Preparations
Before a HT run, please restart your computer and shut down all unnecessary programs (everything except for MS). For those that are a little more computer savvy, go into your Task Manager and shut down some of the unnecessary background programs running (we all have them, but I can't list any as each computer has different programs running. I don't want to tell you to shut down a certain program and then have you message me saying your computer started trying to take over the world >_>).
Now, during the run itself, what seems to be helping me with the problem of disconnecting is; I enter the first head with my Graphics Quality set one level below Max. When we move onto the next head, I drop it another level. Finally, upon entering the main cave and facing the main body, I drop the quality to the lowest. I used to just drop the quality all the way from beginning to end and I would end up disconnecting anyway. However, after trying this method, I seem to have no problems with disconnecting.
During the entire PQ (Prior, during & after the run) do NOT spam, nor act like an idiot. ALWAYS listen to the run organizer.
Horntail Quest Pre-requisite
HornTail Party Quest : Stage 1
1. Upon entering the map, kill the Cornians to obtain Keys.
2. You have to have one member of the party wait outside, and this person can't have a key or be the party.
3. Other Members with the Key will proceed into the Portal at the top Left corner.
HornTail Party Quest : Stage 2, 3 and 4
1. Member will complete the Jump Quest to get to the other end.
2. Other Members will jump down to kill the Monsters and obtain a Key, then complete the Jump Quest.
3. The Key must be dropped at the Shining Spot next to the Portal, it will then be sent to the first map.
4. The Member who was left at Stage 1 Step 2 must now retrieve the Key from the tree in the middle and talk to the NPC found directly below.
*Repeat this for Stages 2, 3 and 4.
HornTail Party Quest : Stage 5
1. 1 Member will complete the Jump Quest to get to the other end.
2. Other Members will jump down to kill the Monsters and obtain a Key, then complete the Jump Quest.
3. The Key must be passed to the Party Leader, and he/she will proceed through the Portal.
HornTail Party Quest : Stage 6
1. By talking to the "HornTail's Schedule" NPC, all Members will be teleported to the "Cave of Choice" Map.
2. The Party Leader must hit the globe from either the left or the right direction, then proceed into the Portal.
3. Depending on which side you strike, you will be sent to either "The Cave of Light" or "The Cave of Darkness".
HornTail Party Quest : Stage 7
1. In either "The Cave of Light" or "The Cave of Darkness", kill the Monsters to obtain 6 Keys.
2. All 6 Keys must be passed to the Party Leader.
3. The Party Leader will then climb over the high wall and talk to the NPC.
4. All Members will then kill the remaining Monsters.
5. When all the Monsters are killed, the Party Leader will talk to the NPC.
6. You will then be teleported to the Entrance to HornTail Map.
7. Wait there till other Parties have completed the Quest.
Note: At every Stage, the monsters you kill have a chance to drop Life's Root. Look out for them. Once every Bishop in your party gets Life's Root, you can proceed out.
The next stage is the Horntail fight (head) itself, which you would not want to do.
Alternative guide:
http://www.maplewiki.net/index.php?title=Party_Quest_%28Horntail%29
http://www.networktemple.com/forum/tutorials/31989-guide-horntail-quest.html
Instructions:
1. Gather 6 people at HT PQ place. MUST be exactly 6 people, who have done the quest too.
2. When all the party members gather, COMPLETE the quest. Note: YOU WILL IMMEDIATELY TRANSFORMED INTO A GREEN LIZARDMEN AFTER YOU COMPLETE THE QUEST! You cannot use any skills, nor attack. The effect will go away if you go out, and you have to REDO the quest.
3. After that, jump down, and the guard will recognise and let you inside the map. Note: If you jumped down and the guard sees you when you are still a human, it will send you off to the previous map.
Recommended Requirements to be able to Horntail:
All classes
- Hero's Will:
* Optional for all classes to add one point.
* Highly recommended at least ONE level for Shadowers (in case you run in HT's Tail)
* Very highly recommended to max it for 17X+ with Stance 30 Heroes/ DrKs/ Paladin.
- READ and UNDERSTAND this guide. One simple mistake may fail the run.
