Talk:The Mausoleum

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I always wondered what rotscale was guarding, he has been around since beta and has always been one of those cool enimies that you find in proph. Proph is my favorite campign because there are so many unexplained landmarks like the tower in kessex peak and the mausoleum/rotscales island. I think its really cool that ANet opened this area and I hope they keep it open. FighterXiii 01:01, 28 October 2010 (UTC) FighterXiii

I hope they keep it open too! I always wished it was functional Nay the One and Only User Nay the One and Only SIG.jpg 06:11, 29 October 2010 (UTC)
I'm starting to think that once Halloween ends, with all the new quests, the King will remain in our world and this will be his new home.Lokheit 14:04, 29 October 2010 (UTC)
This area should be kept open, it's huge and fun to explore 77.166.207.18 10:23, 27 October 2011 (UTC)

Compass only shows foes[edit]

Does it mean the compass is otherwise all black like the mission map? Because in my case the compass seemed to be fine. - J.P.User J.P. Halloween sig.pngTalk 10:31, 1 November 2010 (UTC)

For me the compass only showed a wall. So i saw my group and every enemy walking around inside a solid wall on the compass DemonicFahrirDesecrate Enchantments.jpg 11:30, 1 November 2010 (UTC)
The anomaly note is incorrect. The compass shows everything the way it does anywhere else, EXCEPT for the actual map. Which means that team members, heroes and NPC's (the elegant sarcophagus') ARE shown on the compass. I'll edit the note accordingly. --Manassas User Manassas Mannysig.png 12:04, 1 November 2010 (UTC)
(Is the plural for sarcophagus not "Sarcophagi?" o_o ) --Neil2250 User Neil2250 sig icon6.png 13:54, 1 November 2010 (UTC)
No clue ... I rarely use it myself. --Manassas User Manassas Mannysig.png 14:32, 1 November 2010 (UTC)
Yes @ Neil. --Ravencroft0 10:47, 3 November 2010 (UTC)
Neil using proper spelling? What happened to this wiki!?!?! RazoR39999 13:27, 3 November 2010 (UTC)

Depths of Tyria?[edit]

Is it really, mechanically, part of the Depths of Tyria? Or does it just use the loading screen? -- Konig/talk 23:51, 3 November 2010 (UTC)

  • Pro (Depths): it has locked chests with same chance to open as eotn; drops salvageable mods on off-hands; depths loading screen; drops spears/scythes
  • Con (e.g. closer to Sorrow's Furn): drops inherent mods (not inscribables); enter from proph area
I think it's closer to Depths than anything else, but we're making an arbitrary distinction to fit it into our categories. We did the same thing by classifying WiK zones as Prophecies, since that, too is a better fit than anything else (even though the professions and skills are non-Proph, the drops and portals are Proph). So, I support classifying this as depths (pending more data from ANet) unless we want to create a Guild Wars Beyond classification to fit all the new areas that don't fit into anything else.  — Tennessee Ernie Ford (TEF) 02:08, 4 November 2010 (UTC)
Technically, its not Guild Wars Beyond either, for the sake of argument :P — Skakid 02:10, 4 November 2010 (UTC)
Joking aside, the point is that we don't have a perfect fit unless we create a catch-all classification. I don't really think it matters what we call it, should we decide to go that route. I also think it's acceptable to force-fit this zone into an existing category, just as long as we acknowledge that it's not going to match 100%.  — Tennessee Ernie Ford (TEF) 02:20, 4 November 2010 (UTC)
So... it's basically an Eye of the North area that doesn't require Eye of the North. Can you say "wtf?" I'd say that Beyond would be better classification because GW:B requires the four games prior but it isn't part of that campaign - story or timeline wise, that is. But eh... -- Konig/talk 02:40, 4 November 2010 (UTC)
(indent reset) Nicholas, the Zaishen Quests and the Zaishen Menagerie are also part of GW:B, so technically "Beyond" doesn't mean you require all campaigns. There are a lot of areas that are not part of any campaign at all, mainly some of the festival disguise battles arenas, and prior to their inclusion in GW:EN some of the dungeons (namely Wintersday's one from memory).
War in Kryta got its location-based category for instance (Category:War_in_Kryta_locations), and if there isn't one already, festivals should get one as well by now, no need to get too specific with a special Halloween one after all. :) -- Leonim 00:41, 6 November 2010 (UTC)
Uhm, I never said all... but you need to own the campaigns (and finish them) for GW:B content (thus far, it's only requiring Prophecies and Eye of the North though - for WiK - Canthan content will require Factions, obviously). Also, Nicholas and the Zaishen stuff were never stated to be part of GW:B - nor has Dhuum, the new Halloween stuff, or M.O.X. -- Konig/talk 01:36, 6 November 2010 (UTC)

