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(Walkthrough re-write after much experimentation in the mission.)
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After destroying a Harbinger, a [[Spirit of Seborhin]] will spawn and create another Light for you. Additionally, each Spirit (and Hinon) will create a second Light after you use the first one they created. You will need these extra Lights at the end of the mission, because it will take 3 Lights, instead of only 1, to destroy the Harbinger of Nightfall.
 
After destroying a Harbinger, a [[Spirit of Seborhin]] will spawn and create another Light for you. Additionally, each Spirit (and Hinon) will create a second Light after you use the first one they created. You will need these extra Lights at the end of the mission, because it will take 3 Lights, instead of only 1, to destroy the Harbinger of Nightfall.
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During the mission, there is an endless stream of Margonite assaults. Starting 2 minutes after Hinon creates the first Light of Seborhin, and every 2 minutes after that, a group of 4 to 6 Margonites will spawn near the Harbinger of Nightfall, then charge westward until they reach Hinon, attacking any Spirits along the way. If these Margonite assaults ever reach and kill Hinon, the mission ends in failure.
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The size and composition of the Margonite groups vary depending on how many Harbingers have been killed.
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* If you have killed 0 or 1 Harbinger, there are 4 Margonites per group ([[Margonite Executioner|Executioner]], [[Margonite Reaper|Reaper]], [[Margonite Seer|Seer]], [[Margonite Sorcerer|Sorcerer]]).
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* If you have killed 2 or 3 Harbingers, there are 5 Margonites per group ([[Margonite Cleric|Cleric]], [[Margonite Executioner|Executioner]], [[Margonite Reaper|Reaper]], [[Margonite Sorcerer|Sorcerer]], [[Margonite Warlock|Warlock]]).
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* If you have killed 4 or 5 Harbingers, there are 6 Margonites per group ([[Margonite Ascendant|Ascendant]], [[Margonite Bowmaster|Bowmaster]], [[Margonite Cleric|Cleric]], [[Margonite Reaper|Reaper]], [[Margonite Seer|Seer]], [[Margonite Warlock|Warlock]]).
  +
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If you avoid killing more than 1 Harbinger, the endless Margonite assaults are much easier to manage. They won't include a [[Margonite Cleric|Cleric]], which makes them small enough to take in stride while accomplishing other things. That is important, because while all this is going on, you still have to work your way towards the Harbinger of Nightfall and kill it.
   
 
===Walkthrough===
 
===Walkthrough===
As you spawn in the mission, [[Horticulturist Hinon]] will be creating your first [[Light of Seborhin]]. After a short dialogue, Hinon will lead you to the other side of the fountain, where he will remain for the rest of the mission. Proceed down the corridor to the east, where you will encounter the first Harbinger. Destroy it, then take the Light from the Spirit that spawns and approach the second Harbinger a little further down the corridor.
 
   
 
As you spawn in the mission, [[Horticulturist Hinon]] will be creating your first [[Light of Seborhin]]. After a short dialogue, Hinon will lead you to the other side of the fountain, where he will remain for the rest of the mission. Proceed down the corridor to the east, where you will encounter the first two Harbingers. Leave them alone even though they attack you. Work your way up the stairs at the end of the corridor, timing your attacks so that you are largely unoccupied when the Margonite assaults show up.
Near this Harbinger will be a mob of [[Margonite]]s; you may want to take them out first so that they cannot kill the Spirit that will spawn when you destroy the Harbinger. Destroying this second Harbinger will also trigger an endless stream of Margonite assaults - a group of 5 (1 each of [[Margonite Cleric]], [[Margonite Sorcerer|Sorcerer]], [[Margonite Warlock|Warlock]], [[Margonite Reaper|Reaper]], and [[Margonite Executioner|Executioner]]) will spawn every 2 minutes near the Harbinger of Nightfall, then charge westward until they reach Hinon, attacking any Spirits along the way.
 
