Living World Season 4 content

Hall of Chains

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Hall of Chains

Hall of Chains map.jpg
Map of Hall of Chains

Levels
80
Type
Raid
Within 
The Mists

Hall of Chains loading screen.jpg
Loading screen

Hall of Chains is the fifth raid wing introduced into the game. Vicious undead are murdering Grenth’s followers in Tyria for unknown reasons. Following the evidence will lead players into the 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]

Mail.png

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.

—Glenna

Locations[edit]

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

Objectives[edit]

Walkthrough[edit]

Soulless Horror[edit]

In the first encounter, you have to defeat the Soulless Horror whose true name will be revealed as Desmina after its defeat.

Two people have to claim a special action key (45s cooldown) before the fight can start and using the key will switch the tank to that person. Every 12 seconds (starting at 7:54), the current tank gains a stack of a stacking debuff, increasing all damage received by 10%. Not receiving a stack for 30 seconds results in losing all stacks.

Elite Flesh Wurms are present at the start of the fight all over the outer part of the platform that randomly attack a player with medium damage projectiles.

Surging Souls, wall-like ground 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 with red horned skulls (boss icon).

Spinning Scythes with a small red AoE below them slowly spin around the platform throughout the fight. The have random directions but always go in a straight line. Being hit by their AoE converts all the player's boons into conditions.

Tormented Dead, these creatures with the appearance of giant Flesh Golems aggro on the second player with the special action key that is currently not tanking the boss. they slowly lose health but are also susceptible to damage and CC. Upon their death they spawn a red AoE field 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 lasts for one minute. They can be pushed further outside than the edge of the visible platform, resulting in less area covered by their AoE field.

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

Boss Attacks:

Challenge Mote

Stacks on Tanks build up faster, Fleshwurms respawn, 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. Following mechanics will occur at predefined sections of the path, often simultaneously:

Mechanics
  • Throughout the whole encounter, staying outside of Desmina's protective dome results in gaining stacks of increasingly damaging debuff. Returning to the dome resets stacks.
  • Spatial Rifts slowly pull players towards them. Can be easily damaged and destroyed.
  • Players randomly receive "time bombs", small expanding AoEs with inner and outer border. As AoE reaches inner border, it detaches from an assigned player and stays on the path as a mine, expanding for another second. As AoE reaches outer border, it explodes, dealing moderate damage. Move behind or to the side of the group and dodge out right as AoE has passed inner border.
  • 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" – first death during the encounter turns you into a spirit. You will be given a short time to gather enough purple orbs (similar to the end boss Dhuum mechanic) scattered along the path. If succeeded, you will be fully revived.
Foes
  • Hollowed Bombers run towards Desmina, exploding near her. They gain a defiance bar during the short channeling, and breaking it cancels the explosion.
  • 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]

The 3 mini bosses that need to all be completed for a reward.

Statue of Darkness[edit]

Overview

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.

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 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 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.

Tips
  • 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.

Statue of Death[edit]

Overview

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 Lost 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 player must temporarily sacrifice their body to collect red orbs from the sky, obtained from successfully charging a domino.

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. Meanwhile, a nearby spirit will call out for help. One player should run into their AoE circle and get grabbed. 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 dominoes. Kill the Mouth while he stands on a green, activated domino. Repeat this 5 times.

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

Tips
  • Keep an eye on his defiance bar. He won't wait for you to kill a lost spirit.
  • The tank should take care in how far away he goes from the main group

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 spawns green circle that has a floating ice structure that slowly moves down. A squad member must stand in the green circle when the ice touches the ground or the group wipes. The amount of circles changes with the amount of squad members alive.

The Voice in the Void[edit]

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.

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.

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.

Dhuum turns around and slams his scythe towards the middle of the room occasionally (this attack seems to have a 30 second cooldown), hitting in a very small AoE 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 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. The closest (need confirmation) 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).

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 every player of its soul, 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 finding your soul, Dhuum will pull all players towards him for a short time.

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 gain 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.

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 any player they hit with them and rapidly draining their life.

NPCs[edit]

Allies[edit]

Asura
Ghosts
Humans
Unknown

Foes[edit]

God
Minion
Unknown

Objects[edit]

Dialogue[edit]

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! That...thing...is 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.

Speaking with the Mysterious Spirit:

I told you, mortal. I cannot maintain this form indefinitely. Reunite me with my body. Answers will come later.
Talk end option tango.png
Fine, but I need to know what's happening here.

See also[edit]