Moddok Crevice
From Guild Wars Wiki
This is a mission entry. For information on the outpost, see Moddok Crevice (outpost).
| Moddok Crevice | |
|---|---|
| | |
| Campaign | Nightfall |
| Region | Kourna |
| Type | Cooperative |
| Party size | 8 |
| Required hero | Dunkoro |
| Duration | Short/Medium |
| Preceded by | Pogahn Passage or Rilohn Refuge |
| Followed by | Rally The Princes |
You've found a way through to Vabbi through the Bahdok Caverns now all that remains is to safely make it through to the other side. Easy... aside from the treachery and the small fact the Kournans have got there before you. Make sure you have Dunkoro in your party before entering the mission.
Contents |
[edit] Mission information
[edit] Requirements
Make sure that you have Dunkoro in your party before you enter the mission.
[edit] Objectives
Travel through the Bahdok Caverns to escape to Vabbi
- Added Defeat Bayel and the Hunger to open the passage to Vabbi.
- Bonus Follow Dunkoro's remaining suggestions.
[edit] Reward
The reward for this mission depends on how many of Dunkoro's four suggestions you follow.
| Reward | Suggestions followed |
|---|---|
| Standard | 0 - 2 |
| Expert | 3 |
| Master | 4 |
[edit] Walkthrough
At the start of the mission you are blocked in by some Corsairs, who claim to be your guides. Eventually their leader, Captain Bohseda, gets a quest marker and you can talk to him. You have two options, either the trust him or to not trust him. If you trust him, he will lead you up the corridor then he and the rest of the Corsairs will turn on the party and you will be ambushed by more Corsairs. If you don't trust him, he and the rest of the Corsairs turn hostile straight away and you can fight them and the ambushing group of corsairs seperately. Otherwise the choice has no impact on the rest of the mission or the bonus.
If you choose to ignore Dunkoro the mission is pretty straight-forward. From the area where you kill the ambushing corsairs there are two exits which head to the north. Head up the one which will take you west, you'll meet a group of Corsairs coming down. Follow the river here until you get to an open area and follow the wall running perpendicular to the river, that is, turn right. After following this you'll come to another exit to the right. Walk into this area. You should see two Corsair Runners. Head up to where they are and follow the runner which goes straight north - the one that doesn't run through the insects. Additional Corsairs will arrive. Continue the way the Corsair was running after finishing this group and follow the path as it goes downwards.
You will come to where the Kournan forces are. General Bayel and The Hunger are on the other side of a narrow bridge which is well protected by Kournan Bowman with an excellent height advantage and are difficult for melee characters to get to. Rather than trying to eliminate the rangers from the bridge, run right under the bridge and use it to shelter the team from the bow attacks. You can now either use non-projectile attacks or spells to kill the Rangers or ignore them and make sure that that any melee attackers are protected while they attack in the open. Another option is to continue running past the Hunger and General to the other side out of range of the rangers. Kill both General Bayel and then the Hunger to end the mission.
It is possible to aggro only General Bayel from a set position under the bridge. It will take some time, but if you're not too focused on melee damage, you should be able to take him out.
[edit] Bonus
The bonus is to follow the advice that Dunkoro offers at various points through the mission. There are 4 suggestions, the notification of which sometimes comes quite late and the update of the success of the objective sometimes a long way after you followed the suggestion.
- Head to the eastern exit from the area after the ambushing Corsairs. Dunkoro will suggest you go to the western exit.
- As you head up the western entrance, a corsair patrol will come towards you. Part way up the slope, Dunkoro will suggest you hide your presence from this group by hiding near the waterfall. It is best to not actually wait for this suggestion, because it can put you in an awkward situation. Kill Mandragor groups at the bottom of the waterfall before approaching the path. Send one person to walk on the path far enough to trigger the corsair group to move down the slope is sufficient to trigger the suggestion, make sure the rest of your party are at the bottom next to the waterfall, then head straight to the waterfall. After you receive the notification of completing the objective you can kill the corsair patrol. Be careful, if a henchman/hero is caught by the corsairs before this objective is obtained you won't be able to obtain it. Also, be careful that henchmen tend to attack the spirit of Toxicity that the corsair group summons.
- Dunkoro suggests you follow the eastern wall to keep away from the Corsair camps. As this is the most efficient route through this shouldn't be a problem.
