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Feth Fiada

From Mabinogi World Wiki
For other Tech Duinn missions, see Category:Tech Duinn Missions.
Order of Black Moon Icon.png
Mission Information
Time Limit ±20 Minutes
Party Count 1~4
Quest Board Location Tech Duinn
Minimum Level None
Minimum Total Level 3,000

 
 
We don't know much about the foggy land beyond the Geata of Tech Duinn. ...

What I do know is that Feth Fiada not only obstructs vision, but also willpower. ... Additionally, the fog destabilizes when the strange machines there are activated. Once you switch one on, an active Tech Duinn Geata will appear. Prove that you are not an intruder, and it will open to you, allowing you to transport. And that means the Order members wandering around Feth Fiada must have been using those devices as well. Unfortunately I can find no new paths leading forward from here, but they must exist. Once we find the way, we'll be able to uncover the secrets of the Order of the Black Moon!
 


 

—Marleid

Description

Feth Fiada Guide.
Hard: Locations 2 to 9 are Randomized.
caption
The light that indicates the next orb.
  • Phase 1: The party must find orbs hidden in the fog and defeat the summoned monsters.
    • The first orb is located left of the spawn location, slightly left of the player facing towards center. Upon defeating the summoned monsters a glimmer of light will point in the direction of the next orb.
      • A sparkling light will shimmer to indicate where the next orb will be.
        • This is more needed on Hard than Normal.
        • The sparkling light lasts quite a while, but the direction it hints at could be either ahead or behind the player.
      • The pattern for the orbs will always be the same on Normal and will always be random on Hard.
    • Slime Rooms:
      • Fire: Regenerates health every few seconds. (Amount increases based on difficulty)
      • Ice: Very fast and teleport every few seconds.
      • Lightning: Becomes immune to damage for ? (depends on difficulty) seconds if knocked down.
    • Tathlum Rooms:
    • Illusion Zombie Rooms: Zombies appear in a giant hallway after clearing the first 3 orbs, and also randomly appear as one or several enemies during normal orb spawns.
      • Zombies have about 10,000 HP in Normal and 60,000 HP in Hard.
      • The Zombies in the hallway have to be killed consecutively under a time limit. Failing to kill the mobs in the time limit will reset the room.
      • An orb will spawn when all the zombies are killed, but still needs to be hit quickly before the timer resets the room again.
      • As the zombies have a fairly high health pool, it's recommended to use skills that can deal major amounts of damage without knocking them down until they're KO'd.
      • They can be frozen with pets & Frozen Blast.
    • Illusion Salamander Rooms: Spams Thunder and Shockwave.
      • Spawns less often on Normal.
      • On death, they will drop an AoE, where the players Health, Mana, Stamina and Dorcha will be drained rapidly over time.
      • They can be frozen with pets & Frozen Blast.
    • Mixed Rooms: Occurs in higher difficulties as well as after clearing the Zombie Hallway.
      • Can be a mix of various slime colors, and/or a mix of various monsters.
      • Requires players to combine strategies of single-mob rooms.
  • Phase 2: The party must defeat a series of Illusion Zombies before the timer runs out to summon an orb.
    • Zombies in the Hallway will not attack players. The best method is to use quick high damage single hit, single target skills.
      • Normal: Zombies spawns in a straight line. Time limit is longer.
      • Hard - Zombies spawn in a straight line.
  • Phase 3: The party must locate and defeat the Tech Duinn Geata.
  • Phase 4: The party must find orbs hidden in the fog and defeat the summoned monsters similar to Phase 1.
  • Phase 5: The party must defend against an onslaught of Tathlum, and prevent them from reaching the gate.
    • If 6 of the Tathlum reach the mark at the beginning of the room, the whole spawn resets.
    • Tathlums will not attack, and cannot be stunned, frozen, etc.
    • It's advised to use Sorrow Sonata from Fantastic Chorus & Grudge of Tuan by a Spirit of Tuan pet in order to slow down the rollers in this phase.
    • The orb to exit this phase spawns at the beginning of the room after defeating a number of Tathlum's, and does not(?) require being hit under a time limit unlike the Zombie Hallway. The orb will activate a cutscene and spawn in the final Geata boss.
  • Phase 6: The party must locate and defeat a stronger version of Tech Duinn Geata.

Notes

  • There is a starting time limit of 20 minutes.
    • This will increase/decrease when a Black Moon Follower is killed/escapes.
      • Black Moon Followers can share similar attributes to monsters in the mission.
      • Some may regenerate quickly like Fire Slimes.
      • Black Moon Followers will have a time bar underneath them that says "Disappearing" to indicate when they will vanish. Failing to defeat them will result in penalizing the remaining time limit, whereas defeating them adds more time.
  • The outer edges of the screen will start to flash when the timer is close to finishing. The flashing will get more intense and faster as the timer approaches zero.
  • On Hard difficulty, the placement of the hidden spawn orbs is random.
    • Be on the lookout for sparkles after clearing an orb, as it will indicate a direction where the next orb has spawned.
    • The sparkles are in a cone shape, and players should traverse the general direction in which the cone spreads. The direction may not always be straight ahead from where the cone indicates the next orb.
    • The sparkles will disappear after some time.

Map

Warning: Map cannot be viewed during this mission.
Feth Fiada Clear Map.png

Monsters

Monster Spawn Patterns

Rewards

References