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m (→‎Notes: added note about the survivor title track and garrison fire as discussed on the talk page and accidently checked by myself yesterday ;))
 
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{{Location_Info|title=Venta Cemetery}}
 
 
 
[[Image:Venta_cemetery_mission.JPG|thumb|200|right|Venta Cemetery Masters map]]
 
[[Image:Venta_cemetery_mission.JPG|thumb|200|right|Venta Cemetery Masters map]]
 
[[Image:Venta_cemetery_mission_fast.JPG|thumb|200|right|Venta Cemetery Mission only map]]
 
[[Image:Venta_cemetery_mission_fast.JPG|thumb|200|right|Venta Cemetery Mission only map]]
 
{{Location_Info|title=Venta Cemetery}}
  +
{{Zaishen Quest}}
   
==Mission Objectives and Rewards==
+
==Objectives==
 
[[Koss]] must be in your party in order to enter this mission.
 
[[Koss]] must be in your party in order to enter this mission.
  +
===Objectives===
 
 
Lead the Sunspear Evacuees to Dajkah Inlet without being discovered by the [[Morzek Garrison|garrison]].
 
Lead the Sunspear Evacuees to Dajkah Inlet without being discovered by the [[Morzek Garrison|garrison]].
 
*Kill all the guards at the garrison posts before they sound an alert and blow your cover.
 
*Kill all the guards at the garrison posts before they sound an alert and blow your cover.
Line 13: Line 13:
 
*<nowiki>x</nowiki> of 12 guard posts neutralized
 
*<nowiki>x</nowiki> of 12 guard posts neutralized
   
 
==Rewards==
Due to the new Guild Wars Updates, you can no longer use the "fast runner's route" of just running to Negotiate with [[Margrid the Sly]].
 
 
===Rewards===
 
 
In this mission, the rewards are based on how many guard posts you capture.
 
In this mission, the rewards are based on how many guard posts you capture.
{{Mission rewards|Objective = Guard posts captured
+
{{Mission rewards
  +
| Objective = Guard posts captured
|Standard = 0..7
 
|Expert = 8..11
+
| Standard = 0..7
  +
| Expert = 8..11
|Master = 12}}
+
| Master = 12
  +
| Title = [[Sunspear rank|Sunspear]]
  +
| NMTitlePoints = 15
  +
| HMTitlePoints = 60
  +
}}
   
 
==Walkthrough==
 
==Walkthrough==
  +
===Primary===
Due to Guild Wars Updates, you can ''no longer'' run alone to the Inlet and talk to [[Margrid the Sly]] as [[Koss]] must be fairly close by. However, if Koss has running skills, he can follow the runner and the mission can still be run with a little more difficulty.
 
  +
The basic goal of the mission is to travel from the northeast corner of the map to meet with [[Margrid the Sly]] in the southwest corner. [[Koss]] must also arrive in the southwest corner. Talking to Margrid while Koss is present completes the mission.
   
'''Sentry Traps''': These cause an area damage effect every few seconds. They can be disabled with the [[Disarm Trap]] temporary skill, offered by [[Rojis]] at the start of the mission. The skill has a long activation time and is easily interruptible, though, so you should take out any foes in the immediate area before attempting to disarm a trap. Traps do not need to be disabled for either the primary or bonus objective of this mission.
+
Scattered through the mission are [[Sentry Trap]]s that cause an area damage effect every several seconds. They can be disabled with the [[Disarm Trap]] temporary skill, offered by [[Rojis]] at the start of the mission. The skill has a two second activation time and is easily interruptible, though, so it isn't always useable while in combat. Traps do not need to be disabled for either the primary or bonus objective of this mission.
   
  +
You get eight [[Sunspear Evacuee]]s as allies. All are monks, and will heal themselves and your party a lot with [[Orison of Healing]]. Unfortunately, they all have the same AI and tend to stand in about the same spot, which can result in all making the same healing decisions - and thus all healing the same character at once, resulting in massive overhealing. Their wanding can also cause a lot of problems for melee characters when Kournan Bowmen use [[Whirling Defense]].
'''Guard Posts''': These are marked on the map by red flags. When you move in range of one, a timer will start counting down. You must defeat all of the Kournan troops stationed at the post before the timer expires, otherwise the Garrison will begin launching siege attacks at the guard post. It does not matter for the bonus whether you neutralize each post within the time limit or not.
 
