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Feth Fiada
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- For other Tech Duinn missions, see Category:Tech Duinn Missions.
Mission Information | |
---|---|
Time Limit | ±20 Minutes |
Party Count | 1~4 |
Quest Board Location | Tech Duinn |
Minimum Level | None |
Minimum Total Level | 3,000 |
—Marleid |
Description
- 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.
- The glimmer is incredibly fast, only happens once, and is hard to notice without looking for it intensely.
- The glimmer will travel from the center of the previous room to where it's walls previously were and then vanish.
- The pattern for the orbs will always be the same on Normal and Advanced; the pattern will always be random on Elite.
- Slime Rooms:
- Fire: Regenerates health every few seconds. (Amount increases based on difficulty)
- Ice: Very fast and teleport every few seconds.
- They can be frozen with pets & Frozen Blast.
- Lightning: Becomes immune to damage for ? (depends on difficulty) seconds if knocked down.
- Tathlum Rooms:
- Before a Tathlum begins to roll, it will begin to count down with chat bubbles.
- After three lines of ellipses, a fourth line ending in an exclamation mark will signal the Tathlum beginning to roll.
- During the rolling phase, Tathlums are invincible.
- Tathlum are vulnerable to many forms of stuns and snares.
- They can be frozen with Elemental Wave Frozen Blast, an Ice Dragon's Ice Storm, and a Lil Jack's Jack's Garden.
- They can be stunned by a Scooter's Burnout, a Patrasche's Earth Dragon Roar, and a Kokopo's Kokopo Wave.
- They can be stunned by a Sheeptuplet's Wool of the Gods.
- They can be stunned by a Scooter Imp's Oil Squirt and an Alto's Dance Party.
- They can be blinded by Sand Burst.
- They can be put to sleep by a Spirit of Tuan's Song of Tuan.
- In higher difficulties, they can use Snap Cast, Fireball and Lightning Rod.
- Before a Tathlum begins to roll, it will begin to count down with chat bubbles.
- Illusion Zombie Rooms: Zombies will only take damage if post-mitigated damage exceeds their health.
- Beginner - They have 5,000 HP & ?? Defense and Protection
- Normal - they have 10,000 HP & 205 Defense, 46% Protection
- Advanced - 20,000 HP & 505 Defense, 64% Protection (~66% Magic Protection)
- Elite - 30,000 HP & 600 Defense, 69% Protection (~73% Magic Protection)
- They have the skill Rage Impact with a 0 second cooldown. Based on the difficulty of the mission the Damage required to kill them varies.
- They can be frozen with pets & Frozen Blast.
- Illusion Salamander Rooms: Spams Thunder and Shockwave.
- Rarer occurence at lower difficulties.
- On death, they will drop a AoE that drains all your resources (HP,MP,SP,Dorcha) rapidly over time.
- They can be frozen with pets & Frozen Blast.
- Mixed Rooms: Occurs in higher difficulties.
- Can be a mix of various slime colors, or a mix of various monsters.
- Requires players to combine strategies of single-mob rooms.
- 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.
- Phase 2: The party must defeat a series of Illusion Zombies before the timer runs out to summon an orb. Make sure to also hit the orb before the timer ends.
- Zombies in the Hallway will not attack you. The best method is to use quick high damage single hit, single target skills.
- Beginner:Zombies spawn in a straight line, time limit is longer.
- Normal: Zombies spawns in a straight line.
- Advanced: Zombies spawns in a straight line, time limit is shorter.
- Elite - Zombies spawn in random locations in the hallway, time limit is even shorter.
- Zombies in the Hallway will not attack you. The best method is to use quick high damage single hit, single target skills.
- 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.
- 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.
- 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 regenerate quickly like Fire Slimes, some must be defeated in one hit like Illusion Zombies.
- This will increase/decrease when a Black Moon Follower is killed/escapes.
- 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 Elite difficulty, the placement of the hidden spawn orbs is random.
Map
Warning: Map cannot be viewed during this mission.
Monsters
- Regular Spawns (Phase 1 & 4)
- Illusion Salamander
- Illusion Zombie (Phase 2)
- Fire Slime
- Ice Slime
- Lightning Slime
- Tathlum (Phase 5)
- Black Moon Follower (Mage) (x1 may accompany a wave of the above).
- Miniboss (Phase 3)
- Boss (Phase 6)
Monster Spawn Patterns
Monster Spawn Patterns
Rewards
Beginner
Normal
Advanced
Elite