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    The Rhythm that Leads to the Gloomy Path in Genshin Impact: How to Pass Vasara's Dream

    The Rhythm that Leads to the Gloomy Path in Genshin Impact: How to Pass Vasara's Dream

    Zorthrus

    In Genshin Impact The Rhythm that Leads to the Gloomy Path is peace order to Sumeru and part of the quest line "Nursery of Dreams" . In the course of it, you will need to find a hidden song, clear the Wither Zone and explore the Vasara's dream by finding Primal Amber. As a result, you will be able to unlock a new aranar melody called Rhythm of the Gloomy Path. In this guide, we will tell you how to start and complete this quest.

    Passage of the quest "The Rhythm that Leads to the Gloomy Path"

    How to start a task

    First of all, you will need to complete the mission called "The World of Aranara" and get the book of Aranyaka. Find it in your inventory and press the "read" button to open a new window. In the forest adventure log, select the "II" tab and click on "go" so that a quest marker appears on the map.

    However, you can not bother with this book and just go to the place shown in the screenshots below and located in the Vanaran of Dreams. There you will find Arakavi - chat with him so that three new quests appear in your journal, including this task.

    In the absence of an aranar in the indicated place, you are most likely in an ordinary Vanaran - to go to the world of dreams, play a song near the silapna (stone with patterns) shown in the pictures below.

    Where to Find Ashwattha Hall Clues and Hidden Song

    The right place is located on the slope of Gandha. The search area will be marked on the map. Travel to the nearest teleporter in the south, and then glide to the quest marker. There you will find Arama - chat with him.

    After the cutscene, you will need to find the hidden tune. To do this, simply study the strange symbols drawn on the ground nearby. Next, run up to the twilight roses ahead and inspect them from all sides until a new quest marker appears.

    Stand in the indicated place, and then equip the Ancient Lyre in the inventory on the character and press the "Z" key. Next, play a new melody by clicking on the notes on the top line in a certain sequence: Mi, Re, Mi, Re and La.

    After playing this composition, you will unlock the Song of the Dark Path, which will be able to open portals near objects that look like tree arches or hollows. It is with the help of it that you can open the way to the Ashwatthi Hall.

    How to Eliminate the Wither Zone

    After talking with the aranars, you will need to go to the place indicated on the map. Run up the slope and reach a small pond with a lone tree in the center. Go forward and deal with the enemies that have appeared. Then stand next to the hollow portal and perform the Song of the Dark Path.

    The sequence of notes will be the same as last time: Mi, Re, Mi, Re and La. After playing the lyre, simply enter the green portal to find yourself in another location where the Withering area is located.

    Light the candle of life on the right side, go left and jump down. Deal with the enemies and you will notice another hollow portal. Play the same song on the lyre near him and go inside to get into another area.

    Then go right and go down. Deal with all opponents so that they do not interfere with you. Take a character's Dendro ( Traveler will do) and hit the branch with the elemental Dendro stone to raise the cobblestone and take the dendrogranums. Now quickly return to the previous location with the wither tumor.

    We advise you to take an archer so that you can quickly destroy all the red branches, since the dendrogranums disappear quite quickly. Try also to move around the area with the help of four leaf symbols. The first branch is located right next to the portal, and the second (probably just a turret sprout) is a little further, to the right of the red flower.

    However, you will not have time to run to the rest of the branches, so go downstairs, go past the flower, and you will see another hollow portal. Play a melody near him and go inside. Deal with the enemies near the house and take the dendrogranums. Go outside and shoot at the next branch.

    To destroy the last branch, in theory, you will have to enter the third hollow, located on a hill on the left. However, we advise you to simply go through the second portal again, take the Dendrogranum, return to the central hall and climb the ledge on the left side, and then blow up the twig. At the end, fight Marana's follower and interact with the Wither Tumor.

    How to explore Vasara's dream and find amber

    You will need to examine the trees in Ashvatthi Hall. To do this, go upstairs with the help of a quatrefoil and go to the sign. Listen to what Arama will tell you, after which you will enter a small dungeon.

    Note: Before agreeing to Arama's offer, make sure that your team has a Dendro fighter and an archer, as they will be useful for clearing the dungeon. In the dungeon itself, the composition of the squad cannot be changed, so in which case you will have to interrupt the test, change the team, and then talk to the aranara again so that he sends you back to sleep.

    Once in a new location, go forward and deal with a group of molders to remove the Hurdle from first primitive amber. In total, you will need to collect 3 similar stones, which the game will mark with markers. Then go to the hollow portal and play a melody in front of it, and then go inside.

    Hit Dendro with an attack on an inflorescence bud to summon four-leaf symbols and fly to the barrier. Deal with molds a little further and collect dendrogranums. After that, shoot at the green targets to remove the dome and take second primeval amber.

    Return to the area with the bud and hollow portal and go into the tunnel on the left. Run forward, unlocking the chest along the way, and turn right to a new portal. Play a melody near him and go inside.

    You will get to the top. Interact with the switch to create a phantom bridge and go to the opposite side. Use the Dendro skill on vines and roots to remove them and pick them up third amber.

    Next, touch the switch on the right and use the quatrefoils to go upstairs to the amber door. Insert stones into it and go forward. In the arena, fight the embodiment of a nightmare (carrots and molders). Now you can exit the dungeon.

    Once outside, pick up the Vasoma Fruit and watch the new cutscene with aranars. This task will come to an end. As a reward, you will receive 40 primogems, 350 adventure points, 30 thousand pestilence, 3 hero books and 4 magical enhancement ores.

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