Boss Prerequisite Quests

At a glance
CoversThe Zakum entry chain (approval, Dead Mine, Breath of Lava, Eyes of Fire) and the Horntail entry chain (Moira's quests, Dragon Squad Certificate, Trial Grounds)
ZakumLevel 50 or higher; one Eye of Fire for every expedition member
HorntailLevel 80 for the quests, 100 for the cave, 120 for the Trial Grounds
WhereEl Nath (Zakum) and Leafre (Horntail)
ResetApproval and trials are kept for good; Eyes of Fire and Certificates are items you spend or keep

Boss prerequisite quests are the chains of quests, trials and keys that open the way to Zakum and Horntail. Neither boss can be reached by simply walking in: Zakum needs the council's approval, the finished trials and an Eye of Fire for every member of the expedition, and Horntail needs either a Certificate of the Dragon Squad or a cleared run of the Trial Grounds. This page lists every step, NPC, item and number. For the fights themselves see Zakum and Horntail; for limits shared by every boss see Boss Rules.

Zakum

The whole chain at a glance

Step Where What you do What you get
1. Approval Chief's Residence, El Nath Ask the chief of your class to let you do the Zakum Dungeon Quest (level 50+). The Council's approval (kept for good).
2. Dead Mine Adobis at The Door to Zakum Party of 1 to 6, level 50+, 30 minutes: find the Fire Ore, hand it to Aura. 20,000 EXP (12,000 without the documents) and a Piece of Fire Ore for each member.
3. Breath of Lava Adobis, then Lira at the end of Breath of Lava <Level 2> Cross two lava maps alone while holding a Piece of Fire Ore. The Breath of Lava and 10,000 EXP.
4. Forging Adobis Piece of Fire Ore + Breath of Lava + 30 Zombie's Lost Gold Teeth. 5 Eyes of Fire, and the trials count as done.
5. The door The Door to Zakum Walk through the east door while holding an Eye of Fire. Entry to the Entrance to Zakum Altar.
6. The expedition Adobis (second one) at Entrance to Zakum Altar Form an expedition of 1 to 30; every member needs an Eye of Fire. The fight: see Zakum.

1. The Council's approval

Go to the Chief's Residence in El Nath and talk to the chief who speaks for your class:

Your class Chief
Warriors (also Dawn Warriors and Aran) Tylus
Magicians (also Blaze Wizards and Evan) Robeira
Bowmen (also Wind Archers) Rene
Thieves (also Night Walkers and Dual Blades) Arec
Pirates (also Thunder Breakers) Pedro
Tamers Tylus (a Tamer is treated as a warrior for this one request)

A character who is a second-job member of the chief's own line at level 70 or higher is first asked "Can I help you?" and picks between the third job advancement and the Zakum Dungeon Quest. Every other character of the chief's line at level 50 or higher goes straight to the request. A Beginner, or a character talking to a chief of another class, only gets the chief's usual talk and no approval.

Choose Please allow me to do the Zakum Dungeon Quest. The chief tells you that the Chief's Residence Council grants you concession to join the counteroffensive team against Zakum. The approval is stored on your character once; asking again changes nothing. The server checks your level (50) and class when it records the approval, so a character under level 50 gets the line that he is far too weak and should come back at level 50.

Everything later (the forging, the Door, the expedition) reads that stored approval.

2. Stage 1: the Unknown Dead Mine

Talk to Adobis at The Door to Zakum (El Nath) and choose Enter the Unknown Dead Mine (Stage 1). He shows the terms: 1 to 6 players, level 50 to 255, 30 minutes.

  1. You must be in a party (a party of one is fine) and you must be its leader. Otherwise Adobis says "You can participate in the party quest only if you are in a party." or "Your party leader must talk to me to start this party quest."
  2. Every member you want in the run has to stand on The Door to Zakum, inside the level range. Members who are not on the map or are out of range are simply left behind. If nobody is eligible, or the leader is not, Adobis says your party is not in the range size or some members are not eligible.
  3. When every Dead Mine is taken on your channel Adobis says: "Another party has already entered the Party Quest in this channel. Please try another channel, or wait for the current party to finish."
  4. The mine itself does not ask for the Council's approval, but Adobis will not forge the Eyes later without it, so most players take the approval first.

