Talk:Gyala Hatchery
Map[edit]
Hmmm... Think we should use a standard image of the entire area for the main image, then the current one further down to show where the enemies spawn? Avatarian86 01:14, 21 July 2007 (UTC) I'm surprised that that map i put up is still there. I put it in as a filler till someone could get one in with decent quality. (Farwind 01:54, 24 October 2007 (UTC))
- agreed the map needs to be changed prefeibly one that shows where they spawn and the round about route to the back of the mission.75.165.101.71 04:22, 23 July 2008 (UTC)
- Done! Luke1138 17:18, 23 August 2008 (UTC)
gyala is also a cast in india. this cast is found in pithoragarh district of uttarakhand.
Fixed[edit]
This mission is now "fixed". I tried it 5 times in HM now, and the clan moves out, no matter how much you hug the walls. Waiting for more people to experience this before I delete the backway method. BlazeRick 21:49, 18 November 2007 (UTC)
- Leave the backway method, it may not work in HM but it still works in Normal Taeliesyn 09:03, 19 November 2007 (UTC)
- Tested the backway method in Normal Mode, and doesn't work.. The dude starts talking after certain amount of time nevertheless.. Tribio 15:09, 24 November 2007 (UTC)
- I did this mission on Normal Mode yesterday, and although he does start talking and even says "Turtle Clan! Move out!", they actually DO NOT MOVE. The back way still works just fine. AyaStowar
- Confirm: Backway does indeed work. Alex Morningstar 01:39, 13 December 2007 (UTC)
- Confirm: Backway worked like a charm in NM for me Vader 03:47, 1 March 2008 (UTC)
- Works in both NM and HM for me. The NPC's will start start talking regardless. Ignore them and you'll be fine. --Valshia 18:34, 30 December 2007 (UTC)
- Still works every mode; you just have to get them off radar before speech finishes and its not hard to do that. AlysWarder 00:17, 28 June 2009 (UTC)
- Just tried it, it didn't work. Ramei Arashi 19:40, 23 September 2011 (UTC)
- Always works as long as you don't move until the whole party loads (IE: Don't trigger the turtles so the dialog ends before every party members can get "out of range".) ARGO will always say "Turtle Clan! Move Out!" regardless if anyone is in range or not. - User:Ander01 (not at home) 83.254.174.177 21:05, 17 October 2011 (UTC)
- Just tried it, it didn't work. Ramei Arashi 19:40, 23 September 2011 (UTC)
- Still works every mode; you just have to get them off radar before speech finishes and its not hard to do that. AlysWarder 00:17, 28 June 2009 (UTC)
- Works in both NM and HM for me. The NPC's will start start talking regardless. Ignore them and you'll be fine. --Valshia 18:34, 30 December 2007 (UTC)
- I did this mission on Normal Mode yesterday, and although he does start talking and even says "Turtle Clan! Move out!", they actually DO NOT MOVE. The back way still works just fine. AyaStowar
- Tested the backway method in Normal Mode, and doesn't work.. The dude starts talking after certain amount of time nevertheless.. Tribio 15:09, 24 November 2007 (UTC)
- I did it in NM twice and both times they moved.mink44 11:10, 24 August 2012 (UTC)
- Stay as close as possible to the right hand wall at the start of the mission, and once you reach the Coral you can start heading away from the wall. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 11:18, 24 August 2012 (UTC)
- There never was a problem with the back way. I've recently done this mission twice in HM (most recently this week), heading to the right, and while they always start saying "Move out", they don't actually move until I return. 76.164.65.219 13:58, 24 August 2012 (UTC)
- Stay as close as possible to the right hand wall at the start of the mission, and once you reach the Coral you can start heading away from the wall. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 11:18, 24 August 2012 (UTC)
- I did it in NM twice and both times they moved.mink44 11:10, 24 August 2012 (UTC)
Bug ?[edit]
