Archive for May, 2010

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Each of these spirits is a level 10 sword warrior with Hamstring (i.e., snare). Stay south as much as possible, and follow the spirit-ridden road around to the Tome Pedestal. Place the book on it, and then talk to the Old Ascalon Spirit who appears to complete the bonus goal.
Note: it’s possible to skip past the spirits and make a dash for the pedestal using a
combination of Physical Resistance and Illusion of Haste, but you’ll still have to deal with them after completing the goal. If you’re trying to solo the bonus, you’ll definitely want to have those skills available.
When you’re ready to continue with the mission, return to the large gate and head
north along the cobblestone road, killing every Charr you see. As you near the fort where you started, you’ll notice a swarm of Charr standing outside. To make killing them easier, kill the ranger Charr guarding the nearby high ground so that you can cast hexes and nukes from above.
After you kill the Charr boss, Rurik will open the gate and come charging out.
Follow him back to the gate you passed earlier, and he will ask for it to be opened in a cutscene. Afterward, follow Rurik closely as he charges into enemy territory. After the Stormcaller cutscene, rush down toward the large group of Charr as soon as you get control of your character. Continue slaying Charr as Rurik charges through their lines. Rurik’s rampage will end just short of the mission’s final boss, Bonfaaz Burntfur, an elementalist. Kill him to clear the mission and the region.
After the cutscene, you’ll end up at Yak’s Bend, an outpost in the??

2.3. Northern Shiverpeaks
Skill Questing from Yak’s Bend
For starters, talk to Grand Mason Stonecleaver to receive the “Helping the Dwarves” quest and the Mantra of Frost Skill. Talk to Sebedoh the Mesmer for another quest that will net you three mesmer skills as a reward; you’ll be completing it shortly. You can also talk to Tabor Woolridge for an optional quest (”The Missing Artisan”) that will send you south into the Ascalon Foothills. If you talk to Captain Osric (who due to a bug may not have an exclamation mark over his head), you’ll be able to request “The Road to Borlis Pass,” “Shiverpeak Stragglers,” and “The Way is Blocked,” some of which will be convenient to do while you work on other quests and advance the story.
Captain Osric also happens to be a skill trainer, but If you did all of the skill quests in post-Searing Ascalon, he won’t have anything new to offer you, so go ahead and prepare for a brief foray into Traveler’s Vale; grab a few henchmen if you like.

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With those quests out of the way, head back to Nolani Academy for the fourth and
final mission in this region of the world.

Mission #4: Nolani Academy
Rurik will be your ally here once again, and he will go into what Guild Wars players call “suicide mode” near the end of the mission, so you’ll probably want to bring a party to help you out. Having a party will also make the bonus more survivable. If monk is your secondary class, then soloing here will be more feasible since you can help keep Rurik alive. For your own skills, be sure to bring Shatter Hex along for this mission. You’ll run into lots of necromancer and mesmer mobs who like to use various hexes; with Shatter Hex on your bar, you’ll be able to turn those hexes into AoE damage. If you plan to try soloing the mission and bonus, be sure to bring Physical Resistance and Illusion of Haste as well.
Upon entering the mission, you’ll be inside a small fort guarded by Rurik and some Flaming Scepter Mages. If you hold down ALT, you’ll notice a lever, which you should avoid pressing for now unless you enjoy fighting huge numbers of mobs at once. If you press the lever, the Charr besieging the academy will flood in and try to hack your team into tiny pieces.
For now, just head to the northeast corner of the fort, where you’ll notice a back door leading out onto the mountainside. You’ll encounter a few Charr, and the mountain trail will bend southward. You’ll being running into mixed groups of devourers and Charr; those two mob types will attack each other if you let them, so use that fact to your advantage if needed. If you continue southward far enough, you’ll notice some gargoyles off to your left. Hug the wall past them and you’ll find Watchman Pramas, who starts the bonus goal.
If you’re interested in doing the bonus, pick up the Tome of the Fallen that Pramas dropped and carry it along as you continue. Now turn around as if retracing your steps, and hug the western wall as it winds around to a dirt road. Follow the road south between some crags. You’ll come to a fallen tree, which you can walk around, and then to the top of a large gate guarded by Ascalons. Head west along it and you’ll come to a broken section of the gate where you can walk down to the lower ground.
For the bonus, head west from this end of the gate, curving to the southwest when you’re able. An NPC, Warmaster Casana, will probably be following you at this point; he is expendable. As you continue, you’ll fight some devourers and then begin seeing Spirit of the Fallen mobs. Don’t be afraid to kill them, since doing so won’t mess anything up.

