Fort Ranik

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This is a mission entry. For information on the outpost, see Fort Ranik (outpost).
Fort Ranik
Campaign Prophecies
Region Ascalon
Type Cooperative
Party size 4
Duration Medium
Preceded by The Great Northern Wall
Followed by Ruins of Surmia

Your party must push the invading Charr army back to the Northern Wall, using any means at your disposal, including 2 trebuchets you find en route.

Contents

[edit] Mission information

[edit] Objectives

Retake the Great Northern Wall.

  • Push back the invading Charr army.
  • Added Locate the Restraining Bolt and return it to Siegemaster Lormar.
  • Added Locate the Arming Crank and return it to Siegemaster Lormar.
  • Added Locate the Release Lever and return it to Siegemaster Lormar.
  • Bonus Rescue Deeter Saberlin from his Charr imprisonment.

[edit] Walkthrough

Follow the road a long way to the north, going through several groups of enemies. Eventually, you will come to a broken Trebuchet with Siegemaster Lormar standing nearby and a very large group of Charr a bit further off. A cutscene will trigger as you approach Lormar, who will fill you in on what you need to do.

Basically, you need collect parts to help Lormar fix the trebuchet, so he can use it to dispatch the Charr forces. The map in the infobox on the upper right marks the locations of the broken parts. They are all very nearby and in different directions from the trebuchet. Use the ALT key to scan for "Wreckage" objects. The wreckages are what you need to click on to obtain a trebuchet part. It is not difficult to spot them because there is usually a Charr group near each of them. The parts are all nearby; there is no need to backtrack the way you came.

The character who clicks on the wreckage will hold the part in his or her hand (a bundle). Give the part to Lormar talking to him (i.e. click on him), and the quest log will update. Do this three times, once for each of the three parts.

Once the trebuchet is fixed, you can use the lever to activate it and fire it. Do note that you have to wait for the activation or loading animation to complete before you can fire it. You may want to fire it multiple times to kill off as many Charr as possible. Of course if you are a high enough level (recommended above level 11) it is possible to kill the char without the trebuchet. It IS still very hard without the right group of players at the right level.

When there are no more Charr within range of the first trebuchet, it is time to move onto the second. Avoid aggroing any Charr until you use the second trebuchet. The second trebuchet is further down from the first trebuchet and is easy to miss. You do not need to fix the second trebuchet; it is ready for use. It is aimed at a different spot than the first trebuchet so use it to clear more Charr. If your party is fast enough or lucky enough, it might even be able to kill the boss (and end the mission). A way to get rid of more Charr is to have one person with a speed-boosting skill to run out and pull them. When they are pulled out into the open, another character should fire the trebuchet.

If you can't reach the boss, then move out and start to clear out the remaining groups of Charr, but aggro carefully. Once the area is relatively clear, head up towards the boss and take it and its group out to complete the mission.

[edit] Bonus

The proper way of acquiring the bonus is to protect Master Armin Saberlin, who joins your party early in the mission (point 1A). He will follow you up to the large ruined wall (1B). If he survives up to here, talk to him to activate the bonus. However, it actually does not matter if he survives or not - performing the task is enough to complete the bonus, regardless of whether it actually shows up in the mission objectives. The task that Armin Saberlin gives is to save his son, Trooper Deeter Saberlin. Finding Deeter only takes a minor detour (2) from the main path. There, you will have to fight two Charr Overseers. It can be a little difficult for low-level parties to take them out, due to Heal Area. When you finish them off, talk to Trooper Deeter Saberlin to complete the bonus.

In hard mode, it is better to ignore Master Armin Saberlin than to get your party killed trying to save him, since you can still complete the bonus despite not seeing it in the quest log. In this situation, it is also recommended to leave the main path right after you cross the bridge at the start of the mission. Take a right and follow the path behind a group of rocks while the main Charr forces engage the soldiers NPCs rushing ahead. You will need to kill one group that patrols your way, but when you leave at the other side most of the enemies will be stationed out of your aggro range.

Bug Bug.
Sometimes the soldier that is captured with Trooper Deeter Saberlin is stuck in the entry of the prison, preventing you from talking to him to complete the bonus.

