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Talk:Iron Mines of Moladune (mission)

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Poorly written?[edit source]

I just did the bonus for the first time in about a year, and I had to refference this page to figure out what to do. That wasn't so easy tho. I find the text to be highly confusing, and poorly written. Could the author, or a voulenteer, please clean it up? 22:15, 3 January 2007 (CST)

Done! You were right it wasn't as clear as it could have been! I have updated the info and hopefully it's much clearer now! Raxous wiki sig.png- Raxous -Raxous wiki sig.png 16:17, 6 January 2007 (CST)

Talk[edit source]

Karlos, I omitted that bit about skipping the cinematic because I've run that mission several times, and regardless of whether my group skipped or watched it through to the end, the monsters on our tail were never there. Can you confirm otherwise? --Jackel 04:00, 26 Jul 2005 (EST)

Yes, without skipping, if there were monsters near the entrance of the caves (usually the Shadows), they will walk to your party while they speak to the Seer and keep hitting one of them. This didn't kill anyone I was with, but after the cutscene you'll have to fight them. On the other hand if you skip, they stop dead in their tracks. I have experienced this twice, once before they fixed infusion, and once about two weeks ago. --Karlos 07:17, 26 Jul 2005 (EST)
Well, I've been trying like hell to get the "right" boss from this mission so I can cap his skill and move on, and just last night I was in groups that twice watched the cutscene to its conclusion, and both times the shadows that had been on our tail were not even on the radar afterward. I say we at least make the wording reflect this ambiguity.--Jackel 09:08, 26 Jul 2005 (EST)
Back when you had to do 1 infusion run for every piece of armor, there were a few occasions (about 1 in 3) where you had to skip the cinematic. I would like it to stay in, unless someone can prove that it's no longer a problem. <LordBiro>/<Talk> 10:28, 26 Jul 2005 (EST)

Anyone interested in doing a new map for this? The A-B-C points are in red.. the exact color and size as the walk-trail dots. Spent ten minutes staring at this thing today trying to figure out where in hell "point A" was from the walkthrough. ;p *Nunix 00:41, 30 November 2005 (UTC)

Fixed them. --Karlos 02:37, 30 November 2005 (UTC)

The current map, which tells you to go north along the coastline of the little lake to get to the fortress, disagrees with the text walkthrough, which tells you to go back to the beseiged bridge. I find that the northern route is far easier, so it should definitely be mentioned (though perhaps not exclusively - we can keep the old suggested path, too) in the text, but I'm not very good at writing walkthroughts for missions. 130.58 03:42, 23 January 2006 (UTC)

  • I added the bit about no adrenaline charging. My warrior was completely worthless on this mission with 4 adren skills plus For Great Justice to theoretically charge adren more quickly. I have NO IDEA why I couldn't get adrenaline regardless of which enemy I was attacking. There were no hexes on me that I could tell. (The same build worked exceedingly well in the prior mission, Ice Caves. And P.S. I was wearing a full set of infused armor for the entire mission.) Queen of Spades 02:34, 24 February 2006 (CST)
That adrenaline thing seems to me to be the same bug that is (or was? did they fix it there?) commonly known to happen at the Ice Caves of Sorrow mission. In fact your adrenaline is charging just fine, it just isn't displayed. Did you actually try using an adrenal skill? ;) It never happened to me in the Iron Mines, though. --Eightyfour-onesevenfive 03:02, 24 February 2006 (CST)
Perhaps you were experiencing what I call the "blind" bug. Not sure if its been reported or not. This bug affects your adrenaline in that your adrenaline skills do not light up. You can still use the adrenaline skills as normal, you just have to guess when you have accumulated enough adrenaline. Also, under this bug, your morale does not show in the uppermost lefthand corner. This has happened to me and some guildmates more than once. My last time was in Snake Dance. First noticed it in one of the snowy basins where azures usually are. Thought perhaps it was an "overload" sort of thing. --Gares Redstorm 03:05, 24 February 2006 (CST)
Thanks for the responses. I can't say I thought to try the adren skills. I may have hit a button or two by mistake at random times, but did not notice if they had any effect. As far as it happening in Iron Mines mission, I was there with a guild group and we were capping one or two bosses each, so it took a long time and we covered the entire map. This problem affected me the whole time. Maybe someone should restate the Warrior Tip I put in the mission walkthru to reflect this bug. --Queen of Spades 22:40, 26 February 2006 (CST)
I have encountered this "blind" bug many times before, most notably around two months ago where it would occur every time I loaded up an adren skill, without fail, within about 30 seconds of me zoning in. Wrote to support, they blamed my graphics card, I can't see how since the bug seems to have gone away completely for me. Kessel 05:07, 4 July 2006 (CDT)

