User:Mistie/mission triggers/Factions

From Speedclear Wiki
Jump to navigation Jump to search

I offer no guarantee that this is 100% correct. This is only based on my (fairly extensive) observations. Red text indicates that I'm not sure about something. These things will probably require an annoying amount of research to determine the truth.

Minister Cho's Estate

Main Objectives

  • Talk to Minister Cho to trigger the cutscene, teleporting Master Togo and Yijo Tahn with the party.
  • Kill the Afflicted Minister.
  • If Master Togo or Yijo Tahn dies, the mission fails.

Gates

Maybe only Togo needs to reach the checkpoints to open the gates, or maybe only Yijo. I'm not really sure how to test this (could Make Haste just one of them...) since they stick together.

  • After a few seconds, Togo and Yijo will run to the first gate and open it, and then run to the second gate.
  • When they reach the second gate, Togo and Yijo talk for a while, and then open it.
  • When they reach the third gate, Togo and Yijo open it immediately.
  • After entering the third gate, Togo and Yijo begin a lengthy dialogue and run to the tree. After Yijo talks about drawing on the map, they wait for the party to catch up. Then a dialogue with the Minister's Guard starts, and Togo and Yijo run to open the fourth gate.
  • When they reach the fifth gate, Togo and Yijo talk for a while, and then open it.
  • When they reach the sixth gate, Togo and Yijo talk for a while, and then open it.

Other

  • Approach Togo to start each dialogue.
  • Togo and Yijo will always wait for a party member to catch up before moving ahead or starting the next dialogue.
  • They will also not proceed until the next group of enemies is dead, even if they do not have aggro.
  • When a player enters spirit range, Sickened Guardsman Tahnjo's group begin pursuing his brother across the bridge. He stops to fight, and after they have killed him, they continue across the bridge.
  • After opening the fifth gate, Togo will run through on his own, aggro 2 Sickened Guards, and pull them back to Yijo before fighting them.
  • After crossing the bridge before the sixth gate, Togo and Yijo will begin walking slowly.
  • After opening the sixth gate, Togo and Yijo run normally again, and wait for a party member to enter before they proceed.
  • When a player enters spirit range, the first group of Sickened Guards after the Afflicted Horror will approach and attack the closest Minister Guards.

Zen Daijun

Main Objectives

  • Kill Afflicted Yijo.
  • Kill Afflicted Farmer Xeng Jo.
  • Kill Afflicted Kana and its group.
  • If Master Togo dies, the mission fails.

Other

  • Approach Master Togo to start his dialogue. Headmaster Vhang will now follow whichever player calls a target, or if no target is called, whichever player moves. Togo will proceed to the first Shrine of Zunraa.
  • Once a party member catches up, Togo will talk briefly, and then start following whichever player calls a target, or if no target is called, whichever player moves.

Vizunah Square

Main Objectives

  • Kill the Shiro'ken to complete the mission. I'm not 100% certain this is enough on its own, since I've never skipped everything else.
  • If Mhenlo or Togo die, the mission fails.

Gates

  • After the initial timer, Mhenlo and Togo start their dialogues, after which they open their respective gates and run through.
  • After the cutscene, waves of Afflicted spawn from 3 different points. After these are defeated, Mhenlo and Togo talk for a while before opening the next gate.
  • When both Mhenlo and Togo arrive at the second Afflicted battleground, waves of Afflicted spawn from 3 different points. After these are defeated, Mhenlo and Togo talk for a while before opening the next gate.
  • When both Mhenlo and Togo arrive at the third Afflicted battleground, waves of Afflicted spawn from 3 different points. After these are defeated, Mhenlo and Togo talk for a while before opening the last gate.

Other

  • At the start of the mission, a timer will count down for 1 minute. During this time, resigning will do nothing, except make it impossible to resign later.
  • When Mhenlo reaches Togo, the cutscene is triggered.

Nahpui Quarter

Main Objectives

  • Kill Kaijun Don.
  • Kill Kuonghsang.
  • Kill Hai Jii.
  • Kill Tahmu.

Other

  • When each of the Celestial bosses is killed, their respective Essences spawn all around the main area of the map (not the start, where Adept Nai is).
  • Killed Essences will re-spawn at their original spawn point if a party member returns there after 5 minutes.

Tahnnakai Temple

Main Objectives

  • Kill Bound Vizu and the surrounding foes, including the Afflicted Ranger patrols, but not the Temple Guardians.
  • If Mhenlo or Master Togo dies, the mission fails.
  • Approaching Mhenlo and Togo starts a 10 minute timer. If the timer runs out, the mission fails.
  • Killing each Bound boss (except Vizu) adds 4 minutes to the timer.

