Showing posts with label Raid Bosses. Show all posts
Showing posts with label Raid Bosses. Show all posts

Friday, March 13, 2009

The One About The Occulta Fortress

With the opening of the mystical Mayan temple, the Occulta Fortress, comes your opportunity to be the next Indiana Jones!

Are you the next Indiana Jones?

Preparation for your adventure: Collect the Runes!


To enter the Occulta Fortress, collect 5 Ancient Runes – either Ti or Te. These ancient runes can be found at either the Meridian of Zeia or the Twilight of Zeia.

Doorway: Unraveling the Sundial…

The mysterious sundials are located at the Meridian of Zeia and the Twilight of Zeia. The sundial at Meridian of Zeia will requires 5 Ancient Runes – Ti while the sundial at the Twilight of Zeia map will require 5 Ancient Runes – Te.

Hallway of Headless Guards

Upon entering the fortress, you will be presented with rows of headless guards on either side of the hallway trying to deter you from entering. Beware though - These headless armors will come to live and attack you to defend their fortress!


If you manage to make it pass these headless warriors, good luck in dealing with the kobold warriors who out for your blood!

The Blender Room: Care to be juiced?

After escaping the claws of the kobolds, your next nightmare begins. Get to know what life must be like as a fruit before it gets juiced by the blender, as you struggle to make it out alive from the rows of rotating blades covering the entire room with turrets at the sides.

Here’s a tip on how to resolve this little dilemma. Use an expert level ‘Nar’ character to talk to the sundial right outside the room.

If you have the Ancient Rune - Ar required by the sundial, it will shine brightly and voila! The trap would have been disabled.

Goodbye blender!

A Seemingly Harmless Corridor?

After leaving the Blender Room, you will arrive at a “seemingly harmless corridor”.

However, once you start moving forward…

… spikes on the floor pop up which will instantly kill your characters. Unfortunately, the traps in this room cannot be disabled, so strategy and teamwork is required for this.

The safest way to get across would be to walk along the sides of the room but beware of the turrets there.

Meet Boss, Necro Shaman

The boss in this room, Necro Shaman, is located in the middle of the room which will drop a ‘Key to Occulta, General’s Room’. You will require this to face the last boss in the zone. Nerco Shaman will cast ‘Dark Explosion’ which will inflict ‘Enervation’ on players reducing ATK, ATK Speed, Movement Speed by 50% and reduce HP by 30% and halt HP regeneration.

The only way out of this room would be to use an expert Nar and follow the green arrow at the end of the room.

Decisions, decisions

Upon entering the room, there will be 3 warp gates inside. One of the warp gates inside is the correct warp gate which will create a warp gate in the previous room which will allow players to advance further into the dungeon. If the wrong warp gate is selected, players will be teleported back to the previous room and monsters will be spawned.

When you reach the end of the map, there will be another sundial which requires 10 of each Ancient Runes before it will summons the warp gate to the last room in the Occulta Fortress.

A Dead End?

Inside the last room of Occulta Fortress, there will be a door at each of the 3 corners of the room which will require a ‘Key to Occulta, General’s Room’ obtained from the Necro Shaman to open. If the wrong door is opened, monsters will flood into the room. However, if the correct door is opened, a mission lobby to the ‘General’s Room’ will be opened at the location of the correct door.
Final Stop: Mufasa

Upon entering the mission room, there will be a dialogue by Ania before she will summon the boss ‘Mufasa’.

Mufasa uses the following skill Armageddon that will cause confusion that halts SP regeneration and disables all skill. The Wall of Fire he casts causes burn that restricts all attacks and skills and reduces max HP by 25%. His last skill, Frost Hand, causes cold wave that reduces attack and movement speed. His random punches will reduce the DEF of the targeted character to 0.

So that you know all about what lies ahead in the Occulta Fortress, are you ready to be the next Indiana Jones?

Indian Jones Picture Source: http://www.matrix-online.net/bsfa/website/matrixonline/Matrix_Reviews_2.aspx

Tuesday, October 23, 2007

The One About Vergo... Cursed?

I've been hearing some players speculate that Vergo The Cursed is bugged and thus, un-killable. But this is not actually the case. There are a few things to take note of:

1) Vergo The Undead

Why is it that the HP bar of Vergo The Cursed gets to zero and Vergo is still not dead?

This is because he goes into an 'undead' mode, whereby he will start to regenerate HP at an incredibly fast rate. Once he goes into this undead mode, his regenerated HP will remain a ???? mystery. This is the case in V2.1.18. From what I have heard from IMC, in V2.4 onwards, the possibility percentage of this undead mode has been reduced significantly and most of the time, Vergo will die swiftly without going into undead mode.

Despite his HP reflecting 0, be aware that his HP is regenerating and you will need a VERY strong party to continuously hit him. If people start leaving, Vergo's HP regeneration speed will exceed that of the damage done to him and it will be back to square one.

And yes, the people who enter the scene when Vergo is in undead mode, will see Vergo's HP as being maximum, even though the people who have been there from the very start will see it as zero. Don't panic: This is normal. This merely means that Vergo's HP is regenerating and remains a ???? mystery.

2) Need Moar l33t 92 weaponzzz

Frankly speaking, you will need Elite Level 92 weapons to be able to easily defeat Vergo The Cursed. Vergo has a DR of 57, while the best Elite 84 weapons give an AR of 52. Except the fact when you +5 or if you manage to enchant the Elite 84 weapon to a +3 Attack Rating Option, otherwise it is not possible to efficiently damage him. FYI, Elite Level 92 weapons will be much more easily attainable once we hit V2.4.

Does this mean it is impossible to defeat Vergo The Cursed in our current version V2.1.18?

Nope, it is still possible. But you will need a very large number of strong players in order to take him down and even so, you might probably have to whack for about 2-3 hours after his first physical death before your party can take him down. The thing is, you cannot afford to have players leaving halfway through the raid because the HP regeneration which will restore him to his all-powerful self again.

Ideally, in order to prevent his insane rate of HP regeneration, it would be good to stun him with say, Wizard's Hole Of Darkness, and of course to have good tankers and many high damage ranged attackers to complement.

3) The Sweet Spot

Talk about backdoors that programmers just love implementing...

There is a certain sweet spot on the cliff that permanently stuns Vergo. If you are one of the lucky 1% to be able to find it... then it just might be time to buy a 4D lottery ticket.

I heard that one of the factions in Cervantes actually managed to find it once and only once. Their tanker fighter was never able to find it ever since. Nevertheless, despite being unable to find Vergo's sweet spot again, this same faction managed to take him down a second time using some extremely well thought-out strategies (which I am afraid I am sworn to secrecy about - after all, it's their secret, not mine). Even so, it took them 3 hours after Vergo went into undead mode to take him down.

Well, hope that helps answer some of the burning questions on your mind regarding Vergo.

P/S: Just for the fun of it, I tried using Irawan, equipped with a Level 100 Knuckle of 3 Kings to solo Vergo on the test server. It took me a good two hours after he went into undead mode to take him down. ;)