Guild
Need Town Info?!
Posted 08/09/2009 - 05:17 by so0shiie
Alrightt so if you are like me, and you arent high leveled, but you arent low leveled and you took an interest in crafting or maybe you have a friend that says they saw a wandering merc that you wanted in a certain town, but they already left that town, and you don't have that towns info, and you are bummed out and that was alot of ands, sorry! Well have no fear with these easy steps you SHOULD have most towns registered in one or two days without having to do ANY work!!
This works best when you have to go eat out with your family, have an errand to run, or simply going to spend some time outside, or like me, have some quality time with my wife mary jane.
1) You find a wandering npc, shouldn't be too hard, a wandering craft npc usually works best.
2) You Right click the npc, then follow.
3) You go do what you need to do!
This is not the best way, but anything you can do to help your gameplay while you can't actually play couldn't hurt!
There are some cons to this though.
1) If you are really low leveled and you run into a monster a little bit higher than you, e.g you are level 30 with auto battle on fighting a sheep, you will most likely die.. but that usually doesn't happen.
2)The wandering merc can stay in a town for as long as they like, which could be a downside haha. :(
You are wondering, What if you run into a monster?
I traveled all around Europe and SouthEast Asian with auto battle on while i left, and I only had to fight once. Ever. Now I know that isnt a good statistic since I'm the only one that tried it, but if you don't have any high leveled friends that have nothing to do but teleport to towns and leaving so you can teleport to them and rinse and repeat, then I would say this is the best way since you don't REALLY have to do anything but click follow.
Another thing that is pretty effective to do, and I'm sure alot of people have figured it out by now, is gift. When you have a quick chore to do around the house, want to run to the liquor store, going for a quick poke and toke, gift then do what you need to do and when you come back your will should be 100% again, that is if you are taking a clean thorough shower, or washing dishes.
All of these little things can help you game-wise, while you have to do something else!!
Another easy way is to just LDP and most people don't know but even if one player doesnt contribute, the player that does contribute gets an extra exp bonus for killingm which isnt ALOT, but it is better than not having one at all.
Organizing a succesful Alcatraz Prison run
Posted 08/03/2009 - 07:48 by WilliaM
Alcatraz requirements :
- 3 Attack teams
- Minimum 30+ people
- Minimum level 97+
- Formation : 6 Mercs + Main
Alcatraz Strategy :
The nation gate (X) is in the middle of the map, it is very important that everyone (not including attack teams) rush to the middle of the map and start defending the nation gate. How? By killing all the mobs around the gate. If a mob manages to engage the gate, join the gate battle as soon as possible. It is extremely important that you join the gate battle as fast as you can because Alcatraz gates aren’t that sturdy, once most of the mobs are dead in the gate fight, start stalling the fight so the people fighting around the nation gate have time to clear the gate area of the remaining mobs.

As you can see in the picture above, Alcatraz has 3 enemy gates (X). Hence the 3 attack teams. The 3 attack teams have to kill the enemy gate asap AND leave at least 1 or 2 towers alive. Why? Because you need time to clear the cellblocks. What are cellblocks? Cellblocks give out books and extra boxes. 4 Cells give out books, 2 cells give out 40 boxes each (More info below). In my opinion, skipping the cellblocks isn’t a good idea, because the Al Capone floor is very hard without the books.
IMPORTANT : Leave at least 2-3 towers alive. If people happen to run into the towers, tell them to run. It is extremely important that you keep those towers alive untill all the cellblocks have been cleared.
Concerning those towers. Kill all the mobs on the first floor, but leave a few towers alive. Towers do not move, so they cannot attack your gate. Which means your free to start clearing the cellblocks without having to worry about your nation gate getting engaged. Its better to leave a few towers alive because people tend to run into them whilst switching jail cells. Auto move is really retarded in Alcatraz if you switch maps.
Now, once the first map is cleared, here’s what I do. I order 5 guilds into the A1 cellblock, the other 5 guilds in the A2 cellblock (depending whether the amount of people is even, so they clear the cells at the same time. If the amount of people isn’ t even then I put 6 guilds in A1, 4 guilds in A2, etc etc). Once A1 is cleared, send the people from A1 to A3. Once A2 is cleared, send those people to B1. Once A3 is cleared, send them to B3. Once B1 is cleared, send them to B2. Every time you clear a cellblock you will get a message in your Nation chat.
So basically, make sure you complete 2 cellblocks at the same time to save time (Alcatraz only lasts for 1hour30min). This strategy is ok if you got around 50 people, if you got less, it might be better to clear the cellblocks 1 at a time.
- Cellblock A-1 gives out : Prison Officer Regulations I (Book)
- Cellblock A-2 gives out : Prison Officer Regulations II (Book)
- Cellblock A-3 gives out : Prisoner Officer’s Safe x 40
- Cellblock B-1 gives out : Prison Officer Regulations III (Book)
- Cellblock B-2 gives out : Prisoner Officer’s Safe x 40
- Cellblock B-3 gives out : Prison Officer Regulations IV (Book)
(Only king gets those books and boxes)
Once all the cellblocks are cleared you should have around 30ish minutes left for the Al Capone floor (Solitary Cell of Al Capone). But before you go there you need to kill the remaining towers. Once the towers are dead enter the Al Capone floor and use the 4 books.

