Master Level Two
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Last modified: Saturday February 28 2004

Master Level Two

This outline provided by Alacra Argenta, and filled in with comments from myself and others
This all happens in the Temple of Sobekite Eternal at 15.7 15.4 Boreal.
Running the Raid
Trials:
1 - Death from Shadow
2 - Stalking Terror
3 - Triton Hoards
4 - Rrionne's Reflection
5 - Chath's Test of Strategy
6 - Kanahkt Test of Tactics
7 - Pick Your Poison
8 - Stand Fast
9 - Battle Masters
10 - Immortal Imposter
11 - Killing for XP

Running the Raid

Maps of Sobekite Eternal, look at them all, see which one gives you the information you wanted.
Map of Temple Level      - Svendig Rockbottom
Map of Dungeon Entrance and Water/Tunnel Level     - Svendig Rockbottom

Map of Temple Level   - Parma
Map of Tunnel Level, Underwater Sobekite Eternal    -  Matipzieu

Entire Master Level 2 completed in ~3 hours if all goes well (3 groups)    - Nicholaa

The Stone Key from Trial 3 leads to Trial 9
The Cracked Key (aka Ampitheater key) from Trial 3 leads to Trial 6
The Cellar Kay from Trial 3 leads to Trial 7
The North Gate Key from Trial 4 leads to Trial 5

What You Need Done Before Coming on an ML Raid/Recommended Raid Order

ML2 is located in Sobekite Eternal, which has its entrance at 16k 16k Oceanus Boreal.

This raid is pretty self-contained, but still you can save time by swimming into the dungeon and doing these steps beforehand solo or with a small group:
2.8 Stand Fast (solo, no key required)

If you can find a north gate key somewhere, also wise to do:
2.5 Test of Strategy

How to get to 2.8 solo:
Enter the dungeon at 16k 16k.  Swim in, and angle left after you left tunnel.  Swim northwestish and look up.  You'll see a hole in the ceiling.  Go up.  When up, angle east and look up again.  You'll see another hole.  Go up this hole.  It's a LONG tunnel.  You'll pass by some rocks that seem like they block it, but you can squeeze by.  Finally you'll reach the surface.  Go right and aside from some orange/red aggro at the gate, you can go in, talk to the mob inside and do the solo trial.

A word of warning: stick to the WALLS -- otherwise you'll get nasty purple croc aggro through the floor.

If you and your group get 2.5 and 2.8 done ahead of time, this'll make a raid leader doing these steps and ML2 have a much easier and faster job:
2.3 Triton Hoards
2.1 Death from Shadow
2.2 Stalking Terror
2.4 Rrionne's Reflection
2.7 Pick Your Posion
2.9 Battle Masters
2.6 Kanahkt Test
2.5 Test of Strategy (optional, since some groups will have done it)
2.10 Immortal Imposter       Jan 24
- Alcara Argenta

Trial 1 - Death from Shadow

1)  Death stalks you from the shadows in the Temple of the Sobekite Eternal!  This is a battlegroup encounter. 

Location:  Go to Alcove at Loc 18k 19k in Sobekite Eternal.  You might try a few alcoves, see below.

Comments on Solo, Grouped, or Battlegrouped:
Don't know what the minimum number of people you want is.  This has worked for battlegroups.

Strategy:

Have one person disband from the group.  He does not have to be wearing the crown, some have said that it helps.  He needs to go sit in an alcove with his back to the wall, while everyone else waits in the main hallway.  You can still see the guy that is ungrouped, so you will see when the wall opens.

When the tunnel opens, have everyone run in.  It is not easy to get the door open again, so try to not leave anyone outside.  Sometimes it seems the door opens because you are there on the inside, and sometimes it just doesn't open.   Maybe it only opens when a mob is there, whether you are inside or outside.

Our guy was sitting at 17.8k, 14.9k, when the wall opened, and a mob was there.  We ran into the tunnel, and killed the mob.  Another alcove that worked again later on was 31.0k, 19.6k.  When that tunnel opened, at first we didn't see a mob.  After a few moments, we saw Ata and killed him. 

Kill him to complete Step 1.

Tips:

Kaa is in a random alcove, check these /locs
30k 20k
31k 15k
26k 10k
22k 10k
18k 15k
18k 20k
took us about 1 hour of roaming to get the spawn
- Xetal

Our person with the crown SAT down, as if to med...
It spawned and tried to perf her.
We got 1.
- Alcara Argenta

Drops:



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Trial 2 - Stalking Terror

2)  The imposter's assasins are slaying the keepers of the Temple of the Sobekite Eternal!  This is a battlegroup encounter.

Location:  Go to Alcove at 29k 19k or 19k 20k  in Sobekite Eternal

Comments on Solo, Grouped, or Battlegrouped:
Don't know what the minimum number of people you want is.  This works for battlegroups.

Strategy:

You do the same with this one as you did for Trial 1. 

Have one person disband from the group.  He does not have to be wearing the crown, some have said that it helps.  He needs to go sit in an alcove with his back to the wall, while everyone else waits in the main hallway.  You can still see the guy that is ungrouped, so you will see when the wall opens.

When the tunnel opens, have everyone run in.  It is not easy to get the door open again, so try to not leave anyone outside.  Sometimes it seems the door opens because you are there on the inside, and sometimes it just doesn't open.  Maybe it only opens when a mob is there, whether you are inside or outside.

Our guy was sitting at 17.8k, 14.9k, when the wall opened, and the Shadow Reaver was there.  (Screenshot from Donn)We ran into the tunnel, and killed the mob.  Another alcove that worked again later on was 31.0k, 19.6k.  When that tunnel opened, at first we didn't see a mob.  After a few moments, we saw Ata and killed him.  Then after a few more moments of us just running around the tunnels, we saw Shadow Reaver again.

Kill him to complete Trial 2

Tips:

Named assassin opens door, You can push door open by running into it. Run at edge of door and hit "open" button (space by default) its a spinning door. Reaver in one of the camps 3 camps behind the walls.  Hib/Kay just did it, and got 2.1, 2.2 credit easily.
- Megaera
The above tip doesn't seem to work every time, but it's worth a try.

