Редактирование: Salvation Pass

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{{stub|location|Missing dialogue.}}
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{{stub}}
{{Location infobox
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{{Area infobox
 
| objectives = n
 
| objectives = n
 
| levels = 80
 
| levels = 80
 
| within = Forsaken Thicket
 
| within = Forsaken Thicket
 
| type = Raid
 
| type = Raid
| id = 1149
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| id = 1062
| requires = hot
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| status = hot
 
| map = Salvation Pass map.jpg
 
| map = Salvation Pass map.jpg
 
| loading-screen = Salvation Pass loading screen.png
 
| loading-screen = Salvation Pass loading screen.png
 
}}
 
}}
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[[Salvation Pass]] is the second [[raid]] wing of the [[Forsaken Thicket]] raid. Players continue to investigate the fate of the missing Pact squad and the mysterious forces north of the Maguuma jungle.
 
[[Salvation Pass]] is the second [[raid]] wing of the [[Forsaken Thicket]] raid. Players continue to investigate the fate of the missing Pact squad and the mysterious forces north of the Maguuma jungle.
  
 
== Getting there ==
 
== Getting there ==
* The portal for entering the [[raid]] "[[Forsaken Thicket]] / [[Salvation Pass]]" is located in the far northeast corner of [[Verdant Brink]]. The in-game [[map]] shows an icon for the portal, which can be reached by heading east from [[Jaka Itzel]] Waypoint or north from [[Shipwreck Peak]] Waypoint. Players must be in a raid [[squad]] of up to 10 players prior to entering the portal.
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The portal for entering the [[raid]] "[[Forsaken Thicket]] / [[Salvation Pass]]" is located in the far northeast corner of [[Verdant Brink]]. The in-game [[map]] shows an icon for the portal, which can be reached by heading east from [[Jaka Itzel]] Waypoint or north from [[Shipwreck Peak]] Waypoint. Players must be in a raid [[squad]] of up to 10 players prior to entering the portal.
  
* Using the portal in [[Lion's Arch Aerodrome]].You must join a raid [[Squad]] before you can enter the portal.
 
  
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<div style="float:right;clear:right;">
 
{{Mail
 
{{Mail
| float = right
 
 
| sender = Squad Leader Falgeir
 
| sender = Squad Leader Falgeir
 
| subject = Infiltration and Extraction
 
| subject = Infiltration and Extraction
| content = <Character name>,
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| content = (Character name),  
  
Based on the intelligence we gathered after the Spirit Vale operation, we have reason to believe our missing squad leader is being held deeper inside the bandit complex in the northern Maguuma jungle. We don't know what you'll encounter, though we've been hearing reports of strange activity beyond the outer wall. Be prepared for anything.
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Based on the intelligence we gathered after the Spirit Vale operation, we hae reason to believe our missing squad leader is being held deeper inside the bandit complex in the northern Maguuma jungle. We don't know what you'll encounter, but though we've been hearing reports of strange activity behind the outer wall. Be prepared for anything.
  
 
Assemble your extraction party at the designated mustering point. Good luck.
 
Assemble your extraction party at the designated mustering point. Good luck.
| sign = Falgeir
 
 
}}
 
}}
 +
</div>
  
 
== Locations ==
 
== Locations ==
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;Points of Interest
 
;Points of Interest
 
: {{map objective|point of interest|Slothasor's Den}}
 
: {{map objective|point of interest|Slothasor's Den}}
: {{map objective|point of interest|Burn Pit}}
 
 
: {{map objective|point of interest|Prison Camp}}
 
: {{map objective|point of interest|Prison Camp}}
 
: {{map objective|point of interest|Dead Man's Gorge}}
 
: {{map objective|point of interest|Dead Man's Gorge}}
 
: {{map objective|point of interest|Labor Camp}}
 
: {{map objective|point of interest|Labor Camp}}
 
: {{map objective|point of interest|Temple of Salvation}}
 
: {{map objective|point of interest|Temple of Salvation}}
: {{map objective|vista|Prison Camp Vista|id=2319}}<!--Nameless vista overlooking the Prison Camp-->
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: {{map objective|point of interest|Forsaken Thicket Waters}}
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: {{map objective|vista|Forsaken Thicket vista}}
  
 
== Interactive map ==
 
== Interactive map ==
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** Time remaining: 7:00
 
** Time remaining: 7:00
 
* ''Investigate the bandit camp.''
 
* ''Investigate the bandit camp.''
* ''[[Protect the caged prisoners]]''
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* ''Protect the caged prisoners''
 
* ''Defeat the three bandit champions.''
 
* ''Defeat the three bandit champions.''
 
** Berg
 
** Berg
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== Walkthrough ==
 
== Walkthrough ==
 
=== Slublings ===
 
=== Slublings ===
Prior to fighting Slothasor, players will have to travel through a tunnel populated with [[slubling]]s. Players can choose to either kill the slublings and [[Evolved Slubling]]s, or run past them and immediately begin the Slothasor encounter. Both types of slublings spit projectiles that apply conditions and corrupt boons.
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Prior to fighting the Slothasor, players can kill or skip a horde of Slublings and Evolved Slublings.
  
 
=== Slothasor ===
 
=== Slothasor ===
 
+
To start the fight, a player must eat the [[Imbued Mushroom]] to transform into a Slubling. In this [[Magic Transformation|magic transformation]], the player becomes hostile to the other players and must eat a poison mushroom to clean the area from poison (green ground). After that, the player becomes [[Nauseated]] and can't eat another during 2 minutes, so, someone else must repeat this process. Avoid attacking the player that is transformed. Six Imbued Mushrooms spawn in the boss area.<br>
==== Arena ([[Slothasor's Den]]) ====
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<br>
The majority of the arena is covered in a series of overlapping green poison fields emanating from Poison Mushrooms. This poison fields quickly applies heavily damaging [[poisoned]] stacks. The encounter begins once a player eats the first Imbued Mushroom.
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The squad must rotate in the boss area. Players currently transformed must clear the way until the next Imbued Mushroom and return to damage the Slothasor.  
 