   
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There is a third Harbinger in the plaza at the top of the stairs. Kill this Harbinger using the [[Light of Seborhin]] from Hinon. A [[Spirit of Seborhin]] will replace the Harbinger and this becomes your temporary base of operations.
Take the newly-created Light and drop it at the top of the stairs, but avoid the third Harbinger; instead, take out all the stationary Margonites around the plaza. Keep an eye out for the assault groups and intercept them before they reach the stairs. Remember, they spawn every 2 minutes, so having a wristwatch handy can be very useful in anticipating their arrival. There is a large crevice in the center of the plaza with a Harbinger to the north and south - the assault groups randomly choose to go right or left around it, so you'll have to watch both sides.
 
   
When all the stationary Margonites have been dispatched, take the Light you dropped at the top of the stairs and destroy the third Harbinger. Wait for the next assault group to come, destroy them, then take the Light from the new Spirit and cross the plaza to destroy one of the two Harbingers near the crevice. (You can destroy the other Harbinger if you wish, but it is not necessary to do so.)
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Take out all the stationary Margonites on the west side of the crevice. Keep an eye out for the assault groups and intercept them before they reach the stairs. Remember, they spawn every 2 minutes, so having a wristwatch handy can be very useful in anticipating their arrival. There is a large crevice in the center of the plaza with a Harbinger to the north and south - the assault groups randomly choose to go right or left around it, so you'll have to watch both sides.
   
 
In the plaza beyond the crevice are four more mobs of Margonites, two to the north and two to the south. Clear out enough of them to reach the Harbinger of Nightfall.
At this point you should gather the 3 Lights of Seborhin that you will need against the Harbinger of Nightfall. One person in the party (preferably using a speed-boost skill) will need to go back to the last two Spirits (at the top and bottom of the stairs), take the second Lights that they created, and carry them back to the party. The rest of the party, meanwhile, needs to stand guard at the crevice in order to intercept the Margonite assault groups.
 
   
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When enough stationary Margonites have been dispatched, position most of the party in front of the Spirit of Seborhin at the top of the stairs to guard the Spirit of Seborhin, and send one or two runners back into the corridor to destroy another Harbinger and to collect 3 Lights of Seborhin.
In the plaza beyond the crevice are four more mobs of Margonites, two to the north and two to the south. Clear out the two groups in front of you, then take the 3 Lights of Seborhin, charge the Harbinger of Nightfall, and destroy him.
 
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Use 3 Lights of Seborhin to destroy the Harbinger of Nightfall. Although it is faster, it is not necessary to use 3 Lights of Seborhin at the same time. As long as Honin is alive, he will continue to create new Lights of Seborhin as they are used. One player can kill the Harbinger alone by dropping 3 Lights of Seborhin near him one at a time until he is dead, so long as the path is clear and the other players keep the Margonite assaults from killing Honin.
   
 
===Walkthrough 2===
 
===Walkthrough 2===
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Follow the walkthrough above until you have reached the top of the stairs before the big hole in the middle of the chamber.
 
Follow the walkthrough above until you have reached the top of the stairs before the big hole in the middle of the chamber.
Kill the groups of Margonites to the left and right of the top of the stairs, watch out for the running groups of Margonites, kill the harblingers on either side of the large hole in the middle of the room. After the two mobs are dead, make a pile of every Light of Seborhin, there should be 6. Make the runners pick up 1 light each and charge at the Harbliner of Nightfall. The 2 spare people should be human shields and charge in first dodging atacks.
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Kill the groups of Margonites to the left and right of the top of the stairs, watch out for the running groups of Margonites, kill the harblingers on either side of the large hole in the middle of the room. After the two mobs are dead, make a pile of every Light of Seborhin, there should be 6. Make the runners pick up 1 light each and charge at the Harbinger of Nightfall. The 2 spare people should be human shields and charge in first dodging atacks.
   
 
==Bonus==
 
==Bonus==
To the north and south of the Harbinger of Nightfall, on the two large staircases, are two more Harbingers. Destroying one of them will earn you the [[Expert's Reward]]; destroying both will earn you [[Master's Reward|Master's]].
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To the north and south of the Harbinger of Nightfall, on the two large staircases, are two more Harbingers. Destroying one of them will earn you the [[Expert's Reward]]; destroying both will earn you [[Master's Reward|Master's]]. '''Contrary to what the mission objective says, the Margonites with the Harbinger must also be destroyed.'''
   
