Triple Trouble

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Disambig icon.png This article is about the meta event. For the achievement category, see Triple Trouble (achievements).

Triple Trouble

Bloodtide Coast
Event type
Meta event
Total events

Triple Trouble is a meta event that takes place in the Bloodtide Coast.




This event requires significantly more coordination compared to other world bosses. Event success requires three commanders who can coordinate with each other; a method to control eggs and husks spat out by the wurm; and a cooperative group.

Most successful groups will have at least 75 players in total between the three groups. You can use the LFG system to find event organisers under the World Boss section. It is recommended that you join the groups at least 5 minutes before the starting time; so the organisers know how many players they have and to allow them to explain their strategy to you. Some groups fill more quickly, so you may want to join them earlier before the map is full.

Once the event starts, a 5-minute timer will begin. When it finishes, Crusader Yipp, Zepp, and Xutt will walk out of a nearby tent and begin their conversation. Their conversation will last approximately 1 minute.

Shortly after, they will split off into three directions. All three events must be successfully completed before the next part can begin.

Primary article: Investigate the rumors of wurm activity in Challdar Gorges
Primary article: Investigate the rumors of wurm activity in Whisperwill Bogs
Primary article: Investigate the rumors of wurm activity on Jelako Beach

Once their respective event has been completed, they will walk to the center of the area and place down a probe. During this time, they may be attacked by hostile enemies and killed, stalling the event until they are revived and can place down their probe.

If Crusader Yipp is the last one who has not placed down their probe, the event will stall.

Once all three probes have been placed down, the main fight will begin.

Primary article: Defeat the crimson head of the great jungle wurm
Primary article: Defeat the amber head of the great jungle wurm
Primary article: Defeat the cobalt head of the great jungle wurm

All Wurms will have Slick Skin.png Slick Skin, making it immune to all damage. Each Wurm will have a different method for removing its immunity.

Once Slick Skin has been removed, the Wurm will lie down and players will have 30-40 seconds to damage it. Players should attack at the base of the wurm as it can be hit twice with most melee attacks there, significantly increasing direct damage. Damage increasing boons such as Might.png Might, Fury.png Fury and Quickness.png Quickness can help to boost damage as well.

For the first phase to succeed, all three heads must be severed within 1 minute of each other. Each group should repeat their mechanics until they are all ready to kill the wurms with the next damage phase. If a group is ready before the others, they should wait for them to be ready before completing their mechanic.

Once the first head has been severed, the timer will be set to 1 minute. If all three heads have not been severed before this timer runs out, the event will fail and players will receive either The Wurm's Bronze Chest (for a single decapitation) or The Wurm's Silver Chest (for a double decapitation) regardless of which Wurm they were at.

After all three heads have been severed, they will unburrow and the timer will be set to 2 minutes. All three heads must be killed within the time limit. Failing to kill at least one of the severed heads will result in an event failure. The Wurm's Golden Chest will be guaranteed at this point.

Once all three severed heads have been killed, the event will succeed and a portal will spawn nearby which will bring players to Firthside Vigil Waypoint, where they may receive their rewards from the Great Jungle Wurm Chest.

Controlling Eggs and Husks[edit]

At all wurms, the wurm will spit out eggs and husks, which can overwhelm the group if not controlled. It is ideal to have a small group dedicated to preventing them from spawning or destroying them if they spawn.

The wurm can spit eggs on a 45-second cooldown and husks on a 90-second cooldown. These eggs can be destroyed using projectle destruction, reflection or invulnerability at the base of the wurm before the eggs are spat out.

  • If the eggs are not reflected or destroyed before they land, it is recommended to destroy them quickly with direct damage before they hatch into larvae.
  • The husks can only be blocked from spawning using invulnerability at the base of the wurm or where they will land. If a husk manages to land, players focused on applying conditions will help to kill them quickly since they possess a large amount of toughness.

There is a specific spot that must be covered, located in the exact middle of the wurm where it comes out of the ground—this is where all spits originate. Reflects and projectile destruction skills must cover this spot in order to catch any eggs that would be spat out. Players using invulnerability must stand on this exact spot so that egg and husk spits fly into them, effectively stopping the projectiles with their body. (Note: About a third of your screen will be covered by the wurm if you choose to stand inside it.)

The wurm will always look to its right, rear its head back before regurgitating ten eggs or three husks, both spread across three volleys. A full spit animation will consist of three volleys of either—it does not mix them.

Occasionally, the wurm will use both spits, one right after the other (generally shortly after the fight begins and whenever both cooldowns align). Because the wurm uses the same animation for both the egg spit and husk spit attacks, there is no way to distinguish what will come out whenever a spit occurs. The ideal strategy is to use a short duration invulnerability to "check" what spit it is (since invulnerabilities can catch both eggs and husks) and follow up with a reflect for the remaining volleys (if the spit was determined to be an egg spit) or more invulnerability (if the spit was determined to be a husk spit).

  • If three quick "Invulnerable" messages show up on your screen, then it is an egg spit. Follow up with a reflect/projectile destruction skill or invulnerability.
    • If this was the first spit animation, you must use an invulnerability skill for the next.
  • If only one "Invulnerable" message shows up on your screen, then it is a husk spit. Follow up with more invulnerability.
    • If this was the first spit animation, you may choose to use a reflect or projectile destruction skill for the next spit or another invulnerability.

Alternatively, a player can set up a chat tab with the options "Incoming interrupts" and "Incoming mitigated damage" options selected and watch for the lines "You absorbed Great Jungle Wurm's Disgorge Husk" or "You absorbed Great Jungle Wurm's Spit" for husks and eggs respectively. If a player has enough applications of invulnerability, they may choose to be invulnerable for the duration of both spits.

