Talk:Kodonur Crossroads

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- 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)

Notes[edit]

"# In this mission, unlike most others, you MUST accomplish the mission to receive the bonus. Completing the bonus but failing to take the last 2 overseers will require repeating the mission. "

In both factions and nightfall you always have to finish the mission to get the bonus. I fail to see why its note worthy. (Ixillius)

Just saw that note while I was researching the mission. I agree - not quite sure how someone got this far in the game without noticing the different mission/bonus structure. As you say, ONLY Prophecies has independently achievable bonuses. --snogratUser Snograt signature.png 17:17, 30 January 2009 (UTC)

I notice I went to do the mission, I had 2 of the 3 cruel masters slain when I had to leave and close the game not finishing the mission because the two centaurs blocked me in and I couldn't move, /stuck didn't work and neither did trying to move my party, now I come back to do the mission and now the cruel masters are not anywhere around here. Did I have to complete the bonus when entering the mission the first time thus making it not accessible now? I hope not. I also noticed after my cell was unlocked the centaur didn't stay with me.--MagpieGrumpyPants 11:51, 8 February 2009 (UTC)

Is the note:"Sometimes the Hunger may spawn after the last Kournan in the end-area is killed " confirmed?--Wealedout 15:50, 27 April 2009 (UTC)

Well, he spawns for the cutscene. Like the horde of demons in the end of Consulate Docks. xP He's not hostile to you or anything, I doubt it's worth noting but it's not false from what I remember. 173.64.118.242 07:32, 24 May 2009 (UTC)
Apparently an anon disagrees with why that Hunger npc spawn isn't worth noting. Here's what I commented earlier:
after the last kournan is killed, it auto-goes to the cutscene, which generates the cutscene npcs. there can be a delay between the npc spawn and the actual cutscene camera angle It's not like you can do much with that npc anyways, the mission should immediately jump to the cutscene as soon as all the kournans are defeated. I think that note should be removed. But we don't need to get into a RV-war. --8765 18:33, 24 May 2009 (UTC)

Damage over Heals[edit]

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?[edit]

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?[edit]

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[edit]

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[edit]

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. Dervish-tango-icon-20.pngDevi 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)

Simple: Mysticism has been updated as have many fire skills. A suggestion that made all the difference to me: Bring [Scourge Healing] on a monk with energy management and bring (any of the) earth wards or an ST hero to reduce attacks. Rust may also help if the necros are pissing you off.

Unable to finish mission[edit]

Has anyone ever had it where not enough taskmasters spawn, and the mission is unable to be completed? Granted, I took an unorthodox route to kill the mobs -- I started with the taskmaster boss up the back an went 'round anticlockwise. I'm thinking that unlocking some of the cages, or killing some mobs changes the spawns -- I've witnessed this when killing the two elite guys outside the ranger boss centaur's cage: groups will spawn and run towards you from either side. Input, anyone? --The preceding unsigned comment was added by 58.169.216.170 (talk) at 17:05, 23 January 2012 (UTC).

I thought this had happened to me, but I retraced my steps and found that I had not picked up a couple of cell keys. I guess my heroes killed the taskmasters before I noticed them. Robdalf 04:17, 10 August 2012 (UTC)