Talk:Bloodstone Fen

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Party Size Appeared to be 6. Not 8 as stated here.

Hard mode

Went with 3 heros 2 healers 1 Renewal Nuker 2 hench Stephen Little Thom .. all were lev 20

Stoning, Whirlwind, Aftershock, Mistform(elite) used by lev 25 Thorn Stalkers

Quickshot, Powershot, Stormchaser by Lev 25 Thorn Devourers

Deathly chill, Vilrulence, Enfeebling blood by Lev 25 Fevered Devourers

Lev 25 Jungle Trolls .. lame no real threat

Vampiric touch by Lev 24 Moss Scarabs (with MM these may try to steal minions .. we did not have MM with us)

Lev 24 Root Behemoths ... lame no real threat

Conjure phantasm, Migrain, Shatter enchantments. by Lev 24 Wind Riders

Lev 25 Maguuma Warriors and Protectors .. lame no threat are in groups of 2 generally.

Conjure phantasm, Migrain, Shatter enchantments. by Lev 24 Wind Riders

Lev 25 Maguuma Warriors and Protectors .. lame no threat are in groups of 2 generally

Justiciar Hablion: Even in hard mode there are no secrets to taking him out. Kill the two groups of Knight and Abbot on either side first. When Justiciar one Abbot and one other are left, take out Abbot first, then the other. Last Hablion. Interrupting his healing signet will be all you need to do really.

Softouch Hunterbabe .. Ranger

Relevance[edit]

Is the above information (added by 82.3.202.166) relevant? Haku Banish 20:22, 30 April 2007 (EDT)

If you want to do the mission in hard mode yes it is.

This may be the first in a wave of "players guides to hard mode". I've seen comments from several people asking for them - someone's got fed up waiting :D Valid point about the party size though - what's up with that? --SnogratUser Snograt signature.png 21:37, 30 April 2007 (EDT)
Never mind - I read the template instructions (d'oh!). Just needed to add the line |partysize = 6 --SnogratUser Snograt signature.png 15:50, 1 May 2007 (EDT)
If it's helpful, then yes. There should be more information about hardmode, because in a lot of areas, the generic walkthrough given will not work or will need adjustment. Alex Morningstar 22:38, 26 December 2007 (UTC)

Typo[edit]

Found this typo. It should be "Meet"

Confessor Dorian: "Yes, my son. We will mete our justice and take our vengeance." --The preceding unsigned comment was added by User:202.142.129.20 .

Actually: from Wikitionary on "mete"
  1. (transitive, usually with “out”) To dispense, measure (out), allot (especially punishment, reward etc.).
  • 1833 — Alfred Tennyson, Ulysses
Match'd with an agèd wife, I mete and dole
Unequal laws unto a savage race
Looks correct to me. - User HeWhoIsPale sig.PNG HeWhoIsPale 12:30, 16 October 2007 (UTC)
I'd guess it's the our that's the typo, since there is another our in there. Should be out. Backsword 12:38, 16 October 2007 (UTC)

I just did the mission and its actually "mete OUT justice and take our vengeance."

Vine seed[edit]

i just discovered this ... if you are carrying a vine seed and drop it near enimies they will be knocked for about 3 seconds and take 20 damage Kharilus 13:26, 5 January 2008 (UTC)

Guardians are not the only things that the first Druid can get stuck behind - I was unfortunate enough to have one stuck behind a Maguuma Chest!--The preceding unsigned comment was added by User:212.159.45.71 (talk).

Brutal. — Eloc 04:00, 8 July 2008 (UTC)

The druids[edit]

I dunno whether this should be noted but I just did this mission with the bonus and the very first druid, where you make the bridge into the bonus area did not move an inch, I was at the elder spawn point for quite a while figuring what was up. :P So maybe a note saying to wait for the first druid. Also if you solo the bonus by flaggin heros like I did, the first one can get blocked by heros. --Sam6555 20:50, 15 February 2009 (UTC)

Problems with the map.[edit]

I've found a few problems with the map for the main mission section (the bonus area looks okay).

  • A marks the first set of Vine Seed Flowers one is likely to run across, but it's a bit strange to mark it and not mark the other VSFs.
  • B is consistent with spots that can start bridges, but I don't think it covers them all. I'm not sure what the difference is between the red Bs and the blue Bs.
  • C seems to indicate another bridge or might be the location of the last set of VSFs.
  • D marks the location of the scout ryder...and it seems odd to mark his location, but not Saidra or the Bloodstone itself.
  • The blue path seems to mark the route from the bonus area back to the main path, but I'm not sure it's helpful to use a third color (and it's also confusing, since you can go to D and then to the showdown without going through the blue path).

