Talk:Ice Caves of Sorrow

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New Bug?[edit]

I just did this mission with a new character I made last week, and while I have done this missions more times than I could even begin to remember after playing for two years and having so very many characters across my accounts, I've never had this happen before today.
I wasn't infused, but since I had the Henchmen and a Hero with me I went ahead and took out the Mursaat and blew open the door leading up to the cage where Rornak Stonesledge is held... but when I got there, the cage was empty. Rornak Stonesledge was nowhere to be seen, but I blew the door open anyway. Nothing. So I figured maybe they changed it so that you have to go to the end and talk to Hamdor Grandaxe before Rornak Stonesledge will spawn, seemed unlikely but I gave it a try, and when I got to Hamdor Grandaxe he said to bring him news of Rornak Stonesledge so I headed back to find that the cage where Rornak Stonesledge is supposed to be, was still empty.
Basically I wasted my time trying to do the bonus with an uninfused character since Rornak Stonesledge never spawned. I haven't had time to go back in and try again to see if this is an 'all-the-time' bug or just some random fluke. Anyone else have this issue happe to them or can go and test it out? ~ J.Kougar UserJKougar sig.gif 00:43, 18 August 2007 (UTC)

I had the same thing happen, however I arrived soon enough to find "Corpse of Rornak Stonesledge" in the cage. Seems if you don't get there fast enough something kills him. Liano 04:02, 24 September 2007 (UTC)
note: Aug 2015 - Rornak does occasionally spawn outside his cage and can be killed by the Mantle close by

Bloodstone?[edit]

Been a while since I did this mission, but I remember that nearby where Saidra and Evennia were held captive, I saw this huge circle, resembling the other bloodstone. I don't think if it had the effect of the bloodstone on it. The location is that isolated brown area right, with a bridge north, connecting it to everything else. I'll go check to see if it is a bloodstone. Ace 14:28, 19 August 2007 (UTC)

It doesn't have the Curse of the Bloodstone, but then, neither does the Maguuma one during All for One and One for Justice. We know there's a Bloodstone in the Southern Shiverpeaks, we just don't know where. --Santax (talk · contribs) 14:34, 19 August 2007 (UTC)
they might be talking about the one in GWEN, which is in a cave at the foot of the southern shiverpeaks.
When the mission was first made, they may have just planned it as a bloodstone that would not be in an explorable area, though the gadd cave idea does make sense.Tambora 01:51, 28 April 2008 (UTC)

Reformating[edit]

I think the part on the bonus needs to be rewriten as the majority of peopel who have read it believe it is imposible to do bonus without infused armor with the current layout people are reading to the skill recomendations about infused armor then skiping over the bonus section becasue it includes fighting mursaat justt a thought.. dont have time to reword myself tho -I Hiro Nakamura

Another Bug?[edit]

I'm going after the protector title for my warrior, so i decided to do a bonus here in Ice caves of sorrow. However when i killed the mursaat guarding the door to Rornak and tried to blast it ope with the keg, nothing happens, the door stays shut. I thought i'd try to get another keg, but didn't help, the door still won't open. Anyone else had this kind situation before? --The preceding unsigned comment was added by User:Groennor .

Do not remove talk page content. Author removed it just now, so I restored and added the strikethrough instead. -- ab.er.rant sig 13:23, 1 November 2007 (UTC)
I've got the same problem, did you figure something out Groennor? Kypp Duron 03:37, 18 January 2008 (UTC)
Apparently i was trying to open the wrong door. Kypp Duron 04:26, 18 January 2008 (UTC)
Same problem, adding a note in the bonus to make it clear there are two gates. --The preceding unsigned comment was added by 77.99.49.240 (talk) at 10:36, 2012 April 20 (UTC).
The note can be removed once the map has been updated. I would have done it myself longtime ago but I dont have the tools nor the knowledge to do that. Current file has already been tagged with {{image update|map}}. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 14:29, 20 April 2012 (UTC)
I have changed my mind about this, the note should remain or maybe even incorporate to bonus section. Because the problem here is that the "U" map will not show inside the cave. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 13:41, 9 May 2012 (UTC)
I did the same thing, tried to blow up the wrong door. You can blow up that door, but only from the outside. Now the bonus description makes sense, it was a little confusing before I did the mission as to where I had to go. So for those of you confused, it is the second tunnel on the right, not the first. --74.177.135.118 13:52, 21 August 2012 (UTC)

Mursaat Caught on Chest[edit]

Are ideal targets for AoE nukes. They will be hillariously easy to eliminate with a MS and a couple other spells. Anon

