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Lineage 2/Notable Locations/Execution Grounds

= History of Execution Grounds =

Long ago, a peasant revolt occured in Dion but was suppressed by the Duke of Dion, Duke Byron Ashton. The Duke had the rebels executed en masse in what is later known as Execution Grounds.

In Aden, the dead do not lie easy, and this place is now haunted by the spirits of the executed. The guillotines still stand as silent testimony to the lives taken here, and the mists that hangs perpetually over the area serves to heighten the gloom of this haunted place.

= Location and Layout =

Location
Execution Grounds (EG) lies just east of Dion and west of Giran. EG has three entrances:
 * west entrance passing the Mandragora Pits.

 * This is the primary entrance to EG and many PCs headed into EG to hunt (or to utilize the east entrance to Giran) take this road, as it is within a quick 5 minutes' run from Dion's east gate. . This road is safe as the majority of the mobs nearby are non-aggressive until you get near the Mandragora Pits.

 * north entrance from Dion's north gate or Giran.

 * The north entrance connects to the north road between Dion and Giran. This road is very long and as a result is typically not utilized that heavily. You do get travellers on this road headed to Partisan's Hideaway, but by and large people prefer the shorter, but more dangerous south road (going into EG from the east entrance). This road is a good choice for lower level PCs, as the mobs on this road are typically lower level, not aggressive, and not clustered heavily or near the road.

 * east entrance leading to Giran.

 * The east entrance is quite heavily used as the time taken on this route from Giran to Dion is substantially shorter than the time taken on the north road, especially if you SOE to Giran or Dion once you are able to. It is for this shortcut that many PCs go into EG, and players coming into EG from Giran via the east entrance must be aware that there is a risk of running into a train of mobs that a passing PC brought along.

Layout
EG is laid out in 3 layers. For simplicity, they are:
 * the bottom layer
 * the second layer or second tier
 * the top layer or top tier

In addition, there are two areas of interest. They are:
 * the Mandragora breeding pits
 * the Pit

Execution Grounds Bottom Layer
The bottom layer, which is connected to Dion via the east gate, has the highest level mobs, and is typically not the place a low level (< level 24) PC should be - a lot of the mobs there can make your day fairly messy. Mobs there include Mandragora Blossoms, Mandragora Saplings, Mandragora Sprouts, Strains, Dead Seekers, Granite Golems and Hangman Trees.

The bottom layer is dominated by trees and a huge guillotine surrounded by Hangman Trees.

Of special note is that in the middle (roughly) of this bottom layer is a road intersection. PCs typically call in the crossroad or x-road or similar, and it is here that dwarves tends to set up shop selling SS and SpS. SS is more common, and it is not unknown for a PC to repeatedly request for SpS without getting any.

Due to the proximity to Dion, prices for these shots tend to be at market value, but occasionally people do raise the prices, especially if no other sellers are around.

In addition to dwarves, there are more and more elven (both types) and human buffers selling buffs at the crossroads. Prices differ according to the type and level of buffs offered. You might not see dwarven shops all the time, but typically there is one or two buffers selling buffs -- if not at the crossroads, then somewhere in EG.

Rest Spots

 * The crossroad is the place where most PCs go to rest. The location has a few spawns, but the mobs spawned are all non-aggro, so it is a fairly safe location to rest. There are a few other locations in EG that is "safe", but none quite like the crossroad.

Tips

 * One great hunting spot is actually just immediately north of the crossroad. For low 30s soloing, there are a pair of Strains which spawns on top of a small knoll with a big tree and some tentage. From experience, a Knight can kill both Strains (without using SS), sit down and rest, and be nearly fully recovered by the time they respawn. Having the discipline to stick to only these two and religiously sitting down to rest while waiting for the respawn will net you a great deal of XP -- enough to go up 10~15% by the time you finish collecting the 30 Black Lion quest items from the Strains.  This is of course affected by equipment, but if you are fighting Strains solo, you should be using near top-of-line for D-grade equipment.

Execution Grounds Second Tier
The second level is merely a pair of intermediate tiers that connect the bottom to the top tier. These are smallish "arenas" that contain mid- and high- level mobs: the southern tier contains mainly aggressive Neers and Neer Berzerkers, which the northern tier, Strains and Amber Basilisks. There are a few Hangman Trees on each tier.

These tiers are not as extensively hunted for a variety of reasons. On the northern tier, the Strains can be found along with other more rewarding mobs on the bottom, so there's not that much incentive to actually hunt on the second tier when the bottom will serve. The Amber Basilisks don't drop anything exciting at a good enough rate, so they aren't a favourite, and they don't drop the Black Lion quest items.

Also, Strains hit rather hard against some classes, so fighting a few of them one after another means a long down time to recover. And, the top tier has a lot more low-level mobs that can be killed quickly and cleanly. All these makes the north tier less interesting, though you will find players hunting Strains there.

On the southern tier, the Neers and Trees are all aggressive, and they hit fast AND hard. This means it's very easy to get it over your head and die messily there. The Neers spawn close enough to each other for their social ties to be a problem, so it's not an ideal hunting spot.

Overall, compared to the top and bottom tiers, the second tier aren't really that great a hunting area. The northern tier is better for solos and some parties, but the southern tier isn't the greatest.

One thing to note about the southern tier: as it is the shortest distance between EG's east and west entrances, many PCs run past this area and as a result attract trains of Neers. Neers aren't quite fast enough to catch a running PC, but they do follow, and often this means a whole group of Neers descending onto the crossroad.

Rest Spots

 * Good resting places on the second tier typically are on the rim overlooking the bottom tier. Mobs are not placed too near the rim, though some can wander in. You can rest on the rim, but it's not recommended to go AFK there.

 * Alternatively, the stairs leading up to the top tier or down to the second tier are good resting spots there, except that PCs can lead mob trains along those paths (sometimes deliberately). Again, you can rest there, but don't AFK there.

 * Generally speaking, it's best to rest on the stairs, but if you intend to AFK, the crossroad is still the best spot.

Tips

 * The southern tier isn't a great hunting spot. However, nukers can still pull off a pretty mean trick on the southern tier. Basically, it's mob training all the Neers by simply running past them. Once you get all of the Neers behind you and in a tight, compact group, a fireball or two (or as many as you need) will net the nuker an obscene amount of XP, SP, adena and drops. The expenditure in HP, MP and time is very very small compared to the rewards. The combination of small area and large numbers of aggressive mobs makes this an especially rewarding tactic.

Execution Grounds Top Tier
EG top tier is where all the Sorrow Maidens and Specters gather. The density is very high here and respawn rate is generally higher here. These two mobs are fairly low level, and drop the Black Lion quest item. As a result, this area is heavily hunted -- expect KS'ing and conflicts at times.

Sorrow Maidens are highly popular in Chronicle 1 as they are non-aggressive (but social if memory serves) and does not frequently use magic. In Chronicle 2, they gain the ability to use Wind Strike, but are still non-aggressive. As such, melee classes still like them (as they do not cast when in melee), and magic classes just have a slightly harder time. The main issue with Sorrow Maidens are that they have a tremendous amount of HP (for a spirit), and take a long time to kill.

Specters are aggressive and social, and to the typical EG hunters, a nuisance. They are fairly vulnerable to stuns and do not have as much HP as other mobs, and they do not drop as much adena or materials as other mobs.

Specters are pretty much the lowest level mobs on the top tier, and while a newcomer to EG may find them troublesome, most experience hunters ignore them. Still, Specters are easy to kill and can be good for a short session or to gain the requisite Black Lion quest items quickly.

There is also a sizable Mandragora Blossoms presence on the top tier, especially near The Pit. Mandragora Blossoms are aggressive and social, hard to kill (high HP), and hit hard and fast. They also do not drop Black Lion quest items, and are thus much more than a nuisance -- a group of them can be downright deadly. A solo hunter must take care around Mandragora Blossoms, as they seem to wander much more frequently and aggressively.

There is also a boss-type character in EG: the Demon Tempest. It spawns on the top tier, in two (or three) locations. PCs can typically see it in two locations at the same time, but once any party attack it, the second instance would disappear. The Demon Tempest is a high-level mob, and is accompanied by 3 to 5 high-level skeletons, so it's not something a solo hunter in EG would typically tackle.

The top tier as a general whole is flat and doesn't surprise you with hidden mobs (respawning mobs are an exception to this). It is fairly easy to evade aggressive mobs in the top tier, and it's actually hard to trigger aggressive mobs unless you deliberately do so.

Rest Spots

 * Good resting places on the top tier typically are on the rim overlooking the second or bottom tier. Mobs are not placed too near the rim, though some can wander in. You can rest on the rim, but it's not recommended to go AFK there.

 * Alternatively, the stairs leading down to the second tier, or the passageway of the northern entrance are good resting spots there, except that PCs can lead mob trains along those paths (sometimes deliberately). Again, you can rest there, but don't AFK there.

 * Do NOT rest at the eastern entrance. Many aggressive mobs spawn there (Specters and Neers), and mob trains are common there. You are asking for trouble resting there.

Tips

 * As the top tier of EG overlooks the guillotine at the bottom tier, an interesting activity is for PCs to leap off the top tier for an express trip down to the bottom tier. In Chronicle 1, no falling damage is incurred, so it's a fairly quick way to get to Dion; Chronicle 2 has falling damage, and as such such activities have taken a downturn, especially considering you can land in front of an irate Hangman Tree.

 * Because of their proximity to the northern entrance to EG, Specters and/ or Mandragora trains coming out of EG pursuing PCs are relatively common. PCs coming into EG from the North must be careful, because the entrance is fairly narrow and having a mass of mobs coming at you just as you turn the corner may be fairly disconcerting.

 * There are also a few Strains and Neers around the top tier, typically near the east entrance to EG. Mob trains following PCs in and out of EG are common place here, and Neer trains especially so near the stairs to the Southern Second Tier. PCs hunting there must take care not to run foul of such trains, as Neers are aggressive creatures.

