Post by Rainfox on Jul 16, 2022 19:53:57 GMT
Also please assume, as with all my other walkthroughs, that this is written for fairly competent forms. Not some random clan that's running ely for the first time.
Important Notes:
- This walkthrough is written for the LURER. That's the main person here. The only difference between formleader and other formies are simply summoning people and making them sanc/move. Lurer will set everything up and say how to do things.
- To run this, you need one person leading the form, and another luring. You can have more than one person luring if they communicate and know what they're doing.
- The entire zone is LPK, and res time therefore is 1min. You can summon almost anywhere (I will mention where you cannot), but it's all !phase so don't assume you can leave someone safely afk somewhere and be able to phase him at any time.
- The recall point is an LPK temple outside of zone (SW corner of island). It's also !summon so people have to port out or walk out of it to be able to be summoned back into ely.
- Do not corpse with fragments at the beginning of ely d1. They are the only keys that poof on corpse. Unkey them if you have to (unkey all, not just unkey). All other keys will drop to the ground when a person does. Usually this means that you can let the lurer corpse, but keep in mind that if he corpses with keys and zone repops you may not be able to get back there (if keys are behind a door that needs them to be unlocked). Unlikely but possible. Unkey spot is recall btw.
- Remember how consider works. All sanced mobs that are 10 or less levels above you are dispellable. So any mobs level 41 or less can be dispelled. Also remember that you don't get a save vs. spells that are above 10 levels from you. So any mob level 42+ dispelling you = full dispel.
- Transing is a big part of ely. While your lurer should be usually safe if things go sour, always ask before transing and make sure the lurer himself says that it's ok. As long as you have one safe unafk person inside zone, you should be ok
- Watch repop. You don't want to have to reice Titan or Holiness/Tolerance (or dying to them) because you didn't pay attention. Interesting fact - on repop, rarely but sometimes, some eq reloads. So it is possible to get another spool or some other eq in a run but quite unlikely.
- DO NOT SR. FOR ANY REASON WHATSOEVER. You will get everyone in room killed (zone proc). **Small correction - I think sr doesn't kill everyone. It kills the caster and does a decent amount of damage to everyone else. Regardless don't do it.
- Unless otherwise said, all main mobs do not move.
- Occasionally you'll have lots of mobs lured on you and somehow you haven't died for a while (when you die they don't lure to you anymore). Run somewhere far away from where you should be and ask for summon. All the mobs on you will head there and won't bother you.
Main mobs to deal with:
- Fair elves - Level 60, Fireshielded mage. Occasionally load teleport scrolls (I've gotten as many as four in a run once)
- High elf warriors - Level 45, Sanced warrior. Bash and in general melee hard. Don't fight more than one or at most two at a time (and really you shouldn't have to fight any of them except to fear at times).
- Dragon hatchlings - Level 31, Sanced mage. Easy and mostly just annoying.
- Elite templar guard - Level 40, sanced mage/warrior. Load on top level of d1, no reason to ice them really.
- Juvenile dragon - Level 40, sanced mage. Quite easy, not aggro (if it's not formed with another aggro mob, in which case you should hands). You never have to hit them except one at the beginning of d2. These do not move.
- Ancient dragon (bronze/silver/gold) - Level 60, sanced mage. Aggro. These do not move.
Main EQ Loads:
- Day 1: Pouch, Scales, Finger (scry ezekiel for "something"), Crown. Also two mana rings (and useless bracelets).
- Day 2: Spool, Pink (bracelet, shield, circlet, orb, sword), kirin (mane, hoof, horn), mattock, leggings, shirt, sash, claws
Day 1
1. For starters, go to pship storage room and grab rope from crate (zone reset only). It's below trapdoor on north side. You can keep them on you for the future. Name: a long coil of rope. Rope does not det, but after it's used once it becomes !rent.
2. Getting to Elysium
- Directions: Either (a) fly azure, fly n 51 w 2, or (b) fly 42 fly n 100. Get everyone at d1 ent (1w of the western @)
- While clannies get there, hold rope, go e and use rope, and come back west. repeat till rope gets caught so you can climb.
Added (05 Dec 2012, 1:57 AM)
---------------------------------------------
3. Climbing
- Preferably with two high-hp people, or two decent casters. As a 1200/1200 mage with manashield/images I could just barely survive two rooms, and you're really aiming for only one. Everyone else is going to be summoning/healing.
- Person 1 goes e,u. He takes 3 rounds of lag and various damage, at which point he can summon Person 2. Person 2 immediately goes up while everyone else summons person 1 and heals him. Person 1 meanwhile will image and get ready to go. Person 2 takes similar 3 rounds of lag and summons person 1 who goes up while person 2 is summoned. There is no more need to summon. After 3 rounds, person 1 will go west (no more damage) and summon everyone.
- Form up, kill archers and slobs. open trapdoor and go up, and follow path all e and down kill everything otw. When everything is dead, someone get 1w of ent and tick up. Solo e and take rope to use it again next time.
- NOTE: If you decide not to climb, it's also doable to do next step. Just every round you will take extra damage from archers/slobs, but it's ok if you have a large number of people to start (9+). I prefer to do it the easier way and just climb.
4. Aecaus (Level 50, Fireshielded Cleric) and Rhadamanthus (Level 35, Sanced Warrior)
- Take form east and blind Aecaus. Then get ppl summoned back and dispel/ice Rhad. Loot escutcheon and sash (3str/30hp base).
- Tick and ice Aecaus (careful as he dispels so nice to have a person sancing people). Loot fragment.
- The reason for this order is that Rhad has escutcheon which is the first key to zone so that determines who has rights to run zone (ie if another clan ices Aecaus while you do Rhad, you can thank them and ask for key).
5. Getting into zone
- Lurer spell up (sanc,manashield,images). Hold escutcheon, use escutcheon (to use you have to type out full name). If you get ported into mobs and die, you selfbank so make sure to move quick.
- Find a safe room and summon some people in.
6. Fragments on Aged Templars - can be done in any order, I'll list the order I do them in but there is no difference.
- Go to SW corner, trap above, go down and lure out anything except ghost (Level ??, Fireshielded Mage) and aged templar (Level 40, Sanced Warrior). Summon formleader (it's formleader's job to summon his whole form unless otherwise said). Go down, hit hands, blind ghost and tell everyone else to come down and hit aged (don't use templar as keyword). When ghost is blind just flee and go set up next aged templar. Formlead loot aged when it's dead.
- Go to SE corner, up, all south and summon people. CAST MASS LEVITATION (or when people go down they'll take lots of damage and go down to 1hp exactly) Likewise lure anything from 1d except aged/ghost, when ready go down, hit hands on ghost and blind it while form ices aged.
- Go back u all n d and head to NE corner. This time aged/ghost are 1e. Same deal. You should now have 4 fragments (3 templars and Aecaus)
7. Old Templar (Level 30, Sanced Warrior)
- Solo s 4w, lure crap out. Trap and when ready type ASSEMBLE PENDANT to open up secret exit down
- Search to open it, lure out fair elf and elf warrior, summon form and when ready go down and dispel/kill old templar. Loot useless claymore and key.
- Extra: Find a hidden on this level that's not a fair elf, and it will be a nemean lion. Easy mob, loads 7hr/-ac about item.
Added (05 Dec 2012, 1:57 AM)
---------------------------------------------
8. Ancient Dragon (Level 60 Warrior)
- Go north and search to open exit e, go back to form. Next mob can load in one of 3 different spots. Two are real easy, one is a pain.
- A. (pain) n all e all n, search (with old templar key), n. Explained below.
- B. N,e,search,all s,e,s,all e, all s,search and down. Lure crap out if any and summon form, ice/loot.
- C. North, east, all north (through illus), east all south. Lure crap out if any and summon form, ice/loot.
- For case A: Do not lure mobs to the N<->S path, lure them to the W<->E path. N/S is cramped. At the same time remember that if you put one cramped mob trapped in a room, other mobs wont come past it so in some cases you WANT to put a mob somewhere so others don't go through. Dragon room is not cramped so it can hold up to 3 cramped mobs. Also keep in mind it may be 2.ancient (in which case i suggest just ignoring 1.ancient and icing 2.ancient
- After it's dead, summon form back to room where you killed old templar.
9. Chastity (Level 40, Sanced Cleric)
- Lurer solo north, unl open door north, n. Lure all the crap from the stairs all the way down (3d). Remember trapping on stairs is fine as long as there are less mobs than stairs otherwise other mobs below wont be able to walk out. These stairs may not be cramped but I really don't remember.
