Ascalonian Catacombs (story)
- This article is about the story mode of Ascalonian Catacombs dungeon. For explorable mode, see Ascalonian Catacombs (explorable).
Eir Stegalkin, the norn hero, has gone into these ancient, ghost-haunted catacombs. Rytlock Brimstone wants you to go after her, before she stirs up King Adelbern's long-dead citizens.
— In-game description
Rytlock meets the heroes at the entrance to the dungeon, stating he’s here to find Eir. Rytlock recounts the end of the Ascalonian war and the events of the Foefire (with a clear charr bias). Eir is in the catacombs seeking Magdaer; however their presence disturbs the ghost of King Adelbern, who vows to prepare his ghostly army and eliminate the charr from Ascalon once and for all. Rytlock develops a plan to lure Adelbern out. Destroy all his lieutenants and anger him, which will draw the dead king out to fight.
- Find out what's happening in the old Ascalonian Catacombs.
- Draw out King Adelbern by defeating his lieutenants.
- Return to the central chamber and confront King Adelbern.
- King Adelbern and his minions have been defeated.
- 8 Silver
- Experience based on the player's level (35% of current level)
- Bonus chest with 50 silver (once per day per account)
- Rangers are difficult to deal with because of their use of traps. One tactic to counter this is to draw the rangers into melee combat; if the party is in melee range, the rangers will use their bows, not their traps, making fights much easier.
- When encountering the fireball trap room, it is advisable to run past instead of destroying the traps inside. A new waypoint will spawn after defeating each of the three bosses -- even if a death were to occur, there is no need to go through the trap room again.(If there are ranged players it helps to drop the two dragon heads that are in LoS from the opposite side after running through, helping with respawning.)
Master Ranger Nente
Nente will begin the fight on top of the pillar in the center of the room. This platform is accessible to all characters via a board that can be climbed up from the ground level. There are boulders lining the ring around this pillar.
Two party members can pass boulders to each other. One can pick up the boulder from the ring and throw it at Nente. The other would be on the pillar to pick up the boulder and throw it at Nente. (The boulder will still go through Nente, knocking him down, and then back to your partner.)
When Nente reaches half-health, he will teleport to the ring and summon a melee companion to aid him. While Nente is on the outer platform he will only use melee attacks. Crippling and chilling the enemies is effective. Kill the companion first then attack Nente. Nente will teleport back to the pillar and the two party members can pass the boulders again.
At quarter-health, Nente will repeat this process. After defeating Nente, his chest will spawn at the end of the outer ledge.
Kasha Blackblood is a very simple encounter. Thanks to the boulder in the room, two party members can "pass" the boulder "through" Kasha to each other. This effectively keeps Kasha knocked down. She may very quickly summon a well while getting back up. If one of the two "passers" waits too long to throw the boulder, Kasha may summon minions with low health pools. Kasha can steal life from these minions.
Ralena and Vassar
Ralena and Vassar are true lovers and being near each other makes them a much more dangerous threat. When the white circles around each boss is intersecting, each boss will gain "Lover's Embrace". Ralena will launch players that get too close while Vassar will reflect projectiles. Be careful when Vassar has projectile reflect up; Your pulls may be reflected and you will instead be pulled to him. Separate the two and deal with them individually.
- A player can use Fear to move them away from each other. This is especially useful when they teleport back to the center.
- Boulders can be used to push them away from each other and interrupt the more dangerous attacks. (May prove to be unreliable after the first two hits or if they get positioned awkwardly).
- The party can move behind the braziers, out of the line of sight, causes the champions to split up if they target different party members.
- Once Vassar is next to a brazier as detailed above, a single player can continuously knock down him down with a boulder [note: no longer possible; boulders now disappear after being used once, and respawn slowly around the crypt - it's still possible to just kite him in circles around the brazier, though]. This leaves the rest of the party free to take down Ralena.
- Ralena and Vassar can be separated using the door the party entered from. Open the corridor to the north by putting a boulder on the pressure plate at the northern entrance. Lure them to the southern entrance, and as soon as one steps through, have a player take the boulder off the pressure plate, which will shut both doors. This will lock that player out, but leave the four other players free to take down either foe individually.
- Organized groups can simply train down Ralena or Vassar after moving them away from each other.
Ralena uses Lightning Strikes and creates Lightning Storms that deal moderate damage. Vassar will confuse and summon Phantasmal Mages and Phantasmal Swordsmans as well as a Chaos Storm at his position if players get too close. These phantasms can easily stack up confusion on players and are lethal if players get downed, so take them out quickly (ex., with AoE or bouncing attacks).
