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

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==Assault on the Stronghold==
 
==Assault on the Stronghold==
 
===Main Objectives===
 
===Main Objectives===
===Gates===
+
*Kill all the Charr and Destroyers around the captured Vanguard.
 
===Other===
 
===Other===
 +
*The Charr allies will move forward to attack the enemies at the right Siege Devourer when the party approaches them.
 +
*When both groups guarding the devourers are defeated, several things happen:
 +
:*Both devourers can now be ordered to attack the bluff or the gate on their side.
 +
:*Four groups of 4 Charr Seekers spawn on the bluffs above the gate, each group corresponding to to a Siege Devourer target area.
 +
::*Every 30 seconds, if one of the four groups has less than 4 Seekers alive, a new Seeker will spawn. <span style="color:#FF0000">...I think.</span>
 +
:*1 Charr Axemaster, 1 Blademaster, and 1 Bladestorm spawns at each of the teleporters and run to attack the devourers.
 +
::*After around 33 seconds, another Axemaster, Blademaster, and Axestorm will spawn at each teleporter.
 +
::*No more will spawn unless 3 of the ones on a side die.
 +
::*<span style="color:#FF0000">I'm really not sure that's how it works, but whatever.</span>
 +
:*Bonwor Fierceblade stands on the hill overlooking the battlefield, and no longer uses skills or fights back when attacked.
 +
:*An Armored Saurus spawns at the zone portal and runs towards the Fortress Gate.
 +
::*When the Saurus reaches the gate, it deals ~4% damage to the Fortress Gate Integrity every ~2 seconds. When the Integrity reaches 0, the gate opens.
 +
::*If the Saurus dies before the gate is open, a new one will spawn after 10 seconds.
 +
*When the gate is opened, several things happen:
 +
:*The Charr enemies stop spawning.
 +
:*Bonwor Fierceblade follows the party and actively fights again.
 +
:*The other Charr allies stand outside the gate.
 +
:*The Armored Saurus runs through the gate and starts attacking the enemies. <span style="color:#FF0000">This doesn't appear to happen immediately - not sure what the exact trigger is.</span>
 +
*When a party member or the Armored Saurus aggroes the Charr beyond the gate, they run away.
 +
*Approaching the stairs leading towards the captured Vanguard triggers Hierophant Burntsoul's dialogue, but does not actually release the Destroyers. Ascending the steps releases the Destroyers, causing them to run out and attack the Charr, and the Charr to change their positions.
  
 
==The Elusive Golemancer==
 
==The Elusive Golemancer==

Revision as of 22:59, 18 January 2018

Contents

Prophecies

The Great Northern Wall

Main Objectives

  • Run to the Charr camp to trigger the cutscene.
  • Talk to Captain Calhaan. A character that slow-loaded after the cutscene will receive a unique error message.

Bonus Objectives

  • Talk to Kilnn Testibrie.
  • Talk to him again when all four pieces of his armor have been retrieved. The pieces can be turned in individually, and different players can turn in each piece separately. The bonus is completed when Kilnn has received all four pieces.
The pieces can be stored in inventory for future runs, and each piece is stackable with copies of itself. Be aware that talking to Kilnn Testibrie will remove ALL pieces of the armor from the inventory, including stacks.

Gates

  • Talk to Captain Calhaan to open the first gate.
  • The second gate is opened by a Lever.
  • The gate by the big bridge leading back to Captain Calhaan will open when a player reaches the northern end of the bridge (in compass range of the gate). It can be approached from either direction, but it's possible to leave the gate closed by shadow-stepping over the trigger point.

Fort Ranik

Main Objectives

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

Bonus Objectives

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

Ruins of Surmia

Main 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. This is pretty vague koz I need to work out exactly how his AI works.
  • If Rurik dies, the mission fails.
  • Kill the attacking waves of Charr while Rurik uses Knock.

Bonus Objectives

  • Kill the 4 Flame Keepers.

Gates

  • After the Charr boss near Breena Stavinson is dead, she can be talked to, 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.
  • The drawbridge is opened by a Lever.

Nolani Academy

Main 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 Objectives

  • 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 the party runs away or gets teleported by a cutscene, the bonus will not complete until a player comes back in range.