Cut scene removed, infusion run harder now?[edit source]

An anon. edit on Friday (I think) said that the cut scene had been removed from this mission. It was rather quickly reverted by another anon. edit from a different person. I decided to check this out today, and I did not get the cut scene. But my whole mission was, I think bugged. My pet was not showing on the party list, even tho he was there. I did not get any mission info until I got to the seer. And like I said no cut scene, which may have been a bug, or it may have been removed. When I entered the location and the mission, I had to download a lot of files (not the 1300 or so I had to when I logged on on Thursday, but at least 20 - 30 files). I'm going to check this out again, but if the cut scene has been removed, the Infusion Run info will have to be removed or, at least changed. --Rainith 22:26, 22 January 2006 (UTC)

Last I checked (last night), folks were saying the mission was bugged in a more fundamental way: killing Markis and his guards does not end the mission. I have yet to verify this first-hand, as there are precious few folks doing the mission and henchmen don't get infused. I can say that the Seer cutscene seems to have been axed, though. When I got my Ranger infused yesterday (fighting through the mission with henchmen), the mission didn't even appear in the quest log until I got to the Seer, and, when it did, it only had information about the Seer part of the quest, not Markis. 130.58 23:01, 22 January 2006 (UTC)
I can confirm that this mission is currently totally FUBAR. I just went thru it a second time, with henchmen, and after killing Markis and his Jade Armors, we are currently just sort of sitting here. I wondered why all the players in the Location were asking if you could run to THK from there. Hopefully they will fix this after this PvP weekend is over. --Rainith 23:40, 22 January 2006 (UTC)
I used to have that happen to me all the time. It hasn't happened since I upgraded my video card, so it may have something to do with that. --Rainith 03:10, 24 February 2006 (CST)
It's fixed now, I just did the mission and it worked fine. Starlight 01:58, 25 February 2006 (CST)

Capping Barrage[edit source]

I just did the mission and when Markis died 2 more Jade Armors popped out of nowhere, allowing the ranger to cap Barrage even though we killed Markis's minions first. Hass anyone else experienced this? Starlight 01:59, 25 February 2006 (CST)

Yes, that's the usual method. ANet made a change to the mission way back, adding those two Jades to make the capture easier. --Epinephrine 02:26, 25 February 2006 (CST)
There are 4 Jade in each of the 4 statues around Markis(1 in each statue). The left 2 emerge first. Then you kill Markis and the right 2 emerge. Killing them completes the mission. --Gares Redstorm 02:41, 25 February 2006 (CST)

Infusing Henchmen[edit source]

Warning: Henchmen entering the mission are not infused. As such, they will melt away before the Mursaat. However, they can be infused during the mission.

So how does infusion work with Heroes? Is it the same as Henchmen? I have taken my heroes through Ring of Fire with no problems? They do seem to die faster in Iron Mines though. Any thoughts?

I tried to do this mission with henchies, however I noticed that even after the seer part of the mission, my henchies weren't infused. Did arenanet change this recently? 15:50, 22 June 2006 (CDT)

If you look at the update notes that concern the infusion of armors, Henchmen only get three pieces (out of a max of 5). Also, I do not feel that the line, "It is almost impossible for using NPC doing the mission and bonus." is accurate, as it is quite easy, although it takes a large amount of time to do so.
Depends on what you mean by 'large amount of time': compared to running, it takes a while, but I just did the mission with henchmen in about 40 minutes. I haven't tried using them for the bonus, but it's easier to capture Barrage with henchmen than random pickup groups which almost always killed the mobs in the wrong order :). Ailurya Ai 19:16, 24 October 2006 (CDT)
I just did the mission plus bonus with only henchmen - it wasn't particularly difficult and took around the same length of time as when I have done the same with PUGs Fox Bloodraven 12:28, 26 November 2006 (CST)
I just did the mission and bonus with henchmen, and I found it quite easy. If you do the bonus by passing Markis and heading south (killing all the enemies on the way), then talking to the scout, the Inquisitor is very easy because both Stefan and Thom have "Charge!"- so you can easily catch up to him. Leeroythefeared 09:46, 6 January 2007 (CST)

