Difference between revisions of "User:Mistie/mission triggers"
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==Ruins of Surmia== | ==Ruins of Surmia== | ||
===Objectives=== | ===Objectives=== | ||
− | *Not sure if you actually need to free all the prisoners... will have to test this. | + | *<span style="color:#FF0000">Not sure if you actually need to free all the prisoners... will have to test this.</span> |
− | *Also not sure if you can get Rurik to run around instead of crossing the drawbridge. | + | *<span style="color:#FF0000">Also not sure if you can get Rurik to run around instead of crossing the drawbridge.</span> |
*Get Prince Rurik to the obelisks inside the ruined academy. | *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 starts moving once a character (player, hero, or henchman) gets close to him. | ||
Line 37: | Line 37: | ||
====Bonus==== | ====Bonus==== | ||
*Kill the 4 Flame Keepers. | *Kill the 4 Flame Keepers. | ||
+ | |||
===Other=== | ===Other=== | ||
*Killing the Charr boss near Breena Stavinson allows you to talk to her, spawning the 4 Ember Bearers and the Flame Brazier. | *Killing the Charr boss near Breena Stavinson allows you to talk to her, spawning the 4 Ember Bearers and the Flame Brazier. |
Revision as of 19:31, 11 January 2018
Contents
- 1 Prophecies
- 1.1 The Great Northern Wall
- 1.2 Fort Ranik
- 1.3 Ruins of Surmia
- 1.4 Nolani Academy
- 1.5 Borlis Pass
- 1.6 The Frost Gate
- 1.7 Gates of Kryta
- 1.8 D'Alessio Seaboard
- 1.9 Divinity Coast
- 1.10 The Wilds
- 1.11 Bloodstone Fen
- 1.12 Aurora Glade
- 1.13 Riverside Province
- 1.14 Sanctum Cay
- 1.15 Elona Reach
- 1.16 Dunes of Despair
- 1.17 Thirsty River
- 1.18 Augury Rock
- 1.19 The Dragon's Lair
- 1.20 Ice Caves of Sorrow
- 1.21 Iron Mines of Moladune
- 1.22 Thunderhead Keep
- 1.23 Ring of Fire
- 1.24 Abaddon's Mouth
- 1.25 Hell's Precipice
- 2 Factions
- 3 Nightfall
- 3.1 Chahbek Village
- 3.2 Jokanur Diggings
- 3.3 Blacktide Den
- 3.4 Consulate Docks
- 3.5 Venta Cemetery
- 3.6 Kodonur Crossroads
- 3.7 Rilohn Refuge
- 3.8 Pogahn Passage
- 3.9 Moddok Crevice
- 3.10 Tihark Orchard
- 3.11 Dzagonur Bastion
- 3.12 Dasha Vestibule
- 3.13 Grand Court of Sebelkeh
- 3.14 Jennur's Horde
- 3.15 Nundu Bay
- 3.16 Gate of Desolation
- 3.17 Ruins of Morah
- 3.18 Gate of Pain
- 3.19 Gate of Madness
- 3.20 Abaddon's Gate
- 4 Eye of the North
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
Objectives
Bonus
Other
D'Alessio Seaboard
Objectives
Bonus
Other
Divinity Coast
Objectives
Bonus
Other
The Wilds
Objectives
Bonus
Other
Bloodstone Fen
Objectives
Bonus
Other
Aurora Glade
Objectives
Bonus
Other
Riverside Province
Objectives
Bonus
Other
Sanctum Cay
Objectives
Bonus
Other
Elona Reach
Objectives
Bonus
Other
Dunes of Despair
Objectives
Bonus
Other
Thirsty River
Objectives
Bonus
Other
Augury Rock
Objectives
Bonus
Other
The Dragon's Lair
Objectives
Bonus
Other
Ice Caves of Sorrow
Objectives
Bonus
Other
Iron Mines of Moladune
Objectives
Bonus
Other
Thunderhead Keep
Objectives
Bonus
Other
Ring of Fire
Objectives
Bonus
Other
Abaddon's Mouth
Objectives
Bonus
Other
Hell's Precipice
Objectives
Bonus
Other
Factions
Minister Cho's Estate
Objectives
Other
Zen Daijun
Objectives
Other
Vizunah Square
Objectives
Other
Nahpui Quarter
Objectives
Bonus
Other
Tahnnakai Temple
Objectives
Arborstone
Objectives
Other
Boreas Seabed
Objectives
Other
Sunjiang District
Objectives
Other
The Eternal Grove
Objectives
Bonus
Other
Gyala Hatchery
Objectives
Bonus
Other
Unwaking Waters
Objectives
Other
Raisu Palace
Objectives
Other
Imperial Sanctum
Objectives
Other
Nightfall
Chahbek Village
Objectives
Bonus
Other
Jokanur Diggings
Objectives
Bonus
Other
Blacktide Den
Objectives
Bonus
Other
Consulate Docks
Objectives
Bonus
Other
Venta Cemetery
Objectives
Bonus
Other
Kodonur Crossroads
Objectives
Bonus
Other
Rilohn Refuge
Objectives
Bonus
Other
Pogahn Passage
Objectives
Bonus
Other
Moddok Crevice
Objectives
Bonus
Other
Tihark Orchard
Objectives
Bonus
Other
Dzagonur Bastion
Objectives
Bonus
Other
Dasha Vestibule
Objectives
Bonus
Other
Grand Court of Sebelkeh
Objectives
Bonus
Other
Jennur's Horde
Objectives
Bonus
Other
Nundu Bay
Objectives
Bonus
Other
Gate of Desolation
Objectives
Bonus
Other
Ruins of Morah
Objectives
Gate of Pain
Objectives
Bonus
Other
Gate of Madness
Objectives
Bonus
Other
Abaddon's Gate
Objectives
Other
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.