   
 
Twelve guard posts are marked on the map by red flags. When you move in range of one, a timer will start counting down. If you do not defeat all of the Kournan troops stationed at the post before the timer expires, [[Siege Attack]]s will be launched at the guard post.
'''The Garrison''': It has been confirmed that alerting [[Morzek Garrison]] (indicated by a red door symbol at the centre of the map), by wandering into its attack range, can result in almost immediate death for the entire party. It has been suggested that the Garrison launches a [[Siege Attack]] on each party member and ally in range separately yet simultaneously. As party members may be grouped together within its range when the [[Siege Attack | Siege Attacks]] begin, this would result in massive amounts of damage to every party member, and death within seconds (each character would be taking damage not only from their own [[Siege Attack]], but from others' as well). It is not known whether this is an intended consequence, or whether this is a bug that has yet to be fixed. The best practice is to avoid the Garrison altogether, and to watch carefully for the in-mission message that will warn players when they are in danger of alerting it. For any party attempting the [[Master's Reward | Master']]s level of completion, make sure the Guard Posts are between you and the Garrison when you attack them, and don't travel in areas that lie between Guard Posts and the Garrison. This will be more time-consuming, but safer.
 
   
  +
There is a garrison in the center of the map. Under normal circumstances, getting too near to it will result in instant death for the party.
==Tips==
 
*The Sunspear Evacuees are Monks, and there are 8 of them. This allows you to concentrate your party on damage dealing, aiding in the quicker killing of the sentries around the Guard Posts. They can't resurrect party members, though, so be sure your party members (or heroes) equip a few [[Resurrection Signet]]s or other [[resurrection]] skills.
 
   
  +
There are several groups of six Kournans that wander somewhat in the mission. Be careful not to get hit by them while already fighting another group. In particular, near the end of the mission, the groups of Kournans are much denser than in the rest of the mission, so it helps to pull carefully.
*The timer on each Guard Post begins when you come within range of the actual Guard Post (the selectable item), ''not'' the enemies guarding it. Since they are ''never'' standing precisely on the selectable item, you can usually buy extra time by choosing the right angle of attack, especially in a group without melee fighters.
 
   
  +
===Bonus===
*A character with [[Wild Blow]], [[Rigor Mortis]], or similar skills will greatly help you killing the [[Kournan Bowman|Kournan Bowmen]], as they use [[Whirling Defense]]. You can also make use of [[Splinter Shot]] or [[Effect_on_block_skills_quick_reference|other attack skills]] that produce additional effects upon being blocked.
 
  +
Neutralize all twelve of the guard posts by killing the 4-5 Kournans stationed there. It does not matter for the bonus whether you neutralize each post within the time limit before siege fire begins.
   
  +
===Hard mode===
*To quickly clear out the group at each guard post, bring a [[Domination Magic|Domination]] [[Mesmer]] with [[Spiritual Pain]]. As each guard post has a [[Kournan Bowman]] who uses [[Infuriating Heat]] it is possible for a lone mesmer to deal a large amount of armor-ignoring damage to the entire group in a relatively short time. A high [[Fast Casting]] attribute is advantageous, as is good energy management, for example using a Me/E with [[Glyph of Lesser Energy]].
 
  +
While it takes a little longer to clear guard posts, there is still plenty of time to do so before any siege attacks activate. The bigger danger is from some of the wandering groups of six or seven Kournans. With the damage provided by the Sunspear Evacuees to augment your group, killing Kournans through the [[Kournan Priest]]s' healing isn't much of a problem, but surviving when they all attack the same target may be. While many guard posts have a [[Guard Post Commander]] with [[Cautery Signet]] to remove conditions, the larger groups that wander have no condition removal, and can thus be handled by [[weakened|weakness]] or [[blind]]ing.
   
  +
Mobs get a little cluttered toward the end. After the ninth guard post, pull the roamer group that will be to the east of the bridge when you approach, to get it out of the way for later. After clearing the last guard post, one safe route to the exit is to stay near the south wall. After clearing a small group of [[Kournan Bowman|Kournan Bowmen]] just west of a bridge, wait for a larger roamer group to the north to get out of the way. They'll be away for plenty long enough for you to clear the next group of bowmen and have a free path west to the exit.
*Open the minimap (default key "U") to see the locations of all the watchtowers for the bonus. Take care not to get too close to the Garrison.
 