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need to click on locations to move there if you can’t see how to get past). You’ll eventually come to a circular patch of road with a large Charr torch. Keep heading east- by-northeast past it until you see another torch, and head north from it to reach Grendich Courthouse.
In Grendich, speak to the skill trainer to learn Epidemic and Physical Resistance,
two skills with very specialized uses. If you like, you can bring Epidemic along during your next adventure and use it to spread the deep wound caused by Phantom Pain to multiple enemies (Phantom Pain + Shatter Delusions + Epidemic). If your secondary has lots of condition-causing skills, throw those into the mix as well. Just be warned in advance, the AoE on Epidemic is extremely small.
After getting the skills, go ahead and map travel around to complete “Cities of
Ascalon” and “The Duke’s Daughter.” Completing the second will unlock “Althea’s Ashes,” which will be covered in the next optional quest section. If you’d like to skip the rest of this quest progression for now, scroll on down to Mission #4.

(Optional) “Althea’s Ashes” and other Quests
If you have the Althea’s Ashes quest, that 2000 experience reward is probably looking very appealing. If you’d like to go ahead and get it, grab a team of henchmen at Grendich, being sure to include Alesia. Head outside and head northeast to a dried up lake with puddles of tar in it. Go to the northeast corner of the lake bed, kill the gargoyles, and head east into a narrow valley leading to a full lake of tar. If you head northeast through this tar, you’ll reach the Flame Temple Corridor; just be wary of devourer ambushes as you do this.
Inside the Corridor, you’ll notice a team of Ascalon Strikers who have come to assist you. Follow them through the area, or simply follow your quest marker, until you reach a large altar with steps leading up to it on all sides. After killing off the many Charr on that altar, you’ll be able to click on the Charr Altar to get the ashes you need; if you brought it, the Epidemic combo is very helpful here. Luring the warrior Charr down off the platform, outside the healing range of the shamans, will also make your life much easier. Once you have the ashes, head back to Duke Barradin in Piken for your reward.
If you’re interested in doing the “Fires in the North” quest, map back to Grendich
and head outside. Follow the road southeast and you’ll soon see the Flame Keepers you need to slay. Unfortunately, the development team felt designed this area like a maze, so you’ll need to follow the road further east, southwest at the fork, and then around to the northwest in order to reach them.

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the road to get a quest update. Head southeast inside the fort to find the lever for the drawbridge, and lower it to let Rurik in.
Rurik will warn you to avoid confronting the large group of Charr at the center of the city ruins. Head east and then north along the road instead, fighting the small groups of Charr as you come to them. You’ll come to a cell containing a few mages, whom Rurik will free. The Charr from that large group will grow restless and pursue you, and Rurik will lead you into the ruins of Surmia’s academy.
While Rurik recites a spell to open an escape portal in the academy, your job is to defeat the groups of Charr that will attack. The Charr will attack with only a single group at a time unless provoked; the others will sit back and “wait their turn,” making this objective fairly easy to complete. The Charr here aren’t pushovers, though, and your henchmen may die here if they haven’t already. If you’re alone, you’ll want to abuse the walls and pillars as much as possible to block enemy projectiles while you hex them to death. The mages will also help by blasting the Charr with the obelisks, but the mages will probably die within a few waves. Once you find yourself fighting a boss, the mission is basically over. Just finish him off, or survive until Rurik finishes the spell, to win. After a cutscene, you’ll end up in the Nolani Academy mission area, though you’ll probably want to head to a nearby outpost for some more skills before you complete it.

Collecting More Skills C To Grendich Courthouse
Grab your favorite henchman team and head outside the mission prep area to the
Diessa Lowlands. The first group of foes you’ll face will be a swarm of gargoyles; be sure to kill the Resurrect Gargoyles among them first, or else you’ll end up killing them many times over.
As you head past where the gargoyles were, you’ll notice a large staircase on your
left. If you’re working on “Cities of Ascalon,” head up it and through some groups of gargoyles to find the last monument. After that, retrace your steps to where you fought the first set of gargoyles. Head north, and you’ll soon see a wooden bridge leading east. If you want to complete “The Duke’s Daughter,” travel east across it and through the valley to find Ghost of Althea. Talk to her to receive a quest update. If you’d like to do the “Garfazz Bloodfang” quest while you’re at it, you can find the boss Charr you need to kill a short distance north of Althea. Once your side-questing is done, head back across the wooden bridge to the main road.
Follow the road north until you cross a white stone bridge. Just beyond it, the road
will fork; head east through the ruins, and keep going east in spite of the rubble (you may