Gates

  • When the Lever at the start is pulled to open the first gate, most of the Charr will rush in, eventually killing Prince Rurik. This gate can also be opened by killing the Charr outside.
  • The gate through the Great Northern Wall is opened in the first cutscene.

Other

  • When Rurik reaches the top of Horn Hill, a cutscene is triggered.

Borlis Pass

Main 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 Objectives

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

Gates

  • The first gate is opened by lighting all the Storm Beacons.
  • Talk to Ascalon Guard Hayden while he's out of combat to receive a Torch. He drops the Torch if he dies.
  • After the 6 Storm Beacons are lit, Ascalon Guard Tolis will accept the Torch, 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 second gate can be destroyed by a Dwarven Powder Keg.
  • The third gate is opened by a Lever.
  • The gate leading to Rornak Stonesledged can be destroyed by a keg.
  • The gate behind Rornak (a snowdrift) can be destroyed by a keg.

The Frost Gate

Main Objectives

  • Use the Gear Lever on the last 3 Lever Mechanism, and then just survive for 63 seconds for the mission to complete.

Bonus Objectives

  • Open the chest to drop the Secret Siege Weapon Plans, and bring them back to Rornak Stonesledge.

Gates

  • Each of the first two gates are opened by killing the Siege Engineer at the nearest ballista.
  • The third gate requires 2 Siege Engineers to be killed. After killing these, a boss group will immediately run through the gate.
  • The fourth gate is opened by killing the boss group, triggering the cutscene.
  • The bonus gate is opened by firing the mended ballista at it.
  • Talk to Rornak Stonesledge.
  • Bring Rornak to the broken ballista.
  • Use the Firing Lever to destroy the gate leading to the Secret Siege Weapon Plans.
  • Use the Gear Lever on the Lever Mechanism and wait 1 minute for the final gate to open.

Gates of Kryta

Main Objectives

  • Kill the Undead at the north end of the swamp.
  • If Justiciar Hablion dies, the mission fails.

Bonus Objectives

  • Talk to Oink, and bring it to Orrian Historian McClain.
  • Open the Chest to drop the Orrian Text, and bring it to Orrian Historian McClain.

Gates

  • Killing the Undead north of Lion's Gate will open the gate leading inside.
  • Talking to Justiciar Toriimo will open the gate to the south.

Other

  • Talking to Justiciar Hablion will trigger a cutscene, and the White Mantle will proceed into the swamp, fighting any Undead they encounter.

D'Alessio Seaboard

Main Objectives

  • Kill the boss at the end (either Droog Stoneclub or Tree of Renewal).
  • Talk to Dinas.
  • If Confessor Dorian dies, the mission fails.

Bonus Objectives

  • Talk to Benji Makala while he's not fighting.
  • Keep Benji alive until the village is cleared of Undead.
  • Bring the Melandru Offering from its pedestal to the one across the ravine.

Gates

  • If the Gate Guard dies, his gate automatically opens.
  • When all the Undead in the village are killed, the western gate opens.
  • After all the Undead in the village are killed, talk to Gate Guard Makala; if Benji survived, he'll open the gate. If Benji died, he will not.
  • The gate at the Melandru Offering pedestal is opened by a Lever.

Divinity Coast

Main Objectives

  • Talk to Justiciar Hablion to trigger the cutscene.
  • Kill the group of 3 Mergoyle Wavebreakers and stand on the Fountain of Truth to receive the Cleansed effect.
  • Talk to Hablion again to take the Eye of Janthir.
  • Bring the Eye of Janthir to Loamhurst.

Bonus Objectives

  • Bring the Eye of Janthir to each of the 5 Chosen Villagers.
  • Talk to the 2nd Villager once he is out of aggro; until talked to, he will not follow the party.
  • Bring all 5 Villagers to Lionguard Minah in Loamhurst and talk to him.

Gates

  • The gate to the Fountain of Truth opens after the cutscene.
  • The gate leading out of Shaemoor opens when the Eye of Janthir reaches the Shaemoor Gate Guard.

Other

  • Saving each Merchant from Caromi Tengu aggro grants the party a 2% Morale Boost.

The Wilds

Main Objectives

  • Catch up with the Shining Blade to trigger the cutscene.
  • Kill the spiders.

