______________
 `-.__   _____ `-._                                         /|
      | |     `-._ `.                                      / |     /`.
      | |         `. \                                     | |    / /
      | |           ) |                                    | |   / /
      | |      _,.-'  /____    _             ________      | |  / /
      | |__.-'`   _.-'/    \  | |      /\   |  ____  \     | | / /
      |    _.-'|  \  / ,--. \ | |   | /  \  | |____) |     | |/ /
  _.-'  |\ \   |   \/ /    \_\| |  /|/ /\ \ |   _____/ __  |    \
 `-.-'| | \ \  | |\ \ | _____ |  \/ | |__| \|   \    ,'  `.|  /\ \
      | |  \ \ | |_\ \\'____ ||     | _____ \ |\ \  / ,--. \ |  \ \
      | |   \ \|  __  \\___/ || |\  |/     \ || \ \ | |  | | |   \ \
      | |    \ ' |   \ \___, || | \ |      | ||  \ \\ `--' / |    \ \
      | |     \  |    \|   | || | |\|      | ||   \ \`.__,'| |     \ \
      | |      \ \          \|| / | \      | ||    \ \     | |      \ \
      | |       \_\          \|/  |_|      |_|/     \_\    |_|       \ \
      | |       _________________________________________________     \ \
      | |          _  _  _     _  _  _        _       ___    _         \ \
      | /         |_)/_\/ _|\|/_\|_)/ \|/    / \|\||   | |\||_          \ \
      |/          | \| |\_/| || || \\_/|\    \_/| ||_ _|_| ||_           \ \
      /         _________________________________________________         \ \
                                                                           `.\

W A R ~ O F ~ E M P E R I U M
Guide for the War of Emperium in Ragnarok Online, by Arctic Breeze

The ASCII is by osrevad. Need ASCII? He's the one for it. His e-mail is 
omohasiosrevad@hotmail.com and his AIM is nahuwe.

All trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
[[0.0]] Contents:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
1.0 - Version History
2.0 - Class Guides
. . . 2.1 - Assassin Guide
. . . 2.2 - Blacksmith Guide
. . . 2.3 - Hunter Guide
. . . 2.4 - Knight Guide
. . . 2.5 - Priest Guide
. . . 2.6 - Wizard Guide 
3.0 - General Strategy and Guild Skills
. . . 3.1 - Defending Your Castle
. . . 3.2 - Taking A Castle
. . . 3.3 - Guild Skills
4.0 - Castle Breakdown
. . . 4.1 - Luina (Al de Baran)
. . . 4.2 - Britoniah (Geffen)
. . . 4.3 - Valkyrie Realms (Prontera)
. . . 4.4 - Balder (Payon)
5.0 - Other Guild Facts
. . . 5.1 - The NPC
. . . 5.2 - Godly Equipment
. . . 5.3 - Guild Dungeons
. . . 5.4 - Notes About Guilds and Guild Wars
6.0 - Contact Info
7.0 - That Legal Stuff Nobody Reads

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
[[1.0]] Version History
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
1.0 - February 18th, 2004
1.01 - February 20th, 2004: Fixed some general errors, added exp points 
require to level a guild. Added ASCII.
1.02 - April 24th, 2004: Can't believe I forgot assassins and emperiums.
Also added how to get noctrl to work in WoE (5.4) and smiths plus marc 
cards.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[[2.0]] Class Guides
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are guides for each class' best uses in WoE, and some general 
survival techniques. If you're wondering when I will add guides for the 
2-2 classes, the answer is: Not until they are released on my server. I 
can't exactly write a guide for something I've never played.

------------------------------------
[[2.1]] Assassin
------------------------------------
There are essentially three uses for assassins in WoE: killing, 
reconnaissance, venom dust, and emperium-breaking. Here's how to kill 
wizards, hunters, and priests:

Wizards: For attacking wizards, make use of hide! If you are targeted 
by a spell, bash that hotkey! It cancels it, and will give you a 
moment's chance while the target reaches for sight. Try hiding for only 
a split second, then rushing in to kill while the target is still 
reaching for their sight key. You could also sonic blow them if you are 
sure you can kill them in one sonic blow. Be very careful not to let 
the wizard get away--he'll quagmire you, then frost drive. Once you're 
iced you're dead. Also mind your SP. 34 for level 10 SB will deplete 
you very fast.

Hunters: Hunters are another matter. I highly recommend you either 
carry a supply of white potions or a have a priest healing you, as most 
hunters will have something like a 75% hit rate on you. Now the trick 
here is stun. If you can stun a hunter, chances are he's going to be 
dead very fast. Hunters have very low-def gear, and their HP is quite 
low as well. Try a double crit stun weapon, or for those of you with 
less money, a V / VV / VVVS knife of some sort in your right hand and a 
quad stun main gauche in the other should work too. (NOTE: I have not 
personally confirmed this.) In theory, you would always be hitting the 
hunter, and since the right hand carries the card effects of the left, 
each of your hits will have a 20% chance to stun. Then you would switch 
to a more powerful weapon of some sort (hotkey it).

Priests: For priests, just use triple silence, and once the target is 
silenced switch to tri bloody. Simple, no? Watch out for the priest's 
guild mates, though--from my experience, people tend to instantly switch 
targets to whoever's attacking their priest, since without the priest 
they're pretty much dead.

Though you can also take agility knights and other assassins, they 
don't need much coverage, since it's basically a click fest. You can NOT 
take on vitality knights or smiths. Vit knights can regen faster than 
you can hurt them usually, and smiths will just hammer fall + mammon.

Reconnaissance: Use cloak to see what your enemy is up to. Just pretend 
you're playing MGS2 or something.

Venom Dust: If a group of hostiles are sitting outside your emperium 
room or something, leave the room, drop venom dust on the ground, and 
immediately return to your previous room. This works very well, and if 
the enemies are close together you can poison 9 of them.

Breaking the Emp: Crit assassins are, according to most of the community, 
the best classes for taking an emperium. As you know, crits ignore def,
and apparently the emp has a lot of that.

I'm not really sure if that's actual fact or not. Damage doesn't show up
in castles, so you can't really say how much def you think something or
someone has without a source from within Gravity. Still, the emperium
probably has decent def at least (it IS a big rock, after all), so until
we find out otherwise, it's best to assume that crit sins are still the
best at smashing the emp.
------------------------------------
[[2.2]] Blacksmith
------------------------------------
It's not often that you blacksmiths in WoE, but that doesn't mean you 
should underestimate them. If you're confident in your hit rate, you 
could spam mammonite without hammer fall.

Speaking of which, hammer fall is great, but only under certain 
circumstances. You must be sure that you won't accidentally stun your 
own team. Many times have I been stunned by an over-eager smith who 
forgot that I wasn't allied with him (and then I died. That was fun).

Kinzu of the GameFAQs RO boards says:
"Str/Vit Blacksmith are the melee powerhouses of WoE. They will quickly 
dispose of all Agility characters with Hammer fall, and they are great 
1-2 shot killers of Wizards, Assassins, and Hunters with Mammonite. The 
down fall to them is low MaxHP comapared to a Knight and they do not 
have as high a def either. This makes them more of a middle line 
person. You let the knights go in first and then have the Blacksmith 
sneak in behind him. A Priest permentaly attachted to a Blacksmith is a
scary combo as well."

i3lckdeth, AKA The Muffin Man, says:
"Marc armor on a Battle smith can be a deadly combination.

