Talk:The Eternal Grove

This page is still a stub pending confirmation of the Luxon enemies found during the mission. --Aspectacle 01:28, 20 March 2007 (EDT)

Ambiguation in Action
Since there's a Mission, an Outpost, and an Explorable Area, is an Eternal Grove disambiguation page called for? - Sundown Solstice 14:11, 15 April 2007 (EDT)


 * No - it has been decided that the mission is the most interesting of all of these so earns the page without disambiguation. It should have disambiguation at the top of the page to the other pages - which it does so this page is fine. --Aspectacle 17:11, 15 April 2007 (EDT)

final plagued wave
"The Afflicted will always attack both gates simultaneously (exept for the last wave)" and "The final wave will be accompanied by the Afflicted Xenxo and Senku and will attack the northern gate. " give an impression, that the final attack will be ONLY on the north gate, while in true there is a (very minor - 2 warriors) attack on the south gate too. I think it should be changed somehow, so that it doesnt give this false sense of security from that side.Jarkus4 01:27, 20 February 2008 (UTC)


 * Agreed, having not done the mission in a while, I reviewed the page and left my gate to help with the final assault, allowing the 2 warriors free access. Remedied quickly enough, though it would have been fixed faster if I'd know to wait for them before charging into battle. Adeira Tasharo 04:27, 21 September 2008 (UTC)

With 2 humans and heroes
HARD MODE ==

I found this quite easy with the right combination. On my team there was I (healer monk) and I took 2 minion masters and dedicated protect monk (with mark of protection disabled and using it only when needed) the minion masters had jagged bones with a protect hybrid using aegis and protective spirit)

team 2 was an ele human and 2 more minion masters as above with another healer with WOH elite, (so thats 4 MM's!) It's important that you have the 3 juggernauts in your team helping you at at times, even if one dies, make a point of running back and getting the new one to follow you. make sure that 2 juggernauts are following the human with the least experience, while keeping one with the person who can handle his/her gate better.

(I was casting mark of protection on the juggernauts as this makes them invincible tanks.

team 1 and 2 at separate gates

we took power stone of courage and used that when everyone hit 30% DP, plus I activated a grail of might and essence of celerity before the afflicted start their assault.

i would advise no whole team needs to go and kill the turtle sieges when they appear, only one person needs to do this, I cast heal breeze on myself then run in an cast pain inverter on them just as they start to cast siege and 9/10 times they will kill themselves instantly.

You should be able to do all that perfectly well after a few attempts so dont beat yourself up if you fail a few times, you know ur about to win when you have approx 30 minions helping you at the final assault ;)

hope this helps, its a bITCH Xiandrinker


 * 2 players is indeed the way to go, but I did it differently. Since most people have a sabway build stashed somewhere, just bring 2 sabways. You'll have to move the MMs around depending on where the afflicted come but you shouldn't need to heal the singers at all. (Only one heal for one character should do fine)
 * Perhaps they should note in the page that the cutscene doesn't trigger until you kill the western GROUPS because it looks like you just need to kill the turtles, which can lead to a wipe by ignoring the rest and just ganking the turtle then standing around waiting for something to happen while you get wiped... 87.195.101.155 00:19, 17 June 2011 (UTC)

Allied Siege Turtles
So I was redoing this mission for my elite capture title, and I noticed that after the initial luxon fighting was over, when they came on my team, I had two fully loaded siege turtles helping me out. Does this happen often, or at least has this happened to anyone else? 70.51.127.116 23:50, 26 November 2008 (UTC)
 * Yep, if you don't kill all the Luxon, they help you once the Afflicted spawn. It's supposed to work that way.
 * I found they do help, as they are constantly re-positioning for their attack. MystiLefemEle 13:41, 9 February 2009 (UTC)