I think the best thing is if a veteran can re-mark the map (and remark on it). (I'd do it, but I suck at following the path so that it shows clearly in the map for s/o else.) At minimum, as a player, I would like to see:

  • The three key players: Saidra, Ryder, and Hablion.
  • The bridge/drop seed locations.
  • The bonus locations: bonus VSF, druid drops, and elder druid summoning area.

It would be handy to also show the VSF locations, but I think they're generally close enough to the bridge/drops that no one will get far off course without them. - Tennessee Ernie Ford 00:37, 26 February 2009 (UTC)

I think this page needs a new map. The current one is so confusing. - J.P.User Jope12 sigicon.pngTalk 03:44, 1 June 2009 (UTC)

Ravagers[edit]

If you do the bonus first and then spawn them, they dont attack. Just did it today and they just ran to a spot and stood there while i killed them. Removing the little italized note from the bonus section.--Justice 21:12, 4 April 2009 (UTC)

Thank you for the input. That claim was made on this edit, I formatted it but couldn't find enough time to rerun the mission and check it. Jf 01:51, 6 April 2009 (UTC)
Updated with the results from my run today -- they don't move or attack, but will still use their skills (which probably inspired the note referred to in that edit).--Chump Chief 05:04, 10 July 2009 (UTC)
Also I should note that this was in Hard Mode, haven't tested in Normal Mode.--Chump Chief 05:14, 10 July 2009 (UTC)
The guardians reset themselves to defend after the bonus is completed, in both Hard & Normal mode (I tested both yesterday). After completing the bonus, they will defend themselves if attacked and will still spawn Ravagers if killed. However, they will not initiate combat. Also note: henchies (but apparently not heroes) will still consider them hostile after the bonus, as they remain red dots...so you still want to flag the hench to the next guardian-free spot. Tennessee Ernie Ford 16:37, 10 July 2009 (UTC)


Just did this today, the Ravagers DO aggro after completing the bonus and they HURT.

Points[edit]

The map has various points, like 'A' and '2' that are unexplained in the text. --The preceding unsigned comment was added by User:Hvordan (talk).

The text has undergone many revisions, while the map has not. Free kudos to anyone who stops their zishing long enough to add a new png that better matches the walkthrough! Tennessee Ernie Ford 16:32, 10 July 2009 (UTC)

Summoning stones[edit]

While it may seem obvious, I will make a note: if you use a summon stone (as we did in HM) it will attack the gaurdians. ~sigh~ Em Jae 03:45, 31 July 2009 (UTC)

Do not use...[edit]

I have rephrased the do not use advice to be careful for two reasons: (1) it's possible to obtain the bonus even with minions and a Mez hench. (2) it's also more in line with the general wiki philosophy to advise rather than prescribe. (I haven't tried to win the bonus with an active summons; I presume it's possible although significantly more difficult.)   — Tennessee Ernie Ford (TEF) 16:37, 23 August 2009 (UTC)

Endless mists[edit]

I used this quote once before i ever played :D

More vine seeds[edit]

OMG I've just spent an hour in this mission to get through it on an alt char. Why did it take so long? Because, due to the stupidly ridiculous lack of vine seeds, I had to start over and save a vine seed to activate the bonus so I could have access to more so I could get to the Bloodstone. Seriously, why are there only 4 vines with 5 bridges? They pretty much force us to start the bonus just to have enough vine seeds to get through the mission. And if you take h/h, you have to run back and forth. Seriously, add some more fricken vine seeds! Tender WolfUser Tender Wolf sig.png

