Jennur's Horde

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This is a location entry. For information on the outpost, see Jennur's Horde (outpost).
Jennur's Horde
Campaign Nightfall
Region Vabbi
Type Cooperative
Party size 8
Required hero Koss
Duration Medium
Preceded by Heart or Mind: Garden in Danger
Followed by Crossing the Desolation
Koss has convinced you that defending the Garden of Seborhin against the demon hordes is the most worthy way to spend your time because it is of greater benefit to the people of Vabbi than defending Melonni's home town.

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

Contents

[edit] Mission information

[edit] Requirements

Koss must be in your party to enter this mission.

[edit] 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.

[edit] Reward

In this mission, the rewards are based on whether you defeat any of the additional Harbingers.

Reward Harbingers defeated
Standard 0
Expert 1
Master 2

[edit] Walkthrough

Once everyone loads in, proceed around the planter and wait for 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 is then replaced by a Spirit of Seborhin which then will spawn more Light of Seborhin bundles.

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 Harbringers are excluded from this rule. As such, some players choose to leave the two Harbingers in the corridor alive to keep the spawn group size smaller.

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

Harbingers Killed Dervish Elementalist Mesmer Monk Necromancer Paragon Ranger Warrior
0-1 Image:Tick green.png Image:Tick green.png Image:Tick green.png No No No No Image:Tick green.png
2-3 Image:Tick green.png Image:Tick green.png No Image:Tick green.png Image:Tick green.png No No Image:Tick green.png
4-5 Image:Tick green.png No Image:Tick green.png Image:Tick green.png Image:Tick green.png Image:Tick green.png Image:Tick green.png No

Past the corridor, the path splits north and south. Static Margonite groups linger around, but once defeated they will not return. Both directions are blocked by a Harbinger, but they both come back around and rejoin. Again, some players leave these Harbingers alive to keep the spawn size small. 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 located on the stairs branching off from each of the two paths, marked as light blue crosses on the map. 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.

[edit] 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 winning the bonus is not aggroing a stationary group of enemies unless you have just defeated a spawning patrol, thus giving you enough time to finish the stationary group before the next patrol spawns.

[edit] Skill recommendations

  • You will be facing hordes of Margonites. Lightbringer skills may help immensely during the mission.
  • You may want to take a speed boosting skill to intercept the spawning groups, drop Light of Seborhin and run away, or to run past Harbingers you wish to leave alive.
  • With the endless spawns of Margonites, there are numerous corpses, making a minion master very useful for this mission.

[edit] NPCs

[edit] Allies

[edit] Foes

Margonite

Torment creature


Nightfall missions
Chahbek Village » Jokanur Diggings » Blacktide Den » Consulate Docks » Venta Cemetery » Kodonur Crossroads » Pogahn Passage or Rilohn Refuge » Moddok Crevice » Tihark Orchard » Dasha Vestibule or Dzagonur Bastion » Grand Court of Sebelkeh » Jennur's Horde or Nundu Bay » Gate of Desolation » Ruins of Morah » Gate of Pain » Gate of Madness » Abaddon's Gate
Challenge: Dajkah Inlet Remains of Sahlahja The Shadow Nexus Elite: The Ebony Citadel of Mallyx

Missions in Vabbi
Dasha VestibuleDzagonur BastionGrand Court of SebelkehJennur's HordeTihark Orchard
Towns and outpostsExplorable areasLandmarks
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