I did this mission with infused armor. Before handing the Spectral Essence to the Seer I stripped to my underwear and Hey Presto - the Henchies were infused (Not one death in subsequent Mission & Bonus, so I assume they got infused.) I have not tried this again to see if I can get my underwear infused again. --Demonica the Cursed 10:07, 21 October 2006 (CDT)

Private message[edit source]

Added by anon: "If you Private Message the Shining Blade Scout, he will Private message you back."

Can anyone else confirm that? --Ab.Er.Rant (msg Aberrant80) 19:42, 23 July 2006 (CDT)

"Shining Blade Scout" is a player. Just after the note got removed, I added the name to my friends list and the name showed as online. Right now, I checked again and it's offline. -- 19:46, 23 July 2006 (CDT)
Lol, that's hilarious. He must have been confused out of his/her mind. "Why are these people messaging me?" --Mgrinshpon 21:59, 30 September 2006 (CDT)
This is totally unhelpful, but I just read that and LOLED!Leeroythefeared 09:50, 6 January 2007 (CST)

No im not that confused actually. I am Shining Blade Scout. No joke. I have been playing this character for almost 4 years now. And have been getting whispers since day 1. I am used to them now. Do not think i am a Developer though. (which some people do)

You're pretty awesome. I envy the guy who has Shiro Tagachi even more, though. :D Entropy Entropy Sig 2.jpg (C) 19:39, 10 June 2009 (UTC)

Accessing This Mission[edit source]

How does one get access to this mission?

Complete Ice Caves of Sorrow. Nova 22:30, 26 January 2007 (CST)

Scam[edit source]

Shouldn't this scam be added to the List of popular scams... list? --Mgrinshpon 22:57, 30 September 2006 (CDT)

Replace it with a note: Only do infusion runs w/henchmen?  ;) --Rainith 23:01, 30 September 2006 (CDT)

What if...[edit source] killed Markis early?

If the party moves quickly, Markis can be seen running across a bridge which spans an ice river. He can be attacked, even in melee range if you are right underneath him, but he'll just keep running and escape.

But what if one used Iron Mist or such to keep him from fleeing? Theoretically, couldn't Barrage be capped in about 5 minutes this way?

Or has someone already done this? If so it should be mentioned in the mission article. 15:42, 18 November 2006 (CST)(Entropy)

I've heard of attempts at this, not sure if anyone actualy has been able to get him, Mind Freeze anyone? --FireFox Firefoxav.gif15:45, 18 November 2006 (CST)
I tried killing Markis early just for fun on an infusion run. He died all right, but otherwise, nothing happened at the time. I didn't try capturing barrage, as I've already unlocked it on my ranger, and an elementalist doesn't have much use for it. At the end of the mission, Markis wasn't there. Not that I blame him; I wouldn't want to wait for a full water elementalist trying to do an infusion run, either. Killing the four jade armors that usually accompany him at the end completed the mission. Quizzical 10:34, 22 January 2008 (UTC)

Bonus[edit source]

The article currently states "The Inquisitor is a powerful mage and hard to kill. As soon as he is near death, he will flee north." I have completed the bonus around 8 times and have yet to see him attempt to flee, regardless of his health. Anybody else noted otherwise? Fox Bloodraven 12:38, 26 November 2006 (CST)