Ranged Attacker - NLs, BMs, MMs & Corsairs
* Minimum base 4850 HP before HB; 7704 after. The use of HP equips (or HP washing) would be recommended. Please note, this is the required HP with a Zakum Helmet.
Post your HP here.
Note: You will NOT be brought to HT if you do not fulfill the HP requirement no matter how high your level is. This is a precaution to reduce the number of resurrections that we can have inside the cave.
Magicians - I/L, F/P & Bishops
* At least base 2k HP and 8k MP with Maxed MG on - Different requirements for seduce bishops!
Post your HP & MP here.
* Selected Bishops are made Seduce and should be able to take ~25k damage (Forgot exact dmg).
* Maxed Resurrection.
* Max Holy Shield although optional would be great for the attacking parties.
* Mages must be able to OHKO mobs (i.e. Dark Wyverns; 60k HP)
Warriors - Drks, Heroes, Buccaneers & Paladins
* All Warriors above 160 need 157 Accuracy after bless; below 160 need ~210 Accuracy. The usage of DEX equipment would be recommended.
* Maxed stance would be recommended but for Heroes/Paladins, at least Stance 20.
* Stance is NOT compulsory unless you are assigned to be a Seduce Bait where it will be.
* As posted above regarding Hero's Will.
* At least LVL1 Time Leap. Buccs should take note the time they've used their leaps.
* Dragon Knights are a huge exception: LVL 90 with maxed HB would be sufficient provided you are reliable in keeping HB up.
* 15k HP with HB is recommended but not required (unless you're Seduce Bait)
Shadower
* At least Level 20 Shadow Shifter. The higher the better.
* As posted above regarding Hero's Will.
Don't Die!
Life expectancy when fighting Horntail can be very short if you're not properly prepared! That's where this guide comes in.
Night Lords
HP: 4750 without HB
Shadowers
HP: About 5800 with HB and Meso Guard (as a seducer).
Archers
HP: 4750 without HB
Warriors
HP: 10,000 without HB. The higher the better.
Magicians
HP: 1950+ without HB. Ideally a mage would be perfect if they had 2000+ HP as they would not require HB.
Buccaneers
HP: 4750+ without HB. If higher HP then they can be used as Seducers as well.
Corsairs
HP: 4750+ without HB.
What you should do?
Night Lords - Used for attacking. Simply because of the high avoid ability, natural jump attacking skills, and of course Alchemist which prolongs the use of apples.
Shadowers - Mostly used as Seducers and for Smoke Shell. This is because they not only have a high avoid and Shadow Shifter, but also because of Dark Sight.
Archers - Used for casting Sharp Eyes first, attacking second. Without Sharp Eyes, HT runs would be almost impossible, so try your best to stay alive, even if it means not attacking at some points.
Warriors - Can be used as Seducers and/or attackers. Warriors do amazing damage and have very high HP. They also have Stance which keeps them on the rope when HT attacks (as seducers).
Bishops - Used for Healing, Resurrection, Dispel and Holy Shield. Bishops are pretty much the ones that keep us alive and going. Without our Bishops, HT will almost definitely be a disaster.
Arch Mages - Used for attacking and mob clearing. And no, that is not a lowly task. If you guys didn't clear the mob, a lot of Night Lords would be F***** when it came to Dark Wyverns and their dispelling.
Buccaneers - Used for Speed Infusion. If they have enough HP, they can also be used as Seducers, and of course, attacking.
Corsairs - Used for attacking. From what I've heard Battleship Cannon can out damage a Night Lords easily if used properly. However, I've never seen this in action, so I cannot say for sure.
The ideal pots would be power elixirs.
For ranged characters, if you are unable to find power elixirs, reindeer milk is a decent substitute.
Night Lords can use Ice Cream pops, but I HIGHLY discourage it. It will take you about 3 Ice Cream pops to regain complete health after a near death hit or a 1/1. While you're busy potting away you can be hit again and you will die, or you can lag a little while potting and die from another hit.
For Magicians, if power elixirs are out of reach then Ginger Ales are a decent substitute.
Warriors and Buccaneers, my guess would be Ginger Ales as well as a substitute for power elixirs.