Bonus Objectives

  • Kill Ramtha Brokenhoof and Horm Frostrider.

Gates

  • Approaching each Entangling Roots causes vine gates to close, preventing the party from moving forward or backward. Killing the Entangling Roots re-opens the gates.
  • The bridge leading to the Centaur meeting is spawned by a Vine Seed.
  • Collect the Vine Seed from the Centaur Scouts.
  • Get close (less than spirit range) to the 2 Centaurs to trigger their dialogue.
  • If the Centaurs are aggroed, they will pause their conversation, but continue once they lose aggro.
  • If only one of the Centaurs is killed and the other loses aggro, he will then continue his side of the conversation.
  • If the left Centaur (the one who drops the Vine Seed) is killed, the bonus is failed, but the right one can be killed without failing.
  • Wait until the Centaur drops the Vine Seed, then pick it up.
  • Take the Vine Seed to the drop point leading to the Centaur meeting.

Bloodstone Fen

Main Objectives

  • Reach the Bloodstone to trigger the cutscene. The party leader will be teleported quite far forward, while the rest of the party will be teleported back a little bit.
  • Kill Justiciar Hablion and his group; the surrounding White Mantle do not need to die.

Bonus Objectives

  • Drop a Vine Seed where the 1st Druid spawns.
  • Drop Vine Seeds at the other 3 Druid spawn locations.
  • Wait for all 4 Druids to arrive at the top of the hill, and then the Elder Druid will spawn.
  • Talk to the Elder Druid to complete the bonus.
  • If any of the Jungle Guardians are killed, Druids can no longer be spawned. If this happens after the 4th Druid is spawned, the bonus can still be completed.
  • After completing the bonus, Jungle Guardians will stop being aggressive, but will still fight back if attacked.

Gates

  • There are 8 Vine Seed bridges around the map; dropping a Vine Seed at the right end causes the bridge to spawn.
  • Talk to Saidra to receive the first Vine Seed.
  • The other bridges have just enough Vine Seed Flowers in the vicinity.
  • The bridge leading to the bonus area will spawn 30 seconds after the Vine Seed is dropped, when the Druid has finished his dialogue.

Aurora Glade

Main Objectives

  • Attune all 3 Thorn Pedestals at the Henge Portal at once, to trigger the cutscene.
  • Take a Rune Crystal from the Thorn Pedestal to each of the other 3 pedestals around the Henge Portal.
  • Dropping a Rune Crystal or delivering it to a pedestal will spawn another one back at the first pedestal.
  • The White Mantle will also be running Rune Crystals, attempting to attune the Henge Portal.
  • If the White Mantle attune a pedestal your team has already attuned, it must be attuned again.
  • If the White Mantle attune all 3 pedestals before your team does, the mission fails.
  • If the White Mantle running the crystals are killed, they will send a new runner, until all of them(except the Demagogue) have been killed.
  • Your team can also use the White Mantle pedestal to collect a crystal.
  • Kill the Henge Guardian, the 2 Root Behemoths, and the 2 Wind Riders.

Bonus Objectives

  • Talk to Less Longbow while he is out of combat.
  • Wait for the bonus objective to appear before running away.
  • Kill the Demagogue.

Gates

  • Attune the 1st Thorn Pedestal to open the 1st gate.
  • Kill the White Mantle boss to spawn the Druid.
  • Talk to the Druid to spawn a Rune Crystal at the Thorn Pedestal.
  • Take the Rune Crystal from the Thorn Pedestal to the other Thorn Pedestal, opening the gate.
  • Attune 2 more Thorn Pedestals to open the 2nd gate.
  • Talk to the next Druid to spawn a Rune Crystal at the Thorn Pedestal.
  • Take the Rune Crystal from the Thorn Pedestal to one of the other Thorn Pedestals.
  • Another Rune Crystal will spawn back at the Druid's pedestal; bring this to the remaining pedestal, opening the gate.

Riverside Province

Main Objectives

  • Talk to Dinas to collect the Scepter of Orr, triggering the cutscene.
  • Bring the Scepter of Orr to the bridge at the north-east corner.

Bonus Objectives

  • Kill the White Mantle Seeker on all 9 watchtowers.

Gates

  • Speaking to Saidra after killing the 1st seeker will put the bonus objective in the quest log, and after a few seconds of dialogue, the gate will open.