Single with H/H (NM) Masters
My team consisted as: Ranger - Trapper (Self) SabWay Necro Heros Lukas Devona Cynn Jamei
 * As soon as entered, flagged henchies at the gate to your left, then went to opposite gate, flagged SabWay to/near right pillar (helps protect somewhat from siege damage), Set traps near steps (top), back to opposite gate, set traps near steps (top), talk to a Dreadnought, bring close to tree singers for their energy boost for the monks. (done same with remaining others) Rinse & Repeat with traps, eventually you can take henchy team and send to the siege turtles attacking Center Hill, while setting traps at their previous spot. (may have to recall to your place and re-send)
 * After Cut-Scene, do as before,(reset your flags) being watchful for the wave with The Afflicted Maaka, he is a real brute.. Eventually the last wave comes, send all to the northern gate (on your right when you entered) except MM and yourself to fight and hold for the two sneaky warriors. Was able to get Masters, albeit after a few attempts. Eventhough this was with a Ranger, could possibly be accomplished with the other professions.. MystiLefemEle 13:41, 9 February 2009 (UTC)
 * Dur, this mission's easy if you know where the next group comes from, you just deal with them fast and move to the next group.


 * And if you don't know the order groups come at:
 * During the battle with the luxons the 'hardest' part is the left gate, so let the elite juggernauts gaurd the right. And vs the afflicted the hardest part is first at the left until after the wariror boss, then go to the right
 * P.S. during the luxon part you will have to take out the turtle and rangers for both the middle, left and right side, as the juggernauts don't attack those. --Chan 18:21, 17 April 2009 (UTC)

Bug with Siege Turtles
Added Bug Notation, apparently, one of the the Siege Turtles on the small hill(s) could remain hostile after the cut-scene. this was noticed twice, each time, opposite small hill with two player team. MystiLefemEle 08:27, 11 February 2009 (UTC)
 * I believe Luxon NPC will become allies if you leave them "untouched" (do not attack nor use skills on them). Spells like Retribution (just an example) would deal some damage to them, making them "permanently hostile". Would need to test this, though. --NIN37 14:51, 31 March 2009 (UTC)
 * I believe you may be right on that matter, Nin37. Last time I was in helping a guild-mate, they had begun an attack on them just before the cut-scene. MystiLefemEle 09:52, 10 April 2009 (UTC)

Hard Mode
Could someone add Afflicted Necromancer to the list of foes please, just did the mission in HM and there were some necros, although they are not in the list, thanks. Dr.Ted 14:41, 31 March 2009 (UTC)

HM HH possible?
Anyone with a creditable account of achieving Masters on this mission with H/H in HM? 000.00.00.00 00:29, 16 May 2009 (UTC)
 * Uh? Flagging the 3 Heroes at one gate and the 4 Henchmen at the other should be enough to prevent Luxon mobs from invading the area.
 * Just make sure you choose a balanced team. Keeping one Elite Juggernaut with the Heroes and the two other Elite Juggernauts with the Henchmen should help as well (just make sure they don't go away to chase approaching enemies).
 * I usually beat this mission (either in NM or HM) with 1 MM (or a Tanker) + Nuker + Healer/Protecion and Cynn + Jamei + Redemptor Karl + Erys Vasburg (somehow I do not like Melee AI)...
 * Bringing Pain Inverter to instantly kill Siege Turtle helps a lot.
 * When going after the Siege Turtles, un-flag the group from the nearest door (either Hero or Henchman) and use them to mitigate/divert damage... To un-flag just one of the groups, double-click their flag icon below the radar (so, to un-flag henchmen, double-click first flag; to un-flag heroes, double-click each hero flag).
 * Yesterday I was trying to keep all Siege Turtles alive (just to see whether they would join us once Afflicted groups spawned), but Afflicted will not appear until some of the siege groups are defeated (not sure which exactly ones must be taken down; my guess would be at least first "wave" of Siege Turtles).
 * Trying Master's for this mission with just Henchmen (no Heroes; no other players) is nearly impossible, though. :P --NIN37 11:29, 18 May 2009 (UTC)
 * The western groups are the only ones you're required to kill. 66.190.15.232 22:55, 18 May 2009 (UTC)
 * A friend and I made several attempts to get the master's tonight on HM with 6 heroes, but got absolutely nowhere once the Afflicted showed up. Hardest mission in the game on HM? Astralphoenix777 20:53, 6 August 2009 (UTC)
 * I assume you mean with H/H. No, that would be either Aurora Glade (trying to mimic PvP in PvE is not a good idea), Dzagonur Bastion or Bloodstone Fen (getting NPCs not to kill monsters, while staying alive, is a royal pain). This one just requires some tricks:
 * Put a N/Rit MM with Shadowsong at each entrance to the grove.
 * Put a Rit with Life and Recuperation in the middle.
 * Take Devona for "Charge!", and run around killing Luxons as they come. (After several attempts you probably know the pattern to the spawns by now.)
 * Do not go out to kill the turtles until all the Luxon waves are finished. The treesingers are pretty resilient in hard mode, plus you have the Rit in the middle healing them, so you can leave this to last.
 * When the afflicted arrive, they will generally go for you instead of the treesingers. Run around killing them and try to stay alive.
 * Beware of the last wave; while most of the afflicted including the 2 bosses come from the north, a few of them will attack the south. Make sure those are dead before concentrating on the northern attack.
 * This is from a GwGuru thread, about halfway down. Using this method, I got master's on the first try. I was as surprised by this as anyone, since it was actually pretty difficult for me in NM. -- Hong 15:58, 7 August 2009 (UTC)