- The last suggestion is the most difficult to complete. Dunkoro suggests that you stop the Corsair Runners from warning the Corsairs that you are coming. There are two Corsair Runners and true to their name, once you get close enough they run ... in different directions. If possible split and take on both at once. Use snares (like Deep Freeze) and speed boosts to make sure you can kill them before they reach their destination. Corsair Runners will use Antidote Signet to remove conditions which causes them to stop. This can be used to your advantage by inflicting conditions with a preparation such as Apply Poison or Barbed Arrows.
Flag Dunkoro before you get to the runners. They will not start running until after he makes the suggestion or you have started to cause damage. This makes getting the bonus easier
Once the last suggestion is completed continue on and finish the mission.
[edit] Skill recommendations
- Several members of the team should bring snares for the Corsair Runners.
- Skills which cause knockdown, such as gale are also very effective against the runners.
- Those who have EotN should bring "You Move Like a Dwarf!" as a ranged knockdown.
- Assassins should consider Scorpion Wire which combines knockdown and shadow step.
- Skills which boost speed can be useful also, again to catch the runners.
- Muddy Terrain is good to catch those runners.
- An Elementalist Hero with Deep Freeze can be used to slow the runners so you can finish them off at leisure.
- An Elementalist Hero with Mind Freeze is very effective at pinning the runners, especially when Arcane Echoed for Hard Mode. Be warned that the hero will rapidly build up exhaustion, even without echoing it. As such, two heroes may be advisable.
- Interrupt skills specifically for attacks are quite effective against The Hunger, as its only skill is an attack. (see the interrupt article for more options)
- General Bayel will have a massive lack of self heal ability if you disable his Signet of Devotion, e.g. with
Ignorance
- Disenchantment to use against Bayel's Abaddon's Conspiracy
- Ranged attacks can be useful in taking down the runners and during the fight against General Bayel and The Hunger if you take refuge under the bridge to hide from the archers.
[edit] Mission NPCs
[edit] Foes
17 (20) Corsair Cutthroat
21 (26) Corsair Weapons Master
22 (26) Corsair Lieutenant
22 (?) Corsair Runner
22 (26) Corsair Doctor
21 (26) Corsair Wind Master
16 (20) Captain Bohseda
23 (26) Corsair Admiral
20 (25) Kournan Bowman
22 (26) Mandragor Slither
22 (26) Mandragor Imp
22 (24) Stoneflesh Mandragor
16,20 (25,26) Bladed Veldt Termite
20 (26) Veldt Nephila
20 (26) Veldt Beetle Queen
20 (26) Veldt Beetle Lance
[edit] Bosses
- Insects
24 (30) Ranshek, Carrion Eater → (Cleave)
24 (30) Kenmak the Tranquil → (Light of Deliverance)
24 (30) Yakun Trueshot → (Cruel Spear)
[edit] Boss-like Foes
- Kournan military
28 (30) General Bayel
- Demon
28 (30) The Hunger
[edit] Dialogue
[edit] Initial dialogue
- Captain Bohseda: "Ahai, friends! You must be <party leader>, and I recognize Dunkoro by his description as well. We've been expecting you to come this way. We have a freind in common who asked us to escort you through these caverns to Vabbi."
- Dunkoro: "Why do I think you're lying to us? Is it that you fail to name our so-called friend? Or perhaps it's just the way you clutch that blade? Either way, don't trust this one, <party leader>."
- Captain Bohseda: "It matters little to me whether you trust me or not. I've already been paid. But, if you want to get through these caverns alive, you'll need a guide, someone who knows the route that leads to safety...instead of the dozens that lead to death. It's your choice, <party leader>."
[edit] Intermediate dialogue
- Captain Bohseda
If you agree to follow Captain Bohseda.
- <party leader>: "I'll follow you...for now."
- Captain Bohseda: "Very good. Follow me. We'll be in Vabbi before you know it."
- When Captain Bohseda stops further down the cave.
- Captain Bohseda: "Okay. That's far enough. You should have listened to Dunkoro.... Kill them all!"
If you don't trust Captain Bohseda.
- <party leader>: "Dunkoro is right. I don't trust you.
- Captain Bohseda: "You're too smart for your own good! I guess we'll have to do this here.... Kill them!"
When reaching the unused passage.
- Dunkoro: "I don't like the look of this passage. There[sic] no tracks going in or out. It looks like the corsairs avoid it completely. Perhaps we should learn from them and not travel that way."
When reaching the used passage.