(Reset indent) The point is: no specific category currently exists that fits the mausoleum. (Let's not digress too far about what GWB means or doesn't mean.) Category:Festival locations could cover the Mausoleum, perhaps the special UW instances, and others. I expect that we will still find explorable areas or mission instances that don't fit in an existing category, so I would also be happy with Category:Special locations (or any suitable title that holds whatever we cannot fit elsewhere). We can add other categories should the catch-all end up with too many entries.  — Tennessee Ernie Ford (TEF) 02:13, 6 November 2010 (UTC)

You people like to have everything in its proper shoe box don't ya? Ambiguity is good for ya, try it! :P RazoR39999 14:12, 7 November 2010 (UTC)
I would disagree RazoR. I've seen several people who were ambiguous and I would never try to hook up with them at a bar simply for the 50% chance that I guess wrong... Anyways, Guild Wars Beyond has only 3 elements so far: War in Kryta, Gwen and Thackeray, and Trial of Zinn. Everything else you listed and everything else you didn't list that has been released after EotN is NOT part of GW:B. GW:B is defined as "an ongoing campaign that expands upon the Guild Wars storyline by focusing on key characters and historical events that shape the world in the years leading up to Guild Wars 2." At this point, the Mausoleum does not meet that criteria, though it seems like it might be utilized to that end before long, at least to me. John did say that there will be more Mad King Thorn content coming, but who knows if that will be GW:B or just extra fun. --MushaUser Musha Sigc.png 10:22, 12 November 2010 (UTC)
Consider, I love killing Rotscale, But how many people are going to start QQ about the fact that he is there at the entrance to the mausoleum? I heard a guy complaining about how hard it is to beat rotscale (It isn't) and how he could not do that specific quest because Rotscale is too hard. I am ALL for more use of stuff like the Mausoleum(especially with foe's like Rotscale guarding the door - I think it makes whatever area it is more fun and realistic who wouldn't enter a dragon guarded dungeon? Rogueonion 16:07, 12 November 2010 (UTC)

Should it be noted?[edit]

That the Mausoleum was in fact the same dungeon that is from the main quest to enter EoTN? It is. You start to the right of where you originally meet vekk and ogden. Rogueonion 05:19, 12 November 2010 (UTC)

The last trivia note is "This area is similar to parts of Beneath Lion's Arch, Caverns Below Kamadan, and Tunnels Below Cantha.". None of these areas are dungeons, either. Manifold User Manifold Neptune.jpg 05:29, 12 November 2010 (UTC)
Oh my mistake thanks. Rogueonion 06:46, 12 November 2010 (UTC)

I also noticed it says on page of The Mausoleum no exits, but yet I wandered around the dungeon and I found 2/3 diff portals, of which I was curious where they lead to, really curious infact but was afraid I'd have to forfeit the quest, so was try'n to find my way back to the coffins to continue when I came across a huge statue of what looked like a northern shiverpeak beast with a rider on top, and I also found a gallery of portraits on the wall in another room within the dungeon. So again, should it be updated as having exits or not, as it does have portals inside the dungeon.

I have tryed using the portals but they are just 'decoration'. Also on a slight tangent it does seem very decorated if u explore past the area used for the quest. Bob the big noob 23:47, 26 October 2011 (UTC)

Darn[edit]

Well I didn't have high hopes, but as I missed the Halloween event due to crappy internet here in Afghanistan and didn't get to see this area, I went ahead and left today and headed out for Magesty's Rest h/h to see if you could just run around this area for fun (blah Rotscale sucks h/h). But I guess you have to have the quest to see this area...it's what I figured, but wanted to see anyway. (Usaf1a8xx 08:56, 14 November 2010 (UTC))

If you want to quote something, use quotes; "Enter the Mausoleum" is not a title, so doesn't need italics either)[edit]

regarding this edit

Enter the Mausoleum is the name of something that we want to distinguish from the rest of the sentence; it's not being quoted. Similarly, yes is the answer to a question that we want to highlight; it's arguably a quote, but (in context of the sentence), it's italicized to set it apart from the rest of the sentence.