That tunnel goes to locs 31, 19; 31, 15; and 26, 10. We found Ata in the tunnels roaming around... well he actually found us.
- Splinter

Always found Shadow Reaver at the alcove at 29k, 12k.
- Ixa

Drops:

arcanium Hissing Runed Hauberk  Dec 10
- Danog McEbon

cool glowy sword -  don't know the name
- Aenslands IsSlipperyWhenWet

Not sure which assasin dropped this one:
Arcanium legs of the enlightened serpent
off a guy that spawns from the alcove near the crack in sobekite.
102af chain 98%qual.
All magic 3
piety 18
6% power pool
8% thrust
+12 piety cap
56 str/con debuff reactive    Nov 16
- Shadarlogoth

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Trial 3 -  Triton Hoards

3)  The triton chiefs and their followers in the flooded depths of the Temple of the Sobekite Eternal hoard stolen goods!  This is a battlegroup encounter.

Location:  Chieftans:  Antron is at 13k 32k, Speos is at 26k 34k  in Sobekite Eternal

Comments on Solo, Grouped, or Battlegrouped:
You want at least a full group. 

Strategy:

Enter the temple of the Sobekite Eternal in Oceanus Boreal.

Entrance is located at 15.7 x 15.4, underwater.

After you zone in, go to loc 19.2k, 33.4k and swim straight up that hole.  Then go east to the Speos room.  The Antron room is to the west.  You are going to do a few things here in these two areas.  Mostly farm.

1) You are going to farm for the items that are needed for trial 9 (Kaletor's Staff, Buliss's Sheild, Dimitri's sword, Thao's Staff). 

2) You are going to be farming for keys to the gates.  From these two areas, Speos and Antron, you need the Cracked Key (aka Ampitheater Key), Stone Key, and Cellar Key.  The assasins from Trial 1 and 2 also drop keys, so don't despair if you can't find all of them here.

3) You are going to kill a Chieftan to get credit for Trial 3.

You will do this here for a while, and swim over to the west to get the Antron section.  You can farm both areas for drops and keys.  Either chief will work to get credit for Trial 3.  You do not have to kill both to get the credit.

Someone asked if you have to kill both Antron and Speos chieftains.  PiaoSB said they killed the Antron, he was easier than Speos.

Tips:

Do it first, its easy, kill a chief, Antron is at 13k 32k, Speos is at 26k 34k. Also kill any named mob such as Arch Mage, Treasure Hunter, etc as they drop the relics needed for #9. Once you kill a chief you get credit for the trial. You also get a crown and normally a key.
- AceLevens

Where is Antron?
Antron chief is at the top..
If you clear the entrance to the room, our bard was able to swim all the way to the roof and pull him with a shout.
He came with about 12 adds. It;s much easier to pull the chief and the adds into the hallway leading into the room than fight inside the room...you have more space to mez the adds.
- PiaoSB

Able to kill Speos at 26K 32K but he didn't drop any keys.
Well we killed Speos. He didn't drop any keys but a crown. We used the crown at one of the alcoves and named mob Bisseum appeared. Bisseum dropped a stone key. We were able to speak to Onuris and he speaks about the Imposter for ML2.2
- Eirene

Killed Speos chief, dropped ampitheater key, crown, 2 rog items.
- Ritorix

Killed Speos with 1 fg...
We had 2 sorcs, 1 cab, 1 cleric, 1 arms, 1 merc, 1 reaver, 1 infiltrator
Got Rusted Crown and Cellar Key.
So confirm that this is where Cellar Key drops.
Note: You have to pick up the loot by hand before you die to the rest of the adds. Loot does not automatically go into your inventory like some of the important items in ML1 did (e.g. Desmona's Crown, Rubies).
Note 2: Everyone in your group must be alive when Chieftain does or else the dead don't get the advance.
- Alcara Argenta

I'm pretty sure you have to kill Speos for the stone door key and to get Trial 2.
The way I see it:
Antron (3) unlocks -> 6, 1 unlocks 8
Speos (3) unlocks -> 7, 2 unlocks 9
- Alcara Argenta

Drops:

Kaletor's Staff
Buliss's Sheild
Dimitri's sword
Thao's Staff
Rusted Crown (some have said this is handy for getting the assasins to come out for Trials 1 and 2)
Cellar Key
Stone Key
Cracked Key (Ampitheater Key)

Drops off of some of the Antron horde:
Mystic Seashell Helm
duskwood Black Pearl Flute
- Mura

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Trial 4 - Rrionne's Reflection

4)  Rrionnes' reflection holds the key to her invulerability!  This is a battlegroup encounter.

Location:  Rrionnes' reflection was spawned at 29k 19k out of the water  in Sobekite Eternal

Comments on Solo, Grouped, or Battlegrouped:
Easily doable with one group.  This works for battlegroups.

Strategy:

Rrionnes' reflection was spawned at 29k 19k out of the water in a nook is Rrionne and Rrionne's Reflection. Rrionne is impervious to attacks until her reflection is killed. Pretty straight forward, easily doable with one group. Rrionne pbaes, so keep your healers back.

Kill the Reflection first.  Then kill Rrionne.

When you are wandering the halls looking for Rrionne, be careful of Armsmaster Chenzira.  You can kill him, but he is dangerous.

Rrionne drops the Key to the North Gate.

Tips:

Rrionne, the mob for step 4 tends to roam around the whole level. We've found her lots of times in the area around the cracked gate, however (loc 25.4k, 20.1k). She is good for item farming too, btw.
- PiaoSB

Rrionnes' reflection was spawned at 29k 19k out of the water. It was grape, but it died easy. Being a savage I held aggro like a champ and everyone else beat on it.
- AceLevens

we had Rrionon pop on us 3 times.
/loc 30k 20k each time we were standing in the crack in the wall, one person was bored and soloing the wizards, while we were all in the cave.
She spawned behind the south gate and we had to open it to attack her. The reflection actually ran into the alligator pit.
- Xetal

Just another word of advice, when about to Rrianne, you must be quick about it, there is a purple name mob, Armsmaster Chenzira, that roams and has 4-5 orange mobs with it. My grp wipe to him+Rrianne.
- Ravage

Rrrione likes to wander INTO walls and disappear in there. If you don't see her, she may be hiding in a wall.
Waiting for her to decide to wander out of the wall so we can kill her right now...
- Alcara Argenta

Drop: 

Key to the North Gate.

tempered Vest of Murky Water
got this nice piece of armor while clearing the halls where Step4 is. Came off the armsmater that had like 15 oranges off him. Not a ROG drop.
- Latino

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Trial 5 - Chath's Test of Strategy

5)  You have not beaten Chaths' Test of Strategy!  This is a group encounter.

