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This already exists under Villainy Of Galrath. - LordBiro/Talk

Hmm, but it's not linked to anywhere from what I can see, definitely not from the Quests link off the main page. I'd say keep this one here and merge the others, I guess, although I think this one is more up-to-date (it's not nearly as difficult as it's made out to be; I don't know if that's because it's recently changed, or what). Nunix

I think it's difficult because you get it as a level 12 or so arrival at Lions Arch. Doing it at that level IS difficult (and also the group I tried it with at L18 were hopeless !). Finding the route without a guide is also very complicated.

I think it's harder getting to him than killing him tbh ;) - LordBiro/Talk

Just getting to The Temple of Ages turned out to be the hard part for me. The patrols at the curtain are deadly. I had a party of 15-16s and I was 19. My little party mates were shredded by the patrols everytime. I got wise and found ways to hide from them. Being a W/N19 I was able to sprint away from most the group, but not the patrols as they would follow me whereever I went. So I was able to sneak around and sprint into the Temple for the finish much to the disbelief of my party. You all mention how hard this quest is. Are you referring to getting your party to Galrath through the Curtain, fighting the Verta's Apprentice in Kessex Peak, or the actual battle with Galrath. Or gulp, all three?

I think what most people have a problem with is the undead and the poision swamps; the run to the Temple is a little iffy, but if you've got something like the guild-hall.net map you should be completely able to plan a route. The real trick is learning what pops phantoms (it's the L17 Damned Cleric that does it) and you should be alright. Part of it is also what level you get to Lion's Arch at; I did every mission and bonus objective, and every quest, so I was sitting probably 14-15 by the time I got there. Nunix

Is it still possible to kill the bandits on the cliff, protecting Galrath and then use Necrotic Traversal to get on the cliff? The point for this is right in the north of point D on the area map. It's then obviously unnecessary to fight through the mobs. The Necro then pulls Galrath and the remaining party members, wating at the bottom of the cliff, finish him. - I solved it this way long time ago, maybe Galrath doesn't follow to the cliff edge. --Nemren 06:50, 27 October 2005 (EST)

I recently completed this quest by luring Verata's cult toward Galrath. After they killed him, the quest did update and I was able to get the reward. The entry claims this won't work -- perhaps it worked for me because I actually got to him and attacked him first? In any case, taking out Verata's cult doesn't seem to be necessary if you can get past them to attack Galrath, and they'll take him out rather quickly. I've updated the page to indicate that the quest may be completed this way, but more research may be needed. -- Bcstingg 09:07, 12 July 2006 (CDT)

I see that the note about Verata's cult being hostile to Galrath was removed. I've completed this quest again within the past month, and Verata's cult is still hostile to Galrath. -- bcstingg (talkcontribs) 12:46, 1 August 2007 (CDT)

Tip Removal[]

I deleted the tip on drawing the minotaurs to the Verata as the minotaur now break aggro FAR before they can engage the Verata. I solo this run quite often and can assure you I am accurate. -- Rohar 13:50, 11 April 2006 (-5 GMT)

The villainy of galrath is the apocalypse now of guild wars.[]

While this may be quite humorous when you think of it, it is my firm opinion that this mission could be appropriatly renamed to "Heart of darkness" and still be accurate. Why ?

(Humor)Think of Galrath As Kurtz, living in the middle of nowhere, surrounded by the jungle and his army of loyal followers ( the bandits) . Think of our unlucky heroes as the guys on the boat, trying to get to Galrath (/Kurtz), not really knowing the way, being constantly ambushed from all sides, not having a clue where they are going ( just like the boat crew in the movie ) , threatened by the jungle itself and constantly fighting for their lives ( think the poisonous goop, the endless undead minions and patrols, the nightmares, spirits and minotaurs amongs other things), with people dying left and right, and a lot of the would be heroes onstantly getting off the quest/boat ( Dying / quitting / resigning ) because taking out Galrath(/Kurtz) is not worth it! Even if you manage to eventually KILL Galrath(/Kurtz) , was the insane adventure really worth the reward ? (/humor).