Bonus[edit]

The way I do bonus without infused armor and works every time is this, once talked to Rornak and got the keg, blow the door to the exit first! Then go up and just outside to trigger mursaat going down.Go back in till they pass, when past easy to speak to Hamdor,this way you get bonus even if accidently get killed later on.Done this with hench only when my char was level 3:-)--Dan Mocha 16:22, 2 February 2008 (UTC)

    Quick hint, Rornak is behind a Caged door just outside the Cave complex, the Iron Doors inside the Cave complex (that dont blow up) are apparently a decoy on the part of the Dev's. ) --69.255.123.188 22:22, 11 April 2012 (UTC)

Mursaats at the end of mission[edit]

While getting through this mission right now, some mursaats from the large group survived catapult fire. After passing through the bridge they were just standing there, waiting for me to come with stone summit guys (NOT fighting them). Jarkus4 06:24, 1 June 2008 (UTC)

Same here. 86.165.168.74 15:13, 6 June 2008 (UTC)
Here too. They now seem to ignore the Dolyak, and there's no siege fire any more past the bridge. The only way to beat the mission now is to have a couple of infused players aggro them, and then beat them through brute force. If you have no infused players, the mission is impossible (evennia dies quickly) Mazza558 20:40, 7 June 2008 (UTC)
You can also use heroes, especially MM necro. I was doing this mission in H/H party, and didnt really have problems with killing them - only Stafan was endangered for a moment, the minions took most of the damage. Also there is a "proper" way of doing this - fighting your way BEFORE mursaats. I havent tried it, but it should be doable (although maybe a bit hard). Jarkus4 09:07, 8 June 2008 (UTC)
This is a new bug. All catapults now (at least in southern shiverpeaks) seem to fire at their own position and not where they're aiming to. Try Thunderhead Keep, use the catapults in the fortress, you'll see they hurt yourself and not the mursaats outside. In Ice Caves and in Moladune, dwarven engineers kill themselves when they activate the catapults that's why there is no siege fire. Anyway, it doesn't matter if mursaats manage to get there before engineers die as catapults dont shoot where they're suposed to. Lhoj :) 83.35.100.221 07:45, 9 June 2008 (UTC)
It might be worth noting that the "large" group of Mursaat elementalists is actually composed of 4 groups of 3 Mursaat each. With careful timing (such as when they are moving), you can pull one group of 3 at a time and defeat them that way instead of having to face them all at once. Kalus Kordosa 04:17, 13 December 2008 (UTC)

2010 reply[edit]

(Reset indent) If you follow them only 6 make it to the bridge where they can be bombed. Two warrior heroes healed by a hero can kill 3 easily. If you attack them where they get bombed they die before they can attack you for they stop at the bomb spot. I had the same problem as they guys above and got my bonus but used the follow when I went in again to finish the quest. With the bonus done the quest was easily done quickly. I did this with henchmen and my heroes. I used the two war and two monk henchmen. I sent my heroes in when ever I had to fight the Mursaat for you have to kill 3 at a time in several spots. Once the heroes attacked I could fight without them hitting me or the henchmen much. 11 Nov 2010

2012 reply[edit]

(Reset indent) I just did the mission and didn't notice any bug with the catapults, they all seemed to be working as normal. 5 Mursaat did get to the bridge but they weren't a problem. 2 I accidentally pulled and easily took down (7 hero party and I was infused). The other three crossed the bridge and just hung around by the last catapult area. One wandered into catapult range and was killed and the other two I took down. As someone else said they're actually seperate groups so if any do survive you can pull them and won't have to fight more than 3 at a time. Unless you're uninfused and using henchmen it should be easy. 109.150.169.166 20:13, 7 July 2012 (UTC)

Black Bear[edit]

As you follow behind the Mursaat in the ending area the first group I ran into had a Dolyak Master with a title as Lvl 5 Black Bear, has anybody else had this happen? -- Natalie Black User NatalieBlack sig.jpg 01:15, 24 June 2008 (UTC)

It's happening all over. All it is a odd spawning bug...Dominator Matrix 01:16, 24 June 2008 (UTC)
Okay, I see so this is a all over bug and not just that one mission, thanks for the response. -- Natalie Black User NatalieBlack sig.jpg 12:45, 26 June 2008 (UTC)

mass resurrection upon freeing Evennia[edit]

it might be worth noting - after you set Evennia and Saidra free from their cage, all your party members are automatically ressed on low health (i guess it's 1), probably also low energy. useful if your party wipes near Evennia with no ress, you still may try to play commando and free the ladies while avoiding any patrols, and then accomplish the mission. Drk 10:32, 4 November 2009 (UTC)