Using quotation marks alone to offset text, whether a title or something else, was a limitation of the typewriter. On the PC, we have more options. And, on this wiki, we tend to use links, quote marks + italics, italics, and rarely stick with quotation marks. It's a stylistic choice more so than a grammar choice — I believe that italics look better and read easier than "straight quotes."  — Tennessee Ernie Ford (TEF) 15:40, 23 March 2011 (UTC)

There are established conventions that govern when you use italics, underline, boldface, and other formats. While this wiki doesn't have a set manual of style, others do; here is the canonical example. I don't see anything there that would justify use of italics in this context. The sentence in question is short enough that nothing risks being lost in the clutter, hence there is no need to emphasise anything. You certainly don't need to use italics twice in one line. -- Hong 15:52, 23 March 2011 (UTC)

This is Beneath Lion's Arch, Tunnels Below Cantha and Caverns Below Kamadan[edit]

After you do the quest, you can go exploring through a quite huge area with lots of very interesting scenery but no enemies besides the undead guarding the sarcophagi. But you've seen this place before, or at least a little bit of it. It's the area you pass through after you enter the Crevasse in North Kryta Province, the Chasm in Bukdek Byway, or the Fissure in Plains of Jarin. They only use about 5 percent of the area for those quests, closing doors so you can't explore it. The Mausoleum has all the doors open. Other parts are recognizable as bits and pieces of EotN dungeons, like the first room in Justiciar Thommis' area in Slavers' Exile. This place needs to be densely populated with upgraded Elite Destroyers and made into a dungeon. --Triplehammer 08:15, 25 October 2011 (UTC)

I agree - just had a wander around, and there is amazing scenery that I wasn't sure if I had seen before. Tong2 19:06, 25 October 2011 (UTC)
I was just on this page hoping there would me some kind of map. While doing the quest, at one point I went left instead of right, and ended up in long tunnels and dungeons without enemies as well. I'm pretty much exploring since 30 minutes now, and have seen the mentioned places too. Slavers exile, even the finding the Blood stone mission dungeons. Within every room I enter, there's at least 2 open doors I can use, and by now I am so lost that I will have to start the quest over. 77.20.101.180 15:00, 26 October 2011 (UTC)
This is such a fascinating area in game. I've seen statues of creatures I dont even recognize from ingame and there are so many wall paintings and banners of unplacable sceneries. Ive found some asuran gates and even something that looks like an asuran powerbeacon like the ones flooting around in Rata Sum, there is also gems of some sorts in the air with beams of light surrounding them. After walking for like half an hour I ended back up in the hall with the Statue of Melandru where the actual quest takes place. I walked into some sort of huge circle but I still skipped atleast half the doors and passages I saw. Someone should document this area and its secrets. It contains some very strange stuff. Priest Tully 14:33, 29 October 2011 (UTC)
I saw a map on the german guildwiki: Mausoleum --87.178.197.195 17:43, 31 October 2011 (UTC)

...[edit]

I went really far inside the Mausoleum and the names of my heroes eventually became ... I heard that "..." has been used as a placeholder NPC name and a placeholder dialogue when unfinished content has accidentally been pushed into Live. Does this normally happen with heroes when you wander too far in other places?

Notes from exploring the area for the first time this Halloween[edit]

Note that I've not travelled to Eye of the North and any of its dungeons, so when I first started exploring this area, I was really flabbergasted that ANet created such a big level with so many interesting landmarks. The level is so huge, it felt like a whole new world beneath, like some "man-made underdark". Probably some un-implemented content? There were lots of invisible barriers at certain exits/stairs/doors also. The whole place is so huge and mazy. It's too difficult to keep track of the layout without the mission map.
Some points I noted:

- The Mausoleum uses the Maguuma loading screen, not the Kryta one.

- The flame in the big fire braziers looks so fake, it's like a solid flame that doesn't move.

- You cannot exit the way you entered. You have to map travel. The door is blocked by wood or a wall. Very unrealistic considering you came in from the outside.

- There are colourful candles on either side of the pair of staircases at the entrance.

- The combat music sounds like one of the "viewing a vista" tracks in GW2.

- There are lots of wooden scaffolding structures in many locations in the level.

- There's a non-functioning asura gate which you can walk right through (but the invisible collision barrier is just ahead).

- There's a non-functioning zone portal exit/entrance that you can walk right through.