- When lured, summon form and kill Chastity (level 40 cleric) and loot for ring/cloak/key.
10. Titan (Level 90, Fireshielded Warrior)
- Solo open door, south, search, all e, search, e, 3u, search, all e, 2s, all e, all d, all n. Summon form.
- Solo s, e, lure everything out except for plant. Tell form to move here and ice plant.
- Make sure there are no mobs north except for titan. Trap the room and go kill. Strategies to kill it: (a) Tank with form, (b) Tank one person fs, © Tank one person with eles. In either case you may need to do two passes. Just keep room 1s safe and have the leader stay there before transing. Obviously keeping the mob blind is important too.
- Loads crown (comp eq)
11. Ezekiel (Level 80, Fireshielded Mage), BLOCKER. NOTE steps 11 and 12 are interchangeable and can do whichever is easier first.
- Solo n w and can summon form here or into any room past titan (so if titan repops you wouldn't care).
- All dragons now wander, so just find a safe room from them. Everyone breathe water.
- When ezekiel is hit he conjures adult silver dragons. If he is blind, dragons are conjured blind too. If he's not, the dragons are hell. So make sure to have him blind when you hit him.
- Clear the room all d from everyone except ezekiel. Try not to hit ezekiel or get hit by him until everyone's ready.
- Keep in mind this is all underwater so you can't really lure. Hands stuff and hope it moves. Also obviously underwater = use shockwave
- When you are ready, hit ezekiel. When he is dead, search room to get ezekiel finger (6.malcomp).
- Also loot pouch, ezekiel ring (d2 key), and another useless key (it's really a key past first mob in d2, but the door is pickable so you don't need it)
12. Adult Gold Dragon (Level 60, Fireshielded Mage), WANDERS (the only d1 main mob that moves)
- Loads golden dragon scales
- Likes to proc fire on entire room.
- Will require transing several times most likely (keep the lurer and/or someone else safe)
Day 1 done.
==========
Day 2
1. Getting into Day 2
- Day 2 entrance is the eastern @. When ready, a caster leader goes into that room, spell up fully, wear ezekiel (ezekiel ring), use ezekiel.
- As soon as you get ported into zone, trap the room. If there are mobs in it, move away. Find a safe room and summon everyone in.
- Once you are in, it is illegal for another clan to try and get in. I don't think the code allows it, but they cannot use their d2 key to get in as well. Note: I've been told this is not true. If this is so, run steps 2 and 3 quickly and setup step 4 then lock in as described below. Once you've locked in here, your d2 is perfectly safe (unless you manage to selfbank somehow).
2. Juvenile Dragon (Level 40, Sanced Warrior) - blocker.
- The entire path all down is fine, while all rooms south from all d are cramped (except last mob with ancient dragon).
- Go all d 2s and you will see a juvenile dragon. If there are no other mobs in room, summon form and have them dispel/ice it. DO NOT TRAP ROOM as it is cramped.
- When it's dead, head all n all u and summon form back to their safe room.
- Trap all stairs rooms and lure loose mobs so they don't bother you.
3. Ancient Bronze Dragon (Level 60, Sanced Warrior)
- Pick/open door south of juvenile dragon you just killed
- The room south of you will have one ancient dragon, one juvenile dragon, and likely 2 fair elves and 2 elf warriors (and maybe a hatchling?)
- Lure fairs/wars/hatchling out. Make sure not to lure any on the path north, only the room all north and all rooms up, or all n 1w
- Think of strategies like luring stuff 1n and then back south into ancient room to trap them there (obviously up to 3 per room), or something you'd want to lure stuff out and then lure one mob in cramped so other mobs can't go back through. Also remember that mobs lure up to the last room you walked to. Tricking them by getting summoned or etherealing is an important part of ely. I'll mention more strategies later, they're not needed in here yet.
- Hands juvenile, summon form 1n of juvenile/ancient room and have them go south to kill ancient.
- Loads prism glasses and a staff (both useless) and a key.
- Either leave form in this room or take them back all north all up.
4. Patience (Level 45, Sanced Cleric)
- From the top solo all d 1w to that locked door. Unlock it and go west.
- All down from you Patience, plus lots of crap mobs
- Stairs are cramped (except the top and bottom of stairs rooms). My suggestion is lure ALL mobs away from stairs. Lure them into the juvenile/ancient rooms (trap the rooms in the correct order so they trap in the farthest rooms first otherwise they'll block the rest) or up the top stairs all the way almost up to form (if they're there, which is probably the safest place to be).
- When it's setup, summon form above patience
- Solo either back to ancient/juvenile room or to ent room and ask for summon. This will guarantee all mobs lured on you will go to that room and stay there (at least till you die, but they'll at least be mostly around that area).
- Now form can go down and ice patience. Lurer stay unengaged and re-sanc people being dispelled. Loot spool, spear, and key.
- When patience is dead, lurer solo all u 2e, close door and lock door (it only unlocks/locks from outside) and get summon back in to patience. What does this accomplish? (a) all mobs you lured away will stay past locked door. (b) on repop, they won't repop in this area because they're alive past that door. Mobs don't move on repop, just the dead ones spawn back to their starting room.
- Why do we not want mobs here? (a) because while sylph/pech are set up people will stay here, and (b) because you should leave a mostly afk person here above patience to recheck for spool on entrance. That is because once you leave this area you cannot reopen door back to patience from other side of it (I could be wrong)
5. Sylph (Level 60, Sanced Mage)
- solo n,search (will open 1w), w, search,s. Look around here for sylph with sphere. When you find it, lure it to empty room and trap it there. Summon form and kill it.
Added (05 Dec 2012, 1:58 AM)
---------------------------------------------
6. Pech (Level 1, Fireshielded Warrior)
- Assuming you're still at tolerance but you've searched stuff, go n w all s 1n,2e. This room cannot be accessed by meleers so if you're leading on a meleer (probably not the best idea to begin with), have a caster summon you past it.
- Run around here and look for pech with key of learning. Lure it to a safe room (in general, you wanna lure mobs to rooms with as few exits as possible so there's less of a chance of mobs entering that room. Trap it there and sleep it. Summon form.
- Tanks start stabbing pech. As soon as a stab goes through, sleep it (!fail) and heal the stabber. A lot of people will mort which is fine, just sleep it and then heal them.
- Loot key and mattock.
7. Juvenile Silver Dragon (Level 40, and you should know that it isn't aggro by now)
- From pech get past !meleers room (or get summoned past it). All w all n 2e (you are now 1n of patience room). Search with pech key to open 1e.
- The rooms all e are normal. From there the rooms all south are cramped. Dragon you need to kill is all e all s 1n 1e (illus). His room is not cramped so you can use a strategy in which you lure a mob out and then back in to trap it.
- Lure all mobs out of this area. Safest bet is to lure as far as sylph area, but not necessary usually. When ready, summon form right into juvenile room and kill him. Loads 5dr/-30mana claws (those are base stats) and another key.
8. Ancient Silver Dragon (Level 60, Sanced Mage). FIRE ROOM.
- Go w s and search to open 1s. There should be a few ancient dragons and a few juvenile dragons 1s.
- Carefully check which ancient dragon has key and make sure to hands him. Summon form 1n of these.
- When people are ready, have them sanc / c fire prot and go south and kill it. Either ignore other ancient dragons or try to blind them.
- When it dies, have people ethereal north (because it's cramped) or just trans if some people are safe. Keep them ticking in that room or back in juvenile room (n,e).
9. Tolerance (Level 50, Sanced Cleric)
- Solo all n, and west till north (you'll be 1n of patience room). Unl the door north and go north.
- All down is tolerance, usually with a lot of mobs
- To start, lure mobs into the rooms all d 1e, and all d 1w. Can use the strategy of luring out/in. These rooms are cramped so once you lure one mob in there and it's trapped, others won't walk in. Once one of them is safe, summon in form.
- How I do it at times is just hands all the mobs and one by one hit them / lure them far into sylph area. One by one they'll walk out and the room will be safe. Otherwise just trap somewhere (not stairs as they're cramped, unless you already understand how to trap one by one), but you can lure 3 mobs back into tolerance room (I suggest against it by the way, mobs will follow you to next mobs most likely.
- Anyways ice it for leggings and shroud. Door is not locked but tolerance simply blocks south.
10. Equity (Level 70, Fireshielded Mage)
- When you open door south, the rooms will interchange fire/nonfire.
