyones complaining about, I just did this in HM for the Z-Quest and it took about 40mins--213.106.88.106 19:05, 10 May 2009 (UTC)

Take a couple of interrupters in. Someone in the party needs breath of the great dwarf and pain inverter. After that, pretty straightforwards, even with just heroes and henchies in hard mode.

I used this skill bar on Magrid to great effect. I bought along pain inverter (r7-8) to wipe out the Ethers as soon as they used ether surge, (80*8 damage :D). Her attributes were 15 (12+1+2) Expertise, 10 (+1) Marksmanship, 10 (9+1) Wilderness Survival

Broad Head Arrow.jpg
Broad Head Arrow
Distracting Shot.jpg
Distracting Shot
Savage Shot.jpg
Savage Shot
Ignite Arrows.jpg
Ignite Arrows
Epidemic.jpg
Epidemic
Natural Stride.jpg
Natural Stride
Troll Unguent.jpg
Troll Unguent
Resurrection Signet.jpg
Resurrection Signet
Dante Broekhart 14:23, 4 June 2009 (UTC)
Sincere thanks to Dante Broekhart for the Margrid build. With her and an additional smiting monk (replacing my MM) added to my normal line-up I had virtually no trouble at all! I also took Stolen Speed which helped significantly to slow any incoming damage. ninestories 21:37, 13 January 2012 (UTC)



Using the tactics described at Dasha_Vestibule#Hard_mode (2013 version)[edit]

Party Team Build Template Code
Ranger
Practiced Stance.jpg
Choking Gas.jpg
Distracting Shot.jpg
Troll Unguent.jpg
Winter.jpg
Ward Against Elements.jpg
Ward Against Melee.jpg
Sunspear Rebirth Signet.jpg
<<OgYUkwLi3cOBHZzjx34ceFwCMOA>>
Margrid
Antidote Signet.jpg
Distracting Shot.jpg
Magebane Shot.jpg
Savage Shot.jpg
Debilitating Shot.jpg
Volley.jpg
Lightning Reflexes.jpg
Resurrection Signet.jpg
<<OgASc3sSrGPG+aqGWGghFHCA>>
Hero
Cry of Frustration.jpg
Visions of Regret.jpg
Backfire.jpg
Mistrust.jpg
Leech Signet.jpg
Power Drain.jpg
Drain Enchantment.jpg
Ether Feast.jpg
<<OQdUAUxOUfI5gbzBTfPkBEBKAA>>
Hero
Fire Attunement.jpg
Aura of Restoration.jpg
Glyph of Lesser Energy.jpg
Meteor Shower.jpg
Rodgort's Invocation.jpg
Searing Flames.jpg
Liquid Flame.jpg
Glowing Gaze.jpg
<<OgVDMjyMP4CaByAY0LobNtxK>>
Hero
Mending Refrain.jpg
Anthem of Flame.jpg
Ballad of Restoration.jpg
Spear of Lightning.jpg
Energizing Chorus.jpg
Signet of Synergy.jpg
Leader's Comfort.jpg
Signet of Return.jpg
<<OQCjUqnLqOq4KMH+BHijxwY5NA>>
Hero
Aegis.jpg
Shielding Hands.jpg
Shield of Absorption.jpg
Spirit Bond.jpg
Life Sheath.jpg
Leech Signet.jpg
Power Drain.jpg
Rebirth.jpg
<<OwUTM03C1JgsSuraxxYPIDITAA>>
Hero
Words of Comfort.jpg
Patient Spirit.jpg
Orison of Healing.jpg
Healing Seed.jpg
Cure Hex.jpg
Leech Signet.jpg
Power Drain.jpg
Unyielding Aura.jpg
<<OwUTM02CViuqBMjQiY6rHIDghAA>>
Hero
Healer's Boon.jpg
Words of Comfort.jpg
Patient Spirit.jpg
Orison of Healing.jpg
Cure Hex.jpg
Leech Signet.jpg
Power Drain.jpg
Renew Life.jpg
<<OwUTM02CVKuiuqBMjY6rHID4dCA>>