I've done this today. Not as difficult as I expected, needed only something like five tries to find the right combination of classes and tactics. One thuing that didn't go for me was to split the team. I renounced this very fast, as one side tends to be overwhelmed with no help coming fast enough. First, Heroes: I think I took Jamei, Gai, Nika, Cynn, but not really sure. Second, tactics:
 * One necro MM (used masochism and Aura od the lich for resilient undeads) ; bone fiends are good for the job.
 * One necro/elementalist, with searing flammes. The amouint of dead here means there is a lot of energy running for a necro. And if you have a lot of energy, searuin g flammes is a very good candidate for spikes in crownded areas.
 * One Rt, mostly used to maintain a sprit of recuperation to keep the singers alive.
 * As for my, I was a monk (smiter) with signets, and a bunch of skills from EoN (standard of honor, ruby jin, snow storm)
 * Stay inside the grove ; you only go out once, to destroy both western turtles. Otherwise, you keep your group together and run to aggro groups. Try to use the fact that opponents do not come exactly synchronized, so you can kill one or two from one side before having to run to the other side.
 * The Luxon assault is when yuou're most likely to lose singers, due to the constant pounding from the turtles. The spirit of recuperation should keep them alive though. Nothing very difficult : just aggro groups as they come, and fight. When the waves are over, go to the western side and defeat the luxon there (keep your Rt in the grove to provide recuperation !). You don't care for the other turtles.
 * Once the afflicted assault starts, the tree singers risk almost nothing, as the afflicted will fight you rather than them. Continue running inside the grove, aggroing groups as they come and mostly keeping yourself alive while destroying the afflicted.Yvesp 12:53, 25 October 2009 (UTC)