He does "Flee" bute VERY slowly and he stops often... lol... Raxous wiki sig.png- Raxous -Raxous wiki sig.png 19:28, 6 January 2007 (CST)
Agreed, having played the bonus several times over the course of several months I can say that I've never actually seen him flee...much...I guess he does if you leave him alone, but The Inquisitor will almost always stop to engage the party if they're in aggro range. Entropy 19:31, 6 January 2007 (CST)
This is the third time I have tried, and he flee's like hell lmao. Readem (talk*contribs) 19:56, 13 June 2007 (CDT)
its possible for the guy to actually leave, he just did it to my team...
You only need to clear out the first area where the inquisitor spawns (killing a few mursaat, jade, and white mantle), and some party members can stay in the area while the others go activate the bonus, so the inquisitor stays to attack. i have found he does leave if he is not being attacked, but the only times where we failed the bonus was when we didnt clear out the area first, and were overwhelmed by the group of jade, mursaat, and white mantle (one group of each), and the inquisitor leaves when we are dying. Yeah, so he basically leaves if you don't attack him. Fayree
Having done the bonus ten times, I've never seen the Inquisitor make more than a token effort to get away. The last four times, I specifically avoided body blocking it, to let it run free if so inclined. Saying it "runs" away is something of a stretch, as it's more descriptive to say that it walks away--and doesn't always do that, even. I did always go after it as soon as it spawned, rather than making it spawn and ignoring it for a while, so maybe that was the issue that some people had.
The bonus section was quite a long way to say, attack the inquisitor and it dies, so I've shortened it considerably. The wording in parts seemed to be referring to how the page used to advocate doing an infusion run when you were mainly interested in beating the mission (which I thought was bizarre advice), so I changed that. I haven't seen the inquisitor get remotely near the portal at E7, so I left the description of what happens there alone. Quizzical 10:32, 26 January 2008 (UTC)
I've now also done the bonus ten times in hard mode, and still never seen the Inquisitor run away, at least not if one interprets "run" as meaning moving at a substantial speed. Sometimes when he gets low on life, he tries to walk away, perhaps. I've even gone out of my way to let him run, putting my group behind him to avoid body blocking him, and avoiding crippled or any slowing hexes, and completely ignoring him until the mesmers that spawn with him were dead. I've never seen him make it past the bridge a little east of his spawn location. Quizzical 19:08, 13 February 2008 (UTC)

He certainly CAN move fast (at least in HM) -- I nearly could not catch up to him. For sure take slow down or knock-down skills. Had it not been for my Vanguard Assassin and the fact he does pause in a couple of places, I would not have succeeded! GW-Susan 21:19, 31 October 2008 (UTC)

Everything moves faster in HM. Entropy Sig.jpg (T/C) 03:46, 1 November 2008 (UTC)

Shining Blade Scout[edit source]

I was doing the mission and bonus today. Took me an hour to get to the Shining Blade Scout, and while I was clearing the area around him, some Mursaat killed him. :( I hadn't talked to him to get bonus yet, and now I don't have bonus. Anyone else experiencing the same thing? -- Nova NovaSmall.PNG -- (contribs) 21:42, 22 February 2007 (CST)

Happened to me too, I was doing the bonus only, but by the time I arrived to the place he was standing, he was already dead... 06:51, 23 February 2007 (CST)
Tsk tsk tsk... took me so **** long to get there. :P He also says, "Dwayna save me!" when he dies. I'm going to place it in the actual article. -- Nova NovaSmall.PNG -- (contribs) 15:33, 23 February 2007 (CST)

Btw, you all are talking about him, in fact the scout is female and him should be her (also wrong in article)

Possible bug?[edit source]

I was PUGing the mission today. We basicly charged all the way to Markis, and we never saw the Seer or anything. None of us were infused. After we killed him and his minions, the mission ended, although we did not complete all the objectives. Plus, we never saw the first cutscene, we just saw the one with dwarves. Is this bugged?

I guess anet thought that the mursaat would be enough to stop uninfused players from completing the mish, thus they were a bit lazy when making it. 11:03, 22 January 2008 (UTC)

Skipping the seer possible?[edit source]

Concerning Hardmode with already infused players: is it possible to skip the seer and go directly after the bonus objective (through the front door) and after Markis?