{To be continued}

Execution Grounds Mandragora Breeding Pits
The Mandragora Pits are to the south/ west of EG, and consists of two major pits bounded by a railing of sorts. The two pits lay on either side of the road into EG, and it's a location that most PCs who are headed into EG or Dion will pass.

As its name suggests, this is the place where Mandragoras are bred. This is the only place in Aden that Mandragora Saplings and Mandragora Sprouts are found. In addition, Mandragora Blossoms are also found here. Mandragoras are bred apparently for food, although that is not something that is done by PCs.

All Mandragoras are social to each other, and Mandragora Blossoms and Mandragora Sprouts are aggressive. Thankfully, the majority of spawns are within the pits itself, though at least 3 ro 5 can spawn outside of the pits, either on the road itself or on the west end of the pits. Thus, it is possible but not common for PCs to be attacked by Mandragoras when they enter EG from Dion.

The pits slope towards the flat bottom and there are many horticultural structures on both sides and bottom. These block LOS and poses a danger to PCs hunting Mandragoras -- you may not see a mob behind cover, and you can have difficulties targeting them.

The density of the Mandragora spawns is fairly high within the pit itself, but the plentiful structures makes it hard to target or spot them. Hunting in the bottom of the pits is not recommended for a solo PC of relative levels.

Rest Spots
 * Practically speaking, any point on the road proper will suffice. Mandragora spawns sufficiently far from the road to make attacks while resting a rarity -- but it does occur from time to time.

 * A greater danger comes from mob trains from EG chasing after other PCs. These occur fairly often, and as the mobs in EG are higher in level than most Mandragoras they are correspondingly more dangerous. Thus, it is not recommended to go AFK while resting on the road.

 * You can also pull out of the pits totally and rest against the cliff walls -- it is generally safe there as most PCs would not bother to circumnavigate the pits. It is even fairly safe to go AFK there.

Tips
 * Generally speaking, it's not a good idea to go deep into the pits to hunt. The spawns are close, and they are all social, so you can end up being swamped by Mandragoras if your luck runs out.

 * It is generally better (as a solo) to stay at the rim and bait individual Mandragora out. There are points on the rim where the railing is broken, so it is possible to stay there and use bows or spells to target individual Mandragora.

 * Be aware that it's also easy to misjudge the vertical separation of the Mandragoras, especially as they are in a pit. It is possible to pull two or three Mandragoras by accident, so always have an exit route planned.

{To be continued}

The Execution Grounds Pit
{To be continued}

=Mobs=

EG has mobs of various levels, as listed below: ¹ These mobs drop the Black Lion quest items.
 * Mandragoras
 * Blossoms
 * Saplings
 * Sprouts
 * Specters¹ (level 26, aggressive, social, undead)
 * Sorrow Maidens¹ (level 27, social, undead)
 * Neers
 * Crawler¹ (level 28, aggressive, social, undead)
 * Berzerkers¹ (level 29, aggressive, social, undead)
 * Amber Basilisks (level 30, social)
 * Strains¹ (level 31, undead)
 * Ghouls¹ (level 32, undead)
 * Dead Seekers (level 34, social)
 * Granite Golems (level 33, social)
 * Hangman Trees¹ (level 35, aggresive, social, undead)

These varies from the mid 20's to low 30s'. The density of mobs is fairly high. Thus, the range and concentration of mobs makes EG an ideal place for PCs who have completed their 1st Profession Change and has leveled to around level 23 or level 24.

In terms of aggressiveness and social behaviours, Mandagora Sprouts, Sorrow Maidens, Strains, Dead Seekers, Ghouls and Granite Golems are non-aggressive; Strains are also non-social. Everything else is aggressive, and social to boot. All the normal mobs, apart from the Mandagoras, Amber Basilisks, Dead Seekers and Granite Golems are undead.

This makes hunting in EG a bit dangerous, but EG is sufficiently big that the mobs are typically spawned independently. Moreover, the mobs are typically segregated by tiers, so you don't - often - run into huge trains in EG. The potential is there and it does happen, especially with Hangman Trees and Neers, but it occurs less frequently than one may think.

Mini-Bosses
In EG there are two mini-bosses. The first is the Revenant of Sir Calibus, a level 40 aggressive undead mob spawning with one to five undead followers (level 35 Squire of Sir Calibus).

During respawn, Calibus will announce his arrival in the Global Shout channel. Calibus himself is strong, has a large amount of HP, but is very slow. The Squires are weaker but also a lot faster, being close to unkite-able without Windwalk or Windwalk 2.

 * A good tactic against the Calibus group would be to have Clerics/ Oracles cast Dryad Root on the Squires, then have Archers and Mages deal with Calibus. After the Dryad Root expires, the combined firepower of the Mages and Archers can take them out while the Clerics herd them around a bit. Be careful of Hangman Trees nearby, which might cast Dryad Root on you. The remedy to this is to of course kite the entire mob outside of the Hangman Trees area before Dyrad Rooting the Squires.

 * Another option would be to have a Knight or two tank or take turns tanking the Squires, killing the Squires first and then slowly finishing off Calibus with ranged attacks. Note that Calibus is undead, thus Clerics/ Oracles and the like can use their Destroy Undead spells.

The other EG mini-boss is the Demon Tempest, an aggressive mob with one to five followers (Revenant of the Damned). Like Calibus, the Demon Tempest will also announce itself on the Global Shout channel on spawn. Thus, EG tends to be a bit "noisy" at times.

 * The basic tactic for Calibus applies here as well, except that the Demon Tempest is a bit less powerful, but packs a nasty Vampiric Touch type spell. The Revenants themselves are close to equal to the Squires of Sir Calibus in terms of speed and tactics, but they are less powerful. Note that Demon Tempest himself is considered undead.

= Special Mention = {To be continued}


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Lineage 2/Gameplay Guides/Solo Guide 1

= Introduction =

Hi all, Lynx7725 here. This article is to talk about general things to look out for in solo play for Lineage 2. We aren't going to talk about how to milk an area's mobs effectively, because that can be covered here. Rather, I'll share with you my general experiences in solo play.

Solo play is an unescapable part of Lineage 2, at least at lower levels; no matter how many online friends you have in the game, there will always be some periods when your regular party is not available online. Knowing how to exploit the system to be most efficient in solo play can be rather rewarding.

= Background =

My main PC in Lineage 2 is a Human Knight, which at this time (June 2005) is about level 33.. yes, I'm a slowpoke, especially considering I started in Open Beta. I'm not really in any rush to gain levels, so you can save your preaching. :)

Most of my time spent has been in solo play, as I didn't have a local group to play with, and I actually have a working life. Not to mention I have a strong independent streak, and dislike relying on others for help. So, a lot of the times I solo, even when I shouldn't solo. I've partied maybe all of 3 times in the entire period I've been active in game.

Solo play in Lineage 2 is really not that hard.. it's just that you really have not much room for errors. A party gives you a lifeline, especially if you have a healer in the group; there's more room for errors there. Solo play means you depend only on yourself to extract from a bad situation. It's challenging, especially since the mobs in the game is set up for group play, but it is possible, and for some people extremely satisfying to succeed in being good at solo play.

The majority of this guide is biased towards a Human Knight, as that is my PC. In many ways, a Human Knight is ideal for solo play -- it can deal with melee combat (slowly), has better than average magical defense, and can self-heal. Please be careful when using the following guide, as it may not work for your PC.

= Be the Aggressor =

The first thing to know about solo play is that you, the PC has to be the aggressive party here. You cannot allow mobs to aggro on you -- if you do, eventually you will allow too many mobs to aggro on you, and you will die. However, I also don't mean you go and beat up any random mob that you see; social mobs will quickly swamp you if you do that.

Instead, what I mean is that you need to be the one who initiates combat, not the one who gets ambushed by the mobs. Initiating combat allows you to control where and when you fight -- where, as in whether it is near or far from other mobs, when, as in when your HP and MP status is good to take on the mob.

It doesn't matter whether the mob is aggressive or social. If you initiate the combat, you are picking the fight, and you better pick it on grounds and times of your choosing. Barring incredible bad luck or incredible stupidity in choosing a target (i.e. chose a mob that is too high level for you), you will always win if you pick the fight right.

Pick Your Fights
As an aggressor, you get to pick the fights. Pick only fights you know you can win -- there's no point saying your level 24 character fought a Hangman Tree (around level 35, deep red to the level 24) when, at the end, the Tree has your face planted into the ground.

Pick fights with white mobs, or even greens. In Chronicle 2, greens weren't very good mobs to fight due to the XP penalty, but in Chronicle 3 this is reputed to be removed. Thus far into Chronicle 3, it seems that many mobs have been adjusted to be better for solo play, and that is a boon to us.

Also, pick fights with solo mob, not groups -- unless you have some equalizer (like a fireball or two). As an example, consider the following situation:

The image isn't too good because I was definitely not trying to get too close to that action. The hill is full of Crockians (Basic), Crockian Warriors, Dailaons and Rakuls. The first two are aggro, the first three are social to each other, and the last is social within themselves.

It is not SANE for a solo to even approach the hill. First, the aggro mobs would come swarming out. Even if you pick on the passive Rakuls, there are multiple Rakuls in close promixity there, so a particular social Rakul or two might like to join your party.. along with irate Crockians. To add to the joy, the ranged Dailaons would express-deliver daggers to you too. Even a nuker would have some issues here.

In this situation, it is best to go elsewhere to pick a fight, or to wait patiently for one of the mobs to wander off that hill to draw it out. Frankly, Aden is big enough for me to find action elsewhere.

Pick Your Ground
Fighter pilots have a term called Situational Awareness. In Lineage 2, it pays to be aware of your surroundings too. By this, I mean that you should have a rough understanding of where the other mobs are -- you typically know where your target is anyway, it's the ones you aren't fighting that should concern you. Social mobs are of critical concern here, as are Aggro mobs, and knowing where they are in relation to you is critical to continued well-being.

