Game text
902,736 entries
- Do you see? All gone! Home now, we can go!
- Toowal. ToOoOOoOoowal. Quaggan even likes saying his name. Coo!
- Yikes! That one! Bigger than the others.
- Kill it. Get rid of the fire-holes. Stop the burning!
- Fire-trolls near. No one gets in the Center. Gates closed. You help. Fire-trolls, stop them.
- Calm down. I'll see what I can do.
- Couldn't protect gate, no. No, no, no. Fire-trolls too strong. Yes. Had to run. Sad, scared, shame. Where? Yes. Here! Me.
- It's okay. You stay here with the others.
- Bad monsters. Still have my fur. Very fast. Me. So, so fast. Others need help. You help, yes? Yes, you help.
- Fire-trolls! Attacking. More coming in the ground. You! Hurt them. Yes! Make them go away.
- That I can do.
- Fight? Fight! Yes. Can still fight. You? Can you fight?
- Keep watching, and you'll see for yourself.
- Friends! Much help. Need it. You, fight fire-trolls. Help friend. Be great hero, yes? Yes, you. Go!
- Fight the fire-trolls. Got it.
- (sniff) Oh, you not from here. Outsider.
- True. I am not.
- What? Yes, important job. Safe, everything made safe. Gate to Center, safe. I do that.
- It's a good thing, too. Those destroyers can cause a lot of trouble.
- Yes. Blood! Pain! The fire-trolls do that. You...(sniff)...yes, you. Pushed them away. You, me, us, victory. %str2%, I have decided. Fire-trolls, bad. You, not bad.
- Thank you. You're not bad yourself.
- Hub 2 has been taken over by the Nightmare Court of Beldame's Rise. Nightmare court mesmers (Nightmare Spellbinders) are controlling the local skritt, 2 skritt per mesmer, forcing them to become agressive. Skritt are stunned if players get them to low health, but their nightmare controller can force them to become agressive again. Scaling nightmare court fighters will respawn to during the event. The event succeeds when all spellbinders are killed.
- Free Hillstead skritt from the Nightmare Court.
- What is going on?
- Spin, spin, spin. Hee-hee.
- Get the plant men!
- No talk-talk now! Rotten plants are still here!
- Those plant men, all bad, all about pain. Don't let them take us!
- This is bad. Bad, bad, bad.
- Run! Scatter! Don't be caught!
- Trapped! Trapped! (sniff) What's this? Bad smell. Smells like plant rot.
- Give me your suffering. None of it shall be lost.
- Feed on the nightmare.
- Well done. So the trial begins!
- Live in this fear! Drink it, swallow it. Feel the frenzy rise within you.
- Give in to the pain.
- Oooh, ouchies. My head feels sick.
- The nightmare plants. Got into our heads. Made us do bad things.
- Are they gone? Yes? No? Oww, head. Hurts.
- All okay. We had help. Nice help. Drove the nightmares away. Need to tell king about the nice help.
- Destroyers have infested the skritt settlement.
- Drive out the Inquest from the skritt tunnels.
- Close. Too close. Too, too close.
- Bad gray-ears! Can't let them get to the king. No! Our tunnels!
- Bandits have overrun the Seraph camp. Assist the Seraph in defeating the Bandits and retaking the camp.
- Help the Seraph retake their camp.
- Stand tall, stand proud! You men and women have brought honor on yourselves this day.
- Feels good to stand on our soil again.
- Those bandits will think twice before hitting us again.
- With the golem destroyed, the Durmand Priory research team lead discovered within its remains the unusually powerful energy core that contains the "essence" of the druids. Since the conservation of this energy is a primary concern for this researcher, he is leading a team of scholars and guardians to return the energy to the Henge of Denravi, and will enact a ritual that he believes will reunite that energy with its former hosts. The Durmand Priory needs help to get from their camp to the Henge without incident.