So it begins. There are 3 regular Mini Dragon Quests, and One Hardcore Mini Dragon quest. And yes, there is a vast difference in difficulty between them. More explanation on Hardcore later.
*The Main Objective*
Defeat Each Boss in the given time and make your way to the final corridor of the Mini Dragon. You have 50 Minutes to accomplish this task or the KQ will fail. This is not like Millennium Robo KQ where the only thing that matters is survival, the bosses and Mini Dragon Must Die.
*Recruit Times*
Depending on where you are, this KQ either runs on the Odd or Even hour, but it runs along with all of the other KQ’s that are every other hour. (like slime/mara/gold hill/robo)
Lost Mini Dragon[A]: xx:07~xx:27
Lost Mini Dragon[b]: xx:09~xx:29
Lost Mini Dragon (Hardcore): xx:09~xx:29
Lost Mini Dragon[C]: xx:12~xx:32
*Requirements*
1-15 people may enter this KQ, upon 15 joining the KQ will begin, but if there ARE NOT 15 people joined into the KQ, it will automatically start when the Recruitment time Ends. You must be levels 46-60 in order to participate, and any class can join.
*Quests*
There are 3 quests that go along with this kingdom quest, they are:
*Note:These kill credits cannot be obtained during Hardcore Mini Dragon*
First quest obtainable at 46: 5 Procks, 5 Lips, 5 Hobs, and 5 Ogres.
Second quest: 1 Werebear Master, 1 Grave Robber Master, 1 Millenium Robo Boss, 1 Giant Goblin King.
Third (Final) quest: 1 Mini Dragon.

Starting off:
After everybody is teleported into the Rock Valley, make sure you find yourself a party, because it’s no picnic fighting your way through the mobs yourself, especially if you are still 46-50 or have low defense or HP.
Make your way along the path, or follow the handy little arrow that is at the beginning of the Kingdom Quest, sneakily placed on the ground. You should run into a wall of monsters, and in the distance, the Werebear Master.
In this first group of mobs, you will find 2/4 mob types that you need for the first quest, but make sure you have some speed in your killing, because when the Werebear Master dies, all of these mobs will disappear and the next set of mobs will spawn. This is the case for each area, that is why it is in your best interest to drag each boss monster to the location of where the next boss will spawn, in order to save yourselves the trouble of extra fights with monsters that you do not necessarily have to kill.
In the first 2 areas, you will find your Procks and Lips that you need for your quest. In the third area and hallway leading to the forth area you will find your Ogres. And in the hallway leading to the Giant Goblin King spawn, you will find your Hobs. Also note that all of these mobs will spawn during the final fight against Mini Dragon, but it is easier to kill them in these zones while the other parties fight the mini bosses.

The Werebear Master
The first and easiest boss fight, sorry, it just gets harder from here. Make sure someone (either the Main Tank or a DD) takes aggro of the Werebear and drags it to the second area near the ruined building.

Now, the Werebear Master has no AOE moves, but he may stun on occasion, so take that into consideration. Also, he is very easily stunned and most DPS skills should work on him. He resists little.
After you clean up with the green teddy bear, the previous mobs that you ran through will disappear, and more will spawn around you. Make sure lower levels and anyone not needed to get the Grave Robber Master move north to the next hallway in the attempts to meet little resistance against the lower mobs. If you still need Procks and Lips, this is another area for you to get them.

Grave Robber Master
Here comes the second mini boss. Grave Robber Master has no AOE attack, and will occasionally stun. Tanks are advised to Snearing Kick/Mock often so they will not lose the aggro to either their cleric healing or to the next strongest character due to damage aggro. Drag Grave Robber Master to the next area, and to the right of the open patio looking building.
*Notice: This is a lazy boss, in the terms where he will stop following you if you go too far out. Kicking/Mocking doesn’t always work, so you may have to get close to him and let him hit you again to continue the chase. Easiest way to pull is having an Archer casting their DPS skills onto it, or every time the Robber gets close to the fighter, have them use a non stunning skill as it hits you to keep the chase also.*

