Kodonur Crossroads

From Guild Wars Wiki

Jump to: navigation, search
This is a mission entry. For information on the outpost, see Kodonur Crossroads (outpost).
Kodonur Crossroads
Campaign Nightfall
Region Kourna
Type Cooperative
Party size 8
Required hero Zhed Shadowhoof
Duration Medium
Preceded by Centaur Blackmail
Followed by Mysterious Message

You've allowed yourself to be captured by the Kournans to help Zhed Shadowhoof free his captive Centaur brethren and guarantee their assistance against Varesh in the future.

In this mission you kill taskmasters to obtain their keys, which you use to free the centaurs. When all the centaurs are free, you assault the fort to free Mirza Veldrunner.

Contents

[edit] Mission information

Loading screen

[edit] Requirements

Make sure that you have Zhed Shadowhoof in your party before entering this mission. Characters who have not completed the storyline up to this point will not be able to enter the mission.

[edit] Objectives

Rescue Mirza Veldrunner from the Kournans.

  • Added Defeat Kournan Taskmasters to get cell keys.
  • Added Your party has 0...6 cell keys. Use a cell key to open a cell.
  • Added Free additional Veldrunner Centaurs to build a resistance force. You have 6...0 more cells to unlock.
  • Added Defeat Overseer Boktek and Overseer Haubeh.
  • Bonus Defeat the cruel Taskmasters.

[edit] Reward

The reward depends on the number of cruel taskmasters killed.

Reward Taskmasters killed
Standard 0 - 1
Expert 2
Master 3

[edit] Walkthrough

Find Estate Guard Rikesh in the outpost and "turn yourself in". You start out locked in a prison cell. Wait until you are freed and head straight for the two guards walking away from your cell. One of them is a Kournan Taskmaster who holds a key to one of the cells holding the Centaur you want to free. There are six centaurs you need to free before you are able to assault the fort. There are 6 taskmasters; each carries a key. Pick up the key making it available for anyone in the party to use to open a cell.

Pick a route to travel around the cells to free the Centaurs. It is suggested that, in order to have your party be at full strength and size to assault the fort and to free Mirza Veldrunner, you hold onto all six keys and free the six centaurs after you have collected all the keys. One suggested travel route is to go north first and travel in a roughly circular route past each of the cells, to end up at the cell situated on the hill closest to the fort. Take care with patrols closest to the fort and near the eastern cells as they do overlap; causing multiple groups to go aggro may cause you some problems. Each of the six cells is marked on the area map with a red door icon. Mirza Veldrunner, located in the fort, is marked with a person icon.

Once all of the Centaur are freed, you can assault the fort. Make sure that you kill a few of the groups patrolling and guarding the front of the fort. When you approach the fort the doors will blast open and a few patrols will rush out of the fort. Pull groups from within the fort until the group with the Overseers remains. They have a height advantage so they have a damage advantage. Kill both Overseer Boktek and Overseer Haubeh, as well as the other members of their party, to complete the mission.

[edit] Bonus

The bonus is to find and kill 3 cruel Taskmasters (as well as their parties) from around the mission map. Each is a boss and is accompanied by a small group of Kournan soldiers. The first is to the east just past the eastern most cell. The second is below the first on the small island at the east. The third and final is located to the south of the fort. Kill each of these to complete the bonus before you go on to assault the fort. Taskmaster Sadi-Belai, who spams Zealous Benediction, can sometimes be difficult to overcome in Hard Mode, so you should try to engage her as far away from other foes as possible.

[edit] Mission NPCs

[edit] Allies

Centaur

[edit] Foes

Kournan military

[edit] Bosses

Kournan military

[edit] Dialogue

[edit] Opening Cinematic

<player name>: "So what's this plan of yours?"
Zhed Shadowhoof: "It is simple, two-legs. We surrender to the Kournans."
<player name>: "Surrender? Have you lost your mind?"
Zhed Shadowhoof: "Hardly. Once we surrender, they will lock us up in a pen in the work camp. We then free ourselves and rescue the other Centaurs."
<player name>: "And how would we free ourselves if we're locked up?"
Zhed Shadowhoof: "My friend Haroj Firemane is trusted by the guards. They believe his will to be broken."
Zhed Shadowhoof: "He has acquired a single key, which he will use to release us."
<player name>: "How do we know you and your friend won't just turn us in?"
Zhed Shadowhoof: "You don't. You'll have to trust me."
<player name>: "We have to trust a Centaur who doesn't trust us."
Zhed Shadowhoof: "Yes. Ironic, isn't it?"