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Avoid standing in the green ground because it applies [[poison]].<br>
[[File:Poison Mushroom.jpg|thumb|100px|right|Poison Mushroom.]]
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Slublings are always spawning. <br>
;[[Poison Mushroom]]s
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<br>
Poison Mushrooms cannot be destroyed or remove by regular player skills or utilities; however, they can be eaten by slublings. The green poison field disappears when its poison mushroom is consumed.
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Slothasor will focus one random player. The focused player must move it around the room between the poison mushrooms after the fire attack and face him towards the wall. All the other players must damage it from behind to avoid getting hit. His [[AoE]] attack spawns 3 circles, one about every half second, on every player. To prevent it from covering all the limited space, players must stand still and dodge in the 3 AoE.<br>
* Poison mushrooms (and consequently their poison fields) re-spawn 60 seconds after being eaten.
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When you have the Volatile Poison effect on you, it will explode and do heavy damage so, move away from group to the farthest cleared area. (similar mechanic as the Time Bomb of [[Sabetha]]).<br>
{{clear}}
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Every 20% of Health, it will gain a break bar. After break, it will [[Fear]] twice the entire squad, which will push players into the poison area. [[Stunbreak]]s must be used to escape.<br>
 
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When is health is reduced to approximately 40%, it will pulse [[torment]], [[burning]] and [[poison]].<br>
[[File:Imbued Mushroom.jpg|thumb|100px|right|Imbued Mushroom.]]
 
;[[Imbued Mushroom]]s
 
Imbued Mushrooms are blue glowing mushrooms which spawn in four fixed locations in the arena. A mushroom spawns every 60 seconds starting at the beginning of the arena and rotating counter-clockwise. Each mushroom can be consumed by at most once by players each time it spawns.
 
 
 
Any player that eats the mushroom will be [[Magic Transformation|magically transformed]] into a slubling for 45 seconds. While transformed, the player becomes hostile to the other players and friendly to Slothasor and other slublings. The transformed slubling can {{skill icon|Eat (Magic Transformation)}} the [[Poison Mushroom|poison mushroom]]s to clear a small area from the poison and create a safe route to where the next Imbued Mushroom spawns. After the transformation ends, the player becomes {{skill icon|Nauseated}} and cannot eat another Imbued Mushroom for 4 minutes.
 
* Tip: Avoid attacking the player that is transformed.
 
{{clear}}
 
 
 
; [[Slubling]]s & [[Evolved Slubling]]s:
 
[[Slubling]]s spawn in groups of 5 every 30 seconds. Skills with [[Reflect|projectile reflection]] or projectile destruction/conversion are recommended for use in order to prevent them from applying heavy conditions.
 
 
 
[[Evolved Slubling]]s begin spawning once the boss is at 30% health or lower. Their poison projectiles cannot be blocked and corrupt boons on player characters. They can be pulled together and cleaved down like normal Slublings, but it is more effective to focus on killing the boss and staying alive before too many spawn.
 
 
 
* Tip: It is recommended that chronomancers run a focus in order to pull the slublings together so they can be cleaved down.
 
* Tip: It may be useful to bring necromancers for [[Epidemic]] and condition clear with [[Plague Signet]], but they need to take extra care to not spread conditions to the allied slubling.
 
 
 
==== Slothasor (Boss) ====
 
 
 
* '''{{skill icon|Enraged (Slothasor)}}''' - After 7 minutes, Slothasor will become enraged and deal more damage{{verify}}.
 
 
 
;Player Effects
 
 
 
* '''{{skill icon|Fixated}}''' - Slothasor will [[Fixated|fixate]] on one random (non-transformed) player at a time.
 
** The fixated player has a diamond-shaped purple marker [[File:Purple Marker.png|30px]] above their head.
 
** The fixation will be chosen anew every 30 seconds (the same person may be chosen multiple times in a row).
 
** If the fixated player consumes an Imbued Mushroom, or is downed, or gains stealth{{verify}}, Slothasor will fixate on a different player.
 
* '''{{skill icon|Volatile Poison}}''' - Slothasor will mark one random (non-transformed) player with [[Volatile Poison]], which, when dropped, will spawn a slowly expanding AoE that deals massive damage to anyone standing in it. This field will grow up to a radius of 900 units and disappears 90 seconds after the player was marked with volatile poison.
 
** Timer: Every 25 seconds (starting at 6:35)
 
** The player with volatile poison will have a green skull above their head [[File:Volatile Poison IG.png|30px]] and the game will play an audio cue for that player.
 
** The player may use the [[special action skill]] {{skill icon|Purge (Slothasor)}} (default: {{key|-}}) to immediately drop the Volatile Poison, otherwise it will automatically drop after 8 seconds.
 
** If the player consumes an Imbued Mushroom, or is downed, they will automatically drop the poison at their location.
 
** Tip: It is imperative to drop this away from the group, behind, at the furthest cleared area (similar mechanic to the Time Bomb of [[Sabetha the Saboteur|Sabetha]]).
 
 
 
;Boss Mechanics
 
 
 
* '''Tantrum''' - Slothasor halts and repeatedly pounds its fists on the ground.
 
** Timer: Every 45 seconds (starting at 6:45)
 
** Slothasor will spawn 3 consecutive Area of Effect circles under each non-transformed player, once about every half second. Any player still standing in a circle will be {{knockdown|knocked down}} for 5 seconds in addition to any damage taken.
 
** Tip: In order to prevent it from covering the limited cleared space, players should stand still and dodge when the third set of circles appear.
 
* '''Halitosis''' - Slothasor halts and directs a cone of flame at the last known position of the fixated player.
 
** This is a channelled attack that will apply stacks of {{burning}} (up to 8 stacks).
 
* '''Narcolepsy''' - Slothasor halts and [[narcolepsy|falls asleep]].
 
** Timer: Every 20% of its health as well as again at 10%
 
** Slothasor become immune to any form of damage and will gain a defiance bar. Once the defiance bar is broken, Slothasor will [[Fear]] the entire squad, lasting 10 seconds.
 
** Tip: {{skill icon|Stunbreak}}s must be used to escape or players may be feared into the poisoned areas and subsequently go down. To trivialize this fear, every subsquad can include a [[tempest]] running the [[Gale Song]] trait, and possibly [[Eye of the Storm]] for additional coverage.
 
* '''Spore Release''' - Slothasor halts and shakes its entire body.
 
** Timer: Every 45 seconds (starting at 50% of its health)
 
** Slothasor will fire projectiles in arcing trajectories at the position of nearby players
 
*** These projectiles will apply heavy stacks of [[torment]], [[burning]] and [[poisoned]].
 
*** These projectiles cannot be reflected or destroyed, however it is possible to block, evade, or go invulnerable in order to mitigate their damage and effects.
 
** Tip: These projectiles move in an arc and so it's typically ideal to dodge towards Slothasor-and consequently ''through'' the barrage of spores.
 
 
 
==== General Strategy (Slothasor) ====
 
* The transformed player should clear the poison mushrooms in a counter-clockwise path around the arena. There are two common routes that the player clearing mushrooms takes.
 
*# One is to eat mushrooms closer to the middle, often called an "hourglass" due to the shape of the cleared path. This route makes it very easy to pull the slublings together to cleave them all down, as the fight stays near the middle where the slublings spawn. When going on this inside route, care must be taken to drop volatile poison along the edge of the wall or they will make the far side of the path impossible to survive on.
 
