login (email): password:
auto log in (cookie) | forgot your password?
all game guides

Guild Wars - Dunes of Despair (Cooperative Mission) - game guide, walkthrough, secrets, game tips & strategies

Guild Wars Game Guide
Dunes of Despair (Cooperative Mission)
by Tomasz "Sznur" Pyziol (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
Sorry, no plans for this game PDF Guide.
rate guide:
Dunes of Despair (Cooperative Mission)  (66/93)
Dunes of Despair (Mission)

 

Dunes of Despair

The barren desert landscape here is broken only by tall, surprisingly urban-like ruins that mark people’s failed attempt at Ascension. Made of wood from the ships that brought them to the desert’s shores and bricks made of sand and mud, the structures have withstood the harsh desert weather surprisingly well. The people who built them, unfortunately, did not...

 

Henchmen Level 17

Little Thom (Brawler Henchman), Claude (Cultist Henchman), Alesia (Healer Henchman), Orion (Mage Henchman), Stefan (Fighter Henchman), Reyna (Archer Henchman), Dunham (Enchanter Henchman), Lina (Protector Henchman).

 

Ghostly Hero

 

Halden (Merchant)

 

Xunlai Agent (Storage)

 

 

Dunes of Despair (Cooperative Misson)

You can enter this map by selecting "Enter Mission" in Dunes of Despair location.

 

Mission: Help the Ghostly Hero reclaim his throne. Escort the Ghostly Hero to the Temple of Ascension. Defeat the Enemy Ghostly Hero. Hold out while the Ghostly Hero performs his ritual. Reward: 1000 xp, 1 Skill Points.

*BONUS* Gain more glory by defeating the three forgotten generals within their forts. Reward: 1000 xp.

You need to complete this Mission to unlock Ascension Mission.

 

01 Start

Ghostly Hero (He joins the party as ally) Ghostly Hero lower the bridge.

 

02 Siege Tower

Ghostly Hero will lower the bridge.

 

03 Archway

Slow Totem (Item) – When dropped on ground slowing attack of all enemies in range.

 

04 Entrance to Temple of Ascension

Ghostly Hero will lower the bridge.

 

05 Temple of Ascension

Enemy Ghostly Hero

After killing him you got *BONUS* Quest

*BONUS* Gain more glory by defeating the three forgotten generals within their forts.

NOTE: After killing Enemy Ghostly Hero you need to protect Ghostly Hero for 10 minutes. Also its only 10 minutes to complete the *BONUS* Quest. First focus on protect Ghostly Hero all kill all incoming enemies group. There should be one group from west, one from east, one from south and after a while next group with boss will come from the west. After this last fight no more enemies will come for Ghostly Hero. If you do that fast you still have about 4 minutes to do *BONUS*. Move south to Enemy Fort and kill three bosses with guards. If you play with other players you can split the party. Someone stay to protect Ghostly Here, when the rest can do the *BONUS*.Quest

 

06 Enemy Fort

Byssha Hisst, Custodian Kora, Dassk Arossyss (Kill three enemy generals here to complete *BONUS*)

 

Dunes of Despair (Cooperative Mission)  (66/93)
comments and responses

*As mentioned above* You call this easy?!? <grins>
King Mingus Dresari
03/12/2006 11:38
This bonus is tricky but not at all hard. When you get to the enemy ghostly hero kill him but don't lead the ghost to the shrine. Instead go left down the stairs then up that wall. There will be 3 apparent monsters a boss and 2 enchanteds. Have a ranger attack the boss with a long bow. Make sure that when the monsters are lured close to the wall you kill the bow first than the boss than the warrior as you can render the warior harmless after you kill them. Then you have 2 choices. If the ranger has a vamp weapon let the ranger die. Have a necro mancer exploit the corpses using concume corpse or necrotic transversal as they will transport him past the wall. When the ranger dies the necromancer has to have is first or secondary as a monk and rebirth the ranger. They can do this with the rest of the party members but that means no mission of coarse. The party members go to the remaining 2 forts and rape the generals and their minions. Or it could be just a ranger and a necro. The necro stays back and doesen't fighht while the ranger lures the forggotten and minions to the wall. The casters can fight them there raining down fire power. Wariors are useless unless a necro managed to get them past the wall. Do the with the last forggotten general and minions and you get bonus regardless if you started it or not.
Shade Murtagh
18/08/2006 20:21
I have heard of a way in which you can leave the ghost outside the area and not start the clock. you can sneak out of the main arena and hit the generals first taking your time as the clock has not started. anyone seen this and can comment on where the back door is?
The Back Door
16/06/2006 16:18
This mission is easy, and you should have no problem doing it. There is no fight posing any threat. And please, just ignore those pesky siege worms : you'll ask for trouble if you go at them ; you've been warned... However, doing the BONUS is another matter, especially if you're going alone (with henchs only). I won't speak of doing it with a team, as my attempts all met with failure (bad coordination and, in most cases, leavers... Hell, I don't understand why some people enlist in a team just to leave 5 minutes later...) If you're going alone the problem is that, in that case, the time limit is unfair to characters who have little firepower (monks, mesmers), and maybe even elementalists (you'll have trouble manging your man for ten minutes of constant fighting...). Anyway whatever class you use, be prepared : for ten minutes, you'll have to concentrate on the fight! This means you'll have to learn about how the fight develops : - first, try to get the first general with a long bow before starting the countdown (that's a matter of luck : not always possible) - first wait for the 8 forgotten mesmers/elementalists and tear them appart - second rush south and bring the enchanted bows down - then rush west, and do the same with the enchanted sword/hammer there AND the team of three (with a boss) that should shortly arrive (if not already there) At that moment, you should have about 5mn left : if much more, good for you. If much less, you're already in trouble unless you could kill the first boss team before the countdown. - then, you rush south : the hero should be safe (some luck needed here, but you really have no choice, have you ?) to meet the remaining bosses. For the Bonus, the main trouble are not the fights (all easy), but the time you have to do them all : you need both a lot of firepower (to go fast), and good healing (because of these pesky siege worms) ; and as I said above, don't even dream about destroying them if you're doing the bonus. I barely made it with my monk with henchies, so it's doable...
Yves
06/06/2006 12:46
You'll need 2 party members with rebirth, one of which who has the teleport ability, to teleport to a corpse. First, when the arena with the enemy hero opens, stay at the entrance, there will be 3 or 4 waves of 2 - 3 skeletons who will rush you. drop the slow totem and kill them group by group. then when they are dead, *very important*, leave the hero at the entrance to the arena. This will ensure you don't activate the 10 minute countdown. Head into the centre with the party and kill the enemy hero. Note that the mission hasn't started, but the bonus has activated. ;). head directly south as far as you can to the middle gate. to the west there is a rock outcropping which you can stand on. kill the boss and his two minions. when the last one dies, have your rebirther with teleport, teleport to a corpse. it helps if a second necro can suicide here, so that the first rebirther can rebirth them and provide support. move towards the east gates, you will find some jade scarabs pop up, but take them out. outside the east gate, there are a group of 3 mesmer's. Don't attack them. Instead, have the remainder of your group *except* the second rebirther, move right up against the east gate and aggro them. let them kill each person in the party, one by one. Have the first rebirther rebirth them all (effectively teleporting them outside the compound. Kill the 3 mesmers. then head south to where the 3 bonus generals are and take them out 1 by 1. I recommend leaving the monk for last. once they are dead, bonus is completed :). head to the western gate, have your second rebirther bring the hero to the centre. the clock will start and you can walk back into the compound. Then just hang out in the centre for a full ten minutes.
Easy Bonus
07/02/2006 13:40

