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The First Battle of Mag Tuireadh (Chronicle Mission)
- For the book retelling the events of this battle, see The Battle of Mag Tuireadh.
- For the dialogue of this mission and its introductory quest, see Script - The First Battle of Mag Tuireadh.
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Description
—Lanier |
The First Battle of Mag Tuireadh is a Mission that recounts the events of the event of the same name, in the Sen Mag Plains. Tuatha De Danaans and Fir Bolgs are engaged in war, with the Tuatha De having a sizable advantage.
Despite recounting past events, as the mission is made from an unknown person's Memory Cipher having reacted with the Globe Theater, certain details may not have exactly played out as it appears in the mission.
This mission has two modes: a mode that contains all cutscenes and dialogue, and a faster mode that skips cutscenes and dialogue. The second mode is only available after completing the mission once.
- There are gleaming spots on the ground, hidden on the battlefield near bushes, bodies, graves, and buildings. The player may optionally search for them and use the items they obtain to make defeating the monoliths of phase 3 more easily.
- Near the starting point, the gleaming spot by the fire will give the player a Great Mood Buff for 5 minutes.
Phase 1:
- After briefly hearing from Lanier, the player must make their way to the Scouting Unit's Rendezvous Point, marked by a large purple circle on the ground. Halfway there, enemies will spawn.
- The wave will be a mixture of Fir Bolg Archers and Fir Bolg Infantry.
- Once the player makes it to the circle, a cutscene may play.
Phase 2:
- More waves of Fir Bolg will spawn, which the player must then defeat, this time accompanied by the Scouting Party.
- After each wave, a cutscene may play.
Phase 3:
- The player, with the Scouting Party, must find and demolish 5 stone Monoliths that are placed across the battlefield.
- All Monoliths are surrounded by large purple circles. Once the player crosses inside, Fir Bolg will spawn.
- Fir Bolg will continue spawning until the Monolith is destroyed, at which point they will disappear.
- The Monoliths can be destroyed in any order.
- The First Monolith can be attacked directly. This time, Fir Bolg Mages will also appear.
- All other Monoliths will have barriers around them.
- The Second Monolith can only take damage if at least one Fir Bolg Mage is kept outside of the red circle surrounding the monolith.
- There are 3 mages in total. Every mage kept away will make the monolith more vulnerable.
- The mages cannot be killed.
- A well-directed Blaze will knock a mage back a significant distance.
- The mages will always approach the circle at walking speed once knocked out.
- Celestial Spike or Dischord is effective at slowing down their approach.
- Using Fireball on the monolith will knock away all three mages for a short period of time.
- The Third Monolith is accompanied by a smaller Barrier Monolith.
- A percentage bar will appear on the bottom of the screen. Attacking the Barrier Monolith decreases this bar. Once it reaches 0%, the large monolith is vulnerable.
- The bar naturally regenerates at a set rate. Should the bar reach 100% again, the barrier will go back up and the process must be restarted.
- The use of a fast-attacking pet will help to keep things under control.
- Multi-attack moves, such as Kunai Storm, Way of the Gun or Chain Casted Thunder are also helpful.
- The Fourth Monolith is accompanied by three Barrier Monoliths.
- This time, each Barrier Monolith must be destroyed. They must be defeated in a single hit, or they will not take any damage.
- The Barrier Monoliths's damage threshold is of 5,000(?)
- If the corresponding Sealed Letter has been found and used, this threshold is diminished to 4,000 damage.
- A fully charged Hail Storm is effective.
- When all three Barrier Monoliths are destroyed, the Monolith is vulnerable.
- This time, each Barrier Monolith must be destroyed. They must be defeated in a single hit, or they will not take any damage.
- The Fifth Monolith will spawn waves of enemies and two dungeon orbs.
- When one full wave of enemies is defeated, the player will receive a key.
- A key may also be obtained by finding and investigating a gleaming spot on the ground nearby, inside a ruined building.
- Striking an orb while a key is in possession will deactivate it. This must be done twice, one for each orb.
- When the two switches are deactivated, another % bar will appear at the bottom of the screen. The monolith must be hit 10 times before it fills, or the process must be restarted.
Phase 4:
- After the Fifth Monolith is destroyed, a Sixth Monolith will spawn in the east.
- When the Sixth Monolith is reached, enemies will spawn.
- Once all the enemies are defeated, a cutscene may play.
Phase 5:
- The player must defeat the Scouting Unit Captain. After this, a cutscene may play.
- At half HP, his fighting style will become more aggressive, making more use of Rage Impact and Charge.
Phase 6:
- The player must run toward Nuadha and Sreng.
- If the player wanders too far away, they will be prompted to "Hurry back to Nuadha".
- Once close enough, a cutscene will play.
- This cutscene is present regardless of what mode was picked, but it can still be skipped if the option “Skip Cutsene with Esc” is enabled.
- The player then battles with Sreng.
- Pets and Partners are not permitted during the fight.
- Like Irusan, Sreng's HP is buffered; the player's damage is forced to stop at every 10%.
- Sreng has several unique skills that can deal heavy damage.
- All of his skills' area of damage is marked with red circles on the ground. Get out of the circles before they fill in to avoid being hit.
- He may:
- Load and use a skill similar to Dynavolt Smash, with the damage area spanning a long, straight line;
- Spawn a circle centered on the player's location, then teleport to them.
- Load and use a skill resembling Dauntless Defense, with the damage area centered on his own location.
- Hitting Sreng when he is using this particular move will cause the circle to expand.
- He may also use regular melee attacks or Smash.
- When Sreng reaches 90% HP, 3 Fir Bolg Bards will appear in a random spot. Their song makes Sreng more dangerous, buffing him more the longer they play. Defeat them to undo the buffs.
- They will respawn at random throughout the fight.
- At 80% HP, he will begin using a new skill.
- Sreng will stand in place, invulnerable to damage. The player must quickly hit him a certain number of times (~15-20), or else several red circles will spawn on the ground and he will begin preparing another skill.
- If the player succeeds, Sreng will be unable to do anything for a short time.
- Succeeding is not completely necessary, as the red circles are easy to avoid, especially with Anchor Rush or Grapple Shot.
- Sreng will stand in place, invulnerable to damage. The player must quickly hit him a certain number of times (~15-20), or else several red circles will spawn on the ground and he will begin preparing another skill.
- When Sreng is defeated, a cutscene may play.
Map
Monsters
- Regular Spawns (Phases 1-4)
- Fir Bolg Infantry
- Fir Bolg Archer
- Fir Bolg Mage (Phase 3)
- Fir Bolg Monolith x 5 (Phase 3)
- Barrier Monolith x 3 (Phase 3)
- Miniboss (Phase 5)
- Boss (Phase 6)
Requirements
- Reach Cumulative Level 5,000
- Clear Chapter 3: Alchemist (Generations 9-12)
- Clear the Guide quest, Encore for an Empty Theater.
- Buy a pass from Lanier to enter the mission.
Limitations
- You may only claim rewards of this mission 5 times a week.
- Clear count is reset at 7:00am PDT100 on Saturday.
- Certain events and items may change this limit.
Rewards
- After the mission is cleared, a chest will spawn at the player's feet.