Ascalonian Catacombs Story

  

Level: 30.

Reward: 0.26 g.

Average length: 18 minutes.

Difficulty: Easy.

Enemies: Ghost.

Time: Night.

Use Sigil of the Night and Sigil of Force.

Cutscenes.

Current record: 1.

Use Sigil of Ghost Slaying instead of Force.

First run per character gives a level 30 rare head armor.

First run per day gives 26 silvers.


Coffins

  

The room is filled with many coffins and 2 blue dust. Opening a coffin causes one of the following: a knockdown; gives you a hammer; spawns an Elementalist, a Mesmer, a Monk, a Necromancer, a Ranger, Warrior; or ~7 Spider Hatchlings. Opening the 7th coffin will additionally spawn a Gateguard. If approached, the closer blue dust spawns a Warrior and the further one spawns a Mesmer.

First you should trigger dust and kill the Warrior and the Mesmer. Then decide who is going to open coffins. They have to be opened one by one or you will get overrun. Be careful to not open coffins midfight (like when looting). Pay attention to the health of your team before opening more coffins.

Keep opening coffins and killing enemies until the Gateguard appears. Focus down the last enemies before you start attacking the Gateguard. The door to the next room will open once the Gateguard is killed.

Everyone goes in and keeps opening coffins until the Gateguard appears. Ignore all enemies, run back until all other enemies lose aggro and then focus the Gateguard.

Keep opening coffins until the Gateguard. Quickly burst the Gateguard and other enemies down.


Gateguard

  

Keep some distance. As long as you keep running away he won't be able to hit with his normal melee attack.

If he is following you be ready to dodge when he gets close. Most likely he will jump in air causing either launch or knockdown.

Keep running behind his back and he won't be able to hit with his normal melee attack. Try to dodge or block when he jumps in air to avoid launch or knockdown. Take 1-2 stun breaks if you don't think you can avoid it.


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Next Room and corridor

  

The room contains 2 Spike Traps, an Elementalist and a Monk. There is a chain on the left to disable all traps.

You should pull enemies out of the room (especially if people want to melee). Attack them, run behind corner and stay there until they have arrived. If you don't want to pull them then disable traps immediately because they will deal lots of damage.

Focus the Monk first because her bouncing attack will do lots of damage. The Elementalist is only dangerous if you stand on her Firestorm so dodge out from the red circle.

On corridor there are Flame Jets, a Warrior, a Monk and an Elementalist. Disable traps if you haven't done it yet so you don't have to care about Flame Jets.

Focus normal enemies because they don't have much health. The corridor doesn't have much space so make sure you dodge to right direction when on Firestorm.

Run through all the enemies. Keep attention to Flame Jets on the corridor. You have to either dodge when going past them or disable the traps.


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Closed gate and spike room

  

To open the gate you need to get a boulder from spike room and put it on the pressure plate. On the stairs there are a Warrior, a Ranger and a Ranger.

Pull the Warrior away from the Rangers to kill him easily. The Rangers are very dangerous. They stack lots of poison, do a knockback, and have high damage otherwise.

The spike room has lots of Spike Traps in the area. Going through the middle gets you quickly killed so stick to the left side. Wait for traps to go off and move in. Be ready to use your healing skill if you get hit. Dodging or blocking won't help.

At the end of the room there is a chain to disable traps. It is guarded by a Ascalonian Captain (Ranged). Run past him and disable traps as fast as possible.

The Captain shoots homing arrows which keep knocking you back. Take stability or count on a Guardian to take stability for the group so you can to prevent becoming a rag doll.

Once he is dead pick up a boulder and bring it to the pressure plate.

You don't need boulder to get through. One player can Stand on the pressure plate to open the gate. Then you can either use Portal, Teleport or leap to get past the gate.

Use Savage Leap to jump over the gate.

You can stand on the pressure plate, let your party enter and then use Infiltrator's Arrow to teleport through before it closes.


Fire Room

  

The room is filled with ~15 Flame Traps. Right at the entrance and at the end there are Flame Traps (Jet) which will shoot when walking past them. Remember to dodge when going through.

Stick together and take out structures. You need a ranged weapon to attack some of them. When going upstairs there are even more structures, a Jet and 2 Rangers. They will attack if you get too close.

Pull chains to disable Jets as fast as possible and kill Rangers if they aggroed. Run downstairs and turn left.

Run through the room (just keep going forward). Dodge the Flame Traps (Jet) at the entrance and at the end.


Cave Troll

  

At this point you may get attacked by a Cave Troll. There are also several other spawning points so most likely you won't see him.

The Troll will attack most of the enemies which you can use as your advantage. Pull them together, run away and let them smash each other!

He is extremely deadly unless you know what you are doing. Every one of his attacks can't be blocked, cause some kind of CC and do plenty of damage. Running past him is much easier.

To melee him properly you have to watch for his animations. All his abilities apply CC so use stability if you can't dodge them. Take at least one stun break because his roar can't even be evaded.