*# The other route is to eat the outermost mushrooms around the room, where it's easier to drop volatile poisons safely — they can be dropped anywhere back along the path since it's already along the wall — but with a harder time keeping the slublings cleared.
 
*: The route that's taken should be chosen based on group comfort and composition, and it's viable to start with the outside strategy and then transition to the inside one after more slublings spawn.
 
* The fixated player should lead Slothasor along the path which the transformed player has previously cleared. A recommended placement is to have Slothasor face a wall, with proper fixate positioning
 
* The non-fixated players in the squad should stay behind Slothasor to avoid both the auto-attacks and Halitosis.
 
 
 
=== [[Prison Camp encounter]] ===
 
This encounter's mechanics are driven by a timer. The game sends out announcements of mechanics with enough lead time to get to the appropriate location to attend to them.
 
 
 
{| {{STDT}}
 
! colspan=2 | Time
 
! rowspan=2 colspan="2" | Mechanic
 
! rowspan=2 | Location
 
|-
 
! Warning
 
! Actual
 
|-
 
| 6:55 || 6:50 || {{event icon|red boss}} || Berg || East Gate
 
|-
 
| 6:25 || 6:03 || {{event icon|swords}} || Bandit Saboteur || Cage (via West Gate)
 
|-
 
| 5:23 || 5:05 || || Mortars (Bombardier x1) || Launch Pad Outside East Gate
 
|-
 
| 4:55 || 4:50 || {{event icon|red boss}} || Zane || South Gate
 
|-
 
| 4:23 || 4:05 || || Mortars (Bombardier x1) || Launch Pad Outside East Gate
 
|-
 
| 3:52 || 3:30 || {{event icon|swords}} || Bandit Saboteur || Cage (via West Gate)
 
|-
 
| 3:21 || 3:04 || || Mortars (Bombardier x3) || Launch Pad Outside East Gate
 
|-
 
| 3:21 || 2:59 || {{event icon|swords}} || Bandit Saboteur || Cage (via East Gate)
 
|-
 
| 2:52 || 2:47 || {{event icon|red boss}} || Narella || West Gate
 
|-
 
| 2:51 || 2:29 || {{event icon|swords}} || Bandit Saboteur || Cage (via West Gate)
 
|-
 
| rowspan=2 | 2:20
 
| 2:15
 
| rowspan=2 |
 
| rowspan=2 | Mortars (Bombardier x2)
 
| Tower above East Gate
 
|-
 
| 2:05
 
| Raised deck with [[Narella's Journal]]
 
|-
 
| 2:20 || 1:58 || {{event icon|swords}} || Bandit Saboteur || Cage (via East Gate)
 
|-
 
| 1:50 || 1:28 || {{event icon|swords}} || Bandit Saboteur || Cage (via South Gate)
 
|-
 
| 1:20 || 0:58 || {{event icon|swords}} || Bandit Saboteur || Cage (via West Gate)
 
|}
 
 
 
==== Arena ([[Prison Camp]]) ====
 
{{stub|walkthrough|Add ability links and detail as needed}}
 
[[File:Trio.jpg|thumb|450px|Position and timings of mechanics in the Bandit Trio encounter. Click for larger version.]]
 
'''Prisoner Cage'''
 
 
 
Defend this target throughout the encounter. If it dies, the encounter ends. Possible sources of damage to the cage include:
 
* Unnamed Bandit enemies. They will attack the cage if they are not attacking player characters.
 
**Bandit Saboteurs specifically attack the cage with a heavy bomb that deals severe damage. CC the Saboteur to interrupt this.
 
* Champion Bandits can attack the cage with AOE attacks.
 
** Berg's melee cone attack can hit the cage if he is close enough. Keep this boss away from the cage to avoid.
 
** Zane's long cone attacks pose a greater threat to the cage if he is facing towards it. Keep this boss pointed away from the cage by standing between Zane and the South or East walls at all times.
 
** Narella's attacks do not damage the cage, but this phase has a lot of NPC enemies, mortars to handle, and Narella's fire tornados and conditions can affect players' ability to handle NPCs. Therefore, cage damage is more likely in this phase.
 
* Mortar strikes are able to hit the cage multiple times. CC mortar NPCs or kill the turret quickly to minimize damage.
 
* Player bombs triggered by the Special Action Key can damage the cage if targeted near or at the cage. Either use away from the cage, on a launch pad, or not at all.
 
 
 
;Beehive
 
Use a ranged attack to knock down a beehive from a tree or bridge. This bundle can be picked up, dropped on the ground, and consumed with a skill. Use the beehive to spawn a Swarm of Bees that will attack nearby enemies. The bees are specifically effective towards Berg, giving him the [[Targeted]] debuff. Beehives can also be thrown on Bandit Saboteurs to break their CC bar while planting the bomb.
 
 
 
Collect beehives around the Arena and keep by the door opposite of the cage where Berg spawns. Use most beehives on Berg, but save a few for Narella's phase so the bees will assist with breaking Saboteurs' break bar in case the person assigned to CC'ing Saboteurs dies. A beehive thrown on top of the cage will single-handedly CC a saboteur trying to place a bomb.
 
 
 
;Warg Cages
 
Interact with a cage to release the Tortured Warg trapped within. Wargs will target nearby enemies that are bleeding or focus on Zane to do bonus damage. Open cages on the south side to focus on Zane, then reserve the north cages for Narella.
 
 
 
;Oil Kegs
 
Bundle of items sitting on the ground that can be picked up and dropped, or thrown to inflict a fire AOE. Collect Oil Kegs and keep on the first ledge to the north near the Warg cages. Ranged player characters should throw kegs periodically on Narella from the first north ledge to inflict additional burning conditions, which are more effective on her.
 
 
 
;Bombs
 
Player characters will periodically be targeted by Bandit Sappers and receive a bomb that can be thrown with their Special Action Key, similar to the Sabetha encounter. Player characters can also selectively pick up bombs with the box of bombs near each Launch Pad. These bombs can be thrown at NPCs to deal extra damage, but consequently damage the cage if thrown near it. These bombs also launch players into the air on Launch Pads, and should be utilized to clear out NPCs in hard to reach areas and to leave the Arena to clear out NPCs that set up mortar turrets. They also damage the cage if they time out while near the cage.
 
 
 
;Launch Pads
 
There are two Launch Pads in the Arena - one to the north and one to the south. Players can be launched into the air by using their Special Action Key while holding a bomb, received either from a Sapper or from the box of bombs near the Launch Pad. The north Launch Pad sends the player on top of the starting tower on the east side of the Arena. The south Launch Pad sends the player to the east outside the arena near where the launch pad outside the arena is. Launch area is a little larger than the actual pad. Make sure not to stand to close to avoid being thrown up by accident.
 
