
In this next room you can walk the path below to scout out the next couple of rooms. When in the room with the key, head to the left instead of working your way around to the objective. Jump down and then dash back up to the next platform to secure the strawberry. Half way through the room, you can spot the strawberry floating by a window. Drop down and dash left to avoid the spikes while successfully grabbing the fruit.Īfter meeting Mr. Grab the edge of the spikes and then jump up and dash to the platform above the strawberry. When transitioning screens, your dash is restored. Using the raised platform there, jump and dash diagonally to the right. The key is to go over one more screen to the left. This little path leads you to spot this strawberry, which is in a tricky spot. Climb back up and jump to the spring to be able to use it to get to safe ground above.Īfter encountering the black matter for the first time, hop onto the roof above them. Use the spring in between them to position yourself to grab the strawberry near the bottom of the screen. The spooky black matter that go up and down will haunt you for the entire chapter. The first strawberry of the chapter is out in the open, along with a new type of enemy. There is also a collectible easter egg in this chapter. Temple of the Silent Storm (Storm as I'll call it) is the newest addition to Guild Wars 2's structuredPvP map rotation and without wishing to sensationalise it, is not only the most visually incredible so far, but quite possibly my favourite map out of all of them.Below is a list of all 25 strawberries for this level, as well as the locations for the cassette tape and the Blue Heart. In map respects, the layout is comparable to Forest of Nifhel or Raid on the Capricorn. It plays horizontally with 3 captures (like all structured PvP maps) and nonetheless retains a distinctive mechanic. In contrast to the NPC's of Niflhel that award points for killing them, or the trebuchet of Khylo, Storm has four meditations that you commune with (3 are unique). Once you commune with the meditations, you or your party will receive a large buff. What is most exciting about these buffs is the intensity of them and their impact on the overall map.

Where bunker builds are running rampant in structured and tournament PvP, I cannot help however wonder whether the potency of these meditations is intended to stretch and uproot bunker players to force individuals off of capture points.


Storm differs incredibly to the other structured PvP maps in the sense that it's a warren of tunnels & verticality. Where the rest play on a fairly level playing field (with the exception of a staircase or gantry here and there) Storm honestly has a extraordinary use of distinctive levels. This could make the map hard for anybody with poor navigation capabilities, however it makes for even more thrilling and scrappy play. In some respects, you could think this map favours ranged players based upon the truth they can utilise the a range of raised platforms and in a sense you would be right. But, players are forced to navigate the network of staircases & tunnels carved by way of ice if they are to reach the meditations or capture points. Not only does this squeeze player's together, but will leave ranged players vulnerable as they move from point to point. Of the 4 meditations, two are the same (Meditation of Ferocity) and towards the lower half of the map at the left and right hand sides.
