EQ2 Abandoned City Called Fun – Part 2

Welcome back. I hope you found the Forsaken City Named Fun (Part 1) tutorial useful. Part 1 of 2 is about the easiest of the named monsters in this zone. In part 2, we will go deeper into the dungeon to face the toughest mobs in this area. As I mentioned in Part 1, this guide is specifically for player characters who have a pet. However, unlike in Part 1, you won’t necessarily need to have the “call servant” spell for the tougher monsters in this zone. Okay, let’s pick up where we left off.

Exit the room that connects to the entrance area. You will notice below you, way below you, that there is a puddle of water. That’s where you’re going now. It will be a good idea to have a “lasting breath” as you will be underwater for a while. If you don’t have a “lasting breath” spell or item, you’re in luck! Right next to the area is a small fountain. Click on the source and you will receive a 30 minute “lasting breath” buff. Don’t jump into the center of the pool below, as there’s a nasty name called “Ancient Kragoris” who would be more than happy to kill you real quick if you land on his head. Instead, go to the left side of the ledge and jump to the left side of the pool. If you can’t see the named giant in the middle of the pool, swim just below the waterline and check it out. If you can’t see it now, then it’s not active. This name has no placeholder and is on a timer of about an hour. Technically, it is possible to kill this named monster in one “round” if you are an exceptional player. I’ve done it before, but I’ve also died more times trying to kill it in a “round” than succeeding. Therefore, I am going to explain how to kill this mob with the safest multi-round fight.

My definition of “round” is the time you’re actually damaging the monster between the time you keep it rooted and at a safe distance from you and your pet. Be sure to remove any damage shield or proc buff you have on your pet. If you allow these buffs to remain on your pet while fighting the monster, then you risk the monster breaking the root by attacking your pet when you finally root to keep the monster at bay. In case you didn’t know, a broken root usually equates to detrimental health effects. And of course it would be wise to have an expert root spell of 3 or better to lessen the chance of resistances.

I usually have my “hold spell” window minimized, but for these multi-round fights you’ll need to open this window so you can see how long your root is before it disappears. For the first round (as a conjurer), I cast all of my pet buffs except “Plane Change” and then send my pet to face the named one. Once my pet is engaged, I back my pet up a bit so I can place the monster pretty much anywhere I want before engaging my pet again. Only cast spells that deal direct damage or maybe some damage over time spells that have a very short duration on the monster. If you use long lasting damage over time spells, you again risk breaking the root in the name when you least want the root to break. When your pet starts taking heavy damage and will likely die in the next 5 seconds, root and while root is getting rid of your pet. If all goes well, the monster will stay where it was (or a few meters closer) and your injured pet will be back next to you. The “Ancient Krangoris” has a spell that clouds your vision, so there will be times during this fight where you won’t be able to see the name clearly, but at least you will be able to see it so you can keep your root. that. Hold the root spell while your pet heals and your pet buffs refresh for another round. When your pet and buffs have sufficiently recovered, repeat what you did in the first round. After several rounds, the named will be dead and the loot from him will be yours.

Next, make your character invisible and look for a tunnel under the pool. Swim through the tunnel and it will take you to another room inside the dungeon. Carefully lift your head above the surface of the water and look around you. You will see “Zin’vra, The Portal Keeper” not far from your current position. This name has no placeholder and appears to be on a respawn timer of about an hour. This monster has a ranged mesmerize ability that lasts for a few seconds, so you’ll want to root the monster with more than a few seconds to spare before the old root duration wears off. The mobs around her are social, so the best way to get name only is to put invisibility on and get close enough to her just to get aggro from her. He then returns to the water and fights her there. It’s a pretty close fight, so you’ll need to be prepared. Once you kill this name, a portal will open where it was originally. This portal will lead to Nizara, which is a pretty tough party zone.

Once you’ve dispatched “Zin’vra, The Portal Keeper”, look around the room and you’ll see two exits. An exit leads back to the main chamber above the water where the “Ancient Krangoris” was. Let’s take this route first. There will be a small path that leads to the next level. At this point in the named run of this area, you can start to find “a vigilant terracotta ship”. These are the only unnamed mobs in this area that can see invisibility. They are a stationary mob but can appear in different places in the area. Being seen by one of these mobs while browsing the area can be a very bad thing for you, but very profitable for your local repairman. If you see any “terracotta vigilant ships”, you should try to use the body’s invisibility to take them to a safe place to dispatch them before continuing.