 
 
==== Unnamed Bandits ====
 
 
 
;Bandit Snipers
 
Snipers place the {{skill icon|Target!}} effect on players that deals more damage to players as they continue to be hit, identical to the snipers from the [[Sabetha]] encounter. Four minutes after the snipers are killed, a new wave of snipers will respawn with half their initial HP and will take extra damage from reflects.
 
 
 
;Bandits
 
Throughout the encounter [[Bandit Cleric]]s, [[Bandit Sapper|Sappers]], [[Bandit Assassin|Assassins]], [[Bandit Deathsayer|Deathsayers]], and [[Bandit Battlemage|Battlemages]] will come through each of the north, west, and east gates in waves of 3-6. Watch for red [[Area of effect|AoE]]s and the vast amount of [[Control effect|CC]] abilities. Bandit Clerics will heal other bandits throughout the encounter. It is recommended to group all the bandits together or near the current Bandit Champion in order to clear the majority of them as fast as possible. During some of the Bandit Champions the bandits may aggro onto the cage, it is important to pull them away or kill them quickly (without getting additional enemies onto the cage) if they do this. Bringing a long range reflect (such as Wall of Reflection or Feedback) that can be dropped between sappers and the cage can help take pressure off as well.
 
 
 
;Bandit Saboteurs
 
Saboteurs are stealthed mobs (visible only with [[Nuhoch Stealth Detection]]) that can spawn from any gate. Saboteurs spawn in a fixed pattern, with one arriving midway through the fight with Berg, then a pause until midway through the fight with Zane before they start arriving every 30 seconds until near the end of the fight. They ignore all players and run straight for the prisoner cage. A message will appear every time one spawns, warning players that a Saboteur is on its way to the cage. Upon arrival, they will gain a breakbar (that has 200 strength) and begin planting a bomb. Players then have ten seconds to break the bar. If unsuccessful, the bomb deals 55% of the cage's health in damage. The bar can also be broken with the skill provided by beehives.
 
 
 
;Mortars
 
[[Bandit Bombardier]]s will spawn every minute outside the fort. The first three will spawn to the southwest of the fort, and the fourth will spawn with one on top of the eastern tower and one on the high bridge to the north west of it. Depending on the player confidence, sending two people to deal with the fourth set of mortars can help improve success at stopping them from deploying. They will take 20 seconds to move to a location and will begin construction of mortars which will shoot into the fort. They need to be CC'ed while their breakbars are available. Once they reach their turret destination, they will go into a breakbar phase and will begin construction of the turrets. When the bar is broken, the bombardiers will stop the construction the turrets, and will run into the fort and behave like all the other bandits.
 
 
 
==== Champion Bandits ====
 
The champion bandits spawn roughly every 2 minutes; their attacks can deal significant damage to the prisoner cage. It's recommended to kill each Champion Bandit before the next one spawns in order to prevent players from having to fight two at the same time. The encounter ends when all three champions have been defeated.
 
 
 
===== [[Berg]] =====
 
Berg will spawn at the east gate at 6:55.
 
 
 
* '''Mordremoth's Smash''' - A channelled hammer AoE attack that hits in a large arc in front of him, but he will gain a defiance bar while channelling.
 
** Breaking Berg's defiance bar will stop the channelling and will [[daze]] him for 8 seconds.
 
* Environmental Weakness: Bees
 
** Beehives thrown at him will apply the {{skill icon|Not the Bees!}} debuff to damage him over time.{{verify|breakbar damage}}
 
** This debuff increases the window time of the defiance bar from 2 seconds to 4 seconds and increases the cooldown of Mordremoth's Smash from 5 seconds to 20 seconds.
 
 
 
===== [[Zane]] =====
 
Zane will spawn at the south gate at 4:55.
 
 
 
* '''Hail of Bullets''' - A triple cone-shaped attack (similar to [[Kernan]] from the Sabetha encounter), and just like Kernan's attack the third shot is extremely deadly.
 
* '''Unrelenting Assault''' - Every 18 seconds, he will [[shadowstep]] to the furthest player within a ~1000 range (similar to [[Captain Mai Trin|Mai Trin]]), leaving behind a blinding field.
 
* Environmental Weakness: [[Veteran Tortured Warg]]s
 
** When freed from their cages, these wargs will focus on enemies who are {{Bleeding}}.
 
** The wargs will exit the camp 45 seconds after being released.
 
 
 
===== [[Narella]] =====
 
Narella will spawn at the west gate at 2:55.
 
 
 
* '''Flak Shot''' - Narella targets the furthest player within range with this attack (similar to Sabetha's flak shots).
 
* '''Fiery Tornado''' - Spawns a fiery tornado that will follow a player around for the duration it is up. These will toss players around, and cannot be mitigated via stability.
 
* Environmental Weakness: Oil Slicks
 
** The oil kegs will spawn oil slicks where thrown, which can be ignited using {{Burning}}.
 
** Lit oil slicks will add a stack of {{skill icon|Slow Burn}} that deals damage when moving and applies burning every 10 seconds onto Narella.
 
** Tip: The effect does not stack, so it's usually best to evenly space out the kegs one at a time.
 
 
 
==== General Strategy (Prison Camp encounter) ====
 
 
 
;Initial Preparation
 
The raid group usually gathers on top of the tower where they are launched by the [[Sapper Bomb]] from the platform in the south east. At the beginning of the encounter players must split up around the encampment to kill [[Bandit Sniper]]s on the North and South walls, as well as on the two suspended bridges over the center of the camp. They should also gather the environmental items available in order to support the fight.
 
 
 
A common strategy is to split the raid into two squads of five. One squad goes across the high bridge that is connected to the platform, knocking down beehives and collecting the oil kegs while clearing the snipers. After the snipers are taken care of, that group should drop down (Bringing the oil kegs with them) and either join the lower group or deal with snipers on the eastern wall. The second squad drops down to the ground and clears out the [[Bandit Sapper|Sappers]] that start in the courtyard. After that they usually move to the northeast, where they stack in the corner by the small flight of stairs so that the snipers in the north will come down to be easily cleaved down.
 
Both groups are responsible for bringing in beehives and kegs, using the weapon swap to drop them in place rather than throwing them. Two beehives should be placed near the east gate in order to be ready for use on [[Berg]], while the others should be placed nearer the cage for use during the fight with [[Narella]]. Oil kegs should be stacked at the edge of the platform in the north so that they can be thrown at Narella one at a time as the fight progresses.
 
