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
Ruins of Surmia
Nolani Academy
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.