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Hall of Chains

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Hall of Chains

Hall of Chains map.jpg
Map of Hall of Chains

The Mists

Hall of Chains loading screen.jpg
Loading screen

Hall of Chains is the third raid introduced into the game. Vicious undead are murdering Grenth's followers in Tyria for unknown reasons. Following the evidence will lead players into the Underworld, where mysterious powers are clashing to determine the fates of the living and the dead.

It was released alongside the Living World chapter Daybreak on November 28th, 2017.

Getting there[edit]


Scholar Glenna

Attacks from the Underworld

<Character Name>,

There's been a marked increase in creatures escaping the Realm of the Dead. Their behavior is mostly that of typical Underworld creatures - vile, murderous, and pretty uninteresting - but according to experts in necromancy, some of them seem to be targeting priests of Grenth. Creatures from Grenth's realm attacking Grenth's followers... Fascinating, right? And terrifying!

The only way we're going to learn more is by going to the source. Head for Lornar's Pass. Find a way into the Underworld.



Area Area objectives
Death's Landing
Point of interest.png
Hall of Judgment
Point of interest.png
Statue of Darkness
Ice Wastes
Point of interest.png
River of Souls
Point of interest.png
Statue of Death and Resurrection
Point of interest.png
Statue of Ice
Winter's Vigil
Point of interest.png
Besieged Ruins
Point of interest.png
River's Provenance


  • Meet up with Glenna.
  • Explore further into the ruins.
  • Follow the strange spirit.
  • Bear the runes and engage the Soulless Horror.
  • Defeat the Soulless Horror.
    • Soulless Horror
    • Event bar.jpg
      Event boss (tango icon).png
    • Time remaining: 8:00
  • Talk to Desmina.
  • Traverse the River of Souls.
    • Defend Desmina.
    • Event bar.jpg
      Event shield (tango icon).png
  • Restore the three statues of Grenth.
    • Event bar empty2.jpg
    • Restore the Statue of Ice.
      • Broken King
      • Event bar.jpg
        Event boss (tango icon).png
      • Time limit: 3:30
    • Restore the Statue of Death and Resurrection.
      • Spirit Energy Recovered
      • Event bar empty2.jpg
    • Acquire a light orb.
    • Restore the Statue of Darkness.
      • Eye of Judgment
      • Event bar.jpg
        Event boss (tango icon).png
      • Eye of Fate
      • Event bar.jpg
        Event boss (tango icon).png
  • Return to Desmina at the Hall of Judgment.
  • Enter the Hall of Judgment and confront Dhuum.
  • Defeat Dhuum.
    • Time remaining: 10:00
    • Protect the reapers as they begin the ritual.
    • Dhuum
    • Event bar.jpg
      Event boss (tango icon).png
    • Chains active: x/7


Soulless Horror[edit]

In the first encounter, you have to defeat the Soulless Horror. After its defeat, it is revealed that it was the possessed body of Desmina, who quickly reclaimed it back.

To start the fight, both the red and green runes must first be claimed. The two players that claim the runes will receive Exile's Embrace.png Exile's Embrace, which will grant them the special action skill Issue Challenge (default: -) (45s cooldown). The last player to use the special action skill will be Fixated.png Fixated, temporarily serving as the tank. Every 12 seconds (starting at 7:54), the current Fixated player will gain a stack of Ichor.png Necrosis, increasing all damage received by 10% per stack. Not receiving a stack for 30 seconds results in losing all stacks.

At 90%, 66% and 33% Boss HP, the outer circle of the arena will become orange and vanish 3 seconds later, reducing its size.

