Talk:Assault on the Stronghold

Do this kind of articles really have any reason to exist? Isn't it better to wait with making one untill you can add some information? Etienne 14:38, 1 September 2007 (UTC)


 * no becasue this way people know the page actually doesnt exist and its not just the ingame link hasnt been linked to the actual page  Bertz


 * This can be a hard mission if you're trying it with heroes/henchmen. I think a guide is needed ASAP.


 * I have just moved this apge around quite a lot, since it was obviously in need of something to improve it. I was not logged on at the time, hence this comment, signed.--Son of Batman 12:44, 24 September 2009 (UTC)


 * Good job! I was going to clean it up, but never got around to it. Thanks! -- Hong 13:26, 24 September 2009 (UTC)

Player Suggestions for Completion
For some reason none of my spells worked on the Saurus but the henchmen Mhenlo(healer) and Lina(protection) could heal him. I also used Deevona and Talcon(Warr). My heros were Jora, Tahkora and koss. Tahkora was setup with protection and divine using QwAS8YIPFkZiAJgEPKJdx3J I think I copied this code correctly but listed below is her skills.

1. Shield of regen

2. reversal of fortune

3. Guardian

4. Aegis

5. Life bond

6. Signet of devotion

7. heavens delight and we all had

8. renew life/Monk

a. I used All to free the devourer on the rt then the left and set them to destroy the hills not gate.

b. I stood middle path so we could kill everything until the Saurus showed up and the two henchmen healed him. I think Tahkora's Life bond helped as well. Saurus ran past me so the henchmen ran after to heal him and I made sure Tahkora was using her spells. yet only bond seemed to help the saurus.

c. I was shocked to see gate open and the saurus still alive, I used Flame Djnns Haste to run in as far as I could. I did not stop to fight. I am a fire Experimentalist and we died once inside the gate. There were things ready to kill me as I resurrected behind the gate but it was not a hard fight.

d. It was not hard to pull everything after that and I could revive my guys if any died. All my heroes could revive me for I set all to /monk.

e. The last bunch on the hill I stood back and left the Charr cut them down before I helped with my heroes.

f. I tryed most the things you guys said but as it appeared I nor my hero could heal and cast on the Saurus I had decided I could not do this but something finally worked for me, lol. I also do not have some skills you guys use.

Dying at the Gate Technique
"Another way to gain entry to the gate is to have your party close right in to it and die. There is a res shrine on the far side of the gate, that if you are close enough will have you respawn inside the gates, rather than at the shrine behind the devourers." did they fix this glitch? because I can't make it work. Maybe I'm doing something wrong? can someone confirm this please. --Ridz16 22:55, 18 February 2008 (UTC)
 * In January I tried this and it worked, today I retried it with another char and it didn't work. I think they fixed this in a February update. --MageMontu 11:43, 26 February 2008 (UTC)
 * I just did it by accident. It still works. --Nerthing 19:30, 26 February 2008 (UTC)
 * They just fixed it in today's update.--Fallen (talk ) 20:46, 29 February 2008 (UTC)
 * Correct, I removed it from the article since it's no longer possible. Sanderevers 21:51, 29 February 2008 (UTC)

Heros/Henchmen Technique
I found the best way was after dispatching the first group on the left to free the siege devourers, keep attacking enemies until the Saurus spawns, then follow it so it doesnt get killed. I played as my dervish, with 2 healer heroes, 1 mm hero, illusion, fire, interrupt, and prot henchmen and had no trouble at all getting thru the gate. once past the gate, the large group will disperse into two groups, one up to the left and one up to the right, but they are pretty easily dispatched, even aggroing both at the same time (which you probably will since the space between them is small). Once past them you will be at the temple/altar place, and once you trigger the destroyer's spawn (its best to flag hero/henchmen in the back and run up), run back, and the destroyer and charr will fight each other, possibly killing the heirophant in the process. as long as you clear the area, the quest finishes.
 * congrats, you found the meaning of "common sense"! :D - Y0_ ich_halt  [[Image:User Y0_ich_halt sig.jpg|18px|Have a look at my page]] 14:57, 21 December 2007 (UTC)


 * Recipe for success, i made it on the first try with that one. Thanks for the tip.  :)   85.19.140.9 20:23, 4 January 2008 (UTC)
 * Cut the sarcasm Y0_ich_halt it NOT appreciated. This advice worked on the first try, while several attempts using the advice of the main page failed. I thin kit shoudl replace said advice. Thanks to whomever wrote it.
 * Wow, this technique is perfect! First time success. --The preceding unsigned comment was added by 86.150.94.30 (talk).
 * I appreciated the sarcasm - thanks.@@@@


 * I certainly agree, your set-up works like a charm. 72.95.171.148 00:47, 29 November 2010 (UTC)

Saurian Protection Technique
This mission is extremely simple, even in Hard Mode, but is often made out to be more difficult than it has to be. If you have an able group of players (that can handle 3-4 Charr), or Discord Heroes (N/Rt and N/Mo with simple minions, the elite skill Discord, Protective Was Kaolai, and Mend Body and Soul, then keep reading. If you don't, you may need to find an alternative method.