I'm in the mission right now, I'll have a look. Lord of all tyria 13:28, 26 May 2007 (CDT)
...looks like you forgot. :P. I did mission in HM pretty recently, and can confirm that getting infused is not a requisite for mission completion. Got mission+bonus with pre-infused characters. In fact it was really easy - skipping out the whole siege area, SS boss, etc. Whole thing was over in 40 mins o0. Two human monks with Seed of life, rawr! --BlueNovember 16:52, 20 July 2007 (CDT)

Infusion run section[edit source]

I'm not sure if a section on infusion runs really belongs on this page. There was already such a section before I replaced it, as it took almost as much space as I did to say, it is possible to do an infusion run but we're not really going to tell you how. As such, I'm guessing that the issue has come up before. If the consensus were to split the page, I wouldn't protest. Quizzical 04:29, 25 January 2008 (UTC)

Hard Mode Clearance[edit source]

This mission was cleared in HM without much trouble (I was infused beforehand though), used a normal triple necro build (like on PvXwiki). I didn't even have minions when I triggered the scene for Inquisitor (killed the 3 mesmers then straight at him) and then we bodyblocked him, dropped like a sack of potatoes. Notice that it did help considerably bringing Pain Inverter and YMLAD, especially at the ranger boss part (we almost had a wipe there).

Sabway (Triple Necro Vanquish, original name) is easy-mode PvE. Pair it with Rt/N bombers, an Imbagon and everything dies. Besides, the Inquisitor is a wuss. Easy to kill >.> --- VipermagiSig.JPG-- (s)talkpage 18:34, 1 April 2008 (UTC)
On the same note, Sabway is what everyone now calls any 3 necro build. Guy gets too much credit. Most people I know were using an MM and SS pretty much from the get go of nightfall. It's so wrong that when one describes any triple necro build one is likely to get the response "So Sabway then?". --BlueNovember 14:06, 26 June 2008 (UTC)
While I don't doubt that sabway works here, so does just about everything else--and probably better than sabway, since mobs will steal corpses and pretty much instantly kill minions and spirits with spectral agony. The bigger challenge would be to come up with a reasonable looking group composition that doesn't work. This is arguably the easiest hard mode mission of the campaign, and certainly easier than anything in Factions. Quizzical 18:33, 26 June 2008 (UTC)

Primary without infusion section needs to be deleted[edit source]

BlueNovember is repeatedly adding a section for primary without infusion. He gives no explanation, and leaves the section completely blank, except to add a stub tag. A completely blank section already says most of what there is to say about it, which is why it shouldn't exist. Even if the section did belong there, adding a non-standard section and leaving it blank is dumb.

How to do the mission without getting infused if you're already infused is completely obvious: skip the part where you branch off to go kill the Eidolon. At most, this could possibly merit a sentence in another section, not an entire section by itself.

If you're not already infused, intentionally skipping infusion is quite dumb, unless perhaps you're trying to create an artificial challenge, but that doesn't belong on the wiki. You'll need infusion for future missions in the campaign. Even if you didn't, trying to finish one of the game's easier missions with an uninfused party would be quite difficult. There are enough mobs left, as well as a couple bosses, that it would be quite tricky even in easy mode. In hard mode, it would take some quite outlandish tactics, if it's even possible at all. For comparison, if infused, this is one of the easiest hard mode missions in the game. In either mode, it would probably also take much longer to finish the mission by skipping infusion, as the simple run up and kill things approach won't work.

I already reverted it once, so now there are GW:1RV issues, and someone else needs to revert it. Either that, or BlueNovember needs to come offer some compelling explanation as to why the section should exist. Quizzical 18:19, 2 July 2008 (UTC)

Current Revision as of October 29th[edit source]

As mentioned above, there should be no note saying anything about skipping the infusion. However the anon added the note, which makes no sense. Obviously you need to be infused to get any farther in the storyline (or you'll have a LOT of deaths). If you've already infused yourself, or bought a run, then you just have to skip over the Seer section to continue with the mission. I would revert it myself, but I wanted to know anyone elses opinions before I did so. Chibi Moon Shadow 14:22, October 29, 2009 (UTC)