It is very important that you DO NOT stay behind the nation gate (X) on the Al Capone floor. Move infront of the nation gate as soon as possible. Why? Because your nation gate is EXTREMELY fragile on this floor. If your gate gets engaged on the Al Capone floor, there is a VERY high chance that you will fail Alcatraz. So this is why you DO NOT stay behind the gate but move infront of it and stop the incoming mobs from engaging your gate. The camera can be very annoying here so use wasd keys to help you move infront of your gate.
There are no enemy gates on this floor. There are a few mini bosses on this floor which aren’t that hard to kill. However, even with the 4 books used, Al Capone (X) can still be abit tricky so order your best team to kill him.
And that’s it lady’s and gentlemen, you have succesfully completed Alcatraz Prison.
Please note that this strategy is based on my own, other kings might run Alcatraz differently.
Additional Information : Alcatraz mobs :
Central Block :
- Apprehended Prisoner
- Bound Prisoner
Cellblocks :
- Apprehended Prisoner
- Bound Prisoner
- Sedated Nurse
- Hallucinating Nurse
- Stray Watchdog
- Contaminated Prisoner
- Trained Watchdog
- Alcatraz Psychic
- Alcatraz Prison Guard
Solitary Cell of Al Capone :
- Alcatraz Psychic
- Awakening Pelican
- Splendid Flyman
- Parasitic Centipede
- Al Capone
xXWilliaMXx / WillyBear from Myc server.
Organizing a successful Ghost Ship run
Posted 07/18/2009 - 14:19 by WilliaM
Ghost ship Requirements :
- Minimum 3-4 attack teams, minimum 1-3 defense teams (depending on how good your defense teams are)
- Minimum 20+ people
- Minimum level 95+
- 6 Mercs + Main
Attack teams : 1-3 people (high level’s) who can take down enemy gates without killing the 2 towers.
Defense teams : 2 people who defend the nation’s gate (and join gate fight if its engaged).
Concerning gate defenders : Try not to get engaged, don't attack mobs right infront of the gate. Wait untill the mob engaged your gate, then join the gate battle. Kill most of the mobs and start healing gate. Stall the fight untill the gate area is cleared.
Ghost Ship Strategy :
Send your attack teams to kill the 1 enemy gate in Ghost Town (the enemy gate is located at the north part of Ghost Town, over the wooden bridge) (X), also send your Defense teams to Ghost Town because that’s where your nation gate spawns (the nation gate is near Ghost Town portal – up the stairs) (X).