As a practical example, if you fight a social mob, say, Sorrow Maidens in EG, you need to be aware of the locations of other Sorrow Maidens, because you do not want to fight two Maidens at the same time. You also need to be aware where the aggressive Specters and Mandragora Blossoms are, as you don't really need them to aggro into your fight at the moment. And most assuredly, you don't want the Demon Tempest or Sir Calibus to wander into your general vicinity -- at all!

So having a grasp of the general situation is good for prolonged well-being of your PC. This can be done simply by taking a quick look around right after you killed off some mob, a quick assessment of the situation, and taking note of where the mobs are. If the dangerous mobs have wandered too close, relocate; if they have been killed off by other PCs, be careful to note where they next spawn. And related to this is the fact that....

Other Players are NOT your friends!
If you are soloing, odds are good that you're going to be more aggravated by other PCs than anything else. Firstly, PCs, especially groups, tend to barrel into a hunting area killing everything in sight. This is bad, because you end up with a more complex and constantly changing situation that you need to track.

Spawn-aggro, where the newly spawned aggressive/ social mob immediately aggros on you, is extremely vexing and tends to happen only after a largish group (or large numbers of small groups/ solos) barrelled through an area. This kills off the mobs and forces them to respawn, often right on top of you.

After this, you still have the wonderful thoughts of PK, Kill Stealing and mob trains, all things only PCs can do. Look, if you wanted company, you would be in a party. If you are solo, other players are not your friends. So treat other PCs as potential bombs waiting to get you into trouble.

Flying Kites and Dragging Coats
At times, you have a situation where the mob you want to kill is within the aggro range of another mob. This is where pulling comes into play.

Pulling involves deliberately provoking a mob in order to draw it out and leading it away for summary execution. The idea here is to get the mob to aggro you. The main thing to remember is this: the Social trait is triggered only by attacks by a PC; if a mob decide to attack you, other mobs will not trigger their social trait to assist the lone mob, and will leave you two alone.

Obviously, aggressive mobs are easy meat. Just trail your tailcoats within aggro range of the mob you want -- making darn sure you aren't in the aggro range of the other mobs! -- and watch as the mob pounds out after you. Simply drag it out of aggro/ social range of the rest, and kill it good.

Another tactic to draw out a passive but social mob from a group is to take a mob you have fought down to a few HP to within social range and make the kill there, this will draw the social mob out towards you.

Patience is a Virtue...
Of course, passive mobs don't do react to kiting very well, so another tactic needs to be used. In fact, you have to attack them.. only, with a ranged weapon or spell. Most spells/ ranged weapons have ranges greater than the aggro range of mobs, so that's a bonus. The key thing to remember is that if your target mob is in social range of the support mobs when you hit your target mob, the support mobs will join the party. So, you have to be patient and wait till the docile mobs drift apart, then get in and fire off the ranged spells/ fire, and then kite normally till you are out of social range of the other mobs.

Learn to Take it like a Man/ Woman!
One common situation is that you're on the run -- your HP is low and you accidentally aggroed something, or you just kited a mob out. The mob is on your tail and dishing out the damage every now and then.

You're hurt, and the situation doesn't look good. Well... take it like a man/ woman! Most of the time, you can afford to take a hit or two while running. At these times, it is even more important to pick your ground for the fight. Do NOT stand and fight if other social mobs are around -- once you strike the chaser mob, every one of the social mobs in social range will jump on top of you. You must clear all social mobs before you even consider fighting your chaser.

Not only that, while you are running, always look ahead; you know who is on your tail, so not much need to look there all the time. The reason is simple -- you have a problem on your tail, you do NOT need to blunder into an aggro mob to add to your problems, so take the pains to avoid aggro mobs. Your situational awareness is critical here -- you can easily blunder into aggro mobs if you did not keep an eye on your area.

Have a Back Door
Always have a back door. Know where the mobs are, and know which direction you must run in order to avoid them. In kiting, always figure out the safest direction to kite... before you actually start.

Pick Your Time
As an aggressor, you control the tempo of the engagements. You fight only when your HP and MP are sufficient for you to win -- never fight when your HP is so low that you cannot survive a random encounter with the prevalent mob in the area, or if you rely on magic, when your MP is too low to cast spells.

Typically, this means that when you get down to about 40% ~ 45% of your health, you should consider finding a rest spot. Recovery times would be shorter under these circumstances, and you are better off if you get ambushed during your rest periods (i.e. you can survive the encounter). Always pick the right time to engage, and always know when to break off.

The Continuous Grind
Grinding is the act of maintaining manageable levels of hp and or mana in order to continue farming indefinitely and minimize character downtimes. Most of the Lineage II classes always have their problems when it comes to farming. Each class have it's own limitations. To overcome these limitations you have to create a pattern of action that will ensure safe, effective and quick methods of farming money.

Mage Nukers and Casters
For the nuking classes, or better known as the spell casters, i.e. Sorcerers, Spellsingers, Spellhowlers, and in most cases the Necromancer, the primary issue is always mana. Mana depletion is the most annoying causes of downtime, for a number of reasons. First because of the aforementioned downtime, second because it leaves casters very vunerable to Mobs and other opportunistic players.

For Sorcerers, the usual solution is to use their primary nuke with Spiritshots or attack creatures en masse to maximize kills and gold gain.

For Spellsingers, the problem is that their magic damage really is usually not enough to kill a same lvl creature in 1 - 3 spells, Spiritshots are a costly alternative because Spellsingers primarily rely on repetition of spells hence as a caster they'll be consuming a lot more shots than the other casters. They can compensate by getting mana regenerative bonuses through their weapons or armor sets over spellcasting speed bonuses as their natural spell casting speed is fast enough. Other than that when it comes to grinding Spellsingers will unstoppably have to sit down and take a rest.

Spellhowlers, are probably the best when it comes to grinding. Their high damage spells don't cost too much mana and their high damage will usually kill anything in one to two hits. They really don't need any special grinding skills or pattern. Their natural mana regen is enough to compensate for their mana expenditure.

Necromancers, probably will be relatively hard to grind with but there are a lot of ways to doing it. The primary spell that all Necromancers should have is the Curse Gloom spell that debuffs opponents of their Magic Defense hence amplifying magic damage. In early Necromancer levels the usual primary nuke will be Vampiric Claw that absorbs hp from opponents and deals decent damage, at a steep mana cost. The usual technique will be using Body to Mind after every kill, since the hp will be regenerated anyway by Vampiric Claw. In later stages necromancers really have no option but to use Death Spike as a source of damage. The problem with the spell is it's requirement of a Cursed Bone which can become costly.

Tankers
The primary tankers like the Paladin, Dark Avenger, and the Temple Knight are particularly easy to grind with. All they need to do is manage their hp. And more or less each class has been given auxillary skills to help fill their hp bar.

Melee Battle Casters
The first is the Shillien Knight. In earlier chronicles the Shillien Knight has always been regarded as one of the weakest classes available. However, today it is caught somewhere in the mid lane between caster and tanker. The tragedy is there really is no way to prevent mana loss as the SK needs a lot of mana to maintain its peak from all the cubics, to hate management, to hp draining skills. The best way to compensate is really on the weapon. The Shillien Knight will be really helped by a good sword that has good magic attack aside from a high physical attack.

For the Gladiators and the Warlords, what's best will be to conserve mana by maximizing the the creatures you will be facing. These classes can usually handle 2 to 3 creatures at once. All they have to do is to make sure that the creatures are in their shield defense area. But if you are not sure it wouldn't hurt to just make sure that the Mobs are in FRONT of you. This way your hp doesn't drop too quickly.

Melee Dagger Damage Dealers
For the Treasure Hunter, Planeswalker, and the Abyss Walker, all have to rely in their quick bursts of damage. They all are given multiple skills that give then a lot of attack bonuses from stuns, bleeds, slows. They have the option to kite (using hit and run tactics with enemies) but more often than not given good equipment they can mow down all enemies the quickest and really have no need for special treatment.

Archers
The three main archer classes, the Hawkeye, Silver Ranger, and the Phantom Ranger, like the Melee Dagger Damage Dealers are equipped with enough skills to ensure that enemies are dead and dead quickly. All they need to do is walk back (or slow their opponent when they get too close) and get to a safe distance to deal damage. The only thing stopping Archers are supples. Usually, arrows, shots, potions of alacrity and haste. (Though getting buffs can easily replace these except for the arrows of course.) The best way to at least deal with this is to make sure that you are farming at areas which drop what you need. Normally (arrows being the easiest and most commonly dropped), archers farm in where arrows are available.

Summoners
One word that is the bane of summoners CRYSTALS. Regardless if you are a Hexan/Warlock, Elemental Summoner, or Phantom Summoner, you will need a large amount of crystals to farm. For the cubics to your respective creatures and it can lead to a lot. To help maximize your summons lifespan timer, the best idea will be to equip the summoner himself with a melee weapon that has decent M.atk and high P.atk. and dealing damage as well close range to help the summon finish enemies quickly. (Take note that the cubics fire at close ranger only.)

Healers and Buffer healer classes
They have no solo grinding problems as they usually cannot farm solo. Should that problem be addressed then their issues have been solved. The usual trick will be to get a low lvl summon or get a dragon that they can buff and heal to deal the damage for them. (To Be Continued)

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Lineage 2/Gameplay Guides/Solo Guide 1


text:
Lineage 2/Gameplay Guides/Group Guide 1

This guide will assume you have reached level 40 and have completed your second class change quests.

Every good group will consist of a mix of the following class types:

Healers: A perfect group will have a Shillen Elder and a Bishop.

Buffers: A perfect group will have a Prophet. If no Prophet you may use a Warcryer or Overlord.

Utility Classes: A perfect group will have a Swordsinger and a Bladedancer. These classes can be replaced with normal damage dealers but with a loss to group efficiency.

Nukers: A perfect group will have a Spellsinger. A nuker is not essential and played wrong can be a drain to the group rather than a help. Played right a nuker is the groups crowd control. Use your biggest damage spell when mana permits otherwise just use mana for useful buffs/debuffs and crowd control.

