Talk:Kodonur Crossroads

- Please explain more on how to pull the final groups without being swamped by groups; we just finished for the third time taking more than 30 minutes and being meticulous in taking out wandering groups but being defeated in the fort. I would like to know how we're supposed to "pull" when they are all in the same group. How can you get around the game mechanics of all the groups staying together in the fort?
 * -at the end, they will be close together but in three separate groups. Keep your party at least at the steps or farther back and have one person run forward to trigger the gate to explode open, then retreat backwards, pulling the first group of enemies towards you. once you have taken out that group, you might have pulled a few from the second group already, or move in a little bit and take out the second. the overseers will be in a group of around six, and they shouldnt be a problem to take out after.

- Haroj Firemane seems to be a non-combatant NPC though all the other centaurs fight. Seems odd. 90.227.34.113 12:37, 18 April 2008 (UTC)
 * Haroj isn't one who you rescue. I don't understand why he doesn't show up as an ally, but I suppose it has to do with the fact that he cannot die, as he doesn't get attacker nor attacks others. This is the only NF mission where I get a total wipe once or twice before successfully completing it, usually at Sadi-Belai's group. --ChristopherRodrigues 02:34, 8 May 2008 (UTC)

Damage over Heals
I just H/H'd this mission on HM with no monks and only the Motivation Henchman for heals. It seems to me, on this mission, replacing the monks with NPCs that do more damage made it a lot easier. Just make sure you allow the time between pulls to heal to full. Oh, and be sure you bring res on your heros and/or yourself, because the hench only have res signet (but that's a no-brainer). And, just like most monks in the game, Sadi-Belai is a piece of cake to kill with backfire. FloppyJoe 17:26, 13 September 2009 (UTC)
 * I've been trying to do it again and I die like all the time. I don't remember which hench I brought the first time, but I guess this is a bad idea. I also noticed that sometimes parties spawn with only one priest and sometimes they spawn with two, making them much harder to defeat. Maybe I just had a really lucky spawn the first time. So, nevermind. FloppyJoe 19:36, 13 September 2009 (UTC)

Mission Reward?
I see that it is stated that there was an additional reward of 15 Sunspear Points per "level" on this Mission added. Just wondering why ANet hasn't changed up the reward text to include it (if you in fact do get those points).--RandwulfX 17:27, 23 February 2010 (UTC)

Cutscene bugs with minions?
Just completed this with Olias with a full set of minions, and they stayed on during the cutscene, and instead of letting The Hunger do what it should have done (I don't know what this may have been) the minions kept smacking it and pushing it back. It also screwed up the camera a bit when Morgahn was trying to talk - the minions pushed him out of the way. --StickZer0 19:42, 26 October 2010 (UTC)
 * This happens with all cutscenes with minions, it's not a bug, just AI not coded to prevent attacking when in a cutscene. -- Blast Spirit Talk  14:20, 25 February 2011 (UTC)

Kournan Seer
Found in part of a mission that one of the enemies was trapped inside a cell, I know this happens often with enemies spawning inside the walls or in unreachable areas but inside their own cell made me laugh real hard when i saw it --Batousai 05:09, 21 December 2010 (UTC)

wth
How did this mission suddenly become hard? Always beat it before with 3 heroes and henchmen. Now suddenly 7 heroes missions is much harder. That doesn't make sense. What did they do to it? Ramei Arashi 03:32, 5 April 2011 (UTC)
 * I agree, this is 10x tougher then I remember. [[Image:Dervish-tango-icon-20.png|19px]]Devi 15:58, 19 June 2011 (UTC)


 * I doubt that they would change mission without telling us. However, most of the game's dervish foes are considerably more annoying than they used to be. Also, over time, various tweaks to individual skills end up having an impact on formerly successful strategies. — Tennessee Ernie Ford ( TEF ) 17:05, 19 June 2011 (UTC)


 * Nothing really has changed, although the Kournan dervishes are a bit harder to kill than before. The thing with this mission is that it's easy to aggro multiple wandering patrols, and the monks are strong enough that this can cause a wipe even with 7 heroes. In particular, Taskmaster Sadi-Belai is prone to interfere when you're already occupied, and she usually has another monk with her. -- Hong 17:31, 19 June 2011 (UTC)