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Beating the Thunderhead Keep mission

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neoelasticman Profile

Author: neoelasticman
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I've seen and heard a bunch of different suggestions on how to beat the Thunderhead Keep mission. None of them are wrong, per se, but none of them are complete either. I'll start by telling you some of the things I've heard, then by making a complete strategy for making this as easy as any other mission. Also, this is only about the last part of the mission where you have taken the fort and are defending it. The key to being able to do this mission easily is what my first guide was all about: good teamwork.

First, in this mission more than any other time that I've encountered, the group MUST stay close together at all times. Secondly, the ground crew (more on this later) must be either in the center area or near the king. For the purposes of my guide, you must be in the first of the two locations, in the center of the fort.

As for my strategy, which I figured out when I beat the mission with a really awesome group, it starts before the cutscene with Vizier. if you run at the far south end of the fort towards its western end (I think... it's whichever end you don't come from, whether that's east or west), you will find one of the doors that monsters come through later, and without aggroing the current boss and his minions. You can make life a little easier by taking advantage of a bug that hasn't been fixed yet (but it may get repaired later, so hurry it up!). The door looks closed, but if you try to run into it, you will end up on the other side of the door as if it weren't there. Use this to your advantage by killing the set of monsters that are there, a little north and west of the door.

Now, before killing all the monsters that are already in the fort, you want to decide a few things about the battle that will occur after the cutscene:
  • who will be the ground crew (fighting in the arena, as I will call the large middle area, for simplicity). Also this ground crew needs a ground leader.
  • who will be the gun crew (2 people, preferably rangers or elementalists for reasons I will state later) and who of the crew will man each side. Also you need a gun leader. I will call siege weapons on the east and west sides guns to make it simple. Not everybody knows they're ballistas and gun is shorter anyway :)


After deciding these things, go ahead and kill the monsters in the fort, and then the cutscene will happen. After the cutscene, ground crew goes to the arena. Gun crew goes to their designated side of guns (there are two guns on each end of the fort, east and west, which I'm sure you've run across if you've done the mission before).

The job of the ground crew is simple: kill whatever gets past the gun crew. The gun crew are the key to winning this mission (besides good teamwork), since it gets difficult without a good gun crew.

The gun crew also have a simple job, if done right. They ping enemies whenever they see them, not necessarily to say "attack this guy" but instead they're just saying "be aware of this enemy approaching". The crew must use the two guns on the side they've been assigned (gun leader assigns sides) strategically. As gun crew, you must keep your eyes on the radar at all times, since its hard to tell if enemies are positioned for getting hit otherwise. Speaking of which, you can tell where each ballista will hit by a large brown spot on the radar. All you need to do is repeatedly pull the firing lever when you see red dots on or next to the large brown spots, but only fire the applicable gun, since only that one will hit.

Every once in a while a monster that made it past the guns will come up and attack the gun crew. This is ok, just stop gunning and kill the enemy threatening you. If a gun crew dies, replace or ressurrect him immediately.

Once the last group of enemies gets into the fort, don't man the guns anymore. Switch to ground crew since the guns aren't needed anymore.

This method of gunning efficiently then killing whatever's left over afterwards makes this mission as easy as any other, but only if teamwork is involved. If I find out I missed anything I will either gladly accept your input or just add my own input later.

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User Comments
Apology  neoelasticman on 07/31/05 23:22

I wanted to highlight the important parts, but it just looks like a jumble of color. I didn't do a good job of it, but I hope you still find this guide useful.

Thunderhead Keep  Shayan on 08/03/05 03:38
 
I know most of you can make it all the way to the defending the fort bit. If you can't... well you got a lot of work to do.
Essentially when you get the Fort's defense, you would ideally (maybe essential) have in your group:
2x Warriors (W/Mo's preferred so the Monks do not have to baby sit)
2x Rangers
2x Nukers (E/Me works well)
2x Monks.

1 of each takes each gate. The warrior stands blocking the doorway. The monk atop of the bridge. The caster running between the operating one of the catapults and the bridge to nuke, and the ranger operating the other catapult and 'sniping' invaders.
The two groups must defend their sides! Groups SHOULD NOT run between doors. You will surely get the King killed if you run from one door to another.

There will be a distrubance in the strategy when the Perfect/Boss monster comes. The groups will have to face off the boss together. Fight the Boss near the king, that way you don't have Jades sneaking up on the king while you are busy with the boss. There is ample time for you to defeat the boss creature. Some of you will die. Stay together, and don't get the king killed.

After the boss, there is MORE. For another 10 minutes atleast. Groups should go back again to their side of the fort and defend.

This strategy will work perfectly. Make sure you do not have any Leroys in your party. Make sure your party has characters listed above, and above all make sure your party works well.
I find it best that you tackle this with Guild Members, that way you have less quarrels.

Too much grouping?  neoelasticman on 08/03/05 20:43

Thanks for the added info, Shayan. I've never tried that way myself, but by no means is there only one strategy to beating the mission. My only concern is the separation of the people that I called the ground crew. If you decide to separate like Shayan said, make sure each group can hold its own, although if the gun crew does its job well then this shouldn't be a problem. Good job, Shayan.

  Shayan on 08/04/05 03:22
 
Yeah it's a bit tough... if one side goes down then you'll be in trouble.
Neoelasticman's strategy will work nicely also.
In order to beat the mission: The important thing is to follow a/any strategy... not run around like headless chicken (or so to speak..)

It took me 6 tries before I found the perfect group to tackle this mission.
(Oh and a tip for monks: Bring along your capture signets - Mark of Protection is a breeze to get from the Dolyak Boss)

  Peter_Whatshername on 08/05/05 01:25

I just did the mission on a strategy simmilar to this, only we had our ground crew running back and forth like idiots between the gates, i was on gun crew so i can't say much about what the ground crew did, but things died pretty quick...it might have had to do with a necro we had with a bone horror army, but im not to sure....but whatever they did, we won with an un-infused warrior and a monk that dropped

Testimonials are good  neoelasticman on 08/05/05 05:43

I'm always worried I might give a bad guide and people will give bad comments or something. This testimonial by whatshername makes me feel better because I know that this guide, at least, works. Thanks whatshername. If anybody else has any testimonials please tell me, I would really appreciate them, especially if they're as good as whatshername's : )

  lani on 09/09/05 03:52

A couple of suggestions:

I've seen both the stay-at-king and the defend-the-gates/split up strategies work several times. The most important factor is teamwork. A lot of people think they have the fire-prove method and will throw the game when six or seven other people happen to disagree. The split up approach does absolutely need two monks, both of which are human.

Another factor is, put Mages who don't require Line of Sight at the catapults. If they run off to help kill something, invariably they miss out on a new target. Gunners hould stick to their posts no matter what. Spell them for a bit if there's a lull in the battle so they can get their drops.

Ranger shouldn't be up at the catapults in my experience. They tend to start shooting their Longbows at the enemy, which makes those rush past the kill-zones and into the fortress. This actually makes the fighting more hectic and serves no purpose. A Ranger is better of trapping the gates (Duh!) or disrupting the Bosses & mages when they attack.

my opinoin  legomyass on 12/17/05 21:41

i personally like minion masters for the mission if u have high death magic

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