One player (unless you micro your heroes exceptionally well) should put 12 in Protection Prayers and bring Shield of Absorption and Spirit Bond. The rest of the party should be specced with enough heals and damage to defend one Devourer from being killed. It is not neccesary to defend both.

When the battle begins, dash off to the left devourer, and if you can manage, help the right devourer after. Set both devourers to target the Bluff, and then wait by the left devourer (making sure not to be overwhelemed) until the Armored Saurus appears. After the saurus approaches the range of being hit by the Seekers, the aforementioned protection character should cast Spirit Bond, followed by Shield of Absorption. This process should be repeated twice, then end with a Spirit Bond. Going any further will mean death, and with that much protection and health, the Armored Saurus has quite a bit of time to smack the gate.

Return to the rest of the party, and hold out. The exorbitantly large amount of health the Armored Saurus has will let it live, even when being hit. Depending on your party's ability to fend off the Charr, the Armored Saurus may die before the whole gate is gone. In this case, just repeat once the next Armored Saurus appears. At most, it should take you two Armored Saurus to blow up the gate with this method.

Consistently, with 2 N/Rt, 1 N/Mo, and henchman, the gate goes down almost always after one saurus. There is no need to waste an elite, or plot elaborate schemes just to finish this. The whole mission should not take more than 10 or so minutes.

Necrotic Technique
A simple means of beating this mission is to bring one character with the Necromancer Skill Consume Corpse or Necrotic Traversal. After killing all the Charr on the right bluff, this character uses Consume Corpse or Necrotic Traversal to teleport to one of the dead bodies. Run to the nearby resurrection shrine, while being careful about the right gate archers. Once the shrine is activated, the entire party must commit suicide and it will be resurrected behind the gate. Then proceed through the mission as normal.

A half bonder hero with two bonds manually controlled by a player also can work effectively if entire team protects the Siege Devourer/Allies in the West. Focus your Siege Devourer on the Bluffs and protect your bonder hero. Cast bonds on Armored Saurus when he comes down. One or two attempts is all that is necessary. Works in NM and HM. For Example: Essence Bond, Life Barrier, Life Bond, Blessed Signet, Signet of Devotion, Heaven's Delight, Shielding Hands, Flesh of my Flesh.

Group Healer Technique
Once you have have captured the Devourer the Armored Saurus will commence to approach the gate. Take all of your party and walk in with the Armored Saurus. Your healer will keep your party and the Armored Saurus alive. Once you reach the gate you can't be attacked from above. This has been tried repeatedly, with success each time. Once your party reaches the gate, you can keep the gate cleared for a second saurus(if the first did not survive) by using Ebon Vanguard Assassin Support against either the left or the right gate, while your party attacks the other gate from below. Once a Saurus reaches the gate, the gates will fall quickly.

Team Seige Technique
One possible way to finish the mission is taking a party of ranged attackers and moving in with your party to kill one group after another. For this purpose, designate one player to tank all the attacks. This player should then be enchanted with Shield of Absorption and he will be invincible, because there are many damage sources (Seekers use Conjure Flame and Ignite Arrows combined with Dual Shot), stacking protection from Shield of Absorption. While he tanks them, have elementalists or other ranged attackers kill the Seekers. It is very important that you don't stand close to one another, because Ignite Arrows will quickly finish off your whole party if you do.

Devourer Seige Technique
This strategy is applicable only to teams consisting of more than one "real" player. There are no skill or party pre-requisites. Start of by clearing the area of the left Siege Devourer. Station all the heroes/players but one in this area. Let that player move to the second (right) Siege Devourer, and let one player operate the one on the left. These two players should switch between targeting the "Bluff" and "Gate" every three hits from the Devourer (it takes three hits for the Seekers to die). The rest of the team will be sufficient to guard the left Devourer. The Armored Saurus will reach the gate and start breaking it down. They will die eventually, after taking down about 1/4 of the gate's integrity.