Being the only one in your guild to survive a SG to kill the wizard
casting can mean you taking the castle over another guild. Their
unmatched strength and underestimated power makes them a GREAT asset to 
a good WoE guild."
------------------------------------
[[2.3]] Hunter
------------------------------------
Hunters are THE class for WoE. Sure, they don't have the great spells 
like wizards, but they're also not nearly as imbalanced. I say this 
because, as many poor unfortunate souls have discovered, hunters don't 
die nearly as easily. Vitality knights are almost as good, but they 
lose priority for one major reason: they can't snipe.

First things first: TRAPS ARE NOT YOUR FRIEND. They're useless, really. 
Sure you say "Oh, but it stops the enemies in their tracks!" Well, if 
your guild is any good, you shouldn't HAVE any enemies in your tracks. 
Now let's say you do decide to trap somebody. Here's what they would do 
(assuming the know how to play their characters).

Assassin: Throw stone / Call in an ally ("Help, I'm trapped! Bash this 
hunter's face in!")
Blacksmith: Hammerfall.
Other hunter: Shoot you.
Spear knight: Spear boomerang.
Agi knight: What are you doing having trouble fighting an agi knight?
Priest: Pneuma / Holy Light
Wizard: Freeze your ass.

Traps can also cause plenty of trouble with "friends" -- people helping 
you out that aren't allied to you. You can only have three alliances, 
after all.

Plus they're expensive.

Moving on, here's a step-by-step guide for killing the classes that you 
can kill (basically everything but a spear knight).

Assassin: Click. Click. Click. Dead. If he's a pretty high level you might
have trouble hitting him, so try something with stun.
Blacksmith: They have pretty low HP and generally low flee. Bust out 
triple bloody crossbow and show 'im what you think of overpricing those 
red potions.
Hunter: Whoever's higher leveled wins. Also, if it's Agi/Dex versus 
Int/Luk (Falconer), the bird guy wins almost always.
Agi knight: Ludicrously easy. Can you tell I'm biased? 
Priest: Priests are tricky (and sometimes overconfident) because they 
have the use of the single cheapest spell in RO, pneuma. No other spell 
can render an entire CLASS useless. But fear not! Use a quadruple stun 
bow and go for it. For some reason you can stun a priest even if he has 
pneuma up.
Wizard: Hopefully kill him before he can FD you. Wizards without phen 
clips are very easy to kill, and since the phen card is disabled in 
WoE, that means every wizard.

Sniping: Each fort has a few places to snipe. It's best if you have two 
hunters and a priest to heal you if any boomerang-happy knights pass by 
below. You might also want to have a wizard up there to keep quagmires 
on the ground and spam sight so nobody can get past.
------------------------------------
[[2.4]] Knight
------------------------------------
I don't know much about vit knights, but chufa of the GameFAQs RO 
boards had this to say:

"Vit knights are very important in WoE for offense purposes. Basically, 
they are the ones who can survive the massive damage of Stormgust and 
Jupitel Thunder in heavily defended areas/entrances. They can get 
through the first line of defense and take out a few wizards opening 
the way for others. Spear boomerang is a great skill to use. 

Other classes simply die in those heavily defended areas. 

Vit knights can also survive longer while whacking the emp."
------------------------------------
[[2.5]] Priest
------------------------------------
WoE is a lot like a dungeon. Say you were in alarms with a hunter
friend. You'd KE and heal him when he's fighting, make sure he has 
plenty of gloria, pneuma any archer skeletons you see, etc.

You see what I'm getting at here? Just keep your guild (and yourself) 
alive at all times.
------------------------------------
[[2.6]] Wizard
------------------------------------
Wizards are the second-most important class to have at your castle 
(after hunters, ahead of knights). Not only can they freeze enemies, 
they can also:

-firewall choke points (works very well),
-quagmire enemies,
-storm gust spawn and choke points (which is lame),
-use sight,
and of course,
-kill vit knights.

That's right, wizards are pretty much the only class that can take out 
vitality knights on full-auto. 

Strategies for the most useful spells:

Firewall: Use it on a choke point (anything five cells wide or less). 
Remember that scene in Star Wars: Episode 1 where Qui-Gon is fighting 
Darth Maul and Obi-Wan is stuck behind the force-field? It's exactly 
like that.

Use it on enemies chasing you. I tried this the other day. See, I was 
being chased by a couple of very pissed off knights, and I was pretty 
sure I was toast. Then my brain's all "ZING!" and I leave a firewall on 
the ground behind me. they both walked into it. I kept this up for 
about five firewalls, at which points both of them died to it.

Leave three walls on spawn points. When somebody tries to enter your 
fort/the emperium room, the moment they try to move they'll be 
deadified by the firewalls. It HURTS.

Quagmire: If there's somebody chasing you that you know you can't kill, 
try leaving a quagmire on the ground and then outrunning them. Once 
they can't see you anymore, I highly advise Hiding.

You can also snipe quagmires, or use it to help guild mates and allies.

Storm Gust: Not advised for those with low dex. However, if you have a 
pretty fast cast speed and SP regen, you can spam SG on a spawn point. 
Or you could snipe it.

Sight: ALWAYS HAVE SIGHT ACTIVE. I cannot stress this enough.

Jupiter's Thunder: Always use level 10.

Frost Driver: Obviously a great asset. A little-known technique you can 
do with this spell is as follows: Say you FD some knight with 14,000 
HP. Now, your JT would only do about 5,000 or so. What do you do? You 
set the FD to instantly cast when JT is done. Just press your FD hotkey 
while the cast bar for JT is up and select the enemy like you normally 
would. Once JT is done casting you'll auto-cast FD. This works with 
pretty much ONLY JT because it has no cast delay. Use this EVERY TIME 
YOU FD -> JT. Even if you're sure you can kill your enemy with one JT, 
it never hurts to be safe.

Here's a breakdown for the classes you can kill (which is all of them, 
if you're skilled):

Assassin: FD -> JT. No trouble at all. Assassins don't have any detect-
type skills, so you should be fine.
Blacksmith: FD -> JT. Watch out for mammonite.
Hunter: If they're attacking somebody else, freeze them. If they're 
attacking you and you don't have a phen clip, you're dead. If they're 
attacking you and you DO have a phen clip, freeze them.
Vit knight: Refer to the FD technique above.
Priest: Refer to the FD technique above.
Wizard: FD -> JT. Wizards have the lowest max HP in RO, so they tend to 
die in one JT. Wizards versus wizard is basically like one of those old 
Western movies--whoever shoots his FD faster wins.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[[3.0]] General Strategy and Guild Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here I'll be covering basic strategy for defending and taking a castle, 
and the guild skills.

------------------------------------
[[3.1]] Defending Your Castle
------------------------------------
You must hold your castle during the entire siege time, which is 
usually two hours (depending on your server).

-Look for places where waterball can be used. I pointed them all out in 
this guide. Waterball is a relatively fast-casting spell that tales 
very little SP and can do as much as 24,000 damage.

-Spawn camp. I do NOT encourage this practice. Sure, nobody will be 
able to get into your castle, but what's the fun in that? Spawn camping 
is basically putting spells over the spawn point so people die the 
moment they enter.

-Leave your defenders at checkpoints along the path to the emperium. 
Although some might suggest you leave your entire guild at one point 
(say, the emp room), it is very easy to lose your castle due to being 
flooded at that point. Make sure each checkpoint is large enough to 
hold off a moderate invasion.

-Snipe! Sure, people may get past the sniper, but they'll have 
significantly less HP (or potions, or SP, or whatever).