Rest of the teams should kill Octopuses in Pirate Ship’s Grave. Make sure you check everywhere in Pirate Ship’s Grave for octopuses cause they like to hide.
IMPORTANT : The octopuses must be killed first before Ghost Town is cleared !!!
IMPORTANT : Fake mobs !!! There are fake mobs in Ghost Ship. Fake mobs DO NOT contain a mimic. If you have patrol license, check the mobs before you engage them. If the mob doesn’t contain a mimic, the mob is a fake. Just ignore fake mobs. Fake mobs also don’t ambush you, so if you don’t have a patrol license and you are unsure whether it’s a fake mob, just stand close to it. If it engaged you it’s a real mob, if it doesn’t, it’s a fake.
IMPORTANT : If you die in Ghost Ship more mobs will spawn, so that’s why most nations put up a level requirement for certain nation dungeons. The usual level requirement for Ghost Ship is 95+.
Once Pirate Ship’s Grave is completed the King will receive a book called “Practical way to kill monster” in his mailbox. This book must be used in Damp Cabin in order to make the mobs easier. Damp Cabin can still be completed without using the book, but the mobs will be a lot harder.
Once the mob count in Ghost Town hits around 20 and if octopuses are dead, send your attack / defense teams to the next map (called Damp Cabin), so they can get into position. However, make sure the rest of the teams stay in Ghost Town to clear the remaining mobs.
There are 4 enemy gates in Damp Cabin (X), nation gate spawns near entrance again (X). If the 4 attack teams are in position before the enemy gates spawn, this floor should be cleared very fast. There are also 2 mini bosses (X) on this floor.
Next floor is pretty straightforward, 1 enemy gate in the middle (X), 4 towers around it. Send your attack teams to the middle to kill the enemy gate as soon as possible. Clear your gate area first (X), because there are a lot of mobs around the gate. Once the gate area is cleared, kill the remaining mobs on this floor.

The final Ghost Ship floor contains Davy Jones (can drop a heart, which is needed for the Sailor quest) and 2 enemy gates (X). Send 2 attack teams to kill the left gate and send 2 attack teams to kill the right gate. However, its quite hard to reach the enemy gates because there are a lot of mobs blocking the path, so send the remaining teams (not the defense teams) to clear the path to the gates for your attackers. Have a strong team ready to kill Davy, he’s quite tough.

And that’s it folks, you have completed Ghost Ship, I hope this guide has made it easier for you to organize and finish Ghost Ship.
Please note that this strategy is based on my own, other kings might run GS differently.
Additional Information : Ghost Ship Mobs :
Ghost Town :
- Forgotten Warrior
- Forgotten Wizard
- Ancient High Priest
- Forgotten Matriarch
Pirate Ship's Grave :
- Sandy Octopus
- Green Octopus
Damp Cabin floor :
- Ancient Beast
- Flying Fish
- Brutal Ancient Beast
- Forgotten Monster
- Glittering Flying Fish
- Red Flying Fish
- Ancient Slayer
Cabin of Endless Dawn :
- Sea Hermit Crab
- Sea Anemone
- Big Clawed Crayfish
- Mammoth Hermit Crab
- Wounded Crayfish
- One-eyed Obiten
Davy Jones' Locker :
- Forgotten Monster
- Mutated Sailor
- Cursed Sailor
- Forgotten Matriarch
- Ancient Slayer
- Deep-Sea Boatswain
- Incarnation of Davy Jones
- Davy Jones' True Form
xXWilliaMXx / WillyBear from Myc server
The Training Center
Posted 01/22/2009 - 08:08 by Kiena
Training Center Guide
The Training Center, located in every town, is a group activity for a guild to gain guild points. Though it takes time and stamina, it can result in a larger number of guild points faster than doing town or guild quests.

When you click on the training center button in a town, you are given a menu. If you click on 'Move', you will be asked if you want to go to the training center. It costs a little bit of money - typically your level x 10 gold, depending on how the town sets its rates. You will then be teleported to a small room that has 10 mobs in it. Everyone in your guild will end up in the same room, but it's a separate instance from any other guild. It's a good idea to coordinate so all your guild enters the training center at the same time.

Once there, you will see 10 monsters - Red Deer to start with - and a timer counting down from five minutes at the top of your screen. You have those five minutes to kill the 10 monsters. If you succeed, 10 more monsters appear - one or two levels higher - and your timer resets to five minutes again. You then do the same thing once more. Each fight gives the regular amount of drops, experience, and takes the normal amount of stamina for that monster and its fight.

