Difference between revisions of "User:Mistie/mission triggers"

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==The Frost Gate==
 
==The Frost Gate==
 +
===Objectives===
 +
====Bonus====
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===Other===
  
 
==Gates of Kryta==
 
==Gates of Kryta==

Revision as of 19:23, 11 January 2018

Contents

Prophecies

The Great Northern Wall

Objectives

  • Talk to Captain Calhaan. This opens the gate at the start.
  • Trigger the cutscene.
  • Talk to Captain Calhaan. A character that slow-loaded after the cutscene will receive a unique error message.

Bonus

  • Talk to Kilnn Testibrie.
  • Talk to him again with all 4 pieces of his armor in your inventory. You can turn in the pieces individually, and different players can turn in each piece separately. The bonus is completed when he receives the last piece.

You can store the pieces in your inventory for future runs, and each type of piece is stackable with copies of itself. Be aware that talking to Kilnn Testibrie will remove ALL pieces of his armor from your inventory, including stacks.

Other

The gate by the big bridge leading back to Captain Calhaan will open when you reach the northern end of the bridge (in compass range of the gate). It doesn't matter which direction you approach from, but it's possible to leave the gate closed by shadow-stepping over the trigger point.

Fort Ranik

Objectives

  • Kill the Charr boss at the end, and his entire group.

Bonus

  • Kill the 2 Charr Overseers to open the cage.
  • Talk to Trooper Deeter Saberlin.

Ruins of Surmia

Objectives

  • Not sure if you actually need to free all the prisoners... will have to test this.
  • Also not sure if you can get Rurik to run around instead of crossing the drawbridge.
  • Get Prince Rurik to the obelisks inside the ruined academy.
  • Rurik starts moving once a character (player, hero, or henchman) gets close to him.
  • Rurik will find the way himself, but will stop to fight everything unless you get him to follow you.
  • If Rurik dies, the mission fails.
  • Kill the attacking waves of Charr while Rurik uses Knock.

Bonus

  • Kill the 4 Flame Keepers.

Other

  • Killing the Charr boss near Breena Stavinson allows you to talk to her, spawning the 4 Ember Bearers and the Flame Brazier.
  • When the Flame Brazier reaches the gate leading to the Flame Keepers, the gate will open.

Nolani Academy

Objectives

  • Clear out the Charr in front of the academy.
  • Wait for Prince Rurik to reach the gate through the Wall, triggering a cutscene.
  • Kill Bonfaaz Burntfur.
  • If Rurik dies, the mission fails.

Bonus

  • Talk to Watchman Pramas to drop the Tome of the Fallen. He will not talk while in aggro, and if he dies before dropping the Tome, the bonus is failed.
  • Carry the Tome of the Fallen to the Tome Pedestal in the graveyard. This will cause all the Spirits of the Fallen to de-spawn, except the 4 close ones that don't move.
  • Talk to the Old Ascalon Spirit, causing the remaining Spirits of the Fallen to de-spawn.
  • Wait around 22 seconds. If you run away or get teleported by a cutscene, the bonus will not complete until you come back.

Other

  • When you pull the lever at the start, most of the Charr will rush in, eventually killing Prince Rurik.
  • When Rurik reaches the top of Horn Hill, a cutscene is triggered.

Borlis Pass

Objectives

  • Kill the 2 Siege Engineers inside Maladar's Fort, and all the enemies outside Krok's Hollow. This triggers a cutscene, teleporting the party into Krok's Hollow.
  • Light the 4 beacons above Grooble's Gulch.

Bonus

  • Kill the Ice Drake (or Whiskar Featherstorm) and its group of 3 Frostfire Dryders.

Other

  • Ascalon Guard Hayden will give you a Torch if you talk to him. He won't give it to you if he's in combat, but he drops in when he dies.
  • If you light the 6 beacons at the start, you can give the Torch to Ascalon Guard Tolis, and the gate will open. He won't accept it if he's in combat, and if he dies the gate will not open.

The Frost Gate

Objectives

Bonus

Other

Gates of Kryta

D'Alessio Seaboard

Divinity Coast

The Wilds

Bloodstone Fen

Aurora Glade

Riverside Province

Sanctum Cay

Elona Reach

Dunes of Despair

Thirsty River

Augury Rock

The Dragon's Lair

Ice Caves of Sorrow

Iron Mines of Moladune

Thunderhead Keep

Ring of Fire

Abaddon's Mouth

Hell's Precipice

Factions

Minister Cho's Estate

Zen Daijun

Vizunah Square

Nahpui Quarter

Tahnnakai Temple

Arborstone

Boreas Seabed

Sunjiang District

The Eternal Grove

Gyala Hatchery

Unwaking Waters

Raisu Palace

Imperial Sanctum

Nightfall

Chahbek Village

Jokanur Diggings

Blacktide Den

Consulate Docks

Venta Cemetery

Kodonur Crossroads

Rilohn Refuge

Pogahn Passage

Moddok Crevice

Tihark Orchard

Dzagonur Bastion

Dasha Vestibule

Grand Court of Sebelkeh

Jennur's Horde

Nundu Bay

Gate of Desolation

Ruins of Morah

Gate of Pain

Gate of Madness

Abaddon's Gate

Eye of the North

Curse of the Nornbear

Blood Washes Blood

A Gate Too Far

Against the Charr

Objectives

  • Kill Harvest Soulreign.

Other

  • Charr Explosives can be used to kill 7 of the enemies inside the base before approaching:
  • Killing Groknar Weazlewortz's group and destroying the Supply Carts kills the group of 1 Axemaster and 1 Seeker.
  • Firing Anmat the Trickster's northern Siege Devourer kills the Devourer Catapult.
  • Destroying the north-western watchtower kills the group of 1 Flameshielder and 1 Dominator.
  • Destroying the southern watchtower kills the group of 2 Axemasters.
  • Firing Frazar Frostfur's southern Siege Devourer appears to do nothing, except update the quest log.
  • None of those enemies spawn until a player character comes within compass range, so it is possible to avoid them by flagging heroes inside the base to complete the objective. Dying and watching from the heroes' PoV will not trigger the spawns.

Warband of Brothers

Assault on the Stronghold

The Elusive Golemancer

Finding the Bloodstone

Genius Operated Living Enchanted Manifestation

Destruction's Depths

A Time for Heroes