- Roughly 6s before a door is equity. Try to clear the room 1n or 2n before it (and obviously its room), trap its room, and then summon people.
- When ready, have form go kill it. Do not open door.
- Loot tunic and shirt.
Added (05 Dec 2012, 1:58 AM)
---------------------------------------------
11. Holiness (Level 70, Fireshielded Warrior)
- This room you are in is VERY IMPORTANT. First off, in room 1s temperance blocks fleeing (you can walk out if you're not engaged). Second, all next rooms are !summon. If you wanna get people in, you need someone here.
- IT IS IMPORTANT FOR REPOP TO NOW BE SOMEWHAT FAR AWAY. YOU DON'T WANT ZONE TO REPOP ON YOU NOW. If you feel like you have 20 min at least, then you're fine.
- Open flames (the name of the door)
- Lurer stay here. Form go 1s and blind tolerance, then trans. It's simply easier to ice holiness first since it's FS vs tolerance being SANCED.
- Summon form back in, have them go south, hands holiness, and ice it.
- Loot shield and circlet.
12. Temperance (Level 70, Sanced Mage)
- When people are ready, kill it. Nothing else to it. Just make sure to keep room trapped in case mobs do come.
- Loot bracelet, sword, boots
13. Ancient Golden Wyrm (Level 70, Fireshielded Mage)
- Lurer farsight up. This is a set of 3 rooms (1u, 1u 1w, and 1u 1e) from which you can't come back down (so once people all go there, cannot summon people back).
- Lurer solo up and find a safe room and trap it. There are a total of 4 mobs here - kirin, wyrm, fair elf, elf warrior.
- KIRIN IS NOT AGGRO. So don't touch it for now.
- When everything else is lured, kill wyrm
- DO NOT OPEN THE DOOR HERE. Once you open it, mobs can start opening it too. [however, it could actually be a strategy to lure kirin through door because you can sum in that area though it has many more mobs). Note that door leads into top level of D1.
- Kill wyrm, loot for sash, and orb.
- NOTE: as we recently found out, wyrm is weak vs. cold spells so use frostshards to make it much much faster.
- Hold the sphere you got from sylph and FILL SPHERE.
13. Ki-Rin (Level 60, Sanced Cleric)
- Hits hard as hell. Kill it for mane/hoof/horn. Suggested spell - fireball with vermillion gloves.
Done with D2.
Banking Strategies
There's only two:
1. If you see a clan clearing archers/slobs way at the beginning or blinding Aecaus you can get people to ice Rhadamantus. This is barely a bank, it's mostly for you to run full zone and piss off the clan you just banked.
2. If you see a clan running d1, and preferably with not many people, you can run d2, and open the door at kirin/wyrm to get back into d1 to try and bank whatever else they're on (and since all d1 eq is at the end, it's quite perfect). Keep in mind that you can only get into kirin/wyrm area from d2 so you either wanna ice them, or at least lure them into d1 before going to bank (and luring into d1 is risky as they can go and bank them themselves).
=========
Elysium
Done By: Silverion
Step 1: Need rope from crate in Pirate Ship. Go to West @ and hold rope, go east (Sanc first) and type use rope, be quick and go in and out til it latches on, once it has you are ready to start.
Step 2: Scaling the Wall Summon Method Use 2 people with ALOT of hp (pref 1200+) or a mage with 1000ish hp + manashield and images can be effective too. From the room 1 west of west @ the first person goes EAST, UP then summons the second person,a person in the form then summons the first person and the form spam heals til full. The second goes UP then summons the first back in and a person in the form summons the second out and form spam heals. From there the first person goes UP, WEST and summons in the form.
Step 3: Archers/Slobs Once form is summoned to the top of the wall kill the Archers in the first room then go up, all east, and 1 down.. killing all Archers and Slobs as you go, once this is done its safe to start on Aeacus.
Step 4: Aeacus [LV-50] Permanent Fireshield - Full Dispels Loads: Gate key, (a large, bronze gatekey) reusable so you can lock yourself in to keep from bein banked. From West @ go EAST, Hands and Kill Aeacus, Rhadamanthus is not Agro. Keep Aeacus bashed, he full dispels.
Step 5: Rhadamanthus [LV-35] Sanced - Dispellable. Loads: Fragment of a Pendant. Blood Red Sash (3 STR 30 HP) Loads in same room with Aeacus, fairly easy and is non agro, dispel and kill.
Step 6: 3 Aged Templars [LV-40] Sanced - Hero Dispellable Loads: 3 Fragment of a Pendant. There are 3 Aged Templars. Aged Templar #1: Open the gates, All WEST, all SOUTH, to the southwest corner. Mob loads DOWN through an illusion wall, have the form go down, hands templar, blind the ghost it loads with, dispel templar and then have form trans out. Summon form back in then have them kill Templar. Aged Templar #2: From SW corner, all EAST, NORTH, ALL EAST, SOUTH(should be SE corner), UP through illusion wall, ALL SOUTH. Templar loads DOWN with another ghost. Directions to kill it are same as first templar. Aged Templar #3: From SE corner, all NORTH to NE corner, Templar loads EAST through illusion wall. Directions to kill it are same as first templar. EXTRA: Nemean Lion [LV-35] Loads: Nemean Lion Skin (7 HR -30 AC About) Sanced - EASY Hidden mob that loads in the fields somewhere, wandering mob that is very easy to do, you just have to find him
Step 7: Old Templar [LV-30] Sanced - Dispellable Loads: Ancient Mithril Claymore a copper, dragon head key. From Northeast Corner, 4 WEST, SOUTH, with all 4 fragments in your inventory type 'ASSEMBLE PENDANT' this will create a single pendant, then search the room until the Tomb opens. Mob is DOWN, and is very easy.
Step 8: Ancient Copper Dragon [LV-60] Warrior Mob Loads: Glass Ring (3 INT 50 MANA) Glass Bracelet (6 HT -2 SS) Key of Knowledge This mob can be in any of three locations. First location is from Old Templar, Open door, NORTH, all EAST, all NORTH, search, NORTH. Second is from Old Templar, NORTH, EAST, search, all SOUTH, EAST, SOUTH, ALL EAST, ALL SOUTH, search, DOWN. Third is from Old Templar, NORTH, EAST, NORTH(through illusion wall), NORTH, EAST, 2 SOUTH(through illusion wall).
Step 9: Chastity [LV-40] - Dispellable, does full dispells. Loads: Cloak of Chastity (30 hp -3 SBR) Ring of Chastity (3 WIS 60-70 MANA) From room 1 NORTH of Old Templar, unlock door with Key of Knowledge, (this is the second door you can lock to hold off bankers) then North, All Down.
Step 10: Titan [LV-90] - Permanent Fireshield - Warrior Mob Loads: Nothing of importance. From chastity, SOUTH, search, ALL EAST, search, EAST, 3 UP, search, ALL EAST, 2 SOUTH, ALL EAST, ALL DOWN, ALL NORTH. Trap this room, from here Titan is S, E, N. This guy hits very hard, bashes, parry's etc you name it.. Best way to do this is have someone other than leader sit in room all north that you trapped at first, while the Leader conjures 3 elementals, and attacks Titan, then have the form come in and ASSIST the leader while he attacks titan, this will make titan parry only the elementals and allow the form to wail on him. You may need to trans a couple times as this can often take 2-3 passes, though it is doable in 1 pass if you're lucky.. so bring 6-9 elementals just for Titan, healing staffs can be handy too.
Step 11: Ezekiel [LV-80] - Caster w/Permanent Fireshield - Magic Only Mob Loads: Pouch(mask component) Ezekiel's Ring(Day 2 Key) From Titan, N, W, ALL DOWN (throught illusion wall) to the bottom of the well. Ezekiel loads with 1 agro dragon and summons more while fighting, the best way to do Ezekiel is to have the form go down, and have the entire form cast color spray/blind on him as soon as they go down, this will ensure that the new dragons he summons will be summoned permanently blinded, so all you have to worry about is Ezekiel and the Silver dragon he starts with. Once ezekiel is blinded it is usually best to have the form trans then summon them back in to fear the non blind dragon out of his room asap. Once you have gotten rid of the non blind dragon, get your form to bring plenty of mana and start on ezekiel. Always make sure you are safe before sending the form in to attack Eze or you could be in trouble.
