Thunderhead Impossible Keep

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

I given up, thinking of quiting this game, its just too damn impossible.

Is it just me or have the devs made this mission much much harder then it use to be.

How the hell do you finish this mission? Let alone trying to do the bonus as well... any tips?

Lost

Lost

Krytan Explorer

Join Date: Jun 2005

Hell's Precipice

Quote:
Originally Posted by RTSFirebat
any tips? Use henchmen or friends. No PUGs.

Asplode

Asplode

Desert Nomad

Join Date: May 2005

Chicago, IL

Rebel Rising [rawr]

I'll help you out on my monk if you want. PM me in-game sometime.


<--- character list.

Starsky-sama

Starsky-sama

Forge Runner

Join Date: Apr 2005

Land of the Z Chest \o/

[NOT]-Nomads of Turmoil.

W/

that was what i was asking my group when we finished it(on the 4th try). This was my 3rd time doing it and it seemed really ezier on the 1st 2 tries(for my other 2 characs).

dunno if anyones confirmed it either though.sry.

-definitely would like to assist you w/ my monk. but it is immobilized atm (space. ). ill msg you when I can.

IPlayGuildWars

Academy Page

Join Date: Aug 2005

Penguins of Doom

Mo/W

Hm. I probably have had luck. You NEED people on catapults. A good catapulter who can time shots can single handedly wipe out the white mantle on the right side and the few straggling jades/mursaat on the left.

2 monks, a mesmer (enchantment killer), ranger, necro, elementalists, warrior or a warrior instead of a ranger.

YOu just need some utility, it is a long mission, but the monsters come in ones or twos. The hardest part is the keep, but a warrior and one monk on one side, and everyone else on the other can work.

octaviancmb

octaviancmb

Frost Gate Guardian

Join Date: May 2005

Me/

Run it with henchmen. Trust me on this one, the henchmen are far, far more intelligent than any of the PUGs I've tried this mission with (unless I was running the mission as my Monk, who can compensate for the stupidity of others). My Mesmer was stuck here for over a week until I finally took the advice of others and just ran it with the henchmen. Done on attempt #1 with them.

Naysayers moan that you have to heal the king, but since he never took any damage, I was perfectly fine.

Good luck with escaping!

Tourist

Frost Gate Guardian

Join Date: Jul 2005

W/Mo

I've had 2 excellent PUGs with my two characters to get that far. My advice would be to start a group of your own, asking specifically for Dedicated, intelligent players committed to winning. Make sure that everyone you get has time to spare and either knows what to do or will at least listen to instructions and follow them. Fill any gaps(healing, etc) with henchies, and give it a run.

All you need to get through it easily in a pug is A. At least one or two people that know what to do, B. A team that listens and follows instructions, C. People that are willing and able to stay on the whole time. Given those 3 things, it's as easy as any other mission. Planning and teamwork remain the keys.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

The faster you kill in this mission, the more likely you are to succeede in it. Slow damage forms and builds that empasise tanking make this mission more difficult. Fewer damage sources also impede the success of the mission. Any method can complete it sucessfully, but some methods require better cohesion and timing than others.

My most recent time doing it involved 2 ele/? that were fire based, 1 ele that was air based, a healer henchmen, a r/w, a w/mo (who dropped out early on due to connection issues), a n/me (i didnt pay attention to his specs), and a r/mo. 2 elementalists died twice, one elementalist died once, the king never went under half life and no mob ever made it to the king once inside the keep.

Jczech

Jczech

Frost Gate Guardian

Join Date: May 2005

Mo/

Yes, henchmen have the highest rate of completion for me (out of the 6 times I've done the mission). It's easy until you get to the keep (just call targets and things go smoothly). When I hit the keep, I sweep out all the lesser creatures, leaving the boss for last. Then before I take him out, I take down the monsters from the catapult to the West (I'm pretty sure it's the west side), then take out the boss.

After the 'hold the keep' part begins, I stick on the west side catapult to take out as many giants and such as I can. When I hear fighting comming from the East (I've figured out it's futile to try and take out this mob with a catapult, they don't stay within firing range), I run the henches over and take out those, then back to the West side in case anything else gets within catapult range.

