Bloodstone Fen

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This is a mission entry. For information on the outpost, see Bloodstone Fen (outpost).
Bloodstone Fen
Campaign Prophecies
Region Maguuma Jungle
Type Cooperative
Party size 6
Duration Long
Preceded by The Wilds
Followed by White Mantle Wrath:
 Demagogue's Vanguard

Contents

[edit] Mission information

[edit] Objectives

Seek the truth about the White Mantle.

  • Locate Blade Scout Ryder. He'll take you to the Bloodstone.
  • Use the vine bridges to traverse the jungle.
  • Added Travel on to the Bloodstone on your own.
  • Bonus Awaken the Druids while preserving their guardians.


[edit] Walkthrough

Players start the mission looking for Blade Scout Ryder and his party. Saidra informs the party that he has gone ahead and drops a Vine Seed. Use this to create a bridge. Along the way there are more Vine Seed Plants (points A and C on the map) which, when clicked, yield a Vine Seed that will need to be used to create bridges at spots marked by a glowing circle on the jungle floor. Players should note that each Vine Seed Plant produces only one Vine Seed and Moss Scarabs pop up when a seed is taken. The number of Vine Seed Plants at a location is a good indication of about how many Vine Seeds the party will need to pick up.

Mobs encountered include Wind Riders, Jungle Trolls and Moss Scarabs in medium-sized groups so be prepared for hexes, conditions and melee damage.

After speaking with Blade Scout Ryder (at point D on the map), he will tell you to find Bloodstone on your own. Eventually the party will find itself at the Bloodstone, and must engage Justiciar Hablion upon the stone itself. This is made challenging by the fact that Resurrection skills take longer to cast on allies who perish on the Bloodstone's surface. Try to avoid dying on the stone if at all possible by pulling small groups off to the side and fighting there.

This mission is not all that difficult if you keep one or two things in mind while completing the main objectives and the bonus. The beginning of the mission follows the formatted run and kill all foes in your path. After completing or skipping the bonus, once you reach the Bloodstone, try this: Instead of charging into the fray, scurry to one side of the stone. Take out the White Mantle Abbot and the fellow with him! Then, run over to the other side of the stone (without going past Justiciar Hablion) and defeat that White Mantle Abbot and his companion. It will make taking out Justiciar Hablion much easier!

[edit] Bonus

The bonus for this mission is to use Vine Seeds to awaken four Druids so that they, in turn, may awaken the Elder Druid. All of this must be done without harming any of the Jungle Guardians who protect the sleeping Druids. If a single Jungle Guardian is slain, a group of Ravagers will be summoned that the party must contend with instead of the Druid, and the Bonus can not be accomplished.

The bonus is obtained upon awakening the first Druid (1 on the map) by dropping a Vine Seed on the glowing circle. Instead of creating a vine bridge, this awakens a Druid. The Druid speaks, then walks slowly across a nearby Vine Bridge and stops where the Elder Druid is to be summoned (point 4 on the map). Players will find other Vine Seed Plants near this spot that they can use to awaken the other three (marked 2 on the map). Several Moss Scarabs will also spawn in and around the areas where the druids are to be awakened; these (unlike the Guardians) can safely be killed without endangering the bonus.

With henchmen in the party, this bonus can be annoying as you are not allowed to kill any of the Jungle Guardians and henchmen will attack anything that attacks them. Avoid attacking the Jungle Guardians at all to prevent the henchmen from engaging. It is also possible to constantly issue henchmen move commands to prevent them from engaging the Jungle Guardians. If you are not using henchmen and are lucky enough to have a full party of people, then one option is to section off into two teams. One team awakens the druids, while the second team follows behind them and distracts the guardians.

Alternatively, if the player has Heroes, the henchmen can be flagged before the first Jungle Guardians and the heroes can be set to Avoid Combat. This ensures that the Jungle Guardians will not be accidentally harmed, though it effectively limits the party size to four. Likewise, you can set your pet to "heel," in which case they will avoid combat.

If you have someone playing a ranger in your party, send him/her with the seeds using the skills "Dodge" and "Lightning Reflexes."