Fight fight fight! He will go down quite easily, as he also resists little and is easily stunned. And as before, all those not needed to pull the Millennium Robo Boss, are advised to start running because this next area has more ground to cover, meaning more mobs. If you need Ogres, or Lips, you can stay in this area to easily obtain the kills, but your best spot to stand while the Robber dies is in that hut, or near it. Be warned, Robo packs a punch.
The Millennium Robo Boss
Alright, this is the fight were things get interesting. The Millennium Robo Boss is a tricky guy, and thankfully Outspark made him slightly weaker than he was at first. But still, don’t underestimate his power. Robo has 2 moves at it’s disposal, a weaker physical attack, and a strong physical/magical attack which sometimes will cast Fear upon the target for a short period of time. Unfortunately for the person pulling, if he/she is alone, they run the risk of being feared, and running into both extra mobs, and Robo not losing his interest upon you. In this case, survival chances drop, but it’s not impossible if you’re prepared. This scenario is best handled when 2 or a party try to pull him. This way you have cleric heals, extra people to take hits from the mobs, and if you are feared, someone else Robo can start chasing. Robo isn’t as lazy as the Robber, unfortunately.
Drag Millennium Robo to the last curve in the path to the final area, near the kettle on the fire and be ready to fight. Since Robo has his fear moves, once you are feared his aggro will go onto the next person, either DD or cleric usually. To best avoid this, it is wise that the main tank ONLY Kicks and Mocks, while the other fighters it is advised they only kick it during the fight. This way when the First Tank is aggro’d, it should go onto another fighter, instead of a Mage or Archer. Continue fighting until he dies.

*Note: It is a smart idea that before Robo dies, all players are on the side towards the last room, so when he dies and the Giant Goblin King spawn, you don’t pull extra mobs into the mix.*
The Giant Goblin King

If you thought the last fight was hard, this next mini boss isn’t any easier. With the Giant Goblin King, your best option is to stay near where he spawns, you can move him, but there really is no point unless you’re trying to avoid accidentally pulled mobs. The Goblin King will hurt however, he has a wide AOE move which will have a high chance at Stunning anyone in front of or close to his sides and back. Best way to fight him is to pull him near one side of the canyon and make sure that the main tank kicks/mocks often, so the aggro doesn’t move onto a DD or Cleric. If this happens, you run the high risk of it using its powerful AOE move and possibly killing a lot of other players. Shields are recommended at this point, unless you have around 800+ def and 3000+ hp for the main tank. Giant Goblin King resists often, but not noticeably enough with a large number of people hitting him. If you are also a fighter, or cleric who feels the need to pound something, standing as far behind him as possible is suggested. If you stand directly to his behind (try not to look up the loin cloth) and stand around the edge of the targeting circle is your safest bet.

Behind the spawn of the GGK, you will find Ogres and Hobs needed for the first quest.
Once he falls, continue down the canyon for the final fight, the "Mini" Dragon.
The Mini Dragon
Mini Dragon moves: Aerial AOE (360 degrees, High Magical), Fire Breath (High Magical in front of him), Bite (May cause Fear), Step(Strongest non AOE move), Recover (This occurs 4 times throughout the fight), and Spawn (He spawns mobs starting weak and few, to strong and many).

Here’s where things get interesting. Continue down to the last area and you will see the "Mini" Dragon waiting for you. Starting the attack it is best to have one person run in, while the others come in shortly after. What you need up front is 2-3 fighters, any extra fighters should hang back by the clerics and DD’s until they’re needed, and they will be.

Main Tank and the 1-2 Back-ups should drag the Dragon to the wall, reason, HE AOE’S BIG TIME. Also, if you have the Mini Dragon to the wall, and everyone else behind it, when it Flies in the air, its Aerial AOE won’t be as effective to the people way behind it, although if you can’t take the hit and you’re close behind it (back up tanks) you can try running but maybe won’t make it. Also, make sure that it is facing the wall, if it isn’t, that AOE will cover half the room and might kill a lot of people.

The tricky part where the extra fighters come in. During the fight the Mini Dragon will spawn mobs, and these mobs become a lot for the main tank to handle towards the end. Easiest way around this, the Main tank and back ups should cast Devastate to stun as many mobs as possible, as the Mini Dragon itself is immune to stun, then the tank should Kick it and run to the other side of the map. If at all possible, archers should try to avoid using Nature’s Mist on these mobs. If the KQ has multiple 60 mages with Frost Nova, then you may not have to do this, otherwise, i suggest it. Then the extra fighters should run into where those mobs were, mock them and either kill them, or drag them to the entrance to this final area, they will lose interest and just stand there. Sneak back in or run to the entrance and die, allowing a cleric to revive you and move back in during idle state to avoid reaggroing those mobs. Repeat as necessary and continue the fight.