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Beyond the ruins, you’ll start encountering Charr in small groups, and Rurik will begin charging forward whether you’re ready or not. Fortunately, he can handle himself most of the time. He’ll calm down after a few battles and resume following you as normal, just in time for you to face a number of Charr guarding a wooden bridge. There will be some Martyrs among them, so have Backfire at the ready or just focus on them first.
Beyond the bridge, you’ll head west and then south through some dusty tar pits, and soon you’ll see a wooden hut where three Ascalons are being held captive. Kill the Charr nearby to free them, and Rurik will send the prisoners back to the Wall. Head northwest along the road to find another hut. After freeing them, head northeast again to find another hut. This one is overrun with devourers that will pop out of the tar to attack as you approach. Freeing this set of prisoners will trigger a cutscene, and Erol will join you.
Continue north along the road, but veer off it to the west as soon as you reach an open area. You’ll face a group of Charr and then come to a closed, wooden gate. This gate is part of the bonus goal; just remember where it is for now and head back to the road.
Continue east along the road and you’ll come to a raised drawbridge, which will prompt Rurik to ask you to open it for him. While he and Erol wait there, you’ll need to turn around and go forward and left down a nearby path leading to the tar river. Head straight across the river and look at your minimap; you should see some Charr and a friendly NPC. Talk to the NPC, Breena Stavinson, to learn about the bonus goal.
Four “Ember Bearer” Charr will spawn on the road nearby and walk toward that gate you saw earlier. In order to clear the bonus you must not kill these Charr until they open that gate for you. A simple way to do this is to follow them at a safe distance, never getting close enough for them to be inside the “aggro bubble” on your radar. Another method, if you’re using only henchmen, is just to go AFK and get a snack or something, and they should have the door open by the time you get back.
Once the gate is open, feel free to kill the Ember Bearers and any other Charr in your way. Beyond the gate, head west to a small hut and then south up a trail to find a shrine guarded by four Flame Keepers. They are elementalists who like to cast Fire Storm; just move out of the way of the AoE and then focus fire on one at a time, and you should be fine. Killing them will clear the bonus and net you 1000 experience.
Backtrack to the river of tar leading to the bonus NPC, but instead of crossing it, head north through it, passing between Rurik and the bonus NPC. Follow the river until you see a road leading north up a hill onto dry land. Follow it up and around to find the entrance to a wrecked fort that once protected the city of Surmia. If you’re working on the “Cities of Ascalon” quest, click on the Historical Monument of Surmia on the right side of

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As a reward from Erudine, you’ll receive the skill Diversion. If you like to solo, you’ll want to start bringing this skill along, as it will finally give you a way to stop warrior boss mobs from healing themselves repeatedly and is handy for shutting down monks as well.
Talk to Erudine again to get the “Experimental Elixir” quest, which is a simple matter of map traveling to Sardelac Sanitarium, talking to Fadden Hathorn, and then talking to Vassar. For that 30 second quest, you’ll get the Shatter Hex skill, your first hex removal skill and a nice way to deal area of effect damage.

To Surmia
Map travel to the Frontier Gate. It’s time to head to the next mission area, the ruins of Surmia. To get there, enter the Eastern Frontier and follow the northeastern road. It will wind around to the west, and you’ll come to Surmia very soon. This particular road is guarded by swarms of low level Grawl. If you want, you can just run past them. If you’d like to complete the “Fires in the East” quest while you’re in the area, bring a few henchmen with you to do that along the way. But once you reach the mission area, it’s time for??

Mission #3: Surmia
In this mission preparation area, you’ll probably want to get a team of henchmen or other players. Soloing this mission, while not overly difficult, isn’t really a good idea because of Prince Rurik. Rurik will be following you around for most of the mission and will steal most of your kills if you’re alone. Bringing a party will make things faster, easier, and will let you keep Rurik from taking all of the glory. For a henchman team, Alesia, Reyna, and Orion are good choices for their long range attacks; Prince Rurik can already soak up hits just fine. For your own skill set, focus on offense and leave most of your self- preservation skills behind, though you should bring Ether Feast and Resurrection Signet along just in case. Chaos Storm is very effective here, as is the Phantom Pain + Shatter Delusions combo.
The initial part of the mission is very linear. You’ll simply need to follow the road as it winds its way northward and then southeast. You’ll get attacked by many groups of devourers, but nothing too serious. Once you reach a set of broken stone stairs leading northeast up to a ruined building, you’ll encounter a few noticeably larger groups of devourers, ending with a devourer boss.