Step 12: Gold Dragon [LV-60] - Permanent Fireshield - Caster Loads: Gold Dragonscales Loads in the well with Ezekiel, generally 1-2 down from the top. This dragons breathe is MEGA painful, worse than anything in bloodstone, if he breathes the form should IMMEDIATELY trans out, if possible have someone set a trigger for when he breathes to trans, you will see why when half your form is mortally wounded. You CANNOT survive two breathes from this guy. You need to wear him down, and hope he doesn't breathe too often.. can take a while sometimes when he breathes alot.
Day 1 is DONE!
Day 2
Step 1: Juvenile Dragon [LV-40] Dispellable - non agro - cramped room From East @ (dusty room) unlock door west, west, all down, 2 south. The room Juvenile is in, and room 1 north are cramped, do not trap them. Best to keep door south of juvenile closed until you kill juvenile and move form back up to the top of the stairway, where it is best to keep the form while you lure/trap mobs.
Step 2: Ancient Bronze Dragon [LV-60] - Warrior mob - sanced Loads: Key of Wisdom Bronze Staff Prism Glasses From Juvenile, pick door south, south. Loads with a ton of elves so you need to lure them out beyond the cramped room north.
Step 3: Patience [LV-45] - sanced - caster - full dispels Loads: Mithril Thread (Tunic of Vengeance component) Courtesy's golden spear From Ancient, all n, w, unlock door, w, all down. Room above patience is cramped, good room to summon the form to when you are ready to kill Patience, do not trap this room until you have cleared patience's room of mobs. Also, when Patience is setup use the key to lock yourself in.
Step 3: Pech [LV-1] Permanent Fireshield - Warrior Mob Loads: Key of Learning War Mattock (60 HP 1 handed weapon) From Patience, open door n, n, search, w, search, all w, all south, 2 east, n, from here, the room east is mage/cleric only, You need to get a mage or cleric to go east and summon you in so you can find the Pech with the key. Search this general area until you find him, he wanders. Usually done by sleeping it and bsing it over and over until its dead.. make sure you designate one person to sleep, one person to bs and rest of the formspam heal the BSer.
EXTRA: Sylph [LV-60] Sanced - Mage Mob Loads: Glass Sphere (Tunic of Vengeance Component) Loads in the same area as the Pech. When you kill the Golden Wyrm, hold sphere, use sphere, it will fill itself with blood, then you can use this for one of the components for Golden Scaled Tunic of Vengeance (Good AL thief only 5 dr body)
Step 4: Juvenile Silver Dragon [LV-40] Permanent Fireshield Loads: Silver Dragons Claws (6 DR -25 MANA Hands) a silver, dragon head key Go back to room north of patience, with key of learning in your inv, search until you open the mosaic east, all e, 2 s, east through an illusion wall. You will need to lure the elves and hatchling out, also remember all three rooms running south from the corner are cramped, so remember that when you trap for this mob and the next.
Step 5: Ancient Silver Dragon [LV-60] Sanced - Caster - FIRE ROOM Key of Faith Glass Anklet (60 MANA Legs) From Juvenile Silver Dragon, west, south, search with silver dragons head key then south, You will need healing staffs or you will have to have the form trans frequently to kill this mob. Usually loads with 1 elf that needs to be lured out, also loads with 2 juveniles that are non agro, so just hands them and get to killing the ancient.
Step 6: Tolerance [LV-50] - Caster - Sanced - Full Dispels Loads: Silver Leggings (55hp) Balrog Shroud (3 STR 50 HP About) Go back to room north of patience and unlock the door with Key of Faith, north, all d is tolerance. This mob is hard to setup because most of the mobs usually end up in his room, also every room is cramped on the stairs except the top so you need to trap and lure 3 mobs to the top then lure 1 mob to the next down, another to the next down.. etc til you clear tolerance's room. The rooms east and west of tolerance are also cramped and ok to lure mobs to.
Step 7: Equity [LV-70] Permanent Fireshield - Caster - Mage mob Loads: Red Cross Tunic (3 DR 40 MANA About) Mithril Chainmail Shirt (55 HP Body) From Tolerance, o door s, all s, remember every second room along the hall to equity is a fireroom so remember this when you lure. Best to trap tolerances room, lure 3 elves there, then, close door n, lure 3 rooms to the room south of tolerance, and whatever is left to the fire room south of that. Be very careful when you lure here because multiple bashers can you get killed quick in fire rooms, and if you get bashed by a high elf in Equity's room, you'll probably die.
Step 8: Holiness [LV-70] Permanent Fireshield - Warrior mob - CPK Loads: Glass Shield filled with swirling pink mist (60 mana -3 ss) Glass Circlet filled with swirling pink mist (60 MANA 40 HP) From Equity, open flames south, south into CPK. Loads in the same room as Temperance, here you need to have the form hands temperance, blind temperance then have the form trans out, then you summon them back in to do Holiness.
Step 9: Temperance [LV-70] Sanced - Mage Mob - CPK Loads: Glass Bracelet filled with swirling pink mist (2 HR 5 DR) Glass Sword filled with swirling pink mist (4 HR 4 DR) Dragonskin boots (50 HP -2 SBR) Loads in the same room as Holiness,
Step 10: Ki-rin [LV-60] - Sanced - Full Dispels - Rends thru sanc:P - CPK Loads: Ki-Rin Horn (3 HR 5 DR Smite Evil Dagger) K-Rin Hoof (5 HR 4 DR Hold) Ki-Rin Mane (3 HR 55 HP Head) From Holiness/Temperance Room, go UP (ONE WAY EXIT, you need to make sure someone is sitting north of Temp/Holi's room in lpk to summon you back) through illusion wall and Ki-rin will either be in this room, east or west. Now you can do this one of two ways, First: open the door south which leads to the Elysian Fields(LPK) and is also another one way exit, then hope Ki-rin moves out by herself into LPK(trying to lure is suicidal and wont work, she does not track)then you can summon the form to the fields and do her there, Second: you can trap her and kill her and Wyrm in cpk (recommended if bankers are about), also 2 elves load in the rooms with Ki-rin and Wyrm so be careful.
Step 11: Ancient Golden Wyrm [LV-70] Permanent Fireshield - Mage Mob - CPK Loads: Glass Orb filled with swirling pink mist (4 DR Light) Sash of Golden Fleece (35 HP 35 MANA waist) Same general location as Ki-Rin, Same Instructions.
Day 2 is DONE!
Notes:
Sitting The leader generally sets up the Eq mobs and sits while the form takes care of business and kills the mob, before sending the form to do ANY mob, always make sure you are in a safe room and keep it trapped at all times. Transing is a big part of Ely, if you can't stay alive while sitting your run will die fast if something goes wrong.
Transing Transport will take you to the Temple(altar) on the South West of the island, make sure your form gets out of the temple as soon as they trans too because it is a safe room. Transing is a BIG BIG BIG part of running ely, when you run the zone, you will need to trans constantly, whether its because you are fighting a tough mob like Ezekiel or Ki-rin, or because an elf broke free and is wailing on your form. Always make sure the leader of your form asks before transing the form or you have given them prior permission to trans if needed, if the form is transed and you are not in a safe room yet, it could mean the end of your run.
Luring Usually most eq Mobs will have to be cleared of Elves before you fight the main Mob.. here is a list of the main mobs you will Encounter. When luring, always make sure the form is in a safe spot incase you have to trans/tele out of the zone.
High Elf Warrior [LV-45] Sanced - Warrior mob - Loads with Sword - Bashes
Fair Elf [LV-60] - Permanent Fireshield - Caster
Dragon hatchling [LV-31] Sanced - Dispellable - Caster - EASY
Juvenile Dragon [LV-40] Sanced - Dispellable - Generally not agro - EASY
Elite Templar Guard [LV-40] Sanced - Dispellable - Load with Sword - Casters
The toughest of these are the Fair Elves and High Elves, Fair elves are tough with permanent fireshield and high level casters, also they are usually hidden. High Elves bash and hit very hard, with a ton of HP and Sanc and in my thoughts are the toughest wandering mob. If you get stuck in a room while luring with more than a couple of these you're generally in big trouble. Also when luring, if you are doing a tough lure(tolerance for example generally loads with 6+ elves) and you fail to flee a couple times and are taking a pounding its generally a good idea to teleport and have the form summon you back into the zone… sometimes its best to not even attempt to flee, just teleport/trans instead.
