Millenium Robo Plot


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(Strategy)
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After the first three waves are controlled, you will have small intermissions to swap people around to create more balanced groups.  
+
After the first three waves are controlled, you will have small intermissions to swap people around to create more balanced groups.
 +
 
 +
 
 +
Points to note in Phase 1 (first few waves especially):
 +
*Fighters must pull monsters off the other classes as often as they can.
 +
*Mages and archers should use area of effect(AOE) skills as much as possible, even if it means dying. If you are not able to clear the first few waves fast enough, the entire group will be wiped because the clerics simply will not be able to heal everyone fast enough.
 +
*Clerics should throw invincible and restore on the fighters tanking.
 +
*All classes must be prepared to use stones and potions to keep themselves alive. Every player counts in the first 3-4 minutes.
Line 38: Line 45:
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There is one notable wave of monsters at around 14:00, the Dark Skeleton Knights, that can cause a lot of damage to your group. They hit for very high damage, and place a tier 2 bleed on anyone they hit. It is suggested multiple tanks gather up the aggro quickly or clerics and mages will enjoy very quick deaths, but it is also important to note that using an area of effect taunt is usually a death sentence for said tanks.
+
There is one notable wave of monsters at around 14:00, the Dark Skeleton Knights, that can cause a lot of damage to your group. They hit for very high damage, and place a tier 2 bleed on anyone they hit. It is suggested multiple tanks gather up the aggro quickly or clerics and mages will enjoy very quick deaths, but it is also important to note that using an AOE taunt is usually a death sentence for said tanks.
After the Dark Skeleton Knight wave and the following Mad Zombie wave, your team is treated to an unusually long period of no monster spawns.
After the Dark Skeleton Knight wave and the following Mad Zombie wave, your team is treated to an unusually long period of no monster spawns.
 +
 +
 +
Points to note in Phase 2:
 +
*Dark Skeleton Knights should be taunted and stunned as soon as they appear. They make VERY quick work of mages and archers.
 +
*It is a good idea therefore, for the mages and archers to be standing further away from the doorway to give the fighters more time to taunt the monsters.
 +
*Before attempting AOE taunt on the skeleton knights, it is a good idea to keep your clerics informed.
Line 47: Line 60:
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After the Mad Zombie wave, you leave the relative safety of the room your team has been fighting inside and move back into the main chamber. At around 9:30, a very small group of skeletons will spawn in the southeast corner of the central chamber. These are easily killed. 20 seconds later, a small group of Cave Kebings will spawn in the southwest corner of the central chamber.
+
After the Mad Zombie wave, you leave the relative safety of the room your team has been fighting inside and move back into the main chamber. At 8:54, a very small group of skeletons will spawn in the southeast corner of the central chamber. These are easily killed. At 8:20, a small group of Cave Kebings will spawn in the southwest corner of the central chamber. Quickly kill these to thin the number of monsters that you will have to face in the next part.
-
At about 8:50, a massive amount of monsters will spawn. A number far larger than can be handled. At this point, tanks and clerics with aggro begin running around the central chamber in wide circles with their trains of monsters behind them. Mages and Archers must quickly dispatch the Fire Vivis and Skeleton Archers to have a chance at surviving the barrage, because these are ranged creatures that take the shortest path to their targets and are very difficult to train safely.
+
At 8:00, a massive amount of monsters will spawn. A number far larger than can be handled. At this point, tanks and clerics with aggro begin running around the central chamber in wide circles (ideally hugging the wall all the way) with their trains of monsters behind them. Mages and Archers must quickly dispatch the Fire Vivis and Skeleton Archers to have a chance at surviving the barrage, because these are ranged creatures that take the shortest path to their targets and are very difficult to train safely.
Lots of people will likely die while the Vivis and Archers are mopped up, and the monster trains are slowly worked onto the fighters (using taunts to get them off the clerics who also have trains behind them). The important thing is to not let everyone die, as the Kingdom Quest can only fails if everyone dies, regardless of if people still had hearts left.
Lots of people will likely die while the Vivis and Archers are mopped up, and the monster trains are slowly worked onto the fighters (using taunts to get them off the clerics who also have trains behind them). The important thing is to not let everyone die, as the Kingdom Quest can only fails if everyone dies, regardless of if people still had hearts left.
 +
*It is extremely important that the Vivis and Archers be taken down as soon as possible. This is due to the fact that as players die, the monsters will start training onto 1 target. If they are not taken down fast enough, there is a chance that the ranged monsters will take out the last runner, scattering the trained mobs back onto the rest, and very likely killing everyone. Thus it is also good practice for at least 2 runners to be leading the monsters, even if only 1 of them has the attention of the monsters.
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=== Monsters Encountered ===
=== Monsters Encountered ===

Revision as of 10:50, 13 November 2007

"The Soul Stone discovered by Roumenus has disappeared. Roumenous and others have adventured all over Isya in search of the missing artifact. Finally it was discovered in the possession of Millennium Robo in the Moonlight Tomb.

Recover the Soul Stone from Millennium Robo before Elderine's backup forces arrive. You must stay alive in the allotted time."

Image:Millenium Robo Plot.jpg


Contents

Basic Information

Level Requirement: 33-45

Number of Participants: 1-20

Time Limit: 30 minutes



Strategy

Phase 1: The Start

It is key to note that unlike other Kingdom Quests, you do not win by killing a boss. Rather, you win by simply surviving for 30 minutes. At set time intervals, waves of monsters will spawn across the whole map, and then beeline for your group. Waves typically consist of 10-15 copies of the same monster.