I was doing the mission today with my necromancer and was annoyed when two young turtles died at start ( doing prot of cantha ), but after the cutscene they were ressurected at the location of the cutscene and the ones which had died started moving towards the mission starting point. Unluckily though it still recorded as me protecting 3 young turtles. Has anyone else had this? --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 17:51, 5 June 2008 (UTC)
- Just a small question, can Petras be killed by enemies? --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 09:10, 6 June 2008 (UTC)
- It's happened to me too, but that's just how the code work. i guessing this also explains why they don't list minions as allies, as they will keep being ressurected during cutscenes.68.78.136.130 22:51, 24 June 2008 (UTC)
- If you lose turtles at the start, they will automatically suicide after the cutscene. It has always been that way, and is just the most tragic thing ever!-- Wyn 04:27, 23 July 2008 (UTC)
- The first time I did the mission, the dead turtles (like all non-EotN allies) would disappear from the ally list. =\ They would not rez after the cutscene and they did not suicide. It sounds like a bug to me. RitualDoll 04:52, 18 August 2008 (UTC)
- I've been playing this game for over 2 years, and it's always happened when a young turtle dies during the opening battle. -- Wyn 04:54, 18 August 2008 (UTC)
- Happened to me too. 2 turtles died at the leviathan crab, and they ressed in the middle of a mob of afflicted, and died again. I thoroughly hate missions in which you have to protect NPC's. All of them.Sjeng 11:27, 7 June 2009 (UTC)
- Dead turtles will ress after cut sequence and move back to their "previous location". Same thing can happen during the Vizunah Square mission if Mhenlo outruns his party. They'll be there for the initial fight, but will then move back to where they were before the cut sequence. - User:Ander01 (Not at home) 83.254.174.177 21:11, 17 October 2011 (UTC)
- Happened to me too. 2 turtles died at the leviathan crab, and they ressed in the middle of a mob of afflicted, and died again. I thoroughly hate missions in which you have to protect NPC's. All of them.Sjeng 11:27, 7 June 2009 (UTC)
- I've been playing this game for over 2 years, and it's always happened when a young turtle dies during the opening battle. -- Wyn 04:54, 18 August 2008 (UTC)
- The first time I did the mission, the dead turtles (like all non-EotN allies) would disappear from the ally list. =\ They would not rez after the cutscene and they did not suicide. It sounds like a bug to me. RitualDoll 04:52, 18 August 2008 (UTC)
- If you lose turtles at the start, they will automatically suicide after the cutscene. It has always been that way, and is just the most tragic thing ever!-- Wyn 04:27, 23 July 2008 (UTC)
- It's happened to me too, but that's just how the code work. i guessing this also explains why they don't list minions as allies, as they will keep being ressurected during cutscenes.68.78.136.130 22:51, 24 June 2008 (UTC)
Back way spawns[edit]
The guide for going the back way says after you clear everything out and start the turtles, there are two spawns near points #9 and #6. I have done this 4 times now, and have never seen a spawn near #6. Can anyone confirm this? --Crimson Jynx 11:02, 4 November 2008 (UTC)
- Confirmed, Area-6 will not if you have already cleared them prior. Thankfully so too, the mass group would surely lead to a few young turtles dead. MystiLefemEle 11:26, 12 February 2009 (UTC)
- Ok, I've removed that from the walkthrough but kept the statement about the spawn at point #9. Luke1138 17:09, 12 February 2009 (UTC)
- Thank you, Luke1138 :) MystiLefemEle 07:01, 16 February 2009 (UTC)
- Is anyone else having issues with the back-way spawns not aggroing as single groups when pulled? We have tried this mission 4 times with the back-way and have had severe issues with aggro. Xgundam05 23:20, 4 March 2009 (UTC)
- Not sure how you mean, When I went in there before, the groups in some areas were single with exception of areas like #6 & #9, they could easily swamp you while clearing the back-way spawns. MystiLefemEle 07:33, 6 March 2009 (UTC)
- Happened to me too. They appeared as 2 groups, but when I tried to lure them, the reacted as 1 group. It's rather annoying on HM. 145.94.74.23 06:59, 21 April 2009 (UTC)