   
 
==Creatures==
 
==Creatures==
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*{{d}}20 [[Kournan Zealot]]
 
*{{d}}20 [[Kournan Zealot]]
 
*{{d}}28 [[Acolyte of Lyssa]]
 
*{{d}}28 [[Acolyte of Lyssa]]
  +
  +
==Dialogues==
  +
===Inside the mission===
  +
<div class="dialogue">
  +
[[Rojis]]: ''The situation just got a bit more interesting. Our Kournan friends thought we might be coming this way and they were kind enough to leave sentry traps in our path.''
  +
  +
Rojis: ''Talk to me when you're ready to learn how to disable one of these things.''
  +
  +
Rojis: ''To disable a sentry trap, first you must approach it. It will activate and you'll have a short window of time to shut it down using the Disable Sentry Trap skill.''
  +
  +
Rojis: ''Be careful out there.''
  +
</div>
  +
  +
===Ending cutscene===
  +
<div class="dialogue">
  +
  +
[[Koss]]: ''Margrid! Got my boat?''
  +
  +
[[Margrid]]: ''That all depends, my friend. Got my money?''
  +
  +
Koss: ''You sure you want the money? My friendship is worth more than mere gold, isn't it?''
  +
  +
Margrid: ''You're charming, Koss, but I can't spend charming. The money, please.''
  +
  +
'''Margrid:''It's always a pleasure doing business with honest people. Welcome aboard.''
  +
  +
<party leader>: ''Koss, She's a corsair. Can we trust her?''
  +
  +
Koss: ''Only for as long as the money lasts. But for the moment, you can relax. We're going home.''
  +
  +
[[General Bayel|Bayel]]: ''You let those Sunspears escape?''
  +
  +
Kournan Captain: ''There were only a few of them sir! We've already captured and killed most of their forces''
  +
  +
Bayel: ''Only a few? You idiot! Captain!''
  +
  +
Kournan Captain: ''Yes sir!''
  +
  +
Bayel: ''Increase the patrols! Burn the villages that help these traitors! Send word to the Warmarshal!''
  +
  +
Kournan Captain: ''Yes sir. What should I tell her?''
  +
  +
Bayel: ''Tell her to send me... the Hunger.''
  +
</div>
   
 
== Follow-up ==
 
== Follow-up ==
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*If you are not worried about Master's, you can easily run through this mission. Considering you have 8 monks with you, it's very simple. Consider bringing heroes for body-blocking or aggro-drawing.
 
*If you are not worried about Master's, you can easily run through this mission. Considering you have 8 monks with you, it's very simple. Consider bringing heroes for body-blocking or aggro-drawing.
 
*You cannot complete this mission without Koss being with you at the end.
 
*You cannot complete this mission without Koss being with you at the end.
  +
*Although the siege attack of the garrison can easily wipe out your party, it won't reset your [[Survivor]] progress. However, if you were attacked while fighting a group of Kournans you might get killed by them which eventually results in the loss of your progress.
 
 
{{C3MissionNavBox}}
 
{{C3MissionNavBox}}
 
[[Category:Kourna]] [[Category:Nightfall missions]]
 
[[Category:Kourna]] [[Category:Nightfall missions]]
  +
[[de:Totenanger von Venta (Mission)]]

Latest revision as of 09:19, 16 March 2012

Venta cemetery mission

Venta Cemetery Masters map

Venta cemetery mission fast

Venta Cemetery Mission only map

This is a mission entry. For information on the mission outpost Venta Cemetery, see Venta Cemetery (outpost).

Zcoins This article has an associated Zaishen Challenge Quest.

Objectives[ | ]

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

Lead the Sunspear Evacuees to Dajkah Inlet without being discovered by the garrison.

  • Kill all the guards at the garrison posts before they sound an alert and blow your cover.
  • Disarm the sentry traps before they discharge.
  • *BONUS*: Neutralize all guard posts.
  • x of 12 guard posts neutralized

Rewards[ | ]

In this mission, the rewards are based on how many guard posts you capture.

Reward Guard posts captured XP Gold Skill Points Sunspear points
Standard 0..7 1,000 100 1 15
Expert's 8..11 1,500 150 1 15
Master's 12 2,000 200 1 15
Hard mode
Standard 0..7 1,000 200 1 60
Expert's 8..11 2,000 300 1 60
Master's 12 3,000 500 1 60

Walkthrough[ | ]

Primary[ | ]

The basic goal of the mission is to travel from the northeast corner of the map to meet with Margrid the Sly in the southwest corner. Koss must also arrive in the southwest corner. Talking to Margrid while Koss is present completes the mission.

Scattered through the mission are Sentry Traps that cause an area damage effect every several seconds. They can be disabled with the Disarm Trap temporary skill, offered by Rojis at the start of the mission. The skill has a two second activation time and is easily interruptible, though, so it isn't always useable while in combat. Traps do not need to be disabled for either the primary or bonus objective of this mission.

You get eight Sunspear Evacuees as allies. All are monks, and will heal themselves and your party a lot with Orison of Healing. Unfortunately, they all have the same AI and tend to stand in about the same spot, which can result in all making the same healing decisions - and thus all healing the same character at once, resulting in massive overhealing. Their wanding can also cause a lot of problems for melee characters when Kournan Bowmen use Whirling Defense.