-Do not multitask unless you are VERY confident your guild can handle 
the strain. Multitasking is basically trying to defend one castle while 
half your guild goes off and tries to capture another.

-You can heal the emperium with sanctuary.

------------------------------------
[[3.2]] Taking A Castle
------------------------------------
You must get to the defenders' castle's emperium and destroy before the 
siege time is over. You must then hold it until the siege time ends.

-You can Cloak past the guardians. The card that enables Cloaking level 
1 is Frilldora. It goes into a robe.

-Attack in LARGE swarms. If your enemy is spawn camping, you MIGHT get 
through. Maybe. If you're lucky.

-Send five or six vit knights into a spawn camped area. Instruct them 
to kill the wizards first, then the priests, then the hunters. Once the 
wizards are dead the rest of your guild can run in and mob them.

-Try changing your icon to that of the defenders' to confuse them. I've 
fallen for this several times.

-The emperium is immune to all magic (except sanctuary).

------------------------------------
[[3.2]] Guild Skills
------------------------------------
Guild Approval: First skill to get. Your attacks will always miss the 
emperium if you do not get this skill.

Contract With Kafra: Get this skill second. It's much better to respawn 
in your castle during a siege than a nearby town. Also, the Kafra in 
your castle is the only Kafra in RO that warps to every town. She will 
only talk to your guild.

Guardian Research: This skill is honestly not that great. The guardians 
are fairly easy to kill, and their intelligence is quite low. They also 
have a habit of killing people who are helping defend your castle but 
aren't allied with you. Invaders can just cloak past them.

Charisma: Get this after Kafra, or after Guardians if you choose to 
have them.

Guild Extension: Very useful. Normally you can only have 16 people in 
your guild, but with this skill maxed you can have 36.
[Level 01] : +02 People
[Level 02] : +04 People
[Level 03] : +06 People
[Level 04] : +08 People
[Level 05] : +10 People
[Level 06] : +12 People
[Level 07] : +14 People
[Level 08] : +16 People
[Level 09] : +18 People
[Level 10] : +20 People

Your guild will level up when it has this much experience:
Level 2: 2,000,000 
Level 3: 4,000,000 
Level 4: 8,000,000
Level 5: 14,000,000
Level 6: 22,000,000
Level 7: 32,000,000 
Level 8: 44,000,000
Level 9: 58,000,000 
Level 10: 74,000,000 
Level 11: 92,000,000
Level 12: 112,000,000
Level 13: 134,000,000 
Level 14: 158,000,000 
Level 15: 184,000,000
Level 16: 212,000,000
Level 17: 242,000,000
Level 18: 274,000,000
Level 19: 308,000,000 
Level 20: 344,000,000 

Your guild can go up to level 99, but there's no real reason to, and it 
starts taking an absurdly high amount of experience points after level 
20 or so.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
[[4.0]] Castle Breakdown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Here you find walkthroughs of each castle, with sniping spots and other 
locations of interest pointed out.

------------------------------------
[[4.1]] Luina (Al de Baran)
------------------------------------
West exit of Al de Baran.

____________________________
Neuschwanstein (Castle 1)
Picture (Emperium room): http://evilweevil.20m.com/Aldecastle1.jpg

As you'll enter you'll see the first sniping spot. Proceed up some 
stairs to a u-turn around a fence. Note that you can cast spells over 
this fence. There are MANY other fences like this in the Luina castles, 
so just look out for them. Past the u-turn you can go up some stairs 
but there's a fence blocking your path. For defenders, try having a 
wizard SG onto the lower path from behind the fence. RIGHT after the 
stairs is the first sniping spot. If your snipers and whoever's behind 
the fence can work together you can make sure nobody goes beyond this 
point (provided you don't just spawn camp, but that's lame and boring). 
Continue past a u-turn and you'll find a very strange-looking sniping 
spot (it consists of a pyramid of stairs). After that you'll see the 
other side of the fence. Whoever's behind the fence should be told by 
whoever's at the second sniping spot if somebody gets past--some code 
word that's easy to type quickly (three or less letters) would work 
well, I'm guessing. The third sniping spot is right behind the fence, 
and very easy to miss. Past there, enter a building. 

Here you'll see eight flags. Somebody's excessive. . . . Anyway, head 
east until you get to a large canoe. Heading southwest from here will 
take you to the second sniping spot, and entering the warp again at the 
sniping spot will bring you to the east exit of room two. Head north of 
the canoe. The exit here goes to the first sniping spot. There's 
another exit on the western side of the north wall that goes to the 
same place. Go up the stairs on the east wall. The east exit leads to 
the second sniping spot. Continue on the balcony to south wall and 
enter the warp to room three. 

The entrance of this room is interesting because it has four ledges 
that can be sniped from. There's a flight of stairs north of you. Once 
you're up the stairs, you're forced to go east or west. Both go to the 
same place. Proceed around this snakelike hallway until you find the an 
exit. The two exits on the two different paths both lead to the third 
sniping spot. Continue past this exit and up some stairs ad  you'll be 
on a balcony which can also be sniped from. In the north wall of the 
balcony, head north to see a statue. It leads to the dungeon. Head past 
the statue and enter the emperium room.

This is an interesting emp room. Almost the entire part of it is 
vulnerable to snipers, so watch out for that. To get to the emperium, 
walk down until you're at the edge of the balcony. Walk east until you 
get to the wall, then south to the wall. Head west a few feet and then 
down some stairs. At the base of the stairs head east onto a short one-
cell path. Go to the wall, then head north to the wall. Go down the 
last flight of stairs and cross a little pool of water to find the 
emperium. Note that this water is perfect for waterball.

____________________________
Hohenschwangau (Castle 2)
Picture (Water sniping spot): http://evilweevil.20m.com/Aldecastle2.jpg

Hohenschwangau is mostly wide hallways, but it has one of the best 
sniping spots of any castle. As you enter, directly to your north, is 
the first sniping spot. Continue around a u-turn and you'll encounter 
the second sniping location, also known as "holy-****-this-guy-is-
sniping-me-with-waterball." That's right, this spot has water for you. 
Furthermore, it encloses the road on three sides, giving you plenty of 
time to defeat the target. Directly after that one is ANOTHER huge 
sniping spot. Unfortunately however it can be accessed via a set of 
stairs conveniently built facing the invaders. Real great designing 
there. Past this spot is the entrance to the second building.

Right in the entrance here is a waterball zone. This room is large and 
rather empty. East exit here leads to the third sniping spot, west to 
the first. There's some pretty weird designing going on though, because 
if you enter the warp at the first sniping spot it'll take you to the 
north part of room two. Taking up most of the north part of this room 
is a large banquet hall, featuring Kafra and Chenchenlie, the "Guardian 
who will fight to the bitter end." Bad camera angles make it hard to 
navigate the banquet room, so use this to your advantage. The north 
exit as I said leads to the first sniping spot, and the northeast goes 
to the next room.

NOTE: I got disconnected at this point and when I relogged I was all 
the way back where I was saved . . . which was Payon. Damnit.

The third room opens with a wonderful straight path heading north. Head 
around and up a flight of stairs. At the south exit of this room is a 
statue, which leads to the dungeon when you click it. Continue east 
past the statue and up more stairs, around a balcony, and into the 
emperium room.

Proceed around the emp room up some stairs. Now the great thing here is 
that the path to the emp is one freakin' cell wide. Yeah, that's right. 
One cell. It's a catwalk basically.