If the main tank is feared, the back up(s) need to gain aggro, and fast. Otherwise if the Mini Dragon gets onto DD or cleric in the middle of the KQ, it has the chance to use its Aerial AOE and kill a lot of people. Back up(s) will need to mock/kick the dragon immediately and face it back to the wall. This is important. Sometimes the Dragon goes on fear mini sprees, so another tank may be needed.

Continue this process through the 4 HP regenerations (no, it isn’t purgeable), and make sure everyone stays alive.
The final 1/8th of his life is tricky.
The End
Towards the end of the fight is the tricky part. Mini Dragon will go on a spawning spree, it is near impossible to kill these before killing the Dragon, so it is best not to try. Top suggestion is for the back ups and extra fighters to all mock/devastate these mobs (Werebear Masters, Ogres, Hobs) while the Main fighter moves the dragon for the last time. He will do massive end spawns twice, so make sure about that. After the devastate stun time runs out, it is best for the extra fighters and back ups to keep moving around or to run for the exit, because when you make it there, they should lose aggro as long as you stop attacking them. All DD’s and main fighter should focus on dropping the Mini Dragon.

As he falls, you get loot! Mysterious Ore will spawn at the end upon Success, and everybody alive will obtain a KQ Chest, 31536 experience, and the chance to mine various materials and Mini Dragon Rings.

Congratulations! You’ve Saved Isya… for 2 hours until the next KQ’s begin up again, =D
Hardcore Mini Dragon
Suggested Amount of people for KQ: 3 Fighters with High Defense, 3 Clerics with High Defense, 9 Archers and Mages with High Damage.
We asked for a challenge, this is Outsparks response. Hardcore KQ isn’t for the light hearted, and as it is the same requirements as the regular KQ, it is not suggested that you go in under the level of 50, at least without +9 equips or tier 3 scrolls.
As the title says, it’s Hardcore. This means, THIS IS OMGZ HARDCORE! All mobs and Bosses increase in difficulty, and these mob and boss kills won’t count for your quests. With this increased difficulty, comes more fears, more stuns, and more resists while you fight for your survival. 50 Minutes is still the time you get, and in most cases, it is needed. And at the end, you will pray to Teva for an Anti-Fear necklace, because it is often, and it is painful. But with the pain, reap the benefits.
Ending rewards: 114000 experience, Mini Dragon Ore’s to mine, and Better KQ Chests which may include +3 60 NPC shirts, T3 Stones, T2 Effect Recovery Potions, T3 Potions, and Mini Dragon Scale Earrings of Protection.
Often asked questions and noticeable problems:
Glitch:
It has been fixed, so please don’t waste people’s time by trying to do it. No longer can you glitch the bosses into the pile of rocks in the top left corner of the last room, nor will they glitch into the walls of the paths to each room.
Leeches:
It happens, people often find that they can wait at the beginning for everyone else to do the KQ for them so they can obtain the chest at the end. This is wrong and should be harshly punished. In attempts to "fix" players from thinking this is alright, please Screen shot and report any player that you see "leeching" the KQ and report it to Fiesta_Help through the forums. And a note to all you who do leech, your time is coming to an end.
Kill Credit’s:
If you do not need the kill credit during the KQ, please be courteous and try not to KS or get last hit on mobs or bosses if you know that someone else needs them.
Special Item Rewards:
Here’s a list of everything special to this KQ that you can receive:
Rings:
Level 43: Mini Dragon’s Gold Ring: +12 STR, +4 DEX, +6 END, +12 INT, +6 SPR
Earrings: *Note: There are multiple combinations of stats on these*
Level 53: Mini Dragon’s Tears (Earrings): +2% Crit, 10(changed from 1%) Aim/Evasion or both, +100 HP/SP or both
Level 56: Mini Dragon’s Scale Earrings of Protection: +2% Crit, 10/20(changed from 1%/2%) Aim/Evasion (both), +100 HP, +100 SP.
Credits go to Fight_Knight.