I would say bring 1000 potions to your first run to be sure. (People tend to over-pot their first times.)
- Ranged Attacker: The pots should heal 7.7k damage. Power elixirs are recommended. (Having to pot twice is risky)
- Close Ranged Attacker: Honsters (Heal 60% HP) and enough Mana Potions should be fine.
- Magician: Elixirs, Ginger Ales, or Power Elixirs should be fine. Seduce Bishops should have some Power Elixirs to spam as back-up, in case they have to touch Tail.
- Seduce: Bring enough MP pots and 50 Power Elixirs just in case.
TIMES TO USE APPLES +100 attack buff:
I think we should use 2-3 apples for Bowmaster.
1st apple: at tail and legs to take them out faster.
2nd apple: the Middle head because it has the most hp and starts dispelling at 50% so taking it out faster would be better. maybe it will last for the last hand too.
Horntail Dissected
What to expect from each part of HornTail.
Read through this to be a little more prepared for the coming fight.
First Two Heads - Upon entering this section of the cave DO NOT MOVE AN INCH!
If you move around too much, the head is summoned and if some people don't enter or enter late, we're screwed. Pretty simple. Max damage that I've noticed is about 5,600 (magic attack). The touch damage is somewhere around 23,000 - 24,000.
There is the general Weapon and Magic defense up. Nothing too complicated. About the only thing to watch out for is the black wyverns which will cast dispel.
Now, after these are killed (should take about 20 minutes), we head further into Horntail's lair to face the entire body. DO NOT RUSH IN! Please wait until your name is called to enter. We must enter in a certain order that the leader of the squad will announce. Please only enter once your name has been called. Get ready, this is NOT an easy fight.
Tail - First off, do NOT touch any part of Horntail. It means almost, if not, instant death. The snap of his tail can take out most ranged members (Night Lords and Archers). A solution to the almost certain death is to jump into the falling rocks at the very right of the screen. These rocks do around 2500 damage.
Night Lords should jump into these falling rocks as soon as the tail is raised.
Bishops that are with the ranged parties attacking the tail will be constantly walking right into these falling rocks. This almost ensures your survival and allows you to constantly spam heal.
Archers will be attacking; however, they are to ensure they stay under the falling rocks as well. While this is annoying, this also pretty much ensures your safety as well. While you will not be attacking as properly, you will still survive and your survival is vital.
The other parties will be handling the legs.
The Legs - The shockwaves from Horntail's stomp will easily kill a ranged character if it gets them. Stomp damage can range from 7,700 - 9,800. Again, no touching. Also, the procedure for defeating this part is the same as the tail.
Night Lords attack continuously until the leg rises, at which time you stop attacking and dive into the falling rocks.
Bishops and Archer rinses and repeats.
After these are finished we all move onto the wings.
(The tail and legs both have attacks that directly drain your MP, be on the lookout for these.)
The seducers will be on the left side, hanging on the bottom rope at all times until after the legs are killed. After the legs are killed the seducers will then move to the right side and hang onto the bottom rope there.
The Wings is like facing Zakum. It does its attacks, casts curses. It also drops your MP to 1(Mages beware). The maximum damage I remember seeing from the wings is around 7,000. With HB everyone should be ok. Everyone will move to the right at this point and we will all concentrate our attacks at the same target from here on, with the exception of the mage/melee party. Some of these characters will be focusing on taking out the summons.
Seduce: Move to the right side and hang on the rope there, extra seducers may attack the wings.
Everyone else: Stand on the platform and attack the wings basically, if you’ve used any hp gear to reach the minimum hp you may be able to replace it with stronger stuff now. (With the legs and tail gone, the strongest attacks Horntail has are removed.)
After this is done, we move onto the Right Head.
The Right Head is pretty much the same, curses, attacks, and MP eaters. The only difference is it has magic and weapon defense up. The maximum damage here is around 5,600.
This stage is more irritating for melee classes, especially warriors as the rush trick wont work here. The seduce mule should hang near the top of the rope closest to entry, you’ll likely fall off a couple of times though. Simply call out “sed” to inform your bishops when you are seduced. Isn’t a big worry at this stage though.
