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Indi Dungeon 94 Guide



[- Table of Contents -]
I. Introduction
II. Individual Dungeons
III. Indi 94 General
IIIa. Mobs/Boss
IV. Indi 94 Reward
V. Misc.




Hello, there :]
You've tumbled upon my INDI 94 Guide!
This will be extremely similar to my IND 90 Guide, however, hopefully just as useful =]
Any questions, comments, add-on's, or mistakes, please let me know =]





An Individual dungeon for Atlantica is a timed scenario dungeon where you must clear the map of all the mobs.
In all the Indi's there is 1 boss to kill as well. These dungeons are difficult when given at their level, and may take some time to go through.
However, the experience, loot, and rewards are worth it!




Level Req : 94
Suggested Play : Full Party
Suggested Level : 97


Red Star is where you start.
White star is where the boss is waiting.


Okay, compared to IND 90, this one is much more difficult. Why?
Fliers. The destroyers in the beginning of the dungeon have a chance to Zap AP [ a high chance ] and to make them more annoying, they hurt, and they fly. The difficulty level for this dungeon is raised, so starting this dungeon at level 94 will be extremely difficult.

There are 41 Mobs inculding a Boss that you need to kill within 60 minutes.
The pathways are extremely narrow, so there is a high chance of reinforcements from the enemy side.

With the full party, I suggest Blessing Potion/License + Title in a party of 97+
2 with lowest mercs go through the bottom side and on the top, have the highest player go through that area.
However, the soloer may need help from time to time.
Because this dungeon is slightly more difficult, there might be a time strain, so try to work together and help each other out as best you can.

Also, with this dungeon, I suggest a Flier team and a Ground Team.
Basically, have 2 formations ready for the Fliers and the Ground units (which are after the fliers)
Any of your ranged mercs you have go in the flier team, or spike damage mercs too. (Swordsman &/OR LK) Then for the ground team would be your regular IND formation.




Giant Destroyer :: { Level 103 }



Attack Power : 34160-5190
Type : Animal
Magic : Toxic Sword

- Attack Style -
x - x - x
x - x - x
x - x - x

These mobs are one of the flier mobs in the beginning.
They have average HP/Def and can only be hit by staffs, guns, and bows.
The melee characters must have a magic skill to do any damage to these mobs.
Caution : Their passive magic skill gives them a chance to poison their target which bleeds AP.
Combined with their High attack, the delay caused by the Toxic Sword may render the affected merc dead or unusable the next turn.


----


Mad Destroyer :: { Level 104 }



Attack Power : 3523 - 5211
Type : Animal
Magic : Lightning Arrow

- Attack Style -
x - x - x
x - x - x
x - x - x

Same as the Giant Destroyer, but the Lightning Arrow only takes AP once.
These will be paired up with the Giant Destroyers, so they will be able to drain your AP fast.


----


Nest Gatekeeper :: { Level 102 }



Attack Power : 3016 - 4256
Type : Animal
Magic : Stone Sword

- Attack Style -
x - x - x
x - x - x
x - x - x

He has higher Hp/Def than the Destroyers. He'll be used mostly as a tank, but his damage is still pretty high. His magic is passive that can be activated with his normal attack. It adds 10000 Phys Def but takes away about 550-600 Mdef. It also freezes that merc for 2 turns.


----


Nest Warrior :: { Level 103 }



Attack Power : 3024 - 4384
Type : Animal
Magic : Blaze Sword

- Attack Style -
x - x - x
x - x - x
x - x - x

He is a copy of the Nest Gatekeeper, but his magic skill is like a swordsman Flame Sword.
He will have the same stats as the gatekeeper and act as a tank as well.


----


Arachne's Bodyguard :: { Level 104 }



Attack Power : 2825 - 3738
Type : Animal
Magic : Holy Guard

- Attack Style -

x - x - x
x - x - x
x - x - x


Low Hp/Def and Lower attack power than the other mobs.
He hits in a cross shape.
He will only HG if there is a prolonged spell on any of the mobs. ie. Freezing Axe/Silence etc etc.


----


Follower of Arachne :: { Level 105 }



Attack Power : 3034 - 4042
Type : Animal
Magic : Concentration

- Attack Style -

x - x - x
x - x - x
x - x - x

He should be first priority.
He has a passive magic skill called Concentration. Yep, the very same as our Prophet.
It heals every turn, so the sooner he is down, the faster you can kill the other mobs.
Low Hp/Def and attack power.



----


Evil Arachne :: [ Boss ] :: { Level 108 }



Attack Power : 9533 - 10118
Type : Animal
Magic : Judge's Lightning

- Attack Style -
x - x - x
x - x - x
x - x - x

Here is the lovely boss!
Very high Attack power, so expect her to 1-2 hit your mercenaries.

