Talk:The Flight North

Hiding places for what? Siege devourer, or hiding from the charr?

I still don't get this hiding place thing.
 * I've only found one, and that's behind the boxes near where the Unlit Torch spawns. I guess it's for hiding from the Charr, but if you don't close the gate, they just hang around the entrance and don't chase you in.

I'm unsure whether this should be listed as a mission or a quest, as on the site (and in fact, because it's called Bonus Mission Pack) it is called a mission, but in the game it lists it as a quest. Discobadger 04:10, 30 November 2007 (UTC)
 * Okay, all the others are using the mission template, so I'll change this to the same format. Discobadger 17:05, 30 November 2007 (UTC)

The 7 hiding places needed are all in the huge field at the end. They all resemble burned-down buildings. However, there are more than 7, but there are 7 specific ones which are needed for the "bonus". By going counterclockwise around the edge of the entire field I managed to find 6, then found the 7th south of the center. Unfortunately, risked a suicide attempt through a group of Charr to get to it, and one arrow just happened to hit me through Hide to kill me :( 67.177.73.248 04:43, 30 November 2007 (UTC)
 * Yeah disregard that, I knew there was a reason the first time I saw it it said "2 of 7". Above is right, one is behind the boxes near the Unlit Torch.  The other 6 however I all got in the foothills at the end. 67.177.73.248 04:49, 30 November 2007 (UTC)

OK I saved three spirits - how many more are there and what are you supposed to do? Sjj668 06:26, 30 November 2007 (UTC)
 * It's actually the same three spirits throughout the ruins, and that's all you need. Which you need to do to complete the quest/mission anyway, so it's a bit pointless. Discobadger 06:32, 30 November 2007 (UTC)

How exactly can you tell when you've saved the spirits? They say something special when you light the torch, and again when you slow down the charr that chase them. I suppose knocking down the pillar in the trapped room counts as well, but I've never gotten a discovery message for this portion.
 * I actually think it only tells you when you complete the mission/quest (still not sure), or it seemed to with me anyway, though my memory is hazy. Discobadger 15:58, 30 November 2007 (UTC)
 * The only way I've found to fail to save the spirits is to allow the Nightmare Charr to catch them in the "second trial" where you have to use Shared Burden. They'll respawn at their original locations when you walk back and you can try again, but it'll say "Historical Debate:  Could Gwen have saved the spirits on the first attempt?"  I wonder if you can fail either of the other trials. I'll try when I get home if no one else has checked by then.  Aegbno 17:11, 30 November 2007 (UTC)
 * Ahh, I only failed that one the first time through so I wouldn't have gotten that message. Good spot. Discobadger 17:29, 30 November 2007 (UTC)

"You can find a raven flying near the spots". I dont think it bears much relevance. it gives a slight hint, but i found numerous potential spots, and a couple didnt have ravens that counted out of the 7. Also, could it be added as a note that even though you need to be unarmed to start this, you can equip something in the 10 second countdown, but if you do, the mission starts with you dead lmao. try it ;) - Xav 18:00, 30 November 2007 (UTC)
 * Addition to above - I also just found a bug. I went ahead of myself, got Distortion Before Shared Burden and when the ghosts got up to the door next to distortion, they disappeared but it didnt open. had to resign. they got there fine too. no dialogue or anything either - Xav 18:14, 30 November 2007 (UTC)


 * Wrong, You can trigger them again if you phail. Had exactly thesame, cept for the resign. --- [[Image:VipermagiSig.JPG]] -- (s)talkpage 18:14, 30 November 2007 (UTC)