  • Elite Flesh Wurms
    • Flesh wurms are present at the start of the fight all over the outer part of the platform that randomly spit projectiles at players for medium damage.
  • Surging Souls
    • These wall-like AoEs slowly move over the platform during the entire fight, starting in cardinal directions. Touching them will instantly kill a player and their damage cannot be avoided. They are indicated on the minimap as red horned skulls
      Red Boss.png
  • Spinning Scythes
    • These swirling scythes slowly traverse the platform throughout the fight atop a small red AoE circle. They travel in random directions but will always move in a straight line. Being hit by their AoE corrupts all the player's boons into conditions.
  • Tormented Dead
    • These creatures with the appearance of giant Flesh Golems aggro on the off-tank (the player with Exile's Embrace that is not currently Fixated). They slowly lose health but are also highly susceptible to damage and CC. Upon their death they spawn a red AoE field similar to Plaguelands that pulses massive damage and corrupts boons into conditions. The Tormented Dead spawn every 20 seconds, starting 20 seconds after 90% and the red field vanishes one minute after their death. They can be pushed further outside than the edge of the visible platform, resulting in less area covered by their AoE field.
Boss Attacks
  • Vortex Slash
    • The Soulless Horror casts a filling circle that deals damage once it is full followed quickly by a ring outside of that circle that immediately damages anyone in it. Not getting hit by this attack and finishing the encounter awards the Achievement Necro Dancer. Dodging inwards when the inner circle completes is the easiest way of avoiding this attack. The inner circle deals less damage than the outer ring.
  • Hurricane Slash
    • 4 cone shaped AoE starting from the boss that will cause damage after 3 seconds; this is always followed by the same pattern rotated by 45 degrees. This attack only becomes available after the the timer is at 7:30.
  • Death Bloom
    • 8 cones going outwards from the boss, starting at 66% HP. This attack seems to be on a cooldown slightly shorter than 1 minute [verification requested] but she won't interrupt other attacks to cast it. The cones deal medium damage after 3 seconds and contrary to the cones known from Arkk it is not possible to stand between two of them unharmed if you are close to the boss. This attack is often followed by a Defiance Bar attack (in which orange arcs swirl around her person) that will fear everyone off the platform if not broken.
  • Slice/Corrupt the Living + Fingers of the Dead
    • The Soulless Horror auto-attacks with one of these two skills. Both will spawn Fingers of the Dead in matching patterns.
    • With Slice, the Soulless Horror charges up an overhead hammer smash in the direction of the tank, and brings it down in a frontal cone of green flame. As it charges up, small orange circles will appear within that cone; once the AoE reaches these circles, each will sprout as Fingers of the Dead.
    • With Corrupt the Living, the Soulless Horror brings the hammer back over its right shoulder and swings counter-clockwise in a slicing arc about its body, applying Torment.png Torment and Poison.png Poison. Small orange cirlces will spawn in a large ring outside the radius of the attack, which will sprout as Fingers of the Dead.
General Strategy

Jump or glide to the platform and land close to the initial set of flesh wurms to take out. Have the tank and group circle around together and eliminate all flesh wurms. You should be just about done clearing them by the time she hits 90% health, causing the first Tormented Dead golems to spawn. They spawn in the center and move towards the current off-tank. A couple players should have knockbacks or pulls available to move the Tormented away from the group before they die and explode. Ranger's Point Blank Shot and Mesmer's Temporal Curtain are both very good in this capacity, though other classes may have their own skills to bring. Those knocking the Tormented back should try and knock them towards the edge of the platform or past it. Continue moving to avoid walls. At 66%, be prepared to break her Defiance Bar. Then be ready to break it about every 10% or minute or so afterwards. Continue moving, damaging, knocking back, and breaking as the platform slowly shrinks.

  • The two tanks will find their jobs easier if they can both communicate when to bounce fixation from each other, whether through voice programs or pinging the effect.
  • Marking the cardinal directions with squad markers will allow tanks and others to give directional call-outs, as "move left" becomes rather arbitrary when everyone is moving in a circle.
  • Try to explode golems away from the center, as the platform will continue to shrink, meaning that in order to avoid walls, you'll typically need some room in the center.
  • Scourges can bring Sand Swell as a panic button, using it to avoid a wall if badly placed.
  • Condition clear is a must in this fight. Druids can combo their Lunar Impact and Seed of Life to cause area condition clear.
  • It's everyone's responsibility to be aware of golems and walls. If a golem explodes near the group, be ready to dodge away so you don't get corrupted.
Challenge Mote

With the Challenge Mote activated, stacks on tanks will build up faster, the flesh wurms will respawn periodically throughout the fight, and the platform loses an additional ring at the start of the fight, resulting in less room to move.

