Talk:Riverside Province (mission)

While looking for boss Dracul Cadava (did not find him) came across bosses Ruinwing and Corbin the Upright. Both had the skills that they should not have according to the text of the article eg Primal echoes and Divine intervention.

please help looking for confirmation
 * I'll be updating the article starting tomorrow. --Erszebet 19:01, 20 March 2007 (CDT)

Relevant?
Why does the "Bosses (Skill Capture) show non-Elite skills? I think it's irrelevant and just takes up article space. Tag for deletion? --MagickElf666 00:31, 11 July 2007 (CDT)


 * We do that for all bosses. Sometimes, it is possible to capture non-elite skills way before they are ever available from Skill Trainers. Aftershock and Maelstrom are good examples. [[Image:Entropy Sig.jpg]] (T/C) 00:34, 11 July 2007 (CDT)
 * See this: Style and formatting/Skills [[Image:Entropy Sig.jpg]] (T/C) 00:36, 11 July 2007 (CDT)

Note: The Watchtower Guards to not have to die in order to obtain the bonus reward. You simply have to clearout the 'watchmen' that surround the tower.

Correction guys, but you do have to kill the Watchtower Guards, change please? &mdash;The preceding unsigned comment was added by Cobby174 (contribs).

I can't find where in the article that is stated, but anyways...It is an incorrect note, so go ahead and remove it. (T/C) 01:32, 14 July 2007 (CDT)


 * (whoo, edit conflict!) Done. Next time, change it yourself; and please sign your comments.  See GW:YOU and GW:SIGN  &mdash;Dr Ishmael [[Image:Diablo_the_chicken.gif]] 01:34, 14 July 2007 (CDT)

I just did this in HM and I killed everything around the first 7 towers however at the last two (those near each other), I left a abbot at one side while on the other I left 2 justicars, a abbot and a watchman and I still got the bonus. I think you need to kill the archer next to the watchman to get the bonus --Blue.rellik 08:12, 10 August 2007 (CDT)

I've intentionally left both watchtower guards and mobs on the ground alive and still gotten the bonus. It triggers when the last of the nine white mantle seekers up in the towers is killed. Quizzical 23:35, 23 December 2007 (UTC)

Hellhounds?
I just tried the mission solo like I used to do on earlier characters (without bonus) and after the first watchtower, while walking to the second, a skeleton ranger and 3 hellhound rushes to me. Are they new? Watchdogs on patrol? I do not remember those.... -Borceforth 20:52, 17 October 2007 (UTC)


 * They've always been there. I also added a header :) --[[Image:VipermagiSig.JPG]] -- (s)talkpage 21:04, 17 October 2007 (UTC)

Bridge Troll
Gawd, Where is the bridge troll here lawlz its outta place!-- (talk) 23:15, 14 December 2007 (UTC)

Bonus
I just tried to run past the gate next to Saidra, but she wouldn't open it. Then I tried destroying the first watchtower (point 1 on the map) and there appeared an explamation mark above her head. Talking to her then opened the gate. So from what I could see, you have to destroy the first tower in order to get the bonus from Saidra. I'm not changing the article, because I might have overlooked something... but maybe someone can verify it


 * You're right that you have to kill the first White Mantle Seeker up in the tower to acquire the bonus. As with the other towers, you can leave the rest of the mobs.  I'll change the main page.  Quizzical 23:40, 26 December 2007 (UTC)

I wonder if you have to kill the watchmen or the seekers at each tower. I just finished the mission (Hard Mode) and the bonus completion notification popped up when the last tower's seeker died. The watchman was still alive at that point. I did kill both seekers and watchmen at all other towers. 85.144.107.189 21:42, 9 January 2008 (UTC)


 * I have always noticed that too. However, due to time constraints, I never felt like testing this...you'd have to leave all the watchtowers (except the first) alone, clear out the mission, then go back and start all over again...with just the Seekers and Watchmen. And then do it once more, picking the opposite mob. [[Image:Entropy Sig.jpg]] (T/C) 21:45, 9 January 2008 (UTC)

Hard mode
The hard mode section I added is kind of pointless, I guess, added primarily for completeness, so that all missions can eventually have a hard mode section. Perhaps it's reassurance that there isn't some "welcome to hard mode" challenge waiting for you that will wipe your group if you're not ready.

None of the things that distinguish hard mode from easy mode significantly change the tactics of the mission. Mobs do run faster, but will still stay near their towers, so it's easy to get away. They cast spells faster, but their spells either aren't worth interrupting (e.g., vampiric gaze), cast too fast to reliably interrupt even in easy mode (e.g., shielding hands), or take long enough that they're easy to interrupt in hard mode (e.g., searing heat). They're higher level, but your party presumably is, too. Some get no extra skills at all, and for those that do, the difference is pretty inconsequential.