Jennur's Horde

Jennur's Horde is a mission which represents a branch in the Nightfall storyline. Only one of either this mission or Nundu Bay needs to be completed to progress the storyline.

Requirements
Koss must be in your party 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 [0...2] of 2 additional Harbingers.

Reward
In this mission, the rewards are based on whether you defeat any of the additional Harbingers (See Normal mode reward/Hard mode reward for details).

Walkthrough
Proceed around the planter and wait for Horticulturist Hinon to create a Light of Seborhin. These are the only items that can be used to defeat the numerous Harbingers including the final Harbinger of Nightfall. Down the initial corridor await three Harbingers. Two lie in the center of the corridor and the third at the top of the stairs at the end. To defeat them, a player must drop a Light of Seborhin in the area of the Harbinger. The Harbinger, when defeated, is then replaced by a Spirit of Seborhin which then will spawn more Light of Seborhin bundles; however, the two additional Harbingers (that are required to be defeated for the bonus objective) do not spawn a Spirit of Seborhin when defeated.

Every two minutes, a group of Margonites will spawn at the location of the Harbinger of Nightfall and proceed west. As more Harbingers are defeated, these groups will become larger and thus more deadly. The bonus Harbingers are excluded from this rule.

It is only necessary to kill the Harbinger of Nightfall to complete the mission. The bonus will also be awarded if both bonus Harbingers are killed, regardless of how many of the other five were also taken down. Since Harbingers will only pursue players for a short distance before returning to their posts, it is not uncommon to leave some or even most of the normal harbingers alive to keep the spawn group size smaller.

The composition of spawned groups depends on the number of defeated Harbingers as follows:

! Harbingers Killed !! !! !!  !!  !!  !!  !!  !!
 * - align="center"
 * align="center"| 0-1 || Yes || Yes || Yes || No || No || No || No || Yes
 * align="center"| 2-3 || Yes || Yes || No || Yes || Yes || No || No || Yes
 * align="center"| 4-5 || Yes || No || Yes || Yes || Yes || Yes || Yes || No
 * }
 * align="center"| 4-5 || Yes || No || Yes || Yes || Yes || Yes || Yes || No
 * }
 * }

At the base of the stairs is a static group of Margonites, of random composition. At the top of the stairs is a large room in which lurk two more static Margonite groups. Once defeated, the static groups do not return. None of the static groups are particularly challenging, unless you get caught fighting a spawned group or a Harbinger at the same time. Past this room, the path splits north and south around a chasm, and then rejoins. Both ends of the chasm are blocked by a Harbinger, and a single static group waits between them, on the Eastern side of the chasm. The chasm is narrow enough that this static group can be pulled from across it, and defeated, without also aggroing the Harbingers.

Spawned Margonite groups will randomly choose one of the two paths, so players must keep a watchful eye on both sides to ensure a group does not pass by and make its way to Hinon. Should players choose to attempt the bonus, they must defeat the Harbingers and their accompanying Margonites located on the stairs branching off from each of the two paths. If you happen to be doing this mission alone (with henchmen), it is generally safe to return to the central point (where the two paths re-converge) in order to wait for the spawned Margonites. Killing them takes 30-45 seconds usually, leaving you just over a minute to do stuff (such as the bonus) before returning for the next wave.

With the paths rejoined, only the Harbinger of Nightfall and a number of Margonites remain. It takes three Light of Seborhin to defeat this Harbinger. So if there are at least three human players, it is common for them to all rush towards him and defeat him as quickly as possible. If playing with heroes and henchmen, the player(s) must return to a Spirit of Seborhin (or Hinon) for another Light and return; note that the Harbinger of Nightfall will pursue a party for a much larger distance than the lesser Harbingers, so consider flagging your heroes and henchmen away while you run back and forth with the three Light of Seborhin.

As mentioned above, a usual concern for this mission lies in the control of the Margonite spawn size. Some players choose to leave the first and second Harbingers (in the corridor) alive; if necessary, some will also avoid those at each side of the chasm. If only a single Harbinger is killed, the spawn will not change, so the groups will never include a Margonite Cleric. In this situation, it is advisable to use the Light of Seborhin provided by Hinon near the chasm, thus creating a source of bundles closer to the bonus and to the Harbinger of Nightfall. The third Harbinger at the top of the first set of stairs is arguably the most suitable for this strategy, since the Spirit of Seborhin will more likely remain safe from Margonite patrols heading west.

