Millenium Robo Plot


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Map of Underground Square

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.


Level Requirement: 33 - 45
Number of Participants: 1 - 20
Time Limit: 30 Minutes
Lives: 3
Frequency: Every 2 Hours


Contents

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.
  • Don't use your hearts at this stage, save them for the running and try to get a Rez.
  • Optimize parties quickly. Try to ensure that each party has at least one Cleric and Tanker.
  • It is strongly advised that players be at least level 36 with full set of level 36 gear before joining. The monsters in this KQ hit extremely hard. If a majority of players are 36 and below (33-36), it is very likely that the KQ will fail.


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 to grabbing monsters that are funneling in from outside and tanking them in the doorway.

Skeleton Warriors appear at 18:54 both in the south room and other rooms. They will take a while before homing in on the party. These must be also be dispatched quickly as they can interfere with the next wave.

One notable wave of monsters at 16:54, the Dark Skeleton Knights, 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 at 16:54 and the following Mad Zombie wave at 13:34, your team is treated to an unusually long period of no monster spawns. Dance.


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 nearer the south wall 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.
  • One method used is to designate one level 40+ fighter to Mock the knights, while the Clerics take turns keeping invincible on him.

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 small group of 4 Brave Skeletons will spawn in the southeast corner of the central chamber. These are easily killed. At 8:24, a small group of 4 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.

From 8:00 to 6:30, 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 fail if everyone is dead at the same time, regardless of if people still have hearts left.

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 runner(s) 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.


Points to note in Phase 3:

  • The runners' role in this part is crucial. If there are no runners, it is very likely that the KQ will be lost as the monsters will pile up on the players one by one.
  • Everyone should be running in a constant direction. The current trend is for clockwise.
  • It is very important that 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.
  • While running, players should note the amount of monsters behind them. Those without any monster trains (or just a single monster) behind them should head towards the center to regroup.
  • It is a good idea NOT to wait for revive during the running phase. The faster everyone shakes the monster trains and gets back up, the better your chances of success.
  • If you are a Cleric, prioritize reviving Clerics first. If you are a Cleric and face-down, shout that you are Cleric and your co-ordinates. Other Clerics should prioritize you for revival.
  • Melee monsters can be left alone if you are attempting Phase 4.
  • For running guide, please refer to the last section.


Phase 4: Boss - Millenium Robo

You've undoubtedly 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 normal quest section called Stopping Millenium Robo 4 which gives 89800 experience for killing him. This is quite a bit of exp for the level range of the KQ, but choosing to attack him should not be taken lightly.

Millenium Robo has no area of effect attack, but hits for around 1000-1200 damage with his melee attack, and has a fear skill. 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. In fact, the sheer amount of monsters are enough that more often then not, everyone around Robo dies before Robo falls, and it is up to the ranged DDs to take off the last bits of his HP while running away.

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!


Points to note in Phase 4:

  • An additional runner, particularly a Fighter(substitute tank), can be designated to run the monsters that Millenium Robo spawns away from the party, using Mock and a Cleric invincible.
  • I believe that fear can be dispelled, and should be, as soon as the main tank has been feared. If not, there should ideally be a substitute fighter to taunt Millenium Robo away from the other players.
  • Like all earlier Kingdom Quests, only 1 party will get the credit for killing Millenium Robo.

Alternate Strategy

Most Robos have everyone running into a single room and have the monsters come to them there. An alternate method is to split the participants into three partys, each taking separate rooms. This method obviously requires a lot more planning and teamwork than the normal method, so do not attempt if one is missing. It is usually difficult to convince an impromptu KQ group to do the KQ this way.

If a party is being overwhelmed, they can communicate with the others that they are in trouble. Semi-frequent checks of room-status are recommended. If it's too much for one party to handle, they may start to converge in the center while dragging the mobs.

Party Composition

Each room must have

  • at least one Cleric
  • at least one DD.
  • at least one character capable of tanking. A Fighter is preferred but the Cleric can double as a Clank. A DD with enough defense and good healing can also substitute.

