MapleStory/Horntail

This Party Quest is located in the Cave of Life in the Leafre Canyons. It leads up to the fight with the second most powerful boss monster of most versions in the game, Horntail. To enter, one must be in a party of 6, and be over the level of 80. They also must have completed the Secret Medicine of Transformation quest, which will immediately transform them into cornians once they have spoken to Moira and given her the quest items. The time limit is 30 minutes.

The reasons for performing the Cave of Life Party Quests are…
 * 1) Obtaining Life Root for Bishop's Genesis Storybook
 * 2) Obtaining Holy water for Paladins Divine/Holy Charge
 * 3) Completing the Badge of Members of Squad quest
 * 4) To fight Horntail

Room of Maze
This is a room full of Cornians, the first in the PQ. Each party member needs to be in possession of one Key to proceed. Keys are dropped by the cornians, so simply defeat them as quickly as possible. Once everyone has a key, move to the portal on the right side and have the leader talk to the NPC to proceed. Leave one party member here to catch the keys in the future as you send them back.

1st Room of Maze
This is the first in a series of small maze rooms. The goal is to defeat the monsters, collect the key, and drop it on the shining blue portal on the right side. Once it disappears, it will reappear in the previous map (Room of Maze) and the party member who remained must collect it and hand it to the NPC, allowing for the 5 in this room to move forward. The monsters in this room are Cornians.

2nd Room of Maze
This is the Second in a series of small maze rooms. The goal is to defeat the monsters, collect the key, and drop it on the shining blue portal on the right side. Once it disappears, it will reappear in the previous map and the party member who remained must collect it and hand it to the NPC, allowing for the 5 in this room to move forward. The monsters in this room are also Cornians.

3rd Room of Maze
This is the Third in a series of small maze rooms. The goal is to defeat the monsters, collect the key, and drop it on the shining blue portal on the right side. Once it disappears, it will reappear in the previous map (Room of Maze) and the party member who remained must collect it and hand it to the NPC, allowing for the 5 in this room to move forward.

4th Room of Maze
This is the Fourth in a series of small maze rooms. The goal is to defeat the monsters, collect the key, and drop it on the shining blue portal on the right side. Once it disappears, it will reappear in the previous map (Room of Maze) and the party member who remained must collect it and hand it to the NPC, allowing for the 5 in this room to move forward. The monsters in this room are Wyverns.

5th Room of Maze
This is the Fifth in a series of small maze rooms. The goal is to defeat the monsters, collect the key, and drop it on the shining blue portal on the right side. Once it disappears, it will reappear in the previous map (Room of Maze) and the party member who remained must collect it and hand it to the NPC, allowing for the 5 in this room to move forward. The monsters in this room are also Wyverns.

Room of Maze
This is the first room again. Here, you collect your 6th party member who waited behind. Now you can proceed.

Cave of Choice
Once all 6 members are reunited, they will proceed together into a new map. this map consists of a lamp which will change color when hit with a normal attack. If the party attacks until the bulb turns black, the party leader can enter the Cave of Light, where skelegons are the only monsters. If the bulb is white and the party leader enters the portal, then it will lead to the Cave of Darkness, where the monsters are Jr. Newties and Nest Golems. It's necessary to enter the Cave of Light to proceed.

Cave of Light
This is the Cave of Light mentioned in the previous stage. All the Skelegons must be defeated to proceed, as well as collecting red keys that they drop. Upon completing this section by killing all mobs, the party leader can speak to the NPC and thus exit and end the quest. The next map will be the map to horntail itself as well the holy water on its extreme right.

Entrance to Horntail's Cave
This is the "exit stage" of this Party Quest. Here, you can either choose to fight Horntail, or leave the area. The Holy Water needed for a Paladin quest is located on the extreme right of this map.

Horntail Bossfight
It is recommended that all party members must be 160+ to withstand the Horntails damage. To start the bossfight, destroy the pink crystal on the far right of the map to summon Horntail. Players must stand clear away from the middle when this happens, otherwise they'd most likely end up dying.

This bossfight in a way is similar to Zakum except you'd be fighting 3 heads and it's bodyparts. Each of the parts have their own unique abilities.
 * Every head can cast weapon cancel or magic cancel for a certain amount of time.
 * The Left Head is Ice Elemental and can Seduce. In MapleGlobal, only the preliminary head casts seduce.
 * The Right Head is Lightning Elemental and can Seduce. In MapleGlobal, only the preliminary head casts seduce.
 * The Middle Head is Fire Elemental and can Dispel.
 * The Horntails Left Hand can Dispel and Seduce as well as draining MP.
 * The Horntails Right Hand can Seduce and increase the Magic attack of all the Body Parts, can drain MP as well.
 * The Horntails Wings can heal both HP and MP to the rest of the body and can summon Cornians and Dark Cornians to aid the battle.
 * The Horntail Legs has an earthquake stomp attack that knocks players back and can stun.
 * The Horntails Tail has an earthquake attack and can summon a poison mist cloud.

It is recommended to take out the legs and the tail first as they can prove to be a nuisance, be wary of the Tail's touch damage as it can hit up to 27k damage, up to 33k when attack buffed!