Repop Times It is very important that you keep an eye on the repop times, especially when you get up to Equity and the end with the CPK blockers and one way exits. If you time it badly, you can lose your run when it repops, its usually best to hit Equity immediately after a repop, then you have an hour and a half to do Equity, Holiness, Temperance, Ki-rin and Wyrm
Important Notes:
- This walkthrough is written for the LURER. That's the main person here. The only difference between formleader and other formies are simply summoning people and making them sanc/move. Lurer will set everything up and say how to do things.
- To run this, you need one person leading the form, and another luring. You can have more than one person luring if they communicate and know what they're doing.
- The entire zone is LPK, and res time therefore is 1min. You can summon almost anywhere (I will mention where you cannot), but it's all !phase so don't assume you can leave someone safely afk somewhere and be able to phase him at any time.
- The recall point is an LPK temple outside of zone (SW corner of island). It's also !summon so people have to port out or walk out of it to be able to be summoned back into ely.
- Do not corpse with fragments at the beginning of ely d1. They are the only keys that poof on corpse. Unkey them if you have to (unkey all, not just unkey). All other keys will drop to the ground when a person does. Usually this means that you can let the lurer corpse, but keep in mind that if he corpses with keys and zone repops you may not be able to get back there (if keys are behind a door that needs them to be unlocked). Unlikely but possible. Unkey spot is recall btw.
- Remember how consider works. All sanced mobs that are 10 or less levels above you are dispellable. So any mobs level 41 or less can be dispelled. Also remember that you don't get a save vs. spells that are above 10 levels from you. So any mob level 42+ dispelling you = full dispel.
- Transing is a big part of ely. While your lurer should be usually safe if things go sour, always ask before transing and make sure the lurer himself says that it's ok. As long as you have one safe unafk person inside zone, you should be ok
- Watch repop. You don't want to have to reice Titan or Holiness/Tolerance (or dying to them) because you didn't pay attention. Interesting fact - on repop, rarely but sometimes, some eq reloads. So it is possible to get another spool or some other eq in a run but quite unlikely.
- DO NOT SR. FOR ANY REASON WHATSOEVER. You will get everyone in room killed (zone proc). **Small correction - I think sr doesn't kill everyone. It kills the caster and does a decent amount of damage to everyone else. Regardless don't do it.
- Unless otherwise said, all main mobs do not move.
- Occasionally you'll have lots of mobs lured on you and somehow you haven't died for a while (when you die they don't lure to you anymore). Run somewhere far away from where you should be and ask for summon. All the mobs on you will head there and won't bother you.
Main mobs to deal with:
- Fair elves - Level 60, Fireshielded mage. Occasionally load teleport scrolls (I've gotten as many as four in a run once)
- High elf warriors - Level 45, Sanced warrior. Bash and in general melee hard. Don't fight more than one or at most two at a time (and really you shouldn't have to fight any of them except to fear at times).
- Dragon hatchlings - Level 31, Sanced mage. Easy and mostly just annoying.
- Elite templar guard - Level 40, sanced mage/warrior. Load on top level of d1, no reason to ice them really.
- Juvenile dragon - Level 40, sanced mage. Quite easy, not aggro (if it's not formed with another aggro mob, in which case you should hands). You never have to hit them except one at the beginning of d2. These do not move.
- Ancient dragon (bronze/silver/gold) - Level 60, sanced mage. Aggro. These do not move.
Main EQ Loads:
- Day 1: Pouch, Scales, Finger (scry ezekiel for "something"), Crown. Also two mana rings (and useless bracelets).
- Day 2: Spool, Pink (bracelet, shield, circlet, orb, sword), kirin (mane, hoof, horn), mattock, leggings, shirt, sash, claws
Day 1
1. For starters, go to pship storage room and grab rope from crate (zone reset only). It's below trapdoor on north side. You can keep them on you for the future. Name: a long coil of rope. Rope does not det, but after it's used once it becomes !rent.
2. Getting to Elysium
- Directions: Either (a) fly azure, fly n 51 w 2, or (b) fly 42 fly n 100. Get everyone at d1 ent (1w of the western @)
- While clannies get there, hold rope, go e and use rope, and come back west. repeat till rope gets caught so you can climb.
Added (05 Dec 2012, 1:57 AM)
---------------------------------------------
3. Climbing
- Preferably with two high-hp people, or two decent casters. As a 1200/1200 mage with manashield/images I could just barely survive two rooms, and you're really aiming for only one. Everyone else is going to be summoning/healing.
- Person 1 goes e,u. He takes 3 rounds of lag and various damage, at which point he can summon Person 2. Person 2 immediately goes up while everyone else summons person 1 and heals him. Person 1 meanwhile will image and get ready to go. Person 2 takes similar 3 rounds of lag and summons person 1 who goes up while person 2 is summoned. There is no more need to summon. After 3 rounds, person 1 will go west (no more damage) and summon everyone.
- Form up, kill archers and slobs. open trapdoor and go up, and follow path all e and down kill everything otw. When everything is dead, someone get 1w of ent and tick up. Solo e and take rope to use it again next time.
- NOTE: If you decide not to climb, it's also doable to do next step. Just every round you will take extra damage from archers/slobs, but it's ok if you have a large number of people to start (9+). I prefer to do it the easier way and just climb.
4. Aecaus (Level 50, Fireshielded Cleric) and Rhadamanthus (Level 35, Sanced Warrior)
- Take form east and blind Aecaus. Then get ppl summoned back and dispel/ice Rhad. Loot escutcheon and sash (3str/30hp base).
- Tick and ice Aecaus (careful as he dispels so nice to have a person sancing people). Loot fragment.
- The reason for this order is that Rhad has escutcheon which is the first key to zone so that determines who has rights to run zone (ie if another clan ices Aecaus while you do Rhad, you can thank them and ask for key).
5. Getting into zone
- Lurer spell up (sanc,manashield,images). Hold escutcheon, use escutcheon (to use you have to type out full name). If you get ported into mobs and die, you selfbank so make sure to move quick.
- Find a safe room and summon some people in.
6. Fragments on Aged Templars - can be done in any order, I'll list the order I do them in but there is no difference.
- Go to SW corner, trap above, go down and lure out anything except ghost (Level ??, Fireshielded Mage) and aged templar (Level 40, Sanced Warrior). Summon formleader (it's formleader's job to summon his whole form unless otherwise said). Go down, hit hands, blind ghost and tell everyone else to come down and hit aged (don't use templar as keyword). When ghost is blind just flee and go set up next aged templar. Formlead loot aged when it's dead.
- Go to SE corner, up, all south and summon people. CAST MASS LEVITATION (or when people go down they'll take lots of damage and go down to 1hp exactly) Likewise lure anything from 1d except aged/ghost, when ready go down, hit hands on ghost and blind it while form ices aged.
- Go back u all n d and head to NE corner. This time aged/ghost are 1e. Same deal. You should now have 4 fragments (3 templars and Aecaus)
7. Old Templar (Level 30, Sanced Warrior)
- Solo s 4w, lure crap out. Trap and when ready type ASSEMBLE PENDANT to open up secret exit down
- Search to open it, lure out fair elf and elf warrior, summon form and when ready go down and dispel/kill old templar. Loot useless claymore and key.
- Extra: Find a hidden on this level that's not a fair elf, and it will be a nemean lion. Easy mob, loads 7hr/-ac about item.
Added (05 Dec 2012, 1:57 AM)
---------------------------------------------
8. Ancient Dragon (Level 60 Warrior)
- Go north and search to open exit e, go back to form. Next mob can load in one of 3 different spots. Two are real easy, one is a pain.
- A. (pain) n all e all n, search (with old templar key), n. Explained below.
- B. N,e,search,all s,e,s,all e, all s,search and down. Lure crap out if any and summon form, ice/loot.
- C. North, east, all north (through illus), east all south. Lure crap out if any and summon form, ice/loot.
- For case A: Do not lure mobs to the N<->S path, lure them to the W<->E path. N/S is cramped. At the same time remember that if you put one cramped mob trapped in a room, other mobs wont come past it so in some cases you WANT to put a mob somewhere so others don't go through. Dragon room is not cramped so it can hold up to 3 cramped mobs. Also keep in mind it may be 2.ancient (in which case i suggest just ignoring 1.ancient and icing 2.ancient
- After it's dead, summon form back to room where you killed old templar.
9. Chastity (Level 40, Sanced Cleric)
- Lurer solo north, unl open door north, n. Lure all the crap from the stairs all the way down (3d). Remember trapping on stairs is fine as long as there are less mobs than stairs otherwise other mobs below wont be able to walk out. These stairs may not be cramped but I really don't remember.