 
 
;Mortars
 
The first two groups of bombardiers each have only one mortar in them, while the third has three and the fourth has two. Because the mortar setup is staggered in the groups that have more than one, it is possible for a single person to handle breaking all of them. To make it easier to handle the set of three, a beehive can be carried out and thrown at one of the setup points.
 
 
 
;Zane
 
His two skills makes it even more important than usual for everyone to stack in one spot away from the cage. Popular stack spots are immediately inside south gate where he spawns, between the two warg cages by the stairs, or at the base of the stairs.
 
 
 
Releasing six wargs - four from the two sets of cages near the gates, and two from up the stairs (That can be released by the player who takes out the mortars on their way back in) should provide enough damage to defeat Zane before Narella spawns, and leaves two wargs to help provide damage against Narella. As the fight with Zane nears its end a saboteur will spawn, the group's dps is reasonable if Zane is defeated before the saboteur is vulnerable to being broken.
 
 
 
;Narella
 
Another source of damage can be the remaining wargs that were not released to attack Zane. Since the ones on the small platform in the north are nearest to Narella, they are commonly used for this purpose.
 
 
 
To free peoples' attention so they can focus on avoiding the fiery tornados and keeping dps up it is easiest to throw a beehive in front of the cage when Narella spawns. This will take care of saboteurs for its duration, and when the effect fades another beehive can be used. During this phase it is critical that flak shots not land on the cage and that mortars not be allowed to freely fire and damage it or the attempt will likely fail due to destruction of the cage. If dps is low, the fourth set of mortars may need to be dealt with, but if dps is good Narella should be defeated before or just as the final set of mortars starts up.
 
 
 
=== [[Matthias Gabrel]] ===
 
* '''{{skill icon|Enraged (Matthias Gabrel)}}''' - After 10 minutes, Matthias will become enraged and deal more damage.
 
 
 
;Player Effects
 
 
 
* '''{{skill icon|Corruption (Matthias Gabrel effect)}}''' - Matthias will corrupt one random player, which surrounds them with a red AoE circle that damages all players.
 
** Timer: Every 30 seconds (starting at 9:55)
 
** The corruption can be cleansed in one of the 4 Forsaken Thicket water fountains in the boss room. Once a fountain is used, it turns from clear to red and cannot be used to cleanse another poison for approximately 90 seconds. The first well used will be ready for use again after all of them have been used.
 
* '''{{skill icon|Unstable Blood Magic}}''' - Matthias will afflict one random player with [[Unstable Blood Magic]], which, when dropped, will spawn a [[Well of the Profane]] (a large red AoE) at the player's feet (an identical mechanic to Volatile Poison in the Slothasor encounter). While this effect is active, the player takes damage. The well AoE will vanish after 90 seconds.
 
** Timer: Every 10 seconds (only during the Heat Wave phases)
 
** The player with unstable blood magic will have a green skull above their head [[File:Volatile Poison IG.png|30px]] and the game will play an audio cue for that player.
 
** The player may use the [[special action skill]] {{skill icon|Purge}} (default: {{key|-}}) to immediately purge the Unstable Blood Magic, otherwise it will automatically drop after 8 seconds.
 
** Tip: It's best to run to the edge of the room (between fountains) to drop the AoE. After dropping the AoE, the player may dodge to avoid being hit by the well.
 
** Tip: Avoid dropping the skill in a water fountain.
 
* '''{{skill icon|Zealous Benediction}}''' - An orange AoE circle will appear under the player, filling up over 5 seconds. (similar to Timer Bomb on Sabetha).
 
** After 5 seconds, the player will take a small amount of damage, but any other players in the AoE circle will be downed.
 
** Timer: Every 20 seconds (only during the Downpour and Abomination phases)
 
** Affects 5 players during Downpour and everyone (except corrupted players) during the Abomination phase.
 
** Players affected by Zealous Benediction cannot be corrupted which sometimes leads to skipping a corruption application.
 
 
 
;Boss Mechanics
 
 
 
* '''{{skill icon|Blood Shield}}''' - Matthias shields himself and becomes [[invulnerable]] to most damage.
 
** Timer: Every 30 seconds before 40% health and every 50 seconds after transformation. Timer only starts once all stacks have been removed though.
 
** Matthias will fire ''Blood Shard'' projectiles at the same target as ''Oppressive Gaze''. These projectiles will need to be reflected back to him to remove the 18 shield stacks.
 
** Tip: It is highly recommended to not bring projectile destruction/conversion during this phase as it may override the projectile reflection.
 
* '''Blood Sacrifice''' - A red arrow will appear on one player's head and they will be teleported to the center of the room after 4 seconds. The player will gain a [[defiance bar]] and must be broken within 10 seconds to free the player or they will die.
 
** Timer: Every 45 seconds (starting at 9:45, but not during the Abomination phase)
 
* '''Shards of Rage''' - Matthias spins in the air and slams down his staff down to the ground to shoot out a circle of projectiles.
 
** Getting hit by these projectiles will apply the {{skill icon|Blood Fueled}} to anyone hit.
 
** During the Abomination phase, he will shoot projectiles in arcing trajectories all over the room.
 
** Tip: Avoid reflecting these projectile back to Matthias.
 
 
 
==== Phase Mechanics ====
 
The environmental hazards vary according to the current weather attuned to by an unstable Matthias.
 
 
 
{| {{STDT}}
 
! colspan=2 | Phase
 
! Health
 
! Passive Weather Effect
 
! Environmental Hazard
 
! Boss Mechanic
 
|-
 
! Phase 1
 
| Ice
 
| 100% - 80%
 
| {{skill icon|Snowstorm (effect)}}
 
|
 
* Icy Patch
 
|
 
* Oppressive Gaze
 
|-
 
! Phase 2
 
| Fire
 
| 80% - 60%
 
| {{skill icon|Heat Wave (effect)}}
 
|
 
* Fire Tornado
 
|
 
* {{skill icon|Unstable Blood Magic}}
 
|-
 
! Phase 3
 
| Storm
 
| 60% - 40%
 
| {{skill icon|Downpour (effect)}}
 
|
 
* Storm Cloud
 
|
 
* {{skill icon|Zealous Benediction}}
 
|-
 
! Phase 4
 
| Abomination
 
| 40% - 0%
 
| Cycles every 30 seconds in order of phases,<br />starting with Snowstorm
 
| Cycles through the hazards according to the phase.
 
* Surrender
 
|
 
* Oppressive Gaze
 
* {{skill icon|Unstable Blood Magic}} (only during Heat Wave)
 
* {{skill icon|Zealous Benediction}} (up to 10 people)
 
|}
 
 
 
; Phase 1 - Ice
 
 
 
* '''{{skill icon|Snowstorm (effect)}}''' - Periodically damages players. Reduces [[movement speed]] and applies {{chilled}} every 10 seconds.
 