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a few places, which is why Chaos Storm will come in handy for dealing damage. When you reach a fork in the road, continue straight (southeast) and you’ll pass beneath a small stone bridge. At this point, you’ll likely be swarmed by level 7-9 devourers, including a boss, so try to start the battle right by using Phantasm or Energy Burn to weaken any devourers that are already above ground. You may need to use your Resurrection Signet to help keep your henchmen in the fight, but that’s no great loss since you’ll be zoning soon anyway.
Once the devourers are dead, head up the trail just a few steps more and veer off the path to the southeast. You’ll see a resurrection shrine with Cynn and Mhenlo next to it. Talk to Cynn to get a skill-related quest (”Caravan in Trouble”), which you’ll be able to complete in just a moment. Head south into Pockmark Flats, and you’ll see the missing caravan almost immediately. Run ahead with your henchmen to engage the group of storm riders that are charging. Chaos Storm works well, but the riders are mesmers, so watch out for Backfire and don’t cast with it on.
When the riders are dead, turn around and speak to Laris Darkworth of the caravan for your reward, which includes the skill Phantom Pain. This degeneration hex also inflicts a deep wound on its victim whenever the hex ends, making it a great spell to combine with Shatter Delusions. Remember, when removing hexes, the most recently- cast hex will be removed first.
Now it’s time to find Serenity Temple, which isn’t terribly hard. Head southwest from the NPCs you just assisted, hugging the right-hand wall as much as possible. You’ll soon come to a westbound valley with many Hulking Stone Elementals guarding the way. Kill them to clear the way to the temple.

Serenity Temple Quests
At the temple, you’ll want to speak to Erudine to get the “Unnatural Creatures” quest, which will require you to kill a Storm Rider boss in Pockmark Flats. In addition, talk to Priestess Rashana for an update to the “Troublesome Artifact” quest.
Head back outside with “Unnatural Creatures” active and check your map for the boss’s location. Go southeast through the large valley area (you’ll need to follow the rim of the valley in places in order to negotiate the large cracks in the ground) to find Grenn Mindvenom, and kill him. He does roam around some, so holding down the left CTRL button while running might be helpful. By the way, there seems to be a bug in this quest that can cause Grenn not to drop his tissue sample or update the quest; if that happens, just map back to the temple and try again.

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Sadly, you won’t get any experience or loot killing them this way, but such are the sacrifices that must be made to clear missions. ;-)
With those Charr out of the way, you’re nearly done. Head around into the tar- speckled trenches and you’ll notice a few more group of Charr roaming around. Go ahead and pick them off so they won’t be a problem later. You’ll also notice one more large cluster of them huddled along the Wall. Hold ALT and look in the northeast part of the trenches, and you should see a small hill with one more functional trebuchet on it. You can lure the foes out and then use this trebuchet to eliminate a group or two before killing the rest yourself.
To clear the mission, you must kill the group of mobs containing Rrrack Whitefire, a monk boss. His support normally includes a martyr and a stalker. If you’re alone, the same strategy you used to kill the two Overseers for the bonus should work here as well, but be careful: you’ll be suffering added damage from the stalker and Rrrack’s superior smiting skills. If possible, try to split the martyr and stalker off by using Imagined Burden on the boss while the group is chasing you. If you can get those two separate from him, you should have no problems killing the martyr and then the stalker in short order. And once he’s alone, Rrrack won’t be that much of a problem, either. Once they fall, you’ll find yourself in??

Frontier Gate
This outpost gives you access to the eastern portion of post-Searing Ascalon,
which contains a few skill quests and the road leading to the third mission area. While you’re here, you’ll probably want to do some preparing. Sell your unwanted items, and consider purchasing one or two Rune of Holdings from one of the merchants, if you can afford them. These runes will let you upgrade your two bags to hold ten items instead of five.
Once you’re ready to continue questing, grab a team of henchmen and head
outside. The journey ahead can be done solo, but most of the mobs you’ll be facing will be lower level and won’t give much if any experience anyway. For your own part, you’ll probably want to stick with a lineup of anti-caster skills like Chaos Storm, Energy Burn, and Backfire.