Shortly after this, the king will announce that the white mantle followed you. Once I see this message, I pull back, up to where the king is. The mantle only filter in a few at a time, so call targets and they'll fall quickly. The hard part (I've found) is when the boss shows up. You need to keep it busy long enough to take out the minions, or they swarm you while you try to defeat the boss. Take out the minions in a quick fashion, then try to take out the boss before the next mob arrives. If you get the monk boss, you may have to stop fighting it several times as new mobs appear, if you can't take it out quickly. I've only seen it once though, and I failed that time.

After I take out the boss, It's smooth sailing. I just continue taking out the mantle as they come, and when the final boss comes (you'll see him on the radar) I go down to the West gate to meet him. In all, I find it quite easy (unless I get the monk boss, but I've not done the mission as a mesmer)

For henches, I use all except the mesmer (I've *never* seen him do anything useful) The necromancer hench is quite useful, as she casts blood ritual on you, or any hench, that gets low on energy.

Anyway, this is just what I do to get though it. Your results my vary.

Kakumei

Kakumei

Forge Runner

Join Date: Jul 2005

Grind is subjective

learn this please

it's pretty tough, to be sure, but not impossible

we had a monk sit up with the king at all times, not only to keep him healed if necessary, but also to watch the minimap for incoming enemies, and direct people to the greatest threat

also i don't know if this is common knowledge, but before you kill the boss in the keep to start the defense portion, you can right right through a gate that looks to be closed and kill a bunch of giants and such to make it easier for you

Jaythen Tyradel

Jaythen Tyradel

Jungle Guide

Join Date: Apr 2005

I also was stinkin mad at this Mission. Then yesterday, in a random PUG (3 monks, 2 Warriors, two ele and one more player) we completed this mission.

It is possible to complete.
Our strategy was to use the ballistas to take out what we could before they reached the gate. And with three monks, we had the party split at both doors each with one monk and one running back and forth for extra backup.
We also did not light the beacons, so we did not attempt the bonus.

Don't give up.

Therlun

Therlun

Frost Gate Guardian

Join Date: Aug 2005

i did it only once, but had no problems with it and a pug. (first try was a success).

i never got why people find it that difficult.
the mursaat only come in "groups" of two, and nearly all the time only from one side.
one damage preventer (prot monk or earth mage [that was me! ]) is enough, as 5 people attacking can kill two mursaat in a few seconds.
in my game there was only one death. (and we had no monk! neither a player nor one of the henchies).

also it is a fortress...
remember why fortresses were build!
you can easily shoot/cast on the mobs before they enter the gates.
often the AI will simply stand in front of the wall then... waiting for you to kill it. (not a single white mantle entered the keep in my game).
and even if they do not stop, dots from the walls will greatly injure or even kill them on their way into the yard (go necros!).

AznDVL

Ascalonian Squire

Join Date: Aug 2005

PCNC - Planet Command & Conquer

R/E

whatever u do, just make sure atleast 2 people in your party is about to interrupt/disable spells. my party didnt and we ended up spending 40 minutes killing the Mursaat monk boss in the fortress and yes we tried to lure it out to the catapults, but it heals faster than it gets hit.

Kishin

Krytan Explorer

Join Date: May 2005

The Twilight Vanguard [TTV]

R/

Use the catapults primarily to wipe out the Stone Summit, if you have two actual people. If not, see step two of this strategy. When the Mantle start coming, tag the ones you can and camp the King. If you simply stay put on the king, groups should rush you 3-4 mobs at a time, and if you kill at a reasonable rate, you'll never be facing more than that. The Mursaat Monk boss is dangerous because he can slow down your killing, and thereby cause groups to start piling up. If he doesn't show up (he randomizes with another boss of any of the other 5 professions), you're golden. If he does, try to kill off the other mobs as they come, and occasionally throw a few hits his way. Trying to ouutright kill him without serious interrupting capability (Choking Gas, a Mesmer) is damn near impossible since Mursaat pretty much have infinite energy. If you have a Mesmer, you can basically just shred him, however.