That is true for almost all in game video sequences. Ɲoɕʈɋɽɕɧ 10:34, 4 November 2009 (UTC)

"I'll hold them off for as long as I can!"[edit]

"Sure hon, that gives us what? 3 seconds?" - VileLasagna 09:55, 9 December 2009 (UTC)

lol'd.84.92.169.252 00:24, 8 August 2010 (UTC)

Ice Ship[edit]

Ice Caves of Sorrow talk Ice ship.jpg

Fast reflexes may allow selecting them for level, and possibly prof. Backsword 03:36, 5 November 2010 (UTC)

Lvl.20, no prof. Only clicked one though 24.118.99.65 01:35, 24 November 2010 (UTC)

Pyre and Zhed bug[edit]

I removed the note about them not bowing as non-human npcs rarely use emotes.--96.255.128.208 17:56, 5 June 2011 (UTC)

They frequently use emotes, but they seem to lack animations for some many (e.g. bowing). I've re-added the note as a Note, since it's glaring during the cutscene; it gives the appearance that the non-humans aren't respectful rather than that this is an artifact of game mechanics. (I suppose it could be cultural, but there's no in-game evidence of this.) — Tennessee Ernie Ford (TEF) 18:16, 5 June 2011 (UTC)

Elementalist Update[edit]

The update has made this mission harder in hard mode. Previously, you could let the Mursaat pass at the end and finish the bonus, and the Stone Summit catapults would kill them. But, as Stone Summit Catapults do armour ignoring damage, and the Mursaat now have more health, the vast majority of them survive the catapults (even the White Mantle Knights do now, and heal up with Healing Signet), and you have to kill them yourself once you get near the dwarven ship. Just a word of warning to would be legendary guardians, as Evennia is not infused. 82.11.226.30 00:26, 6 January 2012 (UTC)

bleh. – Tennessee Ernie Ford (TEF) 00:56, 6 January 2012 (UTC)
As I said above it wasn't a problem when I did it. 5 (of 12) did get through to the bridge by the last catapult but I pulled 2 and killed them, one wandered into range of the last catapult and was killed and then I took down the last 2. 109.150.169.166 20:18, 7 July 2012 (UTC)
Before the HM update, 49 times of 50, all the Mursaat died; no pulling was required at all. Since the update, typically at least half survive, sometimes all. Sure, you can pull (and lure to the danger zone), but the mission is much harder now in HM...especially if you aren't infused. (I'm sure many players do have infused armor and nearly everyone brings heroes, so infusion might be less important than it once was.) – Tennessee Ernie Ford (TEF) 00:17, 8 July 2012 (UTC)`

Multiple reverts @ bonus[edit]

Personally I think you could say in the main mission section "all mursaat can be avoided to just complete the mission" - and then suggest usage of heroes and pets to complete bonus without being infused.--File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 14:53, 20 February 2012 (UTC)

Mistaken Bonus advice[edit]

It was written that players can choose to "wait" until the next mission (get infused first) and then finally do the bonus. But the bonus path... is right on the same mission path. You cannot dodge or take a detour to free Evennia anyways, we will walk upon the same road. And since this is a Prophecies mission... recommending heroes... We only need to tell readers to be more cautious. If the need to infuse armor were to be a "must",... then which is the point for game developers to put difficult obstancles? I don't like to see ubber-lame-QQer type of notes. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 15:00, 20 February 2012 (UTC)