Other

  • Entering the vicinity of each watchtower will cause the surrounding White Mantle patrols to run to the tower.
  • If everyone breaks aggro and runs away, they will return to their patrols.
  • Every time a player comes back to the tower, they will run in again.

Sanctum Cay

Main Objectives

  • Talk to Evennia to receive the Scepter of Orr.
  • Bring the Scepter of Orr to Vizier Khilbron, triggering the cutscene.
  • Head to the dock, spawning the Vizier, and triggering some of the White Mantle waves to start approaching.
  • Wait 3 minutes for the gangplank to come down, and then get on the boat.
  • If the Vizier dies, the mission fails. Only the final incarnation of the Vizier, at the boat, is vulnerable to attack.

Bonus Objectives

  • Bring the Scepter of Orr to the Restless Spirit. He will begin following whomever is carrying the Scepter of Orr, standing still when it's left on the floor.
  • After the cutscene, talk to the Restless Spirit again. He will attempt to follow the entire party at once.
  • Bring the Restless Spirit to the graveyard near the dock.

Gates

  • The first gate is opened by a Lever.
  • The second gate is opened at the cutscene.

Other

  • Approaching the dock will trigger some of the White Mantle waves, before getting close enough to spawn the Vizier.

Elona Reach

Main Objectives

  • Talk to the Ghostly Priest to receive the first Vision Crystal.
  • Bring the Vision Crystal to the Ghostly Hero to trigger the cutscene. He will start walking up the stairs, and a 30 minute timer will start.
  • Collect the other 2 Vision Crystals and bring them to the Ghostly Hero.
  • If the Ghostly Hero dies, the mission fails.
  • If the 30 minute timer ends, the mission fails.

Bonus Objectives

  • Bring a Vision Crystal into aggro range of where each of the Ritual Priests spawn.

Gates

  • The first gate is opened by talking to the Ghostly Priest.
  • The second gate is opened at the cutscene.

Dunes of Despair

Main Objectives

  • Bring the Ghostly Hero to the Throne of Pellentia, starting a 10 minute timer, and triggering waves of Forgotten to approach the throne.
  • The mission completes when the timer ends.
  • If the Ghostly Hero dies, the mission fails.

Bonus Objectives

  • Kill all 3 Forgotten generals and their groups.

Gates

  • Talk to the Ghostly Hero to lower the 1st bridge.
  • Bringing the Ghostly Hero near the 2nd bridge (next to the Siege Wurm) causes him to use Claim Resource, lowering the bridge.
  • Bring the Ghostly Hero to the Temple of Ascension; he will use Claim Resource, opening the north gate.
  • The other gates to the temple open when the Ghostly Hero reaches the Throne.

Other

  • Bringing the Ghostly Hero forward a few steps at the start causes him to use Claim Resource; this actually does nothing, as the bridge will drop regardless.
  • Killing Goss Aleessh and his group triggers a cutscene, teleporting the Ghostly Hero as well as the party.

Thirsty River

Main Objectives

  • Talk to the Ghostly Hero to trigger the cutscene.
  • Defeat Goss Aleessh's team.
  • Defeat Issah Sshay's and Hessper Sasso's teams.
  • Defeat Josso Essher's, Custodian Phebus's, and Custodian Hulgar's teams.

Bonus Objectives

  • If King Khimaar is killed, the bonus is failed. Simply complete the mission without him dying to get credit for the bonus.

Gates

  • Bring the Ghostly Hero to the gate before each arena, and he will use Claim Resource to open it.
  • After each set of teams is defeated, the Ghostly Hero will run directly to the next gate and use Claim Resource to open it.

Other

  • Killing each of the 5 Sand Giants gives the party a 2% Morale Boost.

Augury Rock

Main Objectives

  • Step on each of the 3 stones. They will not work unless you have completed Elona Reach, Dunes of Despair, and Thirsty River. Stepping on all 3 stones triggers the cutscene.
  • Defeat your Doppelganger.

Bonus Objectives

  • Defeat your Doppelganger in less than 10 minutes (2 minutes in Hard Mode). The timer starts after the cutscene.