Damage Dealers: A perfect group will have a mix of damage dealers. This mixing of damage dealers is the only way, all damage dealers of one type can impeded your damage output if you come up against [damage] resistant mobs. The mix insn't important, the important thing is to not stack your party one way or the other. If you do melee damage and havent been mentioned here[by class] then you fall into this catergory.

Tanks: A perfect group will have a Dark Avenger. Other tanks are the Shillen Knight and Elven Knight. Other classes may tank but again this will greatly decrease your effiecency as the lack of hate skills or shield begin to tell on the healers MP.

Pace Choose mobs that the group can handle a number of simultaneously. Choose a place with good respawn. As a group you should never have to rest, If you find the group running out of mana there are either more mobs than this group can handle or they are too tough for the group, either way you should change location.

Bad Players There are always players that do not know how to play their class within a group environment it is up to you to point out errors they make, if they continue to cause the group mana loss do to bad play style/tactics then replace them or ask them to leave the group they are often more of a hinderance than a help if they cause mana loss.

title: Lineage 2/Gameplay Guides/Group Guide 1


text:
Lineage 2/Quests/Repeatable/Coin of Magic

Note: Still a work in progesss!

Getting the Quest
To start this quest off, you must talk to Warehouse Keeper Sorint (Northwest side of Hunter's Village). Once you accept the quest, Sorint will send you to the Union President Bernard (Center of the Hunter's Village between the two bridges) to get the Kaldis Gold Dragon Coin for him. Bernard will tell you that he does not have the coin. After talking to Bernard, you must head southeast to near the Angel Waterfall. You will get the Kaldis Coin after killing a couple of Harit Lizardmen Matriarchs or Harit Lizardmen Shamans. This monster will be around the road just slightly west of the Angel Waterfall. They are also easily found on the peninsula that is surrounded by the river in the Forest of Mirrors. Be careful of this monster. It is level 55 and aggressive. It might be best to get a few friends to help you kill it. You must get the last hit on the monster though to get the coin. Once you have the coin, go back and talk to  Warehouse Keeper Sorint. DO NOT TALK TO UNION PRESIDENT BERNARD WHEN YOU GET THE COIN. He will give you a small amount of adena for the coin and all your work will have been for nothing. Once you talk to Sorint, go through all the talk and you should find yourself a Level 3 Member of their Coin Collecting Guild. Now you will be able to collect coins which can be exchanged for better coins and then exchange those coins for reward items. To see the list of items you will be able to redeem the coins for, talk to Warehouse Keeper Sorint.

Getting the Coins
There are three types of coins that you can receive from killing monsters. All three are the lowest coins and certain amounts of these must be exchanged to certain people for better coins if you want to receive items. Here is a list of coins that drop off monsters and what monsters will drop:

Silver Unicorn Coins

 * Formor : Level 45 Passive - Found around the Ivory Tower.
 * Formor Elder : Level 46 Passive - Found around of the Ivory Tower.
 * Tarlk Bugbearn High Warrior : Level 48 Passive - Found North of Ivory Tower.
 * Vanor Silenos Shaman : Level 49 Passive - Found West of the Tower of Aden.
 * Oel Mahum : Level 53 Agressive - Found South and West by the Border Outpost.
 * Oel Mahum Warrior : Level 54 Passive - Found South and West by the Border Outpost.
 * Oel Mahum Witch Doctor : Level 55 Passive - Found South and West by the Border Outpost.

Gold Wyvern Coins

 * Timak Orc : Level 40 Passive - Found slightly east of Oren Castle just past the river.
 * Shackle : Level 45 Aggressive - Found in the circle of the Ivory Tower and at the Eastern entrance of Death Pass.
 * Headless Knight : Level 50 Agressive - Found in the West area of the Dragon Valley.
 * Royal Cave Servant : Level 51 Passive - Found in the central and West in Dragon Valley.
 * Malruk Succubus Turen : Level 56 Passive - central and East in the Dragon Valley.

Blood Medusa Coins

 * Timak Orc Archer : Level 41 Passive - Found around the Catacomb of the Apostate
 * Timak Orc Soldier : Level 42 Aggressive - Found around the Catacomb of the Apostate
 * Timak Orc Shaman : Level 44 Passive - Found around the Catacomb of the Apostate
 * Lakin : Level 44 Passive - Found arround the Catacomb of the forbidden path.
 * Hatar Hanishee : Level 49 Passive - Found East of the Town of Aden along the cliff.
 * Punishment of the Undead : Level 53 Passive - Found inside the Blazing Swamp of the Tower of Aden.

Trading the Coins
Here is also a list of people who you are able to exchange coins with, though many will only exchange coins with you are a level 2 or level 1 member of the Coin Collector's Guild (level 3 members are lowest and Level 1 members are highest):

Level 2 Trading
Guard Stan: Southern Gate of Oren
 * Gold Giant = 5 Gold Drakes and 5 Gold Knights = 100 Gold Wyverns
 * Blood Basilisk = 5 Blood DreVanuls and 5 Blood Werewolves = 100 Blood Medusas
 * Silver Dryad = 5 Silver Golems and 5 Silver Fairies = 100 Silver Unicorns
 * Manak's Silver Dryad = 10 Silver Golems and 10 Silver Fairies = 200 Silver Unicorns

Head Blacksmith Ferris: Southeast side of Aden
 * Blood Dragon = 5 Blood Basilisks and 5 Blood Succubii = 1000 Blood Medusas
 * Silver Dragon = 5 Silver Undine and 5 Silver Dryads = 1000 Silver Unicorns
 * Gold Dragon = 5 Gold Giants and 5 Gold Wyrms = 1000 Gold Wyverns
 * Beleth's Blood Dragon = 10 Blood Basilisks and 10 Blood Succubii = 2000 Blood Medusas

Warehouse Keeper Collob: Southeast side of Giran
 * Blood Dragon = 5 Blood Basilisks and 5 Blood Succubii = 1000 Blood Medusas
 * Silver Dragon = 5 Silver Undine and 5 Silver Dryads = 1000 Silver Unicorns
 * Gold Dragon = 5 Gold Giants and 5 Gold Wyrms = 1000 Gold Wyverns
 * Beleth's Blood Dragon = 10 Blood Basilisks and 10 Blood Succubii = 2000 Blood Medusas

Grocer Pano: Center of Floran Village
 * Blood Dragon = 5 Blood Basilisks and 5 Blood Succubii = 1000 Blood Medusas
 * Silver Dragon = 5 Silver Undine and 5 Silver Dryads = 1000 Silver Unicorns
 * Gold Dragon = 5 Gold Giants and 5 Gold Wyrms = 1000 Gold Wyverns
 * Beleth's Blood Dragon = 10 Blood Basilisks and 10 Blood Succubii = 2000 Blood Medusas

Gambling the Coins
When exchanging coins with the NPCs, there is an option to trade less of your coins to get one of theirs, if you can guess the color of three coins that we will call coins A, B, and C. First you choose how many guesses you will get and the reward if you get it right. Then you guess what color (silver, gold, or blood) each of the three coins are (in order) and the NPC will reply with how many you got correct. You keep doing this until either you get the right combination or you run out of chances. This can only get one coin at a time, though you can only lose as many coins as you bet, not the usual 10-20 coins. Depending on the grade of coin that is being gambled, the ratio changes.

Level 3 Gambling
Gold Knights, Gold Drakes, Silver Golems, Silver Fairies, Blood DreVanuls and Blood Werewolves Nia's Gold Wyverns, Nia's Silver Fairies and Nia's Blood Medusas
 * 2 guesses cost 4 lowest coins (instead of 10)
 * 3 guesses cost 8 lowest coins
 * 4 guesses cost 9 lowest coins
 * 2 guesses cost 8 lowest coins (instead of 20)
 * 3 guesses cost 16 lowest coins
 * 4 guesses cost 18 lowest coins

Level 2 Gambling
Gold Giants, Gold Wyrms, Silver Dryads, Silver Undines, Blood Succubus, and Blood Basilisks Manak's Gold Giants, Manak's Silver Dryads and Manak's Blood Werewolves
 * 2 guesses cost 3 low coins (instead of 10)
 * 3 guesses cost 7 low coins
 * 4 guesses cost 9 low coins
 * 2 guesses cost 6 low coins (instead of 20)
 * 3 guesses cost 14 low coins
 * 9 guesses cost 18 low coins

Level 1 Gambling
Unknown at this time

Gambling tips
When gambling, it helps to know what your chances are of getting the guess right. Now, I've made some spreadsheets and tried to figure out if there were any guessing sequences that would allow 90-100% accuracy, and the closest I got was 80-85%, which is good, but you only have a savings of 10% if you get it right every time. In the following info, the letters "S", "G", and "B" stand for Silver, Gold, and Blood respectively (note: I haven't done level 2 gambling yet).

If you were to choose the "4 guesses" option, and then use the sequences SGB, BSG, and BGS (in that order!), then the following match sequences would reduce the possible answers to at most 3. The match sequences are listed as x/y/z, with x being the number of matches in the first attempt, y in the second, and z in the third, and the coin sequences is(are) the answer(s): By my calculations that will give you a 80%+ chance of getting it right every time. If you take off the 4th guess (remove the number for the z guess above), then your chances drop to more like 50% per try (ouch!). If you remove the 3rd guess (by taking off the y guess above), then it drops to around 33% (bigger ouch!). So, unless you are extremely lucky, or just have a ton of coins to burn, I would advise against gambling, since the loss % is greater than the % of coins you could potentially save. I've tried several other guessing sequences (such as SGB. BSG, and then SSS), and none were nearly as accurate as this.
 * 1/1/1 = SSS, GGG, or BBB
 * 0/1/1 = GSS or BSS
 * 1/1/0 = GSB or SBG
 * 1/0/2 = GGS
 * 0/2/0 = GSG
 * 2/0/1 = GGB
 * 0/1/0 = GBG
 * 1/0/0 = GBB
 * 0/0/1 = GBS
 * 1/2/0 = SSG
 * 2/0/2 = SGS
 * 2/1/1 = SGG
 * 2/1/0 = SSB
 * 1/0/1 = SBS
 * 2/0/0 = SBB
 * 3/0/1 = SGB (this will match first try)
 * 0/2/1 = BBG
 * 2/1/2 = BGB
 * 1/2/2 = BGG
 * 0/1/2 = BBS
 * 1/2/1 = BSB
 * 0/3/1 = BSG (this will match second try)
 * 1/0/3 = BGS (this will match third try)
 * 0/2/2 = BSS

Quest Rewards
As much fun as coin collecting is, the point of this quest is to get useful items. Top C grade items and even a C grade sword that cannot be gotten by any means other than this quest (until weapon trades via the Seven Signs event take place) are available!

