Into the Ruins

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  • Time Limit: 180 minutes

Accessing the Ruins

In order to obtain this quest, the Four Gate Quests must have been completed. The ruins in this quest are reached through the central portal in Mai Mai Ruins 1st Deck, but in order to unlock this option, the player must bring 4 cards from the four Machinery Representatives in Mai Mai Ruins 1st Deck.

After taking the cards to the central portal, they will disappear from the player's inventory, and a new option, "Enter Ruins" will appear when exiting through the central portal. This option works only when Into the Ruins has been taken.

Party members who have not completed the Four Gate Quests can still enter the dungeon through possessing someone who has completed them. Non-party members cannot enter the dungeon, but players can leave party after entering the dungeon.

Players who are not in party and are offline-possessing will be exited from the dungeon after logging in.

Going through the Ruins

There are three hours for this quest because of how massive the dungeon is. There are three or four floors in the ruins, and the ruins often branch off into dead ends. In order to cut down the amount of time needed to go through the dungeons, there are several options:

  • Bring several druids, and split the party in groups, each with their own druid and fighter(s). The druid can heal, revive, and use Holy Feather to recover the fighters' SP and MP.
  • Bring gamblers with Random Heal and split so the fighters and spellusers have someone to heal them and their SP/MP. Resurrection potions and supplements are recommended in case of accidents, including but not limited to accidentally stepping on a Mai Mai trap that deals 9999 damage.
  • Bring recovery items for SP and MP and split the party.
  • Take the entire world into the dungeon and have people go crazy looking for the next level, then swarm Partisan and his DEM buddies and celebrate if he doesn't drop a measly Copper Medal, but instead actually drops the Sky Tower Key. Can you imagine how quickly dungeon-searching would go if you had not one, but three or four parties running around searching rooms?
    • This would work best if you have time to organize it and a large group of high-level people willing to go with you.
    • If you really want to do it this way, consider inviting these people to the Titania Dragon fight later on. The promise of access to Titania/Dominion world should be enough to lure others into participating in the Partisan search(es).

Fighting Partisan

Partisan is the Arsenal Keeper. He has the same minions, the same skills, the same looks, the same affinity, and the same room. So, some tips:

  • Bring a Warlock with Dark Shield, as all of Partisan's magic attacks are Dark, despite him having Fire affinity.
  • Use Wind-element attacks against Partisan for the best damage.
  • Have a wizard with Decoy lure the DEMs away from Partisan and dispose of them before attacking the big boss.
    • If you have a wizard, make them use Salvation Aura to nullify the physical attacks and make life even easier.
  • Rumor has it that destroying the Devices in the four corners of the room will weaken Partisan, but the DEM Snipers guarding them make doing that even more dangerous than fighting Partisan.
  • If you chose the last option in the section above, swarm Partisan and his DEMs with flashy lag-inducing attacks until all that's left is a shimmering key. Okay, just kidding, please have some strategy even if you bring the entire population of level 90s with you.
  • It's said that Partisan will drop the Key about 50% of the time. However, if by cruel chance he doesn't drop it, you'll have to redo the quest and slug through the dungeon again. To increase your chances, have a wizard with Magic Creature Knowledge land the first and final blow.
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