Location:  The North Gate door is at about 24k 9k  in Sobekite Eternal

Comments on Solo, Grouped, or Battlegrouped:
This is soloable.  The most people that can do it at once is 8.

Strategy:

This is Random, you may have to try it a few different times or ways.  The commands listed here have worked for people, several times, but might not work for you the first time.

Anywhere from 1 to 8 people can do this.  Just make sure each chess piece gets set, and that each person playing the game has associated him/herself to a piece.

Each person right clicks on a different piece of the chess team and sets it to a specific setting. Once they're set, someone goes and talks to Chaths and clicks ready.  Do not /whisper the commands to the chess pieces!  Even if the piece says it will do what you say, if you whisper, he won't actually do it. 

These commands seem to work pretty often.  But the end result is a bit random.  You may have to do this a few times.
Set the KING to COMMAND, set the QUEEN to DRAIN, set the ROOK to DEFEND, set the BISHOP to HEAL, set the KNIGHT to WEAKEN, set the PAWNS to STUN.
- AceLevens

Other settings might work too, feel free to play around with the settings.  The above setting works often.

After the pieces have all been set, you need to go talk to Chaths at the end of the hall to start the encounter.

Then the chess pieces will fight Chaths' chess pieces.  You do not have to do anything, you were done once you set your pieces.  Sit back and watch the fight.

Another setting to try:
King-Heavy
Queen-Drain
Bishop-heal
Rook-Defend
Pawn-Stun
Watched it work x2 that way   Dec 21
- Sabrewulf

Have King go Defense, everyone else goes Offense. Keep Queen alive, or at least kill their Queen first.
...done with one person before. It's a cinch.  Dec 22
- Asakura Yoh

Chath's Test of Tactics - Reduced the respawn timer on the encounter when players fail/succeed from 10-minutes. It should now take less than one minute for the chess encounter to reset itself.  (from Jan 6 hot fix)

How to do this solo:

This is an option to do it easily with any number of people including solo.

One person goes to a piece and associates himself. Then sets the tactic, then, removes the association to that piece. It will tell you, that your command will remain unless someone changes it. Then you move on to the next piece and do the same.

Once all the pieces are set to a tactic (i used the ones already posted) you can have any other players go
and associate with a piece without changing any settings. Then go talk to guy to start the game. You win every time.

I set this up and forgot to associate and my buddy (there was only 2 of us) started it... I didnt get credit because i wasnt associated, he logged, I waited,and had to do it again, and did it completely solo. Proving it can be done, and in fact did it twice.     Nov 18
- Jaxom

Tips:

No items given, just trial completion and 25 gold, 1,568,669,696 experience at lvl 50
- Grachus

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Trial 6 - Kanakht Test of Tactics

6)  Kanahkt's test seems to be too difficult for you!  This is a battlegroup encounter.

Location:  The cracked ampitheater door at loc 25.4k, 20.1k in the temple above the water tunnels  in Sobekite Eternal

Comments on Solo, Grouped, or Battlegrouped:
Possible with one full group.  Others have said you need 2 - 3 full groups.
Kanakht's Test of Tactics should now award credit to battlegroups correctly.  (from Jan 21 hot fix)

Strategy:

The cracked key dropped by the chief in trial 3 opens the cracked ampitheater door in the temple above the water tunnels. Have one group member speak to the NPC, Kanakht.

There are 4 statues around the room that will come to life one by one. After you kill one, Kanakht will give you about 20 secs to regen power before he brings the next one.

It is doable with one *good* group. Have one tank engage the statue with taunts. There will be 5-10 smaller flying orbs that explode and deliver PBAE damage. (Screenshot from Piaos)They are gray con at first and grow in power to purple. The rest of the group should focus on killing these before they turn purple. After the floating orbs are dead, have the rest of the group focus on the statue. Repeat the above steps for the next 3 statues and you are finished!
- Piaos

Tips:

It looks like you need 2-3fg to attempt these because there are some purple gaurds roaming around. We got wiped both times we tried
- Durrinia

Just did this one about 30 seconds ago.
Its through the Rusty Amphitheater Gate.
You fight 4 statues with increasing difficulty. When each Statue spawned, little things called sobekite eidolons spawned and flew about the room. KILL THESE FIRST. They will gradually gain levels from Grey->Blue->Orange->Purple. They cast AOE spells and make things pretty hairy. Once all these guys are down, take out the statue. Not a tough ML at all, just make sure you kill the floaters.
Note: All doors (Mossy, Rusted, Encrusted, etc) all lead to this portion, so I don't think you need to get every single key to do this step.
- Thumos

Drops:

Statuesque Heart
hits 48
str 18
con 18
quick 18
hit cap 48
10 charges / 10 min duration
shield value 75    Jan 25
- Senastar

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Trial 7 - Pick Your Poison

7)  You mush face fear, terror, or horror!  This is a battlegroup encounter.

Location:  Its in the cellar and requires the Cellar Key. From the temple level, at loc 30.0k, 15.0k, go down several flights of stairs to get there in Sobekite Eternal.

Comments on Solo, Grouped, or Battlegrouped:
This trial has 3 versions. 
Fear, you do solo. 
Terror is described as being for a single group, Terror has been done with 7 people.
Horror is for a battlegroup. 

Strategy:

You do not have to do all 3.  You choose the appropriate version depending on how many people are with you.  We did this as a battlegroup, so we chose Horror.

Inside the cellar is Djedkare, who will offer you three 'versions' of his test. Fear, Terror, and Horror.

Fear is for solo players only. Terror for a single group. Horror is for a battlegroup.   You do not have to do all 3.  You choose the appropriate version depending on how many people are with you.  We did this as a battlegroup, so we chose Horror.