** '''Icy Patch''' - Circles of ice periodically appear around the room. Walking over them chills the player and knocks them down. These patches are targetable and can cleared with [[burn]].
 
** '''Oppressive Gaze''' - Matthias spins his staff briefly and fires an orb of energy that does massive amount of damage.
 
*** Matthias will aim this attack at the same target every time (but will switch if that player is no longer alive).
 
*** Used after his ''Shards of Rage'' attacks and after breaking his blood shield.{{verify|If he's due to use Blood Shield soon after Shards of Rage, does he wait?}}
 
*** Tip: This attack can easily avoided by dodging or by standing behind him.
 
 
 
; Phase 2 - Fire
 
 
 
* '''{{skill icon|Heat Wave (effect)}}''' - Periodically damages players. Applies 3 stacks of {{burning}} to players standing still for too long.
 
** '''Fire Tornado''' - Fire tornadoes roam around the room, pulling-in and damaging any nearby players.
 
*** It is possible to escape these tornadoes by either stunbreaking and dodging away, or waiting through the attack.
 
** '''{{skill icon|Unstable Blood Magic}}''' will be afflicted on one random player.
 
 
 
; Phase 3 - Storm
 
* '''{{skill icon|Downpour (effect)}}''' - Periodically damages players. Movement increases stack count and applies 5 stacks of {{poisoned}} every 3&#x02153; seconds.
 
*:* When a player reaches 10 stacks, they will lose all stacks and gain {{skill icon|Unbalanced}}; if the player continues to move, they will be {{knockdown|knocked down}}, however, the debuff will be removed if the player does not move.
 
*:* Tip: It is recommended for players to either avoid movement entirely, or conversely to move until they get the unstable effect, and then stop moving in order to negate the mechanic and be able to move at a key moment.
 
** '''Storm Cloud''' - A single large cloud slowly roams the room. Players standing will get damaged by ''Thunder'' and gains stacks of Downpour.
 
** '''{{skill icon|Zealous Benediction}}''' will be afflicted on 5 random players.
 
 
 
[[File:Mini Matthias Abomination.jpg|thumb|150px|right|White Mantle Abomination.]]
 
; Phase 4 - Abomination
 
Matthias' Power will become {{skill icon|Unstable}} and he will transform into a bloodstone-infused abomination.
 
* During this phase, Matthias will cycle through the Snowstorm, Heat Wave, and Downpour phases every 30 seconds, retaining all their mechanics.
 
* While transformed phase, Matthias will have an identical set of skills as prior to his transformation, however their effects will be increased in potency.
 
** e.g., all players are now tagged by bomb-like AoEs instead of 5, and his ''Oppressive Gaze'' attack deals even more damage.
 
* '''Surrender''' - A spirit will walk across the centre of the room in a straight path.
 
** The spirits deal heavy damage if it walks through a player; this damage cannot be evaded but can be blocked.
 
** Below 20% health, an additional spirit will spawn.
 
{{clear}}
 
  
 
== NPCs ==
 
== NPCs ==
 
=== Allies ===
 
=== Allies ===
;[[Asura]]
+
* [[Asura]]
* {{vendor|merchant}}[[Scholar Glenna]]
+
** {{vendor|merchant}}[[Scholar Glenna]]
 
 
;[[Human]]s
 
* [[Captive]]
 
* [[Prisoner]]
 
* [[Squad Leader Bennett]]
 
 
 
;[[Canine]]s
 
* [[Veteran Tortured Warg]]
 
  
 
=== Foes ===
 
=== Foes ===
;[[Canine]]s
+
* [[Wurm]]s
* [[Veteran Warg]]
+
** [[Slubling]]s
 +
** [[Evolved Slubling]]s
 +
** [[Slothasor]] (boss)
  
;[[Bandit]]s
+
* [[Bandit]]s
* [[Bandit Arsonist (Forsaken Thicket)|Bandit Arsonist]]
+
** [[Bandit Arsonist (Spirit Vale)|Bandit Arsonist]]
* [[Bandit Assassin (Forsaken Thicket)|Bandit Assassin]]
+
** [[Bandit Sapper]]
* [[Bandit Battlemage]]
+
** [[Bandit Sniper]]
* [[Bandit Brawler (Forsaken Thicket)|Bandit Brawler]]
+
** [[Bandit Thug (Spirit Vale)|Bandit Thug]]
* [[Bandit Cleric]]
+
** [[Bandit Cleric]]
* [[Bandit Deathsayer]]
+
** [[Bandit Assassin (Salvation Pass)|Bandit Assassin]]
* [[Bandit Bombardier]]
+
** [[Bandit Deathslayer]]
* [[Bandit Sapper]]
+
** [[Bandit Battlemage]]
* [[Bandit Sniper]]
+
** [[Bandit Brawler (Salvation Pass)|Bandit Brawler]]
* [[Bandit Thug (Forsaken Thicket)|Bandit Thug]]
 
* [[Berg]] <small>'''''(boss)'''''</small>
 
* [[Narella]] <small>'''''(boss)'''''</small>
 
* [[Zane]] <small>'''''(boss)'''''</small>
 
  
;[[Fungi]]
+
* [[Canine]]s
* [[Veteran Mushroom Spike Thrower]]
+
**[[Veteran Warg]]
* [[Veteran Mushroom Stomper]]
 
  
;[[Elemental]]s
+
* [[Plant]]
* [[Fiery Tornado]]
+
** [[Veteran Mushroom Spike Thrower]]
* [[Icy Patch]]
+
** [[Veteran Mushroom Stomper]]
* [[Storm Cloud]]
 
  
;[[Saurian]]s
+
* [[Saurian]]s
* [[Pocket Raptor]]
+
** [[Pocket Raptor]]
  
;[[Sloth]]s
+
* [[White Mantle]]
* [[Evolved Slubling]]s
+
**[[Matthias Gabrel]]
* [[Slothasor]] <small>'''''(boss)'''''</small>
 
* [[Slubling]]s
 
 
 
;[[White Mantle]]
 
* [[Matthias Gabrel]] <small>'''''(boss)'''''</small>
 
  
 
== Objects ==
 
== Objects ==
=== Related to the [[Slothasor]] encounter ===
 
 
* [[Imbued Mushroom]]
 
* [[Imbued Mushroom]]
 
* [[Golden Slubling]]
 
* [[Golden Slubling]]
 
+
* [[Torn Page (Salvation Pass)|Torn Page]]
=== Related to [[Prison Camp Encounter]] ===
 
* [[Beehive (Salvation Pass)|Beehive]]
 