[edit] Initial dialogue

Kournan Guard: Another double shift! I don't get it. We've got enough guards here to storm Istan.
Kournan Taskmaster: We can't take any chances, so shut your mouth... or me and my cell keys will shut it for you.
Kournan Guard: Shove your keys in your pocket. I'm taking a break.
<player name>: Well Zhed? Is this the part where we "trust" you?
Haroj Firemane: Ahai! Let me get you out of here and we can free the rest as planned.
Zhed Shadowhoof: Come now, you did not really think I would turn you over to the Kournans, did you? I would die before I gave those dogs what they want.

[edit] Intermediate dialogue

After killing the first Kournan Taskmaster.

Zhed Shadowhoof: These holding cells can be unlocked with the keys the Kournan Taskmasters carry. Do what you must to get those keys, two-legs. The bloodier, the better... but do not make much noise.

If approaching the garrison before all Centaurs are freed.

Zhed Shadowhoof: We are not yet ready to storm the garrison. Centaur holding cells remain locked, and the numbers are still on the side of the Kournans. Free all of my brethren. Only then will we stand a chance against the garrison guards.

When freeing a Centaur.

Veldrunner Centaur: Ahai, Zhed Shadowhoof. We shall join your rebellion!
Veldrunner Centaur: Free at last! These Kournan dogs will pay!
Veldrunner Centaur: Freedom or death! The Veldrunner pride will be shackled no longer!
Veldrunner Centaur: Thank you for coming to our aid! We will teach these Kournans what it means to mess with the Veldrunner pride!

After freeing all Centaurs.

Zhed Shadowhoof: Only Mirza Veldrunner remains a prisoner. Prepare yourselves. Storming the central garrison will be no easy task. Approach with caution.

[edit] End Cinematic

Later...
(Outside the Dejarin Estate)
Zhed Shadowhoof: "Mirza Veldrunner will take my people home from here. I shall come with you."
<player name>: "Why should we trust you? You didn't share your plan with us until it was almost too late."
Zhed Shadowhoof: "I feared you would flee if I told you too soon, two-legs. You are made of sterner stuff than I had thought."
<player name>: "My friends and I risked capture for you, and you still use that "two-legs" talk."
Zhed Shadowhoof: "Of course. I am sorry if I have offended you. I shall trust you fully if you allow me to help."
<player name>: "All right. You can come along. We can use your help. But watch your language."
Zhed Shadowhoof: "You lead. I shall follow."
Zhed Shadowhoof: "Two-legs."
Meanwhile...
(The Dejarin Estate)
Varesh: Who is responsible for this?"
Kournan Captain: "Warmarshal!"
Varesh: "Captain, why did you not kill the traitors when you had the chance?"
Kournan Captain: "We... we thought you would want them alive, Warmarshal."
Varesh: "You were mistaken, Captain."
Varesh: "Hunger?"
Morgahn: "Varesh! The captain was just doing his duty!"
Varesh: "As I do mine, General Morgahn."
Morgahn: "Yes, but such discipline will soon leave us without soldiers at all!"
Varesh: "You are right, Morgahn. I apologize for my impulsive response. Now is a time for clear thinking. General Bayel!"
General Bayel: "Warmarshal!"
Varesh: "Take the Hunger, and whatever forces you need! I want these Sunspears dead!"
General Bayel: "Your words are my deeds, Warmarshal."
Varesh: "You are a good soldier, Bayel. I would expect no less."

[edit] Notes

  • Interactive objects
  • It's possible to considerably thin out the guards in the fortress before the doors open, using spells that don't require line of sight.
  • The far eastern cell holds a powerful level 24 centaur ranger boss, as opposed to the rest, which are level 20 rangers. He does not show up on the party tab, but he will follow and help you fight.
  • Since the 13 November 2008 update you now gain 15 Sunspear title points for each level of completion in Normal Mode and 60 in Hard Mode, as well as the normal xp and gold rewards.
  • Sometimes when the mission is finished, The Hunger will appear briefly, presumably for the cutscene's sake.
  • It is recommended that you avoid using enchantment-based builds in this mission, since they can strip 5 enchantments once every 7/8 seconds.

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 Kourna
Consulate DocksDajkah InletKodonur CrossroadsModdok CreviceNundu Bay Pogahn PassageRilohn RefugeVenta Cemetery
Personal tools