The mine is the map Adobis's Mission I: Unknown Dead Mine with fifteen numbered side areas (Area 1-1 to Area 15-1) and a deep part, Area 16, made of six small rooms (16-1 to 16-6). Aura stands in the entrance room.

What is in the mine

Everything is a rock (a reactor) you break by attacking it. What a rock does is fixed, and the server counts every rock once per run.

Rocks Number in the mine What happens
Paper Document rocks 32 Drop a Paper Document. You need 30 for the bonus.
Key rocks 7 Drop The Key. You need all seven (see below).
The Fire Ore rock 1 In Area 16-5. Takes seven keys and gives the Fire Ore.
Supply rocks 26 An Elixir (6 rocks), a Power Elixir (5), Fried Chicken (14) or Red Bean Porridge (1).
Veso rocks 13 Drop between 125 and 174 Vesos or between 500 and 799 Vesos, depending on the rock.
Trap rocks 17 "An unknown force has moved you to the starting point." You are sent back to the entrance room.
Booby-trapped chests 18 Print "Oh noes! Monsters in the chest!" See the note below.
Empty rocks 117 Break and drop nothing.

The seven key rocks are in Area 4-2, Area 9-2, Area 11-1, Area 14-1, Area 16-2, Area 16-3 and Area 16-5. Area 16 is entered from Area 7-2 or from Area 10-2.

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Warning Breaking one of these chests calls out Oh noes! Monsters in the chest! and releases three Mimics (level 54, 4,100 HP, they hurt on touch) on the spot. Be ready to fight them.

Step by step

  1. Break rocks, collecting Paper Documents and all seven Keys. Everything the rocks drop belongs to the party, not just to the player who broke the rock.
  2. Take the seven Keys to Area 16-5 and drop all seven at once, as one stack, on the Fire Ore rock. Leave them lying there: about five seconds later the rock takes them and drops the Fire Ore. If you pick the Keys up again before that nothing happens.
  3. Carry the Fire Ore (and, if you have them, 30 Paper Documents) back to the entrance room. Only the party leader can hand them to Aura.
  4. Talk to Aura and choose I brought items!. If the leader has the Fire Ore and 30 Paper Documents she asks about the documents too. The ore and documents are taken from the leader.
  5. Every registered member receives EXP: 20,000 with the 30 documents, 12,000 without. The run is now cleared.
  6. Every member then talks to Aura once more to claim a prize: a Piece of Fire Ore each, and, if the documents were handed in, 5 Return Scroll for Dead Mine each. The prize is paid once per run to each member (a second request says you already received your share). Make room in your Use and Etc tabs first.
  7. Leave through the portal in the entrance room, or choose "I want to get out!" from Aura. The portal refuses you with "Your team has not yet completed the trials" until the run is cleared, and with a reminder to talk to Aura until you have claimed your prize.

The Paper Documents, Keys and Fire Ore are items of the run: when you leave the run, whatever you still carry of them is removed.

If something goes wrong

  • The leader leaves, dies or disconnects before the clear: the whole run ends and everyone is sent back to The Door to Zakum. Other members who leave, die or disconnect only drop out themselves. After the clear the run lasts until only one person is left.
  • Time runs out (30 minutes from the start): everybody is sent back to The Door to Zakum.
  • A trap rock only costs you the walk back; nothing is taken from you.
  • The mine blocks teleport skills, Summoning Sacks, Mystic Door, mounts and teleport rocks, and you cannot jump down through platforms. Summoning skills work.

3. Stage 2: the Breath of Lava

You need a Piece of Fire Ore in your bag and must not already hold The Breath of Lava (Adobis says "Please complete the earlier trials first." or "You've already got the Breath of Lava"). Talk to Adobis and choose Face the Breath of Lava (Stage 2). He warns: "If you fail, there is a very real chance you will die." Say yes.