River of Souls[edit]

Players need to protect Desmina as she traverses the River of Souls – a path to the next encounter. Desmina herself receives damage from enemies and mechanics and can be healed. The following mechanics will occur at predefined sections of the path, often simultaneously:


You and your group must escort Desmina through the River of Souls. You must stay within Desmina's protective dome or you will eventually die. Players will find they may have to periodically leave the bubble to clear various mechanics. There will be quite a few mobs to kill, so bringing AoE and damage is recommended.

Click for larger version. Positions of the Mechanics during the River of Souls encounter. Mechanics spawn in order going along the river. Some of the bombers spawn rather early and walk a huge distance towards the group. The Bomber marked with 'B' spawns behind the group after they passed the point.
  • Throughout the whole encounter, venturing outside of Desmina's protective dome results in gaining stacks of an increasingly damaging debuff.[verification requested] Returning to the dome resets stacks.
  • Spatial Rifts slowly pull players towards them. They have 10 stacks of a buff,[verification requested]. Hitting them removes a stack. Once the buff is gone the rifts stop pulling. After a while they refresh their stacks. Multi-hit attacks are very helpful to quickly remove these as a threat.
  • Players randomly receive "time bombs", small expanding AoEs with inner and outer borders. As the AoE reaches inner border, it detaches from the assigned player and stays on the path as a mine, expanding for another second. As the AoE reaches the outer border, the mine explodes, dealing moderate damage and stunning players for 2 seconds. Move behind or to the side of the group and dodge out right as AoE has passed inner border to avoid dropping these in the way of the group. This AoE can also be used to damage enemies.
  • Wall-like AoEs, similar to the previous encounter, will move along and across the path. Instead of instantly killing players these "walls" only down them. Quickly destroy any Spatial Rifts if they appear and carefully walk around the "walls". Superspeed, teleports (shadowsteps) and portals can be used to simplify the task.
  • Players get a chance for one "extra life" – their first death during the encounter turns them into a spirit. The player will be given a short time to gather enough purple orbs (similar to the end boss, Dhuum's mechanic) scattered along the path. If they succeed, they will be fully revived.
  • Hollowed Bombers run towards Desmina, exploding near her. They gain a defiance bar during the short channeling, and breaking it cancels the explosion. If they successfully explode, they will die.
  • Enervators will disable Desmina's protective dome as soon as she comes within their range, killing them restores protection. It is recommended to start damaging them ahead of time.
  • Spirit Horde are swarms of small ghosts chasing the group and damaging them. Can be killed.

Statues of Grenth[edit]

These 3 mini bosses must all be slain in the same instance to receive their corresponding reward.

Statue of Darkness[edit]


This mini boss consists of 2 eyes that need to be killed at the same time. The Eye of Judgement and the Eye of Fate. The eyes each have their own little labyrinth separated by a higher rock ledge that has Light Orbs. Light Orbs have 2 skills when picked up and generate light where they fall. The first skill allows you to throw the orb. The second skill is a channeled explosion that stuns nearby enemies and creates a large blast of light. It also provides a damage debuff to the mobs. A Minotaur will also spawn and walk around each maze.

General strategy in the maze

The squad should split into 3 groups. 2 players will stay near the light orbs and be in charge of throwing them. The others will split into 2 groups of 4 with each group taking the north or south mazes. It's recommended that each side mark their respective Eye using Squad markers, as these markers do not disappear when the Eye teleports.

The eye and minotaur can only be damaged when there is light. Over time, Light Thieves will spawn and attempt to take your light orbs. Once the battle starts, wait for your thrower to toss your side a light. Engage the eye until he teleports away. Use the 2 skill as often as you have light available to do so. The eyes each have 2 main attacks. They will spin, drawing in health and dealing a decent amount of damage to players near them. They will also focus a laser on a player, dealing damage over time and eventually downing the player. The laser may be broken by the player breaking line of sight (going behind a wall). It is important that the Minotaur be stunned as often as possible. His abilities all deal a large amount of damage, though he doesn't have much health.

General strategy above the maze

The two orb throwers will encounter spawns of orb thieves. They can either kite them around, crippling or chilling them to stay ahead of the pack, or they can kill them.

  • Bring classes and abilities that can cleave out multiple enemies at once.
  • Decide immediately if you'll engage a minotaur or let him chase you awhile. Sometimes it's better to fight him away from the boss. Sometimes it's more prudent to fight him on top of the boss.
  • Leaving the eyes in darkness for a prolonged period of time will cause them to start pulsing a highly damaging aura on both sides of the arena, which can quickly kill players.

