Venta Cemetery
From Guild Wars Wiki
This is a mission entry. For information on the outpost, see Venta Cemetery (outpost).
| Venta Cemetery | |
|---|---|
| | |
| Campaign | Nightfall |
| Region | Kourna |
| Type | Cooperative |
| Party size | 8 |
| Required hero | Koss |
| Duration | Medium |
| Preceded by | And a Hero Shall Lead Them |
| Followed by | The Council is Called |
After rescuing Sunspears captured and imprisoned by the Kournan forces it becomes important to evacuate them to the relative safety of Istan and get news of the rout to the Istani Council.
In this mission, you and Koss escort the Sunspear troops to the coast while trying to avoid the attention of the Kournan defenses in the area.
Contents |
[edit] Mission information
[edit] Requirements
Make sure that you have Koss in your party before entering the mission.
[edit] Objectives
Lead the Sunspear Evacuees to Dajkah Inlet without being discovered by the garrison.
- Kill all the guards at the garrison posts before they sound an alert and blow your cover.
- Disarm the Sentry traps before they discharge.
- Start negotiations with Margrid the Sly.
- Bonus Neutralize all guard posts.
[edit] Reward
The reward for this mission depends on how many of the 12 guard posts in the area you neutralize.
| Reward | Guard posts neutralized |
|---|---|
| Standard | 0 - 7 |
| Expert | 8 - 11 |
| Master | 12 |
[edit] Walkthrough
Your task is simple: take the 8 Sunspear Evacuees across the zone to the coast where they can be evacuated while either avoiding or removing the threats on the way. Each of the evacuees is a monk so they can look after themselves; you shouldn't have to concern yourself too much with looking after them as you travel. The area is littered with Kournan military patrols, but in addition to them there are three other aspects of this map you need to be aware of before you charge through: Sentry traps, Guard posts and the Garrison.
Sentry traps dot the area and appear as a cone poking from the ground. As you approach, an activation timer appears, giving a limited time to disarm it using the Disarm Trap skill. If it activates, it will inflict 100 damage to all allies in the area. The Kournan Bowmen have interrupts which can prevent the trap from being disarmed; if you have multiple PC's in the party, have multiple members accept this skill from Rojis before starting through the area to cover yourself for this eventuality.
Twelve guard posts are located throughout the mission map area. Approaching one begins a timer to when siege attacks begin at the location. The meters come in various colors which indicate differences in how quickly the timer completes. From fastest to slowest, the meters are red, blue, teal, green and gray. Killing all the guards at the post prevents the sieges from occurring.
There are troops stationed in Morzek Garrison, the fort in the middle of the area. Approaching too close prompts a warning that you are too close. Continue to approach the garrison and your team will be struck for 600hp of damage or more, wiping the party out. (While it is possible to survive the initial attack, you are likely to lose all important NPCs, which will cause a mission failure without killing the PC.)
If you aren't doing the bonus, the simplest route, with the least troops and smallest possibility of siege attack, is to go directly to the northwest corner of the map following the north wall of the area. Go south when you can go no further until you find Margrid the Sly. Talk to Margrid to complete the mission.
[edit] Bonus
The bonus is straightforward but time-consuming to complete.
Use the Mission map to help you complete the mission. Each of the 12 guard posts is marked by a red flag, while the garrison is marked by red doors. Make your way to each of the guard posts and kill the guards there to neutralize it; this will turn the flag gray on the Mission map. Whether you neutralize the guard post before or after the siege attacks start does not affect the bonus.
[edit] Skill recommendations
- At least one team member needs to have room for Disarm Trap skill given in mission.
- A Mesmer with a substantial investment in Domination Magic may cause enormous amounts of damage on guard posts with Spiritual Pain as each post generally has at least one Spirit of Infuriating Heat. Combined with an energy management skill such as Glyph of Lesser Energy a lone mesmer may eliminate almost all of the guards before your melee attackers can engage.
