Wednesday, May 13, 2009

Atlantica Online - A Guide to New Leaders, all about GS

Name: Ghost Ship of the
Covenant Requirements: L95+ & 500k Might w/ Blessing Potion and Title
Average Time: 1h 25m
Floors: 4
# of People: Min: 16 , Avg: 25


Organization:

TO organize its recommended you have at least 16 people, if the count is less than 20 the people coming should include at least a few Pro Tower teams and Gate Defenders.

Basic setup for parties should include:

2-3 Gate Defenders
6-9 on Towers and Enemy Gates
6+ on Trash

Walkthrough:

1. Floor 1: Floor 1 is comprised of two zones, Graves and Ghost Town.

1a. Graves: Graves must ALWAYS be completed first. This zone will open the teleport to floor two and will mail the king the Guide Book which decreases the might of the monsters on floor two. Clearing graves opens the teleport floor two but will NOT spawn the second floor. This zone is comprised of octopi and mimics only.

1b. Ghost Town: Ghost Town contains the friendly gate, the enemy towers and the enemy gate. This zone must be cleared before the second floor will spawn monsters. The general lay out of Ghost town includes 4 areas.
--- Area 1: Friendly Gate
--- Area 2: Left Town (one miniboss)
--- Area 3: Right Town (one miniboss)
--- Area 4: Across the Bridge (one miniboss)
Area 4 (Across the Bridge) contains the enemy gate and towers.

Strategy -

First, send 2-3 gate defenders to Area 1 and 2 tower teams to Area 4.
Next, try to send more trash teams to the Graves. Since after all the idea is to complete Graves first.
Finally, send the rest of the teams to Ghost Town.

Leading -

Make sure you know the status of your friendly gate.
Get a decent idea of the status of Graves. If it appears that graves may be lagging behind ghost town it is a good idea to reassign some teams to ghost town while the ND is progressing.

2. Floor 2: Floor two is comprised one 1 zone, The Damp Cabin.

The Camp Cabin is setup as a large square. As you walk in there is the friendly gate and a mini room straight forward. The central area is a square with 6 small rooms attached, the corner rooms contain enemy gates and towers. At the end of the room there is a miniboss, a seperate small room with a second miniboss and the teleporter to floor 3.

There are 4 enemy gates and 8 enemy towers. But as usual only 1 friendly gate.


Strategy -

A nice strategy I like to employ is to try to get tower teams into position before ghost town clears.
Trash should clear the central area first followed by the rooms.
DON'T FORGET THE MINI ROOM CLOSE TO THE FRIENDLY GATE. It is commonly overlooked.

3. Floor 3: Floor three is comprised of one zone.

Floor 3 is a smaller square than floor 2 but is much denser at the center. This floor has only 1 enemy gate and 4 enemy towers but spawns much quicker than the previous floors.

Strategy -

Floor 3 is just a kill'm all as quick as you can floor. The gate comes under attack a bit more often so have your officers watch the gate between battles in case the defenders get engaged.

4. Floor 4: Davy Jones' Locker

The final floor is comprised of 3 rooms connected by a single hallway. It has Davy Jones himself, 2 enemy gates, 4 enemy towers and 1 friendly gate.

When you walk in, you encounter the friendly gate. Beyond, in room one, there is Davy Jones. To the left down the hall is a miniboss and the second room. This room has an enemy gate and 2 enemy towers. The right side is identical to this one.

Strategy:

Floor four requires the use of three tower teams. One team goes right, one team goes left and the strongest team goes central. So long as the trash teams are doing thier jobs you can probably get by with 2 gate defense quite easily so allow one of them to add to the tower team seeking Davy Jones if required.

Check the heart list and cross your fingers.

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