Statue of Death[edit]


This boss will aggro on the player with the most toughness. He must be killed 5 times in order to truly die. There are 5 rectangles on the ground ("dominoes"). Each domino has 5 circles within. Every minute or so, a Twisted Spirit will spawn. Killing this spirit releases 5 orbs of light. Players can collect the orbs and throw them at the chosen domino (which will highlight green). Finally, one or more player(s) must temporarily sacrifice their body to collect red orbs from the sky, obtained from successfully charging a domino. Collection is a bit tricky, as the controls are finicky and jerk the character around. You don't have to be right on top of an orb to collect it, though a little practice may be necessary to do well here.

For the tank

Try to keep him facing away from any important objectives. His most threatening attack is his Bile attack, which creates a large poison/slow cone field in front of him.

General strategy

Engage the Mouth and damage him until the Lost Spirit spawns. The majority of players should go kill the Lost Spirit while the tank keeps the boss facing away from the crowd. A healer may be left to support the tank if necessary. Once the spirit dies, players should run into the white circles on the ground, collecting each light. They may use their special action key to throw the light at the green domino. This will activate the domino. Meanwhile, a nearby spirit will call out for help. One player should run into their AoE circle and get grabbed, or it will unleash a shockwave. They'll become an orb of light and gain 3 new skills. These skills will hop them up or down a few feet, as well as forward a few feet. They should focus on collecting orbs. Red orbs will fully activate the next domino. Kill the Mouth while he stands on a green, activated domino. Repeat this 5 times. [verification requested]

Every so often, the Mouth will gain a defiance bar. If he is not broken, he will consume the player(s) that became a spirit orb.

  • Keep an eye on his defiance bar. He won't wait for you to kill a lost spirit, and he doesn't announce his intentions.
  • The tank should take care in how far away he goes from the main group.
  • The group should largely stay close together, except when they must split to gather orbs of light or sacrifice themselves.

Statue of Ice[edit]

This mini boss is an ice elemental called "Broken King".

Avoid standing in the dark blue ice cracks and the orange pizza aoe's. The boss has a large frontal attack that he does quite frequently, targeting the tank. The boss spawns green circles that have a floating ice structure (shard) that slowly moves down. A squad member must be standing in the green circle when the ice touches the ground or the group wipes. Successfully absorbing a shard will give the player a timed stack of a buff. [verification requested] The amount of circles changes depending on how much damage you deal to the boss. If your damage is too high, you may be unable to take any more stacks since you are frozen after taking a green circle when having three stacks. [verification requested]

General strategy

This boss has very little health and can be quite forgiving towards low damage team comps, but he does have an enrage timer, after which he will wipe the group. Having a few players on mid-to-long ranged dps as well as a couple melee dps can help everyone reach green circles without losing too much damage. Despite the number of AoEs on the ground, the boss never moves, ensuring that it's easy to land hard hitting abilities.

  • If an AoE covers a green circle, look if you can delay stepping on the green circle until after the AoE has cleared. If not, dodge into the green circle.
  • Don't be afraid to come closer to the boss, but do keep an eye out for green circles.
  • It is generally everyone's responsibility to grab green circles. There are usually far too many to just be split among 3-4 people.

The Voice in the Void[edit]

Messenger and Enforcer spawn points and timings.
Timings and mechanic positions in the Dhuum fight.

As the final encounter, you have to defeat and imprison Dhuum. The goal is to defend the seven Reapers until they can complete their ritual to subdue Dhuum.

Throughout the fight, Enforcers spawn in the four corners of the room after a big red orb emanating from Dhuum's throne travels to that corner, slowly moving towards the reapers and attacking them for heavy damage. Their attack cleaves in a small cone in front of them and can easily down players if they are hit as well. The Enforcers are susceptible to any soft CC including blind but are immune to all hard CC. Collecting big red orbs while in the air prevents one Enforcer from spawning. The next enforcer will still spawn at the next point in clockwise order so no spawn point will be skipped.