When you run out of time you will be teleported to the town you entered the training center from and your guild will be rewarded with two types of points. The amount you get for each type of point is based on how far your guild got through the training center.
The first type of point you get is guild points. The maximum number of guild points you can receive for stopping before the end is 2000. After you reach a certain level - wave 35 - you only receive 2000 points - unless you finish the entire set of monsters, all the way through level 99 ones on wave 70. If you do, then you will get a bonus 2000 points, for a total of 4000 points.
The second type of point you get are training center points. These are only for the training center rank board. You can see this by going to a training center in any town and clicking on 'rank'. You will see the top 20 guilds on your server and their training center points. You lose 1% of your points each day, and if you redo the training center and get more points than your current listing, you will be listed at your higher listing instead of the lower one. Your training center points do NOT add to each other, and only reflect one run through the training center.
Killing 10 mobs in only five minutes can be hard, especially if you don't have a large number of guildmates to help you. Here are some tricks to finish faster.
- Don't pair up until it starts taking you a while to kill the monsters. Usually when the monsters are about two levels or so below your level is when you should think about partying. Otherwise, go solo to save more time.
- Guild members should be at least level 20 to participate. If they're that low level, they'll want to leave once you reach level 35 or so monsters. If a member is so low level they're missing the majority of time, they can help out by picking items up for their higher level guildmates. However, at some point even that becomes more of a hassle than a help, and you should gracefully step out not long after you start missing a lot or being unable to kill a monster in two hits.
- Related to that, ask for help if you're taking a long time to kill a group. Failure to ask for help is the number one cause of failing the Training Center in my experience.
- Because you can't see the timer when you're in a battle, it's often helpful to have an alt or someone too low level to join to watch the clock for your guild and let you know how much time is left.
- You can easily leave the area by walking through the portal at the top of the map. You'll end up back in the town you left from.
- Have the majority of your guildies on the main platform in the room, but one or two off the platform and on the side. This allows them to easily get to the monsters that span or wander off the platform. However, make sure they're near one of the two sets of stairs - occasionally all the monsters are only on the platform, and they may need to run up to engage.
- Try to avoid having fights on the stairs themselves. If both you and the monster are on the stairs, you occasionally block passage from the platform to the lower level and your guildmates will have to run to the other set of stairs.
- If on your very first turn, all you have to move is a melee character, skip the turn by hitting tilde (~). This saves you the wait from the melee character running up to attack and then running back.
- When you have both ranged and melee characters going on a turn, try to get the melee characters to go first, so that the ranged characters (including staves) can pick off the leftover mobs while the melee characters are running back to their spot.
- Don't bother using skills the majority of the time - the animation takes too long and it's usually not worth it. The only exception are on mobs that are particularly resistant to physical damage or are a lot higher level than you.
- If you have five bodies or less to search, and you don't have five people to search with, skip your turn by hitting tilde (~) and search the next turn. This will save you having to wait until your mercs run back to their spot twice.
- Guns are some of the best possible mercs to have in these fights, because they can shoot up to three monsters, no matter how they're set up, unlike axes which need the monsters to be standing with no gaps, and there's no need to have them run forward. However, higher level mercenaries are in general better than lower level ones.