The Dragon's Lair

Main Objectives

  • Talk to the Forgotten Gate Keeper to open the 1st portal, and enter the portal to trigger the 1st cutscene.
  • Kill the Facet of Light to open the 2nd portal, and enter the portal to trigger the 2nd cutscene.
  • Kill the Facet of Nature to open the 3rd portal, and enter the portal to trigger the 3rd cutscene.
  • Kill the Facet of Chaos to open the 4th portal, and enter the portal to trigger the 4th cutscene.
  • Kill the Facet of Darkness to open the 5th portal, and enter the portal to trigger the 5th cutscene.
  • Kill the Facet of Elements to open the 6th portal, and enter the portal to trigger the 6th cutscene.
  • Kill the Facet of Strength to open the 7th portal, and enter the portal to trigger the 7th cutscene.
  • Enter the last portal.

Bonus Objectives

  • Pick up one of Glint's eggs, triggering a cutscene and turning Glint hostile.
  • Kill Glint.
  • Wiping to Glint will fail the bonus, but the mission will still complete.

Ice Caves of Sorrow

Main Objectives

  • Drop a keg to destroy the door of Evennia and Saidra's cage, triggering a cutscene.
  • Bring Evennia to the boat at the end. She will stop and fight everything she encounters.
  • If Evennia dies, the mission fails.

Bonus Objectives

  • Talk to Rornak Stonesledge while he is out of aggro.
  • Talk to Hamdor Grandaxe.

Gates

  • Drop a Dwarven Powder Keg to destroy the door leading into the caves.
  • Drop a keg to destroy the gate leading out of the caves.
  • Drop a keg to destroy the door leading to Rornak Stonesledge.
  • A keg can be used to destroy Rornak Stonesledge's cage door, although it is also possible to just have him walk through the door if he gets aggro.

Other

  • Using the Firing Lever on the 2nd Stone Summit catapult triggers a cutscene that teleports the party, disables the White Mantle ballistae, and kills all White Mantle around them.

Iron Mines of Moladune

Main Objectives

  • Kill Markis, spawning 2 more Jade Armors.
  • Kill all 4 Jade Armors.

Bonus Objectives

  • Talk to Shining Blade Scout Ryder to spawn the Inquisitor.
  • Kill the Inquisitor.

Other

  • When a player, hero, or henchman passes the 1st group, Markis and the White Mantle Knight with him will start running to the end of the mission.
  • Enter cast range of the Seer to trigger the cutscene.

Thunderhead Keep

Main Objectives

  • Kill Dagnar Stonepate, the mesmer group northwest of him, and the two necromancer groups to the north. Attacking waves of Stone Summit and Mursaat/White Mantle will start spawning. After approximately 3 minutes, a Stone Summit boss group will spawn west of the fort.
  • Kill the Stone Summit boss group. Approximately 3 minutes later, a Mursaat boss group will spawn at the teleporter in the north.
  • Kill the Mursaat boss group. Approximately 10 minutes later, Confessor Dorian's group will spawn at the teleporter in the north.
  • Kill Confessor Dorian's group.
  • Talk to Jalis to complete the mission.
  • If Jalis dies, the mission fails.

Bonus Objectives

  • Protect the dwarves (I actually have no idea about this part)
  • The bonus is not received until the mission is complete.

Gates

  • Talk to King Jalis Ironhammer to open the first gate.
  • Bring Jalis to the gate inside the city. He will use Claim Resource, opening the gate.
  • Killing all the enemies near the 3 staircases in the fort triggers a cutscene, teleporting Jalis into the fort with the party. He will no longer follow the party, only moving if he gets aggro. An Enchanted Torch spawns next to each of the Storm Beacons, and the west and east gates open.

Other

  • Use the Enchanted Torches to light the Storm Beacons. What exactly happens when you do this??

Ring of Fire

Main Objectives

  • Pass the first Mursaat boss to trigger the cutscene.
  • Kill all Mursaat inside the guardhouse.

Bonus Objectives

  • Kill the 2 Mursaat Tower Ether Seals inside the base to spawn the Eidolon.
  • Kill the Eidolon.
  • Bring the Spectral Essence to the Ancient Seer.

Gates

  • The front and back gates of the Mursaat base are each opened by killing a pair of Ether Seals.
  • Kill the Ether Seal to open the gate leading to the Lever.
  • Use the Lever to open the gate to the Citadel Guardhouse.

