Talk:Sepulchre of Dragrimmar

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Here's the L1 map link.. Doesn't seem to be working.  :( http://wiki.guildwars.com/wiki/Sepulchre_of_Dragrimmar

Snowball throwers[edit]

Is there a way to turn these off? 81.246.37.187 12:09, 30 August 2007 (UTC)

I Don't believe so. Lightow 22:14, 30 August 2007 (UTC)
It's best to just pull the mobs out of their range, especially in the one room early on, and then once you clear a path, run to the next room without the throwers. This is the same with most dungeons, don't fight in and amoung the traps, pull them out of them. Ironically if you can trap the monster on the traps they get hurt by them too. Dancing Gnome 03:11, 3 September 2007 (UTC)

Proof of Strength gone missing?[edit]

I'm in the Dungeon as we speak, and the Proof of Strength isn't where it was last time. In fact, there's nothing there at all. When I approach a Gate of Strength I'm told the following: "The Way of Strength: Environment Effect. The gate before you remains closed. Its inscription reads: Those who possess great strength can take destiny in hand and forge a weapon of unique design. The way forward will open to those who show proof of strength". What gives? The preceding unsigned comment was added by Sadric (talk • contribs) 17:16, 2 September 2007 (UTC).

Ditto on what Sadric said. I walked in earlier today and there was absolutely no way to open the Gate of Strength. Is there a bug or something? I can't get past the first room. -_- Konrad Althalon 07:31, 4 September 2007 (UTC)

Hmm, did you have the quest active? --Xeeron 12:50, 4 September 2007 (UTC)
I can confirm my quest was active, and there are no switches nor a "proof" that has been mentioned here that I could walk over. Like the above users, I couldn't get past the Gate of Strength, and I've traversed all over the place in case something I step on might cause the gate to open, but nothing.
You know, we have assumed that the way to open fulfill those "proofs" is by pressing the corresponding switch...But that does not have anything to do with what the inscription on the gates read. I would not be surprised if the switchs have been changed so they're actually puzzles, not a matter of just pressing the switch. In other words, maybe what you need to open the gate now is not to press a switch (one that would not exist anymore anyway), but rather to solve the riddle on the inscription. Erasculio 14:56, 4 September 2007 (UTC)
I did this dungeon again yesterday. I'm puzzled with the switches - they appeared normally (I had the quest), and I realized we don't even need to press both switches in order for the doors to open, I pressed only one of the blue switches and the blue door opened anyway. Erasculio 13:11, 5 September 2007 (UTC)
This has been in since the start: You dont need to use both switches to open the door. --Xeeron 12:00, 12 September 2007 (UTC)
Hay I just worked out wat u have 2 do go outside and talk 2 Outrunner Remlok then have that quest active when u walk in then the proof of strength will b there then just switch back to the other quest you wanted 2 do and do that!

Picture on the wall[edit]

There is a huge statue on Grenth somewhere on the first level. Opposite of that, there is a big picture of something on the wall. Has anyone got any idea what this is?--Bankai 17:46, 10 September 2007 (UTC)

Looks like a Oni of the DeepUser Kyle van der Meer Sig Pic.pngKyle van der Meer 10:51, 25 March 2009 (UTC)

I'm in the dungeon right now and can't find a switch to save my life... I looked all over the place whats up??? Daemon

sealed off passages and hidden switch[edit]

just posted that on the other gw wiki: after unlocking the last set of doors, another invisible prooflike trigger spawns, seems like there are a couple of possible locations for it. walking over it will trigger a morale boost message as with the normal proofs (you might have gotten it when going to the passage to the second lvl, as on of the locations for it is right there) , but it doesn't seem to do anything else. additionally, there is a great deal of sealed of passages on the whole northern wall that can be seen if you wallhug it in first person camera. two are pretty obvious and look like secret doors, but don't open up when the hidden trigger is walked over. also, using the proof of duty will spawn a group of elementals in the nw corner outside of the map, in an area that seems to be connected to two sealed off passages. 80.132.115.7 10:48, 12 September 2007 (UTC)

