Valdhertz Crypts (mini-dungeon)
Valdhertz Crypts
- Type
- Mini-dungeon
- Area
- Quarry Forelands
(The Echovald Wilds)
Image(s) |
Click to enlarge. |
“Strong, the zu Heltzers, with faith as their shields. Their rivals, the Vasburgs, bright swords they do wield.
Brilliant, the Brauers, resplendent on stage. Dark are the Durheims, who scribble on page.
And then there's Lutgardis, who sing to the trees -- May Echovald bloom with stewards like these.
Valdhertz Crypts is a mini-dungeon located in Quarry Forelands of The Echovald Wilds. It contains the Valdhertz Crypts point of interest.
Getting there[edit]
From Mori Village Waypoint — head north through the swamp until reaching the road on the shoreline. Follow the road a short distance and to the right (north) you will find the entrance to the crypts. Examine the Ancient Lantern to enter. The lantern can only be used if you have completed the Cryptseeker achievement. When loading onto the map after completing the achievement, a red quest marker will BRIEFLY flash on the minimap and main map at its location.
Objectives[edit]
- Survive the assault in the Valdhertz entrance hall (80)
- Clear the crypt's makeshift armory (80)
- Solve the puzzle in the Hall of Tribute (80)
- Fully explore the Valdhertz living quarters (80)
- Survive the attack in the magic laboratory (80)
- Solve the puzzles in the Heads of Houses chamber (80)
- Defeat the two protectors of the Forest Ruler's Sepulcher (80)
- Shut down the Heart of Grenth (80)
- Valdhertz Crypts (80)
Walkthrough[edit]
The Guild Wars Wiki has an article on Great Kurzick Houses. |
The crypts inter notable figures from the five Great Kurzick Houses. To pass through these tombs you must successfully complete a linear sequence of rooms. The exit door from each room will remain locked until you finish each room's challenge. The rooms contain both combat and puzzle challenges, culminating in a final boss battle.
Entrance Hall[edit]
The first area is a combat challenge. You will face waves of Kurzick and dredge ghost enemies whilst fighting through several barricades, spike traps and face barrages of arrow fire from two arrow carts.
Makeshift Armory[edit]
The second room is also a combat challenge, consisting mostly of Spectral Weapons.
Hall of Tribute[edit]
The third room contains a puzzle challenge. There are four levers that control a set of illuminated floor panels. The panels must all be lit blue in order to solve the puzzle and open the door to the next room. The floor panels can be reset by interacting with the Stone Scribbles. None of these levers can be used twice in a row.
Each floor color can be imagined as representing a numerical value: no color = 0 (the minimum), red = 1, blue = 2 (the maximum value). Each lever affects all tiles by a set value, per the image below. One activation sequence that works: |
Living Quarters[edit]
The fourth area is another combat challenge, consisting of mixed Dredge and Kurzick attackers.
Magic Laboratory[edit]
The fifth room contains a single veteran necromancer, Uwe Gorhopf. He will summon several creatures to attack you and then retreat to the far end of the room.
Heads of Houses[edit]
The sixth room contains a further puzzle challenge. There are five statues and a set of five weapons; all five weapons must be placed at the base of the correct statue to unlock the next room. If a weapon is placed incorrectly, or if you interact with Weapon Display, you will receive the Offender of Honor effect, which spawns a veteran spirit creature matching the statue. The effect also prevents you from placing a weapon on that same statue again. Defeating the spirit that spawns will remove the effect and allow you to try again.
The weapons and statues are all associated with one of the five Great Kurzick Houses. Behind each statue is a Weathered Plaque containing descriptions about its corresponding house. In previous rooms of the dungeon you will have encountered A Selection of Children's Rhymes and Verses and Luteka's Notes. The rhymes about the Five Forest Houses and the statue plaques contain all the information needed to solve the puzzle. Luteka's notes can help but are not necessary.
|
Forest Ruler's Sepulcher[edit]
The seventh and final room is the boss room of the dungeon. It contains a pair of veteran enemies to fight; one Dredge and one Kurzick. After downing both of these enemies, The Heart of Grenth artifact will be revealed and must be destroyed. Once destroyed, the door to the treasury will be opened where you can find your reward as well as Exit from the Valdhertz Crypts lantern.
Reward[edit]
- Chest of Grand Valdhertz Riches - only after participating in every room. It can be looted once per account per day.
- Chest of Valdhertz Riches (7) - one for each room the player participated in. Each chest can be looted once per account per day.
NPCs[edit]
Allies[edit]
Foes[edit]
- Dredge Defender
- Dredge Disaggregator
- Dredge Oscillator
- Dredge Thrasher
- Kurzick Defender
- Kurzick Guard
- Kurzick Mesmer
- Kurzick Monk
- Kurzick Necromancer
- Kurzick Ranger
- Kurzick Warrior
- Necromancer Uwe Gorhopf
- Spectral Weapon
- Veteran Commissar Ignat
- Veteran Countess Lavinia Durheim
Objects[edit]
- Ancient Lantern
- Doors to the Valdhertz Crypts
- Barricade (Valdhertz Crypts)
- Spike Trap (Valdhertz Crypts)
- Ancient Arrow Cart
- On the Fauna of the Echovald
- Scattered Notes
- Aqueous Lever
- Flaming Lever
- Earthy Lever
- Mistral Lever
- Stone Scribbles
- A Selection of Children's Rhymes and Verses
- Weathered Journal
- Weathered Plaque
- Weapon Display
- Crane Statue
- White Tiger Statue
- Wallow Statue
- Kirin Statue
- Phoenix Statue
- Ancient Dagger
- Ancient Sword
- Ancient Shield
- Ancient Staff
- Ancient Bow
- The Heart of Grenth
- Exit from the Valdhertz Crypts
Related achievements[edit]
- The Echovald Wilds: Valdhertz Victor — Complete all the rooms of Valdhertz in a single run. (1 )
- The Echovald Wilds: Both Hale and Hearty — Defeat the Valdhertz bosses without getting struck by their attacks more than 10 times. (3)
- The Echovald Wilds: For the Living, Not the Dead — Loot chests in Valdhertz Crypts to avenge its fallen. (5 )
- The Echovald Wilds: Resting Heart — Clear every room in the Valdhertz Crypts. (3 )
Notes[edit]
- It’s not possible to enter the mini-dungeon without completing the Cryptseeker achievement. When attempting other means to enter, e.g. using a mesmer portal, player will get kicked out immediately.
- Both puzzles are independent from other players, allowing individual completion. For example, in the Heads of Houses puzzle, a player placing a weapon will not place it for other players in the room.
- If every single player exits the mini-dungeon, it will instantly reset. Allowing to try again if it stalled due to a bug.