Similar to the Enforcers, Messengers with the appearance of flesh golems will spawn throughout the encounter. Below them is a small orange Aoe pulsing heavy damage to anyone touching it. They are also spawned by orbs coming from the throne and traveling to four designated spots in the room. Collecting medium sized orbs in the air prevents a Messenger from spawning but the rule for the Enforcers is applied here as well, no spawn point will be skipped. Their spawn time is a bit randomized due to different travel distance an speed (in the air above the players AND on the ground floor). Initially they spawn approximately every 10 seconds. As soon as dhuum leaves his thrown, new Messenger orbs are only spawned roughly every minute, leaving the throne at ~X:35 and spawning between 5 and 15 seconds later, usually at X:25 ± 5 seconds. The Messengers aggro on one of the reapers unless attacked by a player which makes them switch to the player instead. They die automatically 15 seconds after being attacked for the first time. Any Messenger alive at the 10% phase transition will be removed.

Spawns are clockwise for both enemy types and the spawns points can be seen in the graphic.

Every 30 seconds, Dhuum reaches for one of the Reapers and will cause the ritual to fail unless a player stands close to the reaper and sacrificing himself instead. The player will be lifted up and has to collect five red orbs in order to get back down ("reunite their body and soul"). Failing to do so within the time limit results in death of that player. After their return they cannot be harmed for a few seconds (no indicator on that though) and have a debuff for 80 seconds so you need at least 3 persons alternating this role.

Reapers are also occasionally attacked by small spiders, Deathlings, but can easily be healed due to having a massive incoming healing modifier.

Dhuum turns around and slams his scythe towards the middle of the room occasionally (this attack seems to have a 30 second cooldown), creating an orange expanding AoE circle (that actually does not hurt, confirmation needed) and having cracks emerging from the point of impact that explode after a few seconds for heavy damage to players standing on top of them. The cracks' explosion also fears the player if they survive the damage. The density of the cracks increases at 50% and 25% HP.

Once the timer reaches 9 minutes, one player will be given a bomb-like mechanic (afflicted), gain a special action key and a red filling circle above their head. Once the circle is full (13seconds) or they press the special action key, the bomb will detonate, harming players depending on their distance from the player. Being affected by the affliction gives you a debuff so you cannot be affected by it again for 45 seconds. One non-debuffed player will be afflicted 3 seconds later. The bomb will detonate 5 times (4 times in the first phase, confirmation needed) and will be reapplied every 90 seconds (7:30, 6:00, 4:30, 3:00, 1:30). (There seems to be a correlation to distance for who is afflicted next but it lacks perfect consistency or a different aspect is involved in choosing the next player.) Any remaining afflictions will be removed by the Greater Deathmark mechanic.

At 8:00 remaining time, Dhuum will stand up from his throne and walk towards the player with the highest toughness, starting to attack him with his scythe.

Every 80 seconds starting at 6:25 remaining time Dhuum performs an attack called Greater Deathmark. He sinks into the ground, subsequently emerging in the middle of the room and stripping all the players of their souls and stealing all their boons, knocking them away the opposite direction they are facing as well as inflicting 6 stacks of Torment on them. Failing to reunite with your soul within the time limit results in death. After a short delay, Dhuum will pull all players towards the middle. During the pull he hovers above an orange AoE circle that pulses heavy damage to anyone touching it.

Every 80 seconds starting roughly at 7:05, Dhuum dives into the ground, emerging at a random target and placing an AoE on the ground that lasts 2 minutes. Being caught in the AoE seperates you from your soul similar to the Greater Deathmark attack. Dhuum will steal all boons if he hits someone with the dive attack. The AoE circle that remains downs players that touch it unless they are in their soulless form.

Starting at 60% HP, Dhuum will soul link two players together every 30 seconds, dealing heavy damage to both until they break the bond by moving far enough apart.

Starting at 30% HP, Dhuum will use a cone shaped attack that slowly pulls in everyone caught towards him and strips their boons. The actual area affected is much longer than the cone on the ground shows.

Some timings and positions are shown in the graphic.

Challenge Mote

During the challenge mote, a small version of Dhuum called Ender's Echo will start to run around the throne room, dragging along any player it hits and rapidly draining their life until they die or the Echo's defiance bar is broken. The pickup can not be blocked, evaded or avoided by invulnerability although the special protection from mechanics players receive after coming back from jumping sometimes prevents it.