If there is a team dedicated to killing husks as they spawn, players can instead opt to use reflects/projectile destruction on both spits or only the first spit if it was determined that it was an egg spit.

  • If nothing flies out, then it is an egg spit.
    • If this was the first spit, then players may choose to ignore the next one.
  • If husks fly out, then it is a husk spit. Players may choose to ignore the rest of this spit.
    • If this was the first spit, then players must use a reflect, projectile destruction or invulnerability skill for the next spit.

Note: To reiterate: The wurm can spit eggs on a 45-second cooldown and husks on a 90-second cooldown. Removing Slick Skin may cause it to delay a spit, resulting in these timings to shift until they are no longer aligned or switch when either spit can happen.

Players standing within the wurm must take care to avoid all the wurm's spin attacks lest they take a large amount of damage and get flung far away or go downed. Skills that allow players to take the attack without moving are preferred, such as blocks or in-place evades. If dodging or using a skill that evades by displacing your own character (or being flung out by the wurm), players will need to quickly move back into position to be able to effectively use their skills.


Event schedule[edit]

Event Start Countdown Zone Area Waypoint link
Evolved Jungle Wurm 01:00 ... Bloodtide Coast Firth of Revanion
Evolved Jungle Wurm 04:00 ... Bloodtide Coast Firth of Revanion
Evolved Jungle Wurm 08:00 ... Bloodtide Coast Firth of Revanion
Evolved Jungle Wurm 12:30 ... Bloodtide Coast Firth of Revanion
Evolved Jungle Wurm 17:00 ... Bloodtide Coast Firth of Revanion
Evolved Jungle Wurm 20:00 ... Bloodtide Coast Firth of Revanion


Before the meta event starts
Crusader Zepp: Even though it appears the local energy probes have ceased functioning, we need to continue investigating the great jungle wurm.
Crusader Yipp: Hmm. Are we sure that those probes are what stirred up the wurm activity to begin with?
Crusader Xutt: Nooo, I'm sure it was a coincidence that each of us was attacked by a great jungle wurm at each probe site.
Crusader Yipp: I thought we were sent here to investigate, not leap to conclusions. Correlation does not imply causation.
Crusader Zepp: (sigh) We should restart the probes at each site to test the theory. I'll head back to the southeast bogs.
Crusader Yipp: And I'll head back to the old skritt gorges near Mole's Head
Crusader Xutt: (groan) Great, I get to swim back across the bay to that creepy beach again.
Crusader Zepp: It's settled then! Let's meet back here to compare notes.
Crusader Zepp: Splitting up to continue our research at each site was only logical. I wonder if the wurm will make an appearance.
Crusader Yipp: I'll move faster without those two idiots along.
Crusader Yipp: Forward!
After the meta event ends
Crusader Zepp: So, the thrumming of the energy probes does indeed appear to cause wurm attacks.
Crusader Xutt: I told you.
Crusader Yipp: I don't know what's worse, the great wurm attacks or this clod actually being right about something.
Crusader Zepp: (chuckle) Either way, I think the relationship between probes and wurms is worthy of further investigation.
Crusader Xutt: Not to mention the three heads all being part of one great jungle wurm.
Crusader Yipp: (snort) That's— Hmm, that would explain a lot.
Crusader Zepp: A three-headed great jungle wurm is an unprecedented discovery.
Crusader Yipp: Let's take a short break before we head back to the sites.
Crusader Xutt: Or, you know, a long break.

During The Origins of Madness[edit]

Before the meta event starts
Crusader Zepp: We need to come to a consensus. Which site are we investigating, exactly?
Crusader Yipp: What does it matter? We need to get there. Now.
Crusader Xutt: Shocking - We're fighting again.
Crusader Yipp: Enough! Let's just pick a site and get to it.
Crusader Zepp: I have a better idea: divide and conquer. Three of us, three sites to investigate. We compare notes later.
Crusader Yipp: Fine. I'll take the old skritt gorges near Mole's Head.
Crusader Xutt: So I get to swim clear across the bay to that creepy beach. Fantastic.
Crusader Zepp: Let's learn what we can and rendezvous here after.
Crusader Zepp: Splitting up was only logical, provided we don't find something unexpected at the sites.
After the meta event ends
Crusader Xutt: Tell me I was the only one of us unlucky enough to run into a great wurm.
Crusader Yipp: Not at all. One attacked my site, and I was lucky to get away alive.
Crusader Zepp: So there was a great wurm at all three sites. Astounding. I think we should report back, get reinforcements.
Crusader Xutt: I like the sound of that.
Crusader Yipp: No, we're not done here. This may not be over yet.
Crusader Xutt: I don't like where this is going.
Crusader Yipp: I say we need to find out if those wurms are really gone before we retreat.
Crusader Zepp: You've convinced me. We've gained invaluable insights here in the field: there are three connected threats.
Crusader Xutt: (sign) I guess this is what we signed up for. Can we at least rest here for a moment before we rush back in?

Related achievements[edit]


  • The wurms themselves have approximately 800,000 health each.
  • Harpoons and powder kegs have interact priority over player-created bundles.
  • All Vigil crusaders must reach the probe sites for the great jungle wurms to appear.
  • The great jungle wurms will only terrorize the coast when an attempt to kill the wurms has failed.


  • Triple Trouble was released as part of The Origins of Madness.
  • The three Vigil Crusader NPCs that appear in the event are triplets.
  • Near the Firthside Vigil waypoint there is a stone tablet which commemorates the world first Triple Trouble kill.