Monster Spawn Timeline

30:00 - No monsters in the map.
29:50 approx - 1st wave of 5 Giant Mushrooms in each room, 20 total.
29:00 approx - constant waves, from Dark Imps to Cave Kebings to Carnival Wolves. 5 in each room, 20 total of each.
up to
25:00 approx - usual standard for good parties to have cleared most of the monsters.
up to
20:00 approx - spawns of Skeleton Archers, Skeleton Warriors, Madness Zombies, Rapid Boars. Archers, 2. Warriors, 3. Zombies, 4. Boars, 4. (Each room, x4 for total number)
up to
18:54 - Skeleton Warriors. The ones from the other rooms.
16:54 - Skeleton Knights. 3 for each room. They take a while to zoom in.
13:34 - Madness Zombies.
up to
12:00 approx - Madness Zombies and Skeletons.
up to
08:53 - 4 Brave Skeletons
08:22 - 4 Cave Kebings
08:00 - more Cave Kebings
07:45 approx - Rapid boars - 5 at each room entrance, 20 total.
07:30 approx - Skeleton warriors - 3 each entrance.
07:15 approx - Skeleton archers - 2 each entrance.
07:00 approx - Fire Vivis - two spawns of 4 each, opposite sides.
06:30 approx - Millenium Robo - Thankfully, only 1. Spawns in the center, on the top side of the crystal.
up to
00:00 success


Runner's Guide To Surviving Millenium Robo

Basics

  • Runner(s) MUST have the speed scroll on to outrun the monsters, especially Millenium Robo. If not, each time you cut a corner, the monsters will gain ground on you, and you will eventually be overwhelmed.
  • Recommended to have at least Vitality, Shield, and Magical Defence scrolls on also.
  • Runners should only be Fighters or Clerics, and at most only 2 should be designated runners. Any amount larger than 2, and there is a high risk that if any of the additional runners get killed, the monsters will aggro back to the remaining runners, generating a large spike damage that could kill them. Also, too many runners reduces the party's overall ability to take out monsters.
  • Be prepared to use lots of stones and potions to stay alive, especially when the fire vivis and skeleton archers have not been taken out. There is no other option. Clerics must be instructed not to heal, or they run the risk of pulling the train off you, onto themselves, and possibly back onto the main party.
  • Runners should have at least 1300++ HP, the more the better. I have personally run with 1300 HP (with vitality scroll) as a level 40 cleric.
  • Be aware of your surroundings. Monsters that have killed off someone else may aggro you from across the room. They will head straight for you.

Running

  • Starting in the southern sector, between the 8:54 & 8:24 monster spawns, move north at 8:05 to catch the attention of the 1st wave of Cave Kebings at 8:00. You should be near the center area, but not directly within the light. Head to the east, similar to what the rest should be doing, CCW direction. Linger around and grab the next monster spawn (Rapid Boars) between the entrance to the east room and the center. After this point, you should be heading towards the walls, ahead of the rest of the party. This will be a good location since, as the party gets killed by monsters, these monsters will not be cutting you off from in front, but trying to catch up from behind, thus joining the train. For the first round, try to run in smaller circles, about 3/4 the way from the center to the walls. Running at this 3/4 ring will enable you to grab most of the monsters, as you should cross them at about the same time that they spawn. Be very careful after you pass the Skeleton Archers, as the next spawn will be Fire Vivis. Do not let your HP drop too low, as you're very likely to pick up Millenium Robo shortly after this. If at this point in time, Millenium Robo is coming at you from your side or front, you started running too late, or ran too wide a circle, thus putting yourself at high risk of getting killed by Robo and the ranged monsters.

Additional Strategy

  • Take note of the monsters trained behind you. If the Fire Vivis and skeleton archers are all bunched up, be prepared for a huge spike every once in a while. If they are separated somewhat, you will have more time to react, since when they eventually catch up to you and shoot, the damage will be spread out more evenly, giving you more time to react.
  • Keep your fingers ready on hp stones and hp potions. Be mentally prepared to spend up to 5s worth of stones and potions and scrolls each time you step up as the runner.

If You Die

  • If you die, and it does happen, do not worry.Try to judge if the situation is dire enough to get up immediately (if there are less than 3 people still alive and they are in danger of immediate death) If you are a Cleric, shout that you are down and your coordinates. You should then get priority for Revive. When you get up, start running again and heal up as you go. Get your scrolls back on, starting with speed, armor, vitality and finally magical defence. Even if no monsters are on you now, chances are in about 30 seconds, at least half will spring back on you as your party starts staring at the floor and newbies will be thinking that someone trained the monsters into the center! The most vital part of this is to run and run early. Monsters will be making a beeline for you the moment they finish up your party, and the earlier you pick them up on the train, the less likely you will get a whole pile coming in at once with a huge spike damage. Clerics can use max level heal spell a couple of times to aggro some monsters fast, while fighters can try taunting smaller groups. Remember, as long as 1 player is alive, the KQ will still continue!