- If you're not close to the end of the level - if it's your first fight on a level, for instance - you can save time by not picking up your items at the end of the fight and instead retreating. As long as you've killed all the monsters, you won't receive a penalty for leaving the bodies lying there. However, these monsters take a little longer to disappear, so you should never do this towards the end of a level, especially if you're running low on time. Also, watch out if you run - the monster will still be standing there for a little while, and if you click on it, you'll join in the fight again, with all the bodies still laying there.
- Don't join someone else's battle unless they need help (or on accident, of course - that happens often, because everyone clicks quickly to get into a battle). Waiting for reinforcements to load takes precious seconds.
- Make sure you clear out your inventory before you start, as you'll get a lot of varied drops. And you will spend a lot of your stamina. But it's an enjoyable activity that even low level members of your guild can participate in, and it gets you some nice guild points!
Below is the list of the waves of monsters. I do not have all the training center points or guild points for each wave. If you have any of this missing info, please post and let me know!
| Wave # | Monster | Level | Training Center Points | Guild Points |
|---|---|---|---|---|
| 1 | Red Deer | 10 | 72 | 2 |
| 2 | Young Yellow Fox | 12 | 166 | 6 |
| 3 | Headless Soldier | 14 | 286 | 11 |
| 4 | Margo's Bowmen | 16 | 433 | 17 |
| 5 | Boar | 18 | 613 | 24 |
| 6 | Water Dragon | 20 | 832 | 33 |
| 7 | Crab Soldier | 22 | 1092 | 43 |
| 8 | Fan Dancer | 24 | 1399 | |
| 9 | Snail | 26 | 1762 | |
| 10 | Evil Monk | 28 | 2187 | 87 |
| 11 | White Ogre | 30 | 2682 | |
| 12 | Blue Wolf | 32 | 3261 | |
| 13 | Naga Sorcerer | 34 | 3917 | |
| 14 | Starved Scorpion | 36 | 4656 | |
| 15 | Soldier Ant | 38 | 5485 | |
| 16 | Wasp | 40 | 6420 | |
| 17 | Hell Spider | 42 | 7494 | |
| 18 | Leopard | 44 | 8720 | |
| 19 | White Fox | 46 | 10112 | |
| 20 | Fire Bear | 48 | 11684 | |
| 21 | White Tiger | 50 | 13452 | |
| 22 | Fire Hound | 51 | 15324 | |
| 23 | Hell Hound | 52 | 17304 | |
| 24 | Steward | 53 | 19336 | |
| 25 | Lord Chamberlain | 54 | 21604 | 864 |
| 26 | Chief Chamberlain | 55 | 23932 | |
| 27 | Sheep | 56 | 26384 | |
| 28 | Gray Gryphon | 57 | 28965 | |
| 29 | Young Werewolf | 58 | 31679 | |
| 30 | Werewolf Sorcerer | 59 | 34531 | |
| 31 | Chief Werewolf | 60 | 37525 | |
| 32 | Young Minotaur | 61 | 40666 | |
| 33 | Sage Minotaur | 62 | 43958 | |
| 34 | Carnivorous Plant | 63 | 47406 | 1896 |
| 35 | Stone Swordsman | 64 | 2000 | |
| 36 | Slave Swordsman | 65 | 54790 | 2000 |
| 37 | Slave Spearman | 66 | 58736 | 2000 |
| 38 | Slave Archer | 67 | 67161 | 2000 |
| 39 | Enki Magician | 68 | 2000 | |
| 40 | Priestess of Ishtar | 69 | 71651 | 2000 |
| 41 | Keysha | 70 | 76333 | 2000 |
| 42 | Huge Crocodile | 71 | 82246 | 2000 |
| 43 | White Mummy | 72 | 88469 | 2000 |
| 44 | Anubis | 73 | 95014 | 2000 |
| 45 | Sage Anubis | 74 | 2000 | |
| 46 | Golden Anubis | 75 | 107532 | 2000 |
| 47 | Stone Sphinx | 76 | 114665 | 2000 |
| 48 | Obsidian Sphinx | 77 | 2000 | |
| 49 | Crystal Guard | 78 | 130305 | 2000 |
| 50 | Ghost Solider | 79 | 138583 | 2000 |
| 51 | Machine Beast | 80 | 147119 | 2000 |
| 52 | Psychic Machine Beast | 81 | 155163 | 2000 |
| 53 | Psychic Arachnoid | 82 | 163699 | 2000 |
| 54 | Violent Deer | 83 | 173137 | 2000 |
| 55 | Female Elephant | 84 | 181181 | 2000 |
| 56 | Young Rhinoceros | 85 | 189459 | 2000 |
| 57 | Ninja Assassin | 86 | 199560 | 2000 |
| 58 | Shadow Ninja | 87 | 2000 | |
| 59 | Recovering Dancer | 88 | 2000 | |
| 60 | Cheering Dancer | 89 | 232289 | 2000 |
| 61 | Kagemusha | 90 | 244216 | 2000 |
| 62 | Volcanic Raptor | 91 | 256000 | 2000 |
| 63 | Ash Basilisk | 92 | 2000 | |
| 64 | Volcanic Goblin | 93 | 2000 | |
| 65 | Flame Giant Warrior | 94 | 295481 | 2000 |
| 66 | Brown Yeti | 95 | 309097 | 2000 |
| 67 | White Wolf | 96 | 323053 | 2000 |
| 68 | Reindeer | 97 | 2000 | |
| 69 | Snowstorm Troll | 98 | 352018 | 2000 |
| 70 | Ice Troll | 99 | 367045 | 4000 |
Please let me know if you have any corrections or questions.











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