After we started the trial by talking to Djedkare, the mob for Horror spawned, and we killed her.

Mythic shortened the respawn timers for these events.  Djedkare told me it would be another 45 minutes before Horror could be tried again.
- Mura

Tips:

Fear sends you east of the NPC, down a water filled hole in the ground and along a tunnel, which is empty normally, but reportedly filled with agro mobs for the person doing the trial. Think of this like Yoda's cave test for Luke.  I didn't get to do this one myself, but it's reported to be not hard, and the instructions are quire clear. Reward is 26G, and 1.5Billion XP.

Terror summons up a single purple mob to the east of the NPC. She's tough, and hits hard, plus casts mez, and has a few other less amazing tricks. A well balanced group shouldn't have any problems with her, but it's likely to be a long fight. Note, that the schpiel the NPC gives about this version of the test doesn’t really jive with the nature of the test itself, but oh well.
- Baelax

I dont have the /loc for it, but its in the cellar and requires the cellar key. You'll go down several flights of stairs to get there. Fear does a solo trial, just have someone go with you and help you kill the aggro or take the aggro and you swim to the finish. Right click on the treasure chest and you're done.

Step 7 solo (fear) does not let you use quick cast or MoC, kinda tough for casters.
- Xetal

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Trial 8 - Stand Fast

8)  To prove victorious, you must face yourself!  This is a group encounter.
(This is what it says in the /master window, but you have to do this encounter solo.)

Location:  The door to it is the South Gate at 19k 22k in Sobekite Eternal to enter the South Hall.

Comments on Solo, Grouped, or Battlegrouped:
This has to be done solo.

Strategy:

Stand Fast - The gate leading to the South Hall is no longer locked and no longer requires a key. The key will no longer drop.  (from Jan 6 hot fix)

After entering the South Gate, you will come upon a pool with a large staircase and an NPC named Amenemhat.

This step requires each person to complete individually, much like Step 1 of the first ML.  It takes each person about 3 minutes to do this.

Stay away from the pool, as there are 3 very purple crocodiles in it.  Hug the wall to get to the stairs.

Have one person disband and speak to Amenemhat. After the conversation, Amenemhat disappears and then that person will need to run up the stair by them selves and fight him at the top. No outside assistance can be given. 

Amenemhat is yellow to 50 and an easy kill.

After defeating him, the platform will fall from beneath you and you will fall into the water with the crocodiles, which will aggro.   Or you will get to leave and as you run down the stairs, you will get booted off the stairs.  After you fall, if you sprint out of the water toward the edge of the pool, you will most likely avoid the crocs.

The next person does not have to wait until the last person is down at the bottom again.  The next person can go talk to Amenemhat the minute he shows up at his spot again.

This quest is going to be an even bigger bottleneck than the ML1S1 was, as if there are many groups at one time, each person has to do this individually, and you have to deal with croc aggro following.

Reward is completion of step 8 and 21 gold.
- PiaoSB and Mura

Tips:

This was next as we had gotten the key we needed, can't remember which one it was for sure, but its one of them. The door to it is at 19k 22k. One person talk to the NPC, then run up and kill him. If you're a weaker attacking class such as a healer, you can back off the pad up there and he wont follow you. Heal up and then go finish him. Once he's dead, fall off the ledge, try not to die to the purple crocs, and you're done with that one.
- AceLevens

please ne1 know how to reset the ml2 step 8 encounter?
- cutyy
Have a class with pets, such as Cabalist, Theurge, Enchanter, Druid, Bonedancer, or Spiritmaster run up somewhat near him, and have their pets kill him. Once he dies, it will reset it.
- AceLevens

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Trial 9 - Battle Masters

9)  Defeat the Battle Masters who once defeated the trial of the Sobekite Eternal!  This is a group encounter.

Location:  Enter the Stone Gate at 25.3, 21.7 using the Stone Key.

Comments on Solo, Grouped, or Battlegrouped:
I do not know the minimum number of people you want.  Someone said it was incredibly easy for 2 groups.  As of Nov 16, this worked for battlegroups, but the people who were dead at the end of it did not get credit. 

Strategy:

There are four items required for this trial. 
Kaletor's Staff
Buliss's Sheild
Dimitri's sword
Thao's Staff
You should have gotten these when farming the Speos and Antron areas from Trial 3.

After you talk to Onuris and give him the relics to start the trial, four mobs spawn, kill them and you are done with Trial 9.

On the second mob, he roots, don't waste purge, he spams root.

If you wipe out and have to do the trial over again, the person who activated it the first time could have just activated it again. You did not have to farm for the items over.    Nov 21
- Torme

Tips:

Conversation with Onuris after you are done with Trial 9    11/9
beginning of conversation
end of conversation
- Megaera

We just completed it on the first try. It was incredibly easy for our 2g BG.
Take to the NPC, give him the 4 relics, you do not get them back after the fight.
4 mobs spawn, 1 purple con heavy tank, 1 yellow con light tank, 1 red pbaoer, and 1 red rooter.
We killed the PBAoEr f: italawns near chief and wanders between villages.
Good luck getting him to spawn though, we killed him once and then sat around for, uh, 1.5 hours? and nada
- Decadence

And in the water underneath in the tunnels, Specos Treasure Hunter dropped a Thao's Staff.   11/11

We got a shield off a normal Speos.... not a Arch Mage...
So they do drop off of normals.
- Alcara Argenta

The sword came from an Antron Arch Mage this morning and the staff from some Speos that I don't recall the name of.
- Valheru

I've gotten the shield off of a wandering Diplomat twice. One of the staffs off a Treasure Hunter.
- Danog McEbon

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Trial 10 -Immortal Imposter

10)  An imposter has stolen the Ankh of Life, granting him immortality as long as he resides in the Temple of the Sobekite Eternal!  This is a battlegroup encounter.

Comments on Solo, Grouped, or Battlegrouped:
This has been done with 6 people (Nov 9).  - Garhardt   This does work with battlegroups.

