Talk:Veiled Threat

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This is the least helpful walkthrough ever and a dungeon that does not allow a solo player to just figure it out for themselves. Total waste of time.

Can you take a seige devourer into this?

No. Vili User talk:Vili 05:57, 16 February 2009 (UTC)
It is funny but we should be able to bring tanks and bombs now that you mention it. Since the only thing you do in all EOTN dungeons is: fight mob#1,fight mob#2,fight mob#3(the same as #1),fight mob#4(the same as #2),fight mob#5(the same as #1 but monk was replaced by a rit),fight mob#6(the same as #2 but the necro was replaced by a mesmer),fight mob#7(the same as #5 but one warrior was replaced by an assassin),fight mob#8(the same as #6 but the monk was replaced by a ranger).

The strategies for all dungeons are:

  1. Mob control(which includes:bait,aggroing,etc)
  2. Mob control(which includes:aggroing,bait,etc)
  3. Mob control(which includes:bait,aggroing,etc)
  4. Mob control(which includes:aggroing,bait,etc)
  5. Mob control(which includes:bait,aggroing,etc)
  6. Mob control(which includes:aggroing,bait,etc)
  7. Mob control(which includes:bait,aggroing,etc)

Each of the strategies mentioned are different for dungeons and complex.inb4 short lame comeback defending EOTN.--Wealedout 00:07, 27 April 2009 (UTC)

EOTN Rulez

First Door[edit]

Hi, I have been trying to open the first door for over an hour...

What am I missing? :(

I have dropped about 20 powder kegs at the door and various places around the door. I dont see a switch and am completly stuck :(

Please help! Regards, Jekyl

It isn't enough to just enter a dungeon, you need the associated quest. Are you sure you have the actual "Veiled Threat" quest (from Gron Fierceclaw in Doomlore)? If you don't, you'll get stuck with an un-openable door... --Mystisteel 00:18, 27 April 2009 (UTC)
Got it thanks :) --The preceding unsigned comment was added by 217.39.7.252 (talk).
That first door and the secret switch aren't part of the quest path, they're only for treasure hunters. Ideally the quest path should be shown in one color and the treasure hunt paths in another. It can confuse for a little while if you didn't bring Light of Deldrimor and find yourself facing a door but see no switch to open it. But eventually you look at the map again and see that there are more paths to follow to the west, and find that opening that door was not required. Morgaine 02:20, 12 December 2011 (UTC)

GETTING THERE[edit]

Does anyone have a screen shot of an efficient route to navigate Sacnoth Valley? I've found going through the charr choke point works but can give you DP if not careful. Other input? GW-MaNiAc 20:54, 4 July 2009 (UTC)

Doing the quest Falling Out will bring you right there, with not to many hard enemies. If you have already completed the quest, check the page and just follow that route. FloppyJoe 20:53, 1 November 2009 (UTC)

Hidden Treasure[edit]

Just curious, but are the hidden treasure locations random? Going by the screenshot provided, the first one is not to be found in that location for me. I've used Light of Deldrimor all through that secret tunnel and only find the ghostly dwarf. :( Bobby sox 05:25, 25 May 2010 (UTC)

I'm pretty sure that the hidden treasure is, if not totally random, not in the same point every time you load the instance. I've had mixed results with this dungeon, but several have appeared in "incorrect" places according to the article. The only part that seems constant is the secret room- a couple other dungeons have the secret area hidden by a switch, and they usually contain about 3 hidden treasures. Only on the 3rd floor as far as I've seen. --Redmuse 09:19, 31 January 2011 (UTC)
I haven't done this dungeon recently enough to compare to the maps, but my memory is that these are consistent with other dungeons: e.g. hidden treasures aren't always in exactly the same location. Neither are the spawns entirely random; there's a narrow locus where they might spawn (locked chests have a similar spawning process, but the range is much larger).
However, some of the descriptions and maps on this wiki aren't 100% accurate. Some show a treasure where one is unlikely to spawn or never will spawn. In other cases, the treasure is there, but ends up being unreachable (behind a rock or something like that) and we aren't able to see it.  — Tennessee Ernie Ford (TEF) 09:41, 31 January 2011 (UTC)

Map paths hard to read[edit]

Is it just me, or are the maps hard to read, specifically 2 points on them:

where keys/locked doors are
required path to get through dungeon

Every possible path is marked with red dots, not just what is needed, with other color to mark optional paths (usually for LoD). As the maps are also low res, this makes it really hard to see where the keys are (red, yellow, blue), as all the red dots are a top layer in the graphic, obscuring the key/lock locations. An easy fix, and one that makes 100% sense to me, is to mark optional paths as some other color than red. I believe the paths in Prophecies uses this to denote bonus paths. The other fix would be to put key/lock locations on top of red dots, and in the case of red keys/locks, put some other background around them, or do not have a red dot below them. As it is now, there is no easy way to glance at a map of this dungeon and easily see what is required. 173.20.48.152 18:29, 14 January 2012 (UTC)

fixed typo 173.20.48.152 19:53, 17 January 2012 (UTC)
Alternatively, you could follow my maps on gwpvx at:
I managed to forget to bring dungeon maps with me to bring up all the icons :( but you get the gist. (I know my maps are too poor quality for gww but may serve for routemaps!) File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 20:03, 19 January 2012 (UTC)

Needs more skill recommendations[edit]

I don't understand why a master-level quest doesn't have more tips. Also, the maps and the text descriptions seem to be following different routes in places. 67.246.60.56 18:03, 31 December 2013 (UTC)

well all dungeons are master level.. the hard bits of this dungeon are definitely the fleshreavers with RoJ, and basically any hero setup is gonna die vs them since its OP AoE spam. Recommendations?.. Light of Deldrimor for sure. Mantra of Flame perhaps if you're trying to ball/tank. Panic probably works well since every charr group moves in a tight ball. Ebon Vanguard Assassin Support is generally strong here. I advise not applying hexes to rragar or he'll explode your frontline, but Ineptitude is very helpful for the physical mobs. Some prots probably required since everything does stupid damage ("Save Yourselves!"/Protective Spirit/Shelter). "Fall Back!" is generally good to help avoid groups that you don't need to fight.
times btw with heroes in HM (per /age): 1 min Dalada (pick up Siege Devourer), 2 min grothmar, 4 min sacnoth (run solo with Siege Devourer when you reach the big open bit about halfway through), 12 min lvl 1, hideous lvl 2.. guess about 15-18 (forgot to count, but had average of about 20% DP by this point), 9 min lvl 3 (last lvl with some cons because I was bored.) total 46 min from outpost seemed alright. -Chieftain Alex 23:00, 13 January 2014 (UTC)