Mabiogi dungeon orb reader
Enter Tir Chonaill (Another World) and drop the Albey Dungeon Pass (solo-only) on the altar.Afterwards, you'll obtain the 4th Piece of Dark Knight's Armor (Dark Knight's Shoulder Pad), an Albey Dungeon Pass, and a keyword " Albey Dungeon Pass" to obtain a replacement if needed She will then ask you to bring her a Tear of Spirit to reveal the Medal's true form. Turn in the Medal to Kristell in Dunbarton.Defeat the Black Succubus she should drop a Priest’s Black Medal. Talk to any NPC until the armor tells you to go to Rabbie Dungeon and drop anything to enter.Prepare three Mana Herbs and talk with Lassar to obtain the 3rd Piece of Dark Knight's Armor (Dark Knight's Helmet).Talk with Stewart in Dunbarton and obtain a Potion of Restoration.After the new quest arrives, go to Gairech Hills and talk with Seumas to obtain a Fossil of Dark Knight Armor.Talk with Goro in Alby Battle Arena with the new keyword and he will give you the 2nd Piece of Dark Knight's Armor (Dark Knight's Boots).Advanced Read it and you will get the keyword " The Curse on the Armor of Darkness". Talk with Piaras in the Inn of Tir Chonaill with the keyword to obtain the book Dark Knight, the one with the Armor of Darkness.An owl will bring a new quest soon afterward.Take the Dark Knight Armor and talk with Tarlach to obtain the 1st Piece of Dark Knight's Armor (Dark Knight's Body Armor) and the keyword " Piece of Dark Knight Armor".Drop this Pass on Ciar Dungeon's altar and complete the 3-floor (4-floors if you skipped G3) dungeon.Upon receiving the quest you will receive a Ciar Dungeon Pass and the " Ciar and the Armor of Darkness" Keyword.You will know that it's the correct orb when it says "The orb glows brightly. Again, for example: "Flames burst out of the orb" relates to the fire orb. The solutions are below, for those who want the simple answers.Įach orb, when you interact with it, will give you a description of the orb itself, indicating which orb it is. To interpret this, look for the ellipse (an ellipse is a 'triple period,' or '.') in each sign post to determine it's location in the three-part poem.įor example, this is the middle part of the poem. There are two versions of the puzzle, each with a unique solution. The correct order can be obtained from the three lore pieces which are spread throughout the dungeon as signposts. Once all orb guardians have been defeated, the orbs must be touched in the correct order to open the locked chamber. Just be careful and keep in mind that something powerful may show up. You probably should do this dungeon eventually, especially if you still don't have the Infinite Dungeon campaign unlocked - it's not particularly deadly, and there is a lot of loot. Be prepared to escape if you encounter something you're not yet ready to take on. Occasionally, a powerful monster gets spawned in this place - for instance, high-level orcs, elven mages and drakes can appear. Inspect the enemies if you're cautious about them. They are generated randomly, but they can deal noticeable damage in one way or another. While the zone is not exceptionally dangerous, you should be careful around the monsters here. The zone is inhabited by random monsters (drakes, vampires, and horrors are typical), and is a not-terribly-unlikely place to find some of the obscure Alchemist Quest ingredients. This entrance will take the player character to the floor of the Infinite Dungeon equal to their level multiplied by 1.5 (rounded up). There is also an entrance to the Infinite Dungeon inside the locked chamber, but it can only be used by a character who has won the game, and you cannot return once you enter. Inside the locked chamber are a random artifact, 16 other items (vault quality), and the unlock for the Infinite Dungeon campaign. Defeat all 6 guardians to activate the orbs, then touch them in the proper sequence (see below). The orbs are deactivated until you defeat each one's guardian - a randomly generated rare monster somewhere on the level. Just south of the locked chamber, there is a control chamber with 6 orbs. The zone has a locked chamber in the north opening the door to this chamber requires solving a puzzle. It is a single dungeon level with a static layout. The Ruined Dungeon is a zone placed randomly in the west ( Maj'Eyal) in the Maj'Eyal: The Age of Ascendancy campaign, and in the east ( Var'Eyal) in the Orcs: Embers of Rage campaign.