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)
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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)
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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).