This was the team build of choice, there is enough room for improvement. If unfortunate to kill the Ruby Djinn in first strike, cast Ward Against Elements. If successful, use Ward Against Melee to reduce damage from the Dervish Djinns. Since the central room has health degeneration, passive healing becomes a good choice, several Motivation skills can heal the entire party without depending on monk AI. If you want to play extremely safe, wait until the Elementalist hero recharges Meteor Shower and then attack. User Yoshida Keiji Signature.pngYoshida Keiji(talk) 14:22, 7 March 2013 (UTC)

team needs three monks to carry? :( -Chieftain Alex 18:54, 7 March 2013 (UTC)
para is also backline, and ele uses searing flames although it' useless against the fire djinns 85.178.197.124 20:45, 4 June 2014 (UTC)

Bonus[edit]

Original text... "The bonus is very easy to complete: it requires no detours and the 3 djinni chest guards are standard strength."
Unless I'm mistaken, the keys drop in different room/areas than the chest they belong to.This means a bit of backtracking is required to finish this (though not allot). RandwulfX 05:20, 17 August 2009 (UTC)

You don't have to take a different route to do the bonus than you do to finish the mission, i.e. no detours. Start in the center room (required to unlock the other two) and get the Ruby Key. Head left (diamond key and diamond chest) then right (use Ruby Key and get Sapphire Key). Return to the center and use the Sapphire Key on your way to the final 3 bosses. Backtracks? only a few steps to knock off the guardians and reach the chests.   — Tennessee Ernie Ford (TEF) 05:48, 17 August 2009 (UTC)

A question[edit]

How can I get to this outpost if i've chosen and completed the other line of quests?

Go here. That page explains how to do it. Karate User Karate Jesus KJ for sig.png Jesus 22:11, 14 October 2009 (UTC)

Master of Whispers way[edit]

The requirements are wrong. It says that Master of Whispers way are only able to enter the explorable area. You can talk to the lock guy in the outpost to enter the mission. No other players needed. --84.249.26.52 11:25, 4 January 2010 (UTC)


Fixing a typo down where it talks about the bonus. It says "djinni" Gonna remove the 2nd i

HM[edit]

This is so incredibly impossible now in Hard Mode. With the new mesmer buffs, the Roaring Ethers wipe out your team in less than 10 seconds. --38.124.140.96 00:48, 6 August 2010 (UTC)

Or you use prots and steamroll them Koda User Koda Kumi UT.jpeg Kumi 12:34, 30 August 2010 (UTC)

How do you get to the outpost?[edit]

How do you get to the outpost when you chose MoW AND finished NF? DemonicFahrir 08:03, 30 August 2010 (UTC)

To get to the outpost, see the outpost article -> Dasha Vestibule (outpost)#Getting there Tub 12:16, 30 August 2010 (UTC)

Armor of Salvation[edit]

Using that one consumable made a WORLD of a difference! --The preceding unsigned comment was added by 69.124.143.59 (talk) at 07:03, 2010 September 9 (UTC).

Trial of Wisdom[edit]

When doing this trial I didn't think of the prime numbers method. I personally find prime numbers to be confusing. I put a key on 21 and noticed that the 7 and 3 got crystals; my first thought was 7 * 3 = 21. That left the 5 and 2, so next I picked 10 (because 5 * 2 = 10) and it worked out. Looking at the other options it appears that other multiplication combinations would work also. I just found this a lot simpler to work with in terms of multiplication rather than prime numbers.

Ah, then you do understand prime numbers.  — Tennessee Ernie Ford (TEF) 01:32, 13 January 2011 (UTC)

Goren[edit]

I don't suppose anyonw knows if its possible to trap Goren somewhere? I have been doing this mission in HM and Goren always gets killed by the bosses right at the end so I was wondering if I could "loose" him somewhere along the way. I kinda reckon its an impossibilty but just thought I'd ask. User Tytan Crow Crow.jpg Titan Crow 21:23, 10 April 2011 (UTC)

Micro Protective Spirit on him and use the above ranger build for Margrid. Make sure you pull correctly, so that Broad Head Arrow doesn't miss. 74.243.163.10 18:38, 29 November 2012 (UTC)