Lol... I agree, just did this quest and it was totally not worth it... And yes, we did have leavers, and yes, it took forever and was ultimately pointless. 69.235.220.176 17:53, 23 September 2007 (CDT)

New image[]

It's a better screenshot to be sure, however it's rather...ugly compared to the old one. And, it's not actually Galrath's castle. :)

Naturally only one should be kept in the article, my vote is for the old picture. Entropy 03:46, 3 January 2007 (CST)


New Hard Mode Quest[]

What to do with this? The Bandits are now Assassins, Monks, Mesmers and so on, not just Warriors. They are level 30 and Galrath himself is level 40. The rest of the quest stays the same (except for the reward, 30,000 XP + 5,000 gold). I'm a bit unsure if we should start "The Villainy of Galrath (Hard Mode quest)" or something like that, or if we should just add the information here. It's also a bit confusing that the Lionguard offered me the quest while being in Normal Mode (if I was looking right) and that there is no clue in the quest log that hard mode is required to do the quest. When you visit Kessex Peak in normal mode with having the new Villainy quest, Galrath simply won't spawn. Another difference might be the "Difficulty: Master" - I'm unsure if the original quest was a master's, either. Kaede 21:17, 29 April 2011 (UTC)

There are two quests in the game innards. Or we can think of it as one quest with two levels of difficulty. Either way, the master's level version doesn't become available until you complete the original. The original can be done in NM or HM (although there's no extra reward for HM); the Master's can only be done in HM.  — Tennessee Ernie Ford (TEF) 21:27, 29 April 2011 (UTC)
I know all of this, but other players may not. And now I'm looking forward on how to present this information. Do we create a new page for this quest or do we simply add the information (new Bandits, other reward, acceptable after first completion) to this page? Kaede 21:34, 29 April 2011 (UTC)
Sorry for double, but an idea might be to list the quest as a new page (The Villainy of Galrath (hard mode) or something like that) and list it as a followup? Kaede 21:37, 29 April 2011 (UTC)
I think they should be presented as two quests, the one is a pre-requisite of the other. Your convention works; another is The Vilany of Galrath/hard mode. However, GWW is (for now) going the route of using the same article for both (since many of the details are the same, especially the story/background).  — Tennessee Ernie Ford (TEF) 21:40, 29 April 2011 (UTC)
Okay, according to the dev-update there will be other Hard Mode Quests, so I created some pages to work them out like Zaishen Challenge Quests. I think it's better than the used form of The Villainy of Galrath (hard mode) - there is too much information redundant.

Template:Hard Mode Quest Kaede 00:34, 1 May 2011 (UTC)

hard mode indication[]

Strangely, and contradicting what A-net said on its release, you do not have to be in HM to take the HM quest. If fact, there is no indication that you HAVE to be in HM at all ingame. the only differences with the NM quest are the "difficulty: master" in front (plus the reward).--TalkpageEl_Nazgir 09:09, 17 May 2011 (UTC)

I don't believe ANet said you had to be in HM to take the quest (I believe that GWW peoples thought it to be so and wrote that in the article). (What ANet said was, "The Villainy of Galrath" is now available as a Hard Mode quest".)
That aside, this wiki is treating the Difficulty: Master and Difficulty: Unstated versions as two different quests with two different articles, so the rewards for the Diff:M AKA HM versions need to go on different pages.  — Tennessee Ernie Ford (TEF) 09:40, 17 May 2011 (UTC)
Yeah, sorry about that, I completely missed the box on the right :S
I still find it curious that there is absolutely no indication of the need to be in HM. --TalkpageEl_Nazgir 09:42, 17 May 2011 (UTC)
They don't seem to have given a lot of thought to any of it: the quest, the foes, the description, the naming convention, how people learn about it in-game, or...that you need to be in HM to complete it. Yeah, John Stumme calls it a HM quest, but the game doesn't. I'm not nearly as impressed with this as I am with most of the other stuff they released in the last few years.  — Tennessee Ernie Ford (TEF) 09:47, 17 May 2011 (UTC)
"In order to accept the quest, you'll need to have completed the original version of the quest, and then speak with Firstwatch Sergio while in Hard Mode to accept the new version." [1] What they neglected to remember is that towns/outposts don't have a "hard mode version" the way explorables do. —Dr Ishmael Diablo the chicken 12:25, 17 May 2011 (UTC)
Boy, I hate it when I'm mistaken (or worse: when I'm actually wrong). However, I'm convinced they neglected to remember...or even think about...a lot more than just which mode you had to be in.  — Tennessee Ernie Ford (TEF) 16:30, 17 May 2011 (UTC)
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