You enter the Kingdom Quest in the middle of a large octagonal room. Common trend is for parties to hurriedly form as everyone rushes to the southern end of the room. This is because monsters have already begun to appear and they need to be killed as quickly as they appear for the majority of the event. The first minute of this Kingdom quest can often be the most hectic as groups will not be optimally set up, and your team will be facing 2:1-3:1 odds worth of monsters.


After the first three waves are controlled, you will have small intermissions to swap people around to create more balanced groups.


Points to note in Phase 1 (first few waves especially):

  • Fighters must pull monsters off the other classes as often as they can.
  • Mages and archers should use area of effect(AOE) skills as much as possible, even if it means dying. If you are not able to clear the first few waves fast enough, the entire group will be wiped because the clerics simply will not be able to heal everyone fast enough.
  • Clerics should throw invincible and restore on the fighters tanking.
  • All classes must be prepared to use stones and potions to keep themselves alive. Every player counts in the first 3-4 minutes.


Phase 2: Trudging Along


From the fourth wave on, the monsters are fairly controllable and easily dispatched. It is suggested that a tank or two be assigned with grabbing monsters that are funneling in from outside and tanking them in the doorway.


There is one notable wave of monsters at around 14:00, the Dark Skeleton Knights, that can cause a lot of damage to your group. They hit for very high damage, and place a tier 2 bleed on anyone they hit. It is suggested multiple tanks gather up the aggro quickly or clerics and mages will enjoy very quick deaths, but it is also important to note that using an AOE taunt is usually a death sentence for said tanks.


After the Dark Skeleton Knight wave and the following Mad Zombie wave, your team is treated to an unusually long period of no monster spawns.


Points to note in Phase 2:

  • Dark Skeleton Knights should be taunted and stunned as soon as they appear. They make VERY quick work of mages and archers.
  • It is a good idea therefore, for the mages and archers to be standing further away from the doorway to give the fighters more time to taunt the monsters.
  • Before attempting AOE taunt on the skeleton knights, it is a good idea to keep your clerics informed.


Phase 3: Run for Your Lives


After the Mad Zombie wave, you leave the relative safety of the room your team has been fighting inside and move back into the main chamber. At 8:54, a very small group of skeletons will spawn in the southeast corner of the central chamber. These are easily killed. At 8:20, a small group of Cave Kebings will spawn in the southwest corner of the central chamber. Quickly kill these to thin the number of monsters that you will have to face in the next part.


At 8:00, a massive amount of monsters will spawn. A number far larger than can be handled. At this point, tanks and clerics with aggro begin running around the central chamber in wide circles (ideally hugging the wall all the way) with their trains of monsters behind them. Mages and Archers must quickly dispatch the Fire Vivis and Skeleton Archers to have a chance at surviving the barrage, because these are ranged creatures that take the shortest path to their targets and are very difficult to train safely.


Lots of people will likely die while the Vivis and Archers are mopped up, and the monster trains are slowly worked onto the fighters (using taunts to get them off the clerics who also have trains behind them). The important thing is to not let everyone die, as the Kingdom Quest can only fails if everyone dies, regardless of if people still had hearts left.

  • It is extremely important that the Vivis and Archers be taken down as soon as possible. This is due to the fact that as players die, the monsters will start training onto 1 target. If they are not taken down fast enough, there is a chance that the ranged monsters will take out the last runner, scattering the trained mobs back onto the rest, and very likely killing everyone. Thus it is also good practice for at least 2 runners to be leading the monsters, even if only 1 of them has the attention of the monsters.


At some point your team will either all die, or things will stabilize. If your team got things under control, shortly after the Vivis and Skeletons have died, everyone should be revived and back to full health while the runners are still leading their monster trains around the room. At this point, mages and archers will begin pulling monsters out of the train to the rest of the group to be killed off systematically.


Eventually, time will run out, and your team will get get your "Success!", experience, and treasure chest. If your team did extraordinarily well though, you may have the chance to attempt Phase 4.


Phase 4: Boss - Millenium Robo


You've undoubtably noticed a giant werewolf with particle blades mixed in with the trains (or running loose killing people if he wasn't controlled well) of monsters and wondering what to do with him. If your team cleans up the normal monsters and you still have at least 4:00 left on the clock, you can attempt to kill him. It is important to know that attempting to kill the Millenium Robo runs the risk of killing everyone in the Kingdom Quest, regardless of how well you handled Phase 3.


There is no special reward for killing the Millenium Robo inside the Kingdom Quest, but there is a quest in the Other Quests section called Stopping Millenium Robo 4 which gives 18500 experience for killing him.


Millenium Robo has no area of effect attack, but hits for around 1000-1200 damage with his melee attack. As his health goes down, he resummons waves of monsters in the same order they appeared previously in the Kingdom Quest. This means by the time Millenium Robo is at around 10% health, you are dealing will Skeleton Knights, Fire Vivis, and everything else you previously encountered all at once. These new waves do not despawn when Millenium Robo dies, so you want to time his death as close to 0:10 as you can since your team will be eventually overrun by the sheer amount of monsters.


If you kill him, congratulations, your team has beaten arguably one of the hardest Kingdom Quest bosses in Fiesta. If you run out of time, you still win the Kingdom Quest. If you all die, well, you knew the risk.


Good Luck in the Millenium Robo Kingdom Quest!


Monsters Encountered

Boss Monster




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