Abaddon's Mouth

Main Objectives

  • Kill the 6 Ether Seals locking the Door of Komalie. Killing each seal spawns 4 Seal Guards.
  • Kill all 24 Seal Guards to trigger the cutscene.
  • Kill the Titan.

Bonus Objectives

  • Kill the Ether Seal imprisoning Leah Stone.
  • Keep Leah Stone alive until she reaches the mountain on the island in the west.

Gates

  • Each gate is opened by killing the Ether Seal on it, except the Onyx Gate, which has two Ether Seals: one either side.

Other

  • Walking up the first hill spawns Vizier Khilbron, who uses Chimera of Intensity on the party before disappearing. A level 1 Spirit of Quickening Zephyr also spawns.
  • The Vizier spawns again past the Onyx Gate, and uses Chimera of Intensity on the party before disappearing again.
  • The Vizier spawns again after the last Ether Seal gate, and uses Chimera of Intensity on the party before disappearing again.

Hell's Precipice

Main Objectives

  • Kill the 3 Portal Wraiths at each of the 3 portals to trigger the first cutscene, teleporting the party to SPOILER-RELATED BOSS.
  • Kill SPOILER-RELATED BOSS and the 2 Sparks of the Titans to trigger the next cutscene.
  • Defeat the Undead Lich.

Bonus Objectives

  • Talk to the Ancient Seer while she is out of combat.
  • Kill the three Armageddon Lords.
  • If the Ancient Seer dies, the bonus fails.

Other

  • The Undead Lich spawns just after the first group, and disappears after a few seconds. A level 1 Spirit of Quickening Zephyr also spawns.
  • The Undead Lich spawns near the second boss group, and disappears after a few seconds.
  • The Undead Lich spawns at the lava pool where the Armageddon Lords spawn, and disappears after a few seconds.
  • The Undead Lich spawns in front of the portals, and disappears after a few seconds.

Factions

Minister Cho's Estate

Main Objectives

Gates

Other

Zen Daijun

Main Objectives

Other

Vizunah Square

Main Objectives

Gates

Other

Nahpui Quarter

Main Objectives

Gates

Other

Tahnnakai Temple

Main Objectives

Gates

Arborstone

Main Objectives

Gates

Other

Boreas Seabed

Main Objectives

Gates

Other

Sunjiang District

Main Objectives

Gates

Other

The Eternal Grove

Main Objectives

Bonus Objectives

Other

Gyala Hatchery

Objectives

Bonus Objectives

Other

Unwaking Waters

Main Objectives

Gates

Other

Raisu Palace

Main Objectives

Gates

Other

Imperial Sanctum

Main Objectives

Gates

Other

Nightfall

Chahbek Village

Main Objectives

Bonus Objectives

Gates

Other

Jokanur Diggings

Main Objectives

Bonus Objectives

Gates

Other

Blacktide Den

Main Objectives

Bonus Objectives

Gates

Other

Consulate Docks

Main Objectives

Bonus Objectives

Gates

Other

Venta Cemetery

Main Objectives

Bonus Objectives

Gates

Other

Kodonur Crossroads

Main Objectives

Bonus Objectives

Gates

Other

Rilohn Refuge

Main Objectives

Bonus Objectives

Gates

Other

Pogahn Passage

Main Objectives

Bonus Objectives

Gates

Other

Moddok Crevice

Main Objectives

Bonus Objectives

Gates

Other

Tihark Orchard

Main Objectives

Bonus Objectives

Gates

Other

Dzagonur Bastion

Main Objectives

Bonus Objectives

Gates

Other

Dasha Vestibule

Main Objectives

Bonus Objectives

Gates

Other

Grand Court of Sebelkeh

Main Objectives

Gates

Other

Jennur's Horde

Main Objectives

Bonus Objectives

Gates

Other

Nundu Bay

Main Objectives

Bonus Objectives

Gates

Other

Gate of Desolation

Main Objectives

Bonus Objectives

Gates

Other

Ruins of Morah

Main Objectives

Other

Gate of Pain

Main Objectives

Bonus Objectives

Gates

Other

Gate of Madness

Main Objectives

Bonus Objectives

Gates

Other

Abaddon's Gate

Main Objectives

Other

Eye of the North

Curse of the Nornbear

Main Objectives

Other

Blood Washes Blood

Main Objectives

  • Kill the 5 groups of Charr inside Jora's homestead (everything except the Dominator and Prophet at the south entrance).

