Talk:Gyala Hatchery (mission)

I forgot to screenshot the missions map again ><! | Chuiu 10:05, 29 April 2006 (CDT)

This seems like the only Factions mission that isn't henchable. Or has someone finished it with henchies? &mdash; Stabber &#x270d; 11:27, 5 May 2006 (CDT)

Is the henchmen exploit still viable? If so, the guide needs improvement, as it's almost impossible to follow unless you already know the mission fairly well. A screenshot with locations marked would also help.


 * Yes, and it isn't an exploit. Also the guide seems fine to me. What specifically is unclear? If you have it open in front of you as you do the mission, it will be pretty clear what is being referred to. 194.47.250.233 05:35, 26 May 2006 (CDT)


 * This mission I tried about 10 times with real people. It was a mess. People running off to fight by themselves, aggroing everything then running back straight to the turtles screaming "healp!!!11!!" leaving behind canisters, arguing about where to put them. I failed every time. Me and a friend + henchies = EASY completion. Henchie monk DOES heal the turtles, and if you just ball up around the turtles (i found being a trapper very useful) its easy. We got master the first try. Henchmen actually stayed near the turtles and followed the called targets. We placed all the smoke canisters actually on/near the young turtles so anything coming close was killed instead of random people picking up a canister and putting it 20 miles away. This is not doing the run ahead trick BTW. I guess it just takes some organization on your part to control the henchies i.e. you dont run off yourself cause the henchies will follow. Always stick to the turtles. -MasterPatricko 16:59, 6 June 2006 (CDT)

Afflicted Attack
The guide doesn't mention the Afflicted attacking after the cutscene. I made the unfortunate mistake of going to the toilet during the cutscene, only to return to a rather anoying "return to outpost" message. Especially since I somehow managed to keep all my baby turtles alive... Curses! -- Fenris  22:06, 28 May 2006 (CDT)


 * The beauty of this being a wiki is that when something like this is missing.... add it! :) --Thervold 19:27, 7 June 2006 (CDT)

Respawning Young Turtles
58.178.119.119 added a note saying that any young turtles killed in the mission will respawn and head back to where they were killed. Is this a fact? If it is, a logical conclusion would be that it is impossible to not receive the master reward on this mission. This seems strange to me. &mdash; Fenris   08:48, 8 June 2006 (CDT)
 * The one time I did this and a turtle died, the respawn began walking directly into the back lines of the afflicted, leading it to a quick death. I heard similar stories from another player about a suicidal turtle appearing during the afflicted attack after they lost one during the mission. I don't know if you can earn back a master's reward by saving these suicidal ones. --Thervold 17:17, 8 June 2006 (CDT)

6/15/06 Patch
I'm guessing that the fix mentioned in the patch notes refers to the 'run-to-the-right' exploit. Can someone confirm this? --72.134.242.133 18:11, 17 June 2006 (CDT)


 * the trick still works fine. I think what they are referring to, is that sometimes the caravan would get stuck half way and not move for a long time. It happened to me once. They did snap out of it, after some foes finally showed up. but it was scary to think that 2/3 of the way through the mission with 5 turtles ok you would have to restart. --Karlos 19:00, 17 June 2006 (CDT)