____________________________
Nuernberg (Castle 3)
Picture (Badly-placed sniping spot): 
http://evilweevil.20m.com/Aldecastle3.jpg

This castle has a long, very wide straightaway in the beginning, 
leading to a sniping spot in some water that is very badly placed. The 
spot is simply too far from land, giving the sniper a small radius of 
attack. Continue past up some stairs, around a turn, and then around a 
u-turn. Here is the second sniping spot, a large straight balcony. It 
appears to be missing several columns in the wall. Past this is another 
sniping spot, which I guess has a pretty good view of the opening 
straightaway, though I'm not entirely sure you can actually sniper from 
it. Enter the building.

Kafra is in the southeast corner of this room. Directly north of the 
entrance is a waterball pit. Around the water are two one-cell walkways 
leading east and west. East goes to sniping spot one, west goes to 
three. From the waterball bit, go north to find another path to the 
third sniping spot. If you head northwest and up some stairs, you'll 
find the entrance to the third room.

Head to the northeast. Go to the east of the stairs to find the path to 
sniping spot two. Go up the stairs and around a rather convoluted path 
to find a statue. Same as in the last castle, it leads to a dungeon. 
Exit here goes to the emperium room.

This emperium room is pretty interesting. It's a collection of two-cell 
and four-cell wide paths. Try firewalling part of the path from the one 
next to it and SGing the area behind the firewall.

____________________________
Wuerzburg (Castle 4)
Picture (Balcony over Kafra. You can snipe from there): 
http://evilweevil.20m.com/Aldecastle4.jpg

This castle has a very straightforward, small design. When you enter, 
walk north to pass into a long, wide path. At the end of this path 
you'll do a u-turn. Right next to this u-turn is sniping spot one. 
Continue in the opposite direction to encounter another u-turn with 
sniping spot two. Keep going on this path (it has no branches) until 
you reach the northernmost portion of this room. Here's you'll find 
sniping spot three, and if you walk east a bit, sniping spot four and 
the exit to the next room.

You're now in a VERY large room. The dungeon can be accessed by heading 
east from the entrance--it's in a desk. Proceeding north to the 
entrance you'll find Kafra (right out in open, which could lead to some 
bad things). Heading east from Kafra will bring you to the second 
sniping spot; heading west will bring you to the first. Head northeast 
or -west up some stairs. The northwest exit will take you to the next 
room. The north exit takes you directly to the east exit. Odd. Enter 
the next room.

This is pretty funky. This room (which is suspended over a void) had a 
great firewall spot right in the entrance portions. East exit takes you 
to sniping spot three, west goes to four. The north exit will sometimes 
send you directly to the emperium room, sometimes next to a warp that 
goes to the emperium.

This emp room is great for defenders. Not only is the beginning part 
covered with water, most of the path is also only two cells wide. 
Firewall away.

____________________________
Rothenburg (Castle 5) 
Picture (Long, thin, watery stretch): 
http://evilweevil.20m.com/Aldecastle5.jpg

As you enter, you'll walk through several twists. Right after the last 
turn you'll find two items: first, directly east of you is the first 
sniping point. The second item is a patch of standing water. Waterball 
can be used here. Directly after this is the second sniping spot. This 
sniping spot is covered in water. Continuing, you'll find an area where 
the path loops around a square of water. The third sniping spot is 
located here. Further down the path from here is a set of stairs 
descending into the water where WB can be used. Try leaving a wizard 
here, defenders. The road begins to zigzag after this. Right before 
the entrance to the building is the last sniping location. 

Right in the first part of the building is a long, straight and narrow 
(4 cells wide) stretch, covered with water. Firewall would work well 
here. After this stretch, you're forced to u-turn down another long 
path. From here you enter a pretty large room. Right in the first part 
of this room is a large fountain. Click it to enter the dungeon. The 
east and west exits lead to the second and third sniping locations, 
respectively. In the southwest corner you'll find Kafra and the exit to 
the next room.

The beginning of this room is a long hallway. At the west end of this 
hallway is an exit that leads to sniping spot one. Head to the 
northeast section of this room to find two exit on the north wall. The 
western one leads to the emperium room; the eastern to sniping spot 
four.

The emperium room is a simple affair--just continue around the spiral 
hallway. Of note is that this hallway is at its widest four cells wide, 
and closer to the emperium two cells. Great location for firewall 
spamming.

------------------------------------
[[4.2]] Britoniah (Geffen)
------------------------------------
Southwest of Geffen. Take the west exit, then the southwest across the 
bridge.

____________________________
Repherion (Castle 1)
Picture (Practically the same sniping spot): 
http://evilweevil.20m.com/Gefcastle1.jpg

This castle has two entrances. I would advise entering from the south, 
since you'll bypass the first sniping spot and a guardian. Entering 
from the east, head southwest then west. When the path gets pretty thin 
there will be a sniping area north of you. Continue on and you'll see 
the south entrance below you. head north from here. The second sniping 
spot is east of you here. Continue north of this spot and there will be 
a third north of you. Past this there will be a fourth directly east of 
the third (it looks like one spot). Also here you should note that you 
are in range of the first sniping spot. Continue around the u-turn and 
enter the building.

Head up the hallway until you are in front of a flight of stairs. To 
the west and east are exits to the third and fourth sniping spots, 
respectively. Also to the east, in a small alcove, is Kafra. head up 
the stairs into a room full of chairs. In the northeast corner of this 
room is a bookshelf which brings you to the dungeon. Head west from 
this room and up more stairs.

Go through the winding area between the low walls (which can be sniped 
over). There are stairs west, east, and north of you. The eastern set 
leads to the first sniping spot and the west to the second. Exit north 
here into the Emperium room.

Walk around the fences. They can be sniped over, but only in a few 
places.

____________________________
Eeyorbriggar (Castle 2)
Picture (Wet tiles): http://evilweevil.20m.com/Gefcastle2.jpg

Go south then west from the entrance. When you can, head north. The 
wall north of you here is sniping spot one. This sniping area is large 
and covers about 50% of the ground path here. Head west here, then 
north until you see the second sniping spot north of you. Continue on 
the path. After you go north of the first sniping spot, you'll see a 
third east of you. The fourth will be north of you right before you 
enter the building.

From the entrance, proceed west. Note that waterball can be used on the 
small lowered tiles. Past the room with water, there are exits to the 
far north and south of you. The northern leads to the fourth sniping 
spot and the southern to the second. Head to the west wall. Going north 
here will take you to Kafra; south will take you to the exit to the 
next room. 

In this room, head up the stairs. There are exits east and west of you, 
and they both go to the first sniping spot. Head north into a room 
filled with all sorts of weird items. A gemstone here will take you to 
the dungeon. Continue to the north wall. Heading east at the north wall 
takes you to the third sniping zone. Head west and exit to the emperium 
room.

This emp room is mostly u-turns. As usual, you can snipe between the 
paths.

____________________________
Yesnelph (Castle 3)
Picture (Not an actual sniping spot): http://evilweevil.20m.com/Gefcastle3.jpg

This castle has three entrances and a whole boatload of sniping spots, 
so I'll be covering it a bit differently than the other castles.

From the north exit, western path: Head west until you encounter the 
first sniping spot (northwest 1). From here, head south to find the 
second spot (northwest 2). Go west from here and you'll find another 
very small one (northwest 3). Head south and you'll find a very large 
sniping spot (central 1). Go southwest from here until the road splits 
in two. Take the east one. On the wall section between the two paths is 
another sniping area (west). Follow the path up a hill. Just before you 
enter the building, there's another sniping zone directly southeast of 
you (central 2).