[edit] Skill recommendations

  • Skills that can counter hexes are extremely useful in the early stages of the mission.

[edit] Hard mode

This mission can prove challenging in Hard Mode because it calls on a wide range of disciplines and because different sections require different specialties at different times. The mission is effectively divided into thirds, and each third requires different skills: the introductory area, the canyon, and the trebuchet tar pits. The first third of the mission is heavy on hexes, namely Lingering Curse and Faintheartedness, that cause large quantities of area-of-effect health degeneration while simultaneously suppressing healing. This necessitates both hex removal for the whole party and pressure healing. The subsequent canyon (in which Deeter Saberlin can be rescued) is rife with archers on ledges, who deal light but significant damage that makes spells like Spirit Bond and Protective Spirit next to useless. The canyon walls confuse minions (making minion masters a poor choice for this mission) and interfere with projectile spells and bow/spear attacks. Note also that almost every Charr group before and after the canyon features Charr Blade Warriors, who can can remove stances with Wild Blow, effectively negating the advantages of stances. In addition, Charr Mind Sparks are known to remove enchantments, so enchantments with long cooldown times (like attunements) are a liability. Lastly, Charr Martyrs and Charr Overseers field Shield of Judgment, so a single Enchantment removal spell is mandatory for the bonus.

[edit] NPCs

[edit] Allies

Human (Ascalon Army)

[edit] Charmable animals

Animals

[edit] Foes

Charr

Devourer

[edit] Bosses

Bosses locations

Charr

[edit] Dialogues

[edit] The Prisoners

Trooper Deeter Saberlin: Help! The Overseers were too much for us!
Captured Soldier: Our lives would have been worth less than Charr meat had we not returned [sic]. We owe you our thanks.
Trooper Deeter Saberlin: The Charr have slaughtered and carried off many of our friends. They must be stopped."

[edit] Cinematics

For more information see Fort Ranik (cinematics)

[edit] Cinematic 1

Siegemaster Lormar: "Damn Charr snuck up on me while i was repairing this trebuchet."
Siegemaster Lormar: "Its missing a release lever, restraining bolt, and an arming crack."
Siegemaster Lormar: "Search the other wrecked trebuchets to find those three pieces, and bring them to me."
Siegemaster Lormar: "If you do. We can fix this little lovely, and we'll give those Charr a taste of their own filth"
Siegemaster Lormar: "To activate the trebuchet after it's fixed, pull the lever once to load it and once to fire it."
Siegemaster Lormar: "Anything under its blast will get blown to bits."
Siegemaster Lormar: "But hurry. More Charr come through the Wall every minute."

[edit] Cinematic 2

Prince Rurik: "The time for action has come. No more cowering behind this wall!"
Prince Rurik: "From now on, we take the fight to our enemies"
Ascalon Guard: "Prince Rurik!"
Ascalon Guard: "Prince Rurik!"
Prince Rurik: "What is it?"
Ascalon Guard: "Prince Rurik. We are victorious, but it has cost us greatly"
Ascalon Guard: "During their retreat the Charr took prisoners. Several of our wounded have been carried off."
Prince Rurik: "Ascalon will live in fear of these beasts no more."
Prince Rurik: "We march to the north, to free our brothers and take back that which has been taken from us."

[edit] Notes

  • Interactive objects
  • Complete exploration of this mission contributes approximately 0.8% to the Tyrian Cartographer title.
  • The quest Deliver a Message to My Wife can be activated by talking to Gurn Blanston, marked with a green dot on the map.
  • The trebuchet will kill the Charr caught in its blast, regardless of level or armor. Besides this effect, you can complete the mission without repairing the trebuchet. This is not recommended for low-level characters, or in Hard Mode, but may be faster for high-level characters who do not wish to waste time carrying the several bundles needed to repair the trebuchet.
  • Characters from other than the Prophecies campaign will not receive any reward for completing this mission on normal mode.

Prophecies missions
The Great Northern Wall » 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 » Dunes of Despair and Thirsty River and Elona Reach » 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

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