Talk:The Great Northern Wall

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Hard mode[edit]

  • bosses lvl 26
  • grawl lvl 22
  • charr lvl 23
  • devourer lvl 22
  • gargoyle lvl 22


  • Fleshfixer: Lightning surge
  • Fecpelter: Quick shot
  • Makani Ookook: Healing hands
  • Spazz Mindrender: Crippling Anguish (unconfirmed - didn't see the boss, but all mes gargoyle had it)

Recommend speed boost to combat monster run speed improvement for the end of the mission. (details from Aspectacle)

The grawls have become quite godly in their stats and AI. It was quite a novel experience to get pwnd by critters that one has become accustomed to felling with a glancing blow of the axe :D And if the monk boss hadn't been spamming Heal Area this could have been a wipe in the first 4 minutes :S Also, the charr at the end of the mission seem to be able to maintain Sprint forever and a day ... User Fox.jpg Fox (talk|contribs) 06:57, 20 April 2007 (EDT)
Yes it was fun - although all of the boring weapon skins and collectable drops worth 5 gold aren't particularly memorable. More interesting was the realisation that the hench AI is set to "normal mode" AI as the hero monks seem to have forgotten how to get out of the way of 3 high level charr warriors. *rolls eyes* I think all monsters have a natural speed boost of ~50% - as they easily able to catch someone with Flame Djinn's haste on. --Aspectacle 09:45, 20 April 2007 (EDT)
That's an interesting observation, 'spec - I noticed that Koss had turned into Devona on this mission and ignored the guard setting, instead disappearing into the wide blue yonder like a hound dog hunting in the next county. I shall try the heroes on a few more of these missions, see what the issue is... User Fox.jpg Fox (talk|contribs) 11:29, 20 April 2007 (EDT)
Having a speed buff is a waste of slots. Even buffed, the charr aren't particularily fast in catching up and as long as you don't stray from the path or fight the critters while running away, you won't have any trouble. We did this mission with Koss/Olias(mm)/Player Smiter/Player Healer. A bit underpowered but acceptable on the defense. ~ dragon legacy 21:23, 21 April 2007 (EDT)
I think if you skip the cut scene you get more of a head start on the charr, if you watch it they are right on your tail and inevitably catch up, personally I disagree about it being a waste for one character to have some kind of speed boost. It is far more of a waste to get almost to the end to be caught before you make it over the last bridge! --Lemming64 21:35, 21 April 2007 (EDT)
I found that eating a Chocolate Bunny did wonders to escape from the incoming Charr force to make it back to Calhaan in one piece. Tribio talk 07:57, 28 November 2007 (UTC)

Drub Gorefang uses Eviscerate. Useful for warriors who aren't up for going to the end of propecies to cap it.--Getalifebud 11:35, 4 May 2007 (EDT)

Huh, so it is possible to capture an elite from a boss in an area where there aren't supposed to be elites? I thought they had refrained from that implementation. The Charr Warriors will use Eviscerate and such, but the bosses normally don't use/have elites.. Tribio talk 07:22, 4 December 2007 (UTC)

If you ever get bored, take two L20 nukers here in NM and just waste the Charr force... It's good for a laugh or two. KrelusDerian 20:57, 21 November 2007 (UTC)

As for a running suggestion I took the warrior henchman with me. On hard mode it is level 20 and has "Charge!". Perfect for outrunning the Charr should you not have a run skill. Ignoring the critters is a good idea. If you are doing this with henchman and heroes I suggest this warrior as everyone in the group will run faster and one of em might even serve as a decoy. Azania 04:31, 21 February 2008 (UTC)

I watched the cutsceen and my team had zero speed boosts. I lost all 3 heros (used each one for a diversion) by the time i reached the last bridge. The charr got me as i had gotten off the last bridge and was headed for the gate :-( Watching the cutsceen(?) and/or no speed skill = bad. Justice 22:24, 16 September 2010 (UTC)

Cut-scene[edit]

I think there is a misconception with the cut scene, since i have seen a couple of users adding the note. While the game is paused (and the charrs don't change their starting location), skipping the cut-scene puts the player a few landmarks ahead in the running path, so actually still gives a small advantage over watching the full cut-scene (or at least did the last time i tried a couple of days ago).--Fighterdoken 06:35, 31 March 2008 (UTC)

Who added the note? — Eloc 00:36, 1 April 2008 (UTC)
Dunno, may have been a remanent from the previous edit by anon. But still better to move the discussion here.--Fighterdoken 00:40, 1 April 2008 (UTC)
I made the note more prominent because I just got killed by the Charr catching up to me when I didn't skip the cutscene even though I had a run speed increase. 72.220.21.110 09:39, 17 March 2011 (UTC)
Lol or it gets reverted for no reason at all. Whatever, not my loss anymore. 72.220.21.110 06:41, 18 March 2011 (UTC)

Don't Skip The Cut-Scene![edit]

If you skip the cut-scene, then the guys at the end will get kind of glitchy until the last cut-scene. One time one of them blocked my pass and the other ones made a semi circle. The Charr caught up and they wouldn't attack the Charr so I died...

