Difference between revisions of "Blackout Clock Tower Instance"
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Revision as of 23:18, 23 January 2021
Blackout Clock Tower Instance | |
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Requirements | |
Base Level: |
Lv 90+ |
Party: |
None |
Items (Consumed): |
Key of the Clocktower, Key of Underground |
Other Details | |
Quest Cooldown: |
2 hour |
Contents
General Information
Monsters in the area are extremely difficult, as this dungeon is considered one of the super dungeons in the server, on par with Root of Yggdrasil and Biolab 4. Monsters follow a theme of heavy debuffs related to Time and Space, often using spells that lower your cast speed and attack speed dramatically, or forces a player to be out of the battle with White Imprison.
Access
To access the Blackout Clocktower, talk to the Sage on floor 1 of the regular Aldebaran Clock Tower at (152, 349).
The party leader can create the dungeon with a Key of the Clock Tower and a Key of the Underground. Once the instance is created, the party has 1 hour of time to progress through the instance dungeon and proceed to the MVP. It is possible to enter the dungeon as one person, though you must still be in a party of one.
Note that unlike the Clock Tower Nightmare instance in renewal, the Blackout Clock Tower is based on floor 1 and 2 of the Clock Tower instead.
Details
The dungeon does not permit the use of teleport, but does allow the use of webs and ice walls unlike most other instances. The dungeon has no warps to leave once you enter, so you must log off to leave the map early. Likewise, there is no way to backtrack from floor 2 to floor 1 either, to prevent convenient traditional strategies involving luring monsters to warp portals.
To advance from floor 1 to floor 2, 5 Time Keeper must be defeated on floor 1. The Time Keepers serve as mini-bosses and have fixed spawn on floor 1. They are inside their rooms at the 4 corners of the map, with the last one in the middle. Time Keepers barely move and instead warps around randomly in short distances, so their location should be relatively static and they do not wander far from their spawn point. In order to conserve time, it is recommended that the Time Keeper in the center is left as the last one, since the entrance to floor 2 is near the center. Whenever a Time Keeper is killed, there will be a broadcast to remind the party of how many Time Keepers are left on the floor.
Once all 5 are killed, talk to the NPC in the middle, and the warp to floor 2 will be opened at the stairway nearby.
On floor 2, the MVP Time Holder is usually near the middle. Time Keepers also become a regular monsters as well, should parties want to farm their item drops.