Bonus
Kill the additional Harbingers and the Margonite groups they are with. The groups are located at the top of stairs to the left and right of the Harbinger of Nightfall. The Margonites surrounding the Harbingers must also be defeated to achieve the bonus. Keep an eye out to ensure spawning Margonites do not sneak around the opposite path while attempting to kill the bonus Harbingers.

Key to completing the bonus is not aggroing a stationary group of foes unless you have just defeated a spawning patrol, thus giving you enough time to finish the stationary group before the next patrol spawns.

The bonus groups can be aggroed by walking along the bottom edges of the staircases, rather than by climbing the stairs. This exploits the AI, because the melee attackers will rush your group and die quickly, leaving the Harbinger behind, while the ranged attackers move partway down the stairs and then fire uselessly into the obstructing balcony.

Skill recommendations

 * You will be facing hordes of Margonites; Lightbringer skills are enormously helpful.
 * Speed boosts help in intercepting the spawning groups, carrying Lights of Seborhin, breaking aggro, and/or running past Harbingers you wish to leave alive.
 * Minion masters are very useful and have plenty of corpses available to exploit, although you will be competing with the Warlocks to see who uses them first.
 * Margonites carry condition removal, but not hex removal.

Allies
Human
 * 20 Spirit of Seborhin
 * 20 Horticulturist Hinon

Foes
Demons (Margonites) Demons (Torment creatures)
 * 24 (26) Margonite Executioner
 * 24 (26) Margonite Bowmaster
 * 24 (26) Margonite Cleric
 * 24 (26) Margonite Warlock
 * 24 (26) Margonite Seer
 * 24 (26) Margonite Sorcerer
 * 24 (26) Margonite Ascendant
 * 24 (26) Margonite Reaper
 * 26 (30) Harbinger
 * 28 (30) Harbinger of Nightfall

Opening cinematic

 * The Horticulturist: "All is lost! We are doomed, I tell you, doomed!"
 * Koss: "We're here to help, old man!"
 * Melonni: "This place is lost, I fear. We should worry about Ronjok."
 * The Horticulturist: "There is no help! There is no hope!"
 * The Horticulturist: "The world is ending! Nightfall is at hand!"
 * Koss: "Is everything lost, then?"
 * The Horticulturist: "No, but the corruption is spreading! Soon it will engulf everything!"
 * : "Not if we can stop it."

Initial dialogue

 * Horticulturist Hinon: "Normal attacks are useless against the Harbingers. We must rely on the power of the Light of Seborhin."
 * Horticulturist Hinon: "Defend the Seborhin Spirits from those wretched demons! The Spirits can gather the Light of Seborhin into a form we can use to defeat the Harbingers!"

End cinematic

 * Koss: "So much of the garden has been corrupted..."
 * : "More would have been lost had we not been here."
 * Koss: "How is Melonni?"
 * : "Better. The visions seem to have passed."
 * Koss: "We had to come here. It was a real threat. You have to think things through to realize what's important."
 * : "I understand. And I think Melonni understands as well."
 * Koss: "Melonni. She's just so...frustrating!"
 * : "Agreed. But sometimes you have to think things through to realize what's important. Or who's important."
 * Koss: "I suppose you're right. You think we should talk, her and I?"
 * : "Yes. And you will, when the time is right."
 * Koss: "For my sake, I hope that time is soon."


 * Meanwhile...
 * (The Desolation)
 * Margonite Reaper: "Mistress. Is something wrong?"
 * Prophet Varesh: "The Ruptures. They have stopped."
 * Margonite Reaper: "It matters not. When you free our lord, the Torment will wash over the world, transforming it."
 * Prophet Varesh: "You are right. I can feel Abaddon's presence, like a weight in my mind. It is nearly overwhelming."
 * Margonite Reaper: "Abaddon depends on you. Would you hesitate now?"
 * Prophet Varesh: "No. No. Abaddon's will be done."
 * Margonite Reaper: "It is, Mistress. And your reward is coming, when you loosen the last barriers. Hail Abaddon!"
 * Prophet Varesh: "Yes. Hail Abaddon!"