Walkthrough revert war
Can we please have a discussion about this rather than a revert war? -- ★ KOKUOU ★ 07:14, 18 May 2009 (UTC)
 * Imo, the comment is generic, almost to the point of "PI is good on this boss". Also, as there are 2 doorways, a single paragon wouldn't be able to maintain the shout on the whole party, quite a downside imo. --JonTheMon 15:00, 18 May 2009 (UTC)
 * I'm inclined to agree with you, Jon, and actually almost made the Pain Inverter comment myself. -- ★ KOKUOU ★ 15:17, 18 May 2009 (UTC)
 * I agree, a tactic that can be applied for almost any mission doesn't belong here. Maybe on a skill article, if anywhere. - anja  [[Image:User Anja Astor sig icon.png|talk]] 16:11, 18 May 2009 (UTC)
 * No, "Save Yourselves!" added on this article is meant to provide a method for players--not just paragons--to provide party (or group) wide defence in vital situations. SY is NOT needed in most Hard Mode missions, because the overall damage capacity is not delimited to confined, stagnant areas with large AoE explosions, with lacks of large party support. The entire point of SY here, is to prevent the exacerbation of high damage spikes in a confined area, while allowing damage to be done. Also, you should realize that in Eternal Grove, one side is hit much harder than the other.
 * To put it simply, if you believe that "a tactic that can be applied for almost any mission doesn't belong here", I am going to go through this wiki and delete every mention of minion masters, party heal, protection, and trapping that I can find. After all, these are all "generic" tactics that can be "used for any mission". With one extra person, I can hero-hench every area of this game in Hard Mode, including UW, FoW, and DoA (DoA in NM). I have used just about every tactic, and have seen just about every tactic used (including a shoutway). If you believe SY is effective to apply to every mission, there is some major re-learning of this game to be done. --Zeteg 17:35, 18 May 2009 (UTC)
 * SY! Isn't needed here. It's not needed in ANY mission, nor are things like PI. However, it is a generic suggestion and is useful anywhere. Thus, not needed on the page. MM is actually not generic, because there are many missions (especially in Prophecies and undead areas) where Minion Masters are no good. AoE "nuking" is best in areas with large cluster of mobs - most Factions missions for instance. High Protting is in reference to Normal Mode, where there are more damage than other missions in NM *HM it would be all the same*. To leave a comment on protting in HM, is generic, not NM *that is, when high protting is nearly needed due to the amount of damage*. SY!, being a shout, only has counters in Nightfall and Eye of the North, and small party groups for Paragons. So it is rather generic. -- Azazel The Assassin\talk 17:41, 18 May 2009 (UTC)
 * No skill is needed anywhere. Skills are useful, and provide advantages when they are used properly, in the proper missions. SY, just like just about any skill, is "useful anywhere", but lacks use in the majority of areas where damage can easily be handled without devoting an entire character to full out damage reduction. If you haven't realized, there are in fact undead who leave corpses, and the very few places that admits an exception to this clause are so few, that mentioning it serves no purpose at all. AoE nuking is useful for clusters, yes, that's why it's area of effect and not single target. In every one of the continents, there are tons of places with AI clutter. If you're trying to make an argument that this isn't true, please provide more specific examples and instances. Your next sentence is fragmented, and terribly constructed; I have no idea what you're trying to say. Protting is useful depending on the situation. Just as you would not use Shielding hands for Saltspray dragons, you would not bring Protective Spirit for Sliver Armor enemies. The real question is whether this adds constructively to the article. If it does, then we keep it. If it doesn't, then we don't. I think, obviously, it is a constructive piece of information. --Zeteg 22:27, 18 May 2009 (UTC)

Zeteg, everything you said, I already know. Excluding mission skills, no skill is needed, per se, many things are helpful. SY! isn't as helpful here as most 8 man party areas due to spliting into 4 man groups, thus needed two, not one, two shouters - as you say two characters devoted "to full out damage reduction." Yes some Undead do leave corpses, those would be Zombies and Mummies. But also note, that the areas with Mummies have wells, which are faster to exploit corpses than minions, and those with zombies are, usually, miniscule compared to their fellow type of undead - Skeletons. I didn't mean the AoE mention as not useful in every continent, but that it is more useful in areas with constant mobs - i.e., Factions missions, especially Tahnnakai Temple and Vizunah Square for instance. Sorry if I started typing poorly, but after dealing with countless things, and writing decent length paragraphs (since I cannot split them on wiki without going against talk page formatting easily), what I meant is, in essence, what you said. Not even Protection spells are all around. As for your "question" as SY! doesn't help well with just 4 men, at least as a P/W (Paragons don't gain enough energy from shouts to continuously use their skills with 3 others in shout range), while some may find the skill useful, it is not as a P/W for this article. Also, the later part of the comment is rather generic and, as it is simply talking about maintaining SY!, it just adds needlessly to the page. Simply saying "Strong party or AoE protection skills, such as "Save Yourselves!" are useful in this mission due to the team being split in two." or something. Is that a good enough middle ground? -- Azazel The Assassin\talk 02:07, 19 May 2009 (UTC)
 * If you can't keep up SY in a 4 person group, there's something wrong with your paragon abilities. Okay, I'll stop arguing about skill, because some people can't even keep energy up in the most simple situations for other characters as well. Your proposed alternative is acceptable, if you leave out the "strong protection" part. SY can easily be brought on an assassin, as I've also mentioned. If you like, you can take out the focused anger part. --Zeteg 16:38, 19 May 2009 (UTC)
 * How positively odious. I had a look at the walkthrough and it tells me to use Save Yourselves! LoL.Tong2 00:54, 6 August 2010 (UTC)