Frustrating[edit]

So annoying with all the AoE. 24.150.172.7 02:18, 29 June 2011 (UTC)

Two Gorens[edit]

If you walk past one of the bosses at the end as I did, you can see a second Goren waiting about a compass range behind the boss area, and you can also talk to the two princes Bokka and Mehtu --User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 17:50, 21 December 2011 (UTC)

It's mentioned in the Trivia section. Do the two princes have any dialogue? --Silver Edge 19:46, 21 December 2011 (UTC)
Just checked, they have none, and the goren beyond the two princes (different version) has regular goren interaction quotes. User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 01:25, 21 January 2012 (UTC)

Post mesmer / ele update[edit]

Well after both the mesmer and ele update HM is just a bit too much. I don't mind hard, but I'm only good for 3 or 4 totally failed attempts before I get frustrated and quit. I can handle the djinns at the beginning but the first group with ethers is instant party wipe. I gotta wonder if the game would have been as popular if it had been this difficult from the start? I know I wouldn't have bought anything past proph. LarryS 14:41, 25 February 2012 (UTC)

When I totally fail 1x, I hope it's an aberration. If it happens 2x, I assume I'm doing something wrong (tactics or builds). The mish has gotten harder with those two updates, but I find strategies that work elsewhere work here, too. What is your general setup? Maybe folks can offer you some suggestions that will help you destroy the ethers. I find that 2+ party members with multiple interrupts usually makes a big difference. I also like to bring a Ward Against Harm elementalist with Extinguish to help protect against the flame djinn. – Tennessee Ernie Ford (TEF) 18:56, 25 February 2012 (UTC)
You could set Margrid's secondary to mesmer and bring only skills that interrupt (mesmer skills with 0.25¼ activation time and bow attacks). Don't bring a preparation, since they will waste time maintaining it instead of interrupting in the middle of a battle. --Silver Edge 20:29, 25 February 2012 (UTC)

I've tried the different suggestions here and elsewhere. Problem is that 1 or 2 second party wipe - there's not enough time for me to do anything before we're all dead. Pain inverter will take out one ether if I can get it off, but it's still a party wipe. I found that splitting the party gives us a little more time, but the flag system doesn't give enough control. I think that might be one of the keys with real people, but not with a hero team. I have no luck with interrupters here. If I call targets they interrupt who I'm calling and the other 2 in the enemy team still wipe us, it just takes a tiny bit longer. If I don't call targets, we don't do any real damage, and they wipe us. I need five more missions (including this one)to get legendary guardian. Not gonna happen. The game is being catered to the remaining hard core leet gamers who want it harder and harder. I've reached a frustration level where I'm pounding on the desk and throwing things. The game just isn't any fun anymore. Time to move on. LarryS 05:01, 27 February 2012 (UTC)