Rewards

  • 22,400 EXP
  • Level 40 Enhanced Weapon/Armor
  • Blessed and Lucky Tier 2 Stones
  • 5 x HP Potion (Tier 2)
  • Millenium Robo Earrings


See also

Kingdom Quest Monsters

King Slime's Counterattack: Jumping Mushroom, Power Slime, Rookie Skeleton, Crazy Imp, Brave Honeying, Hungry Wolf, Fire Slime, Iron Slime, Ratman (KQ), Silver Slime (KQ), Warrior Boar, Gold Slime (KQ), Prince Slime, King Slime , Queen Slime

Mara Pirates' Rage: Mara Pirate Boogy, Mara Pirate Group, Mara Pirate Marine, Mara Pirate Elite (KQ), Marlone Clan Archer, Marlone Clan Megaton, Marlone Clan Fighter, Charismatic Mara , Charismatic Mara (Fake) , Legendary Marlone , Legendary Marlone (Fake)

Gold Hill Adventure: Crazy Grave Robber, Crazy Kebing, Slanderer Mage Book, Gold Miner Marlone Clan Archer, Gold Miner Marlone Clan Megaton, Gold Miner Marlone Clan Fighter, Gold Miner Marlone , Skeleton (KQ), Skeleton Archer (KQ), Gold Hill Bat, Gold Robber Boss

Millenium Robo Plot: Giant Mushroom, Dark Imp, Carnival Wolf, Brave Skeleton, Cave Kebing (KQ), Skeleton Archer (KQ), Rapid Boar, Powerful Skeleton Warrior, Dark Skeleton Knight, Madness Zombie, Angry Fire ViVi, Millennium Robo

Mean Giant Honeying: Crazy Kebing, Dirty Mushroom, Hungry Boogy, Madness Ratman, Crazy Fox, Big Bone Imp, Poison Prock, Cruel Bat, Brutal Wolf, Shadow Honeying, Giant Honeying

Lost Mini Dragon: Small Prock, Pig Bat, Wild Lips, Hungry Spider, Big Sand Ratman, Madness Hob, Heavy Ogre, Werebear Master , Grave Robber Master , Hard Bone Imp, Millennium Robo Boss , Great Goblin King , Mini Dragon

Spider's Assault: Fighter Spider, Violent Spider, Speedy Spider, Archmage Book (KQ), Cannibal Spider, Mini Spider, Lightning Vivi (KQ), Merciless Greenky, Fierce Spider, Ice ViVi (KQ), Madness Grave Robber , Ultra Spider , Great Spider

King Kong Phino's Mess: King Kong King Coll, King Kong Ogre, King Kong Bat, King Kong Harkan, King Kong Prisoner, King Kong Solider, King Kong Torturer, King Kong Templer, King Kong Ratman, King Kong Golden Bat, King Kong Nox, King Kong Spider, Returned Ghost Slime , Returned Mara , Returned Marlone , Huge Phinofly , Returned Millenium Robo , King Kong Phino

Evil Spirit Gordon Master: Dark Stonie, Dark Sparkdog, Dark Jewel Keeper, Darkness Pixy, Ancient Statue of Darkness, Dark Orc Captain, Dark Naiad Demon, Dark Slyph, Dark Archon, Dark Incubus, Darkenss Nox, Dark Black Incubus, Dark Ancient Stone, Souless Gordon, Dark Joker, Dark Ancient Stone Statue, Gordon Master

Henneath Rebellion War:

Kingdom Quests

Level Dependent: King Slime's Counterattack, Mara Pirates' Rage, Gold Hill Adventure, Millenium Robo Plot, Mean Giant Honeying, Lost Mini Dragon, Spider's Assault, King Kong Phino's Mess, Evil Spirit Gordon Master, Henneath Rebellion War, Fortress of Shadows

All Levels: Spring Battlefield, Hidden Mine

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