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Old Oct 21, 2007, 05:46 AM // 05:46   #1
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Angry Clearing FoW ERROR

Okay my family and I just finished "clearing" Fissure of woe. we were headed off to kill the last two shard wolves and we fail the mission... There is nothing around us and there were no NPC in imminent danger. We were down there approximately 5 hours... any ideas what happened?
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Old Oct 21, 2007, 06:05 AM // 06:05   #2
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Had you done the Gift of Griffins quest already? First time I had a group going for the monument we forgot to trigger the patrols that come up from the beach area. As a result when we got to that point, coming up from the beach, we had triggered the patrols. One of those groups goes around the tower of courage and will aggro the griffins inside the tower (and killing them thus kicking you out).

Other thing it could've been was a group too close to the Eternal Weaponsmith's trio. A wandering group could've gotten too close, aggroed, and killed either the weaponsmith or Zurotai the Eternal (neither of which show up on the ally list).
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Old Oct 21, 2007, 06:53 AM // 06:53   #3
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We cleared it yesterday and didn't have problems - however, having done the Shard Wolf quest in the past and it had bugged on me and some guildies, we didn't take ANY chance. We had someone who knew the wolves spawns, so we cleared everything around them before getting the quest.
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Old Oct 21, 2007, 02:30 PM // 14:30   #4
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http://www.guildwarsguru.com/forum/s...php?t=10208798
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Old Oct 22, 2007, 01:16 PM // 13:16   #5
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Possibly a ghost died...or the griffens died....thats my only thoughts.

I doubt its an error...something had to have died that would have sent you back.
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Old Oct 22, 2007, 06:27 PM // 18:27   #6
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There wasn't anything in danger though... that was my thought as well... "wait, did one of the ghosts die?" <-- lol Ghosts die...
Anyways, the answer is NO. There were no ghosts in any kind of danger, we took the shard wolf quest after we had completed everything else, almost all the enemies in the FoW were dead... and I can't come up with a logical reason why we died. Is there an unseen bot timer down there perhaps?
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Old Oct 22, 2007, 06:36 PM // 18:36   #7
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Sometimes the eternals on the battlefield can pop up the archers close by, even if they look safe and sound. It's always safest to clear past them then circle back to the mob preventing the eternals from spawning. That way you also avoid the eternals aggroing the patrol that also comes in quite close.

Also if you have an MM an eternal will sometimes want to heal you or your minions(especially) and follow them out of position and end up in a non safe place.

Having cleared FoW 100's of times i've not seen a bug like you describe, but when going with less experienced players/pugs we've often see the eternals go out of position or get wiped by the above pop ups/patrol

Also, when doing the tower of strength with a MM be careful also. As soon as the tower mage is dragged off course, his script breaks and he wont open the door

Best thing to do is flag the MM well out of the way(the right turn into the Khobay area will do) or the path into the burning forest as soon as you have cleared the last Shadow patrol. Then send one person to fetch and keep him in aggro circle all the time so as to babysit him.

Other monk characters do the same, including the guy at Nundu bay who will follow you all the way to the Harbingers and is sure to die on the way.

Last edited by Shanaeri Rynale; Oct 22, 2007 at 06:49 PM // 18:49..
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Old Oct 23, 2007, 12:59 AM // 00:59   #8
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Quote:
Originally Posted by Shanaeri Rynale

Having cleared FoW 100's of times

Also, when doing the tower of strength with a MM be careful also.
Why is there a MM in fow. There can not be enough bodies to sustain minions. I am just curious.
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Old Oct 23, 2007, 08:05 AM // 08:05   #9
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The only place a MM struggles is the battlefield area, everywhere else there are corpses galore. Most people dont see any further than the forge area which has led to this miconception. To counter the battlefiield downside I tend to use flesh golem combined with draw and infuse conditions which means a lot of condition removal work is taken from the monks and placed on the poor flesh golem who's exploitable corpse is ideal for use in the battlefield area.