Twelve guard posts are marked on the map by red flags. When you move in range of one, a timer will start counting down. If you do not defeat all of the Kournan troops stationed at the post before the timer expires, Siege Attacks will be launched at the guard post.

There is a garrison in the center of the map. Under normal circumstances, getting too near to it will result in instant death for the party.

There are several groups of six Kournans that wander somewhat in the mission. Be careful not to get hit by them while already fighting another group. In particular, near the end of the mission, the groups of Kournans are much denser than in the rest of the mission, so it helps to pull carefully.

Bonus[ | ]

Neutralize all twelve of the guard posts by killing the 4-5 Kournans stationed there. It does not matter for the bonus whether you neutralize each post within the time limit before siege fire begins.

Hard mode[ | ]

While it takes a little longer to clear guard posts, there is still plenty of time to do so before any siege attacks activate. The bigger danger is from some of the wandering groups of six or seven Kournans. With the damage provided by the Sunspear Evacuees to augment your group, killing Kournans through the Kournan Priests' healing isn't much of a problem, but surviving when they all attack the same target may be. While many guard posts have a Guard Post Commander with Cautery Signet to remove conditions, the larger groups that wander have no condition removal, and can thus be handled by weakness or blinding.

Mobs get a little cluttered toward the end. After the ninth guard post, pull the roamer group that will be to the east of the bridge when you approach, to get it out of the way for later. After clearing the last guard post, one safe route to the exit is to stay near the south wall. After clearing a small group of Kournan Bowmen just west of a bridge, wait for a larger roamer group to the north to get out of the way. They'll be away for plenty long enough for you to clear the next group of bowmen and have a free path west to the exit.

Creatures[ | ]

Allies[ | ]

Monsters[ | ]

Dialogues[ | ]

Inside the mission[ | ]

Rojis: The situation just got a bit more interesting. Our Kournan friends thought we might be coming this way and they were kind enough to leave sentry traps in our path.

Rojis: Talk to me when you're ready to learn how to disable one of these things.

Rojis: To disable a sentry trap, first you must approach it. It will activate and you'll have a short window of time to shut it down using the Disable Sentry Trap skill.

Rojis: Be careful out there.

Ending cutscene[ | ]

Koss: Margrid! Got my boat?

Margrid: That all depends, my friend. Got my money?

Koss: You sure you want the money? My friendship is worth more than mere gold, isn't it?

Margrid: You're charming, Koss, but I can't spend charming. The money, please.

Margrid:It's always a pleasure doing business with honest people. Welcome aboard.

<party leader>: Koss, She's a corsair. Can we trust her?

Koss: Only for as long as the money lasts. But for the moment, you can relax. We're going home.

Bayel: You let those Sunspears escape?

Kournan Captain: There were only a few of them sir! We've already captured and killed most of their forces

Bayel: Only a few? You idiot! Captain!

Kournan Captain: Yes sir!

Bayel: Increase the patrols! Burn the villages that help these traitors! Send word to the Warmarshal!

Kournan Captain: Yes sir. What should I tell her?

Bayel: Tell her to send me... the Hunger.

Follow-up[ | ]

Notes[ | ]

  • Normally, when a guard post is captured the flag will turn gray. If the timer expires and the guard post calls in siege support the flag will remain red even after the guard post is captured. This will not prevent the bonus from being achieved.
  • If you do the mission with only heroes and henchmen who are also available in Kamadan, they will remain in your party when you are transported to Kamadan at the end of the mission, even if the party is larger than 4. This can be exploited to make vanquishing the Plains of Jarin much easier.
  • If you are not worried about Master's, you can easily run through this mission. Considering you have 8 monks with you, it's very simple. Consider bringing heroes for body-blocking or aggro-drawing.
  • You cannot complete this mission without Koss being with you at the end.
  • Although the siege attack of the garrison can easily wipe out your party, it won't reset your Survivor progress. However, if you were attacked while fighting a group of Kournans you might get killed by them which eventually results in the loss of your progress.
Nightfall Campaign Missions Nightfall Mission icon (Elona)
Chahbek VillageJokanur DiggingsBlacktide DenConsulate DocksVenta CemeteryKodonur CrossroadsRilohn Refuge, Pogahn PassageModdok CreviceTihark OrchardDzagonur Bastion, Dasha VestibuleGrand Court of SebelkehJennur's Horde, Nundu BayGate of DesolationRuins of MorahGate of PainGate of MadnessAbaddon's Gate