From the north exit, eastern path: Head south until you encounter a 
sniping spot (north 1). From here, go southwest until you find another 
(north 2). Head west past northern 2 until you encounter another (north 
2). Head southwest until you find a very large spot (central 1). Go 
southwest from here until the road splits in two. Take the east one. On 
the wall section between the two paths is another sniping area (west). 
Follow the path up a hill. Just before you enter the building, there's 
another sniping zone directly southeast of you (central 2).

From the east exit, northwest path: Head south, then enter the gate. 
Proceed west. Just past the gate there will be a sniping spot south of 
you (east 1). Head northwest from there. Here is a crossroads of sorts. 
East of you is a sniping spot (east 2) which can not actually be 
reached. North of this "sniping spot" is a large dead end. Head west 
from the sniping spot east 2 until you hit a cliff. North of you here 
is a sniping spot (north 1). Another sniping area (north 2) is west of 
you. Head west past north 2 until you encounter another (northwest 2). 
Head southwest until you find a very large spot (central 1). Go 
southwest from here until the road splits in two. Take the east one. On 
the wall section between the two paths is another sniping area (west). 
Follow the path up a hill. Just before you enter the building, there's 
another sniping zone directly southeast of you (central 2).

From the east exit, southern path: Head south, then enter the gate. 
Proceed west. Just past the gate there will be a sniping spot south of 
you (east 1). Past this spot, head south. There will be another spot 
west of you here (east 3). Go south past it until you find a crossroads 
heading south and west. Go west, then follow the path southwest. Right 
when you see a tree, a sniping spot (south 1) will be southeast of you. 
Continue past it and when the path turns west, there will be another 
sniping area (south 2) south of you. Shortly after this you'll find 
that a sniping spot (west) is north of you. Follow the path when it 
turns north. When you find another crossroads, head southeast. Follow 
the path up a hill. there's a large sniping area north of you (central 
1). Just before you enter the building, there's another sniping zone 
directly southeast of you (central 2).

From the south exit: Head west to the gate, then northeast. You'll see 
a sniping spot (south 1) with a good position along the way. Continue 
to a crossroads. Go west, then follow the path southwest. When the path 
turns west, there will be another sniping area (south 2) south of you. 
Shortly after this you'll find that a sniping spot (west) is north of 
you. Follow the path when it turns north. When you find another 
crossroads, head southeast. Follow the path up a hill. there's a large 
sniping area north of you (central 1). Just before you enter the 
building, there's another sniping zone directly southeast of you 
(central 2).

Enter the building.

Walk past a pool containing a large gemstone until you're on a two-cell 
wide pathway on the east side of this chamber. From here, you can head 
in three directions. The north path leads to Kafra and an exit to the 
sniping spot northwest 1. The south path leads to an exit to the 
sniping spot east 2. From the pool, head to the east wall. Going north 
here will take you to the sniping spot northwest 2. Going south will 
take you to the next room.

Go up some stairs. Heading east here will bring you to a warp to the 
sniping spot south 2. Continue north from the stairs and past some low 
walls which can be sniped over. Head to the north wall, then west a 
bit. If you take the north exit here you'll go to the sniping spot 
central 2. Head southwest and go past more low walls. Head south, then 
northwest. Exit here.

Head to the north side, then south through the gate. Proceed counter-
clockwise around the walls until you get to the emperium. 

Here is how to get to the sniping spots.

From the second room:
Western north exit -> Northwest 1 -> Northwest 3 -> Central 1
Eastern north exit -> Northwest 2 -> Central 1
Western south exit -> East 2 -> East 3 -> North 1 -> North 2

From the third room:
Eastern exit -> South 2
Northern exit -> Central 2

From Central 1: 
Central 1 east exit -> Central 2 -> Third room northern exit
Central 1 west exit -> West -> South 1

____________________________
Bergel (Castle 4)
Picture (Secret sniping spot): http://evilweevil.20m.com/Gefcastle4.jpg

From the entrance, you can head west or east. East is faster and safer. 
If you head west, you're forced to pass close to the first sniping 
spot. When the two paths meet, go north. East of you on this path is 
the second sniping spot. Continue past this to find the third sniping 
spot east of you. From there, loop to the northwest. here is a dome-
shaped building. Note that south of it is a location you can walk up on 
and snipe from. Enter the building.

In this chamber, head south to a space in the fence (which can be 
sniped over). From here, you can go south to enter the third sniping 
spot or east to head to the next room. Head east until you meet a wall, 
then travel north or south around it. Past this wall, there are exits 
to the north and south. They both, however, lead to each other. On the 
other side of the wall, note that the path is only four cells wide--
it's a good location for firewall. Proceed east until you reach a room 
with a carpet. Going north here will take you to a fireplace that leads 
to the dungeon, heading east lads to Kafra, and south to the next room. 
Go south.

In this room, go north to the wall. Heading west at this point will 
take you to the first sniping spot. Head around the rest of this room 
until an exit opens south of you, which goes to the second sniping 
spot. Continue past it and enter the emperium room.

This is one of the few places you can find water, so abuse waterball. 
The rest of this emperium room is basic. You can snipe from the ledges. 

____________________________
Mersetzdeitz (Castle 5)
Picture (Water): http://evilweevil.20m.com/Gefcastle5.jpg

This castle has two entrances.

From the northeast: Head south to the first sniping spot, then west 
until you encounter a pathway south. Southwest of you is the second 
sniping spot and north is the third. Head southeast here and you'll see 
the first sniping spot north of you and the fourth south. Enter the 
building. 

From the west: Head east until you encounter the second sniping spot 
east of you. Head north to a crossroads. North of you here is the third 
sniping spot. Head southeast here and you'll see the first sniping spot 
north of you and the fourth south. Enter the building. 

There are two hallways branching off to the east and west. the west 
leads to the fourth sniping spot and the east to the first. From the 
first sniping spot, enter the other warp to go to the second. South of 
the entrance of the second room you'll find Kafra. head to the south 
wall. A table here will take you to the guild dungeon. You can choose 
to go either east, the north, or west then north. Either way, once you 
hit the north wall go south around the bend and enter the next room.

The west gate from the last room leads to the west side of this room, 
and the east to the east side. Go to the center of this room. Heading 
north takes you to the third sniping spot, and south to the emperium 
room.

This emperium room has a floor covered with valuable water for 
waterball. Head north.

------------------------------------
[[4.3]] Valkyrie Realms (Prontera)
------------------------------------
North exit of Prontera. Walk through the castle.

____________________________
Kriemhild (Castle 1) 
Picture (Is this a church?): http://evilweevil.20m.com/Prontcastle1.jpg

When you enter, head south, then west. All along this path is a sniping 
spot, to the north of you. However, you will stay out of their range if 
you hug the south part of this passage. Head north after this. Here you 
can go west or east. Directly north of you is the second sniping spot. 
I advise going to the west here since you'll have to run past one less 
sniping spot. Anyway, when the two paths meet up again, there are two 
sniping spots near you. The third has excellent range and is to the 
west of you. The fourth can be entirely avoided. It is to the east. The 
passage north of where these paths meet is between the two sniping 
spots. Hug the western wall, then enter the building.