Before Paragons got a nerf, we cleared the entire burning forest in 3 pulls with a MM, and a paragon in the team. Happy days

MM's help you do the defend the forge quest in a single pull, contain aggro and deny corpses for the shadow beasts. They are also affected by some shouts, and wards(e.g the ebon vanguard one) so their armor level is buffed giving you a large army with almost warrior levels of armor.

I'm not saying taking a MM is essential, just that when used in syengy with the rest of the teams skills, it's effect is devestating. We have a target of doing every quest in FoW in under an hour(we're pretty close to that now. just need to optimise the route) and an MM is part of that team build.

Last edited by Shanaeri Rynale; Oct 23, 2007 at 08:07 AM // 08:07..
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Old Oct 23, 2007, 08:42 AM // 08:42   #10
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the identical thing just happened to me, doing shard wolves as the last quest. Had 3 to go, and out of nowhere, while running to the next one, we got kicked out. 4+ hours down the drain.

Thanks, anet.
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Old Oct 23, 2007, 08:52 AM // 08:52   #11
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Really unlucky.

Some 3-4 weeks ago, still before the FoW/UW update, my guild and me we've done all the quests there, including the wolves one, /resinged after that ...and noone got the the credit for HoM.
We tried again, also next weekend, also before the update and all went well, still some 3h of the 1st apprach were wasted... :|
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Old Oct 23, 2007, 09:12 AM // 09:12   #12
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Quote:
Originally Posted by Racthoh
Had you done the Gift of Griffins quest already? First time I had a group going for the monument we forgot to trigger the patrols that come up from the beach area. As a result when we got to that point, coming up from the beach, we had triggered the patrols. One of those groups goes around the tower of courage and will aggro the griffins inside the tower (and killing them thus kicking you out).

Other thing it could've been was a group too close to the Eternal Weaponsmith's trio. A wandering group could've gotten too close, aggroed, and killed either the weaponsmith or Zurotai the Eternal (neither of which show up on the ally list).
from the sound of that, I'll leave Gift of Griffins for last. I did notice the Tower Mage was getting nuked by a siege wurm but ran past him.......didn't think that would matter. Maybe it did?
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Old Oct 23, 2007, 10:31 AM // 10:31   #13
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If the tower mage dies it's GG.
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Old Oct 25, 2007, 04:41 PM // 16:41   #14
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Quote:
Originally Posted by Racthoh
Had you done the Gift of Griffins quest already? First time I had a group going for the monument we forgot to trigger the patrols that come up from the beach area. As a result when we got to that point, coming up from the beach, we had triggered the patrols. One of those groups goes around the tower of courage and will aggro the griffins inside the tower (and killing them thus kicking you out).

Other thing it could've been was a group too close to the Eternal Weaponsmith's trio. A wandering group could've gotten too close, aggroed, and killed either the weaponsmith or Zurotai the Eternal (neither of which show up on the ally list).
probably the problem I had...did this with a mate 2:00hours.(so easy to redo- just frustrating (good old vent ^^)..onto the last shard wolf and just got kicked...probs griffins died....so much easier if they were on ally bar ^^
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Old Oct 27, 2007, 09:05 PM // 21:05   #15
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Quote:
Originally Posted by Racthoh
Had you done the Gift of Griffins quest already? First time I had a group going for the monument we forgot to trigger the patrols that come up from the beach area. As a result when we got to that point, coming up from the beach, we had triggered the patrols. One of those groups goes around the tower of courage and will aggro the griffins inside the tower (and killing them thus kicking you out).
This is correct. I was clearing FoW with a guild group a couple of days back and we had the exact same thing happen, only one of us was close enough to the tower that we were able to see that one of the griffons got killed. One wolf left too...
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Old Nov 06, 2007, 09:16 AM // 09:16   #16
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Well I completed it tonight. Me and a guildie and 6 heroes. I was monk using the uber LoD + arcane thievery --> Healer's Boon perma double elite thing......which completely rules.

