Assault on Beknur Harbor

Overview
Summary
 * 1) Speak to Elder Jurdu when all members of your party are ready to defend Beknur Harbor.
 * 2) Defend Beknur Harbor from the attacking skale amphibian army. 6 of 6 waves of attackers remain.
 * 3) See Elder Jurdu for your reward.

Obtained From
 * Elder Jurdu in Beknur Harbor

Requirements
 * Moa'vu'Kaal, Awakened

Reward
 * 2,000 XP
 * 200 Gold
 * 25 Sunspear Promotion Points
 * Battle Commendation

Dialogue
 * "[Difficulty: Master] It seems the skale have become enraged over the death of their god, Moa'vu'Kaal. They followed your trail back to the village. Many of the farmers and fisherman out in Issnur Isles have fled to the village with reports of a massive horde of skale headed toward us. We haven't a moment to lose. You defeated their god. Will you now help us defend the village against their army?"
 * Accept:
 * "A sunspear always faces battle with honor!"
 * Decline:
 * "Can't you people handle any problems on your own?"

Reward Dialogue
 * "The skale army is in full retreat! We crushed their assault and left them in total disarray! I will be sure to inform your superiors of the wonderful feats of heroism you performed here while protecting the common folk of this village. You are a true hero! Thank you again, friend. You are welcome here any time."

Followup
 * The Cyclone Palace

Walkthrough
The quest objective is pretty straightforward and most action will take place at the village gate; however it is easy to become overwhelmed.

Recommended skills

 * Area effect spells work well with this scenario. If you have the hero Acolyte Sousuke configured with his attributes into Fire Magic and area effect spells like Fire Storm, it chews through the waves quickly. If multiple people in the party have Acolyte Sousuke, the waves will die that much faster.


 * If you have Acolyte Jin set her up as a Choking Gas ranger, works great as the mobs tend to bunch up as well. You can set up Koss as Warrior/Necromancer, it has an advantage with Plague Touch. Spreading the disease back at them and keeping Koss disease free most of the time.


 * If you have Factions, a recommended monk spell for either you or your heroes is Extinguish, which removes one condition from all party members. It's perfect for intra-battle or post-battle removal of disease.

Defending at the gate
A good strategy would be to take a group of eight human players or a group of two human players with six heroes. Wall up the Warriors or Dervish at the gate, equipping skills that deal Point Blank Area of Effect damage, such as Cyclone Axe or Triple Chop. Have Monks or other casters stay back and avoid taking too much damage. Each wave will attack in rapid succession so you will not have much time to rest between assaults. Also keep an eye out for large groups of Frigid Skale and Skale Blighters which will come during the second and third waves; and can cause large damage spikes.

Heading into the swamp
This strategy can be an option for lower level characters or for those with builds/classes not designed for a protracted battle; has worked for level 13s and higher.

Wait until the timer drops to zero and immediately leave the gates, running into the rather broad swamp area. If heroes/henchman are being used, set a flag on the map in the outside swamp while the gates are still closed so that they will run past the skale and not attack. Run to the outside area until the skale no longer follow; once outside the gates, the skale will, rather than follow the players, enter the town, kill the commoners, and then wait in a set location. More skale come only when a wave or part of a wave of skale are defeated, so one can stand and wait for an infinite amount of time once past the skale and outside the gates. From this position, one can use pulling techniques to lure groups of skale inside the gate outside, kill them, and then kill the small groups of skale that come to replace them. This can be done until all waves are defeated.

It is important to try to kill Frigid Skale before they enter the gates, even when first leaving the gates upon the timer hitting zero, as pulling can be very difficult due to their Water Magic. Other mobs can be allowed to pass, to be pulled later. This Alternative Strategy can still overwhelm an inexperienced player or one playing a lower level character. It is hard to position the heroes/henchmen such that they can respond quickly when needed, but not so close that they are in one of the several zones where monsters spawn. It is easy to kill one group only to have a new one spawn within aggro distance. Monitoring positioning, party health, and energy is critical to the success of this strategy.

Necromancer: SS or Minion Master
This strategy makes this quest a bit less challenging. If you are part of a guild with level 20's that will help or if you have friends that will help, the SS Nuker build or a simple build with animate bone minions provides either massive amounts of damage to all the enemies or cannon fodder allowing you to attack from a distance. For the former, simply acting as cannon fodder while the SS Nuker does his/her work and a couple of healer heroes will suffice, with the latter, Well of Blood counteracts the disease, which is extremely useful, the bone minions are unable to become diseased, making them survive much longer, other skills that help are Death Nova to poison the enemy when minions die and the elite skill Offering of Blood to regain energy. If you are attempting either of these methods as a Dervish, (being cannon fodder) the skills Chilling Victory and Point Blank Area of Effect skills such as Grenth's Fingers and Heart of Holy Flame are useful for high damage on many enemies. With this strategy, the quest is relatively simple with two players and six heroes.

Hanging out at the pier
In spite of appearances, this quest is rather easy and doesn't need sophisticated builds and strategies. All you need to know is one word: pier. The pier (lake platform) is a rest place and allows fighting only one group of monsters at a time. So, take the full squad and right after the beginning move to the pier, leaving weak villagers-defenders to certain death, it won't affect the quest. Wait for the group of monsters, they will stop in the middle of the village and kindly wait for you to attack. You can fight them there, or you can pull them to the pier, where the skale will cramp up on the thin pier, allowing for perfect use of AoE spells and PBAoE attacks.

After finishing them move back, rest and wait for another group. The first wave is very huge and consists of many single groups of monsters, so be patient. Other waves consist of only one/two groups each wave. It may be necessary to take a walk to the gate and back once or twice to encourage monsters to visit the village.

Note: if you decide to attempt this strategy, sometime before, during, or immediately after the first wave you may need to move close enough towards the gate to trigger the wave countdown. Otherwise, the quest will still read "6 of 6 waves of attackers remain" even though you've defeated a few waves. If this does occur and you don't notice it until later, move towards the gate to trigger it and finish off the remaining waves (there'll be smaller waves after the boss).