- 1 Getting there
- 2 Locations
- 3 Interactive map
- 4 Objectives
- 5 Walkthrough
- 6 NPCs
- 7 Objects
- 8 Dialogue
- 9 Notes
- 10 See also
- 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.
- Points of Interest
- Slothasor's Den —
- Burn Pit —
- Prison Camp —
- Dead Man's Gorge —
- Labor Camp —
- Temple of Salvation —
- Prison Camp Vista —
- Defeat Slothasor.
- Investigate the bandit camp.
- Protect the caged prisoners
- Defeat the three bandit champions.
- Find a way to ascend the cliff.
- Explore the area ahead.
- Cull the bandits in the ruins.
- Bandits remaining: 20
- Defeat Inquisitor Matthias Gabrel.
Prior to fighting Slothasor, players will have to travel through a tunnel populated with slublings. Players can choose to either kill the slublings and Evolved Slublings, or run past them and immediately begin the Slothasor encounter. Both types of slublings spit projectiles that apply conditions and corrupt boons.
The majority of the arena in which the Slothasor encounter happens is covered in a green poison field emanating from the Poison Mushrooms. This poison area quickly applies heavily damaging poison stacks. Do not stand in it. Poison Mushrooms cannot be destroyed or remove by regular player skills or utilities, they can however be eaten by slublings.
Imbued Mushrooms are blue glowing mushrooms which spawn in four fixed locations in the arena, one every 60 seconds. They spawn counter-clockwise, starting at the beginning of the area.
To begin the fight, a player must eat the first Imbued Mushroom to transform into a Slubling. In this magic transformation, the player becomes hostile to the other players and must eat purple poison mushrooms to clear a small area from the green ground and create a safe route to where the next Imbued Mushroom spawns.
After the transformation ends, the player becomes Nauseated and cannot eat another Imbued Mushroom for 4 minutes. Someone else must repeat the same process after the next Imbued Mushroom spawns. Avoid attacking the player that is transformed.
Slublings spawn in groups of 5 every 30 seconds. Skills with projectile reflection or projectile destruction/conversion are recommended for use in order to prevent them from applying heavy conditions and corrupting boons of players in the squad. It is recommended that chronomancers run a focus in order to pull the slublings together so they can be cleaved down. Bringing necromancers for Epidemic and condition clear with Plague Signet can also be useful, but they need to take extra care to not spread conditions to the allied slubling.
Slothasor will fixate on one random player at a time; loosely following only this player for the duration of the fixation. The fixated player has a diamond-shaped purple marker above their head. Taking care to avoid Slothasor's fire breath attack, the fixated player must move Slothasor around the cave in a counter-clockwise motion, along the path which the transformed player has previously cleared. A recommended placement is to have Slothasor face a wall, with proper fixate positioning, and having the rest of the squad stand behind Slothasor; thus allowing for a maximum of relatively safe damage.
Every 45 seconds (starting at 6:45), Slothasor does a Tantrum attack which spawns 3 Area of Effect circles, one about every half second, where each player stands. In order to prevent it from covering the limited cleared space, players should stand still and dodge when the third set of circles appear.Throughout the encounter Slothasor will mark players with Volatile Poison, the marked players will have a green skull above their head. After 5 seconds, it will drop a slowly expanding AoE that deals massive damage to anyone standing in it, and which will grow to cover almost 1/2 the room. It is imperative to drop this away from the group, behind, at the furthest cleared area (similar mechanic to the Time Bomb of Sabetha). It is also possible for players to drop the Volatile Poison earlier than the 5 second mark using their special action key.
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.Every 20% health (as well as again at 10% health), Slothasor will fall asleep and gain a break bar. During this time, it is immune to any form of damage. Once broken, Slothasor will Fear the entire squad twice, lasting 10 seconds. Stunbreaks 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.
When Slothasor's health is reduced to 50%, it will begin casting Spore Release at regular intervals, firing projectiles which apply heavy stacks of torment, burning and poison to the entire group. During this attack, Slothasor will appear to shake his entire body, firing projectiles to any players nearby. 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. These projectiles move outwards in an arc motion; therefore dodging towards Slothasor, and consequently through the barrage of spores, is an ideal method of avoiding this attack.
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 Snipers 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 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.
- Bandit Snipers
Throughout the encounter Bandit Clerics, Sappers, Assassins, Deathsayers, and Battlemages will come through each of the north, west, and east gates in waves of 3-6. Watch for red AoEs and the vast amount of 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.
Bandit Bombardiers 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. To make it easier to handle the set of three, a beehive can be carried out and thrown at one of the setup points.
The first two groups 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.
- Champion Bandits
It's recommended to kill each Champion Bandit before the next one spawns (under two minutes) in order to prevent players from having to fight two at the same time.
At 6:55, Berg will spawn at the east gate. He has a channeled hammer AoE attack that hits in a large arc in front of him and breaking the bar will stop the channeling.
Berg is usually engaged right where he spawns.
At 4:55, Zane will spawn at the south gate. He has a triple cone shaped attack (similar to Kernan from the Sabetha encounter), and just like Kernan's attack the third shot is extremely deadly. His cone shaped attack have a large AoE and can easily hit the cage, so keep him the furthest away possible from the cage. Every 18 seconds, he will shadowstep to the furthest player within a ~1000 range (similar to Mai Trin).