There are southeast and a northeast exits here. The northeast leads to 
the third sniping spot. the southeast leads to the fourth. From sniping 
spot three, enter the other warp to go to spot two. Enter the other 
warp in spot two to go back to the northeast warp in the second room. 
From sniping spot four, the other warp leads to spot one. Spot one's 
warp leads back to the southeast warp in the second room. In the second 
room, head southwest into a hallway, then west. Head north in the 
little cafeteria, then take the first west. Go up a flight of stairs 
and enter the next room.

This room is very straightforward. Kafra is in a corner of the room 
with the carpet. The next room after this resembles a church. The altar 
leads to the dungeon. Continue through some bedrooms and up more stairs 
to the emperium room.

This emperium room is simple. Walk up the stairs. That's it.

____________________________
Swanhild (Castle 2) 
Picture (Too many stairs): http://evilweevil.20m.com/Prontcastle2.jpg

When you enter, it looks like the path heads southwest, but that's just 
a dead end. Head east from the entrance. When you see an opening in the 
wall, go south. The first sniping spot is here, south of you. Head 
west, then follow the path to the other side of the first sniping spot. 
The second sniping spot is now south of you. Keep following the path 
until you go west. Here you'll find another sniping spot, but it's 
unfortunately easily accessible from the ground. All three of these 
sniping locations are among the best in any castle. Each one's range 
covers the entire path, and almost the entire path is in range of a 
sniping spot. You should be able to defeat anyone before they get past 
the third sniping spot. Past the third spot is the entrance to the 
second room.

Directly southeast of the entrance is a statue that leads to the 
dungeon. In the far southeast is a warp tot he third sniping room. If 
you head south to the entrance you'll find Kafra near two tables. Head 
west from these tables, then up some stairs to the next room.

This room is interesting. The west exit leads to the second sniping 
spot and the east to the first. Head down the various stairways to the 
center of the room. Exit here.

Whoever designed the stairway room ran out of imagination here. Just 
walk up to the emperium.

____________________________
Fadhgridh (Castle 3) 
Picture (Throne): http://evilweevil.20m.com/Prontcastle3.jpg

Head north from the entrance to find the first sniping spot. Head east, 
then north. After a little bit you'll find a small bit of wall jutting 
out into the path. West of you will be the second sniping spot. Walk 
around this sniping spot and you'll see the third spot west of you. 
head south between the two sniping spots and enter the building to the 
west.

There are four exits to this room. The west leads to the first sniping 
spot and the east to the third. The north goes to the next room and you 
entered from the south. Just below the west exit is suit of armor that 
takes you to the dungeon. In the northeast and northwest corners are 
flights of stairs. Go up one and head to the center of the north wall. 
Exit here.

This room is one of my favorites of any castle. From the entrance head 
up either flight of stairs. You'll find Kafra in a small room just east 
of the center. The exit in the northeast corner takes you to the second 
sniping spot. Proceed up the stairs along the northern wall to enter 
the emperium room.

Just follow the path in the emp room.

____________________________
Skoegul(Castle 4) 
Picture (Boar's head): http://evilweevil.20m.com/Prontcastle4.jpg

Head north up the stairs. The giant crossbow up there is cool. It's a 
shame you can't actually use it. From the bow, head southwest until you 
hit the western wall. Directly east of you here is the first sniping 
spot. Walk around it and you'll see the second spot south of you, and a 
third north. Pass the third and you'll see the entrance to the second 
room. Just west of this building is the fourth sniping spot, which can 
be reached by a ladder from the ground, and has some odd shadowing on 
its north face. Enter the building.

The southeast exit here leads to the fourth sniping spot, southwest to 
the third, east to the second, and west to the first. In the northeast 
corner is a large boar's head that takes you to the dungeon. The north 
exit leads to the next room.

Follow the path in this room. Kafra is in a small library right before 
the entrance to the emperium room.

Follow the path in the emp room. You can snipe between the two paths 
that are next to each other.

____________________________
Gondul (Castle 5) 
Picture: My computer decided it needed to auto-restart here, so I was 
sent back to Payon. I'm lazy, so I didn't feel like walking all the 
way back to this castle just for a picture.

From the entrance, go north up the stairs, and at the crossbow head 
east. You'll enter a pretty open area, the south wall of which is a 
sniping zone. Past this you'll find another on the south wall. Continue 
into the building.

This room is absurdly large. It has two exits in the southern corners 
and two on the north wall. the southeast and southwest exits both lead 
to the first sniping spot; the northeast leads to the second. To get to 
the north part of this room, travel north until you hit a wall, then 
either east or west until you see a flight of large stairs. Go around 
and north. You'll see a throne room. The northeast and northwest exits 
are on either side of it. In the northwesternmost room you'll find an 
armoire that leads to the Prontera dungeon. Exit northwest.

Travel clockwise around this room to reach the exit. Kafra can be found 
in the southeastern portion, just north of a statue. The fences in this 
room can be sniped over. Enter the emperium room.

Head south until you see a small path east of you. Follow it to the 
emperium.

To learn more about this castle's armoire, go to www.nuklearpower.com 
and select episode 378.

------------------------------------
[[4.4]] Balder (Payon)
------------------------------------
West exit of Payon.

____________________________
Bright Arbor (Castle 1) 
Picture (The bridge): http://evilweevil.20m.com/Paycastle1.jpg

Head north and east from the entrance to find the first sniping spot. 
this portion of it is very small. After you head under the arch (which 
is a great spot for firewall by the way. People won't see it) you'll be 
in range of the rest of the first sniping spot. Head north. the second 
sniping spot is to your right here, but it has very poor range. After 
this you go under another arch. Directly west of you is another 
sniping spot. Head east a bit. There are exits south and north of you. 
The southern one goes to the second sniping spot; the northern leads to 
the next room.

In the northeast corner, just above the entrance to this room, you'll 
find Kafra. West from the door is a small bridge. Cross it. Head around 
south of it to find the entrance to the dungeon in the form of a 
fountain (or something?). South of this is an exit the leads to the 
third sniping spot. From the third sniping spot, head south to enter 
another warp to the first spot. Back in room two, head west from the 
bridge until you run into the last room before the wall. Head south 
here and go up some stairs to enter the next room.

This room is pretty basic. Right before the exit to the emp room 
though, there are a series of two u-turns. The walls here can be sniped 
through.

The emp room is also very straightforward. You can snipe across the 
black pits here.

____________________________
Sacred Palace (Castle 2) 
Picture (Offensive sniping spot): 
http://evilweevil.20m.com/Paycastle2.jpg

When you enter you'll be in a large open space. The path begins under 
an arch in the wall north of you. It's very easy to hide in a corner of 
this area. Don't enter the arch yet. Go west and up a bit and you'll 
find something remarkable: the invaders can snipe from here! What you 
can hit from this spot, though, is actually not very much. The part of 
the path you're over just leads from room two to the first sniping 
spot. Go back and enter the arch. Here's the first sniping spot. 
Continue past it down a slope. You'll find the second sniping spot 
here, but it actually has a very small range due to the two items 
blocking you: a rock on the ground, and a lamp on the sniping spot. 
Head around past a small pool to just before the entrance to the second 
room. Note that there's a small fence here you can snipe over (it's the 
same region that the offensive sniping spot I mentioned overlooks). 
Enter the second room.

The west exit here leads to the first sniping spot. Go past the fence 
and up the stairs. The exit here leads to the second spot, so if 
somebody gets past you, enter here and get them at the second spot. The 
second spot's exit leads to the north exit of the second room. 
Southwest of the second room's entrance you'll find Kafra. Directly 
south of the entrance, there's a large wooden-floored area. Head to the 
hole in the fencing here and go west. Walk around the tile until you 
find two stairs that lead to the ground. Now proceed south until you 
hit the wall, then east. There's an exit here. Note that if you wish to 
hide from somebody, there's a very good spot east of this exit in some 
bamboo. Just make sure there's a stalk between you and the path above, 
because you can be sniped from there. Anyway, exit into the third room.