You go alone (no party is needed) to Breath of Lava <Level 1> and walk east to Breath of Lava <Level 2>. Lira waits at the end of Level 2. Talk to her: she gives you The Breath of Lava (she calls it the Breath of Fire) and 10,000 EXP, and sends you back to The Door to Zakum. You must be standing on Level 2 for her to give it; the game checks where you are, and the check is good for ten minutes. Free a slot in your Etc tab first.

Amon stands on both lava maps and takes you out if you give up (you lose nothing but the walk; you keep the Piece of Fire Ore).

4. Stage 3: forging the Eyes of Fire

Talk to Adobis and choose Forging the Eyes of Fire (Stage 3). He asks for:

and gives you 5 Eye of Fire, and from then on counts your trials as done. Without the Council's approval he refuses with the "Beware, for the power of olde has not been forgotten..." speech. If only the teeth are missing he says so; if anything else is missing he says you lack some of the required items.

Each forging uses one Piece of Fire Ore and one Breath of Lava, so every further batch of five Eyes means another Dead Mine run and another Breath of Lava. An Eye is spent only when someone drops it on the altar (the expedition leader). The Eye of Fire can be traded, so a leader can hand Eyes to the members of an expedition.

5. The Door and the expedition

East of Adobis on The Door to Zakum is the door portal. It lets you through only if you have the Council's approval, the trials done, and at least one Eye of Fire in your bag; it refuses with these lines:

  • "You need approval from the masters to battle. You may not attempt the boss right now."
  • "You haven't completed all the trials yet. You may not attempt the boss right now."
  • "You do not have the Eye of Fire. You may not face the boss."
  • "The entrance is currently blocked." (an expedition is already inside on this channel)

Beyond it is Entrance to Zakum Altar, where the second Adobis forms the expedition. The server checks the same three things again for the leader when the expedition is created and for every member who joins, so each member needs approval, trials and their own Eye. See Zakum for the expedition steps.

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Different from the original game The original game's expedition needed six or more members. In MapleVerse a single player can run the Zakum expedition; the maximum is still 30, and the other rules (level 50, an Eye of Fire, two attempts a day) are unchanged.

Horntail

There are two ways to qualify. You need only one of them each time.

Route What it takes What it gives
The Certificate Quests 7300 to 7302 below: Lv 80, the three Marks of the Squad and the certificates of Zakum, Papulatus and Pianus. Certificate of the Dragon Squad: you keep it, and it opens the cave every time.
The Trial Grounds A party of exactly six, level 120 to 255, clearing the Horntail Trial Grounds in 25 minutes. Two hours in which that team may register for the Horntail expedition without a Certificate.

The quests (the Certificate route)

Quest Start What it asks Reward
Moira's Whereabouts (Lv 80) Chief Tatamo in Leafre Find Moira, who stands in Leafre's Cave of Life - Entrance. 50,000 EXP
Secret Medicine for Transformation Moira Bring 10 Tough Dragon Skin, 1 Cornian's Marrow, 1 Manon's Cry, 1 Cornian's Dagger and 1 Skull Shoulder Pad. 300,000 EXP
Badge of a Squad Member Moira Bring Mark of the Squad 1, Mark of the Squad 2, Mark of the Squad 3, Zakum Certificate, Papulatus Certificate and Pianus Certificate. 50,000 EXP and the Certificate of the Dragon Squad

Where the items come from:

  • Tough Dragon Skin: Red, Blue and Dark Wyverns of the Dragon Canyon (6% each, listed; only while the quest is running).
  • Cornian's Marrow: Green and Dark Cornians of Dragon Forest I (5%, only while the quest is running).
  • Manon's Cry: Manon in Manon's Forest, every kill while the quest is running.
  • Skull Shoulder Pad: Dark Cornians (60%).
  • Cornian's Dagger: made by Mos in Leafre for 25,000 Vesos from a Steel Plate, a Mithril Plate and a Busted Dagger, and only while the quest is running. The Busted Dagger comes from the Green Cornians (6%, only while the quest is running) and, rarely, the Dark Cornians (0.7%) of Dragon Forest I.
  • Marks of the Squad 1, 2 and 3: dropped by the monsters inside the Horntail Trial Grounds (4% each listed, only while "Badge of a Squad Member" is running), so you have to clear the Trial Grounds at least once even on this route.
  • The three Certificates: dropped by Zakum, Papulatus and Pianus when they die (Zakum and Papulatus every time; Pianus 60% listed, and in practice every time because Etc drops are doubled, see Boss Rules). They cannot be traded.
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The Certificate is not used up. Keroben, the Slate and the expedition only check that you carry it.