Follow the Primary walkthrough up to the point where you destroy one of the Harbingers at the crevice. Clear the two Margonite mobs directly ahead in the plaza (to avoid over-aggroing when you run up the stairs), then go back to the last Spirit and wait for the next assault group. Take them out, then quickly take the Light up the stairs and destroy the Harbinger. '''Contrary to what the mission objective says, the Margonites with the Harbinger must also be destroyed.'''
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Follow the Primary walkthrough up to the point where you are killing Margonite mobs east of the crevice. In addition to killing the Margonites in the plaza, tease the Margonites down off the stairs and kill them as well. After the Margonites on the stairs have been eliminated, send a runner up the staircase with a Light of Seborhin to destroy the Harbinger there. Repeat on the other side.
 
As usual, a Spirit will spawn and create a Light; take this Light back down the stairs. By now, another assault group will likely have spawned or is about to spawn, so wait for them before you go for the Harbinger on the other side of the crevice. Repeat the above to destroy the second additional Harbinger and complete the bonus.
 
   
 
==Additional Notes==
 
==Additional Notes==
 
* High [[DPS]] is a definite advantage in this mission. A Minion Master is recommended, and there are enough corpses for two. However, [[Margonite Warlock]]s will compete with you for corpses, so target them early if you can.
 
* High [[DPS]] is a definite advantage in this mission. A Minion Master is recommended, and there are enough corpses for two. However, [[Margonite Warlock]]s will compete with you for corpses, so target them early if you can.
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* The bonus Harbingers on the stairs do not count towards making larger groups for the Margonite assaults and killing them does not cause a Spirit of Seborhin to spawn.
   
 
* The Elite Assassin skill [[Shadow Form]] used with [[Return]] and [[Dark Escape]] makes killing the Harbinger of Nightfall a piece of cake, especially if running the mission solo with heroes/henchmen.
 
* The Elite Assassin skill [[Shadow Form]] used with [[Return]] and [[Dark Escape]] makes killing the Harbinger of Nightfall a piece of cake, especially if running the mission solo with heroes/henchmen.

Revision as of 06:18, 18 December 2006

This is a mission entry. For information on the mission outpost Jennur's Horde, see Jennur's Horde (outpost).

File:JennursHorde mission.jpg

Jennurs Horde Mission map

Mission Objectives and Rewards

Koss must be in your party in order to enter this mission.

Objectives

Defeat the Harbinger of Nightfall before it summons enough demons to destroy Seborhin.

  • Protect the spirits of Seborhin from the onslaught of torment demons.
  • The Light of Seborhin is the only thing that can harm the harbingers. Drop the Light of Seborhin when you are close enough to an enemy to release its energy.
  • Horticulturist Hinon must survive.
  • BONUS Defeat the additional Harbingers.
  • You have defeated n of 2 additional Harbingers.

Rewards

Reward Additional Harbingers Killed XP Gold Skill Points
Standard 0 1,000 100 1
Expert's 1 1,500 150 1
Master's 2 2,000 200 1
Hard mode
Standard 0 1,000 200 1
Expert's 1 2,000 300 1
Master's 2 3,000 500 1

Primary

You must use the Lights of Seborhin to destroy the Harbingers in the mission - there are 5 that you must go through to reach the Harbinger of Nightfall; there are also two additional Harbingers that you will not encounter directly; destroying them is the mission's Bonus objective. Drop a Light of Seborhin near a Harbinger (approx. 1/2 aggro radius) to destroy it. The Harbingers count as bosses - you will receive a 2% Morale Boost and your skills will be recharged each time you destroy one.

After destroying a Harbinger, a Spirit of Seborhin will spawn and create another Light for you. Additionally, each Spirit (and Hinon) will create a second Light after you use the first one they created. You will need these extra Lights at the end of the mission, because it will take 3 Lights, instead of only 1, to destroy the Harbinger of Nightfall.

During the mission, there is an endless stream of Margonite assaults. Starting 2 minutes after Hinon creates the first Light of Seborhin, and every 2 minutes after that, a group of 4 to 6 Margonites will spawn near the Harbinger of Nightfall, then charge westward until they reach Hinon, attacking any Spirits along the way. If these Margonite assaults ever reach and kill Hinon, the mission ends in failure.