- When lured, summon form and kill Chastity (level 40 cleric) and loot for ring/cloak/key.
10. Titan (Level 90, Fireshielded Warrior)
- Solo open door, south, search, all e, search, e, 3u, search, all e, 2s, all e, all d, all n. Summon form.
- Solo s, e, lure everything out except for plant. Tell form to move here and ice plant.
- Make sure there are no mobs north except for titan. Trap the room and go kill. Strategies to kill it: (a) Tank with form, (b) Tank one person fs, © Tank one person with eles. In either case you may need to do two passes. Just keep room 1s safe and have the leader stay there before transing. Obviously keeping the mob blind is important too.
- Loads crown (comp eq)
11. Ezekiel (Level 80, Fireshielded Mage), BLOCKER. NOTE steps 11 and 12 are interchangeable and can do whichever is easier first.
- Solo n w and can summon form here or into any room past titan (so if titan repops you wouldn't care).
- All dragons now wander, so just find a safe room from them. Everyone breathe water.
- When ezekiel is hit he conjures adult silver dragons. If he is blind, dragons are conjured blind too. If he's not, the dragons are hell. So make sure to have him blind when you hit him.
- Clear the room all d from everyone except ezekiel. Try not to hit ezekiel or get hit by him until everyone's ready.
- Keep in mind this is all underwater so you can't really lure. Hands stuff and hope it moves. Also obviously underwater = use shockwave
- When you are ready, hit ezekiel. When he is dead, search room to get ezekiel finger (6.malcomp).
- Also loot pouch, ezekiel ring (d2 key), and another useless key (it's really a key past first mob in d2, but the door is pickable so you don't need it)
12. Adult Gold Dragon (Level 60, Fireshielded Mage), WANDERS (the only d1 main mob that moves)
- Loads golden dragon scales
- Likes to proc fire on entire room.
- Will require transing several times most likely (keep the lurer and/or someone else safe)
Day 1 done.
==========
Day 2
1. Getting into Day 2
- Day 2 entrance is the eastern @. When ready, a caster leader goes into that room, spell up fully, wear ezekiel (ezekiel ring), use ezekiel.
- As soon as you get ported into zone, trap the room. If there are mobs in it, move away. Find a safe room and summon everyone in.
- Once you are in, it is illegal for another clan to try and get in. I don't think the code allows it, but they cannot use their d2 key to get in as well. Note: I've been told this is not true. If this is so, run steps 2 and 3 quickly and setup step 4 then lock in as described below. Once you've locked in here, your d2 is perfectly safe (unless you manage to selfbank somehow).
2. Juvenile Dragon (Level 40, Sanced Warrior) - blocker.
- The entire path all down is fine, while all rooms south from all d are cramped (except last mob with ancient dragon).
- Go all d 2s and you will see a juvenile dragon. If there are no other mobs in room, summon form and have them dispel/ice it. DO NOT TRAP ROOM as it is cramped.
- When it's dead, head all n all u and summon form back to their safe room.
- Trap all stairs rooms and lure loose mobs so they don't bother you.
3. Ancient Bronze Dragon (Level 60, Sanced Warrior)
- Pick/open door south of juvenile dragon you just killed
- The room south of you will have one ancient dragon, one juvenile dragon, and likely 2 fair elves and 2 elf warriors (and maybe a hatchling?)
- Lure fairs/wars/hatchling out. Make sure not to lure any on the path north, only the room all north and all rooms up, or all n 1w
- Think of strategies like luring stuff 1n and then back south into ancient room to trap them there (obviously up to 3 per room), or something you'd want to lure stuff out and then lure one mob in cramped so other mobs can't go back through. Also remember that mobs lure up to the last room you walked to. Tricking them by getting summoned or etherealing is an important part of ely. I'll mention more strategies later, they're not needed in here yet.
- Hands juvenile, summon form 1n of juvenile/ancient room and have them go south to kill ancient.
- Loads prism glasses and a staff (both useless) and a key.
- Either leave form in this room or take them back all north all up.
4. Patience (Level 45, Sanced Cleric)
- From the top solo all d 1w to that locked door. Unlock it and go west.
- All down from you Patience, plus lots of crap mobs
- Stairs are cramped (except the top and bottom of stairs rooms). My suggestion is lure ALL mobs away from stairs. Lure them into the juvenile/ancient rooms (trap the rooms in the correct order so they trap in the farthest rooms first otherwise they'll block the rest) or up the top stairs all the way almost up to form (if they're there, which is probably the safest place to be).
- When it's setup, summon form above patience
- Solo either back to ancient/juvenile room or to ent room and ask for summon. This will guarantee all mobs lured on you will go to that room and stay there (at least till you die, but they'll at least be mostly around that area).
- Now form can go down and ice patience. Lurer stay unengaged and re-sanc people being dispelled. Loot spool, spear, and key.
- When patience is dead, lurer solo all u 2e, close door and lock door (it only unlocks/locks from outside) and get summon back in to patience. What does this accomplish? (a) all mobs you lured away will stay past locked door. (b) on repop, they won't repop in this area because they're alive past that door. Mobs don't move on repop, just the dead ones spawn back to their starting room.
- Why do we not want mobs here? (a) because while sylph/pech are set up people will stay here, and (b) because you should leave a mostly afk person here above patience to recheck for spool on entrance. That is because once you leave this area you cannot reopen door back to patience from other side of it (I could be wrong)
5. Sylph (Level 60, Sanced Mage)
- solo n,search (will open 1w), w, search,s. Look around here for sylph with sphere. When you find it, lure it to empty room and trap it there. Summon form and kill it.
Added (05 Dec 2012, 1:58 AM)
---------------------------------------------
6. Pech (Level 1, Fireshielded Warrior)
- Assuming you're still at tolerance but you've searched stuff, go n w all s 1n,2e. This room cannot be accessed by meleers so if you're leading on a meleer (probably not the best idea to begin with), have a caster summon you past it.
- Run around here and look for pech with key of learning. Lure it to a safe room (in general, you wanna lure mobs to rooms with as few exits as possible so there's less of a chance of mobs entering that room. Trap it there and sleep it. Summon form.
- Tanks start stabbing pech. As soon as a stab goes through, sleep it (!fail) and heal the stabber. A lot of people will mort which is fine, just sleep it and then heal them.
- Loot key and mattock.
7. Juvenile Silver Dragon (Level 40, and you should know that it isn't aggro by now)
- From pech get past !meleers room (or get summoned past it). All w all n 2e (you are now 1n of patience room). Search with pech key to open 1e.
- The rooms all e are normal. From there the rooms all south are cramped. Dragon you need to kill is all e all s 1n 1e (illus). His room is not cramped so you can use a strategy in which you lure a mob out and then back in to trap it.
- Lure all mobs out of this area. Safest bet is to lure as far as sylph area, but not necessary usually. When ready, summon form right into juvenile room and kill him. Loads 5dr/-30mana claws (those are base stats) and another key.
8. Ancient Silver Dragon (Level 60, Sanced Mage). FIRE ROOM.
- Go w s and search to open 1s. There should be a few ancient dragons and a few juvenile dragons 1s.
- Carefully check which ancient dragon has key and make sure to hands him. Summon form 1n of these.
- When people are ready, have them sanc / c fire prot and go south and kill it. Either ignore other ancient dragons or try to blind them.
- When it dies, have people ethereal north (because it's cramped) or just trans if some people are safe. Keep them ticking in that room or back in juvenile room (n,e).
9. Tolerance (Level 50, Sanced Cleric)
- Solo all n, and west till north (you'll be 1n of patience room). Unl the door north and go north.
- All down is tolerance, usually with a lot of mobs
- To start, lure mobs into the rooms all d 1e, and all d 1w. Can use the strategy of luring out/in. These rooms are cramped so once you lure one mob in there and it's trapped, others won't walk in. Once one of them is safe, summon in form.
- How I do it at times is just hands all the mobs and one by one hit them / lure them far into sylph area. One by one they'll walk out and the room will be safe. Otherwise just trap somewhere (not stairs as they're cramped, unless you already understand how to trap one by one), but you can lure 3 mobs back into tolerance room (I suggest against it by the way, mobs will follow you to next mobs most likely.
- Anyways ice it for leggings and shroud. Door is not locked but tolerance simply blocks south.
10. Equity (Level 70, Fireshielded Mage)
- When you open door south, the rooms will interchange fire/nonfire.
- Roughly 6s before a door is equity. Try to clear the room 1n or 2n before it (and obviously its room), trap its room, and then summon people.