Gates

  • All the gates can be opened by running through them with Ursan Force.

Other

  • Killing the three Charr boss groups around the Shrine of the Bear Spirit allows players to get the skill Ursan Aura from the shrine.

A Gate Too Far

Main Objectives

Gates

Other

Against the Charr

Main 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

Main Objectives

  • Kill Flamemaster Maultooth.

Gates

  • Each gate next to a Charr Prison Lock is opened by a Prison Key, dropped by Charr Prison Guards.
  • The guard on level 2 can be resurrected by his group, and if killed again, he will drop another key. If the second key is picked up after using the first one, the quest log will show that the party has a key, but this does not actually allow any gates to be opened.
  • The gate leading to level 2 opens when Seer Fiercereign is rescued.
  • The gate leading to level 3 opens when Cowl Fiercetongue is rescued.

Other

  • The Charr Prison Guard and his group on level 1 will run away when first aggroed.
  • The group of four casters guarding Seer Fiercereign will run away when first aggroed.
  • Approach Seer Fiercereign after killing the four casters, and he will follow the party, but he does not fight or use skills until level 2 (although enemies will attack him).
  • Approach Cowl Fiercetongue, and he will follow the party, but he does not fight or use skills until level 3 (although enemies will attack him).
  • Approach Roan Fierceheart, and he will follow the party.
  • The first Charr Prison Guard on level 3 will run away when first aggroed.
  • The third Charr Prison Guard on level 3 will run away when first aggroed.
  • Flamemaster Maultooth and the two Charr Seekers next to him will walk part of the way down the stairs.

Assault on the Stronghold

Main Objectives

  • Kill all the Charr and Destroyers around the captured Vanguard.

Other

  • The Charr allies will move forward to attack the enemies at the right Siege Devourer when the party approaches them.
  • When both groups guarding the devourers are defeated, several things happen:
  • Both devourers can now be ordered to attack the bluff or the gate on their side.
  • Four groups of 4 Charr Seekers spawn on the bluffs above the gate, each group corresponding to to a Siege Devourer target area.
  • Every 30 seconds, if one of the four groups has less than 4 Seekers alive, a new Seeker will spawn. ...I think.
  • 1 Charr Axemaster, 1 Blademaster, and 1 Bladestorm spawns at each of the teleporters and run to attack the devourers.
  • After around 33 seconds, another Axemaster, Blademaster, and Axestorm will spawn at each teleporter.
  • No more will spawn unless 3 of the ones on a side die.
  • I'm really not sure that's how it works, but whatever.
  • Bonwor Fierceblade stands on the hill overlooking the battlefield, and no longer uses skills or fights back when attacked.
  • An Armored Saurus spawns at the zone portal and runs towards the Fortress Gate.
  • When the Saurus reaches the gate, it deals ~4% damage to the Fortress Gate Integrity every ~2 seconds. When the Integrity reaches 0, the gate opens.
  • If the Saurus dies before the gate is open, a new one will spawn after 10 seconds.
  • When the gate is opened, several things happen:
  • The Charr enemies stop spawning.
  • Bonwor Fierceblade follows the party and actively fights again.
  • The other Charr allies stand outside the gate.
  • The Armored Saurus runs through the gate and starts attacking the enemies. This doesn't appear to happen immediately - not sure what the exact trigger is.
  • When a party member or the Armored Saurus aggroes the Charr beyond the gate, they run away.
  • Approaching the stairs leading towards the captured Vanguard triggers Hierophant Burntsoul's dialogue, but does not actually release the Destroyers. Ascending the steps releases the Destroyers, causing them to run out and attack the Charr, and the Charr to change their positions.

The Elusive Golemancer

Main Objectives

Gates

Other

Finding the Bloodstone

Main Objectives

Gates

Other

Genius Operated Living Enchanted Manifestation

Main Objectives

Other

Destruction's Depths

Main Objectives

Gates

Other

A Time for Heroes

Main Objectives

  • Kill the Great Destroyer.