Luxon Players
How do Luxon players go back and do this mission? I have completed Imperial Sanctum, but don't know how to go back and find this mission. 88.109.3.42 11:33, 22 May 2009 (UTC)
 * You must complete the Kurzick side of the story by taking the main quest, Journey to House zu Heltzer, from Jamei, and go from there. King Neoterikos 11:37, 22 May 2009 (UTC)
 * So as luxon you have to gather 10K kurzick faction (so you can accept the defenders of the forest after) to get there? or is it possible to get a runner?84.24.227.112 12:32, 8 February 2011 (UTC)
 * You have to get 10K Kurzick faction. --Manassas  [[File: User Manassas Mannysig.png]] 12:45, 8 February 2011 (UTC)

Allied Reef Lurker
This has already happened to me a few times before in HM. A certain allied crab seems to be able to tank to no end. This one crab gets attacked by upwards of eight or nine afflicted, including Maaka, allowing us to recover. I'm not sure what causes this. Can someone confirm this?--99.230.146.62 22:32, 13 June 2009 (UTC)
 * Lurker/Crab follows Luxon Rangers (so, if you don't kill all enemy NPC in the first part of the mission, you'll get more allies later). If ranger dies, Crab will stand still, motionless.
 * Chances are these Crabs are just body-blocking the mobs. Mobs are trying to attack your party (not the Crab) so will not hurt it. If they are all melee, they won't be able to hit you (because you're not in melee range) and won't change target (cause haven't hit you yet) and will become stuck.
 * Tip: Revive Animal can bring back fallen allied pets. :P --NIN37 04:30, 15 June 2009 (UTC)
 * What I think he means is that the crab doesn't die. Which has happened once to me, it was at "1 hp" (no bright red in the bar) constantly taking a majority of the afflicted. I did heal it a few times but it never died when it actually should have. -- Azazel the Assassin/ talk 07:03, 15 June 2009 (UTC)
 * Hmm... was it being hit? Weird. Sometimes NPC body-blocks mob, but not sure why one would get invulnerability. :P --NIN37 01:53, 16 June 2009 (UTC)
 * It was being hit, and had conditions on it. So, my guess is a bug. :P -- Azazel the Assassin/ talk 04:03, 16 June 2009 (UTC)
 * I can confirm this, it's happened several times for me as well. &mdash; Rappy 18:41, 7 August 2009 (UTC)

Best Way
Best way to finish this mission, bring 2+ people, each 3 heroes or 3 hench, then just split. if a side needs help, travel thorugh the inside of the fort...

Siege Turtles coming up the stairs
The turtles don't always stay put on their hills, as I learned yesterday: If all the singers of their "assigned " tree die, they leave their hill and walz into the inner grove, presumably to aim for the other tree(s) with still alive singers.--85.177.111.14 18:35, 26 December 2009 (UTC)

Turtleblocking
Should it be added that you can block the turtle to the north (the one that moves along the ledge) with a partymember? He wont move even if you do, and he barely ever tries to go around you. The turtle wont do a thing after which you can lazily nuke the rangers away before taking the turtle down. This works on all turtles that spawn at the north area. Maybe even leave them alive so they join as allies at the afflicted part? DemonicFahrir 09:39, 10 May 2010 (UTC)DemonicFahrir

Extra allies
Not killing all luxons. my squad went around and when siege turtle groups came, only killed turtle, left rangers alone. when cinematic came around, they all became alliesNibelhim 01:30, 30 November 2010 (UTC)