Comments are moderated. Some features are NOT available in comments, but ARE available on forums. See this tread on forum.
Collectors List
Resources
Materials
Maps & Quests
Pre-Searing Ascalon
Ascalon City (Capital City)
Lakeside County
Green Hills Country
Regent Valley
Wizard's Folly
The Northlands
The Catacombs
Ascalon
Ascalon City (Capital City)
Old Ascalon
The Great Northern Wall (Mission)
The Breach
Regent Valley
Fort Ranik (Mission)
Eastern Frontier
Pockmark Flats
Ruins of Surmia (Mission)
Nolani Academy (Mission)
Diessa Lowlands
Flame Temple Corridor
Dragon’s Gullet
Ascalon Foothills
Northern Shiverpeaks
Traveler’s Vale
Iron Horse Mine
Borlis Pass (Mission)
The Frost Gate (Mission)
Anvil Rock
Deldrimor Bowl
Griffon’s Mouth
Northern Kryta
Scoundrel’s Rise
Gates of Kryta (Mission)
Lion’s Arch (Capital City)
North Kryta Province
Neboo Terrace
Cursed Lands
D’Alessio Seaboard (Mission)
Watchtower Coast
Divinity Coast (Mission)
Maguuma Jungle
Sage Lands
Mamnoon Lagoon
The Wilds (Mission)
Bloodstone Fen (Mission)
Silverwood
Ettin’s Back
Reed Bog
The Falls
Aurora Glade (Mission)
Henge of Denravi (Capital City)
Tangle Root
Dry Top
Southern Kryta
Majesty’s Rest
Telmark Wilderness
Tears of the Fallen
The Black Curtain
Kessex Peak
Riverside Province (Mission)
Twin Serpent Lakes
Stingray Strand
Sanctum Cay (Mission)
Crystal Desert
The Amnoon Oasis (Capital City)
Prophet’s Path
Skyward Reach
The Arid Sea
Vulture Drifts
The Scar
Thirsty River (Mission)
Salt Flats
Diviner’s Ascent
Elona Reach (Mission)
Sacred Mesa (Mission)
Dragon’s Lair (Mission)
Southern Shiverpeaks
Droknar’s Forge (Capital City)
Talus Chute
Witman’s Folly
Ice Caves of Sorrow (Mission)
Iron Mine Moladune (Mission)
Icedome
Frozen Forrest
Spearhead Peak
Tasca's Demise
Mineral Springs
Ice Floe
Thunderhead Keep (Mission)
Snake Dance
Dreadnought’s Drift
Lornar’s Pass
Sorrow’s Furnace
Grenth’s Footprint
Ring of Fire Islands
Perdition Rock
Ring of Fire (Mission)
Abaddon’s Mouth (Mission)
Hell’s Precipice (Mission)
This site is not assotiated with and/or endorsed by the NC SOFT Corporation or ArenaNet. You are not permitted to copy any image or info from this page.
All logos and images are copyrighted by their respective owners. Official Guild Wars www page: http://www.guildwars.com/
Chronicles of Mystery: The Tree of Life | Dragon Age: Origins | Risen | Divinity II: Ego Draconis | Batman: Arkham Asylum | Fallout 3: Mothership Zeta | ArmA II | Sherlock Holmes vs. Jack the Ripper | Fable II: See the Future | Fable II: Knothole Island | Call of Juarez: Bound in Blood | Fallout 3: Point Lookout | more game guides ...