Most importantly you have to learn his basic ranged attack. Dodge if he is looking towards you and swings his right arm. Try stay behind his back so you know when he is aiming at you.

Occasionally he will look up and jump in the air. Immediately start running away so you don't have to use a dodge. When he lands he will also shoot a ranged attack. You can avoid with zig zag at range but dodging is more reliable.

When he roars prepare to break fear with a stun break if you don't get away from him on time (not likely).

At this point you may get attacked by a Cave Troll. There are also several other spawning points so most likely you won't see him.

The Troll will attack most of the enemies which you can use as your advantage. Pull them together, run away and let them smash each other!

He is extremely deadly unless you know what you are doing. Every one of his attacks can't be blocked, cause some kind of CC and do plenty of damage. Running past him is much easier.

Stay at range to avoid his close range attacks. His attacks can't be blocked and apply CC so dodge everything which comes towards you.

His basic ranged attack shoots blue ball and when he jumps in the air he will shoot a brown shockwave.

At this point you may get attacked by a Cave Troll. There are also several other spawning points so most likely you won't see him.

Just run past him if he appears. If you have to kill any enemies focus them down quick and then keep going.


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Burrow Room and Corridor

  

When you get close to the closed door a Graveling Burrow appears. Destroy it fast because it will constantly spawn Graveling Hatchlings. The door will open once it's destroyed.

At the corridor there are a Mesmer, a Warrior and an Elementalist. Focus fire Elementalist -> Mesmer -> Warrior.

At the end of the corridor there is an Ascalonian Captain (Melee). She deals lots of melee damage and may be hard to kite because of limited space. Most importantly don't go forward or you will aggro a Mesmer and a Warrior.

Try to stay at max melee range. She can still hit you but won't attack until she gets bit closer. Keep her crippled and dance around her.

If you don't have aggro try to stay behind her back. At all times be ready to dodge away whenever you take any damage because more will quickly follow.

Positioning is extremely important when reviving people. You can easily get people up as long as you aren't getting hit.

When you get close to the closed door a Graveling Burrow appears. Destroy it fast because it will constantly spawn Graveling Hatchlings. The door will open once it's destroyed.

At the corridor there are a Mesmer, a Warrior and an Elementalist. Focus fire Elementalist -> Mesmer -> Warrior.

At the end of the corridor there is an Ascalonian Captain (Melee). She deals lots of melee damage and may be hard to kite because of limited space. Most importantly don't go forward or you will aggro a Mesmer and a Warrior.

Try to keep her snared to kite more easily and assist melee players. Be ready to dodge if she dashes towards.

Positioning is extremely important when reviving people. You can easily get people up as long as you aren't getting hit.


King room

  

About 15 and Gateguard appear after enemy has talked a bit.

Try to kill enemies quickly with AoE. If you get downed, attack enemies with low health to rally.

Gateguard is exactly same as on coffin room. Stay behind his back and try to dodge when he jumps.

After that you need to take out 3 different Champions. You can kill them in any order. Suggested order is Nente, Kasha and then Ralena + Vassar. Nente is the closest one and has the closest waypoint for last fight which means less running. Kasha is easy to kill and gives much needed waypoint for Ralena and Vassar.


Way to Nente

  

Warrior and Necromancer at bridge. Close patrol so watch out and don't aggro him.

When entering the next room 2 Rangers and 1 Warrior run towards. They can be quite hard to take out. Focus fire and dodge when they throw a trap.

Don't wander to random places because there's few ambushes on the area.


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Ranger Nente

  

At start he will be on a platform shooting arrows with AoE. Use a leap to get over the gap or walk on plank to get up. Stay behind his back and dodge if he turns to face you.

At 75% he will teleport over the gap and switches to a Hammer. Fang also appears. Focus Nente because he is bit more dangerous.

As usually try to stay behind his back and at max melee range. Most importantly you must avoid getting hit when he raises his hammer. If you get hit use a stun break immediately to get up. If you stay knocked down his next attack will do double damage taking away most of your health.

Stay mobile if Fang is following you. Try keep him close to Nente for cleave damage if you can afford it. Slow Fang down to help kiting.

At 50% he will go back to platform. Finish off Fang if he is still alive. At 25% he will teleport again and Shadow appears. Finish off Nente and then kill Shadow.

At start he will be on a platform shooting arrows with AoE. His arrows will get a red circle so it's very easy to know when to dodge.

At 75% he will teleport over the gap and switches to a Hammer. Fang also appears. Focus Nente because he is bit more dangerous.

If you get aggro try to run in circles and use snares/cc to keep them still. Try keep them together for area damage.

At 50% he will go back to platform. Finish off Fang if he is still alive. At 25% he will teleport again and Shadow appears. Finish off Nente and then kill Shadow.

Focus Nente and ignore Fang and Shadow. Interrupt? to keep him longer on platform.

If you want to melee easily use Savage Leap to quickly get over the gap.