- When ready, have form go kill it. Do not open door.
- Loot tunic and shirt.
Added (05 Dec 2012, 1:58 AM)
---------------------------------------------
11. Holiness (Level 70, Fireshielded Warrior)
- This room you are in is VERY IMPORTANT. First off, in room 1s temperance blocks fleeing (you can walk out if you're not engaged). Second, all next rooms are !summon. If you wanna get people in, you need someone here.
- IT IS IMPORTANT FOR REPOP TO NOW BE SOMEWHAT FAR AWAY. YOU DON'T WANT ZONE TO REPOP ON YOU NOW. If you feel like you have 20 min at least, then you're fine.
- Open flames (the name of the door)
- Lurer stay here. Form go 1s and blind tolerance, then trans. It's simply easier to ice holiness first since it's FS vs tolerance being SANCED.
- Summon form back in, have them go south, hands holiness, and ice it.
- Loot shield and circlet.
12. Temperance (Level 70, Sanced Mage)
- When people are ready, kill it. Nothing else to it. Just make sure to keep room trapped in case mobs do come.
- Loot bracelet, sword, boots
13. Ancient Golden Wyrm (Level 70, Fireshielded Mage)
- Lurer farsight up. This is a set of 3 rooms (1u, 1u 1w, and 1u 1e) from which you can't come back down (so once people all go there, cannot summon people back).
- Lurer solo up and find a safe room and trap it. There are a total of 4 mobs here - kirin, wyrm, fair elf, elf warrior.
- KIRIN IS NOT AGGRO. So don't touch it for now.
- When everything else is lured, kill wyrm
- DO NOT OPEN THE DOOR HERE. Once you open it, mobs can start opening it too. [however, it could actually be a strategy to lure kirin through door because you can sum in that area though it has many more mobs). Note that door leads into top level of D1.
- Kill wyrm, loot for sash, and orb.
- NOTE: as we recently found out, wyrm is weak vs. cold spells so use frostshards to make it much much faster.
- Hold the sphere you got from sylph and FILL SPHERE.
13. Ki-Rin (Level 60, Sanced Cleric)
- Hits hard as hell. Kill it for mane/hoof/horn. Suggested spell - fireball with vermillion gloves.
Done with D2.
Banking Strategies
There's only two:
1. If you see a clan clearing archers/slobs way at the beginning or blinding Aecaus you can get people to ice Rhadamantus. This is barely a bank, it's mostly for you to run full zone and piss off the clan you just banked.
2. If you see a clan running d1, and preferably with not many people, you can run d2, and open the door at kirin/wyrm to get back into d1 to try and bank whatever else they're on (and since all d1 eq is at the end, it's quite perfect). Keep in mind that you can only get into kirin/wyrm area from d2 so you either wanna ice them, or at least lure them into d1 before going to bank (and luring into d1 is risky as they can go and bank them themselves).
=========
Elysium
Done By: Silverion
Step 1: Need rope from crate in Pirate Ship. Go to West @ and hold rope, go east (Sanc first) and type use rope, be quick and go in and out til it latches on, once it has you are ready to start.
Step 2: Scaling the Wall Summon Method Use 2 people with ALOT of hp (pref 1200+) or a mage with 1000ish hp + manashield and images can be effective too. From the room 1 west of west @ the first person goes EAST, UP then summons the second person,a person in the form then summons the first person and the form spam heals til full. The second goes UP then summons the first back in and a person in the form summons the second out and form spam heals. From there the first person goes UP, WEST and summons in the form.
Step 3: Archers/Slobs Once form is summoned to the top of the wall kill the Archers in the first room then go up, all east, and 1 down.. killing all Archers and Slobs as you go, once this is done its safe to start on Aeacus.
Step 4: Aeacus [LV-50] Permanent Fireshield - Full Dispels Loads: Gate key, (a large, bronze gatekey) reusable so you can lock yourself in to keep from bein banked. From West @ go EAST, Hands and Kill Aeacus, Rhadamanthus is not Agro. Keep Aeacus bashed, he full dispels.
Step 5: Rhadamanthus [LV-35] Sanced - Dispellable. Loads: Fragment of a Pendant. Blood Red Sash (3 STR 30 HP) Loads in same room with Aeacus, fairly easy and is non agro, dispel and kill.
Step 6: 3 Aged Templars [LV-40] Sanced - Hero Dispellable Loads: 3 Fragment of a Pendant. There are 3 Aged Templars. Aged Templar #1: Open the gates, All WEST, all SOUTH, to the southwest corner. Mob loads DOWN through an illusion wall, have the form go down, hands templar, blind the ghost it loads with, dispel templar and then have form trans out. Summon form back in then have them kill Templar. Aged Templar #2: From SW corner, all EAST, NORTH, ALL EAST, SOUTH(should be SE corner), UP through illusion wall, ALL SOUTH. Templar loads DOWN with another ghost. Directions to kill it are same as first templar. Aged Templar #3: From SE corner, all NORTH to NE corner, Templar loads EAST through illusion wall. Directions to kill it are same as first templar. EXTRA: Nemean Lion [LV-35] Loads: Nemean Lion Skin (7 HR -30 AC About) Sanced - EASY Hidden mob that loads in the fields somewhere, wandering mob that is very easy to do, you just have to find him
Step 7: Old Templar [LV-30] Sanced - Dispellable Loads: Ancient Mithril Claymore a copper, dragon head key. From Northeast Corner, 4 WEST, SOUTH, with all 4 fragments in your inventory type 'ASSEMBLE PENDANT' this will create a single pendant, then search the room until the Tomb opens. Mob is DOWN, and is very easy.
Step 8: Ancient Copper Dragon [LV-60] Warrior Mob Loads: Glass Ring (3 INT 50 MANA) Glass Bracelet (6 HT -2 SS) Key of Knowledge This mob can be in any of three locations. First location is from Old Templar, Open door, NORTH, all EAST, all NORTH, search, NORTH. Second is from Old Templar, NORTH, EAST, search, all SOUTH, EAST, SOUTH, ALL EAST, ALL SOUTH, search, DOWN. Third is from Old Templar, NORTH, EAST, NORTH(through illusion wall), NORTH, EAST, 2 SOUTH(through illusion wall).
Step 9: Chastity [LV-40] - Dispellable, does full dispells. Loads: Cloak of Chastity (30 hp -3 SBR) Ring of Chastity (3 WIS 60-70 MANA) From room 1 NORTH of Old Templar, unlock door with Key of Knowledge, (this is the second door you can lock to hold off bankers) then North, All Down.
Step 10: Titan [LV-90] - Permanent Fireshield - Warrior Mob Loads: Nothing of importance. From chastity, SOUTH, search, ALL EAST, search, EAST, 3 UP, search, ALL EAST, 2 SOUTH, ALL EAST, ALL DOWN, ALL NORTH. Trap this room, from here Titan is S, E, N. This guy hits very hard, bashes, parry's etc you name it.. Best way to do this is have someone other than leader sit in room all north that you trapped at first, while the Leader conjures 3 elementals, and attacks Titan, then have the form come in and ASSIST the leader while he attacks titan, this will make titan parry only the elementals and allow the form to wail on him. You may need to trans a couple times as this can often take 2-3 passes, though it is doable in 1 pass if you're lucky.. so bring 6-9 elementals just for Titan, healing staffs can be handy too.
Step 11: Ezekiel [LV-80] - Caster w/Permanent Fireshield - Magic Only Mob Loads: Pouch(mask component) Ezekiel's Ring(Day 2 Key) From Titan, N, W, ALL DOWN (throught illusion wall) to the bottom of the well. Ezekiel loads with 1 agro dragon and summons more while fighting, the best way to do Ezekiel is to have the form go down, and have the entire form cast color spray/blind on him as soon as they go down, this will ensure that the new dragons he summons will be summoned permanently blinded, so all you have to worry about is Ezekiel and the Silver dragon he starts with. Once ezekiel is blinded it is usually best to have the form trans then summon them back in to fear the non blind dragon out of his room asap. Once you have gotten rid of the non blind dragon, get your form to bring plenty of mana and start on ezekiel. Always make sure you are safe before sending the form in to attack Eze or you could be in trouble.