Its really not that bad once you get down to it. Just stay by the king and keep an eye on him, that's the easiest means by which I've ever done it.

d4nowar

d4nowar

Wilds Pathfinder

Join Date: Apr 2005

Mo/

Quote:
Originally Posted by Therlun
i did it only once, but had no problems with it and a pug. (first try was a success).

i never got why people find it that difficult.
the mursaat only come in "groups" of two, and nearly all the time only from one side.
one damage preventer (prot monk or earth mage [that was me! ]) is enough, as 5 people attacking can kill two mursaat in a few seconds.
in my game there was only one death. (and we had no monk! neither a player nor one of the henchies).

also it is a fortress...
remember why fortresses were build!
you can easily shoot/cast on the mobs before they enter the gates.
often the AI will simply stand in front of the wall then... waiting for you to kill it. (not a single white mantle entered the keep in my game).
and even if they do not stop, dots from the walls will greatly injure or even kill them on their way into the yard (go necros!). I agree with everything you say. If I was going to write a long post, it would be this one.

Common sense goes a long way in this mission.

Willow

Willow

Lion's Arch Merchant

Join Date: May 2005

If you don't activate the bonus, the mobs at the very end are smaller. This may make the mission more manageable.

Luna Thirteen

Luna Thirteen

Academy Page

Join Date: Jun 2005

The Chill City Bandits [CHIL]

N/Me

You guys can use henchies? I tried once with my W/Mo and a pt full of henchies and I was like "Alesia! heal the king please...for God's sake he's at 25% health, you have no one else to heal..." But of course it was too late...The king tries to bite off more than he can chew and buys it. Total Bumskies...

Eder

Eder

Frost Gate Guardian

Join Date: Jul 2005

Quote:
Originally Posted by RTSFirebat
How the hell do you finish this mission? Let alone trying to do the bonus as well... any tips? Well, what I did was make 2 more PvE characters and play them all the way up to Thunderhead Keep, then try the mission once with each character and give up.

(I've had over 20 failed attempts on my first PvE character).

After I complete my ele's 15k set, I'm gonna save up some 70k and pay each guy on my team 10k to get me through that damned mission while I watch Seinfeld re-runs. Then I'll do the same for my other two characters.

Onito

Onito

Frost Gate Guardian

Join Date: Aug 2005

Death Boring Sweden

Clan Plus

Mo/Me

Yes,. this is a very annoying mission, must be the one i hade most problems with...


USE THE DOOR BUG! Kill some of the forces that are blocking the great big door at fort (one more at otherside) and just walk right trough it!
Its a big bugg, its like it was nothing there.
I dunno if this works on Korean and US version, but it sure works on EUropean!

After u have walked trough the door, kill all enemy groups there (including Jade) and return back to the fort, go up the stairs and start the final part, then u will have killed about halv of the tropps and it will be easier!

This sounds strage yeah, but i can promise u it works! i didnt belive it myself first too!

Than

Than

Lion's Arch Merchant

Join Date: May 2005

Texas

UGLY

Me/N

Well for one don't do the Bonus. Not worth it.

Tsukiyomi

Frost Gate Guardian

Join Date: May 2005

Just keep trying. It's hard but you'll eventually get a group that knows what they're doing and follows directions and can succeed.

Dac Vin

Dac Vin

Academy Page

Join Date: May 2005

Farnham, Quebec, Canada

The Phoenix Brotherhood [TPB]

Quote:
Originally Posted by RTSFirebat
I given up, thinking of quiting this game, its just too damn impossible.

Is it just me or have the devs made this mission much much harder then it use to be.

How the hell do you finish this mission? Let alone trying to do the bonus as well... any tips?
Two tanks for taking the damage, two monks for the healing, two trappers for weakening when they enter the fort, a necro to keep the energy flowing AND cast "Weaken Armor" on those jades, and a nuker. Oh yeah, two of them should use the catapults. And everyone need a brain. At least, that's how I did it today!