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Way to Kasha

  

Walk over bridge and watch out for traps and blue dusts. Cave Troll may appear. Stick to left side to avoid all enemies. If an enemy appears focus it down.

Destroy Graveling Burrow when it appears then proceed to corridor with 2 Necromancers. They will do lots of condition and fear at melee range. Take a stun break and condition removal.

Walk over bridge and watch out for traps and blue dusts. Cave Troll may appear. Stick to left side to avoid all enemies. If an enemy appears focus it down.

Just run through everything. Take a stun break if you get fear from Necromancers.


Kasha

  

Kasha is really easy to kill. Wait for your team before going down to her and triggering cinematic. After that her green fire appear around the area which prevents entering. If someone is outside he can just wait or go through and get downed (go to revive him).

Most of the time she will be casting delayed AoEs around the area. Your top priority is to not get hit. weakness will remove lots of your damage and other conditions will kill you. Positioning is extremely important so that you can still keep hitting her.

Sometimes she may fear you with lots of damage so try keep your health up and bring a stun break. When she summons 4 Bone Minions focus one down quick. You can't melee her while they are all up.

Also stay away from and ignore Flesh Golem. His attacks knock back which may get you hit by an AoE.

Kasha is really easy to kill. Wait for your team before going down to her and triggering cinematic. After that her green fire appear around the area which prevents entering. If someone is outside he can just wait or go through and get downed (go to revive him).

Most of the time she will be casting delayed AoEs around the area. Your top priority is to not get hit. weakness will remove lots of your damage and other conditions will kill you.

Occasionally she summons 4 Bone Minions. You can ignore them and keep attacking as long as you stay at range.

Also stay away from and ignore Flesh Golem. His attacks knock back which may get you hit by an AoE.

Kasha may not become hostile if you split and trigger multiple cutscenes at the same time. There is no known fix.


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Ralena and Vassar

  

Assuming you killed Kasha before. Put boulder on pressure plate to open the door.

The idea of the fight is to keep them separated. When they are close they will get powerful shields (blue one knocks back and purple one reflects projectiles).

They don't have Unshakeable so you can and should spam blind and control skills. There are Boulders all around the area which you can use to knock them away (if against wall you can keep one permanently disabled by just spamming one Boulder).

Their skills will do lots of damage so keep them disabled. Focus Vassar because he is much more dangerous. He will summon lots of Illusionary Mages which will put lots of confusion. Killing them is a top priority. Their attacks and Vassar's ranged attack will bounce so stay from each other.

Vassar will also put very dangerous ticking AoE so dodge out immediately.

Ralena is also quite dangerous but she has a ticking PBAoE which is much easier to avoid.

Assuming you killed Kasha before. Put boulder on pressure plate to open the door.

The idea of the fight is to keep them separated. When they are close they will get powerful shields (blue one knocks back and purple one reflects projectiles).

They don't have Unshakeable so you can and should spam blind and control skills. There are Boulders all around the area which you can use to knock them away (if against wall you can keep one permanently disabled by just spamming one Boulder).

Their skills will do lots of damage so keep them disabled. Focus Vassar because he is much more dangerous. He will summon lots of Illusionary Mages which will put lots of confusion. Killing them is a top priority. Their attacks and Vassar's ranged attack will bounce so stay from each other.

Vassar will also put very dangerous ticking AoE so dodge out immediately.

Ralena is also quite dangerous but she has a ticking PBAoE which is much easier to avoid.

Assuming you killed Kasha before. Put boulder on pressure plate to open the door.

Use a door to separate them. Put a boulder to a pressure plate near the second door. Remove the boulder from a pressure plate near the second door.

One player should go in, pull one of them and immediately run to the pressure plate. Pick up the boulder and hug wall and hope that one of them gets close. Immediately step away to close doors when one of them gets in.

Everyone else should wait behind but still between the doors because they will close. Trapped enemy may still have his/her shield if other one is close. Use melee or ranged accordingly.

Use Big Ol' Bomb at the start to separate them.


Way to King Adelbern

  

Use the waypoint near Ranger Nente.


King Adelbern

  

He will also throw his sword so stay at max range and prepare to dodge. Make sure you have wall behind you so you don't get knocked down. If possible don't stay behind your team mates so they don't also get hit.

Pay attention to the ground at all times. Adelbern will put very dangerous ticking AoEs which may be hard to see. You will be extremely hard to revive if you get downed.

Occasionally he will pull everyone in. Just run back to range when that happens.

He won't use his dangerous ticking AoE on close targets but if people move back and forth it may appear on close range. Also you may get hit by his ranged attack if people are behind you.

He will constantly spam his melee attack chain. It deals decent damage but you should be fine as long as you avoid third hit because of strong burning. Try to stay behind his back unless he is aggroed on you.

Stay behind him but at max melee range. He will keep hitting air and won't use his ranged attacks.

Use Battle Standard to get people up if they die on AoEs.