A solo variant: Flag your party by the left siege devourer, then constantly run back and forth between the two devourers, switching their target each time. This will take out enough archers to allow the Saurus to get in a few hits before it dies.

Bonded Saurus Technique
Also you can take two minion master heroes and a bonder hero and flag a minion master at each devourer and flag the rest of your group in the middle and go along defending the devourers until the Armored Saurus spawns and have your bonder hero bond the Armored Saurus.The Armored Saurus should have no trouble breaking down the gate.

Another method is to get one of your heroes (e.g. Koss) to take Life Bond and Life Barrier with around 10 Protection Prayers. When the Armored Saurus comes to charge the gate tell the hero to cast both spells on it. The Armored Saurus should then be able to tank the damage for a suitable period of time until the gate is destroyed. This may take up to 2 Armored Sauri. Once the gate is destroyed you can cast Life Barrier on whoever in your party for extra protection e.g. the healers.

An Old Friend
I did this quest a while ago as part of working through EoN without too much problem. Recently I have been trying to run it through again for my Hero's Handbook and failing dismally each time to get the Saurus through the gate. I have finally realised why. Before, when in the early stages I just had a few heroes - including Ogden Stonehealer. As I got much further on with things I stopped using him and used all tanks. I've just tried again with Ogden in the party. Got the Siege Devourer potting away at the gate archers and then followed the Saurus in with Ogden doing the business of Healing/Protecting the party - which of course includes the Saurus! Gate came down PDQ and the rest was history. Moebius the Malign 17:13, 20 November 2009 (UTC)

exp
There's no exp when you fight the warrior mobs attacking the siege devourer. I guess that is because they are just ressed.--Life Infusion &laquo;T&raquo; 20:08, 30 December 2007 (UTC)

It was done to avoid XP exploit. If killing those mobs would grant experience, you could just flag your team at one devourer and go sleep only to find a hefty XP gain next morning.

What about drops? I was gonna test this, but figured I'd wiki. And...no notes?--68.92.239.52 21:35, 13 March 2009 (UTC)

Quest Added
This quest is automatically added after accepting the reward for "What Must Be Done" from Bonwor Fierceblade in Doomlore Shrine. The article states that you get it in the Dalada Uplands.

bug
This quest sometimes gets bugged for me where the archers on the right side don't take damage or suffer bleeding from the siege attacks. I'm not sure how to reproduce it, but it's happened to me three times in a row. That side ends up with 8 archers that I can't kill them making it impossible for me to break down the gate. On the third try I waited it out and eventually they took damage, but I had to waste time with 3 armored saurus. I'm not sure if I was trying to order the siege attacks too soon before the dialogue finished. Fortunately, I was able to finish this quest on the third try, but it was annoying. Tedium 23:41, 9 March 2008 (UTC)
 * I've hit the same problem with the left one. I was going through the mission with my wife on Monday and the left destroyer did no damage until several iterations of the saurus in.  Lojiin 00:36, 20 March 2008 (UTC)
 * Yep, I'm getting this as well. It's driving me quite insane. --Kikuta 07:12, 24 April 2008 (UTC)
 * Likewise. It's been fixed as of today, though. Rejoice! --Cjad the Nord 01:36, 13 June 2008 (UTC)

destroyer part tip hm
After doing this mission in hm for quite a few times with h&h i still found the last few char that were left behind to be challenging. I have now started pulling one group of charr and killing them when i go to activate the next part of the quest that spawns the destroyers.This makes it so that the charr dont overwhelm the destroyers, causing there to be only a few char left behind to finish off (without the charr ele boss). Micro 04:00, 12 August 2008 (UTC)

Easy way to complete the first part
Use Weapon of Warding on the Armored Saurus then he will get to the gate without dying and even destroy it too --89.139.108.169 16:58, 13 March 2009 (UTC)


 * Restful Breeze works to as the saurus doesn´t use skills and doesn´t attack foes

Easy way in NM or HM
Works with h/h or a team. Take out the southern group guarding the South Siege Dev. Then Don't attack the North Group around the north Siege. Run to the gate before the Cliffs spawn. The Npcs will kill the north group. Now your under the gate and the dino will come to you. Fight the Seekers above you, stay alive, bring wards and heal party, spread out. The Dino will open the door and then continue normally. Watch the Destroyers and Charr fight, keep things easy.