Only problem is that if you get the mursaat monk, you're screwed. (I got the jade bow boss, so it was easier.) Confessor Dorian is a wimp, so no worry there

sleazeh

Frost Gate Guardian

Join Date: May 2005

good from far, far from good

Gaming Continuum

Mo/Me

Even though I have finished this mission a number of times over different characters, it still proves to be, in my opinion, the most frustrating of any in the game.
There are a number of solid strategies that have been posted in numerous threads, most of which offer good, sound advice. Strategy is not the problem in my mind.
You could have conducted a flawless defence, have everything well in hand, an organized and healthy party that is handling the enemy mobs as they approach, and still be doomed by the seemingly random behaviour of the king. Its unfortunate that this mission is often decided not on the skill of the participants (although an unskilled team will almost certainly fail), but rather on chance or luck that the king's quirky AI will or wont act up at a key moment. I dont know how many times I've seen the king leave the safety of his perch to go rushing down the stairs into enemy hordes for what seems like no reason at all. There's no apparent trigger for this effect, nothing you can guard against, and unless you are fortunate enough to spot him darting away immediately, kill the enemies quick enough to save him, and/or heal him at the expense of the rest of your party, the mission ends. Once he moves from his perch, there is also no noticible manner of making him return to the safety of the rear lines.
With careful and controlled play, the mission itself wouldn't be overally difficult if the king never left his perch once you got him there. Its a shame that success often seems to be a crapshoot that has little to do with skill, planning, or ability.

Ristaron

Ristaron

Desert Nomad

Join Date: Mar 2005

Canada, eh?

Legion Of Valhalla

E/

I HATE this mission. I have been stuck on it for over a month. I have given up on it, and have taken to farming to afford pretty things for myself and my guild members. As well as PvPing. I shall get a sigil before I beat the mission, most likely.
It frustrates me far too much to even bother attempting it any more. Several guild members have gotten through it, but not me. It pisses me off and I am so sick and tired of trying over and over.
I was so close one time, we were on the last mob... and somebody RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up. We died, and I signed out and went to read - too pissed at the game to bother trying again.

If any Devs hear me, I hate you eternally for this mission. I love you for making the game, but my desire for vengeance burns more scortching than the all-consuming, hot fires of Mordor!

Shamblemonkee

Shamblemonkee

Lion's Arch Merchant

Join Date: May 2005

UK, Bristol

Gwen's Red Capes [Gwen]

Mo/R

Do a search for a thread called thunderhead keep success, that has looads of great tips on completing this mission.

Myself I did it with henchmen, although you'll find that ALesia has an aversion to healing the king so you'll be advised to switch to monk secondary to get him to the keep.

Once there use the catapult on the right to blast the first wave, then stay on the steps and wait for the mobs to come to you.

arkitex

Ascalonian Squire

Join Date: Jul 2005

Tyrial Knights

W/E

well, I failed it about six times with PUGs until i got fed up.

then i got three random other people and 4 henchies, and we beat it!

the keep part, stay on top. works best there.

trelloskilos

Lion's Arch Merchant

Join Date: Jul 2005

Guitarring Adventurers Society

R/N

Got to agree - Thunderhead Keep is a tough mission, but definitely not impossible. I was stuck on the mission for about a week, but my problem was due to incohesive PUGs.

My personal tips for beating the mission:

1. Keep the king out of Melee. Get your party monk or spellcaster to talk to the king, and keep that player at a distance, otherwise the king will tank everything he sees, and he's a pretty poor tank at that.

2. Take it slow. No matter how tempted you are, don't rush. Clearing the city should be a doddle, and taking on the last group before the door, get rid of the archers next to the door, then take out the main lot along with the boss, then get your nukers & ranged people to take out the ice giants on the grard post behind the door.

3. Once at the outpost, once you clear the keep, before you take on the Stone Summit king, there is a glitch you can take advantage of (No doubt this will be nerfed soon anyway), but you can walk through the doors of the keep and into the outside area. Here, you will find 3 jades and a large group of ice giants. It won't stop the flow, but it will give you a bit of an edge.

4. When you have killed the king, and when the minions start coming in at the end, keep your party next to the king, and don't rush off. Leave the catapaults alone. Even if you inflict a large amount of damage to a foe through the catapault, by the time they get round, they're back to full health. - Get rangers to trap the stairs, and have a W/Mo call targets. With a good tight team, the constant flow of enemies should be manageable.