Strategy

You need to be in the temple when Runihara dies to get credit.  3 methods are listed here to kill the guy. 
Method 1Method 2Method 3Go to Drops section

You have to zone out of the temple to get to the site of Trial 10. When you are zoning out, it would be wise to not do it at a full run.  On the other side is a ledge , quite a few people in my raid lagged and fell off the ledge.   Nov 17
- Mogar

Method 1:

-= How to Utterly Destroy Runihara, Without Mercy or Regret =-
a ML2.10 Guide by Abriella (of Gaheris)


So, you want to utterly destroy Runihara, without mercy or regret do ya? Well, let the pain an suffering of those who have gone before you light your path. This is not the only strategy, but it is one that will get people thru this horrible piece of punative game design, with minimal pain.


-------------------------------------------------
Part 1: What to bring
(Like all good camping trips, pack light)

- Two full groups. No more, no less. It can be done with 1 group, or 3 groups or more...that doesn't mean it's a good idea. If you have too many, do it twice. The raid-force will complain, but like a good parent, you need to make a decision that's in their best interest.
- 4 healer-types. Preferably one with a Heal-Over-Time spell (Mana Mentalists, Heal-spec Shammies...any others?). Also, 3 of them should have cure poison.
- Mana regen of some form.
- End-regen for the main group
- Pulsing blade turn for the main group (6s pbt if possible)
- Majestic Will caster for main group (optional, but helps). Most servers don't have Majestic Will due to its high cost, but with the sorry state of resists on epic mobs in DAoC, they're a real bonus to have around.
- 2 High shield tanks (40+ shield with item bonuses maxed and MoBlocking 3+, if possible)
- 2 other melees
- A few ranged casters/archers


These people should be allocated into two groups:

Group 1 is the tanking group:

1. Paladin (if possible) shield tank running healchant. Get a damage shield on this tank to help secure aggro.
2. Other shield tank (the wingman) /guarding the main tank
3. MW caster (optional, can be non-MW caster-type).
4. Healer type with cure poison
5. Healer type with cure poison
6. Pulsing Blade Turn type (warden, thuergy, runie)
spots 7-8 can be whomever

Group 2 is the support group:

1. Some sort of melee type
2. Healer type with cure poison
3. Healer tyoe with Heal Over Time (if possible) otherwise any old healer will do.
4. A ranged mage or archer
spots 5-8 can be whomever


-----------------------------------
Part 2: Poor zone-in design and you
how to drown to win

Before getting the pleasure of being ripped apart by snakes or spikes you have to get to the top of the temple.

When zoning out of the temple, make sure not to auto-run or /stick someone. If you do, you're likely to go flying off the temple rock into the water below. Mythic really should have designed the zone-out point to be less lag-error-prone, like putting some twists in the tunnel after the zone-in but before you stand the possibility of flying off into the water. Get right on that guys (to mythic art dept).

It inevitably happens that someone will fly off the cliff and take the plunge. Here's what to do if that happens.

1. Get them to swim within healing range (rezzing range), as close as they can.
2. Have a rezzer up top target them.
3. Tell the unfortunate lagger (now swimmer) to drown. Cancel any water breathing potion and dive just barely below the surface.
4. Then have the rezzer re-target them post-drowning and rez them up.
5. Send feedback to Mythic that this problem needs to be fixed so it doesn't happen in the first place. We shouldn't have to drown to win.
*6. If for some unlucky reason the drowner wasn't close enough when they did themselves in, have a rezzer dive down and rez them, move to the right location, then both people now repeat from step 2 on. Send Mythic 2x the feedback if this happens.


--------------------------------------------
Part 3: Fly the not-so-friendly skies
Thank your for flying Harpy Airlines

Then you have to climb up to the top of the temple mountain. Those with laggy machines, take it slow and don't /stick anyone. Don't pet the snakes.

There are harpies flying around in a circuit who's job is to annoy players (who pay $13 a month for the priviledge) by picking them up and carry them back down to the zone-in point. The drop off takes half your life away, so lead a healer-type down here (one with speed of some sort if possible) to go up last.

One way to avoid a ride on Harpy Airlines is to follow a harpy up, but not too close.


--------------------------------------------
Part 4: You gotta get your foot in the door,
but don't get bit by a snake!

Getting past the snakes is the hardest part. Runihara's temple is patrolled by snakes. Don't #$!@ with them. Have everyone wait for a gap in the snake patrol to run-in. Those with laggy machines should shake-down the lag before attempting anything.

There's a trick to this though. As if the snake patrol wasn't bad enough, some clever designer decided that it would be even cooler if the snakes doubled-back once in a while.


**The Double-Back**

Every time I've seen someone aggro a snake, it was due to the double-back. The snake goes past the door, then behind the pillar, then it turns around comes back towards the door then turns around again resuming its original course.

This double-back tricks the player (who is paying $13 a month for the priviledge) into running in just as the snake has doubled-back into aggro range. Snake spits. People die. Frustration kicks in.

SO! Make sure everyone on the raid watches the pattern before even attempting to go in. Make sure they see the double-back happen a few times before trying to go in. They must understand what it is and how it affects their run-in, in order to minimize snake aggro.

A couple of rules for this section:

- Do not follow someone else in. Make your own decision. If you follow someone else in, you will aggro a snake. Snake spits. People die. Frustration kicks in.
- Have someone in the group running a speed song/spell. Have this person run in last (for that group).
- Do not run in if snakes are aggroed. Just don't. You'll make things worse. More snakes will spit. More people will die. More frustration kicks in.
- Once you get inside the temple, log out, log in an alternate character, and rejoin the battlegroup. Wait for the raidleader's signal to relog your main.
- The raidleader goes in last (so the /battlegroup stays active for people to rejoin when the log in alts). Once the raidleader is in, they'll signal everyone else to relog mains.


Someone usually will aggro a snake, even I have and I'm goooood. 

So here's what to do if a snake aggroes:

- STOP EVERYTHING.
- Don't move.
- Don't fight.
- Don't heal.
- Don't rez.
- Put a paper bag over your head and lay down and die.
- Everyone inside the temple log out (you should be logged out already if you followed the above instructions).

Disobeying any of the above instructions only makes a horrible piece of game design worse. Don't panic, just go into a zen-trance and die.

Then we wait, about 7 minutes, for the snakes to despawn (the ones that are running around killing people, not the patrollers). 

Don't get mad at the person who aggroes a snake!  We need to fight together people, if you're going to get mad, save it for your feedback form.