You can avoid almost every mursaat actually. The cave has two entrances, 1 detour (bonus), and 1 exit. One entrance has jade constructs and mursaat, as does the bonus, but the exit and the northern entrance only hold mursaat. The area around Evennia does hold some mursaat, but they're avoidable. Similarly, the last group of mursaat can be wiped out via the stone summit (if in NM).
I have done this mission without ever fighting mursaat (in NM only mind you - in HM I always have to fight mursaat), should I avoid the bonus. There is, however, one group of jade/mursaat which are hard to avoid, but avoiding is possible nonetheless.
The bonus does deviate from the main path - each and every bonus does (excluding Augury Rock and The Dragon's Lair, and to a minor extent, Hell's Precipice). Konig/talk 16:28, 20 February 2012 (UTC)
I've rephrased the bonus to include all of the suggestions, none of which are great for those taking a toon through Prophecies for the first time. I've also tried to separate the description of the bonus from the challenges and the challenges from the solutions — I hope that this provides enough food for thought for newbies (and veterans) to allow them to choose how they want to go about the bonus.
As Konig notes, it's typical for Proph bonuses to require a detour and this mish is no different: you can't talk to either NPC w/o taking a longer way around (plus: more foes and more kegs required).
For what it's worth, the first time I tried this mish in nm, I didn't know what infusion was and got slammed by Spectral Agony. But (at least at the time), the constructs weren't all that tough to take down (just took a lot of engage/retreat tactics). – Tennessee Ernie Ford (TEF) 18:06, 20 February 2012 (UTC)
I am both annoyed and surprised. I did this mission with my last created character which was only inteded to get LDoA title. I played hench-way with only using heroes from desert areas onwards only to level up. I would only take a hero to level-up if the henchmen of the area have the same level too. Look at this picture: Dunes of Despair method five.jpg its the only proof that I have. No vitae rune, no elite skill and not completely runed either, not perfect weapon. I arrived nearly with the same state to Ice Caves of Sorrow, I recall taking heroes to make some tests and they are all still in poor status... with no elites and starter weapons... I faced the Mursaats awared of Spectral Agony and beated the mission+bonus without any "hard" part. This is why when I come and find out somebody types with a "scared" impression...how "hard" is without Infused armor... I cant stop laughing. The suggestion to ignore the bonus until the next mission sounds ridiculous to me. That is why if you check the way I have written the bonus, I choose to encourage players to face the Mursaat instead of running away cowardly. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 19:36, 20 February 2012 (UTC)
There is in no way a necessity to skip the bonus and return when infused. It can be beaten with henchmen and uninfused. The line stating that you should was rightfully removed, and the original suggestion to wait was placed for making things easier.
Furthermore, you had more than Prophecies skills, and had heroes which could be given better builds (note: you don't need an elite to have a build better than one with an elite, my main build for instance has no elite but it pwns). Though the suggestion was from pre-henchmen skill bar buff times (e.g., a long time ago), it is still relevant just not as relevant. TBH, though, your original wording was sub-par at best... I found it hard to understand what it was trying to tell and was more motivational than a walkthrough, which isn't helpful to the wiki. Konig/talk 20:08, 20 February 2012 (UTC)
I'm reconsidering my own rewrite after re-reading Guild Wiki's version. I think that is closer to what YK was going for than we have managed previously. However, (1) not every player can succeed using this strategy and (2) many will not want to risk losing both the mission and the bonus after investing the time/effort to reach this point in the mission.
So, I do think we should allow people to choose whether they want to confront the constructs or try something else. But we can also make it sound more of a last resort rather than an optimum choice. – Tennessee Ernie Ford (TEF) 20:49, 20 February 2012 (UTC)
I'm much happier with the way it is now than the way I edited it yesterday. And, I'm glad we're having this discussion, too. All I really wanted was some kind of warning that it's harder uninfused.
Thanks! Jim Daddicus 21:08, 20 February 2012 (UTC)
I am having the impression that people skipped the first paragraph:

"Players will encounter the Mursaat and their Jade constructs for the first time here. These creatures use a skill called Spectral Agony which causes massive damage. Their threat can be countered by infusing a character's armor, a feature that becomes available later. In the meantime, use a tank to draw all their attacks away from the rest of the team."

Right from the very beginning there is a warning and... a tactic.
I find it very inappropiate to keep whinning about Infusion in a mission page that is before... yes before... we gain that feature...unless the major detour to Mineral Springs which I believe most people will not be interested.
I did this mission in a breeze. Of course I was already awared of Spectral Agony so I slowly made my two warriors to enter the Mursaat aggro only instead of entering their radar with full party. In my opinion, as long as your entire party doesn't take the full blast impact your team will not face major difficulties. <<< I played with Lina, Alesia and Dunkoro >>>.
About the "detour". I originally stated it in the very first paragraph of the bonus. Which means I recognise it. What I am refering to is that either doing or not the bonus, you will still walk the same cave with Evennia and also if doing the bonus.
Now an off-topic question. Which is the difference between this wiki and guildwiki? Reply me in my talk page. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 14:27, 21 February 2012 (UTC)

Evienna Bug[edit]

I did this mission in HM and realised at the end that Evienna was out of range, i read the bug and i was horrified of going through that whole thing again as i had to clear the way then run to the kegs over and over, i went back to her and she started following me again. Just thought id let you know sometimes if she stops following you, you may not have to restart the mission. --The preceding unsigned comment was added by Jotheas (talk).

NPCs will stop following you if they go outside radar range of players (henchmen, heroes, or allies). This often happens when people have speed boosts. Konig/talk 14:32, 21 February 2012 (UTC)