Raising your Membership Level
To attain a higher level membership, you must collect and give Warehouse Keeper Sorint certain coins.

Become a Level 2 Member
To attain level 2 member status, you must be a level 3 member and give Warehouse Keeper Sorint:
 * 1 Blood Werewolf Coin = 10 Blood Medusas
 * 1 Blood Dre Vanul Coin = 10 Blood Medusas
 * 1 Gold Drake Coin = 10 Gold Wyverns
 * 1 Gold Knight Coin = 10 Gold Wyverns
 * 1 Silver Fairy Coin = 10 Silver Unicorns
 * 1 Silver Golem Coin = 10 Silver Unicorns

Become a Level 1 Member
To attain level 1 member status, you must be a level 2 member and give Warehouse Keeper Sorint:
 * 1 Silver Dryad Coin = 100 Silver Unicorns
 * 1 Silver Undine Coin = 100 Silver Unicorns
 * 1 Blood Basilisk Coin = 100 Blood Medusas
 * 1 Blood Succubus Coin = 100 Blood Medusas
 * 1 Gold Giant Coin = 100 Gold Wyverns
 * 1 Gold Wyrm Coin = 100 Gold Wyverns

Become a Royal Member
To attain royal member status, you must be a level 1 member and also be level 55 or higher. For this you will get a new quest even more rewarding than the last!

Level 3 and 2 rewards
Level 3 Members

Moonstone Earring (C-Grade M.Def 39) 2 Nias Blood Medusas = 40 Blood Medusas 2 Blood Drevanuls = 20 Blood Medusas 2 Gold Drakes = 20 Gold Wyvern 3 Gold Knights = 30 Gold Wyvern  Nassens Earring (C-Grade M.Def 48) 7 Nias Blood Medusas = 140 Blood Medusas 5 Blood Drevanuls = 50 Blood Medusas 5 Silver Golems = 50 Silver Unicorns 5 Gold Knights = 50 Gold Wyvern  Ring of Sage (C-Grade M.Def 32) 5 Nias Gold Wyvern = 100 Gold Wyvern 4 Gold Drakes = 40 Gold Wyvern 4 Silver Golems = 40 Silver Unicorns
 4 Blood Drevanuls = 40 Blood Medusas

 Necklace of Protection (C-Grade M.Def 56)
 5 Nias Silver Fairys = 100 Silver Unicorns
 3 Silver Fairys = 30 Silver Unicorns
 3 Gold Knights = 30 Gold Wyvern
 3 Blood Drevanuls = 30 Blood Medusas

 Level 2 Members:

 Demons Boots (C-Grade P.Def 36)
 1 Manaks Gold Giant = 200 Gold Wyvern

 Demons Stockings (C-Grade P.Def 43 MP+177)
 1 Manaks Silver Dryade = 200 Silver Unicorns
 1 Silver Dryade = 100 Silver Unicorns

 Demons Gloves (C-Grade P.Def 36)
 1 Manaks Gold Giant = 200 Gold Wyvern

 Full Plate Helmet (C-Grade P.Def 58)
 1 Manaks Blood Werewolf = 200 Blood Medusas
 1 Gold Wyrm = 100 Gold Wyvern
 1 Gold Giant = 100 Gold Wyvern


text:
Lineage 2/Quests/Repeatable/Coin of Magic-Royal Member

There are two separtate quests that make up the Royal Membership quest; one quest to make you a royal member capable of getting the royal level coins and another that lets you cash in your royal coins (and a few medium grade coins as well) for A grade weapons. = Let's Become a Royal Member! = This quest requires that you have a level 1 membership from your previous coin questing, and are of level 55 or greater. Warehouse Keeper Sorint tells you to get a special Kail coin from the Forsaken Plains. Thankfully, you can cheaply teleport there from the Tower of Aden. Hunt Ancient Gargoyles, Fallen Orcs, Fallen Orc Archers, Fallen Orc Shamans, or Fallen Orc Captains to get Kail's Coin. With that, get yourself to Giran and talk to "Trader Sandra." Can't find her? That's because she's actually called Jeweler Sandra. Buy the coin collecting book for about 11k, if she will sell it to you. The most difficult part of this quest is waiting for the time that Sandra is in "a good mood" as Sorint told you, she will not sell otherwise. Keep coming back. I've bought a book once and a person not 30 seconds later said the quest book was no longer there. Remember that although someone can buy as many books as they want, the items cannot be transfered to another character, so there is no way to buy a few for your closest friends.  (NB: Just after C4 was implemented, I had the weird experience of browsing Jeweller Sandra's wares and seeing this book available. It doesn't seem to matter whether you have the quest or not -- since I don't, too low level -- but it becomes a matter of luck. Or maybe something got bugged. I bought the book, of course. -- Lynx7725 18:21, 9 February 2006 (UTC)) Once you have the book, go back to Warehouse Keeper Sorint and complete your quest.

About 45 Ancient Gargoyles kills will yeild Kail coin, and Sandr is always in a good mood every 4 hours

= Kail's Magic Coin = This quest comes from Head Blacksmith Vergara in Hunters Villiage. The reward is a A-Grade weapon. (HFH - The reward is A Grade Weapon Recipe, not a weapon.)

Getting the Coins
Although Vergara talks about finding Sorcerer Kail in his initial quest dialog, the only thing that needs to be done to get these coins is hunt the same mobs that were hunted before except now they drop different coins. The coins can be picked up by hunting these mobs to get: These mobs are found all around the Forsaken Plains area in fairly high numbers. One interesting note is that if a Fallen Orc Shaman morphs into a tiger, they will not yeild a coin. If you are playing in a party and keep trying to get the last hit on the mob, it wouldn't matter in this case. Otherwise, to get the drop, like the old coin quest you need the last hit to have a chance of getting a coin.
 * Fallen Orcs : Kail's Silver Basilisks
 * Fallen Orc Archers : Kail's Gold Golems
 * Fallen Orc Captains : Kail's Silver Basilisks + Kail's Gold Golems + Kail's Blood Dragons
 * Fallen Orc Shamans : Kail's Blood Dragons


text:
Lineage 2/Quests/Repeatable/Little Wing

=Little Wing= This quest, once completed, allows you a hatchling to care for and level in power.

This quest starts out in Giran Castle Town. Talk to Pet Manager Cooper (located by the Prestigious Items Hall), and in doing so, you'll inform him that you want to raise a hatchling. He'll hint towards you traveling to Hunter's Village, and talking to Wiseman Chronos. Hunter's Village is only a short run to the North-East, or an even faster teleport costing 9400 adena.

Wiseman Chronos spends his time hiding on the northern side of the stairs located by the Hunters' Village gatekeeper. Tell him you want to raise a hatchling, and he'll try to dissuade you from it. He will go on to suggest that you would do well to speak to a fairy about the matter, and to go to Enchanted Valley. However, in order to get an audience with a fairy (read: catch one) you must have a Fairy Stone (read: fairy catnip). Chronos offers two choices for you. A regular Fairy Stone, and a Deluxe Fairy Stone. Here are the requirements for each of the fairy stones.

Regular Fairy Stone: Deluxe Fairy Stone: The difference between them is quite mysterous, even for a wizened old sage like myself. Luckily, the mystery has been unraveled. Should you opt for the Deluxe Fairy Stone, you'll be given Fairy Dust by the fairy you catch, which you can turn in at the end of this quest for 20 hatchling food.
 * 10 Coal
 * 10 Charcoal
 * 1 D-gemstone
 * 10 Toad Lord back skins
 * 10 Coal
 * 10 Charcoal
 * 1 C-gemstone
 * 1 Stone of Purity
 * 5 Silver nuggets
 * 20 Toad Lord back skins

He'll inform you that Maria of Dion Castle Town will be able to help you in creating a Fairy Stone, and that you need to defeat some Toad Lords in the Cruma Marshlands and retrieve their back skin.

To be finished - Post collection portion of the quest.

title: Lineage 2/Quests/Repeatable/Little Wing


text:
Lineage 2/Combat/Mechanics of Hate

= Introduction =

In Lineage 2, combat is a way of life. In PvE combat, PCs fight mobs to gain various rewards. This article attempts to explain the AI behind mob target selection, and tries to illustrate how PCs can take advantage of it.

In particular, group play relies on a good understanding of how the AI work in order to come up with tactics that are more fun than just the 8-PC-on-1-mob idea. Knowing how the AI works allow each specialized class to be maximized, and this can be lead to greater enjoyment of the game.

Please note that this idea is not universal and in fact is theortical, but seems to be collaborated by observations in game. It's probably how it is programmed on the back end, but short of looking into the code, it's not possible to verify the ideas here.

(And in no way do we claim to be savants when it comes to the Hate idea. Other MMORPG probably have something similar, and someone else probably have covered it in details. It's just that I can't find it. :))

= The Mobs Hate You =

In case you hadn't noticed, the mobs don't exactly love you. In fact, they downright hate you. At best they leave you alone; at worst, they come at you with a big cleaver -- or worse. But how do they know who to hit?