Once these snakes despawn, make sure they really did despawn, then have one (1) rezzer inside the temple relog their main to rez the sorry sap who aggroed the snake. then both of them log back out. Only then may people resume trying to get inside the temple.


Repeat this process, cursing snakes and harpies to the high heavens, until everyone short of the raidleader is inside the temple. Then the raidleader goes in. If the raidleader aggroes a snake, laugh at him/her, then have one (1) rezzer log in after snakes despawn, rez raidleader.

Once everyone is inside the temple, the leader gives the signal for everyone to relog their mains. Regroup, rebuff and don't forget to have every character (bots too, if any) rejoin the battlegroup; or no credit will be given.


------------------------------
Part 5: You mean there's more?
We're not done yet?!?

Once inside the temple the worst part is over, but the second worst part is just beginning.

- Nobody attack/click-on/interact in any way with Runihara.
- Nobody stand too close to the walls (or you will aggro a snake from the outside).
- Spread out. I mean that spread out. Like gas molicules in a balloon (/waxing science on y'all) everyone be equadistant from the next person.

Once the raid-leader is satisfied with everyone's positions, then we begin the following sequence. But everyone must know their general role.

HEALERS: Cure poison, small heals.
Keep the main tank alive at all costs. If the main tank drops, the secondary tank must catch aggro or all hell breaks loose. Best to just not let that happen.

HoT HEALERS: Cast Heal Over Time on the tank(s). Particularly at the beginning when aggro isn't firmly established.

REZZERS: Use smallest rez. Ghetto rez. unless you're being spiked. Move away from your rezzer as soon as you are rezzed.

MAGES/ARCHERS: Kill the blue-con snake adds at range.

EVERYBODY: Don't move. For no reason should you move. At all.  Never. Don't. Stop. Stop now! <ahem> Only move from your spot if the raidleader says to.

EVERYBODY: No unnecessary pets (ie necro pets only). No animist pets, no Thuergy petspam, nothing. Nada. Also, stay away from bomber pets (animists), I don't trust them. Keep the necro pet on a short leash.

EVERYBODY: Nothing fancy. No heal fields (ML ability). If you think to yourself "gee, whouldn't it be clever to use X?", then you know it's not a good idea. Don't use X. If your job is to stand around and watch, then spend your time formulating the feedback you will be sending Mythic about this encounter.

EVERYBODY BUT THE MAIN TANK: You do not want aggro. Do not do anything that would get aggro.


Ok, here's the Sequence:

1. Buff up the main tank. Select 3 other melee's. One of them will be the maintank's /guard wingman. Buff them all up.
2. Get a damage shield on the maintank, highest one available, it will help secure aggro.
3. Maintank guards the secondary tank, protect on the main healer intercept on the mage.
4. Secondary tank (wingman) /guards the main tank, protect the 2nd main healer, intercept on the mage.
5. Only the main tank approaches Runihara. The secondary tank should stand as far back from Runihara (while still facing him) as he/she can and still be within melee (/guard) range.

--- the fight begins ---

6. Then the maintank begins the fight. Attack with taunts, run healchant (if Paladin), and really try to make Runi mad *at you*.
7. At this time, only the main healer (who has the maintank's protect) should heal the maintank, the other healers should take care of cure poison on the main tank.
8. Also have the HoT Healer (if any) casting HoT's on the maintank, especially in the early stages, since HoT's generate zero aggro.
9. Continue like this for a few minutes. Any blue con snake adds that go for melee's, let the melee's kill them (while standing still). Any that go for mages/healers/archers, the other mages and archers should nuke them at range.
10. When the maintank gets low on HP, punch Ignore Pain, Faith Heal or any other *I want aggro* button you have in your arsenal.

--- the wingman joins the fray ---

11. Since shield tanks aren't great at damage-dealing, do this for a few minutes, then call in your wingman to help.
12. The wingman should move carefully to the right or left side of runihara.
13. The wingman should then begin combat, detaunting only.
14. Healers should now be healing and cure poison-ing on both tanks. make sure the maintank stays alive at all costs. the other melee's are disposible if need be, the maintank must not die.

--- the 3rd and 4th melee's join in ---

15. The raidleader will call in the 3rd melee at some point.
16. 3rd melee should be a high damage melee class if possible.
17. 3rd melee should move to be on the opposite side of Runihara from the wingman.
18. 3rd melee will detaunt only.
19. Then repeat for 4th melee after a minute or so. 4th melee gets runi's rear arc. Detaunts only. (high damage tank preferred)
20. Healers will now be healing/cure poison-ing on all four melee's.  The main tank remains top priority, still.

--- Now we widdle (wittle? whittle? something like that) ---

21. Stay in this pattern until Runi is dead.

--- (optional) Punch the Majestic Will ---

21a. If you are lucky enough (<cough> Gaheris <cough>) to have a Majestic Will mage or similar artifact (Cloudsong, Trogdor's Oracle), then you can speed up step 21.
21b. If point blank AOE spec, have the MW caster replace one of the tanks (not the wingman) right next to runi. Have the tank move back, and the mage move in, swapping positions.
21c. If a range MW caster, don't bother getting closer =P
21d. Have the maintank /guard the pbaoe mage, then if you have a cleric, have them punch Bunker of Faith right as the mage hits MW.
21e. Nuke Runi into next week.

--- Finale ---

22. /spit on Runi's crumpled form, then collect your prizes.
23. Lotto the keys off immediately.
24. Use the keys on the chests. NOBODY should suicide out until the keys are used.
25. Take care of the rest of the loot in Stygia Haven.
26. Send mythic feedback about what a pearl of game design this is, and how dying horribly and repeatedly is just what you hoped to get from ToA. /sarcasm off

Follow this strategy, and you are nearly guaranteed a Flawless Victory. Unless Mythic Stealth-'fixes' it with even more little nuggets of goodness this strategy works splendidly.

Best wishes. ML4.2 and ML6.9 (there is no cow level) are a blast, so don't let Runihara stop you. Utterly destroy him without mercy or regret.