- It's really annnoying in HM! I get usually wiped at the first spawns, because they always act as one MOTHERFUCKING HUGE mob no matter how i pull them. Not to mention the DPS they do, jezus! - J.P.Talk 06:36, 1 June 2009 (UTC)
- Really how the hell you beat this in hm? I got 3 mms in my party, but i still get crushed and can't pull (that's fun!) without having 30 enemies on me! Do i actually need someone else with 3 more mms? Or 6 heroes discord spam team? This mission is really a joke, hundreds of buffed enemies with no changes, a broken mission. When did you last time fought against 30 enemies, or even more, in hm at the same time? Really, how you do this mission? The walkthrough doesn't help me at all O.o - J.P.Talk 07:13, 1 June 2009 (UTC)
- Just did this in HM with 2 guildmates using the front-way. We took 2 MMs (1 human), 2 Healers (1 human), 1 Prot, 2 RoJ and a damage Sin (human). Making good use of the canisters should make this quite easy, the only hard part is the final group before reaching the hatchery. ~~Brodly 10:48, 3 June 2009 (UTC)
- Just did it with H&H Discordway (2 monks, war, and a ranger henchies), pulling is possible just need to do it smart, ignore the juggernuts cause they are very hard to kill so finish them after all others are dead. if u mean u are having hard time with the huge mobs at the beggining of the back way i found a simply method: u have 2 groups running so u need to carefully aggro 1 group before they reach the final destenation cause then both groups will aggro if they do. when u done with the 1st group pull the 2nd 1 and try to stay a bit back because as soon as u finish this mob 2 groups will spwan again(use the same method here aswell) --Requiem 17:20, 5 June 2009 (UTC)
- Also did it on HM. I had no problem pulling apart multiple mobs. Just be patient, use a longbow, and attack a single guy that is separated from everyone else. Then fall back. I never had more than one group respond to the pull. 64.30.95.118 03:14, 6 June 2009 (UTC)
- I did 2x Discordway with a friend in HM using the back way. No problems at all.--Fogeltje 12:20, 6 June 2009 (UTC)
- Just did this in HM with 2 guildmates using the front-way. We took 2 MMs (1 human), 2 Healers (1 human), 1 Prot, 2 RoJ and a damage Sin (human). Making good use of the canisters should make this quite easy, the only hard part is the final group before reaching the hatchery. ~~Brodly 10:48, 3 June 2009 (UTC)
- Really how the hell you beat this in hm? I got 3 mms in my party, but i still get crushed and can't pull (that's fun!) without having 30 enemies on me! Do i actually need someone else with 3 more mms? Or 6 heroes discord spam team? This mission is really a joke, hundreds of buffed enemies with no changes, a broken mission. When did you last time fought against 30 enemies, or even more, in hm at the same time? Really, how you do this mission? The walkthrough doesn't help me at all O.o - J.P.Talk 07:13, 1 June 2009 (UTC)
- It's really annnoying in HM! I get usually wiped at the first spawns, because they always act as one MOTHERFUCKING HUGE mob no matter how i pull them. Not to mention the DPS they do, jezus! - J.P.Talk 06:36, 1 June 2009 (UTC)
- Happened to me too. They appeared as 2 groups, but when I tried to lure them, the reacted as 1 group. It's rather annoying on HM. 145.94.74.23 06:59, 21 April 2009 (UTC)
- Not sure how you mean, When I went in there before, the groups in some areas were single with exception of areas like #6 & #9, they could easily swamp you while clearing the back-way spawns. MystiLefemEle 07:33, 6 March 2009 (UTC)
- Ok, I've removed that from the walkthrough but kept the statement about the spawn at point #9. Luke1138 17:09, 12 February 2009 (UTC)
Just did in HM Pug of 2x (Stab/Sub/Your-name-for-3N-team-thats-not-discord)way. Very easy AlysWarder 00:21, 28 June 2009 (UTC)
another way to aggro the group[edit]
even if they all come at you at once. if you manage to run away and they cast spirits wait for them to go back then attack a spirit... that will pull one group at a time. just did the with heros/henchies.