The size and composition of the Margonite groups vary depending on how many Harbingers have been killed.

If you avoid killing more than 1 Harbinger, the endless Margonite assaults are much easier to manage. They won't include a Cleric, which makes them small enough to take in stride while accomplishing other things. That is important, because while all this is going on, you still have to work your way towards the Harbinger of Nightfall and kill it.

Walkthrough

As you spawn in the mission, Horticulturist Hinon will be creating your first Light of Seborhin. After a short dialogue, Hinon will lead you to the other side of the fountain, where he will remain for the rest of the mission. Proceed down the corridor to the east, where you will encounter the first two Harbingers. Leave them alone even though they attack you. Work your way up the stairs at the end of the corridor, timing your attacks so that you are largely unoccupied when the Margonite assaults show up.

There is a third Harbinger in the plaza at the top of the stairs. Kill this Harbinger using the Light of Seborhin from Hinon. A Spirit of Seborhin will replace the Harbinger and this becomes your temporary base of operations.

Take out all the stationary Margonites on the west side of the crevice. Keep an eye out for the assault groups and intercept them before they reach the stairs. Remember, they spawn every 2 minutes, so having a wristwatch handy can be very useful in anticipating their arrival. There is a large crevice in the center of the plaza with a Harbinger to the north and south - the assault groups randomly choose to go right or left around it, so you'll have to watch both sides.

In the plaza beyond the crevice are four more mobs of Margonites, two to the north and two to the south. Clear out enough of them to reach the Harbinger of Nightfall.

When enough stationary Margonites have been dispatched, position most of the party in front of the Spirit of Seborhin at the top of the stairs to guard the Spirit of Seborhin, and send one or two runners back into the corridor to destroy another Harbinger and to collect 3 Lights of Seborhin.

Use 3 Lights of Seborhin to destroy the Harbinger of Nightfall. Although it is faster, it is not necessary to use 3 Lights of Seborhin at the same time. As long as Honin is alive, he will continue to create new Lights of Seborhin as they are used. One player can kill the Harbinger alone by dropping 3 Lights of Seborhin near him one at a time until he is dead, so long as the path is clear and the other players keep the Margonite assaults from killing Honin.

Walkthrough 2

This is a very good way to do this mission, it involves running instead of fighting to the end. Get a party of 5 human Dervish, with Avatar of Balthazar or Warriors with lots of life. The next 2 places should be filled by human monks, but this is not neccessary if the runners are good. The last place must be Koss. The spare two people may also want to bring dodge moves such as whirling defence.

Follow the walkthrough above until you have reached the top of the stairs before the big hole in the middle of the chamber. Kill the groups of Margonites to the left and right of the top of the stairs, watch out for the running groups of Margonites, kill the harblingers on either side of the large hole in the middle of the room. After the two mobs are dead, make a pile of every Light of Seborhin, there should be 6. Make the runners pick up 1 light each and charge at the Harbinger of Nightfall. The 2 spare people should be human shields and charge in first dodging atacks.

Bonus

To the north and south of the Harbinger of Nightfall, on the two large staircases, are two more Harbingers. Destroying one of them will earn you the Expert's Reward; destroying both will earn you Master's. Contrary to what the mission objective says, the Margonites with the Harbinger must also be destroyed.

Follow the Primary walkthrough up to the point where you are killing Margonite mobs east of the crevice. In addition to killing the Margonites in the plaza, tease the Margonites down off the stairs and kill them as well. After the Margonites on the stairs have been eliminated, send a runner up the staircase with a Light of Seborhin to destroy the Harbinger there. Repeat on the other side.

Additional Notes

  • High DPS is a definite advantage in this mission. A Minion Master is recommended, and there are enough corpses for two. However, Margonite Warlocks will compete with you for corpses, so target them early if you can.
  • The bonus Harbingers on the stairs do not count towards making larger groups for the Margonite assaults and killing them does not cause a Spirit of Seborhin to spawn.
  • The Elite Assassin skill Shadow Form used with Return and Dark Escape makes killing the Harbinger of Nightfall a piece of cake, especially if running the mission solo with heroes/henchmen.

Creatures

NPCs

Allies

Monsters

Demons

Follow-up