Special thanks to all of the people of Gaheris who endured the pain of Runihara while I figured out this strategy. May your sacrifice not go to waste and many more may benefit from it.  Extra special thanks to Gwydain upon whose strategy this one was built.   Dec 27
- Abriella

Method 2:

Step 10 is recommended to keep 2 clerics in the Chamber for emergency REZ.  The bottom line, the Snakes are on a 3 minute timer.  If you aggro them in, Do not REZ, do not move, Die if you get hit.  Wait 3 minutes to log back on.  the Snakes will dissapear.  Than get the people in the chamber again.  Stealth does not work to go in.  The snakes have true sight.  And lastly, UNGROUP so you dont wipe out your entire party as you enter the chamber. 

To fight the Boss, in each corner of the room have a mins, cleric, scout, tank, wizzy grouped.  Their job is to take out the ADDS adn to target one tank in the tank party to spam heals. 

Heals must be the small heals, not the power FuLL heals or you will aggro.

The Tank Group is the tank Group, Primary tank takes aggro, uses FH, spams tuant, and does the best to keep the aggro. 

All personnel in the Chamber do not move.  If you sit down, use the key board C command to stand up, not the arrows.  You wll cause traps to go off if you dont do it this way. 

If somone one is lagging a lot, even when standing, have them permentantly sit down for the BG Encounter. 

No one stands near the walls, or the snakes will aggro outside.   Jan 20
- Jingler

Method 3:

Having performed this step several times (learning something new each time), it now seems to be very easy.

Popular misconceptions about 2.10:
1.  Runihura spikes when aggro changes.  Not true.  It seems that Runi spikes when you have people gathered too close together.
2.  You can easily dispatch the spitting snakes inside of the temple with your tanks. True and False.  True in that you can dispatch the snakes without a total party wipeout, however, it seems that runi aggros whenever one of the snakes initiates an attack on someone in the temple.
3.  Runihura's level "scales up" to the number of attackers.  Unsure.  At first I thought this was true, however, lately, I think that his level is simply random within a specific set of levels.  When we did this with 4.5 groups (though half died within the first 30 secs), he seemed to be just as easy/hard as most of the other encounters with 2-2.5 groups. 
The most important rules that MUST be followed are:
1.  Once everybody is inside, spread out throughout the room, do not have anyone standing very near or on top of each other.  If people stand on top of each other, Runihura will spike that area, and though you may survive, it can be a major pain in the neck.
2.  Once everyone is spread out, stay where you are.  Especially if you have more than 1-1.5 groups in the room (most we've done this successfully with was 3fgs), the chance of someone moving and lagging out into the spitting snakes is not worth the risk.  The only people who should move are the people who are in melee with Runihura.
3.  Stay away from the walls.  Once again, don't aggro the snakes from outside the room.
4.  Do not use large heals.  All healers should use the smallest heals possible.  HoT is your friend.  Use it.
5.  No Pets!!
6.  If things look bad, log a rezzer, do NOT run out of the temple.  If you run away, you are inviting the spitting vipers to come in and wipe out any other possibility of surviving.

Group Makeup: I generally prefer to have 2fgs of people, however, have usually done this with about 2-2.5fgs.  The heavy tank group is obviously the most important.
For this group, I try to get at least 2 wardens for synch pbt, 1 warden for dmg add/healing, 1 bard (end song), 1 druid (regrowth spec) and 3 tanks.
One tank  (at least) should be s/s, and one a dual wielder.  The dual wielder will always be the main tanks with the s/s with guard on him.  The third tank can be either LW/2H, CD/DW or s/s.
If there are any rangers there, they go into the 2nd group, ensuring they have a bard for end song.  Usually, the bard in this group is designated to cure poison on the main tank.

Using the main group forming method of keeping the main tank alive without having to actually cast aggro generating heals seems to work the best.  Having verdant spec animist with AF/Ablative buffs and castable bt, combined with pbt (either single or synched) and a mentalist HoT worked wonders.
Rangers seem to cause the most damage using the immolated bow (even more than  LW),however, I've never seen a ranger pull aggro from the main tank due to the taunts.

Steps.
1.  Get everyone safely inside of the temple.  To do this, you should have two or three assassin types set a distract GT just to the NW of the temple.  One assassin can do distract, however, the snakes easily "resist" the distract and get away within 10-20 secs.  With two or three assassins, it is much easier to get both of the snakes that patrol the north side to "stick" far away from the door.

Once the assassins have the snakes distracted, move the rest of the party up to about halfway up the mountain to just below where the harpies start to pick people up.  When the assassins confirm that the snakes are clear, move everyone up to the North entrance and then move everyone to inside the temple.

If a snake gets free, have your tanks kill it.  We have been able to safely enter Runi's room the last 6 times with only getting snake aggro one time.
Once everyone is inside the room, have the assassins move into the room while  continuing to distract the snakes.
An alternative to this would be to have your heavy tanks aggro the snakes outside and kill them.

2.  Spread everyone out.  The largest amount of people we have gotten inside of Runi's temple without having spikes appear was about 2.5 groups of people.  We tried this last night with about 4.5 groups of people, and about half of us (all the casters and lower level peeps) died in the first 30 secs.  However, our tanks and most of our healers survived, and proceeded to kill Runi.  Easy way to get credit for a ton of peeps at one time   Dead bodies do NOT count towards the spread out theory

The best way to spread out is to get an even number of healers into each corner, have casters/rangers stand a little bit nearer to the middle of the room, but outside of range of Runi's AE Dot.  Place your heavy tanks on all four sides of runi (Have tried max of four tanks).
Once everyone is spread out.  Don't Move!!!  Accidentally moving on top of  someone else and causing spikes or lagging outside of the temple and aggroing the snakes will surely not please the rest of the people who are with you.

3.  Initiate the Attack.  If you have a main attack tank with an anytime stun style, this should be the one to open up the battle.  When this tank attacks, all other peeps who will engage Runi in combat should commence as well.  The objective of the tank group is simple, hold aggro on the people actually attacking Runi.  The aggro can switch between the tanks, however, if a healer gains aggro on Runi, your survival chances drop significantly.
You should have at least one healer who starts out casting HoT on the main tank from the beginning as HoT draws no aggro.  This healer should keep the highest level HoT on whichever tank currently has aggro.  In addition, dedicate one healer to casting cure poison on the tanks as well.
Only ONE tank should /stick to Runi.  If more than one person is /stick to runi, if he moves, you automatically start stacking people up and invite Runi to start spiking the room.