- You can't /kneel at Melandru's statue to cause anything to happen.

- Unlike what the quest article says, you don't have to touch all 5 Elegant Sarcophagi. I touched the first 3, then I saw 2 more up ahead in that straight hall with the 4 Elegant Sarcophagi, so I ran ahead to touch the 5th one. The quest log then updated to ask me to go back to speak to the Countess of Hakewood for my reward. I tried touching the 4th one, but it didn't allow any more interaction. No undead spawned from it, and the green name plate "Elegant Sarcophagus" didn't disappear the whole time I was in this level. An oversight/bug most likely.

- Lots of portraits/murals of the gods everywhere. Even one of Abaddon. But none of Kormir I think. They use the portraits from here, but also from other places (most likely from the concept art).
Apart from the hallway with the 4 Elegant Sarcophagi, there's another corridor with several of those god portraits, but they are spread all over I think.
The entrance itself has a mural above it, either of Grenth or of Balthazar, I think most likely Balthazar (I can't really tell the difference between Grenth and Balthazar paintings sometimes, because they both contain skulls).
I don't know what some of the paintings were showing too, and some of them were seen several times.
There were many copies of that "Doric pleading to the gods to reduce magic" artwork.
There was 1 painting of a dragon, I think it's Glint.

- There's a big green "chaos emerald" hovering in a big white light column, which is shone by some asura-like machine.

- There's a room that looks like it contains green "poison gas" or fog, but it's actually light shining through stained glass of that colour (I think it may be another mural I don't recognise).

- That room with the big Dolyak Rider statue in the middle has so many coffins and places to put coffins.
This room, along with a few other locations in the level, doesn't have a proper skybox above I think. It just seems to be black sky above for the ceiling. Or it could just be pitch blackness at night. Several locations further in the level (especially those more "natural-looking" areas) have leaves/trees above and beyond them is the night sky.

- There's a place where you walk across a stony bridge and when you look downwards, you see a blue bottomless pit.
In this particular room, there is weird invisible collision when you go up to that platform with the steps and try to move about that small area.

- There's a room with a narrow waterway at the side, with water falling down from some unknown location.

- I think in the same room, there's a weird-looking pedestal with a molten rock hovering above it magically.

- There's a "mirage" staircase. From the upper side, it looks like the way ahead is flooded with water. But once you step far enough, the lighting changes and there's no more water. However, you hear your character and party members make splashing noises with their footsteps, both when ascending and descending the staircase.

- There's a giant mushroom cavern. Water seems to be falling from so high above, from an unknown location.

- There's a large "furnace/forge" room with the furnace/forge in the middle of the room, and I don't know what is burning beneath the furnace. Gases rise from below the floor through grated vents. There are candles on the floor of this room too.

- There's a room with purple pillars/columns. On each of the 4 sides of each pillar, runes are flowing downwards from the top of the pillar.

- From that room with purple pillars with flowing runes, you can access "the edge of the level" by walking down a corridor. You can see the skybox/dome for the level once you reach the end of the path. An invisible barrier blocks you from going further of course. The ground ("lower hemisphere") is the colour of sand. The sky ("upper hemisphere") is black with low-lying clouds, but if you look as vertically upwards as the camera allows, there are no more clouds but just pitch black sky.

- The level loops back on itself at certain points. From the hall with the 4 Elegant Sarcophagi, if you go through the "green chaos emerald" room (which is near the 2nd Elegant Sarcophagus you encounter in the quest) and continue delving further, it's possible to end up back at the 5th Elegant Sarcophagus if you walk long enough.

- There's a "ruins" location, probably in the middle of the level, because I think it connects different areas together. You can walk through an entrance that's very low (almost like a tunnel) because some big rock is blocking most of the top part of the entrance. You can also walk through the ground floor of some "tower" structure (of roman/greek architecture?).

- There's a room with 2 large flame braziers, and a golden gong between them.

--175.138.216.102 22:25, 28 October 2015 (UTC)

Comment[edit]

Its the fascinating level to explore in the game; gives an idea of what could have been. ^_^ --Falconeye (talk) 06:03, 29 October 2015 (UTC)
I also thought of exploring there, but the sounds were genuinly creeping me out. So I wasn't looking forward to being stuck deep in that maze, my party dying a horrible starvation death, or at the hands of whatever horror is down there ._. Chicken 1.jpg Magamdy 07:13, 29 October 2015 (UTC)