* [[Bombs (Forsaken Thicket)|Bombs]]
 
* [[Cage (Salvation Pass)|Cage]]
 
* [[Oil Keg]]
 
 
 
=== Related to [[Matthias Gabrel]] encounter ===
 
* [[Soup Pot]]
 
 
 
=== Books and Journals ===
 
* [[Bandit Journal]]
 
* [[Crumpled Paper]]
 
* [[Narella's Journal]]
 
 
* [[Prison Logbook]]
 
* [[Prison Logbook]]
* [[Torn Page (Salvation Pass)|Torn Page]]
 
 
=== Other ===
 
* [[Anvil]]
 
* [[Asura Gate (Salvation Pass)|Asura Gate]]
 
* [[Barrel (Salvation Pass)|Barrel]]
 
* [[Bodies (Salvation Pass)|Bodies]]
 
* [[Dagger (Salvation Pass)|Dagger]]
 
* [[Giant Beehive]]
 
* [[Gravestone (Salvation Pass)|Gravestone]]
 
* [[Ley Rift]]
 
* [[Maguuma Mastery Insight: Salvation Pass Mastery|Maguuma Mastery Insight]]
 
* [[Mordrem Vine]]
 
* [[Shard (Salvation Pass)|Shard]]
 
 
=== Chests ===
 
;Boss chests
 
* [[Slothasor Chest]]
 
* [[Prison-Camp Chest]]
 
* [[Matthias's Chest]]
 
 
;Hidden chests
 
* [[Hidden chest (Salvation Pass)|Hidden chest]]
 
 
=== Mushrooms ===
 
* [[Bouncing Mushroom]]
 
  
 
== Dialogue ==
 
== Dialogue ==
{{section-stub|location|Missing dialogue.}}
 
  
{{see|Squad Leader Bennett#Dialogue}}
 
 
Entering Salvation Pass:
 
Entering Salvation Pass:
 
:'''<Character name>:''' According to intelligence, this cave system leads deeper into the complex.
 
:'''<Character name>:''' According to intelligence, this cave system leads deeper into the complex.
Строка 512: Строка 134:
 
:'''<Character name>:''' Keep your eyes open for anything that might lead us in the right direction-or tell us more about our enemy.
 
:'''<Character name>:''' Keep your eyes open for anything that might lead us in the right direction-or tell us more about our enemy.
  
After killing some [[Slubling]]s:
+
Approaching [[Slothasor]] (as an Asura):
:'''<Character name>:''' Was that supposed to happen?
+
:'''< Character name>:''' Wonderful.
 +
:'''< Character name>:''' Look around for a way out of here. And try not to annoy that... specimen.
 +
Or (as other races):
 +
:'''< Character name>:''' Oh, great.
 +
:'''< Character name>:''' Look around for a way out of here. And try not to annoy that... thing.
  
Approaching [[Slothasor]] (as an [[asura]]):
+
While traveling to the [[Bandit Camp]]:
:'''<Character name>:''' Wonderful.
+
:'''???:''' Wait. Where are we? What is this?
:'''<Character name>:''' Look around for a way out of here. And try not to annoy that... specimen.
 
Or:
 
:'''<Character name>:''' Oh, great.
 
:'''<Character name>:''' Look around for a way out of here. And try not to annoy that... thing.
 
Or:
 
:'''<Character name>:''' Find an exit. And try not to annoy that monstrosity.
 
 
 
When getting first transformed into a Slubling:
 
:'''<Character name>:''' What's happening?
 
Or
 
:'''<Character name>:''' What the- Oh... great. Ok, nobody panic.
 
Or
 
:'''<Character name>:''' What the- Oh... [[Six Human Gods|gods]]. Ok, nobody panic.
 
 
 
:'''<Character name>:''' Everything is... fine. I'll... slither... ahead and see if I can take advantage of this.
 
:'''<Character name>:''' The rest of you take down that hairy beast.
 
:'''<Character name>:''' And no wisecracks about my looks.
 
Or
 
:'''<Character name>:''' The rest of you take down that sloth.
 
:'''<Character name>:''' And no jokes about my new look.
 
 
 
When starting the fight with Slothasor:
 
:'''<Character name>:''' I think you angered it.
 
Or
 
:'''<Character name:>''' I think you made it mad. At us.
 
:'''<Character name:>''' We'll deal with the big guy while you clear the room.
 
Or
 
:'''<Character name:>''' It's... displeased.
 
Or <small>If Sylvari</small>
 
:'''<Character name:>''' Are you OK? You, uh, look... different.
 
:'''<Character name:>''' We'll deal with the large one while you clear the room.
 
 
 
Upon exiting Slubling form:
 
:'''<Character name>:''' My brain... What happened?
 
:'''<Character name>:''' That'll teach me to eat untrustworthy toadstools.
 
 
Or
 
Or
:'''<Character name>:''' Oh, my head...
 
:'''<Character name>:''' That'll teach me to eat mystery mushrooms.
 
 
While traveling to the [[Prison Camp]]:
 
:'''???:''' Wait. Where are we? What is this?
 
Or:
 
 
:'''???:''' What's happening? This isn't right.
 
:'''???:''' What's happening? This isn't right.
 
:'''<Character name>:''' We're getting close. Keep moving!
 
:'''<Character name>:''' We're getting close. Keep moving!
  
Upon entering the Prison Camp:
+
Upon entering the [[Bandit Camp]]:
 
:'''<Character name>:''' We're getting you out of here!
 
:'''<Character name>:''' We're getting you out of here!
 
:'''Prisoner:''' Hurry! The forest is full of them. They'll call in the reinforcements!
 
:'''Prisoner:''' Hurry! The forest is full of them. They'll call in the reinforcements!
 
:'''Prisoner:''' Here they come!
 
:'''Prisoner:''' Here they come!
  
During the [[Prison Camp Encounter]]:
+
During the [[Bandit Camp]] event:
 
:'''[[Matthias Gabrel]]:''' No one leaves!
 
:'''[[Matthias Gabrel]]:''' No one leaves!
 
:'''[[Zane]]:''' Kill the invaders. And then kill the prisoners. They know too much!
 
:'''[[Zane]]:''' Kill the invaders. And then kill the prisoners. They know too much!
:'''Zane:''' No loose ends! Everyone dies!
+
:'''[[Zane]]:''' No loose ends! Everyone dies!
  
After finishing the Prison Camp encounter:
+
After finishing the [[Bandit Camp]] event:
 
:'''Prisoner:''' Praise Dwayna. We could have ended up like the others if you hadn't come.
 
:'''Prisoner:''' Praise Dwayna. We could have ended up like the others if you hadn't come.
 
:'''<Character name>:''' What do you mean?
 