[edit] Mission NPCs
[edit] Allies
18 Margrid the Sly
20 Sunspear Evacuee
20 Rojis
[edit] Foes
20 (26) Kournan Guard (axe)
20 (26) Kournan Bowman
20 (26) Kournan Spotter
20 (26) Kournan Priest
20 (26) Kournan Oppressor
20 (26) Kournan Seer
20 (26) Kournan Scribe
20 (26) Guard Post Commander
20 (26) Kournan Phalanx
20 (26) Kournan Zealot
[edit] Objects
[edit] Dialogue
[edit] "Evacuation" Opening Cinematic
- Koss: "Okay, listen up!"
- Koss: "We lost the fleet at the Battle of Gandara, but we're not stuck here."
- Koss: "I've arranged passage back to Istan."
- Koss: "There's one hitch. There's a Kournan garrison between us and the ship that'll take us home."
- Koss: "Maybe you'd better explain the plan."
- <party leader>: "We're going to lead you to the ships, but we're going to have to move quickly."
- <party leader>: "The longer we're out in the open, the more likely the Kournans will come down on us."
- Koss: "Most of you are in no shape to fight. Just stick close, and we'll get you home safe."
- Koss: "Be sure to check with Rojis about the sentry traps. Other than that, we're ready to go."
[edit] Initial dialogue
- Rojis: "The situation just got a bit more interesting. Our Kournan friends thought we might be coming this way and they were kind enough to leave sentry traps in our path."
- Rojis: "Talk to me when you're ready to learn how to disable one of these things."
[edit] Intermediate dialogue
When speaking with Rojis.
- Rojis
- Rojis: "To disable a sentry trap, first you much approach it. It will activate and you have a short window of time to shut it down using the Disable Sentry Trap skill."
- Rojis: "Get these troops home safely. They've endured enough nightmares to last a lifetime. Go, you're wasting precious time!"
After disabling the first sentry trap.
- Rojis: "Be careful out there."
[edit] End Cinematic
- Koss: "Margrid! Got my boat?"
- Margrid: "That all depends, my friend. Got my money?"
- Koss: "You sure you want the money? My friendship is worth more than mere gold, isn't it?"
- Margrid: "You're charming, Koss, but I can't spend charming. The money, please."
- Margrid: "It's always a pleasure doing business with honest people. Welcome aboard."
- <party leader>: "Koss, She's a corsair. Can we trust her?"
- Koss: "Only for as long as the money lasts. But for the moment, you can relax. We're going home."
- Meanwhile...
- (Morzek Garrison, Sunward Marches)
- Bayel: "You let those Sunspears escape?"
- Kournan Captain 1: "There were only a few of them, sir! We've already captured and killed most of their forces!"
- Bayel: "Only a few? You idiot!"
- Bayel: "Captain!"
- Kournan Captain 2: "Yes Sir!"
- Bayel: "Increase the patrols! Burn the villages that help these traitors! Send word to the Warmarshal!"
- Kournan Captain 2: "Yes Sir. What should I tell her?"
- Bayel: "Tell her to send me...The Hunger."
[edit] Notes
- This is a relatively easy mission if done right.
- Try to kill all the guards at a guard post before the garrison uses siege artillery against you which interrupts actions.
- All 8 Evacuees are Monks, so reduce your party's healing by replacing healers with damage dealers.
- Getting killed by the fort's sieges doesn't count as a death when approaching too close.
- 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 experience and gold rewards.
- This mission can be completed without fighting at all, simply follow the mission path, though doing this will only get you the standard reward. This is not always the case. Watch out for spotters!
- The siege from Morzek Garrison does not always give you warning, and can result in a party wipe, so be careful and keep your distance if attempting the bonus.
- you and 7 players
- you, 3 heroes, and the following 4 henchmen also available in Kamadan: Kihm, Herta, Sogolon and Gehraz
- you and a combination of players, heroes, or 1 to 4 of the aforementioned henchmen
- Exploiting the party size can help players vanquish Plains of Jarin in Istan more easily.
| Missions in Kourna |
|---|
| Consulate Docks • Dajkah Inlet • Kodonur Crossroads • Moddok Crevice • Nundu Bay • Pogahn Passage • Rilohn Refuge • Venta Cemetery |