Gates

  • After killing each Bound boss, the freed soul will run to the next gate and use Passage to Tahnnakai to open it.

Arborstone

Main Objectives

  • Kill all the Wardens inside the first room of the cathedral.
  • Pick up the Urn of Saint Victor, triggering the cutscene.
  • Bring Danika to the end gate so she uses Blood of zu Heltzer, opening the gate and completing the mission.
  • Danika does not follow far if the Urn of Saint Victor is left behind. Just how far does she follow, though?
  • Kill the Stone Guardians to get Danika to follow.
  • If Danika or Mhenlo dies, the mission fails.

Gates

  • Bring Danika to the gate and she will talk for a moment, after which she uses Blood of zu Heltzer, opening the gate.

Boreas Seabed

Main Objectives

  • Kill the 5 Kraken Spawn to trigger the cutscene and spawn Zhu Hanuku.
  • Kill Zhu Hanuku.

Gates

  • Walk forward at the start to trigger Elder Rhea's dialogue. After she talks, the first gate opens.
  • Approach the middle of the arena to open the Crab Clan's gate; they will run towards the centre of the arena.
  • Defeat the Crab Clan to open the Serpent Clan's gate; they will run towards the centre of the arena.
  • Defeat the Serpent Clan to open the Turtle Clan's gate; they will run towards the centre of the arena.
  • Defeat the Turtle Clan and pick up the Spear of Archemorus to open the gate out of the arena.

Sunjiang District

Main Objectives

  • Kill all 4 Spirits of Portals to trigger the cutscene.
  • You also need to trigger a bunch of dialogues from Togo.
  • Stand on the ramp leading down to the flame fissures to trigger the first dialogue.
  • The other dialogues SHOULD trigger when you approach each Spirit of Portals, when you approach Shiro, and when you kill the first and last Spirits. SOMETIMES if Togo and Mhenlo are out of range, the dialogues don't trigger. However, if you return to both NPCs, Togo will say the dialogues in sequence, and then the cutscene starts after a few seconds.
  • Kill all 4 Shiro'ken bosses.
  • If Mhenlo or Togo dies, the mission fails.

Gates

  • Approach Mhenlo and Togo to begin the first dialogue, lowering the bridge.

The Eternal Grove

Main Objectives

  • Approach the Juggernaut volunteers to trigger the conversation, starting the timer for the Luxon spawns:
  • Note that the composition of each of these spawns is somewhat inconsistent e.g. sometimes 1 ranger will spawn instead of 2.
  • Each group runs towards the base, waits at the base of the steps, and then runs in to attack the Tree Singers. Human Luxons and Afflicted stop to fight anything they aggro, whereas Siege Turtles proceed directly to a position where they can start firing on the Tree Singers.
  • After 22 seconds, a large group of Luxons, including a Siege Turtle, spawns in the west.
  • After 1 minute 28 seconds, 3 rangers spawn in the south, followed by a Siege Turtle, then 2 warriors, then 2 rangers.
  • After 1 minute 35 seconds, 2 warriors spawn in the north, followed be 2 rangers, 2 more rangers, 3 more rangers, and a Siege Turtle.
  • After 3 minutes 32 seconds, 2 elementalists spawn in the north, followed by 1 ranger.
  • After 3 minutes 33 seconds, 1 warrior and 2 elementalists spawn in the south.
  • After 5 minutes 24 seconds, 2 rangers spawn in the south, followed by 2 more rangers, and then a Siege Turtle.
  • After 5 minutes 34 seconds, 2 warriors spawn in the west, followed by 2 rangers.
  • After 5 minutes 59 seconds, 2 rangers spawn in the north, followed by 2 more rangers, then a Siege Turtle.
  • After 6 minutes 59 seconds, 2 rangers and 1 elementalist spawn in the south.
  • After 7 minutes 33 seconds, 2 rangers and a Siege Turtle spawn in the west.
  • Kill the final Siege Turtle group to trigger the cutscene, starting a new timer for Afflicted spawns.
  • Remaining Luxons will turn allied - sometimes a Siege Turtle will remain hostile.
  • Several individual (ungrouped) Afflicted immediately spawn in the west. These are passive: not reacting if you aggro them. After a short while, they run down to the plateau in front of the base, wander around for a bit, and then turn aggressive and run to the base.
  • After 31 seconds, a group of Afflicted spawn in the west, followed by another, and then another.
  • After 1 minute 3 seconds, a group of Afflicted spawn in the west, followed by another, and then another.
  • After 1 minute 13 seconds, 2 Afflicted casters spawn in the south, followed by The Afflicted Maaka.
  • Killing one of the groups - I think the second, or part of it - in the second western wave starts the timer for the next waves:
  • After 39 seconds, some Afflicted spawn in the south, followed by some more.
  • After 40 seconds, a group of Afflicted spawn in the west, followed by another, and then another.
  • After 45 seconds, a group of Afflicted spawn in the north.
  • Killing one of the groups - I think the second, or part of it - in the third western wave starts the timer for the next waves:
  • After 34 seconds, some Afflicted spawn in the north.
  • After 35 seconds, a group of Afflicted spawn in the west, followed by another, and then another.
  • Killing one of the groups - I think the second, or part of it - in the fourth western wave starts the timer for the next waves:
  • After 32 seconds, a group of Afflicted spawn in the west, followed by another group, containing The Afflicted Senku and The Afflicted Xenxo.
  • After 37 seconds, some Afflicted spawn in the south.
  • Kill the last group (with the 2 bosses) to complete the mission.
  • If all 12 Tree Singers die, the mission fails.

