“ | Ulta Hall stands stately and tall in the Valley of Kings, guarded by Torturra. The Carmela Gang plotted to steal a holy sword hidden there, but the Eternal Guardians heroically thwarted their efforts.
|
” |
–In-game description |
Ulta Hall is a dungeon located in the northwestern corner of the Valley of Kings.
A gang of thieves known as the Carmela unearthed the ruins of Ulta Hall in search of the sacred sword hidden within. Ancient spirits warned the Village Elder of Garden about the bandits, and the Village Elder has now sent you on a quest to defeat the Carmela within the ruins of Ulta Hall.
Monsters[]
Common[]
Icon | Name | Lv | Type | BP | Drops |
---|---|---|---|---|---|
Carmela Tomb Raider | 37 | Common | |||
Carmela Robber Leader | 37 | Common | |||
Carmela Totem Master | 37 | Common | |||
Awoken Bronze Statue | 37 | Common | |||
Saw Tooth Dragon | 37 | Common | |||
Activated Safeguard | 37 | Common |
Bosses[]
Icon | Name | Lv | Type | BP | Drops |
---|---|---|---|---|---|
<Carmela Supervisor> Kenny |
37 | Boss | |||
<Ancient Dragon> Tiamat |
37 | Boss | |||
<Carmela Leader> Snap Turtle Gamera |
37 | Boss |
Strategy[]
Kenny[]
Kenny is a "tank-and-spank" fight; just send in your tank and keep healing. He will start the battle with two trash mobs, but you can pull them before you pull Kenny since the three aren't linked. You can also just AoE them down after starting the fight, though this is not recommended if your healer or tank is undergeared. When Kenny's HP reaches roughly 40%, he will start cleaving everyone in your group. The easiest way to handle this is to simply have everyone start using healing potions, and the healer to continue healing the tank as usual.
Tiamat[]
Tiamat, much like Kenny, is a "tank-and-spank" fight. In fact, you'll probably have more trouble with the dragon mobs before Tiamat than you will with Tiamat himself.
Snap Turtle Gamera[]
It is preferable to have a team of ranged damage dealers for Gamera, since he applies two debuffs to people within melee (AoE) range. One debuff causes players to take damage when they hit the boss, and the other debuff causes players to heal the boss when they hit him. If you have any melee range players apart from the tank, they're going to have to run in and out a whole lot and probably not do very much damage.
The tank must stop attacking whenever they get a debuff, the ranged damage dealers must stay out of the AoE range. Be careful with aggro as well, so that the damage dealers can avoid pulling the boss from the tank when the tank stops attacking.