- Dunkoro: "Wait a second. Notice how the path here is worn? See those footprints in the mud over there? It looks like a patrol comes through here on a fairly regular basis. Perhaps we should conceal ourselves. I spotted a waterfall to the west that should drown out any noise we make nicely."
When coming into range of the corsair camps.
- Dunkoro: "Corsair camps! There. To the west. Our best plan is to stay close to the eastern wall here and head north around the camps. If we're careful, we should be able to avoid them. Proceed cautiously.
When getting close to the Corsair Runners.
- Dunkoro: "We've got to get past that camp. But look. You see those two corsair runners? Their job is to alert the other camps of any trouble. If they get away from us, they'll surely bring back reinforcements."
[edit] Intermediate Cinematic
- <party leader>: "Which way? This is a maze of twisty passages."
- Dunkoro: "That way. I feel a fresh breeze. If you insist on going forward, that is."
- <party leader>: "What's wrong?"
- Dunkoro: "We should be organizing a rebellion in Kourna. Instead we're running."
- <party leader>: "We're not running. We're going to Vabbi for help."
- Dunkoro: "We're running. And this would be the perfect place for an ambush."
- General Bayel: "You are correct there, Sunspear!"
- <party leader>: "Who's that?"
- General Bayel: "You are the last of your breed, traitors! I will bathe in the blood of you and your comrades!"
- <party leader>: "You don't have enough troops to beat us, General! Let us pass!"
- The Hunger: "He does not fight alone!"
- The Hunger: "I will feed on your bodies and feast on your souls!"
[edit] End Cinematic
- Later...
- (Outside the Bahdok Caverns)
- <party leader>: "Good work, everyone!"
- Dunkoro: "There was probably an easier way."
- <party leader>: "I think you're right, Dunkoro. This secret passage was hardly a secret."
- <party leader>: "I intend to press on to Vabbi, but anyone who wishes can go back to the Sanctuary."
- Koss: "Of course I'm coming along! You'd be lost without me!"
- Melonni: "You have led well so far. I will follow."
- Zhed Shadowhoof: "You drag me this far, then ask if I want to be here? Typical two-leg thinking. Of course I am with you."
- Tahlkora: "This is my homeland. There's a celebration coming up. We can meet all the princes there."
- <party leader>: "Dunkoro?"
- <party leader>: "Will you be joining us?"
- Dunkoro: "Yes. OF course. I will come with you."
- <party leader>: "With Kourna behind us, things should be much easier."
- Later...
- (Fortress of Jahai)
- Morgahn: "Warmarshal Varesh! I have new of General Bayel."
- Varesh: "General Bayel has been slain. And The Hunger as well."
- Morgahn: "I only got the reports just now. How did you know?"
- Varesh: "Thanks to my Lord Abaddon, I have a certain...affinity to things. Call it a blessing."
- Morgahn: "We...We have to decide our response."
- Varesh: "I have already made that decision."
- Varesh: "I have informed the princes that we will be pursuing Bayel's murderers into their territories with all our available forces."
- Morgahn: "And they agreed to this?"
- Varesh: "They don't need to agree. We will bringing our forces north in any event."
- Morgahn: "With all due respect, Varesh, our military is stretched thing fighting rebel villagers, Centaurs, and corsairs."
- Varesh: "Ah, Morgahn, my old friend. Manpower is no longer a problem."
- Varesh: "I have made other arrangements."
- Morgahn: "Lyssa's blood! What are these creatures?"
- Varesh: "These creatures are our new allies. Did you not say your forces are badly stretched?"
- Varesh: "With our new friends here we can press on into Vabbi."
- Morgahn: "The Sunspears are in Vabbi now. They may rally the princes."
- Varesh: "It matters little. These Sunspears are only an excuse for us to do what we were going to do anyway."
- Varesh: "By the time they understand what is truly going on, old friend, it will be too late!"
- Pursued by Varesh's forces...
- The Sunspears flee north...
- To seek allies among the princes of Vabbi.
[edit] Notes
- Be aware that General Bayel's elite (Defender's Zeal) is uncappable, as he is not deemed a boss within this mission
[edit] Trivia
- The "maze of twisty passages" line during one of the cinematics is most likely a reference to Colossal Cave Adventure which contained this line in several of it's locations
| Missions in Kourna |
|---|
| Consulate Docks • Dajkah Inlet • Kodonur Crossroads • Moddok Crevice • Nundu Bay • Pogahn Passage • Rilohn Refuge • Venta Cemetery |