Step 12: Gold Dragon [LV-60] - Permanent Fireshield - Caster Loads: Gold Dragonscales Loads in the well with Ezekiel, generally 1-2 down from the top. This dragons breathe is MEGA painful, worse than anything in bloodstone, if he breathes the form should IMMEDIATELY trans out, if possible have someone set a trigger for when he breathes to trans, you will see why when half your form is mortally wounded. You CANNOT survive two breathes from this guy. You need to wear him down, and hope he doesn't breathe too often.. can take a while sometimes when he breathes alot.
Day 1 is DONE!
Day 2
Step 1: Juvenile Dragon [LV-40] Dispellable - non agro - cramped room From East @ (dusty room) unlock door west, west, all down, 2 south. The room Juvenile is in, and room 1 north are cramped, do not trap them. Best to keep door south of juvenile closed until you kill juvenile and move form back up to the top of the stairway, where it is best to keep the form while you lure/trap mobs.
Step 2: Ancient Bronze Dragon [LV-60] - Warrior mob - sanced Loads: Key of Wisdom Bronze Staff Prism Glasses From Juvenile, pick door south, south. Loads with a ton of elves so you need to lure them out beyond the cramped room north.
Step 3: Patience [LV-45] - sanced - caster - full dispels Loads: Mithril Thread (Tunic of Vengeance component) Courtesy's golden spear From Ancient, all n, w, unlock door, w, all down. Room above patience is cramped, good room to summon the form to when you are ready to kill Patience, do not trap this room until you have cleared patience's room of mobs. Also, when Patience is setup use the key to lock yourself in.
Step 3: Pech [LV-1] Permanent Fireshield - Warrior Mob Loads: Key of Learning War Mattock (60 HP 1 handed weapon) From Patience, open door n, n, search, w, search, all w, all south, 2 east, n, from here, the room east is mage/cleric only, You need to get a mage or cleric to go east and summon you in so you can find the Pech with the key. Search this general area until you find him, he wanders. Usually done by sleeping it and bsing it over and over until its dead.. make sure you designate one person to sleep, one person to bs and rest of the formspam heal the BSer.
EXTRA: Sylph [LV-60] Sanced - Mage Mob Loads: Glass Sphere (Tunic of Vengeance Component) Loads in the same area as the Pech. When you kill the Golden Wyrm, hold sphere, use sphere, it will fill itself with blood, then you can use this for one of the components for Golden Scaled Tunic of Vengeance (Good AL thief only 5 dr body)
Step 4: Juvenile Silver Dragon [LV-40] Permanent Fireshield Loads: Silver Dragons Claws (6 DR -25 MANA Hands) a silver, dragon head key Go back to room north of patience, with key of learning in your inv, search until you open the mosaic east, all e, 2 s, east through an illusion wall. You will need to lure the elves and hatchling out, also remember all three rooms running south from the corner are cramped, so remember that when you trap for this mob and the next.
Step 5: Ancient Silver Dragon [LV-60] Sanced - Caster - FIRE ROOM Key of Faith Glass Anklet (60 MANA Legs) From Juvenile Silver Dragon, west, south, search with silver dragons head key then south, You will need healing staffs or you will have to have the form trans frequently to kill this mob. Usually loads with 1 elf that needs to be lured out, also loads with 2 juveniles that are non agro, so just hands them and get to killing the ancient.
Step 6: Tolerance [LV-50] - Caster - Sanced - Full Dispels Loads: Silver Leggings (55hp) Balrog Shroud (3 STR 50 HP About) Go back to room north of patience and unlock the door with Key of Faith, north, all d is tolerance. This mob is hard to setup because most of the mobs usually end up in his room, also every room is cramped on the stairs except the top so you need to trap and lure 3 mobs to the top then lure 1 mob to the next down, another to the next down.. etc til you clear tolerance's room. The rooms east and west of tolerance are also cramped and ok to lure mobs to.
Step 7: Equity [LV-70] Permanent Fireshield - Caster - Mage mob Loads: Red Cross Tunic (3 DR 40 MANA About) Mithril Chainmail Shirt (55 HP Body) From Tolerance, o door s, all s, remember every second room along the hall to equity is a fireroom so remember this when you lure. Best to trap tolerances room, lure 3 elves there, then, close door n, lure 3 rooms to the room south of tolerance, and whatever is left to the fire room south of that. Be very careful when you lure here because multiple bashers can you get killed quick in fire rooms, and if you get bashed by a high elf in Equity's room, you'll probably die.
Step 8: Holiness [LV-70] Permanent Fireshield - Warrior mob - CPK Loads: Glass Shield filled with swirling pink mist (60 mana -3 ss) Glass Circlet filled with swirling pink mist (60 MANA 40 HP) From Equity, open flames south, south into CPK. Loads in the same room as Temperance, here you need to have the form hands temperance, blind temperance then have the form trans out, then you summon them back in to do Holiness.
Step 9: Temperance [LV-70] Sanced - Mage Mob - CPK Loads: Glass Bracelet filled with swirling pink mist (2 HR 5 DR) Glass Sword filled with swirling pink mist (4 HR 4 DR) Dragonskin boots (50 HP -2 SBR) Loads in the same room as Holiness,
Step 10: Ki-rin [LV-60] - Sanced - Full Dispels - Rends thru sanc:P - CPK Loads: Ki-Rin Horn (3 HR 5 DR Smite Evil Dagger) K-Rin Hoof (5 HR 4 DR Hold) Ki-Rin Mane (3 HR 55 HP Head) From Holiness/Temperance Room, go UP (ONE WAY EXIT, you need to make sure someone is sitting north of Temp/Holi's room in lpk to summon you back) through illusion wall and Ki-rin will either be in this room, east or west. Now you can do this one of two ways, First: open the door south which leads to the Elysian Fields(LPK) and is also another one way exit, then hope Ki-rin moves out by herself into LPK(trying to lure is suicidal and wont work, she does not track)then you can summon the form to the fields and do her there, Second: you can trap her and kill her and Wyrm in cpk (recommended if bankers are about), also 2 elves load in the rooms with Ki-rin and Wyrm so be careful.
Step 11: Ancient Golden Wyrm [LV-70] Permanent Fireshield - Mage Mob - CPK Loads: Glass Orb filled with swirling pink mist (4 DR Light) Sash of Golden Fleece (35 HP 35 MANA waist) Same general location as Ki-Rin, Same Instructions.
Day 2 is DONE!
Notes:
Sitting The leader generally sets up the Eq mobs and sits while the form takes care of business and kills the mob, before sending the form to do ANY mob, always make sure you are in a safe room and keep it trapped at all times. Transing is a big part of Ely, if you can't stay alive while sitting your run will die fast if something goes wrong.
Transing Transport will take you to the Temple(altar) on the South West of the island, make sure your form gets out of the temple as soon as they trans too because it is a safe room. Transing is a BIG BIG BIG part of running ely, when you run the zone, you will need to trans constantly, whether its because you are fighting a tough mob like Ezekiel or Ki-rin, or because an elf broke free and is wailing on your form. Always make sure the leader of your form asks before transing the form or you have given them prior permission to trans if needed, if the form is transed and you are not in a safe room yet, it could mean the end of your run.
Luring Usually most eq Mobs will have to be cleared of Elves before you fight the main Mob.. here is a list of the main mobs you will Encounter. When luring, always make sure the form is in a safe spot incase you have to trans/tele out of the zone.
High Elf Warrior [LV-45] Sanced - Warrior mob - Loads with Sword - Bashes
Fair Elf [LV-60] - Permanent Fireshield - Caster
Dragon hatchling [LV-31] Sanced - Dispellable - Caster - EASY
Juvenile Dragon [LV-40] Sanced - Dispellable - Generally not agro - EASY
Elite Templar Guard [LV-40] Sanced - Dispellable - Load with Sword - Casters
The toughest of these are the Fair Elves and High Elves, Fair elves are tough with permanent fireshield and high level casters, also they are usually hidden. High Elves bash and hit very hard, with a ton of HP and Sanc and in my thoughts are the toughest wandering mob. If you get stuck in a room while luring with more than a couple of these you're generally in big trouble. Also when luring, if you are doing a tough lure(tolerance for example generally loads with 6+ elves) and you fail to flee a couple times and are taking a pounding its generally a good idea to teleport and have the form summon you back into the zone… sometimes its best to not even attempt to flee, just teleport/trans instead.
Repop Times It is very important that you keep an eye on the repop times, especially when you get up to Equity and the end with the CPK blockers and one way exits. If you time it badly, you can lose your run when it repops, its usually best to hit Equity immediately after a repop, then you have an hour and a half to do Equity, Holiness, Temperance, Ki-rin and Wyrm