Once the tanks have established aggro (Runi about 95%), any archer types should start to shoot runi. 

4.  Stay alive.  One factor which we overlooked in my first raid was the little bane vipers that runi spawns (damn blue/yellow mobs).  Though not dangerous by themselves, they do cause problems in that their attacks on any of the main tanks breaks the blade turn bubble on the tanks allowing Runi to hit.
All casters not otherwise engaged should immediately kill any bane viper that spawns.  Once runi has dropped below 90%, simply aoe Runi to hit/kill these small snakes.  That way if the VERY RARE cast is not fully resisted, the caster won't draw aggro while also doing major damage to the little snakes.

5.  Do the lottery.  Congratulations.  You just spent 5 hours getting ready to do 10 mins of work.   Nov 23
- Fangtooth

Tips:

Use the keys to get loot right away after you have defeated the main guy, When he respwans there will be NO chance of using keys again. In our case he respwaned in less than 10 mins. more like 5.    Nov 18
- Mogar

We pulled it off this evening with only 9 and 2 bots out of group. Was pretty easy all in all. Had 3 tanks on him at all times (4 was triggering the spikes) and was just a matter of playing it safe and having the two tanks who weren't able to be beating on Runi to be clearing the blue/yellow snakes he was popping.  Nov 29
- Ubrik

Drops:

Runihara Trophy   Feb 24
- Sadoh Evenstar

arcanium Snake-Lord's Runed Vest  
Stealth 4
Longbow 4
Hits 60
Slash 6%
Bonus to archery speed: 5%
80pt Heal proc     Nov 11
- Danog McEbon  and Tissue

We got a skald vest.. think..
21 str/con/quick
18 charisma
bonus to charisma cap and bonus to af
80 point heal proc    11/11
- Bullhund

and a piety chain vest
21 peity, 21 dex, 7% of power pool, 18 con
7% bonus to casting speed
80 point heal proc
They had oceanus armor's    11/11
- Bullhund

His druid/warden/cleric breast plate:
arcanium Snake-Lord's Runic Hauberk
102af 100qu
21 emp (or piety)
21 dex
56 hits
+7% power pool
+6% casting speed
80pt ablative healing proc     11/11
- Zoph

Serpent Sword
4.1 spd 16.5 dps 100% q
4 blades
4 stealth
22 qui
40 hits
8% haste   Dec 2
- Kraji

Midgard Studded chest piece
Left Axe +4
All Weapons +4
Hits +60
Slash 6%
Haste 5%
80 pt heal proc
AF 102, 100qua    Jan 24
- Halldis Doomhammer

I been on 2 kills of 2.10
Items that dropped
4 keys
1 Leg. Weapon Item - Cauldron of Vivifying Water
1 Axe
1 piece of Armor    11/11
- Dalaaji Reaver

arcanium Serpentine Coffin Hammer
16.5 dps/3.5 spd
21 pie
+3 all magic skills
56 hits
8% thrust
7% healing    Jan 17
- Galyath

4 keys and 2 chestpieces fell. The chests need to be fixed to give mp gear, I got a 98% qual gloves, someone else got 91%qual. Also, someone who won a key but didnt get credit for Step 10 opened it and got nothing.  The chestpieces stats I'll try to get posted up later. One was skald, other was Healer.
- Beryl

(Nov 6) When we beat him last night, he dropped 4 keys, 2 drops, and a Legendary Weapon ingredient. When one of the people used the key, it gave him NOTHING.
So there appears to be a bug here somewhere in loot after completing ML2.10
- Raja

I am a little upset that the key I won, opened a chest to 94% qual boots
- Oelta Doridan

95 quality ROG dagger wasnt great
- Ixa

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Trial 11 -Killing for XP

11)  Try searching deep in Darkness Falls, or kill some of the dragon's minions.  Perhaps the creatures of Atlantis could be useful as well. 

Patch notes from version 1.66j, Nov 20
Experienced Trials players who help less-experienced friends complete trials are now given Master Level Experience for providing this help. The system works as follows:

- Experienced players who have attained at least Master Level 1 are given Master Level experience if they are in a group with any other player who is granted credit for completing a Trial Step.

- In order to get ML experience for the kill, the experienced player must be grouped with at least one player receiving credit for completing the Trial step.

- The experienced player helping out will recieve Master Level experience for each less-experienced player that he helps per Trial step. If one less-experienced player gets credit for completing the encounter, Master Level experience is granted to the helper. If two get credit, then twice the ML experience is granted to the helper, and so forth.

- Master Level experience is given only on steps for which the experienced player has already completed.

- Please note that Trials designed to be completed by solo players will not grant ML experience for anyone helping out.

Not all previously completed Master Level encounters grant shepherd experience. Sometimes it's not possible technically - for example, some encounters require that the person on the quest activate an item. We can't flag that step. In addition to the technical problems with some steps, some encounters are much simpler than others, and can be soloed - so there's no real reason to flag them for ML shepherd experience.

I am sorry that was not more clear. The vast majority of ML encounters do grant shepherd experience, but the exceptions are not generally speaking bugs.
- Sanya Thomas

 - Master Level experience is given to the experienced player only on steps for which the experienced player has already completed, and when the experienced player has the previous Master Level completed. For example, if an experienced player has killed the Shadow Reaver (Trial 2, Encounter 2) and is Master Level 1, he can then bring a friend or friends who require that step to kill that monster again and receive
Master Level Experience. Should the experienced player kill the Shadow Reaver, but not yet have Master Level 1 status, he would not receive Master Level Experience by assisting others with this encounter.

There's a trick to it. You need to be grouped with someone who needs the step, and you must have completed the entire master level that step is involved in. Aka, if you want to help someone on ML2.3 and get xp, you need to be working on ML3, NOT ML2.11.    Nov 20
- kildorn


Screenshot of Ding ML2
- Alcara Argenta

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Last modified: Saturday February 28 2004
Capturé par MemoWeb ŕ partir de http://www.cairdeas.net/daoc/toa/Master_Level_Two.shtml  le 02/03/2004