User:Mistie/mission triggers
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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.
- 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
- 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
- Kill the 1st Siege Engineer to open the 1st gate. A boss group will immediately run through the gate.
- Kill the 2nd Siege Engineer to open the 2nd gate. A boss group will immediately run through the gate.
- Kill the last 2 Siege Engineers to open the 3rd gate. A boss group will immediately run through the gate.
- Kill the boss group to trigger the cutscene.
- Use the Gear Lever on the 1st Lever Mechanism and wait 1 minute for the gate to open.
- Use the Gear Lever on the other 3 Lever Mechanism, and then just survive for 63 seconds for the mission to complete.
Bonus
- 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.
- Open the chest to drop the Secret Siege Weapon Plans, and bring them back to Rornak.
Gates of Kryta
Objectives
- Kill the Undead at the north end of the swamp.
- If Justiciar Hablion dies, the mission fails.
Bonus
- 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.
Other
- 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.
- Talking to Justiciar Hablion will trigger a cutscene.
D'Alessio Seaboard
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
- 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.
Other
- If the Gate Guard dies, the gate automatically opens.
- When all the Undead in the village are killed, the 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.
Divinity Coast
Objectives
- Talk to Justiciar Hablion to trigger the cutscene and open the gate to the Fountain of Truth.
- 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
- Bring the Eye of Janthir to each of the 5 Chosen Villagers.
- Talk to the 2nd Villager once he is out of aggro; until you talk to him, he will not follow you.
- Bring all 5 Villagers to Lionguard Minah in Loamhurst and talk to him.
Other
- Saving each Merchant from Caromi Tengu aggro grants the party a 2% Morale Boost.
The Wilds
Objectives
- Catch up with the Shining Blade to trigger the cutscene.
- Kill the spiders.
Bonus
- Collect the Vine Seed from the Centaur Scouts.
- Get close (less than spirit range) to the 2 Centaurs to trigger their dialogue.
- If you aggro the Centaurs, they will pause their conversation, but continue once they lose aggro.
- If you kill only one of the Centaurs and then break aggro, the other will continue his side of the conversation after breaking aggro.
- If you kill the left Centaur (the one who drops the Vine Seed), the bonus is failed, but you can kill the right one 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.
- Kill Ramtha Brokenhoof and Horm Frostrider.
Other
- 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.
Bloodstone Fen
Objectives
- 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.
- 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
- Drop a Vine Seed where the 1st Druid spawns, and wait for him to talk and spawn a bridge.
- 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.
Aurora Glade
Objectives
- 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.
- Attune all 3 Thorn Pedestals at the Henge Portal at once.
- You do not need to talk to the Druid.
- The White Mantle will also be running Rune Crystals, attempting to attune the Henge Portal.
- If the White Mantle attune a pedestal you have already attuned, you must attune it again.
- If the White Mantle attune all 3 pedestals before you do, the mission fails.
- If you kill the White Mantle running the crystals, they will send a new runner, until you have killed all of them (except the Demagogue).
- You can use the White Mantle pedestal to collect a crystal.
- Kill the Henge Guardian, the 2 Root Behemoths, and the 2 Wind Riders.
Bonus
- Talk to Less Longbow while he is out of combat.
- Wait for the bonus objective to appear before you run away.
- Kill the Demagogue.
Riverside Province
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
- Kill the White Mantle Seeker on all 9 watchtowers.
Other
- Entering the vicinity of each watchtower will cause the surrounding White Mantle patrols to run to the tower.
- If you break aggro and run away, they will return to their patrols.
- Every time you come back to the tower, they will run in again.
- Speaking to Saidra after killing the 1st seeker will put the bonus objective in your quest log, and after a few seconds of dialog, the gate will open.
Sanctum Cay
Objectives
- Talk to Evennia to receive the Scepter of Orr.
- Bring the Scepter of Orr to Vizier Khilbron, triggering the cutscene and opening the gate leading towards the dock.
- 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
- 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.
Other
- Approaching the dock will trigger some of the White Mantle waves, before getting close enough to spawn the Vizier.
Elona Reach
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
- Bring a Vision Crystal into aggro range of where each of the Ritual Priests spawn.
Dunes of Despair
Objectives
- Talk to the Ghostly Hero to lower the 1st bridge.
- Bring the Ghostly Hero to the Temple of Ascension; he will use Claim Resource, opening the north gate.
- Bring the Ghostly Hero to the Throne of Pellentia, opening the other gates to the temple, and triggering waves of Forgotten to approach the throne.
- Wait 10 minutes.
- If the Ghostly Hero dies, the mission fails.
Bonus
- Kill all 3 Forgotten generals and their groups.
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.
- Bringing the Ghostly Hero near the 2nd bridge (next to the Siege Wurm) causes him to use Claim Resource, lowering the bridge.
- Killing Goss Aleessh and his group triggers a cutscene, teleporting the Ghostly Hero as well as the party.
Thirsty River
Objectives
- Talk to the Ghostly Hero to trigger the cutscene.
- Defeat Goss Aleessh's team. When the last enemy dies, the Ghostly Hero will run directly to the next gate to open it.
- Bring the Ghostly Hero to the next gate to open it.
- Defeat Issah Sshay's and Hessper Sasso's teams. When the last enemy dies, the Ghostly Hero will run directly to the next gate to open it.
- Bring the Ghostly Hero to the next gate to open it.
- Defeat Josso Essher's, Custodian Phebus's, and Custodian Hulgar's teams.
Bonus
- If King Khimaar is killed, the bonus is failed. Simply complete the mission without him dying to get credit for the bonus.
Other
- Killing each of the 5 Sand Giants gives the party a 2% Morale Boost.
Augury Rock
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
- Defeat your Doppelganger in less than 10 minutes (2 minutes in Hard Mode). The timer starts after the cutscene.
The Dragon's Lair
Objectives
- Talk to the Forgotten Gate Keeper to open the 1st portal, and enter the portal to trigger the 1st cutscene.
- Kill the Faceet of Light to open the 2nd portal, and enter the portal to trigger the 2nd cutscene.
- Kill the Faceet of Nature to open the 3rd portal, and enter the portal to trigger the 3rd cutscene.
- Kill the Faceet of Chaos to open the 4th portal, and enter the portal to trigger the 4th cutscene.
- Kill the Faceet of Darkness to open the 5th portal, and enter the portal to trigger the 5th cutscene.
- Kill the Faceet of Elements to open the 6th portal, and enter the portal to trigger the 6th cutscene.
- Kill the Faceet of Strength to open the 7th portal, and enter the portal to trigger the 7th cutscene.
- Enter the last portal.
Bonus
- 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
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.