- Her Formation -
EA - Evil Arachne
GD - Giant Destroyer
NG - Nest Gate Keeper
AB - Arachne's Bodyguard
FoA - Follower of Arachne

AB - EA - AB
FoA - NG - FoA
GD - NG - GD

Clear out the mobs and go straight for the boss.
She doesn't have high HP or def for a boss mainly because she has 2 passive healers and a full party to go against you.

Her AoE is Judge's Lightning, and does moderate damage.
Remember still that all the mobs damage + her AoE may take out many of your mercs, always watch their HP.
Have your ranged focus on the GD's, HG any weak magic characters on 2nd turn, and have your other merc's take down any remaining mobs.

If your scrolling, be careful who you set to scroll.
The Arachnes and GD's can snipe, so there is a huge chance of scrolls being canceled.
[I suggest high dex mercs to scroll {ex. archers} for a higher chance of dodging]

If you need to use a Scroll of Resurrection always use it after the boss' AoE.
The mercs that are res'd come back with low hp and are stunned, leaving them extremely weak and vulnerable.
If any of the mobs norm attack, it's better to lose 1-2 mercs than all 5.




Just like all the other Individual Dungeons, there is a reward for Indi 94.

This reward is called Arachne's Egg.
It includes a sword, shield, gun, and axe.
They all require a minimum level of 90 to use.

- Arachne's Fang -



Type : Sword
Min Level : 90
Attack Power : 590 -740
Strength : +28
Vitality : +28
Magic Skill Level : +9
Class : Swordsman; Exorcist; Lady Knight; Pirate


----


- Thick Larva Shell Shield -



Type : Shield
Min Level : 90
Vitality : +30
Magic Def : 110
Evasion Bonus : +4.5%
Class : Swordsman; Lady Knight; Spartan


----


- Destroyer's Stinger -



Type : Gun
Min level : 90
Attack Power : 460 - 590
Dexterity : +44
Class : Gunner; Inventor; Janissary


----


- Gate Keeper's Sickle -



Type : Axe
Min Level : 90
Attack Power : 590 - 1180
Strength : +38
Vitality : +34
Class : Viking; Beast Trainer; Northern Viking


----


- Insect Shells -



These are not rewards, but frequent drops only from this dungeon.

If you collect 200 pieces, you can trade these in at Merchant Mercurious [Back of Rome bazaar] for any of the weapons above.
These can also be sold on the market for some extra gold


----




- Formations -

There are 2 ways to do this.
Generally, I keep a 2 column formation.

x - o - x
x - o - x
x - o - x

Keeping my best tanks up front, and my support in the back.
However, almost all of the mobs here snipe and they hit 2 targets.
Potentially taking out 2 mercenaries at once.

The other formation is 2 rows.

x - x - x
o - o - o
x - x - x

The front will be your tanks and the back row your support/main.
This formation is good because it minimizes the ap drain/attack from the Destroyers.
However, the arachne's hit in a cross shape, potentially damaging a whole row.
Another good point in this formation is seth/brutaling.
It gets the job done quick on bosses.
[ Can do that in the first formation, too, but 3 zerked out mercs works better than two :P ]


Personally, I recommend the 2 row. The damage will be healed off more effectively. Meaning, if 2 mercs were hit in a column, you'd have to heal both mercs individually, here, in the 2 row, you can heal the whole line.
It also minimizes damage taken from the gatekeepers, with only 1 merc being hit rather than 2.


I did mention support. Going all damage can be risky because all these mobs have a high evasion rate [ especially destroyers ] A dodge can mean delaying a turn causing a death, so to be safe, adding in a healer would be beneficial. A monk would be great as well, HG'ing off the Toxic Sword to prevent another turn of - AP. Either formation set up has room for a monk and a healer. The only downside to those mercs is their low hp/def making them very fragile. It all depends on play style and what you think is best.


Pack scrolls if you need to! Resurrection scrolls, awakening, puri, life's blessing. If you can afford them, they definitely won't hurt you.

Always have all the info for the mobs. More loot =
Also, basic info helps with def/attk on the mob.

Don't fret if you fail. Just never give up, and you can try again after 20 hours.
Try to kill as many mobs as you can to make the run beneficial to you.
Completing it gives a nice reward, but the xp and drops make it just as worthwhile.

----


Thank you guys for reading through the guide. I know it's long and wordy, but I hope it really helps out in this dungeon.

Thanks to Trinhypie for the contribution, the original can be found here

 
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