In Search of Skills C To Serenity Temple
Head outside to the Eastern Frontier, take your team southeast along the road, and follow the path as it winds southward. You will probably get swarmed by devourers in

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Soon enough, you’ll see Deeter Saberlin on your minimap again. Take down the groups of normal Charr on the path leading to his cell and then get full health and energy. If you brought Chaos Storm, you’re about to be very glad you did, though it’s still possible to defeat them without it. If you’re in a group, just focus fire on one and they should fall pretty easily. If you’re alone, read the following paragraph.
The two Charr Overseers are monks with three skills: Bane Signet (damage, and will knock you down if you’re attacking when it hits), Heal Other (heal spell, can’t be used on the caster), and Heal Area (heals everyone, friend or foe, in a small area of effect around the caster). If you try to split them up, you’ll notice they won’t take the bait. If you try to kill only one of them, it’ll just get healed by the other. To defeat them, walk right up next to both of them, let them waste Bane Signet, and tag one of them with Conjure Phantasm. If you have Chaos Storm, cast it now. Because you’re standing beside them, they’ll want to use Heal Other instead of Heal Area, and you can use this to your advantage. When your target gets to about 80% health, quickly switch to the other, Backfire it, and switch back. Recast Phantasm on the original target, or just hit it until its buddy casts Heal Other. As soon as it does, switch to the Backfired Overseer, shatter the hex, and finish it off (Chaos Storm makes this simpler to do). Afterward, let your energy refill and go all-out on the other overseer, who will now be willing to use Heal Area to keep himself alive (Note: the effective attribute levels used in this strategy were 7 Illusion Magic and 6 Domination Magic, but anything in that vicinity should work).
Once both are dead, talk to Deeter Saberlin (you may have to click your way around the other soldier to get to him) to receive the 1000 experience bonus. If Armin Saberlin didn’t survive to give you the bonus goal, there will be an awkward delay between your talking to him and actually getting the reward, since Deeter’s dialogue won’t show up.
Head further northwest and you’ll start seeing wrecked catapults, along with some dead Ascalon Engineers. The winding valley will soon lead you to an area full of wreckage and some small units of Charr, as well as a huge group of Charr massed on the flat to the northwest. If you hold ALT, you’ll also notice a new NPC, Siegemaster Lormar. Pick off the small groups of Charr in the vicinity, ending with the one that contains a boss. Since most of your spells don’t require line of sight, you can use the rocky terrain here to help avoid enemy projectiles.
Once the small groups of Charr are dead, talk to the siegemaster to learn about the trebuchet. Now check the three wrecked catapults in the immediate area to find the three parts of the trebuchet. Carry each back to Siegemaster Lormar to repair it, and then pull the firing lever once to load the trebuchet, and again to annihilate that mass of Charr.

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Mission #2: Fort Ranik
(Author’s note: My walkthrough-writing character is level 10 going into this mission, for soloing purposes).

Next, it’s time to help thwart the Charr attack on Fort Ranik. If you’re looking to solo this mission, you may find it helpful to drop Distortion and Illusion of Haste, bringing instead Imagined Burden and Chaos Storm. Distortion will be almost useless in this mission due to the high population of Charr Blade Warriors, who love to use Wild Blow to break stances, and Illusion of Haste won’t see much use here unless you’re having problems escaping a warrior boss.
At the start of this mission, you’ll be standing next to a couple of brave Ascalons who are on their way to help push back the Charr. Follow them north to rendezvous with Master Armin Saberlin and his troops. You’ll end up fighting a series of skirmishes against Charr as you press northward, ending with a fight against about twelve of them. This last group doesn’t include any monk Charr, but there will be some necromancers (Charr Ash Walkers), so Backfire them at will. If you’re solo, the entire team of NPC soldiers will probably die during this skirmish. If Master Armin Saberlin survives, talk to him after the Charr are dead to learn about his son, who was captured by the Charr. This will make the bonus objective appear in your quest log: rescue Saberlin’s son. If Armin Saberlin died, don’t worry; you can still complete the bonus and get credit for it without having spoken to him.
If you head west up the slope after the battle, you’ll come across Gurn Blanston, an Ascalon soldier who will give you a quest (”Deliver a Message to My Wife”), a quick 500 experience quest you can complete next time you’re in Old Ascalon.
Return to the battle site and head north to find yet more Charr, including a boss. Kill them (or, if you’re soloing and the boss is a warrior, kill his cronies, burden the boss, and run past). Head northeast from there, killing Charr along the way, and hold CTRL as you do so. You’ll soon come to an area with two Charr Overseers. If you check the minimap where they’re standing, you’ll notice a friendly NPC; this is Trooper Deeter Saberlin, and rescuing him will complete the bonus objective. Due to the grossly rugged terrain in the area, though, you’ll have to take a long way around to reach him.
The next part of the mission consists of a winding valley lined by groups of 3 Charr. These groups typically contain two rangers (Stalkers) and one other class, so the fights here will be a bit repetitive. Just pick them off with Phantasm + Shatter Delusions and Backfire (when applicable), and don’t forget to back off if needed.