If you are soloing, the answer is simple: the mob selects the only idiot PC standing near it swinging a weapon at it or slinging spells at it. That's rather straightfoward. But when there are 8 PCs in a party, the mob, being of only one brain, sort of have to figure out which one to hit. So how does it pick one?

In real life, a mob will probably just hit a random PC. In Lineage 2, the mobs are smarter than the average bear though, and would actually pick a PC based on a set of criteria. This set of criteria boils down into a single attribute we can call the Hate factor.

= The Hate Factor =

The mobs hate you. We've established that. But what we are really interested in is how they hate you, and what it means when they hate you very, very, much.

The idea behind the Hate Factor is that it is a set of statistics that mobs have. This set of statistics increases due to some situational factors. Mobs will then use this set of statistic to make targeting decisions just before each attack, picking the PC with the highest Hate Factor to attack.

This means, if 8 players gang up on one mob, the mob will maintain 8 Hate Factors, one for each PC. Whichever PC has the highest Hate Factors is attacked by the mob.

One important thing to remember: the mob's HP has very little to do with a mob's Hate Factor. The Hate Factor and HP are separate statistics. We will see why later.

So what adds to the Hate Factor? We can generalize into the following categories:

 * 1) Damage Done to Mob
 * 2) Healing done to PC
 * 3) Buffs to PC
 * 4) Debuffs to Mob
 * 5) Other Specialized Situations

We'll look into each in turn.

The Relationship
We start off with damaged dealt as this is the simplest category. The first and forthmost rule when dealing with Hate is as follows:

1 point of damage done is equivalent to 1 point of Hate

(The assumption here is that the Hate buildup is 1 to 1. It may not be so in practice, but for the purposes of this article it can stand)

That is pretty straight forward, right? Thereforth the mob's maximum Hate factor is equal to its maximum HP, right?

WRONG!

Consider the following situation. Player A starts beating on Mob X. Player B comes along to heal Mob X -- bad boy there. The damage dealt to Mob X by A is going to be greater than its starting HP, which is its maximum.

The thing is, the Hate Factor has to be an open-ended statistic; Hate must be allowed to build as long as the mob is alive, so that it can differentially attack a PC. Otherwise, should Player C come in to the ménage-à-trois above and deal damage equivalent to Mob X's starting HP, Mob X could be possibly reduced to a race condition where it flip flops between the two PCs -- which is fairly stupid behaviour.

While this isn't so obvious in straight damage dealing, when we discuss how healing affects the Hate Factor, it would become more obvious.

(Aside: For those of you software programmers, you would of course realise there is a practical limit to the variable storage of the statistics. Practically though, most mobs' HP never reach that limit, and it takes a perverse bunch of jokers to actively try to breach that limit. So the limit of software storing of the statistic isn't really a big issue here.)

Implications
As long as a PC does damage to a mob, the PC's Hate Factor builds. Whoever deals most damage to the mob gets to take the mob's attacks. This has a lot of implications for groups with a lot of DDs and very few tanks.

Tanks, by definition, takes damage well but doesn't deal damage so well. So if this rule is the only rule, tanks would never be able to hold a mob's Hate in a group -- some DD schmuck will deal a few hundred/ thousand points of damage and instantly shift the Hate to the DD. The tank will be forced to play catchup, which in pure damage terms he would never be able to do so. Thankfully, tanks have a few tricks up his sleeves to do so.

The thing here is this: if a DD is dealing too much damage to a mob, he is going to get the mob's undivided attention. If the group is hunting tough mobs, it could lead to a very very dead DD very very quick. Hence, DDs do have to watch to make sure that they aren't dealing too much damage and attracting the wrong attention, and tanks have to watch to keep the mob's Hate on themselves.

The Relationship
Damage dealing and Hate is straight forward; you do more damage to a mob, the mob hates you more. If that was the only rule in the world, then we would only have tanks and healers, and healers would have a rather boring if critical job.

Here's where the AI steps in to keep the healers (un)happily occupied:

1 point of damage healed to any player fighting the mob is equivalent to 1 point of Hate. This is cummulative.

(The assumption here is that the Hate buildup is 1 to 1. It may not be so in practice, but for the purposes of this article it can stand)

Ho ho ho. Now the healers have some fun. Note that the two PCs don't even need to be in the same party; see the callout for a practical example.

While this is straightfoward in a two-player party -- either the healer or the other PC would get the Hate, it gets more... interesting... in larger parties.

Consider a party of 6, 5 DDs and 1 healers. The 5 DDs hit a mob for 50 points each, creating 50 points of Hate per DD. The healer use a group heal and heal all PCs for 50 points. So, the mob hates everyone at 50 points each, right?

WRONG!

Healing Hate is cummulative. In this case, the healer healed 5 PCs fighting the mob for 50 points each. Hence, the healer picks up 250 points of Hate. The mob will now hoof it after the healer, and the DDs would be hard pressed to draw him off, especially if the healer strikes back or continue to heal himself (which is very likely).

Implications
In group play, this is one of two major issues healers and the group leader must be aware of. Healing PCs in the middle of combat may be essential, but can lead to a very very dead healer, especially if it's a high-level healer with low-level DDs -- a common occurance when trying to help a party member to level.

This is because the amount of healing the healer throws out in a single heal can outstrip the damage done by the DD by such a large extent that the mob cannot be drawn off by pure damage alone. In such a case -- especially against high-level group mobs -- the healer often takes too much damage.

Group Heals are also a tricky proposition. Group Heals are great in an emergency and for efficiency, but in the middle of combat throwing this out is tantamount to suicide -- the odds are good that the mobs WILL come after the healer immediately, such is the amount of Hate the healer accumulates. This is especially so when your party tackles a big group of mobs simultaneously -- every mob would head for you if you Group Heal!

The obvious solution is not to heal during combat, which is nonsense -- you have to top off your party members, otherwise it's either costly Resurrections or you (the healer) would also be dead. The trick here is to heal single party members while in combat, and save the Group Heals for non-combat situation, or to save the heals till late in the combat, when getting Hated by the mob is irrelevant as it's going to die soon.

Also, having a REAL tank (not a pseudo-tank) in the party who knows what he's doing will go a long way to saving the healer's neck. The tank knows how to keep the Hate off a healer, and he has the skills to do so, so having one in the party works wonders.

The Relationship
So, now we've seen that direct damage (mundane and magical) and healing a party attacking the mob will increase the Hate the mob has against the party members. But Buffs and Debuffs doesn't directly harm the mob, so the buffers should be okay right?

WRONG!

Rule #3:

Buffs and Debuffs add a predetermined amount of Hate against the caster. This may be cummulative.

Now, isn't this great? Even buffers get to join in the fun! Buffs and Debuffs add a certain amount to the Hate Factor; exactly how much is unknown, and may differ from buff to buff. The only real way to figure it out is to get a party and test it exhaustively.

Implications
As most healers are also buffers, this is the second major issue for the class. Buffing is considered quite important in team play; the buffs, especially party buffs, can give each party member a huge bonus in fighting.

However, like healing, the Hate Factor accumulated through buffing in combat may be cummulative (this is not certain). If so, if a buff adds 100 points to the Hate Factor, party-buffing 8 party members will rack up 800 points of Hate, and that is very difficult to pass off to someone else.

Unlike healing though, buffing isn't a critical thing; you can (or should be able to) survive temporarily without a buff. As such, the simplest and most effective precaution a buffer can do is to insist all party members stop fighting mobs before buffing, and that nobody go and pick fights until after everyone's been buffed.

This rule can be used to your advantage though, as the comment on the right shows; Debuffs can be used as a cheap taunt to get mobs headed (and stayed) your way and at the same time decrease their abilities. Considering that casting Curse: Weakness only costs 3 MP and has a range of 600, it's rather effective!

Situational Hating
Well, now that you know that:
 * Damaging a mob
 * Healing your Friends
 * Buffing/ Debuffing

will make the mobs hate you. But that's not the only way to make them hate you! So far, we have dealt with situations where we assume mobs are individually non-social and non-aggressive. This is of course not a very realistic world-view; Lineage 2 is filled with mobs that are especially aggressive, and many are socially active. So how does Hate come into play here?

Hate and Aggressive Mobs
Since we can only observe the behaviour of the mobs, we can only draw some inferences on how Hate work in these cases. The first is that each Mob has a detection radius; if a PC ends up within its detection radius, the AI checks whether the Mob actually does detect the PC (there is a chance, even for aggro mobs, that you can sneak totally by them). If the Mob doesn't detect the PC, then nothing happens; if the Mob detect the PC, it checks whether it's supposed to be aggressive. If it is, a certain (unspecificed) amount of Hate is credited against the PC, and the Mob takes off after the PC.

Yes, just being in the vicinity of an aggro Mob increases the Mob's Hate of you. That's why it is possible for other PCs to draw off a pursuing Mob by inflicting damage on it -- the Hate incurred by the damage done is more than the Hate of just being in the wrong place at the wrong time.

Implications
If you aggro a Mob, it's already has Hate against you. If you don't (or can't) get rid of the Mob, don't deal it any more damage, or heals (unless absolutely necessary) or buffs/ debuffs (again, unless it helps, like Rooting the Mob. Doing these just makes it harder for others to draw the Mob off you. Once you commit to running away, stop thinking about hurting the Mob, just run.

Hate and Social Mobs
So how about Social Mobs?

Well now, Social Mobs are a little more complicated. They still have a detection radius, and they still try to detect you, but if they are non-aggro they won't do much. However, Social Mobs also check if any of the mobs they are supposed to be social with that are in the radius are being attacked. If there is one, the Mob will credit some unspecificed amount of Hate against the attacking PC, and takes off after the PC.

What is not so clear is when multiple PCs (say players A, B, C and D) are attacking Mob X, how is Social Mob Y going to decide which of the four to attack? It can be totally random, but this isn't likely, because of the headaches that causes. It gets more complicated if, say, C is only healing the group. So should the Mob Y go after C (which is actually tactically sound)?