Uh...I always skip this cut-scene and nothing bad ever happens. 66.202.1.169 23:55, 28 September 2008 (UTC)
If you're on normal mode then yeah you don't need to skip the cutscene but on hard mode the Charr army will catch up to you and brutally rape you so not skipping it is a BAD idea if you're doing it on hard mode. 72.220.21.110 09:41, 17 March 2011 (UTC)

Can I Replay[edit]

Can I replay this to get the bonus quest? Edmond The Ranger 05:54, 7 November 2008 (UTC)

Yes. You can even get the bonus parts in different runs and then do it all at once (specially usefull for hard mode).--Fighterdoken 20:37, 7 November 2008 (UTC)

North after the cutscene?[edit]

I tried running back through that gate the Charr open after the cutscene, there seems to be somebody blocking my path, maybe they fixed it? User C4K3 Signature.jpgC4K3 16:11, 19 April 2009 (UTC)

Foreign Character[edit]

According to the wiki post, only prophecies characters can get here, is that true and if so, how do you get Tyrian protector?

All that means is that you won't get the reward (gold & exp). You can still complete it (and the bonus). -- euphoracle | talk 14:02, 30 May 2009 (UTC)

Bug[edit]

I used Necrotic Transversal to get out of the gate just to see what would happen and when i made it back after triggering the cut-scene the gate was still shut. Merri Weathers 15:20, 1 July 2009 (UTC)

Are you talking about the first gate? If so, the gate opens after triggering the dialogue with the first npc. If you didn't talk to him, the gate never opened. Not a bug really.--Fighterdoken 21:58, 1 July 2009 (UTC)
Ok I just figured when the cut scene started the gate would open. Merri Weathers 07:26, 2 July 2009 (UTC)

Another Bug[edit]

So, I went past the Invading Charr army after the cutscene when the charr saw us and I went past them and into their camp. I explored the entire camp area. Then I went to the edge of the world.

It's pretty there. Paddymew 06:23, 25 January 2010 (UTC)
Very wide and open. 97.120.218.101 01:12, 17 February 2010 (UTC)

Map question[edit]

I've explored most of this area. However, there is a gate that shows up north north east of the mission shield on the main world map. I have two questions. First, can you actually get to this gate? Second, where does it go?--Fcoulter 01:59, 22 April 2010 (UTC)

Late response but in short, from this mission, probably not. Surmia/Great Northern Wall, Ranik and the adjacent explorable zones share alot of back ground. That specific gate may for instance be open in another adjancent area. A fine example is the GNW mission stagging area. This is infact the endpoint of the Fort Ranik mission (aka the breach where you find the last boss). While in Frontier Gate you can see the GNW stagging area, not intact but infact it still has the breach in the wall. Going to GNW stagging area the breach is not there. Justice 00:00, 9 September 2010 (UTC)
Actually I think that the gate you are reffering to is the gate that will lead you back to the starting area in the end of the mission while you are running from the Charr.

The Escape[edit]

No casualties escape

I will be removing this sentence:

" If playing with heroes or henchmen, you may wish to flag them to cause a distraction and help ensure that one member reaches Captain Calhaan to complete the mission."

I just finished this mission (H/H & Prophecies/core skills only) by skipping the cinematic to buy time. In two different moments, the Charr reached my team but after a short time...they retreated (!) like if they had gone too far away from their flag (?). Once after the first bridge and the second time right before I took refuge at the Wall. I managed to escape with my full party alive, as provided in the screenshot. Flagging your team mates its a bad idea, actually. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 15:26, 5 June 2012 (UTC)

Could perhaps be AI update responsible for that - I once flagged my heroes back and they got freakin owned :p File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 16:42, 5 June 2012 (UTC)
I'm going to restore the note because (a) you can flag heroes to escape foes in this mission and (b) the charr will devour your team if you let them get too close. It's possible that they have a scripted AI that happens a set # of seconds after the start of the cinematic (instead of the end), which is what YK is seeing, i.e. if you skip the cinematic, the charr might end up running back/forth making it unnecessary to flag heroes and so both pieces of advice are true, but not at the same time.
(I didn't test this recently, but I did test in 2011...I don't remember if I skipped the cinematic, but definitely was able to get eaten by charr.) – Tennessee Ernie Ford (TEF) 04:14, 11 July 2012 (UTC)
Last time I did this mission in HM was one month ago. I did it twice, one without skipping (I love cinematics) and one by skipping it. When I watched the entire video and runned back to escape, the Charr got me with no mercy. When I skipped the video, the Charr took more time to tail me.
If you check the party window, you can confirm that in fact, in those two occassions I mention, the Charr did hurt my team twice, but it was like if they didnt "lock target", which is rare in Hard Mode. My impression is that the Charr script has a boundary range of move and will "retreat" at a specific geographical limit, as in not go further past this line. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 04:37, 11 July 2012 (UTC)
There is more than one group of Charr. I've seen one of the teams turn around, but not the other (that's the one that catches up near the bridge). I've tried rephrasing the note so that it encourages people to run ...and only use flagging as a last ditch effort if they manage to catch up. I hope that's an acceptable compromise. (In contrast, during Mustering a Response, flagging is definitely useful.)
I'm sure there are scripted parts of early missions designed to make them hard to fail, so maybe that's what's happening here. – Tennessee Ernie Ford (TEF) 05:44, 11 July 2012 (UTC)