Bloodstone Fen

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This is a mission entry. For information on the explorable area, see Bloodstone Fen (explorable area). 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.
  • ADDED: Avenge the chosen by killing Justiciar Hablion and his personal guards.
  • *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 Ryder has gone ahead and drops a Vine Seed. Drop the seed on the designated spot to create a vine bridge. Along the way there are more Vine Seed Flowers which, when clicked, yield a Vine Seed to create bridges at spots marked by a glowing circle on the jungle floor (several of which are marked B on the map).

After speaking with Blade Scout Ryder (point D), 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.

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 Flowers at a location is a good indication of about how many Vine Seeds the party will need to pick up. It's better to have at least three humans in the party because you'll need to carry three seeds in order to not run back and forth. Mobs encountered include Wind Riders, Jungle Trolls and Moss Scarabs in medium-sized groups so be prepared for Hexes, Conditions and Melee damage.

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, just kill all foes in your path. Once you reach the Bloodstone, the Curse of the Bloodstone slows the casting of Resurrection skills on allies who perish on the Bloodstone's surface. 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 cannot 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 Druids (marked 3 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.

The guardians have a wide attack range but they won't follow very long after aggroing you. Note that ahead of almost all the groups there is a "safe" area where you can rest to recover before engaging the next one. Keep in mind, though, that once you reach it Moss Scarabs will most likely pop up from the ground. Also, the path to the farthest druid in the north has a safe spot by a tree in the western edge . In hard mode, it is advisable to bring a speed boost and some projectile protection if you are playing with heroes and henchmen, since a whole party of NPCs may be easily destroyed if caught in the crossfire from two groups.

A runner can easily solo the bonus, just make sure you have some anti knockdown.

Bug Bug.
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.
Bug Bug.
With an unlucky chest spawn the first Druid can get stuck between the first and second pair of Jungle Guardians.


Once all four Druids have been awakened and have made their way to the circle, the Elder Druid will appear. Speak to the Elder Druid to complete the bonus.

Note that the Jungle Guardians won't be hostile anymore after completing the bonus, though they will attack back when attacked. Killing a group of Guardians after the bonus has been completed will still make the Ravagers appear, but the Ravagers won't be hostile and will not attack when attacked by you. These ravagers make an easy way of gaining xp, as they are level 20, they will not attack you (though they will still use their skills) and they appear in a group of about 6. 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.

[edit] Mission NPCs

[edit] Allies

[edit] Foes

[edit] Bosses

[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] Cinematics

For more information, see Bloodstone Fen (cinematics).

[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."

[edit] Notes

  • You do not have to talk to Blade Scout Ryder as it states in the mission objectives — the mission will still complete if you ignore him.
  • Use caution when forming your party to achieve the Bonus, lest you bring allies likely to kill the Jungle Guardians: be prepared to flag Henchmen out of the way; remember that you cannot easily control Summoned Allies or Minions.
  • If you drop the Vine Seeds; in the wrong location, they will try to sprout a bridge, fail, and then return to their original state. (Picking them up a second time will not generate scarabs.)
  • To make it slightly easier to navigate, you can drop an item on either side of the bridge. When you want to return to the bridge (to gather more seeds, for example), target the item (default key ;) and follow (default key [space]); the game will take you on the most efficient route to the item.
  • Complete exploration of this mission, including the bonus, contributes approximately 1.35% to the Tyrian Cartographer title. To fully explore the area before the final cutscene, first follow the White Mantle Abbot and White Mantle Knight on each side, as noted above, but then run past Justiciar Hablion to the rear of the Bloodstone and follow the trail until it ends, then return and dispatch Hablion.
  • There is an area on the Northern end of the Bloodstone, near the right side of the trail mentioned above, where you can climb up the wall a ways.
  • Occasionally, one of the Druids will get stuck on one of the spirits summoned by the Guardians. Remember that the spirits, no matter the type, will not fail the bonus. Kill the summoned spirit and the Druid will continue back on course.
  • Sometimes, the Druid may get stuck by the first boulder in front of the first glowing altar.
  • In the last cutscene you see the back of a White Mantle Seeker who may possibly be Markis who most likely is the one who informed Confessor Dorian of Justiciar Habilon's demise.

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 Thirsty River and Elona Reach » 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
Towns and outpostsExplorable areasLandmarks