Guide for master reward NM or HM[edit]
The back-way really isn't needed. I did this in NM and HM with master reward (5 turtles saved) the original way. You wanna know how? Sure you dou :p. Ok, i was healing monk (doesnt matter which elite) + sabway (triple necro vanquish) + henchies: spirit, healer, protector and earth. And we had no problems at all. I just put that smoke first on young turtles and then on their ranger/mesmers/monks/elementalist, so backline. And for the Afflicted, wait for them to come thought doors and stop them there. Then place smoke by them and hold. Came, saw, won. :)--89.143.173.186 19:37, 28 June 2009 (UTC)
- Pretty impressive, thanks for sharing as I would hardly think of such team composition. I have tried this yesterday as a Monk and yes it worked in Hard Mode (got my Legendary Guardian)! I was skeptical about it, after all my team had 5 healers, lol (myself as a WoH/Prot hybrid Monk, 2x Monk henchmen, 1 Rt henchmen, 1 N/Rt healer hero), so I thought I would not have damage to kill anything but decided to give it a go. The Siege Turtles however pack a signficant amount of damage and things did eventually die. My first attempt failed at the very last Kurzick wave (all turtles wiped then 1 young turtle died), thanks I guess to a poor Smoker Canister placement (my fault). On my second attempt I wanted to make sure I'd make it so I used an Armor of Salvation and a Summoning Stone (got a Grenth, nice extra damage), and things went really smooth. I recommend this method if you cannot find people to do it, and I can provide screenshot to prove this works! :) --Sensei 12:00, 16 September 2009 (UTC)
Faction reward[edit]
I just finished this mission for the first time in HM, and, contrary to the note under reward, I received 3k Luxon faction for completing it. Same thing happened to me a week or so ago in Boreas Seabed. Did they change this? Freedom Bound 01:26, 8 July 2009 (UTC)
You did it both mish at Master's level? then 3k is correct, as per the note. You get 1k ea per mission level in each mode, for a possible maximum of 6k (NM/HM each @ master's level). Congrats — thanks for saving so many turtles. Tennessee Ernie Ford 06:32, 13 July 2009 (UTC)- I received faction in both NM and HM (sorry if that wasn't clear in my original statement). It says, "If you received the Luxon faction rewards in Normal Mode, you can't receive it again in Hard Mode, and vice-versa." In other words, once you receive 3k faction in NM, you cannot receive it in HM. The note on Boreas Seabed is similar. I received the 3k faction in both modes, for both missions. --Freedom Bound 10:05, 13 July 2009 (UTC)
- My apologies, I misunderstood your comment. Your experience seems inconsistent with the current article text. Tennessee Ernie Ford 15:29, 13 July 2009 (UTC)
- I just finished it for the first time in NM after doing it in HM about a month ago. I got masters both times. I also got the 3k Luxon faction both times. Planqi 07:36, 21 July 2009 (UTC)
- Ok, maybe they changed it at some point. I'm going to go ahead and remove the notes on this article and Boreas Seabed. --Freedom Bound 11:52, 21 July 2009 (UTC)
- I just finished it for the first time in NM after doing it in HM about a month ago. I got masters both times. I also got the 3k Luxon faction both times. Planqi 07:36, 21 July 2009 (UTC)
- My apologies, I misunderstood your comment. Your experience seems inconsistent with the current article text. Tennessee Ernie Ford 15:29, 13 July 2009 (UTC)
- I received faction in both NM and HM (sorry if that wasn't clear in my original statement). It says, "If you received the Luxon faction rewards in Normal Mode, you can't receive it again in Hard Mode, and vice-versa." In other words, once you receive 3k faction in NM, you cannot receive it in HM. The note on Boreas Seabed is similar. I received the 3k faction in both modes, for both missions. --Freedom Bound 10:05, 13 July 2009 (UTC)
Unnecessary Note on Soloing[edit]
I removed a note stating that this is "a very difficult mission to solo (I presume the author of the note meant with H/H team), as one person cannot possibly use all 3 smoke canisters". While this mission may be difficult (or not, depending on your personal playing style), I don't think this note was a valid reason for labeling it as such. If anyone disagrees, by all means replace the note. I believe that even using the Smoke Canisters in the first place is only one of many perfectly valid ways of doing this mission, and that the aforementioned note seems to indicate this mission is impossible to H/H. 69.249.223.63 07:17 (edited 7:20), 11 October 2009 (UTC)