Cumbersome walkthrus
Perhaps replace all the many and various walkthrus with something a bit more generic like "Methods include Tanking the damage, protecting the saurious only long enough to reach the gate or forgetting the saurious and using necrotic traversal to reach the top of the cliff" Give a few pointers to some protection skills that work and the skills you need to traverse and leave it at that... MrPaladin talk 12:32, 15 May 2009 (UTC)

Teleport onto the battlements
Can't you use a teleporting spell to get up onto the battlements and skip the protecting the Saurus bit? I know that you will have to make it so that you work with at least one other person and make practically all of your heroes part necromancer.
 * Is somewhat listed as the alternate walkthru... They dont have to be necromancers either if they jsut hold a vampiric weapon MrPaladin talk 15:41, 8 July 2009 (UTC)

Please improve a section
I have found walkthrough named "Grasian Way" added to an article. I wasn't able to understand the word "Grasian" from mission context. After some search in history I realised that it has been named after one player's character. I think it's not a good idea.

1. Please change a name of this section or at least add an appropriate comment which explain the meaning of this name to normal Wiki reader.

2. Please seriously re-work this section and improve some phrases like "unless you micro your heroes VERY well" -> "unless you are able to control the skills of your heroes directly very well", "The mathematics are simple to work out as a basic integral curve. However, other than for understanding, that's not important." -> delete, etc.

Of course I'm able to make such improvements too, but I noticed a kind of "revert wars" in history which isn't well at all. --Slavic 04:18, 20 July 2009 (UTC)
 * Yeah, the walkthrough section is a trainwreck. I'll see if I can tidy it some later. -- Hong 08:44, 10 August 2009 (UTC)

Shadow Form?
Wouldn't it be possible to run this mission using a perma to run up to the Charr Seeker (using a decent healing skill to outheal the indirect damage caused by Ignite Arrows), Death's Charge up to them, then just walk up to and Sliver Armor Hierophant Burntsoul? French777 21:21, 29 November 2009 (UTC)
 * You can't shadow step up a cliff.--Pyron Sy 21:38, 29 November 2009 (UTC)
 * Oh didn't know, thanks though French777 19:00, 1 December 2009 (UTC)

just did this in NM
brought ogden with "OwYT44XCzxnR9dJ416h1HZU9BA" as a bonder. bond the saurus and it's a piece of cake. and because of the other skills he is useful in the rest of the mission as well.86.91.141.232 16:42, 1 January 2010 (UTC)
 * Could you correct the skills template? I ask because you left out the "bond"er skills in this one. I would be interested to see the actual build you used. Thanks.--Remlwc 12:04, 10 February 2010 (UTC)

Halo Reference?
Just wondering if the name is a reference to original Halo game's level "Assault on the Control Room". 98.74.7.186 14:35, 13 March 2010 (UTC)
 * yes, and Nightmare Weapon is a reference to the film Nightmare on Elm street, which in turn is a reference to street dancing --> dances with wolves --> An American Werewolf in London --> London Calling --> Calling Card --> Card table --> table lamp --> lamp ray --> ray, a drop of golden sun --> son of god --> Jebus Loves you --> Lonesome death.--Son of Batman 21:40, 10 August 2010 (UTC)
 * I lol'd
 * i farted

Not a bug
"The Spawning Charr in this Part of the Mission do not give Experience."

It's not a bug, it's a feature ... --Xeeron 21:35, 21 April 2010 (UTC)

I agree - no indefinately spawning foes give XP - these would represent an imbalanced XP source, which ANet avoids.

I'm going to remove the anomaly note, it's not an anomaly it's what always happens with infinite respawns, just look at Jennur's Horde.


 * They do give XP in Gate of Madness (according to a recent post about using it to gain Survivor), so it's not always. Also: there aren't that many situations in which there are renewing spawns, so I think it's worth noting (even if it's not a bug or anomaly). — Tennessee Ernie Ford ( TEF ) 15:44, 11 April 2011 (UTC)

Heroes and henchmen teleport in on their own...
I flagged my heroes on the platform where melee charrs spawn (right side of the gate), after i'd teleported to the other side via a corpse of a Charr Seeker. So i run for the next res shrine and suicide after. Then i observe my heroes and henchies (most of them dead by now) and unflag them. I see them all running at the siege devourer on the right side. Then three of them run back where to they came from, stand on that same platfor for few seconds, and then teleport to the other side of the stronghold gate. At the exact same spot as i did. Here's a (poor) image about it :S Only i had any corpse teletorting skills. - J.P. Talk  13:36, 26 November 2010 (UTC)
 * Its normal :P For example, in Dunes of Despair when using corpse teleporting skills, after you run out of their compass range, they will magically hop the gap, and run towards you.– User Balistic B d-dark.pngalistic 20:32, 26 November 2010 (UTC)