Occasionally the first Druid can get stuck on the first pair of Jungle Guardians. You can attempt to free it by pulling the Guardians a short distance. Pull them forward then off to the side until the Druid can pass. If you pull then run away the Guardians will just block the Druid again.

To complete the bonus, talk to the Elder Druid. The Elder Druid will appear in the middle of the circle where the Druids will walk to and wait after you summoned them. The Elder Druid appears when all four Druids have been summoned and are standing at the edge of the circle.

Note that the Jungle Guardians won't be hostile anymore after completing the bonus, though they will attack back when attacked. Killing them after the bonus will still make the Ravagers to appear, but this time, the Ravagers won't be hostile and will not attack when attacked by you. However, the ravagers will only appear when you kill your first pair of Jungle Guardians (after completing the bonus!), so killing more pairs of Jungle Guardians will not result in more ravagers appearing. These ravagers make an easy way of gaining xp, as they are lvl 20, will not attack you and they appear in a group of about 6.

[edit] Mission NPCs

[edit] Allies

[edit] Foes

[edit] Bosses

Note: the skills listed are available for capture before the skill trainer or skill quest for the skill

[edit] Dialogue

Saidra: "If you're looking for Ryder, he's gone ahead to the Bloodstone, down in that clearing."
Saidra: "The Mantle are taking the Chosen there right now."
Saidra: "You'll need this, if you want to catch up. Drop it on the glowing circle to grow the bridge."
Blade Scout Ryder: "Look, I'm supposed to take you to the Bloodstone, but the Mantle wiped out my entire party, and I'm not going back."
Blade Scout Ryder: "Go on if you want. But you should know, the stone disrupts divine energy. Those killed on top of it take much longer to resurrect."

[edit] Cinematic dialogue

Justiciar Hablion: "I am the scythe, the Bringer of Salvation."
Justiciar Hablion: "And I shall harvest the souls of the Unbelievers."
Justiciar Hablion: "For their stench will linger."
Justiciar Hablion: "Until the false gods have been cast from this world."
Justiciar Hablion: "Well, well. If it isn't our old friends."
Justiciar Hablion: "We thought you'd been killed by the Shining Blade. But I see we were mistaken."
<Player Name>: "We're on to you Hablion. Your days of murdering innocent people end here."
Justiciar Hablion: "I'm afraid you're mistaken. If anyone ends here, it will be you."
Justiciar Hablion: "Get them."
<Player Name>: "Prepare to pay for your sins, Hablion."

[edit] Cinematic dialogue

<Player Name>: "May your soul be lost in the endless Mists, never to find rest."
Confessor Dorian: "The White Mantle have been called once again to arms."
Confessor Dorian: "There are betrayers among us. Those who would masquerade as our friends only to turn and stab at our hearts."
Confessor Dorian: "I have just received word that these traitors have murdered Justiciar Hablion."
White Mantle Ritualist: "They must pay for this!"
Confessor Dorian: "Yes, my son."
Confessor Dorian: "When these heathens attacked the White Mantle they chose their fate. Now it is for us to deliver upon them what they have asked for."
White Mantle Savant: "Kill them all!"
Confessor Dorian: "Yes, my son. We will mete out justice and take our vengeance."
Confessor Dorian: "Leave no stone unturned."
Confessor Dorian: "Find the betrayers, find Hablion's killers."
Confessor Dorian: "Kill them all."

Prophecies missions
The Great Northern Wall » Fort Ranik » Ruins of Surmia » Nolani Academy » Borlis Pass » The Frost Gate » Gates of Kryta » D'Alessio Seaboard » Divinity Coast » The Wilds » Bloodstone Fen » Aurora Glade » Riverside Province » Sanctum Cay » Dunes of Despair and Elona Reach and Thirsty River » Augury Rock » The Dragon's Lair » Ice Caves of Sorrow » Iron Mines of Moladune » Thunderhead Keep » Ring of Fire » Abaddon's Mouth » Hell's Precipice

Missions in the Maguuma Jungle
Aurora GladeBloodstone FenThe Wilds
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