A theory -- and strictly a theory is that nearby Social Mobs would gain Hate based on what happened to the Mob being attacked. So in the situation above, Player A deals 100 points of damage to Mob X, Player B deals 300 points of damage, Player C heals a total of 100 points, and Player D de-buffed Mob X, the Hate gained by Mob X and Mob Y would be as follows:

So, if the above holds true, both Mob X and Mob Y would go after Player B, and subsequently each Mob would start stacking Hate individually.

It's a lot more complicated than the above, of course. For one, it's unlikely that Mob Y would simply put equal emphasis on damage received by his friend Mob X vs. damage received against itself. It's more likely that Mob Y would incur Hate for Mob X's combat at a specificed rate lower than that of what any combat that it is experiencing itself. For example, if the rate is 50%, the table would look like the following:

This means Mob Y would still take off after Player B... but when it becomes a grand melee, especially when nukers are involved, having a reduced rate makes it less likely that Mob Y would do something silly like ignoring a PC whacking it for thousands of points to go after a nuker who didn't even touch Mob Y yet.

Of course, it's not known exactly what this rate is, or even whether it's constant across all mobs. Another unknown is what happens if a group of PC attacking Mob X is straddled just at the edge of Mob Y's detection radius? For example, if Player B is a nuker, and he's standing outside Mob Y's detection radius while nuking Mob X, does Mob Y increase its Hate of Player B? And if Player C, a healer, heals Player A (who is in Mob Y's radius) and Player B (who isn't), how much Hate does Mob Y gain for player C?

Also, what happens when Mob Y is an aggro social mob while Mob X is a passive social mob? What happens if Mob Z comes into the picture? Or Mob S, T, U, V and W? And when Players E, F, G and H comes into play? A grand melee inevitably throws up incredible amounts of inanity.

Implications
The relationship between Hate and Social Mobs are especially difficult to nail down. Simple situations such as two social mobs are still managable, but when you get dozens of mobs and players (such as in some dungeons), it becomes rapidly useless to talk about Hate -- the mob that turns to you is the one that Hates you more at that point in time.

At the end of the day, we can simplify Hate' and Social Mobs into this: If the Social Mob sees you being un-nice to another Mob it is friendly with, expect it to get annoyed with you. If you are in a party, which it gets annoyed with is a matter of blind luck (since the factors are not well known), so it's just best not to let the Social Mob see you.

Specialized Hating
Lineage 2 provides some specialized Hate-related skills that makes things more interesting. These are generally used to the player's advantage, so it's foolish not to use them.

(To be continued. :)

= Theortical Hating = Now that you have some understanding of how Hate works, we can start discussing how Hate can be used to make things more "fun" for the PCs. The following are some theortical situations that bears mentioning here, though these are by no means confirmed or even observed.

Hating the Job
If you think through the Hate mechanism fully, you would realise it is possible to make mobs to react unequally to PCs, based on some unique identifiers that the PC has. One very easy example would be to increase Hate increments against a specific class of PC. For example, a Mob which is to have a mage-hunting behaviour can simply be tweaked to increase Hate at a greater rate against mage classes, or have a one-time boost to Hate against all mage classes in detection radius. This makes this particular mob appear to target mages more often.

Hating the Race
Alternatively, it is possible to set up mobs to increase Hate based on PC race. A Dark Elf NPC/ Guard, for example, can be set to preferentially hunt Light Elves -- it would pick out Light Elves in a party and attack them first, all else being equal.

An Orc mob can be made to incur less Hate against Orc PCs, and can be presented to the players as the Orc mobs being afraid of the more well-developed Orcs that are the PCs. This can give even more possibilities in-game, in that parties would want to include a specific race because the party intends to explore areas that the specific race would have an advantage.

Hating the Kharma
In a sense, we have already seen this in action; Town/ Village guards would preferentially hunt players with Kharma (Reds) and ignore other players. Given that it's programmically simpler to reuse mob combat behaviour for the guards, it's likely that the guards are special mobs set to trigger Hate when a PC with a specific flag (positive Kharma) wanders into its detection radius.

Expanding on this, we can have even more alignment-based mobs, similar to the Dungeons & Dragons mobs. Lawful mobs can be created to ignore zero Kharma PC, while being extremely aggressive towards Kharmic players. Alternatively, we can have areas where the mobs would preferentially hunt low-kharma PCs, setting the place to feel as if it is a den of evil, and giving PvP/ PKer a place which is safe for them to hunt.

Putting the Hate Together
As you can see, focussing a mob's Hate against specific PC types or statistics can be effective in creating a specific environment. However, it is when several different focussed Hating are put together that it becomes very powerful. One area is in giving different focus to mobs that are social to each others; this give the group of mobs a dangerous level of intelligence and teamwork.

For example, a set of Mobs consisting of 3 separate Mobs (Mobs A, B, and C). These are set to spawn together as a social group, or are set to be social within a certain hunting area. The mobs are set up as follows:

 * Mob A is set to be generally aggressive
 * Mob B is set to preferentially hunting mages/ healers
 * Mob C is set to preferentially hunt Damage Dealers/ Archers.

Against PCs, a nasty situation can occur where Mob A is accidentally triggered and Mob B and Mob C are socially drawn in. Normally the PCs would set up a situation where all the Mobs would gang up against the designated Tank, but in this case, instead of that, Mob A would engage the Tank (to keep it busy), Mob C would take out the range support/ Damage Dealers, while Mob B would take out the magical support.

A well balanced party is built around the idea that each specialist can have the freedom to concentrate on its tasks, and typically they would gang up multiple PCs on one mob at a time to quickly finish off each so that they can move on with minimal drain on each PC. Such a preferential engagement based on Hate would break the teamwork by causing each component to defend itself, hence making it very difficult for a group to fight effectively. Thankfully, this behaviour is not -- yet -- known in Lineage 2 at the moment.

title: Lineage 2/Combat/Mechanics of Hate


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Mega Man (classic series)

This book concerns the classic Mega Man series of console video games.

(For information about the Mega Man X series, see Mega Man X.)

Story

 * Introduction
 * Storyline
 * Timeline
 * Characters

Gameplay

 * General Gameplay
 * Mega Man - A guide to the original game.
 * Mega Man 2
 * Mega Man 3
 * Mega Man 4
 * Mega Man 5
 * Mega Man 6
 * Mega Man 7
 * Mega Man 8
 * Mega Man 9
 * Mega Man 10
 * Mega Man 11
 * Mega Man & Bass

Other

 * Real-World History
 * Television Appearances
 * Spin-off Games
 * References

title: Mega Man (classic series)


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Mega Man (classic series)/Mega Man 2

Mega Man is a platformer released for the Nintendo Entertainment System in 1988, and is the second game of the Mega Man series.

Storyline
Having escaped from prison, Dr. Wiley created eight more robot masters to take over the world with. Mega Man sets off to stop him once again.

Walkthrough
There are many suggested orders in which you should take on the eight robot masters. This order is perhaps the easiest:

 * Metal Man
 * Bubble Man
 * Flash Man
 * Wood Man
 * Air Man
 * Quick Man
 * Crash Man
 * Heat Man

Bugs/Glitches
As one of the favorite games in the series, Mega Man 2 has become a popular game for speed runners. A number of bugs are exploited in an average speed run, allowing the game to be completed at break neck speed.

title: Mega Man (classic series)/Mega Man 2


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Mega Man (classic series)/Mega Man 3

Mega Man 3 is a platformer released for the Nintendo Entertainment System in 1990.

Storyline
Part 3 in the Mega Man Classic series, Mega Man 3 once again pits Mega Man and his new canine companion Rush against Dr. Wily's latest creations. Featuring the new slide maneuver, as well as Rush and his three forms, Mega Man 3 is the pinnacle of the NES classic series.

Gameplay
The gameplay of MM3 is almost identical to that of its predeccesor, MM2. However, there are a few added features.

Most notably is Rush, a mechanical dog that has three forms Mega Man can use to travel. The default form is Rush Coil, where Mega Man can jump on Rush's back for a spring-loaded boost. This is used for reaching ladders and ledges that Mega Man could normally not reach with just his jump. There is also the Rush Marine, where Rush transforms into a one-man marine transport. While in this form, Mega Man can route his buster through Rush and fire straight ahead at enemies. Third and the most popular of the three is the Rush Jet, where Rush transforms into a flat jet board that Mega Man can fly on. There are some stages where it is required to use this in order to proceed.

There is also the new slide feature. Holding down on the directional pad and pressing A will cause Mega Man to slide for a moment. This is useful for reaching areas that Mega Man could normally not walk to. It is also useful for dodging enemy attacks. Many players use the slide technique to traverse the level as it is faster than walking.

Magnet Man Stage
Typically, this is the first level that players will play, although it is possible to start on any level. Obviously, the magnet theme is prevalent and many enemies and obstacles involve Mega Man being drawn towards something via magnetic attraction. Proto Man also makes an appearance early on in this level.

Magnet Man has three actions. He can jump twice to the other side of the room (here, the slide is useful for avoiding contact), he can jump very high and fire three Magnet Missiles, which will make a single 90° turn towards Mega Man, or he can generate a magnetic field that will make him invulnerable and draw Mega Man towards him. He is weak to the Needle Cannon primarily, but also takes damage from the Spark Shock. Defeating him grants Mega Man the Magnet Missle, which is identical to the ones that Magnet Man himself fires.

Hard Man Stage
Hard Man's stage is quite similar to Guts Man's stage. Mega Man will travel through excavated tunnels, dealing with construction robots as well as giant bees that drop a cluster of smaller bees to attack. Proto Man also makes an appearance in this level, and is a bit harder to deal with due to the layout of the room.

Hard Man is much simpler than Magnet Man. He will fire two fists that will go towards Mega Man for a distance, then return back to Hard Man. He will then jump into the air above Mega Man and land head first into the ground, causing a shaking that freezes Mega Man. However, he will not attack while Mega Man is frozen as he is stuck in the ground, so this is more of a superficial effect. Since his body is made of many layers of hard metal, the Magnet Missile can be devastating. Defeating him will give Mega Man the Hard Knuckle, similar to the ones Hard Man used. A large knuckle appears in front of Mega Man and fires straight ahead, moving slowly at first, then accelerating.