Bad tip[edit]

"A good solo party composition that can clear this dungeon in a little over half an hour consists of the three elementalist heroes (focusing on Fire Magic), Devona, Cynn, Zho, Talon Silverwing, Lina, and Mhenlo. When you reach Remnant of Antiquities you can run around on the far side of the bridge until your warrior henchman activates charge, then flag your henchman behind the pillar which can alleviate some of the damage providing you interupt 90% of his spells which are all AOE based. "

10-member solo party including warrior henchmen that use charge? Not sure if this should just be deleted or changed.

Just bring Broad Head arrow and just about any team can beat the dungeon without much difficulty. 145.94.74.23 09:33, 22 September 2008 (UTC)

Why????[edit]

I just did this in HM, normally when you complete this one and take chest you are taken to outside again!?!? This time I accept reward inside?? When did this change 81.99.144.112 20:04, 13 October 2007 (UTC)

You still will be taken outside regardless. But if Remlok is still alive after the boss, you can simply talk to him there for the reward instead of waiting until you're transported outside. --Thervold 16:42, 19 October 2007 (UTC)

Hard Mode?[edit]

Is the final boss much harder on HM? I just dont want to spend my time doing the entire dungeon, if i cannot get the chest. Will 2 daze rangers still work against him? Thanks Axel 16:53, 21 October 2007 (UTC)

Bring Pain Inverter and a Spoil Victor hero. It's really simple after that. The only really annoying part of this dungeon is the stupid Vow of Silence and the Avalanches. UserDrago-sig.gif Drago 16:55, 21 October 2007 (UTC)
thanks.. ill try that.. Axel 21:04, 22 October 2007 (UTC)
I found the boss not much more difficult in hard mode. The most difficult obstacle is the likelihood of having higher DP arriving there, in which case he has the possibility of obliterating a party with that crystal aura thing (which I found that Pain Inverter doesn't seem to trigger on). --Thervold 18:02, 23 October 2007 (UTC)

Skill animations going wacky[edit]

Has anybody noticed the offtime of skill animations in the first room here? Sometimes the animation is completely wrong, other times it's showing too short of a cast time, and you're already done the cast animation and standing there while the skill warmup bar is still producing the skill. --Trlara14 16 November 2007

MM a bad thing?[edit]

The page says that there aren't enough fleshy creatures to think about bringing an MM or corpse spells at all. Corpse spells, maybe not...but an MM was outstanding. All the dryders and ice imps are leave corpses and there are plenty of them. I'd say to take that part out.

I should also point out the full team that I used: Monk (me) with a standard hybrid build, Lina, Devona, Guardian Hench, Aidan, Master of Whispers (bone fiends, bone horrors, AotL), Olias (OotV spam), Norgu (Domination interrupts... Power spike, Power Drain, power block, power lock, sig of distraction).

The reason I point out the full team was to say that the minions worked fine, but I also have Norgu who was constantly PB'ing the elementalists and kept them them completely locked down...even from behind walls. He also kept the Boss at the end from using very much.

Henhies and heros strategy.[edit]

I did this Dungeon completly with henchies and heros and in the end my DP ended up as +7%. I brought Dunk. as a WoH monk. Jora as a Dragon Slash spammer. Then the rest I used henchies(Mhenlo,Protect henchie, Talon, Devonna, Cynn, and the Zho.) My build was this Broad Head arrow,Hunters shot, Point Bank shot, Antidote signit, Interupting shot, Rez signit, Throw Dirt, and SoC. Step on the far north Proof taking the north path, circle arround and step on the blue Proof. then back track back to the North Proof, and move onto the next level from there. At the final boss just daze him and let your heros/henchies damage the other things. Then, just bash at the boss while keeping him dazed and he can't deal much damage due to the daze. I only died once because of rubberband lag.