Dhuum himself has 40 Million HP instead of 32 and the reapers only receive normal healing.









See also: Desmina#Dialogue, Scholar Glenna (Hall of Chains)#Dialogue

Upon approaching Glenna:

If asura:
<Character name>: Glad to see you made it. I'm also pleased we won't be coming back here when we die.
Scholar Glenna: Agreed. The Eternal Alchemy must be more impressive than this frozen dirt hole.
If charr:
<Character name>: Glad to see you made it. Also glad I'm not coming here when I die.
Scholar Glenna: Agreed. The Eternal Alchemy must be more impressive than this frozen dirt hole.
If human:
<Character name>: Glad to see you made it. It's not impressive, but I really hope this isn't my final visit here.
Scholar Glenna: Oh, right. Assuming we make it out alive, you'll have to return to this frozen dirt hole someday. Lucky you.
If norn:
<Character name>: Glad to see you made it. Well, it's cold here. And that's the only good thing I can say about it.
Scholar Glenna: Agreed. The Eternal Alchemy must be more impressive than this frozen dirt hole.
If sylvari:
<Character name>: Glad to see you made it. This place is...well, it's awful, honestly.
Scholar Glenna: Agreed. The Eternal Alchemy must be more impressive than this frozen dirt hole.
<Character name>: Do you know anything about the situation down here?
Scholar Glenna: Not yet. You're the muscle! I've been waiting for you before investigating those ruins. And now you're here. Let's go!

Upon approaching the Mysterious Spirit:

Scholar Glenna: Look! What is that...orb...thing?
Mysterious Spirit: My faith is rewarded—you followed the signs. Return me to my body. Death will not wait.
<Character name>: What?
Mysterious Spirit: You're going to help me prevent humanity's destruction, and I'm going to need you to get my body back to do it.
Mysterious Spirit: Now follow me.
Scholar Glenna: Well, you heard the orb thing. Let's go!

Upon reaching the runes:

Mysterious Spirit: Devoid of my spirit, that vessel acts only on anger and instinct. You'll need my blessing to stand against it.
Mysterious Spirit: Choose two of your best to stand on the runes. I will imbue them with my power. Otherwise you will fail.
Mysterious Spirit: Time is short, and I need to maintain the barrier. Break it. I'll deal with the consequences later.
Scholar Glenna: Uh, you go ahead. I'll search the fort and talk to the ghosts. If you find out who she is, come find me! And uh...don't die!

While traversing the ruins:

Stranded Ghost (1): Are we safe? Will her defense hold?
Stranded Ghost (2): Safe? No! feral. The attacks will never stop!
Stranded Ghost (1): The lady is clever. She'll keep us safe.
Stranded Ghost (2): She can't defend us forever. Not against him.
Champion Stranded Ghost: We must not be consumed.
Champion Stranded Ghost: The forces at work here...they're too powerful.
Champion Stranded Ghost: Have faith! The Dark One left us in good hands.

Upon encountering the Soulless Horror:

Soulless Horror: You dare draw breath in the Realm of the Dead?

While fighting the Soulless Horror:[verification requested]

Soulless Horror: Crush these abominations.
Mysterious Spirit: Beware—their claws will spill your guts.
Mysterious Spirit: Volatile spirits. Stand clear before they explode!
Soulless Horror: The dead hunger.
Soulless Horror: Your rotten soul is mine!
Soulless Horror: Sweep these insects from sight.

After defeating the Soulless Horror:

<Character name>: We did our part. Now who are you? What's happening down here?
Desmina: You may call me Desmina.
<Character name>: Desmina?
Desmina: Now be silent.
<Character name>: But...
Desmina: My body is too damaged to fight. I'll grant you what protection I can, but be ready.
Desmina: The consequence of mortals falling on the River of Souls is unclear. Death may not result in the expected.

Speaking with Desmina upon beginning the River of Souls escort:

Desmina: Are you ready to go?
Talk ready option.png
Yes, let's go.
Talk end option tango.png
Not yet.