NB: this edit is being discussed
Not sure myself, but unless it's a second run (HM?), skipping the seer would be extremely pointless and make the rest of the missions extremely hard RandomTime 14:53, October 29, 2009 (UTC)
If it's true, that the mish can be successfully completed w/o visiting the seer, then it should imo be noted...naturally, with the caveat that one shouldn't try this at home without (a) being infused already (through whichever previous method) or (b) in a 6 hero/2 human party or (c) if you are Kilroy Stoneskin hisself. Skipping the seer saves oodles of time; it seems like a great idea to me for an nth time through.   — Tennessee Ernie Ford (TEF) 17:03, October 29, 2009 (UTC)
Hence why I didn't touch it, touchy subject. And now that I've had time to mull over it during classes, it's true it should be listed, but with an admendum (again pardon my spelling, even studying for an English degree doesn't help this poor quality) that it should only be done by if priorly infused or if they just really want to skip the seer for some reason. Obviously it has reworded to make more sense. Chibi Moon Shadow 19:30, October 29, 2009 (UTC)
In context, the above note about deleting the section is actually saying something quite different. I was referring to the edits [1] and [2]. The problem with those edits is that it didn't merely add a note, but an entire new subsection. And it didn't fill in the subsection, either, but just created a new subsection to mark it as a stub. That's pretty useless.
I'd have no objection to a note observing that infusion isn't necessary to complete the mission, but the note should add that skipping infusion is only a viable option for a party consisting of only players and heroes (not henchmen), and that it's only viable if all players have all of their gear infused already--including alternate armor sets that they may wish to wear in subsequent missions. Players reaching the mission for the first time shouldn't skip infusion, but clearing the infusion area is a waste of time for groups coming back later for hard mode with nothing to infuse. Quizzical 20:04, October 29, 2009 (UTC)
I've added a caveat (plus some minor corrections to Notes). GW:AGF suggests that we trust the IP's statement until we can verify (or confirm it's not true). This wiki doesn't normally use the main section for notes about skipping mission requirements that are listed in the quest log. To be consistent, I agree that this note belongs in Notes.
I didn't add anything about extra sets of armor because that is only relevant to infusion runs. Presumably, if you plan on infusing armor, then you are hardly likely to skip the infusion part of the mission. (Regardless of whether you also plan to complete the mish and/or bonus.) IMO, it would be a caveat too far.
I wonder whether you can Snare Markis before he takes off at the early part of the mission. If skipping the infusion run works (when sensible), I imagine that you can also claim the bonus using the same shortcut, which saves even more time for a bonus-only run.   — Tennessee Ernie Ford (TEF) 20:24, October 29, 2009 (UTC)
Well, now the Notes section is clearer, and I'm glad I decided not to edit it earlier. And sorry for misunderstanding the above section. I did read it before I wrote anything, but I guess I only picked up on what I wanted to see, rather than what was truely there. It's a bad habit that I'm trying to break. Now I only wish my internet connection problem would be so easy to fix. >.< Chibi Moon Shadow 20:35, October 29, 2009 (UTC)
You can kill Markis as you see him running across the bridge in the first few minutes of the mission (stand underneath the bridge). Prog and I did that once in an act of extreme boredom. Was surprisingly difficult; heroes are terrible body-blockers :< Lots and lots of KD + Mind Freeze chaining did the trick, eventaully :P You still need to go to his 'Citadel' and clear it out, though, so the actual gain is minimal at best (you also have to gimp your team quite a lot). --- VipermagiSig.JPG -- (contribs) (talk) 21:43, October 29, 2009 (UTC)
Ah, well good to know I don't have to go through that effort to snare him. (Prog?)   — Tennessee Ernie Ford (TEF) 01:05, October 30, 2009 (UTC)
As Vipermagi alluded to, the mission ends when you kill Markis and the four Jade that accompany him. Hence the objective of the mission: "Kill Markis and his Jade Armor guards." It's discussed earlier on this talk page, and the main point of killing Markis early seems to be as a way to capture Barrage. It's easier to capture it from Chkkr Thousand Tail, though. The person who wrote the edit in question probably meant, go straight to Markis at the end of the mission, not kill him at the bridge. Quizzical 01:19, October 30, 2009 (UTC)
Erm, since the added mission objectives (kill eidolon/visit seer w/essence) can be skipped, it seemed sensible to wonder whether any other parts could be skipped. (ANet is generally not consistent in arranging for unintended exceptions.) For me, the main point of going straight to Markis is to cut 20 minutes from the mission length. As stated, there are other places to get Barrage.   — Tennessee Ernie Ford (TEF) 02:50, October 30, 2009 (UTC)