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    War of Emperium Guide by Arctic Breeze

    Version: 1.02 | Updated: 04/24/04 | Search Guide | Bookmark Guide

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                                                                               `.\
    
    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.
    
    

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