OMG shut the fuck up - Mini Me talk 17:16, 11 April 2010
Wow, so you troll me on Guru, GWO, and now here? Give it up. And your response is very inappropriate and against the rules, and I've just reported you. Tender WolfUser Tender Wolf sig.png
omg no :\ - Mini Me talk 18:29, 11 April 2010
I completed this on a new character last week. There are plenty of vine seeds. In fact, exactly enough vine seeds. This is just a long mission. Without a speed boost, it's even longer. King Neoterikos 23:03, 11 April 2010 (UTC)
I don't know how you did it then because I used the seed given to me by Saidra, and all 3 on the vine, and I still had one bridge left. Still, they're basically punishing people who prefer to play h/h because they have to run back and forth. The least they could do is put some more seeds along the way. Tender WolfUser Tender Wolf sig.png 03:36, 12 April 2010 (UTC)
I think I recall that there is a second vine seed plant elsewhere in the mission. User Felix Omni Signature.pngelix Omni 03:38, 12 April 2010 (UTC)
those are for the bonus; there is only one vine speed plant for the mission portion. 76.7.250.38 01:28, 13 April 2010 (UTC)
It's called encouraging human parties. Call it retardation. Also, I can well relate to Mini Me ^__^ ---Chaos?- (moo!) -- 07:49, 14 April 2010 (UTC)
About the lack of seeds, if you are doing the mission without the bonus, you can get more seeds at the cyan point C. -Oh Darn --99.227.158.78 02:48, 19 June 2010 (UTC)

Troll Bug[edit]

I'm not sure if this should be stated in the mission or on the Jungle Troll page, but on multiple occations, I have seen the name Jungle Troll switched with a nearby Warthog So I'm attacking a Jungle Troll, but underneath, the name reads warthog Mantis Touch (large).jpg Sheon talk to meh 17:23, 11 April 2010 (UTC)

It's a known, harmless bug.--User Oneshot O.JPGneshot 17:29, 11 April 2010 (UTC)
You like commenting on what I comment on haha Mantis Touch (large).jpg Sheon talk to meh 18:01, 11 April 2010 (UTC)
Not really. I just stalk RC.--User Oneshot O.JPGneshot 18:05, 11 April 2010 (UTC)
ohh, I stalk Random Page Mantis Touch (large).jpg Sheon talk to meh 18:08, 11 April 2010 (UTC)

Druid Text[edit]

Didn't the druids speak at one point in time? Or was that only during Wisdom of the Druids? -- Magic User Magic Icon.jpg Talk 19:54, 26 May 2010 (UTC)


EASY way to complete bonus with heroes and henchmen[edit]

Flag your entire party at Point 1. flag hero 1, 2, and 3 next to you and then cancel hero flags 1, 2 and 3 ONLY. This should make it so that your henchmen stay at point 1, and your heroes follow you.

Consider bringing 2 hero monks and 1 warrior (that's what I did). The Jungle Guardians deal a lot of damage especially going to and from the norther point 3. Make sure you put your heroes on AVOID while walking through the jungle guardians. When encountering the scarabs, make sure that the jungle guardians are no where near your heroes, then turn your heroes onto guard and kill the scarabs.

I completed this just now and discovered this technique on accident, I thought i just had to share this to the world because I failed this numerous times because no human players would help me/were present. --Eclipse143 23:38, 7 November 2010 (UTC)


Same problem here, with lack of players. Just to add a quick note, I found out the hard way, DO NOT TAKE A SoS RIT ON THE BONUS! Even set to avoid, the hero rit will start popping off spirits as soon as they take damage and get the opportunity to start grinding them out. The spirits will of course take out the guardians and blow the bonus for you. ~~Ecks~~ The preceding unsigned comment was added by 68.2.241.211 (talk • contribs) at 03:38, 1 March 2011 (UTC).
You can safely bring an SoS Rit (or any spiritualist heroes) as long as you remember to disable the attack spirits.  — Tennessee Ernie Ford (TEF) 09:26, 1 March 2011 (UTC)

I'm having trouble with this mission on HM....one of two left for Legendary Guardian. I've tried this tactic many times, and failed. If anyone can help me, message me in game(Bao Tsing), and thanks in advance. JSYantiss 09:47, 15 April 2011 (UTC)

As noted above, don't use any minions/spirits/summons, and set your heroes to avoid combat when running past the guardians. However, you also have to fight the scarabs that pop up. So either bring an entire party of defensive heroes and kill them yourself (easiest if you're a melee char), or reset your guys to guard mode when the scarabs appear. -- Hong 11:00, 15 April 2011 (UTC)

a note on killing guardians[edit]

If you have summoned all the elder spirits, that are required for the bonus. IT IS OK TO KILL GUARDIANS. Killing guardians simply prevents the spirits from being summoned. But if you have summoned them all, you have nothing to worry about. (174.28.127.194 11:17, 22 September 2011 (UTC))