Keroben and the Cave Entrance

Keroben stands in Cave of Life - Entrance (Leafre), next to Moira. He lets in anyone who carries the Certificate of the Dragon Squad (or is under the effect of a Dragon Elixir) and is level 100 or higher. He also sells 10 Power Elixir for 100,000 Vesos, a good idea before the fight. Anyone else is told to get lost.

Choosing "No thanks, let me in now!" warps you to Cave of Life: Cave Entrance. Two NPCs stand there:

  • The Encrypted Slate of the Squad asks "Do you want to access Cave of Life: Entrance to Horntail's Cave right now?". It only answers to someone who holds the Certificate.
  • Horned Tail's Schedule starts the Trial Grounds.

The Trial Grounds (no Certificate needed)

Party of exactly six, level 120 to 255, 25 minutes. The leader talks to Horned Tail's Schedule and chooses "Let us pass to the trial grounds." All six must be on the Cave Entrance map and in range; otherwise the Schedule says it cannot accept some members or that your team is lacking. If every Trial Grounds on the channel is taken, it tells you another party is inside.

!
Warning The run needs all six players for its whole length. If the leader, or any one of the six, leaves, dies and revives, or disconnects, the run ends for everybody.
  1. Room of Maze. One monster named Green Cornian 2 in Cave carries the key; kill it (the five Green Cornian1 in Cave are decoys) to get the Crystal Key : 1st Room of Maze. The door to the first room will not let you through while you carry that key, and it will not let the last player on the map leave: somebody has to stay behind, holding the first key, and collect the other keys as they arrive.
  2. Rooms 1 to 4. In each room one monster carries the next Crystal Key: Dark Cornian 1 in Cave (1st Room), Red Wyvern 1 in Cave (2nd), Blue Wyvern 1 in Cave (3rd), Dark Wyvern 1 in Cave (4th). Drop that key on the root hole in the same room and wait: after about five seconds the hole takes it, the room's seal opens, and the key is teleported to the Room of Maze for whoever stayed behind.
  3. 5th Room of Maze. Kill Skelegon 1 in Cave for the Red Key. The leader, holding it, lifts the seal on the door ("The leader's key break the seal for a flash...") and the team returns to the Room of Maze.
  4. The leader, holding the five Crystal Keys, gives them to Horned Tail's Schedule. The whole team is warped to the Cave of Choice.
  5. Hit the lightbulb in the Cave of Choice; each hit steps it round its four looks, at most one hit a second. The leader then uses the east door: on the bulb's second look it leads to the Cave of Light, on its fourth look to the Cave of Darkness, and on the other two looks you only get "Hit the Lightbulb to determine your fate!". Only the leader can use the door.
  6. In either cave the leader must collect six Blue Keys: in the Cave of Light six T-Skelegons carry one each, in the Cave of Darkness six boxes hold one each.
  7. The leader gives the Red Key and the six Blue Keys to the Schedule. The run is cleared and the whole team is warped to Entrance to Horntail's Cave.
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Horned Tail's Schedule talks about "6 Red keys and 1 Blue key", but the items are named the other way round in your bag: the single key from the 5th room is the Red Key, and the six from the final cave are Blue Keys.

After the clear every member of the team can register for the expedition at the Mark of the Squad for the next two hours without carrying a Certificate. The access belongs to the people who cleared the run, and it is forgotten if the server restarts before you use it.

The expedition

At Entrance to Horntail's Cave the Mark of the Squad forms the expedition (6 to 30 players, level 100 to 255, two attempts a day). Joining requires the Certificate or the access from a cleared Trial Grounds. See Horntail.

See also