Bug with Hidden Treasure on level 2 ?[edit]

When I used Light of Deldrimor at the entrance of level 2, it indicated the hidden treasure nearby with the glowing effect. When I cast the spell at that location, the glowing effect just disappeared but nothing was revealed! Has anyone experienced the same? Balwin 20:36, 9 July 2008 (UTC)

what do you do? for the riddle thing can't figgure it out

Fix this bug[edit]

I've done this mission twice in HM and twice in NM, trying to get the kill for the anything you can do quest. It didnt register, this bug is known on the unofficial wiki (why not here). And its seriously pissing me off. Anet fix it, I am tired of trying this quest and failing because of a bug. 130.89.168.214 17:11, 8 September 2008 (UTC)

Did you get the right Fragment of Antiquities? The one you need to beat for the quest is on the first level, it's a different one from the boss of the dungeon. 145.94.74.23 09:31, 22 September 2008 (UTC)


I didn't get the Norn Reputation Points upon completing this dungeon, anyone has a reason?..

Respawning enemys?[edit]

Im just doing the dungeon now and after FULLY clearing the first level enemys seem to be respawning at very slow rates, going to hang on here for a while just to confirm this, has anyone else spotted this? RaDave 02:01, 10 January 2009 (UTC)

When you activate a Proof, new enemies spawn. Maybe that it what you meant? 145.94.74.23 10:51, 3 March 2009 (UTC)

First level image[edit]

As the note says, you only need one proof to activate the corresponding gates.

Maybe someone can replace that map with one that doesn't make you run around the entire level?Dasanko 14:20, 18 April 2011 (UTC)

I know it's a bit late...but maybe this map will help? >> http://screensnapr.com/v/IRmNSu.png Anyone can feel free to use this as they want...or not use it, It just isn't an entire map run. 98.186.172.103 18:55, 23 September 2011 (UTC)

Face[edit]

Why?--Icyyy Blue User IcyyyBlue Elementalist Blue.png 18:28, 16 October 2011 (UTC)

Additional/Updated Tips[edit]

An update to my comment under the related quest page: Given the change in skills and the uselessness of Daze against the final boss in HM, I find some of the existing tips not optimal. My suggestions would include or differ per the following: a) Drop Daze, Nature's Renewal is the key skill here. Almost every foe relies on hexes and/or some enchantments, meaning that casting time is doubled for most of their spells, not just the foe being dazed. It also works on the final boss when Daze does not and helps with the Jotun on the way to the dungeon. Almost every foe is then open to interupt by your heores. b) Due to Nature's Renewal, bring only necessary hexes and no enchantments (except for any Dervs). (Hexes are a poor choice against the aforementioned Jotun and the dungeon necros strip enchantments.) The only hex I currently use for this run is Asuran Scan, which has no casting time, on human physicals to counter against misses. c) Replacing Ward Against Elements and protective enchantments, along with Mantra of Frost (or Hex Breaker if you prefer some damage), bring two Rits, a channeling/communing with Shelter, Union, Sundering Weapon, Warmonger's Weapon, etc. and a resto/command with Vocal Was Sogolon (my first use of this skill), "Stand Your Ground!", "Never Surrender!", Anthem of Weariness (none of these three skills can be interupted by Maelstrom, and H/H's tend to stand around anyway), and various heals. d) Additional odds and ends: All primary or secondary Mezs in your party should strongly consider Mirror of Disenchantment (no attrib pts req'd, and you need some enchantment removal), Anthem of Weariness helps against the enemy dervs due to their spell immunity (affects your melee ally as well), consider Healing Burst over Light of Del as it casts/recharges faster (Maelstrom again) and is a viable spike heal, and (of course) equip all physicals with a fire weapon or the equivalent (e.g. Kindle Arrows). Lord Flynt 06:20, 4 March 2013 (UTC)