Anyways, I picked up shard wolves (The Hunt) quest right after Forgemaster, and left the Gift of Griffins for the end.

For some strange reason, the second time, the Griffons stayed parked and let me clear the path. The previous time they ran right to me as soon as I got the quest, and had to watch their health as we wet back to the tower.

So I got my statue, the fissure chest gave me a junk shield, key, shard, and onyx.

This time I did a lot more extra clearing too. Got all the worms by the Tower of Strength.
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Old Nov 06, 2007, 10:27 AM // 10:27   #17
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a ghost died most likely..should have cleared whole fow before getting quests that spawn creeps
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Old Jan 04, 2008, 11:14 PM // 23:14   #18
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Omg! They seriously need to do something about this. Exact same thing happened to us last night. 3 hours into FoW on the "LAST" wolf at the beach. all of a sudden BAm. Dead. None of allies in the party list died. Maybe a griffon inside the temple? Why are the stupid griffons/allies still affected AFTER we finish the quest. Do they expect us to vanquish FoW?

It's really annoying and put me off FoW clearing for a while. It really hurts when it's not your fault/error. They should make the griffons etc whatever it is that dies non hostile. Sigh.
possible to file a bug for this? how do you avoid it? It hurts when you're on the last shard wolf.
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Old Jan 05, 2008, 07:57 AM // 07:57   #19
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This is a common failure. Outside the temple where Rastigan goes, there is a HUGE pop-up of shadow beasts and other shadow army. While you walk around, and have deposited the griffons in the temple, there is a chance of the patrols aggroing the griffons. But, sometimes the griffons aggro the next group too. They are warriors, so guess where they go. straight into the pop-up. What you SHOULD do is clear the whole shadow army starting place. This way ur sure.

Otherwise, if you have played FoW long enough, you can visualise a map of the patrols of the monsters and blast your way throug it, making a 2 aggro bubble passage. Ur done, basta.

But it really hurts when you are on last shard wolf in beach.
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Old Jan 07, 2008, 07:25 PM // 19:25   #20
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Yep, same thing happened to us. Dang griffins!!

Anyways, I've since learned how to avoid it. I do the griffin quest last. Here's the order I go in. It may not be the fastest, but it works for us.

1. Tower of Courage. (Um, yeah. Does anyone NOT do this one first??)
2. Take Wailing Lord Quest (save til later)
Head towards the battlefield and pick up 3. Army of Darkness and 4. The Eternal Forgemaster.
Complete Army of Darkness
Move to the forge and complete The Eternal Forgemaster
5. Take and Complete Defend the Temple of War
6. Take Restore the Temple and 7. Khobay the Betrayer
8. Take Tower of Strength from Eternal Lord Taeres (Make sure nobody talks to the Tower Mage)
Move out of the forge towards the spider cave.
On the way activate 9. The Hunt and kill the first shard wolf that spawns there.
Clear out the spider cave and Complete Restore the Temple. Move out onto the beach and kill the shard wolf there.
Return to the forge and take a 5 minute merching break.
Back to the battlefield (Kill the wolf) and move North into the burning forest.
10. Take and Complete Slaves of the Menzies. (Kill wolf #4)
From the forest move south to the Tower of Strength. Go slowly pulling and killing small groups. (and wolf #5)
Complete Khobay the Betrayer on the way back to the forge.
Pick up the Tower Mage and complete Tower of Strength.
Time for another 5 minute merching break.
Back out to the battlefield and into the forest of the wailing lord.
Complete The Wailing Lord (and kill wolf #6)
11. Pick up A Gift of Griffins
Leave one party member behind to babysit the griffins while the rest clear the way to the tower of courage and kill wolf #7.
When it's safe bring the griffins, collect the rewards for Wailing Lord and Griffins and then head back to the forge for the Chest of Woe.
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