When Ralena or Vassar reaches 50% health, the two lover's will teleport to the center of the room [note: no longer appears to happen, after a recent patch], requiring players to split them up again. This will only happen once and they will remain where they are after the other lover reaches the same health. After splitting them up, a common tactic is to take down Ralena first while one player keeps Vassar busy. This is primarily because Ralena has less tendency to move, and her AoE attacks make her more dangerous.
Return to the central area to face down King Adelbern. He fights alone and doesn't move from the center of the platform. He uses melee attacks against players that get near. He will cast Foefire AOE that does massive damage and must be avoided. He will use Binding Blade to pull all nearby party members next to him. This attack can be dodged and countered with stability. It's possible he will pull you into a Foefire circle, so be prepared to dodge out quickly. His final attack throws a dagger that deals heavy damage and launches you back, it will likely down lightly armored players in one hit. This attack has a short preparation time, making it very difficult to anticipate and dodge. If a party member is downed, check that they are not in a Foefire circle before attempting to revive them.
King Adelbern can be taken down rather easily with boulders. Two players stand on opposite sides of the king and repeatedly 4-5 throw boulders brought by the party. This will keep him knocked down for a majority of the battle. His ranged AoE attacks have a long preparation time, leaving him with only his melee and dagger throw to deal damage. Players can simply dodge away if they get pulled in and revive anyone that gets downed by the dagger throw while the two players keep him disabled.
- Ascalonian Captain
- Ascalonian Lieutenant
- Ascalonian Mesmer
- Ascalonian Monk
- Ascalonian Necromancer
- Ascalonian Ranger
- Ascalonian Warrior
- Fang[verification requested]
- Gate Guardian Napa
- Graveling Hatchling
- King Adelbern
- Master Ranger Nente
- Veteran Gate Guardian[verification requested]
- Environmental weapons
- Rytlock: "You're the reinforcements? You'll have to do. That fool norn Eir has stirred up the ghosts down here."
- Rytlock: "Let me brief you. This place has a history, and I don't want your ignorance getting us killed."
- Rytlock: "This was originally charr land. The humans pushed us out and built Ascalon on top of it. Over two hundred years ago, we took our lands back."
- Rytlock: "The human king, Adelbern, watched his soldiers panic as we breached the city gates."
- Rytlock: "Facing certain defeat, the doomed king refused to surrender."
- King Adelbern: "Retreat? Retreat is not an option!"
- Rytlock: "Adelbern smashed his ancient blade Magdaer, and cursed Ascalon."
- King Adelbern: "Cowards! You will not abandon me!"
- Rytlock: "The blast incinerated the attacking legions and turned the defending humans into vengeful spirits."
- King Adelbern: "We will never surrender! Never!"
- Rytlock: "The ghosts see the living as invaders. They show no mercy and no weariness—only blind hatred. Adelbern's hatred."
- Rytlock: "And now Eir's gone right into the dead king's lair. What a mess."
- Rytlock: "We're going after her. She's causing trouble, and I don't want anyone dying because of her foolishness."
After the introduction:
- Rytlock Brimstone: Good. You're ready. The sooner we can find that fool norn, the sooner we can quit this foul place.
Talking to Rytlock:
- Rytlock Brimstone: We need to stop Eir from shaking the hornet's nest.
- Hornet's nest?
- The ghosts haunting this cesspool are angry. Eir's meddling will get them all riled up. I want to keep them down here, where they do minimal damage.
- That makes sense.
- Let's go.
After disabling traps:
- Rytlock Brimstone: Well done! That should take care of the traps.
Arriving at the gates wit the pressure plate:
- Rytlock Brimstone: We need to keep that door open.
- Rytlock Brimstone: Put something heavy on the pressure plate.
Encountering a graveling event:
- Rytlock Brimstone: Great. A graveling nest. It just keep getting better and better.
- Rytlock Brimstone: Seal the hole. If they're going to burrow, keep them doing it in the dirt, where they belong.
- Rytlock Brimstone: Gravelings! Some things are best left burried.
- Rytlock Brimstone: Anyway, good work. It's only going to get harder from here. Let's keep moving.
Finding Eir (Cinematic):
- Eir: Rytlock, what are you doing here?
- Rytlock Brimstone: I came to stop you from inciting a full-scale ghost rampage. What are you doing here?
- Eir: I'm looking for King Adelbern's legendary weapon, the sword called Magdaer.
- Rytlock Brimstone: Magdaer? Magdaer was destroyed when the Sorcerer-King set off the Foefire.
- Eir: I think it survived. I believe the sword will be found at the top of these stairs.
- Rytlock Brimstone: You are following a foolish human legend.
- Eir: You of all people should know the power of legends. You bear Magdaer's twin, Sohothin. It was Rurik's sword.
- Rytlock Brimstone: What if I do? Adelbern's sword is no more, just like his nation.
- Eir: Then let us go to the top of the stairs and see for ourselves.