- I agree with the removal. (1) Many missions are more difficult with only one player; it's not unique to this one. (2) a single player could ferry all 3 canisters, if they badly wanted to (I found it far too boring to try to juggle 3; pushing 2 around is almost worth it.) If someone really thinks a note would be useful, I wouldn't oppose something that said the mish could be easier with 3+ players, b/c you can make use of 3 canisters. — Tennessee Ernie Ford (TEF) 08:38, 11 October 2009 (UTC)
- I could be wrong but it seems that each siege turtle corresponds to a canister and will aim at its location (maybe this is stated in the article, no time to read it now). Using one single canister will make all three turtles shoot the same area, resulting in a very large AoE 'spike', which may actually be benefical when doing the mission alone - the Kurzick Monks with Word of Healing are hard to pressure out, so concentrating damage can help more than spreading damage around. I have done it this way in Hard Mode with H/H (see comment above about method), and I don't claim to be a great player, so anyone with decent knowledge of the game could do it too. I agree with the removal of the note. --Sensei 18:59, 21 October 2009 (UTC)
Another Bug[edit]
So, I am doing this right now and I got to the end the afflicted stopped spawning and I am stuck in this mission. IDK what happened but I assume it is a bug however I don't know how to duplicate it. I am gonna take some screenies of it
- I got the same, this mission is getting really annoying, first trying nomal way and losing because turtles get killed (enemy AI=focus on turtles, hero AI=ignore turtles lol) then finishing back way but not completing because of this bug. Screenies: 12 Enervate 10:14, 14 April 2011 (UTC)
- I'm sorry that you had trouble completing this. Unfortunately, all the screens do is show how long you've been in the zone; they don't show if you crossed all the relevant trigger points. The article's map shows about 8 spots that generate Kurz; they all have to be cleared out to trigger the cinematic before the final battle. Once in a while, a lone foe with low health will run off to heal just as you are mopping up. If you move out of their range, I suspect you might not be able to trigger the final battle. Did you run back to see if there were any stragglers left behind? — Tennessee Ernie Ford (TEF) 17:02, 14 April 2011 (UTC)
- If you come across this issue, one possible explanation is that one of the Luxon's crab pets is actually blocking some afflicted. Yes, believe it or not, this can happen. Run around to the spawn points and try to find it and the blocked afflicted. Surgo 11:45, 3 June 2011 (UTC)
- Good tip, after getting this mission bugged on the last spot, I wandered around for a while and I found a crab pet blocking afflicted and things worked up afterwards. Thanks. SylvXIII 18:36, 16 October 2011 (UTC)
Where do you get it?[edit]
Question: Where do you get the quest? I can't find Argo......help please :( Carleen96 14:00, 25 March 2011 (UTC)
- This is a mission, you just press the "Enter Mission" button when you're in Gyala Hatchery (outpost). -- FreedomBound 14:45, 25 March 2011 (UTC)
dragon in the jade?[edit]
When you get close to the end if you in a jade formation there is something frozen in there. Guild Wars 2 dragon or dragon minion? Ramei Arashi 21:55, 23 September 2011 (UTC)
- The Leviathan, or rather petrified leviathan. 24.197.253.243 23:09, 23 September 2011 (UTC)
Since when is back way easier[edit]
You're facing the same mobs minus support from NPCs. How can it be easier? 202.65.245.6 14:37, 9 February 2012 (UTC)
- Because you can take your time and pull them away from each other, without having to keep the turtles alive. -- Hong 14:49, 9 February 2012 (UTC)
- Which makes it SAFER, but not EASIER. Big difference. 202.65.245.6 14:49, 9 February 2012 (UTC)
- Either go at your own pace, killing small groups easily, or be forced to go at the turtles pace, having little control over agro (also a few extra popups, though they may not overlap with groups).110.174.243.167 16:35, 9 February 2012 (UTC)
- Let's see... The difference between easier and safer...
