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7/29/2019 Ham Ham Ham Taro
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Cooldown
Elites and non elites: once a day (cannot reset with reset scroll: net cafe
items are an exception)
Level: Level 60
Matching ilvl: 159
Number of players: 10 (elite, non elite)
Party incentives:
Go with a full group, achieve double drop.
Items to take
Charms
Mana potions, mana recovery items
Canephora potions, goddess blessing
Noctenium
First room
Summary: After penetrating the fortress you will be summmoned to this area
Strategy: You can kill the minions, but you can also ignore them and proceed
to next room.
Second room
Summary: In general, kill the (normal type?) boss
Strategy: Take over all the shields???
Important points: In ten second intervals, from both sides of the passage ten
minions will rush in.
Boss will frequently use an aoe stun.
Minions will aggro on healer
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Third Room
Summary: In general, kill the (bam type?) boss
Passageway from room 3 to 4
It's fine to disregard the lancer and archer at the bend in the road.
A shout will make them follow you, so when disregarding them do it
completely.
When you kill the two minions near the fence the fence will disappear and
you can enter the next room.
Fourth room
Summary: Split into two groups, Defeat the enemy
Strategy: When you defeat the minions that spawn from the 4 pillars twice,
the gate at the northwest of the room will open and allow you to go in.
Split into 2 groups, one group continue inside, break the big pillar, the other
group continue to deal with the minions that spawn from the 4 pillars.
When you break the big pillar the gate will vanish, everyone will be able to
fight the main enemy.
Important points: When you break the big pillar, the 4 pillars will all vanish,
the minions will stop being summoned, the minions already summoned will
become more powerful. So make sure you kill all minions before breaking the
pillar.
Passageway from room 4 to 5
You can see the final boss here, but at this point you cannot reach him
together.
At this point, make good note of his form.
When the floor collapses, and you enter the passage the right gate will vanish
allowing you to continue.
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Fifth room (first stepping stone room)
Summary: Kill the three normal monsters, cross over on the moving stones
Strategy: When you defeat all 3 normal monsters you'll be able to use thecentral switch.
When you use the switch the upper stepping stone will move up and down.
When the stone starts moving, you can cross by jumping, then cross over
each one.
Important points:
You'll see (Bartz) for the first time (and kill him?) (and kill two more?)
Before the suicide bombers draw near, you'll be safe if you defeat them witha ranged attack.
On hard mode the stones move furthur up and down so it gets difficult.
However on hard mode you can jump from the mountain of skulls to the last
stepping stone in one shot (a bug.)
Also you can (lag jump?) to climb the rock on the north side of the exit in
order to ascend (a bug.)
However if you use either bug, this is not the regular method so you must not
coerce others to do this.
Passageway 5-6
Exterminate everything.
Sixth Room
Summary: Kill the two (medium sized?) enemies in the cages at the same
time.
Strategy:
First, kill the minions in the general area.
The north east switch will open the east (giant type) cage, the south west
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switch will open the west (predator type?) cage for a period of 10 seconds
only.
When one group kills one (medium sized enemy?) on normal mode you get a
30 second, on hard mode a 20 second period for the other group to finish.
Split into 2 groups and via chat try to time it to stay within 10% damage of
each other.
Important points:
Because you must report the current hp in chat, decide who takes charge of
chat beforehand.
If you fail those killed will be resurrected to redo it (?)
You can open the cages as many times as necessary but while the cages are
open there will be no damage entering to the (medium sized? don'tunderstand.)
Also in the meantime the hp of dummy mobs (nameless) will be displayed, so
before battle make sure you have the HP of the (medium sized) displayed.
The predator type has a weakness of being able to be defeated with no shield
(?), but the giant type's attacks can hurt quickly, so the main shield group
take care of the giant. (this is fucking weird language it's giving me a
headache.)
Heals can fly out from even outside the cage, so the healer on the predator
type's side can arrange themselves on the bridge between the cages and
support the giant side's group.
There's no absolute need to split parties into 5 per group, if you think you
might fail put 4 on predator, 6 on the giant.
Seventh Room (stepping stone room no. 2)
Summary: Use the switch, cross on the stepping stone
Strategy (shortcut):
The "Guide Clown" will appear, if you have a group that can take the role of
using the teleport, you have a shortcut.
First off, there is a clown type minion with the name "Guide Clown" walking
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around, kill him.
When you do this, the gate in front an NPC called a "mime clown" on the side
of the stairs, will disappear.
If you look from behind this clown to the east, a long stepping stone is
moving.
The stepping stone will stop enroute, if you're using the teleport you can
jump onto it here.
If you continue riding the stones, before it stops there is a switch, use this.
If you use the switch all the minions will vanish, you can now use the
shortcut.
If you have the teleport you can move to the switch and the destination in a
staight line upwards on the long stepping stone.
If you don't have the teleport, you can use a shortcut from where the switch
is, go down the stairs and use this.
From where the switch is, look west and wait a while, two stepping stones will
line up.
Between these two stepping stones, the left inner one will take you straight
to the exit.
There is quite a distance to this stepping stone, so get on your mount and
jump.
The above mentioned route is a shortcut of a shortcut, the normal shortcut is
to start from the "mime clown".
(I'M SURE THIS WILL MAKE SENSE WHEN WE DO IT.)
Strategy (normal route):
Use this route if the "guide clown" didn't appear, or maybe there's nobody in
your party who can use the teleport.
Go down the stairs, use all three switches in the room and the steppingstones will start to move.
Cross the stones from the point where the "mime clown" is.
Important points:
The appearance of the "guide clown" is random, if he appeared you get a
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message when you entered the room saying "The guide clown appeared!"
Even here, you can (lag jump?) up the rock on the north side of the exit. ( a
bug.)
At the switch area and the exit, there are points where rare mobs with a low
probability of appearing can show up.
Rare mob (caterpillar junior):
If you kill him he drops the rare "cube".
His attacks are in part based on the main boss, he uses the cocoon debuff so
take care to defend.
Passageway 7-8
Passageway 8-9
Eliminate everything.
Ninth room (clown battle)
Summary: Kill the (medium sized) cyclops type here.
Strategy: Midway if you attack the rolling balls you can destroy them.
If you don't destroy it and it reaches the opposite side of the room several
minions will be summoned, and gather near the boss.
These minions will also include suicide bombers so if you miss a lot of rolling
balls it becomes very dangerous - be careful.
If you destroy the balls a powerful buff is transferred to the whole party.
This buff increase you damage by 20%, so keep destroying them one after
another. Another apears after one is destroyed.
Also, 5 minutes after battle starts the boss gets an enraged buff.
This buff increases his damage by 20%, and repeats every minute.
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In hard mode this fight is pretty hard, it could take close to 10 minutes. At
that point the power of the whole party has increased over tenfold.
For this reason even if he has gone enraged the fight is not particularly hard,
but because the target leaps around easily and is excessively violent be
careful.