Talk:Gyala Hatchery (mission)

Thanks! I'm glad I read this about henching the mission. Gonna try it tomorrow with a friend :)

I forgot to screenshot the missions map again ><! | Chuiu 10:05, 29 April 2006 (CDT)

This seems like the only Factions mission that isn't henchable. Or has someone finished it with henchies? &mdash; Stabber &#x270d; 11:27, 5 May 2006 (CDT)

Is the henchmen exploit still viable? If so, the guide needs improvement, as it's almost impossible to follow unless you already know the mission fairly well. A screenshot with locations marked would also help.


 * Yes, and it isn't an exploit. Also the guide seems fine to me. What specifically is unclear? If you have it open in front of you as you do the mission, it will be pretty clear what is being referred to. 194.47.250.233 05:35, 26 May 2006 (CDT)


 * This mission I tried about 10 times with real people. It was a mess. People running off to fight by themselves, aggroing everything then running back straight to the turtles screaming "healp!!!11!!" leaving behind canisters, arguing about where to put them. I failed every time. Me and a friend + henchies = EASY completion. Henchie monk DOES heal the turtles, and if you just ball up around the turtles (i found being a trapper very useful) its easy. We got master the first try. Henchmen actually stayed near the turtles and followed the called targets. We placed all the smoke canisters actually on/near the young turtles so anything coming close was killed instead of random people picking up a canister and putting it 20 miles away. This is not doing the run ahead trick BTW. I guess it just takes some organization on your part to control the henchies i.e. you dont run off yourself cause the henchies will follow. Always stick to the turtles. -MasterPatricko 16:59, 6 June 2006 (CDT)

Afflicted Attack
The guide doesn't mention the Afflicted attacking after the cutscene. I made the unfortunate mistake of going to the toilet during the cutscene, only to return to a rather anoying "return to outpost" message. Especially since I somehow managed to keep all my baby turtles alive... Curses! -- Fenris  22:06, 28 May 2006 (CDT)


 * The beauty of this being a wiki is that when something like this is missing.... add it! :) --Thervold 19:27, 7 June 2006 (CDT)

Respawning Young Turtles
58.178.119.119 added a note saying that any young turtles killed in the mission will respawn and head back to where they were killed. Is this a fact? If it is, a logical conclusion would be that it is impossible to not receive the master reward on this mission. This seems strange to me. &mdash; Fenris   08:48, 8 June 2006 (CDT)
 * The one time I did this and a turtle died, the respawn began walking directly into the back lines of the afflicted, leading it to a quick death. I heard similar stories from another player about a suicidal turtle appearing during the afflicted attack after they lost one during the mission. I don't know if you can earn back a master's reward by saving these suicidal ones. --Thervold 17:17, 8 June 2006 (CDT)

6/15/06 Patch
I'm guessing that the fix mentioned in the patch notes refers to the 'run-to-the-right' exploit. Can someone confirm this? --72.134.242.133 18:11, 17 June 2006 (CDT)


 * the trick still works fine. I think what they are referring to, is that sometimes the caravan would get stuck half way and not move for a long time. It happened to me once. They did snap out of it, after some foes finally showed up. but it was scary to think that 2/3 of the way through the mission with 5 turtles ok you would have to restart. --Karlos 19:00, 17 June 2006 (CDT)

Thank You Guildwiki
I can't express my gratitute enough for this site. This detailed walkthrough just made my "Protector of Cantha" title with henchies only. Just took it step by step as explained. It was slow, but successfully done. Thank you guildwiki ppl. Erez


 * $5. Please pay the cashier on your way out. :) --Karlos 07:49, 20 June 2006 (CDT)


 * * A slighty muscular Irishman with arms folded, blocking the exit, looks at Erez then nudges his head towards the cashier.* "You heard the man". Hehe, just kidding. Congrats on the title! --Gares Redstorm 08:40, 20 June 2006 (CDT)

Changes?
I did the alternatively strategy before and it worked fine for me. However, in the last days, I tried it twice with my ranger and after we cleared all the way back to the turtles, the young turtles got killed quite quickly, without us being able to stop it. Was it just our incompetent healers, or did they change something? --Xeeron 09:16, 15 July 2006 (CDT)
 * Still works for me. I did it recently with my warrior, and the "run to the right" trick worked for us.  I think your healers just couldn't heal. -- Curse You 10:53, 25 July (EST)
 * I followed the guide closely, and cleared the whole area of all enemies without any deaths using a team of henchmen. I thought it was going great, this guide is great. Then I got to the bit where you go back to the turtles, and I did exactly what it said, I placed one smoke canister on the turtles, and one where they approached from the south. Then I stayed with the turtles and ordered my henchmen to attack the Juggernauts. The young turtles died in about 1 min, maybe less. All the foes attacked them, and there were about 3-5 Juggernauts and some groups of Kurzick warriors and other Kurzicks.


 * I thought the whole point of doing the trick where you go round to the right was to avoid this battle... there is no way the young turtles can survive it when there are over 30 red dots attacking them, approaching from multiple directions. They were being healed loads trust me, but they were losing 75% of their health every few seconds. No way that can be healed. What did I do wrong? Anyway, I will try it with a team of real people tomorrow. --Carth 20:23, 5 September 2006 (CDT)


 * It was easy with a human team. Done it now, the trick worked great. --Carth 02:47, 11 September 2006 (CDT)

Creos Jade mine?
In the cinematic Argo mentions to meet him at a place called Creos Jade mine. Can we assume this is just the mine you fight afflicted in, or the old name for Leviathan Pits? -- Curse You 10:56, 25 July (EST)
 * I'd say it's the mine you fight the afflicted in. They wouldn't leave an obvious inconsistency in the storyline. -- Suspchaos 03:23, 18 August 2006 (CDT)
 * Ha. --68.142.14.61 18:57, 18 August 2006 (CDT)


 * Oh yes they do. The end cinematic in Nahpui has been having you talk to an adept instead of Suun now for 4 months. :( --Karlos 14:35, 24 August 2006 (CDT)

Freezing?
Yeah, um, I'm currently in the middle of this mission, and at this point just south of the shell, my group has been frozen for at least 10 minutes. I can run around, but the turtles don't move. Is this a common issue? (I'm hoping that by the time someone responds, I'll have finished the mission, so it won't really help me, but I'm getting P.O.'d) VegJed 13:43, 24 August 2006 (CDT)
 * Well, after 40 minutes of waiting around, and the turtles not moving an inch, I've decided to restart. This is wierd, since I assume that this bug was fixed in the June 16 update, but it still doesn't work for me. VegJed 14:12, 24 August 2006 (CDT)

The name "Gyala"
I wondered why it is called GYALA Hatchery. Is it another name for the Young Turtles? Or is it a name of an important Luxon person?

Exploit, aka "back way"
I would say it's almost vitally necessary in this article to mention the exploit-method of this mission needs to have an easily understandable note that says the back way takes much much longer than the actual mission, and in almost all cases just going with the turtles is more help than harm - think about it, they give you three Siege Turtles for a reason. All eight of my characters have Master's on Gyala - none of the master's ranks were done with the exploit. Also, most groups that I have done this with will utterly fail the exploit method, but could very well succeed the normal way. The note that it's "guaranteed" is very misleading. --Dragonaxe 14:41, 26 September 2006 (CDT)