This room is large and empty. Follow the stones in the ground to the 
west and go up some stairs. From here head east until you see a hallway 
south of you. Down this hallway is a fence you can snipe over that has 
a very good position. Back up the hallway and head east until you hit 
the wall. Enter the room and go through the zigzag fences. Partway 
through you'll find the entrance to the dungeon. Past the fences is the 
entrance to the emperium room.

This emp room is large and simple, with fences you can snipe over and 
stairs leading up to the emperium at the end.

____________________________
Holy Shadow (Castle 3) 
Picture (Symmetry): http://evilweevil.20m.com/Paycastle3.jpg

This castle is large, and the ground here is . . . blue. yeah. Blue 
dirt. Like the last castle, it has a large area out front. There's 
nothing really interesting to point out here, so go through the arch. 
Southeast of the arch you'll walk past the first sniping spot (it's 
west of you). Head past some tall bamboo fences (which cannot be sniped 
over) and go north and you'll encounter the second sniping spot. this 
is a great spot, mainly because it's large and has good range. Past 
this to the north are two more sniping spots. We'll call the one on the 
east three and the western four. Between them is the exit to the next 
room.

This room (and the two after this as well) is symmetrical. There are 
three paths right at the entrance. The east leads to sniping spot three 
and the west to four. Sniping spot three's exit leads to spot two, and 
four's exit leads to one. Back in the second room, head north up the 
third path. head east or west around the fence; it doesn't matter. 
Directly behind the fence and in front a flight of stairs that go to a 
good place to snipe is a flag that leads to the dungeon. Anyway, east 
or west around the fences, then north to a wall. the center of this 
wall has a hole in it. Go north then east or west from here around a 
low wall which can be sniped over. The north exit leads to the next 
room. 

Kafra is found in southwest portion of this room. Head northeast or 
northwest from the entrance and go to the north-center to some stairs. 
Up these stairs is the emperium room.

Just proceed southeast or southwest to the southern part of this room, 
then north in the center of the south wall to get to the emperium.

____________________________
Scarlet Palace (Castle 4) 
Picture (Restaurant?): http://evilweevil.20m.com/Paycastle4.jpg

Head south across a wide bridge to encounter the first sniping spot. 
Head west under the arch to find the second. Go southeast. Go south 
through some forest, past a u-turn and up a hill. Enter the building 
here.

This castle appears to be a restaurant. Northeast exit leads to the 
second sniping spot; southeast to the first. Head west until there are 
stairs north and south of you. Go up either pair. Kafra can be found in 
a small room south of this balcony. Head northeast or northwest and go 
around some walls and up a flight of stairs to enter the next room.

The walls in this room cannot be sniped over. Go down a flight of 
stairs to the north or south and head west and you'll see more stairs, 
which lead down into the emperium room. 

This emperium room consists of two circles and the emperium in the 
center. Just head south to the entrance to the second circle, then 
north to the entrance to the emperium.

____________________________
Bamboo Grove Hill (Castle 5) 
Picture (What a nice little garden): 
http://evilweevil.20m.com/Paycastle5.jpg

When you enter, head west at the large tree, then north when the wall 
ends. East of you here is a great sniping spot that can hit anything 
that passes by it. Head north there, and after a few turns you'll find 
the second sniping spot, which also has a large range. East past this 
spot you'll find an arch, which is a great location for firewall 
because of the tree overshadowing it. Speaking of this tree, watch out. 
Bad camera angles here are deadly. Past this tree, head south and enter 
the building.

In this room, you are forced to go either north or south. The north 
exit leads to the second sniping spot and the south leads to the first. 
Kafra can be found in an alcove on the south wall. Go up the stairs and 
head to the east wall, then the opposite direction of the stairs you 
went up. In the center of the east wall is the exit to the next room.

Here, head west to a wall. This entire wall can be sniped from. From 
this wall go south until a room opens east of you. Go southeast through 
this room, then west up a flight of stairs. You can go north here to 
find the sniping spot above the wall, or west to access the dungeon 
through a vase. Head northwest through a little garden and exit to the 
west. 

In this emp room, head around to the north or east walls, then go up 
the stairs to the south or west (depending on which wall you went to).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
[[5.0]] Other Guild Facts
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------
[[5.1]] The NPC
------------------------------------
There is an NPC in your castle wearing blue robes. Find him. Here are 
his options, with descriptions from iRO's official site.

View Fortress Status: "Enables to view status of the entire fortress."

Trade Investment: "Investing in the trading ascept [SP] of the fortress 
will raise the commerce. Trade Investment of the Fortress in a specific 
item volume will be affected." This skill is used to increase the 
number of guild treasure boxes you receive. Every time a castle changes 
hands during a siege its "trade rating" goes down by 2. You can only 
make two investments per day, and each investment will be twice as 
expensive as the last.

Defense Investment: "Investing in defense will also raise defense of 
the Fortress. Defense is effected by the defense strength and HP of the 
Fortress's Emperium. It also effects the Guardian's HP." Useful.

Establishing a Guardian and Maintenance: "The guardian that guards the 
fortress can defend/repair from inside the fortress. Once a guardian is 
established, the job of a guardian's defense of the fortress against 
other guilds become noticeable." Obviously useful.

Hiring Storage Staff: "This allows you to hire/dismiss Kafra. 
Guild mates will be able to use storage without being charged for the 
services." The Kafra in guild castles can warp to any town (for a fee).

Enter Master's Room: "It is a room that exists inside the fortress, 
which only the guild leader can enter. Inside this room, you follow the 
developmental degree of the guild, and once a day a rare item will 
appear." This is where your Godly Equipment-making item(s) will appear.

------------------------------------
[[5.2]] Godly Equipment
------------------------------------
Each castle has a special item that is needed to make a godly 
equipment, and each guild that holds a castle has access to a special 
dungeon. Information in this section was obtained from Reesian RO 
(http://home.kimo.com.tw/reesion_ro/start_index.htm) by way of Ragnarok 
Universe (http://www.firearmour.com.sg/~rouniverse/).

Godlike Equipments
-Materials to make them are only obtainable from guild treasure boxes.
-The drop rate of a material is 1/250, or 0.4%.

____________________________
Mjolnir
Weapon type: Mace
Weapon level: 4
Weapon attack: 250 (!)
Required level: 98
Weight: 600

Bonuses:
+15 Strength
+40 Dexterity (!)
Increased atk rate (Aspd?)

Guild treasure box materials required:
Two "Thor's Gloves" (Al de Baran Castle 2)
Four "Iron Maiden" (Al de Baran Castle 3)
Five "Valkyrie's Rage" (Geffen Castle 1)
Five "Cat Drop" (Prontera Castle 2)
Five "Statue of Waves" (Prontera Castle 4)

Normal materials required:
Twenty "Oridecon"
Five "Elunium"
Forty "Gold"
Two "Spanner"

____________________________
Bristring  
Equipment type: Accessory
Defense: 1
Required level: 95
Weight: 150

Bonuses:
+3 Strength
+3 Agility
+3 Vitality
+3 Intelligence
+5 Magic Defense

Guild treasure box materials required:
Four "Freya's Jewel" (Al de Baran Castle 1)
Four "Silver Decoration" (Al de Baran Castle 5)
Three "Snow Crystal" (Prontera Castle 1)
Three "Quiet Wave" (Prontera Castle 3)
Three "Statue of Flowing Air" (Prontera castle 5)

Normal materials required: 
Three "Sapphire"
Three "Pearl"
Ten "Opal"
Five "Ruby"
Twenty "Gold"
One "Necklace" 

____________________________
Sleipnir 
Equipment type: Shoes
Defense: 1
Required level: 95
Weight: 350

Bonuses: 
+10% Max HP/SP
+15% SP Regen Rate
+10 Magic Defense
Increased Walk Rate (!)