:'''<Character name>:''' What do you mean?
Строка 581: Строка 166:
 
:'''<Character name>:''' There's a Pact camp at the jungle entrance. They'll tend to your wounds. Go!
 
:'''<Character name>:''' There's a Pact camp at the jungle entrance. They'll tend to your wounds. Go!
  
Exploring around the Prison Camp (post encounter):
+
Exploring around the Bandit camp (post event):
 
:'''???:''' Why are you doing this? What have we done?
 
:'''???:''' Why are you doing this? What have we done?
  
At the [[Burn Pit]]:
+
At the burning pit:  
 
:'''???:''' Stop! No! Stop! Please!
 
:'''???:''' Stop! No! Stop! Please!
 
:'''<Character name>:''' These spirits weren't soldiers. They were ordinary people.
 
:'''<Character name>:''' These spirits weren't soldiers. They were ordinary people.
Or:
+
 
 +
Navigating to the ruins:
 
:'''???:''' You'll never get away with this. I hope you rot!
 
:'''???:''' You'll never get away with this. I hope you rot!
:'''<Character name>:''' How long have you roamed this land? You poor souls.
 
:'''<Charr squad member>:''' These ghosts aren't from the [[Foefire]], that's for sure.
 
 
Near Dead Man's Gorge:
 
:'''<Character name>:''' What is that?
 
:'''<Charr squad member>:''' This doesn't look good.
 
:'''???:''' I'll do anything you want. Please. Just let us go.
 
  
 
Inside the ruins:
 
Inside the ruins:
 
:'''???:''' Where are you? Please, come back!
 
:'''???:''' Where are you? Please, come back!
Or:
 
:'''???:''' Hello? Is anyone there? Can you hear me?
 
  
 
:'''<Character name>:''' Weapons out!
 
:'''<Character name>:''' Weapons out!
Строка 611: Строка 188:
 
:'''Captive:''' You should leave. Once you see it, it'll be too late.
 
:'''Captive:''' You should leave. Once you see it, it'll be too late.
 
:'''<Character name>:''' There's something to see?
 
:'''<Character name>:''' There's something to see?
Or:
+
Or
 
:'''<Character name>:''' See what?
 
:'''<Character name>:''' See what?
 
:'''Captive:''' The extent of their power. Once you've been up the hill... It's hopeless.
 
:'''Captive:''' The extent of their power. Once you've been up the hill... It's hopeless.
 
:'''<Character name>:''' Do you know who we are? We're not afraid.
 
:'''<Character name>:''' Do you know who we are? We're not afraid.
Or:
+
Or
 
:'''<Character name>:''' We won't abandon you. That's not who we are.
 
:'''<Character name>:''' We won't abandon you. That's not who we are.
 
:'''Captive:''' Very well. I'll pray for you.
 
:'''Captive:''' Very well. I'll pray for you.
 
When approaching Matthias:
 
:'''Matthias Gabrel:''' "I am the scythe, the bringer of salvation."
 
:'''Squad Leader Bennett:''' I need your help!
 
:'''Matthias Gabrel:''' "And I shall harvest the souls of the unbelievers."
 
 
While fighting Matthias:
 
:'''Matthias Gabrel:''' Elements, I command you to bend to my will.
 
:'''Matthias Gabrel:''' Magic surges through me! The elements are in my grasp!
 
:'''Matthias Gabrel:''' Bow before the [[White Mantle]]!
 
:'''Matthias Gabrel:''' You'll never stop us!
 
 
When sacrificing a player:
 
:'''Matthias Gabrel:''' Your sacrifice will bring [[Lazarus|him]] life.
 
 
If a player is sacrificed:
 
:'''Matthias Gabrel:''' A worthy sacrifice.
 
 
If a player is not sacrificed:
 
:'''Matthias Gabrel:''' He will not be pleased.
 
 
Upon defeating Matthias:
 
:'''Squad Leader Bennett:''' That was close.
 
:'''Squad Leader Bennett:''' Thanks. I wish we could take this moment to celebrate, but I fear there isn't time.
 
:'''Squad Leader Bennett:''' They're sacrificing people again.
 
:'''Squad Leader Bennett:''' And we need to stop them.
 
 
Returning to the ruins after defeating Matthias Gabrel:
 
:'''Captive:''' They're here!
 
:'''<Character name>:''' Listen up, everyone! You're free to go.
 
:'''Captive:''' (sigh)
 
:'''Captive:''' Oh, thank Dwayna!
 
:'''Captive:''' You've... taken care of... the inquisitor?
 
:'''<Character name>:''' We took vengance. You're safe.
 
:'''Captive:''' We'll never be safe again. They'll find out what happened here.
 
:'''<Character name>:''' The White Mantle, you mean?
 
:'''Captive:''' Yes. Their magic is beyond measure and growing stronger. Their cruelty outweighs even their power.
 
:'''Captive:''' Grab a weapon. We're leaving here. Quickly now!
 
:'''Captive:''' I can't believe it.
 
:'''Captive:''' I'll pack for the journey.
 
:'''Captive:''' Danya! We're going home.
 
:'''Captive:''' There's something you may want to know.
 
:'''Captive:''' My husband was a scholar, and when we were first captured, he tried to document everything we saw.
 
:'''<Character name>:''' In the book you're holding?
 
:'''Captive:''' No. They tore up the book and scattered the pages. The cover is all I have left.
 
:'''<Character name>:''' They took him?
 
:'''Captive:''' Sacrificed... on the altar. I tell you this because there may be pages still lying around.
 
:'''<Character name>:''' Sorry for your loss. I'll keep my eyes open for loose pages.
 
:'''Captive:''' Thank you for avenging my husband. We'll pray that Dwayna keep you within her blessed embrace.
 
  
 
== Notes ==
 
== Notes ==
Строка 673: Строка 201:
 
== See also ==
 
== See also ==
 
* {{achievement icon|Salvation Pass (achievements)}}
 
* {{achievement icon|Salvation Pass (achievements)}}
 
== External links ==
 
* [https://www.guildwars2.com/en/the-game/releases/march-08-2016/ Official release page]
 
* [http://guildwars-2.ru/vtoroe-krylo-rejda-nekotorye-detali-i-novye-bossy/ Второе крыло рейда — некоторые детали и новые боссы], GuildWars-2.ru
 
* [http://guildwars-2.ru/izmeneniya-v-patche-ot-08-03-2016-vtoroe-krylo-rejda/ Изменения в патче от 08.03.2016 — второе крыло рейда], GuildWars-2.ru
 
  
 
{{Raid nav|1}}
 
{{Raid nav|1}}
{{Forsaken Thicket encounter nav}}
 
[[Category:Salvation Pass]]
 

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