If you group wipes in one or two seconds, your team build is sorely lacking defensively. I mean no offense at all, but I'm surprised by your progress in Hard Mode in light of this; although it's likely because you seemingly use one or more interrupters to mitigate damage, which I do not.
If you open the hero panel, you'll see a target icon. If you target an enemy and click on that target button, the hero will "lock on" to that enemy, and will ignore what you call. You can then change target, and lock on a different hero. Using this strategy, you can have one interrupter set per Ether, and it's job done. Tedious, perhaps, but it is the only real way of utilizing multiple interrupters in a one player group.
Personally I've a dislike of interrupters as I see them as being sometimes useful, and sometimes dead weight. I instead focus on bring as much damage as possible, as much healing as possible, and as much damage mitigation as possible. Healing is stuff like Mend Body and Soul, where as damage mitigation is stuff like Protective Spirit.
Hope this helped a little. :) User A F K When Needed Signature Icon.png A F K When Needed 05:12, 27 February 2012 (UTC)
My main is a ranger so yes, one of my hard mode builds has broad head arrow and a couple interrupts. This is to offset healing - like to vanquish Lornars pass, not to offset damage as you assume. My earlier remarks concerning interrupts was in response to silver edge, not that it’s my favorite universal build. . I really think explaining what a healing and protection spell are was a little condescending. I mentioned my legendary guardian status to show that I have spent a fair time in hard mode (and most of that with henchies before the full hero bar) and I’m not somebody who has tried one or two HM missions and started bitching it’s too hard. Not sure why you turned that back on me, but my char name is Frons Telum – look her up on the HOM rewards calc.
For the record, I brought 3 monks. They had a variety of party and individual healing, plus each had castigation signet and bane signet for energy free damage. I brought a rit with weapon of warding and recuperation, and some assorted healing. Magrid came as a spirit pooper. The last two were veck for AOE and jin (because of her fire resist). I flagged everyone back and tried to spread ‘em out. Rather than draw with a bow, I got as close to the ones on the right as I could, then had the rit do recuperation, gave myself protective spirit, troll unguent, and feel no pain and ran in to take the first hits. Then I could pull them back to my heroes. I also took pain inverter, winter, and breath of the great dwarf. Unconventional maybe but it worked for me.
I still say the mesmer update made parts of HM very interesting. The combination of the mesmer and ele update was just too much. The game isn’t fun anymore. LarryS 15:48, 29 February 2012 (UTC)
The Ele update didn't affect this mission, since none of the skills on the ele foes in this mission were altered in that update. --Silver Edge 09:04, 3 March 2012 (UTC)
The problem seems to be too much focus on healing, and not enough on prot and shutdown. Trying to keep up with the damage and degen here is futile, it leaves you in the hole since you won't be able to kill the monsters. Instead of all those monks, bring a Soul Twisting rit and a Panic mes. Everyone else, bar one specialist healer, you can switch to offense. -- Hong 14:04, 3 March 2012 (UTC)
The problem isn't the djinns, it's the ethers. You die if you don't do anything (Wastrel's Demise) and you die if you do something (Mistrust) 91.139.171.116 10:01, 22 April 2012 (UTC)

I've vanquished and completed all missions in vabbi HM. The trick here is to flag all heroes back, cast a prot on yourself, and run up to tank. Get the full aggro on yourself. Unflag your heroes and target the Ruby Djinns first, they are the hardest hitting of the entire group. If not shutdown/killed in time, a single Ruby Djinn can and will wipe your entire party. Once the Ruby Djinns are downed, focus fire on the Ethers. Sapphire Djinns are next and Diamond Djinns should be killed last. Panic and Soul Twisting is irrelevant, if you have knockdowns and good interrupters. I've found that in HM, spirits die very quick and unless your extremely good at balling, Panic won't be of much use here. When the Aoe hits, your party spreads out, which causes your spirits to get targeted and nuked. Other people may have had different results, but I've had great success using knockdowns, good interrupters, and heavy spikes. 74.243.163.10 18:55, 29 November 2012 (UTC)

Goren's "Watch Yourself!"[edit]

Everytime he activates this shout, the party doesn't gain its benefit, though good for a hammer NPC.

Goren's Watch Yourself.jpg

User Yoshida Keiji Signature.jpg Yoshida Keiji talk 08:12, 2 June 2012 (UTC)

That's because he's an ally, not a party member, hence he's listed in the Allies section. --Silver Edge 07:15, 5 June 2012 (UTC)

Trial of Divinity Dialogue[edit]

The testydjinns seem to randomly pick one of at LEAST two "test questions" when asking you about the gods. I've included the alternate versions for some of the gods - the run thru I did didn't include the other alternate versions. 69.249.211.251 20:37, 13 July 2012 (UTC)

Trap anomaly[edit]

The ice trap deals 50dmg per pulse but the Icy Spikes hex it inflicts only notes 20 dmg. (bit odd). --Chieftain Alex 21:30, 27 November 2012 (UTC)

Necro Solo (Magrid and Henchmen)[edit]

Hello, I recently did this mission and was having issues not unlike Tahnnakai Temple where this mission requires you to protect an AI to survive. Over all I had asked veterans in the game how they beat it. I didn't like the answers... since I think of it as close to "cheating" to use Discord Way or any other EotN skills. What I mean by this is, what if I was some new player who only purchased Nightfall and nothing else? These mission walkthroughs need to be addressed in such a way, yet on the page under "Skill recommendations" it recommends Pain Inverter from EotN. Shame on you. ;D

So once again, through trial and error, I managed to do this mission using Nightfall or lesser skills on my Ascalonian necromancer.