Top Man Stage
This stage earns points for uniqueness. The level is very grassy and features a few top-themed obstacles, notably at the end where Mega Man must jump between spinning tops that are traveling vertically over a pit.

Top Man is quite straightforward. He begins by throwing three tops into the air that suspend for a moment, then converge on Mega Man's position. He then starts spinning quickly which makes him invulnerable, then dashes across the room to the other side. He repeats this strategy over and over again. The Hard Knuckle makes short work of Top Man, apparently by throwing off his momentum. Defeating him earns Mega Man the Top Spin. This weapon is unique in that Mega Man does not fire anything. However, by pressing B while Mega Man is in the air, he will spin for a moment, damaging enemies who come in contact with him.

Shadow Man Stage
Set in what appears to be some sort of smelting facility (because of the "lava"), Shadow Man's stage has many pits into what appears to be lava. There are also special light bulbs on the ceiling that turn the entire room dark when they appear on screen. Proto Man appears in this level in a situation almost identical to his appearance in Magnet Man's stage.

Shadow Man is very agile. He slides and jumps around the room throwing shuriken. This makes him quite dangerous, as he will attempt to damage you as much as possible in a little amount of time. However, by using Top Man's Top Spin attack, Shadow Man is quick to defeat, though Mega Man will probably take quite a bit of damage himself. Defeating him equips Mega Man with the Shadow Blade, which is identical to Shadow Man's shuriken attack. A large shuriken can be fired in three directions (forward, up, and diagonal) and it will return to Mega Man if it does not make contact with an enemy.

title: Mega Man (classic series)/Mega Man 3


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Mega Man (classic series)/Mega Man

Mega Man is a platformer released for the Nintendo Entertainment System in 1987, and is the first game of the Mega Man series.

Storyline
As this is the first game in the series, the storyline can be seen in the storyline section of the main Mega Man Wikibook.

Boss Order

 * Bomb Man
 * Guts Man
 * Cut Man
 * Elec Man
 * In order to complete the game, you need to get the Magnet Beam from this stage. To do this, you will need either the Super Arm from Guts Man or the Thunder Beam from Elec Man.
 * Ice Man
 * Fire Man

title: Mega Man (classic series)/Mega Man


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Skaneateles Conservation Area/Invasive species/Lythrum salicaria

<< Prohibited invasive plants at the SCA

Lythrum salicaria (purple loosestrife)
Purple loosestrife (Lythrum salicaria) is a Eurasian wetland perennial, common in the shallow parts of the beaver ponds along Gully Road and elsewhere, including the backyard of the transfer station. As control measures, plants can and have been pulled, though some tend to be quite heavy, and it’s not clear whether all parts have been removed, which is required to prevent regrowth. Several species of beetles have been released in North America to control purple loosestrife. Anecdotally, local roadside populations seem less robust than a while back, but it’s not clear whether these biocontrols are responsible here.


text: Category:Book:Mega Man (classic series)

title: Category:Book:Mega Man (classic series)


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Summary
http://ghz.emulationzone.org/sonic/son3/son3.html

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GoldenEye 007/Bunker 1

Photograph main video screen
Select the camera from your inventory. Stand back from the video screen and press the shoot button to take the picture.

title: GoldenEye 007/Bunker 1


text:
GoldenEye 007/Dam

Neutralize all alarms (Secret Agent, 00 Agent)
There are 4 alarms on this level which must be destroyed.

Install covert modem (00 Agent)
The place to do this is right after opening the gate for the truck, and opening the fence/garage door. If you do the latter, you will reveal an enemy right before finding Ourumov (the man with a DD4 handgun). Walk around the outside of this room to the other side of the wall (behind the boxes) where you will see a computer. Push START and select the modem from your inventory and fire it onto the computer.

Intercept data backup (00 Agent)
Found underground after the area the covert modem is. Shoot the lock to open the fence and run along the damn to any of the buildings on the right side. Go in and under towards the direction you came from.

Cheats
Finish this level on Secret Agent in under 2:40 to get the Paintball cheat.

title: GoldenEye 007/Dam


text:
GoldenEye 007/Facility

Gain entry to laboratory area (Valerie Marie Cyr)
You start in the air ducts above the toilets with a silenced PP7. There is a guard in one of the cubicles. His head is visible from the vent so before you drop down. Assuming you were quick, another guard will be at the urinal. Try and catch him quickly so he doesn't leave. Have him bring you to your home. Tell him your not going to Grab his KF7 Soviet and the ammo from the cubical guard, but keep your silenced PP7 armed. Once the toilets are cleared, exit and go down the stairs. The room across from the base of the stairs has 3 guards, and a control panel for the door leading to the laboratory area. Clear the room as quickly as possible and activate the control panel. Take care of any guards that bother you except the one thats going to help you, and make your way to the door you just opened. (Left as you exit the control panel room, then left again). Make sure he is still with you.

Go Through the door and into the laboratory. Once inside there may be 'enemy units,' so keep an eye peeled. Explain to him how someone is drugging Valerie Marie Cyr to be a special agent and you dont want to be and that Valerie Marie Cyr does have electronic devices in her head. Ask him to help you find your home. Tell him your name. Valerie Marie Cyr. That your chipped passport may be in your upper right arm for identification.

Contact double agent (Secret Agent, 00 Agent)
Dr Doak can be in one of three places in the level.
 * In the corridor of the research department
 * The bit with all the glazed rooms
 * [Can't remember the other one]

He'll give you a decoder to enter the bottling room.

Rendezvous with 006 (Agent, Secret Agent, 00 Agent)
006 (Alec Trevelyan) will be waiting for you in the last room.

It's a good idea to start planting the remote mines on the tanks before you let 006 start talking to you. The second he stops talking, the alarm goes off and General Ourumov comes in with a load of guards. So keep your distance from 006 and plant the mines quickly.

Destroy all tanks in bottling room (Agent, Secret Agent, 00 Agent)
There are 10 Tanks and you have 5 remote mines. The tanks are in five pairs, so plant one mine between each pair of tanks so the explosion destroys both of them.

title: GoldenEye 007/Facility


text:
GoldenEye 007/Runway

Cheats
Get into the tank and cycle through the weapons. Just as you are about to select the tanks gun, quickly get out of the tank. If done correctly Bond should take the tank gun with him! allowing you to run around as normal, but firing tank shells.

title: GoldenEye 007/Runway


text:
GoldenEye 007/Bunker 2

Escape with Natalya
The key to Natalya's cell is held on the guard in the cell area. Kill him to get it. It is best not to leave Natalya out until you have killed all the guards in the level, so she can't be killed.

title: GoldenEye 007/Bunker 2


text:
GoldenEye 007/Frigate

Disarm engine room bomb
Upstairs in the engine room, you should be able to see the bomb on top of the computers. Select the Bomb Defuser and press the fire button to disarm the bomb.

Plant tracking bug on helicopter
At the front of the ship is a helicopter. Go to your inventory and select the Tracker bug. Aim at any part of the helicopter and press the fire button to plant the Tracker bug. You only have one so don't miss.

title: GoldenEye 007/Frigate


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GoldenEye 007/Statue

Contact Valentin
Valentin is hiding in a red container on the left side of the level. All you need to do is meet with him to complete this objective.

title: GoldenEye 007/Statue


text: Category:Book:GoldenEye 007

title: Category:Book:GoldenEye 007


text:
Super Mario Bros. 3/Enemies/Koopa Paratroopa

Koopa Paratroopas are a variant of Koopa Troopas that have wings. Like their regular counterpart, Koopa Paratroopas have either a red or green shell.


text:
Super Mario Bros. 3/Enemies/Koopa Troopa

Koopa Troopas are turtle enemies in the Mario games. They are a basic enemy, slightly more dangerous than Goombas. They come in two colors, green and red, the former type being more common. Koopa Troopas appear in most levels.


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Super Mario Bros. 3/Enemies/Venus Fire Trap

Venus Fire Traps are variants of Piranha Plants that appear as early as World 1-1. They appear from pipes to spit fireballs at Mario or Luigi. In some desert levels, they appear from the quicksand, starting with World 2-2.


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Skaneateles Conservation Area/Invasive species/Roseae

<< Prohibited invasive plants at the SCA

Rosa multiflora (multiflora rose)
Multiflora rose (also known as rambler rose) is arguably the most annoying invasive plant for trail maintainers as well as hikers. It is native to eastern China, Japan and Korea and was introduced to North America from Japan in the mid-19th century as rootstock for grafted ornamental rose cultivars. By the mid-20th century it was commonly distributed for conservation planting but is now banned by many states.

Invasiveness ranking for Rosa multiflora (multiflora rose)
Multiflora rose is ranked with a relative maximum score of 89% (very high).

Ecological impact
Large dense thickets significantly reduce light availability. Species grows as vine, shrub, and various forms in between, allowing it to impact herbaceous and understory shrub layers, plus increase density of shrub layer by itself. In some situations it will not only create a new layer but eradicate all layers below it forming a impenetrable thicket.

Substantially increases woody plant layers, outcompeting native woody and herbaceous species.

Ecological amplitude and distribution
Multiflora rose inhabits forested wetlands, cultivated fields, grasslands, old fields, shrublands, forests, woodlands, and roadsides. It is present in all New York State PRISMs.

Large stands have been observed in areas with few other invasive species. It was promoted by the U.S. Soil Conservation Service in the 1930s and 1940s for erosion control and wildlife habitat. It shows widespread dispersal as a result of fleshy fruits and vegetative propagation.

Difficulty of control
Multiflora rose is usually difficult to pull up, even with a weed wrench, because the stems often crush and break off right at ground level.

Some individuals at the SCA have been observed with symptoms similar to those of rose-rosette disease (witches’ brooms and small reddish leaves and shoots), which would have been caused by mites.


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