Guild treasure box materials required:
Three "Unknown Gear" (Al de Baran Castle 4)
Five "Angel's Wing" (Geffen Castle 2)
Three "Soul of Fish" (Payon Castle 1)
Three "Symbol of Solar God" (Payon Castle 4)
Three "Sound of Spirits" (Payon Castle 5)

Normal materials required:
Twenty "Gold"
Ten "Elunium"
One "Oridecon"
Two "Slotted Boots" 

____________________________
Glyphner
This is not equipment. It is a material required to make Thor's 
Belt.

Guild treasure box materials required: 
Four "Paw Print of Cat" (Geffen Castle 3)
Five "Beard of Woman" (Geffen Castle 4)
Four "Root of Stone" (Geffen Castle 5)
Three "Saliva of Bird" (Payon Castle 2)
Three "Muscle of Bear" (Payon Castle 3)

____________________________
Thor's Belt
Equipment type: Accessory
Defense: 2
Required level: 90
Weight: 800

Bonus:
+40 Strength (!)
+7 Magic Defense

Materials Required:
One "Glyphner"
Ten "Gold"
Ten "Sapphire"
Five "Oridecon"
One "Belt"

____________________________
Solar God Helm 
Equipment Type: Helmet (Upper, Mid, and Lower)
Defense: 4
Required Level: Any
Weight: 240

Bonus:
+3 Strength
+2 Intelligence

Materials Required:
One "Symbol of Solar God" (Payon Castle 4)
Forty "Steel"
Two "Oridecon"
Ten "Gold"
Forty "Coal" 

------------------------------------
[[5.3]] Guild Dungeons
------------------------------------

Each guild has access to a dungeon. These dungeons have the following:

-Very fast spawn rate

-Very high exp per monster

-Very good monster drops

-One MVP monster each, and a few "minibosses"

Of all the dungeons, Al de Baran's is arguably the fastest for leveling 
up, while Geffen's has the best drops. All of the castles in one region 
lead to the same dungeon. The information in this section is from RO 
Universe (http://www.firearmour.com.sg/~rouniverse/).

____________________________
Al de Baran Guild Dungeon:

Ten "Giant Spider," which respawn instantly after their death.
Ten "Giant Hornet," which respawn instantly after their death.
Ten "Killer Mantis," which respawn instantly after their death.
Ten "Ancient Argiope," which respawn instantly after their death.
Three "Owl Baron," which respawn instantly after their death.

One "Doppleganger," which respawns eight hours after his death.

____________________________
Geffen Guild Dungeon:

One "Ghostring," which respawns four hours after its death.
Ten "Zombie General," which respawn instantly after their death.
Ten "Mini Demon," which respawn instantly after their death.
Ten "Wraith Dead," which respawn instantly after their death.
One "Dark Illusion," which respawns twenty minutes after its death.

One "Dark Lord," which respawns eight hours after its death.

____________________________
Payon Guild Dungeon:

One "Vagabond Wolf," which respawns one hour after its death.
Ten "Am Mut," which respawn instantly after their death.
Ten "Gajomart," which respawn instantly after their death.
Ten "Skeleton General," which respawn instantly after their death.
Three "Cat o' Nine Tails," which respawn twenty minutes after their 
death.

One "Eddga," which respawns eight hours after its death.

____________________________
Prontera Guild Dungeon:

Ten "Leib Olmai," which respawn instantly after their death.
Ten "Creamy Fear," which respawn instantly after their death.
Ten "Gullinbursti," which respawn instantly after their death.
Ten "Caterpillar," which respawn instantly after their death.
Three "Maya Puple," which respawn twenty minutes after their death.

One "Maya," which respawns eight hours after her death.

------------------------------------
[[5.4]] Notes About Guilds and Guild Wars
------------------------------------
-Members of the guild that owns the castle will recover HP and SP at 
a faster speed within it.

-Every time a castle changes hands its "trade" and "defense" ratings 
will go down by 2. (Unconfirmed. Please send me an e-mail if you are a 
guild leader and have experienced this.)

-Damage is not shown.

-You cannot hit your guild mates or your allies. You can hit party 
members as long as they aren't part of your guild or an allied one.

-Your guild emblem will appear over your head. You may not be able to 
see it over your head, but trust me, it's there.

-The Knight skill Endure and the item "Anodyne" cannot be used.

-Skill effects that can lag computers (Magnificat for instance) are 
simplified.

-When you die, you will be returned to your save point. You will not 
lose experience.

-The Wizard skill Ice Wall cannot be used.

-Skills that push you back will not do so. This also unfortunately 
disables the very useful Thief skill Backslide.

-The skill Teleport and the item "Fly Wing" cannot be used.

-The Phen card, which allows you to continue casting a spell even after 
being hit, is disabled within castles.

-The Rogue skill Intimidate, which allows a Rogue to hit you and then 
Teleport to a random location, is disabled. Even without this Rogues 
are still WoE gods. 

-Ctrl+click and /noctrl don't work inside castles for some bizarre
reason. Instead, try turning on both /noshift and /noctrl.

-Currently in iRO (as of 2/18/04), the siege times are:

Pacific Standard Time:
Saturday, 1900 to 2100
Wednesday, 1500 to 1700

Mountain Standard Time:
Saturday, 2000 to 2200
Wednesday, 1600 to 1800

Central Standard Time:
Saturday, 2100 to 2300
Wednesday, 1700 to 1900

Eastern Standard Time:
Saturday, 2200 to 2400
Wednesday, 1800 to 2000

Atlantic Time:
Saturday, 2300 to 0100 Sunday
Wednesday, 1900 to 2100

Western Europe Time:
Sunday, 0300 - 0500
Wednesday, 2300 - 0100 Thursday

Central Europe Time:
Sunday, 0400 - 0600
Wednesday, 2400 - 0200 Thursday

For twelve-hour time, subtract twelve hours. For instance, 2200 would 
be 10:00.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[[6.0]] Contact Info
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do contact me if you find a spelling or other error. I was 
pretty tired when I typed most of this guide, and we all know 
spell-check isn't perfect.

Do NOT e-mail if you want me to help you with a character build, give 
you money, or if you want to insult this guide.

You can contact me in one of several ways. First, my e-mail is 
talz_marange@Idonotlikespam.com

Replace "Idonotlikespam" with "Hotmail".

You can find me in iRO Chaos by PMing Alexander Yggdriedi, Alaeus, 
or Aletlar Sotan.

You could also just leave me a "Paging: Arctic Breeze" message on the 
GameFAQs RO boards if you so desire, but I can't guarantee I'll see it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[[7.0]] That Legal Stuff Nobody Reads
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guide is copyright 2004 Christopher Rounds.

This may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or 
otherwise distributed publicly without advance written permission. Use 
of this guide on any other web site or as a part of any public display 
is strictly prohibited, and a violation of copyright.