Zane's environmental weakness is the Tortured Veteran Wargs found within the cages. These wargs will focus onto enemies who have Bleed, so players must focus their bleeds onto Zane. The wargs are around for 45 seconds after being released, after which they will exit the compound. 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.
Due to Zane's teleport targeting the most distant player, it is even more important than usual for everyone to stack in one spot. The popular spots to stack are immediately at the gate where he spawns, between the two warg cages by the stairs, or at the base of the stairs.
At 2:55, Narella will spawn. She has three main attacks. The first one is a napalm flak shot that targets the furthest player within range with this attack (similar to Sabetha's flak shots). Her second attack is a shot that 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. The third attack is a simple flamethrower auto-attack.
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.
Narella is usually engaged right where she spawns. The encounter ends when she dies.
Well of the Profane:
Players will get a large green skull over their heads and see a special action key available (an identical mechanic to Volatile Poison in the Slothasor encounter) when they are targeted with Well of the Profane. Using the special action key will drop a large red AoE on the ground. It's best to run to the edge of the room to drop the AoE. While this effect is active, the player takes damage. After dropping the AoE, the player must dodge to avoid being hit by it. Avoid dropping the skill on a well.
Every 45 seconds (starting at 9:45), a red arrow will appear on one character's head and will teleport them into the center of the room 4 seconds after the arrow appears. He gets a breakbar and must be broken in 8 seconds to free the player or they will die. This attack stops after the boss is below 40% and has gone through his transformation.
Shards of Rage:
After 40%, he will be shooting projectiles all over the room.
Applies Snowstorm that deals damage to players regularly, movement speed is reduced and chill is applied every 10 seconds.
Phase 1 - Ice:
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.
After his shards of rage attacks and after breaking his blood shield, Matthias spins his staff briefly and fires an orb of energy (Oppressive Gaze) that does massive amount of damage. This attack can easily avoided by dodging or by standing behind him.
Phase 2 - Fire:
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.
Phase 3 - Storm:
Throughout this phase, red bombs will spawn on 5 players who need to spread out to not damage other players (similar to Timer Bomb on Sabetha and Volatile Poison on Slothasor).
A single large storm cloud slowly roams the room. Standing in the cloud damages the player and increases the number of knockdown stacks.
Phase 4 - Transformation :
A single ghost will walk slowing through the room in a straight line and does heavy damage if it walks through a player. At 20% health, another ghost spawns and walks through the room.
- Bandit Arsonist
- Bandit Assassin
- Bandit Battlemage
- Bandit Brawler
- Bandit Cleric
- Bandit Deathsayer
- Bandit Bombardier
- Bandit Sapper
- Bandit Sniper
- Bandit Thug
- Berg (boss)
- Narella (boss)
- Zane (boss)
- Matthias Gabrel (boss)
Related to Prison Camp Encounter
Related to Matthias Gabrel encounter
Books and Journals
- Asura Gate
- Giant Beehive
- Ley Rift
- Maguuma Mastery Insight
- Mordrem Vine
- Boss chests
- Hidden chests
Entering Salvation Pass:
- <Character name>: According to intelligence, this cave system leads deeper into the complex.
- <Character name>: The missing squad leader is somewhere inside, along with whatever else the bandits are guarding.
- <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 Slublings:
- <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.
- <Character name>: Oh, great.
- <Character name>: Look around for a way out of here. And try not to annoy that... thing.
- <Character name>: Find and exit. And try not to annoy that monstrosity.
While traveling to the Prison Camp:
- ???: Wait. Where are we? What is this?
- ???: What's happening? This isn't right.
- <Character name>: We're getting close. Keep moving!
Upon entering the Prison Camp:
- <Character name>: We're getting you out of here!
- Prisoner: Hurry! The forest is full of them. They'll call in the reinforcements!
- Prisoner: Here they come!
During the Prison Camp Encounter:
- Matthias Gabrel: No one leaves!
- Zane: Kill the invaders. And then kill the prisoners. They know too much!
- Zane: No loose ends! Everyone dies!
After finishing the Prison Camp encounter:
- Prisoner: Praise Dwayna. We could have ended up like the others if you hadn't come.
- <Character name>: What do you mean?
- Prisoner: There's more of us, along with a soldier they brought here.
- <Character name>: Where were they taken?
- Prisoner: To the north. No one they've ever taken there has ever returned.
- <Character name>: We've cleared a path to the outside of the compound. Gather your people and head through the cave to the east.
- <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):
- ???: Why are you doing this? What have we done?
At the Burn Pit:
- ???: Stop! No! Stop! Please!
- <Character name>: These spirits weren't soldiers. They were ordinary people.
- ???: 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:
- ???: Where are you? Please, come back!
- ???: Hello? Is anyone there? Can you hear me?
- <Character name>: Weapons out!
- Captive: Someone's coming. To your places! Be quick!
- Captive: (groan)
- <Character name>: What are you doing? We're not going to hurt you.
- Captive: You're not with them?
- <Character name>: No. We're here to help.
- Captive: That's a relief.
- Captive: You should leave. Once you see it, it'll be too late.
- <Character name>: There's something to see?
- <Character name>: See what?
- 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>: We won't abandon you. That's not who we are.
- Captive: Very well. I'll pray for you.
Upon defeating Matthias Gabrel:
- 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.
- This wing was revealed on January 12, 2016 at the State of the Game Update — Q1 2016 blogpost and was subsequently released on March 8th, 2016.