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.
- 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
The Frost Gate
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.