- Easier if I fight mobs at their spawn point prior they merge with the ones that pop from the other side... Easier because I fight one single group instead of two or three.
- Safer... if you want to save the little turtles for the masters...as you have less foes to engage since most have already been killed with the back way...
- Whats the problem? Yoshida Keiji talk 18:38, 9 February 2012 (UTC)
- Let's see... The difference between easier and safer...
- Either go at your own pace, killing small groups easily, or be forced to go at the turtles pace, having little control over agro (also a few extra popups, though they may not overlap with groups).110.174.243.167 16:35, 9 February 2012 (UTC)
- Easier is a subjective evaluation, entirely dependent on the skill of the player, the quality of their team's builds, and their personal preferences. The only objective adjectives are longer/safer vs quicker/riskier. Most people I know call the backway easier because to them, easier means not risking the chance to have to repeat for the master's reward. However, a couple of friends describe the intended route as easier because they don't worry about falling asleep due to boredom from shouting "Make Haste!" at Petras. – Tennessee Ernie Ford (TEF) 21:32, 9 February 2012 (UTC)
- The sheer power of the Siege turtles makes fighting two or three groups instead of one easier. I remember there's a high overaggro risk back way as well. I can agree with the above that longer/safer vs. quicker/riskier are the only objective measures, however.202.65.245.6 23:30, 9 February 2012 (UTC)
Afflicted at end changed since WoC?[edit]
~bangs head~ Argh. That is a LOOOONG mish to do, the back way, only to get sqooshed right at the end battling the Afflicted. They seem to be the ramped-up WoC versions. Can anyone confirm this? Dio 04:41, 10 March 2012 (UTC)
- Very late, but simply...no. HM update around that time though, so if you were doing HM they have more health and less armour. 68.102.114.21 01:46, 30 January 2013 (UTC)
- Not to mention the elementalist update to Mind Burn - this made afflicted pretty lethal. -Chieftain Alex 02:07, 30 January 2013 (UTC)
Chest Spawns[edit]
I have noticed this mission does not spawn chests. May be worth adding to the notes section. Politicalmind (talk) 16:56, 18 August 2018 (UTC)
- Its common for many missions, like eotn 'mission' instances such as nornbear or finding the bloodstone don't have chests. If it was something more unique i'd say add the note but there is many missions with no chests.Durp da durp (talk) 19:48, 18 August 2018 (UTC)
- Some do, and some don't. Surely it's worth noting something? Loggy (talk) 22:33, 18 August 2018 (UTC)
- It's noted as an anomaly on the chests page. I really could go either way but consistency says if we note it here every mission without chests gets the note, and its a fair amount of them, with seemingly random occurance... except eotn 'missions' all having none. Durp da durp (talk) 22:38, 18 August 2018 (UTC)
- Some do, and some don't. Surely it's worth noting something? Loggy (talk) 22:33, 18 August 2018 (UTC)