Triple Trouble is a large meta-event which occurs in the Bloodtide Coast, at the Firthside Vigil Waypoint.
The event requires much more coordination than other open world events, due to the non-trivial adds.
Players will be split into three seperate squads as the boss is fought at three locations simultaneously.
To join an organized group you should be on their voice comms or check the lfg about 30min before the times above.
[TT Event Wiki] [TT Achievements]

Event Start
waypoint icon Firthside Vigil Waypoint
Respawn Waypoints
waypoint icon Amber - Whisperwill Waypoint
waypoint icon Cobalt - Jelako Cliffside Waypoint
waypoint icon Crimson - Firthside Vigil Waypoint
Link to eggblocking guide

This document is for a full overview of the event.
with do's and don'ts for each Wurm and all related steps.

If you have no commander to follow; this is your one-stop shop for all things Triple Trouble related.
But also a great read if you are interested in the event and how to get the most out of it!

Link to eggblocking guide

This guide will introduce you to the basics of blocking. It is meant to help you with deciding a class as well as taking your first steps to becoming a blocker.

A blocker is arguably the most important role for a TT run, they prevent the husks, eggs and AOE spits from occuring, Blocking can be done by one experienced player, Or done with two or more when required whilst learning the ropes.

[Block Timing Helper]
Link to husk management guide

This guide was written for everyone who wants to get into commanding the Triple Trouble event. It offers various information to new and experienced commanders alike.

A commander is where a TT run really comes together -- whether that is pre-event walkthroughs to visual and vocal leads during the run, commanders keep everything running smoothly!

Link to husk management guide

This guide is for everyone who wants to learn more about how to handle husks during the events.

Condies (or Huskies) generally are geared for condition damage and to break the defiance bars of the Husks since they take very little damage otherwise and pose one of the greatest threats to a run if their numbers build up.