From this, we move to the Left Head.
Seduce: Move back to the left side and hang on the rope. Extra seducers now have the added role of clearing the wyverns that will spawn. Get comfy, you guys will be here until the last stage.
Everyone else: I’m sure you’ve got it worked out now, just bash the head ’til it dies. It’ll summon different colour wyverns based on its hp. Red means it’s around 75%, Blue 50% and Black 25-30%. As with all the other black wyverns, these can also dispel.
The Left Head almost exactly the same as the right, although this one seems to drain MP a lot more than the right, and has an additional 1/1 attack.
Next comes with the Middle Head.
The Middle Head is again, the same thing. However, this middle head has a big addition. It dispels. Yes, at around half of its HP, the middle head will start casting Dispel. This is where Magicians and Dark/Dragon Knights should be focused most. DKs/DrKs without your immediate recasting of HB, ranged chars are pretty much doomed. Mages, if you don't recast Magic Guard, you are doomed. Everyone, once HB is re-casted, DO NOT FORGET TO POT, AND DO NOT DEPEND ON THE BISHOP TO HEAL YOU!
Finally this head is down and we have only the arms left. We head to the Right Arm.
The Right Arm is annoying. It does EVERYTHING and then some. Thieves, remove haste here because the arms (both of them) can and will MASS seduce people. The arms are capable of seducing 10 people at once. When this occurs, quickly let everyone know that you are seduced and which direction you're heading in by saying, "S>>>>," or "S<<<<." Bishops, you have to stay with these guys as they cannot pot when seduced and if a ranged character is seduced, you are their only hope.
After this one is felled we move to the Left Arm, the final appendage.
The Left Arm is a copy and paste of the Right Arm. However, this one does mass seduction a little more often and can also dispel. Once this hand is finished, we've defeated Horntail ^_^.
THE ORDER OF TAKING OUT AND REASONS:
1st-Tail: why? High body Damage
2nd-Legs:also high bodydmg.now ppl can move safely at the bottom
3rd-Wings:they summon(which can dispell) and block the hands
4th-right hand: seduce
5th-right head: also seduce (and summons(note i read that the head have the same abilities as the big heads. But some sources indicate that they dont seduce or summon) (?_?)
6th left head: Seduce again (and summons)
7th-Middle head: just for the kicks
8th-left hand:(last seduce) for the drops
Horntails Legs and Horntails Tail:
Minimum HP: 9800 (Melee) 7900 (Ranged)
This stage is split into melee and ranged parties.
Melee: You’ll be on the left with the seduce party, your role here is to attack the legs and simply, survive.
Ranged: You’ll be on the right under the falling rocks. DO NOT bump the tail, it will hit for an absurd amount of damage which no character in maple is likely to survive. Stay under the rocks and attack the tail, with apples and sharp eyes it should fall fairly quickly.
Seduce: Stay on the left side and hang on the rope, if you are on a rope when seduced you will not move anywhere. Bishops, follow the seduce into the body ONLY if the tail is dead.
Loots
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp8czIj_jKWrSo5o4_kdJF1rJdD88UsJNZXNV0JMiSr9_mxy3wdwcUfJxBIiHQ2tYbRukt0z-u54RbOQVVkgoCz5t13H98Cjv5oG9XwrxNxum_INgQ7wlyJrKcCR37CoeybywrCPRQaMs/s1600/ht.png)
Category Accessory
- Trade Block: You can not trade this item.
- Limit: You may only have 1 of this item
- Weapon Def. +108 (97~120)
- Magic Def. +108 (97~120)
- Str +7 (6~9)
- Dex +7 (6~9)
- Int +7 (6~9)
- Luk +7 (6~9)
Found By: Not found by anything
Can be scrolled to as below:
and Mastery books
Credits to:
JeffieAran
leonidasmark
http://www.maplewiki.net/
http://www.maplestoryguideonline.com/horntail
http://www.networktemple.com/forum/tutorials/31989-guide-horntail-quest.html
http://sleepywood.net/forum/showthread.php?t=1564542&highlight=Horntail+guide