Talking to Eir:
- Eir Stegalkin: Perhaps I was unwise to kome here.
- Only time will tell.
Magdaer and Adelbern (cienamtic):
- Eir: Rytlock! The broken sword. It's the twin to your own!
- Rytlock Brimstone: Worry more about the sword's master. Look there!
- King Adelbern: I sense Sohothin's presence. Rurik, my son! You've returned!
- Rytlock Brimstone: Your son is dead. So is your kingdom. Leave us!
- King Adelbern: Foul creature! Your entire race will pay! Even now, my champions prepare to invade the surface.
- King Adelbern: You will fall before the might of Master Ranger Nente, deadly Kasha Blackblood, and the lovers, Ralena and Vassar.
- King Adelbern: We'll destroy you as you destroyed us!
- Rytlock Brimstone: You frighten no one with your meaningless threats. We've killed you before; we'll do it again!
- King Adelbern: Hahahahahahahahaha!
- Eir: Now you've angered them.
- Rytlock Brimstone: They were already angry. Now we must find his champions and silence them.
Talking to Rytlock:
- Rytlock Brimstone: Killing the Sorcerer King's champions will anger Adelbern out into the open. I'm sure of it.
- Tell me about Adelbern's champions.
- Tell me about Adelbern's sword.
- Tell me about your sword.
- Sohothin is twin to Adelbern's sword Magdear. His son Rurik wielded it once. It's mine now.
- How did you end up with Sohothin?
- That's none of your concern.
- Can I ask more questions?
- Let's move on.
- I have more questions.
- Let's move on.
- Yes, good plan.
At Master Ranger Nente (cinematic):
- Master Ranger Nente: Your desire to destroy still unsatisfied, beast? Burning Ascalon not enough for you?
- Rytlock Brimstone: As long as you stalk us, we'll fight you tooth and claw.
- Master Ranger Nente: By Melandru's will, I will rend you from this world, charr!
When Nente come into melee:
- Master Ranger Nente: By Melandru, We'll do this face-to-face!
When Nente ports back onto the rock:
- Master Ranger Nente: Time to put some distance between us!
After defeating Nente:
- Eir Stegalkin: With valor, we have won the day!
At Kasha Blackblood (cinematic):
- Kasha Blackblood: Why are you here? This is the land of ghosts.
- Eir: Stand down, spectre. We seek only to protect the living.
- Rytlock Brimstone: Don't chat with her, Eir! Dispatch her!
At Vassar and Ralena:
- Ralena: Invaders in this holy place? How rude!
- Ralena: I will summon my dear Vassar and together we will make short work of you!
- Eir Stegalkin: Careful! She's got a friend! Keep them apart!
When defeating Relana first:
- Vassar: Noooo. My shining light, extinguished. You will be avenged!
When defeating Vassar first:
- Ralena: You'll pay for his death with your blood!
After defeating both:
- Rytlock Brimstone: I thought they'd never shut up.
After defeating all champions:
- Rytlock Brimstone: With all this death, Adelbern's blood must be boiling by now. Perfect chance to deal with him.
Final Confrontation (cinematic):
- King Adelbern: What have you done!
- Rytlock Brimstone: Your champions are gone, ghost! Just like your son and your kingdom!
- King Adelbern: I will have my vengeance! Join me in death!
After defeating Adelbern (cinematic):
- King Adelbern: You've defeated me, but what've you gained? Much deadlier things stir beneath us. They'll consume you all!
- Eir: Magdaer is shattered, but I know a blacksmith who can mend these pieces.
- Rytlock Brimstone: Did you really think that if you got me a sword you'd earn forgiveness?
- Eir: For you? The sword would be for Logan.
- Rytlock Brimstone: What? Why would you risk our lives, MY life, for that coward?
- Eir: I thought it would heal old wounds. It would remind you—
- Rytlock Brimstone: Remind me of what, betrayal? Pah! You've become a sentimental old woman.
- Rytlock Brimstone: We're finished here!
- <Character name>: Why does Rytlock hate Logan?
- Eir: Mistakes from a lifetime ago, best forgotten.
- Eir: Rytlock's right. I've gotten too sentimental. Too weak.
After the cinematic:
- Eir Stegalkin: A long time ago, I led us into a disaster. He blames me. They all do.
- Eir Stegalkin: The thing is, they might be right.
Talking to Eir:
- Eir Stegalkin: Come, we should leave. Ultimately, this mission was a failure.
- It's not a failure. Adelbern needed to be dealt with.
- I was stupid to think a sword could slice through the wall between Logan and Rytlock.
- Should we follow Rytlock?
- Let's go.
- Should we follow Rytlock?
- No. He still hates Logan—and now he hates me. I should have left bad enough alone.
- Let's go.
- Okay, let's go.