Here is what you should do, if you are having trouble going in with only AI support. There are many people still playing this for the first time and too few wanting to buddy up. I used a N/Rt OAhjYoHLoOfi8wYAR8NHePuMHA build of my own design. Note, I had to have 9's in both blood and death for weapon usage, so you can fix those to your needs.

Weaken Armor.jpg
Spiteful Spirit.jpg
Parasitic Bond.jpg
Shadow of Fear.jpg
Pain.jpg
Restoration.jpg
Union.jpg
Dissonance.jpg

I placed Winter on Magrid but shift clicked it to tell her when to cast and not just waste it outside of battle. Winter is a Prophecies skill and I cannot find anything like it for NF. Most the skills my character is using came from the first two campaigns as well. Now as for the 6 henchmen I chose; both monks, Kihm and Mhenlo, Gehraz, Sogolon, Herta, and Odurra. I flagged the entire party forward into each fight keeping Goren and myself safe to the rear. I cast first on the Ruby Djinn or Roaring Ethers skill 1 and 2 followed by some spirits skills 5 and 8. If the party was 50% dead I would jump in with skill 6 and retreat to keep Goren alive. The method was faster than one might think and I could have mastered it. I guess I need to go back and get the treasure but now I won't have any problem the next time through. --Wendy Black 12:29, 13 January 2014 (UTC)

As a veteran player who finds skills such as "Save Yourselves!" and Pain Inverter, and the completely outdated Discordway all kinds of mind-numbingly overpowered and auto-pilot inducing (though my own team build uses none of them, it's still an auto-pilot setup (but of my own design)), I must admit that the amount of spells heading your way in this mission is nearly absurd, but far from difficult to manage. I would sooner recommend skills as Distracting Shot, Magebane Shot, Power Spike and the likes to shut down the high-pressure Ruby Djinns. No matter what team anyone brings, the Ruby Djinns and the Roaring Ethers should be the only enemies troublesome enough to cause a team wipe. Locking your hero on one spellcaster while calling a different target for the rest of your party should suffice in shutting down that terrible pressure, leaving enough room for the party to bring sufficient damage output and protection. Blind and Blurred Vision are also very much available in Nightfall.
I also think it's good to note exactly how cross-campaign our skill recommendations are getting, but I feel it's inevitable for a wiki that covers the whole instalment. - Infinite - talk 12:47, 13 January 2014 (UTC)
I suppose the way I would rephrase the "Skill recommendations" section(s) is to place core and lesser skills first and make a note that should the player own EotN these skills would be most useful. I do the missions this way to keep it honest, I mean, you should be able to beat any mission without outside builds. I only know of one player who still only owns ONLY the Trilogy and not EotN. Shamefully he is a member of my guild and I should just ask all my friends to chip in a buck or two then buy it for him. LoL --Wendy Black 13:00, 13 January 2014 (UTC)

I can't get in![edit]

I have Margrid with me, and when I talk to the Key of Ahdashim, they say: 'These doors may only be passed by those who have proven themselves worthy.'! True, it has been years since I played this character, but everywhere else I go, there is nothing for me to complete! This is it! I cannot move on in the story! Guys, I need some serious help. I wish I wouldn't have chosen Margrid. That's for sure! Please, anyone?!?! Also, when I try to talk to Laph Longmane in the Gate of Desolation, he has nothing for me. I feel that I NEED to do the Dasha Vestibule first. Seriously, people! Please help me!!!

The mission starter is the Lock of Ahdashim. After you have done the mission you can talk to the Key in order to enter the explorable. Steve1 (talk) 21:49, 19 September 2019 (UTC)
Thank you!

The lock of Ahdashim? Where is that? I am such a noob! :(--70.32.0.108 22:04, 19 September 2019 (UTC)