5. There are also enemies which can be killed outside the keep with spells and arrows from Ironhammer's standpoint. Confessor Dorian is one of them. Just hit him with a slowdown and rain fire on him, all from the safety of the keep. Job done!

Therlun

Therlun

Frost Gate Guardian

Join Date: Aug 2005

Quote:
Originally Posted by Dac Vin
Two tanks for taking the damage, two monks for the healing, two trappers for weakening when they enter the fort, a necro to keep the energy flowing AND cast "Weaken Armor" on those jades, and a nuker. Oh yeah, two of them should use the catapults. And everyone need a brain. At least, that's how I did it today!

Only problem is that if you get the mursaat monk, you're screwed. (I got the jade bow boss, so it was easier.) Confessor Dorian is a wimp, so no worry there IMO that is the completely wrong way to collect a group...

one tank is enough, if he knows what he is doing. especially in this mission, where the numbers of enemeies you fight at the same time are low.

having two healing monks is a waste! you loose too much offensive power that way.
a half decent healing monk could keep two tanks alive (and as i said IMo you dont even need two of them).
when any non-tank is getting massive damage, there is something wrong with you strategy, not with your group!

even a secondary mesmer is enough to handle the priest boss, if he has only 2 anti-caster skills with him...
a mage with maelstrom works too (it does not even need to do damage.)


you dont need two tanks and two healing monks!
most missions can even be done without a healing monk if you got only a half decent team and a minimum of strategy...

trelloskilos

Lion's Arch Merchant

Join Date: Jul 2005

Guitarring Adventurers Society

R/N

(sorry- Double post)

Dac Vin

Dac Vin

Academy Page

Join Date: May 2005

Farnham, Quebec, Canada

The Phoenix Brotherhood [TPB]

Quote:
Originally Posted by Therlun
IMO that is the completely wrong way to collect a group... If it's wrong, then WHY it worked? We had 1 tank, 1 monk, and 1 trapper on each exit, and the necro and nuker running. And it worked extremely well too! Just because you did it a different way, don't mean a *PUG* can do it too

elenna

Frost Gate Guardian

Join Date: Apr 2005

PHC

I'm glad to hear that monk boss doesn't show up every time. We tried this mission for the first time last night and died trying to take down that monk boss.

Ashkarian Faststaff

Ascalonian Squire

Join Date: May 2005

Our guild has beaten this mission so many times it's not funny.

2 people light the beacons.

No strategy, no messing about just stand with the king kill the stuff when it comes, that simple.

Mission complete.

zehly

zehly

Sunshine

Join Date: Jul 2005

The Wired

Daughters of Ananke

Mo/E

This mission is my favorite, because it's probably the one that requires the most cooperative effort. With eight people, coordination can be difficult if everyone wants to do their own thing.

Another reason I like this mission is because you MUST complete it to get to the RoF, and I'd hate to those damn droknar-runees getting the precious elites in the RoF and taking them to the Ascalon arena. Kudos to A.Net and NCSoft.

delfin42

delfin42

Academy Page

Join Date: May 2005

Ban Hammer

N/Me

It's not THAT tough.

Keys:
* Protect the King as best you can on the first bridge; he has a nasty habit of running in and taking on five or six Golems and Giant Herders solo.
* After clearing the city, have the nukers wipe out the Giant/Ranger mobs from the outside before entering the fort.
* In the fort, make the Arcanists your top priority. King Thunderbutt is a decent tank, but Mesmer spells like Conjure Phantasm will drain him dry quickly.
* In the last sequence, just sit in front of the King and kill whatever comes. Kill the escorts before the Mursaat bosses. Even if the Monk boss comes, you can whittle the wave down until it's JUST the Monk and you can pile on him 8-on-1. It's slow going, but he will drop eventually.

Naluh

Pre-Searing Cadet

Join Date: Aug 2005

Been stuck for 4 days now at the keep and about 20 runs... Mostly with pugs, but I've tried a few hench runs.

Best results so far I got with the henchies, but when the Mursaat boss shows up things go wrong...

I tried focussing fire on him, got beaten to a pulp by his minnions...
I tried taking his minnions out first, but still got beaten to a pulp...

