Gyala Hatchery (mission)

Walkthrough
Most enemies will go directly for your Young Turtles, so make sure to try to stop the incoming enemies before they are even in range of the turtles.

Petras will give you up to three smoke canisters. Siege Turtles will aim their siege fire at the location where you drop the canisters. Make sure to position the canisters slightly ahead of the enemies' path, as the siege weapons have a firing delay on the order of 10 to 15 seconds. The knockdown area of the siege attack is huge, so your enemies will spend lots of time on the ground. Bringing skills that profit from knockdown will have a big advantage.

Be especially careful about the Kurzick Juggernauts. If they get within melee range, they will toss the turtles on their back using their special ability Juggernaut Toss. Turtles on their backs have no firepower and are easy kills for the Juggernauts. Use the siege power of the turtles on the Juggernauts as much as possible. Needless to say, if your Siege Turtles die, completing the mission will become next to impossible.

Tip: slow the Juggernauts down with Ward Against Foes, Water Magic hexes, the crippled condition, and so on.

You will often get attacked from multiple sides, so coordinating the defense will be key. Decide who will carry the smoke canisters before starting the mission.


 * Standard - 1 baby turtle left at the end.
 * Expert - 3 baby turtles left at the end.
 * Master - 5 baby turtles left at the end.

This mission requires the smoke canisters to be moved all the time. Completing it with less than 3 players and henchmen is very difficult.

Mission Exploit
Currently there is a relatively easy way to complete this mission with Master rank and with henchmen.

At the start of the mission, don’t walk to the NPCs standing in front of you. Run to the right of the map as fast as you can towards the western wall of the mission area until the face of Petras will no longer appears in the dialogue. Make sure no one stays at the start of the mission or walks to the NPCs. The AI for the turtle caravan will not trigger and they will stay in their place. This allows you to clear the path ahead and return afterwards.

Walk south to the end of the mission, killing every group of Kurzicks you encounter. Note that killing a stationary group will often spawn two groups further on that will run to where you encountered that first group. It is best to keep an eye on your radar after clearing a group.

After clearing the road, return to the turtles for them to start moving. A wave of foes will appear, so be prepared. This is the only wave that you have to defend the turtles against. If you have at least two human players in your party just follow the walkthrough above to fight them. If you have only henchmen in your party you need to be more creative. Make liberal use of the smoke canisters. After clearing this wave of foes just walk with the turtles until they reach the end of the mission.

The drawback of this method is that it's much slower, and at times riskier, because the Kurzick groups can sometimes be overwhelming without the firepower of the Siege Turtles.

Party Composition and Skill Recommendations

 * Protection Monk: Aegis is a must have skill for protection monks. More than half of the enemies in this mission are warriors and rangers.  Guardian are great to have to protect turtles, it will block attacks from Juggernauts, Warriors, and Rangers.  Shield of Deflection is a great alternative to Guardian, though not really worth the elite slot.
 * Curse Necromancer: Spiteful Spirit and Reckless Haste are just awsome in this mission. The Rangers and Warriors will just kill themselves with it.