During the River of Souls escort:

Desmina: Grenth fled, and we failed to keep the Ender in his chains.
Desmina: The spirits of the newly dead now flow up the River of Souls directly to the Hall of Judgment. To Dhuum.
Desmina: He feeds. He's sealed himself in the hall while he gathers strength and works to reclaim the Underworld.
Desmina: Soon Dhuum's power will be great enough for him to invade the mortal realm.

If Desmina is hit during the escort:

Desmina: I can't protect you if you don't protect me.
Desmina: I told you I'm weak. Beat them back.
Desmina: Crush this rabble.
Desmina: Death must not prevail.

If stalling during the escort:

Desmina: Dhuum won't wait for us. Move.

Upon reaching the destination:

Desmina: It is safe here. I'll wait for you. You have work to do.
<Character name>: What work?
Desmina: If we can take back the three Grenth statues from Dhuum, we can break the seal on the hall.
Desmina: I need to recover if I'm going to fight Dhuum. If our allies arrive, I'll be here to greet them. Now go.

While fighting the Eater of Souls:[verification requested]

Lost Spirit: It'll devour us all!
Lost Spirit: Help! They'll stop at nothing!
Lost Spirit: Please!
Lost Spirit: Don't let them take me!
Lost Spirit: Thank you.

While fighting the Broken King:[verification requested]

Broken King: Dhuum awakens...fueled by dark powers...
Broken King: Dhuum remains... Eager to reclaim his seat...
Broken King: The Ender of powerful...
Broken King: Dhuum's reign... Brutal...uncompromising...

After defeating all the guardians of the Grenth Statues:

Desmina: The way to death is open. Return! Dhuum must fall.
Desmina: The influence of the statues overcome Dhuum's corruption. The gates are unlocked. Our allies are here.
Reaper of the Labyrinth: We will do what must be done, red witch.
Reaper of the Forgotten Vale: We've returned to silence the Voice in the Void.
Reaper of the Ice Wastes: Defend us to the death! If one of us falls before the ritual begins, Dhuum's escape is assured.
Desmina: Do not let them fail the ritual. I'll help as my strength allows.

Upon encountering Dhuum:

Dhuum: Mortals. You believe yourselves saviors, naturally.
Dhuum: You seek to write the conclusion of your legend.
Dhuum: There is no conclusion more natural than death.

When Dhuum gets up from his throne:

Reaper of the Ice Wastes: The ritual is begun. What is set in motion can only be undone if we falter!
Reaper of the Ice Wastes: Keep us all alive, or Tyria will fall to Dhuum!
Dhuum: I am your end.

When Dhuum uses Greater Death Mark:

Dhuum: Struggle. Submit. Flee. No matter. Your life is mine.

When Dhuum uses Soul Shackle:

Dhuum: Join one another in sacrifice.

One of the following when a player dies during the River of Souls escort, Statues of Grenth, or Dhuum fight:

Dhuum: Breathe your last.
Dhuum: Struggle no more.
Dhuum: I am your end.
Dhuum: All must end.
Dhuum: Surrender, in body and spirit.

Uttered by allies throughout the battle:[verification requested]

Reaper of the Ice Wastes: You're overloaded. Get away before you explode!
Reaper of the Labyrinth: Beware the faults. Watch your footing.
Reaper of the Chaos Planes: Your souls are linked! Separate!
Reaper: Dhuum's gaze falls on me!
Desmina: Use this orb of energy to your advantage.

When Dhuum reaches 10% health:

Reaper of the Ice Wastes: We've done it! The ritual is complete!
Desmina: Return to your bodies at once!
Desmina: Stand in for the reapers! Buy us time. Dhuum must never escape!

During the last phase when Dhuum becomes vulnerable:

Desmina: Hold nothing back now! The fate of Tyria hangs in the balance!

After resealing Dhuum:

Desmina: The Voice in the Void is silenced again.
<Character name>: The reapers paid a heavy price.
Desmina: They did as they were meant to do. As you did.
<Character name>: And what happens now? There's no one left to rule the Underworld.
Desmina: Isn't there?
Desmina: Now leave me.

After resealing Dhuum, at Winter's Vigil

Stranded Ghost (1): We're safe!
Stranded Ghost (2): Thank Desmina! We will not be consumed!
Champion Stranded Ghost: Desmina and her champions have done it—Dhuum is rechained. Our spirits can finally be judged and move on.

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