At the top of the path in the next room in front of you, there will be a chance for another named. The named mob is “Xoltis the Forgotten” and his placeholder is “a forgotten priest”. The mob is directly to the right as you enter the room. It is so close to the closest corner of the room that if the name is up and you walk into the room, it will bother you. You’ll want to creep slowly to try and get line of sight in the far right corner of the room to target the monster. If it’s up, you can do the trick of pulling the invisibility body to lure the name about halfway above the water to fight there. Once again, this will probably be a multi-round fight on a pretty tight and dangerous path, so be prepared. If the name is not on top, then the invisibility body pull trick won’t work. It can be a hassle, but if you want to kill the placeholder, you’ll need to clear a path to it. From here on out, the same will happen to the other named mobs and their placeholders. If the name is not active, you will need to clear a path to get to the placeholders.

After Xoltis or her placeholder is dead, you’ll notice there’s another path that mirrors the one you spawned in a few moments ago. You can crawl across the ledge in the room where you killed Xoltis and then jump to the path below taking minimal fall damage. Directly below the room Xoltis is in will be another room where you can find “Janaris the Searcher” or his “a reflective acolyte” placeholder. Facing the room, the named monster will be near the other side of the room sitting in a circle with other normal mobs. This name used to be immune to root and stun effects, but in recent returns to this area it seems that is no longer the case. Once again, you can use the invisibility body pull to bring the name back to the relative safety of the path.

After Janaris is dead, you can run through the path of mirrors to the next room. This room is directly above the room that contained “Zin’vra, The Portal Keeper”. Proceed along the ledge until you’re directly on the narrow path below. Right in front of you will be “Gannos Voidwhisper” or its placeholder “an investigator singed by spells”. Also, possibly hidden behind the wall on either side in front of you may be “a watchful terracotta vessel”, so be very careful to check these locations before attempting the name. Once you are sure that no terracotta will interfere with your designated kill, then you can pull the mob. A somewhat tricky pull will require using invisibility to pull the name’s body onto the path below you. You’ll need to be pretty accurate to get the name to the path below without falling into the water. Once the named is in the way, proceed with its destruction as you did with all other named mobs.

At this point, you have cleared the area of ​​most of the names. Put on the invisibility and go back to the room where “Zin’vra, The Portal Keeper” was and head to the tunnel entrance you went through earlier. This long, winding tunnel will lead you to a small room where “The Maniacal Savant” is located. This mob has a placeholder, but I didn’t write it down because he or the named ones are the only ghosts in the small room. The rest of the mobs are flying books. Sometimes books can be harmful to health. This name uses mesmerize and nukes hard. Occasionally when the name hypnotizes you, it will break the encounter and reset. You’ll just have to refresh your spells and try again. Fortunately, the long and winding tunnel benefits you in this fight. When rooting the named between rounds, you’ll probably want to hide behind a wall to avoid line of sight with the named.

Once “The Maniacal Savant” is dead, he reverts to invisibility and enters his room. He walks around the edges of the room and a section of the wall will suddenly open revealing a hallway. Head into this passageway and when you reach the top you should be aware of your location. The upper part of the corridor leads directly to the area inside!

It should be noted that there are still some named in the area. In a room that mirrors the one where you pulled “Tornuk the Warweary” from the first guide, you’ll find “Captain Starshroud”. However, this room requires you to break your circular routine to get to it. This named can be rolled with invisibility. There is also an epic 2 mob “Empowered Xuun’vok the Death Reveler” at the top of the area. I would recommend not trying to do just this named mob. Finally, there is a section of this area that has monsters that appear to be blobs of mud. I heard that if you go to destroy all the spots, a name will appear in the middle of the path overlooking the water. However, I haven’t been successful in killing all the blobs fast enough before they start respawning. This concludes the EverQuest 2 Forsaken City Named Walkthrough. I hope you enjoy all the fun this area has to offer. SB

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