With the pugs I've had similar results, when ppl work together all goes well until the mursaat boss shows up, and it doesn't even seem to matter which one, monk, Necro, warrior, whatever...

So what am I doing wrong? Must be something... If any of you can give me some tips, I would much apreciate it

My char is a lvl 20 Mesmer/Ele.

mm00re

mm00re

Frost Gate Guardian

Join Date: May 2005

In a van down by the river :)

After Dark Club [REAL]

W/Mo

Try to get yourself a trapping ranger to help babysit the king and set traps at all the ramps to the area where the king will be. If your ranger is watching his map and the enemy coming he can already be at the next entry gate and set traps there to help out the tanks. I mean they usually go from one side to the other so it's not that hard

we would have 3 jade's and a mersat coming at once i would have traps set at the bottom of the stairs, my tanks would be in the middle and I was up top hitting the mersat with psn arrow while the tanks took on the jades.

After you have made it to the top part of the fort, if the ranger has a long bow he should be able to pick off groups that are on their way around to the entrances and that may help as well, it was nice to hit them with pin down and then pick them off one by one that way.

It is really not that hard once you get into it if your ranger knows what he is doing but you have got to stay in a group, if you split up you will be weak and you will lose the mission. Have a target caller, and stick with it.

If you have a "human" healer monk in your group, have the king follow him, we had better results that way.

Muddy terain may help out to at least slow down the jade's from moving on your group, I didn't bother with it but it took me a while to find a good group.

I tried to stay away from the "elite group forming now!" types, as most that I encountered were the farthest from that and wound up being nothing more than people doing their own thing and ruining it for everyone else.

There are a couple of nice skill caps along that that make it a nice trip as well. I know it is a bit long winded, but I hope this helps you.

Esprit

Esprit

Desert Nomad

Join Date: Jun 2005

Dvd Forums [DVDF]

E/

If you know what to do, you can lead pretty much any PUG. I tried the mission twice, failed it, and then was told to camp the king, letting the groups come to us, which worked really well. There was only one or two tight/scary situations (which includes the monk mursaat boss), but the second time around with another character, we hardly used the catapults and did fine.

If you can find a energy denial mesmer, you will have a much easier time. The first time I used a Monk/Mesmer build, points in Healing, Divine, and Inspiration. The Monk Mursaat Boss may have near infinite energy, but even infinite energy cannot survive a constant barrage of Spirit Shackles and Energy Drain.

Cymmina

Cymmina

Krytan Explorer

Join Date: Apr 2005

Me/N

Quote:
Originally Posted by Naluh
Best results so far I got with the henchies, but when the Mursaat boss shows up things go wrong...

I tried focussing fire on him, got beaten to a pulp by his minnions...
I tried taking his minnions out first, but still got beaten to a pulp... Blackout is your friend, as I discovered on one of my many successful trips through the Keep (lvl 14 dom = 7 sec Blackout). When a monk or ele boss came along, my sole purpose was to keep Blackout on him (unlike hexes, which last half as long on bosses, Blackout lasts the full duration). Without skills, they're helpless as newborn kittens. This buys you plenty of time to clear out the easier to kill stuff, allowing you to deal with the boss at your leisure.

Naluh

Pre-Searing Cadet

Join Date: Aug 2005

Quote:
Originally Posted by Cymmina
Blackout is your friend, as I discovered on one of my many successful trips through the Keep (lvl 14 dom = 7 sec Blackout). When a monk or ele boss came along, my sole purpose was to keep Blackout on him (unlike hexes, which last half as long on bosses, Blackout lasts the full duration). Without skills, they're helpless as newborn kittens. This buys you plenty of time to clear out the easier to kill stuff, allowing you to deal with the boss at your leisure. Black out! Offcourse . Perfect for a dominatris like me.

Thx! I'll try that the next time I go in. I've made it through today with a decent PUG, all we did was stand in the middle of the keep attacking whatever came in. After the kills we immediatly regrouped.

I see now that this mission is even kinda easy if you have a good target caller and everybody attacks the same target. It was nice to play with ppl who listen to advice and accept leadership from someone, although one of our monks had somewhat of an attitude problem...

Going to help some guildies get through it and I will use the black out advice.