Bonus Objectives

  • Keep at least 6 Tree Singers alive to receive the Expert's reward.
  • Keep all 12 Tree Singers alive to receive the Master's reward.

Other

  • If a Juggernaut dies, it will revive at the Forever Tree that spawned it, provided at least one Tree Singer remains alive at the tree.

Gyala Hatchery

Main Objectives

  • Bring the Young Turtles to the Leviathan Pits to trigger the cutscene.
  • Approach the turtles to start the convoy moving.
  • At several points along the path, waves of Kurzicks will spawn when the convoy arrives, and attack. The convoy will not proceed until each wave of Kurzicks is defeated.
  • Defeat the attacking Afflicted.
  • If all 5 Young Turtles die, the mission fails.

Bonus Objectives

  • Keep at least 2 Young Turtles alive to receive the Expert's reward.
  • Keep all 5 Young Turtles alive to receive the Master's reward.

Unwaking Waters

Main Objectives

  • Get Kuunavang's health below 25% to trigger the cutscene.
  • Kill Enraged Kuunavang.

Gates

  • The first gate opens after the initial 1 minute timer.
  • When you cross the gate Kuunavang will start moving.
  • If you skip the first afflicted group and go directly for Kuunavang her timer will be messed up as you are not expected to go over the trigger line before she reaches her second position.
  • If you kill the afflicted and then go for Kuunavang a timer of 30 seconds will start once her dialogue appears in the team chat.
  • When Kuunavang's health drops below 75% the second gate opens.
  • When Kuunavang's health drops below 50%, she flees and the third gate opens.

Other

  • At the start of the mission, a timer will count down for 1 minute. During this time, resigning will do nothing, except make it impossible to resign later.
  • Each Afflicted boss group starts running forward when a player enters compass range.

Raisu Palace

Main Objectives

  • Kill all 8 Shiro'ken bosses.
  • If Togo or Mhenlo dies, the mission fails.
  • Exiting the first gate starts a 30 minute timer. If the timer runs out, the mission fails.

Gates

  • Most gates are controlled by the optional allies:
  • The first gate opens after 2 allies are selected.
  • If Argo was selected, he will trigger a cutscene when a party member exits the first gate. Argo creates a bridge across the water, and leaves the party.
  • If Talon Silverwing was selected, he will trigger a cutscene when a party member enters Doomed Ancient Kkraz's room. Talon closes the gates containing Shiro'ken, and leaves the party.
  • If Nika was selected, she will trigger a cutscene when a party member enters Famished Ancient Brrne's room. Nika closes the gates leading to Famished Ancient Brrne, kills him and his group, and leaves the party.
  • If Cynn was selected, she will trigger a cutscene when a party member enters the room after Star Ancient Koosun, teleporting the party past the next bridge. Cynn destroys the bridge and leaves the party.
  • If Danika was selected, she will trigger a cutscene when a party member reaches the room after the bridges. Danika closes the gates containing Shiro'ken, opens the gate leading directly to the next room, and leaves the party.
  • If Panaku was selected, he will trigger a cutscene when a party member enters Defiant Ancient Sseer's room. Panaku disables the acid traps, closes the last side room, and leaves the party.
  • These optional allies are also teleported by cutscenes.
  • The end gate opens when Defiant Ancient Sseer is killed.

Other

  • Entering the last gate triggers a cutscene.

Imperial Sanctum

Main Objectives

  • Cross the bridge to trigger the cutscene.
  • Kill Shiro Tagachi.

Gates

  • At the cutscene, the gate shuts behind the party.