Atlantis. A mythical city of wonder and glory, home to a supercivilization whose technological achievements were said to far eclipse any other power in the ancient world. Yet for all its might and knowledge, Atlantis could not save herself from destruction; as the Greek Philosopher Plato wrote, "in a single day and night of misfortune, the island of Atlantis disappeared into the depths of the sea".
But lately, a rumor has begun to circulate amongst the great national powers in Uncharted Waters Online... tales concerning a lost city, ghostly vessels, and incomparable treasures -- all which were sparked by a seemingly innocuous task, given by an anonymous benefactor: "Seek the vanishing continent."
To discern the truth of the fabled vanishing continent, dear voyager, you may have to travel to the farthest and wildest ends of the earth, braving untold perils and discovering incredible marvels. Will you be the one to finally uncover the fate of Atlantis...? But you'd best hurry. The time to do so is quickly running out. Atlantis is waiting, voyager. So let's get you on your way!
Table o' Contents: (To jump to a specific section, use CTRL-F and enter a term like "S#9" or "Z-D.", period included.)
Section 1: Reaching Atlantis! (a list of all quests related to Atlantis) [S#1]
1-A. Prelude (necessary preparations to finding Atlantis)
1-B. Atlantis: Main Story Chain (it all begins here)
1-C. Atlantis: Maritime Chain (story branch 1 of 3; co-starring Henry Morgan!)
1-D. Atlantis: Merchant Chain (story branch 2 of 3; featuring that wacky Portuguese trader, Alvero)
1-E. Atlantis: Adventure Chain (story branch 3 of 3; AKA: John Tradescant and the Truth of Atlantis)
1-F. Atlantis: Secret Edict ~ Solar Barge (free weekly solar-powered boat rides to Atlantis!)
Section 2: Welcome to Atlantis (so what is there to do here?) [S#2]
2-A. Item Shop (chic Atlantean products!)
2-B. Temple of Poseidon (so shiny!)
2-C. Store Keeper ("What the...?")
2-D. Entering/Leaving Atlantis (Cloudy with a 100% Chance of Lost Cities)
Section 3: Ancient Technology Research (awesome rewards for a limited time only) [S#3]
3-A. The ATR Points Chart (don't take these points too lightly)
3-B. Stress Test (earning extra points with SCIENCE! or cash shop items)
3-C. National Progress Gauge (what is it, and what benefits does it bring?)
3-D. The Loot Table! (or, what cool stuff will you earn for all this research?; semi-WIP)
3-E. New Title: Master of Ancient Technologies! (free sun boat rides to Atlantis, any time of the week!)
Section 4: Temple of Poseidon ~ Raiders of the Lost Temple (just what lurks inside the Endless Dungeon of Atlantis?) [S#4]
4-A. Dungeon Devices ~ Torches, Clue Machines, and Other Strange Doodads (ooo, what does THIS button do?)
4-B. Secret Room Memorandum ~ A complete listing of Hidden Passages (dancing flames and murderous stares; these are two of my least favorite things!)
4-C. Casting Recipe ~ Terra Amina! (or how to go clubbing, Atlantis style)
4-D. Boss Fight ~ Guardians of the Temple (w-why do they have 30k HP each?!)
Section 5: Miscellaneous Atlantis Stuff! (or, I didn't know where else to put these things) [S#5]
5-A. Blessing System (new bonus effects made crystal clear)
5-B. Challenge From Beyond ~ The Ancient Ganadors (ghoooooost ships!)
5-C. Lost Ancient Celestial Globe (return to Atlantis at any time! restrictions apply; see sub-section for details)
5-D. Memorial Albums (album entries; gotta register 'em all!)
5-E. Treasure Hunt: "Between Myth and Reality" (or, no Nemean lions were hurt during the making of this TH)
5-F. Supercivilization Clothing (Atlantis fashion, ATR style!)
5-G. The Loss of Atlantis (or, what to expect when it truly vanishes from UWO)
Section 6: Epilogue (just some final thoughts) [S#6]
Section 7: Special Thanks/Version Notes (thanks, shout-outs, and boring version details) [S#7]
Section 1: Reaching Atlantis! (Or, "Looking For a Vanished Continent in All the Right Places") [S#1]
Yo-ho, yo-ho, an Atlantis seeker's life for we... This guide is here to give you some helpful insights into cracking the mysteries of the vanishing continent, Atlantis! I don't use that title glibly; there are periods in the game when Atlantis literally vanishes from the game and no amount of seeking or searching can help you get there. During these periods of absence, much of its wonderful content becomes inaccessible as well. Bummer!
But you needn't despair, dear voyager; Atlantis will sometimes come back! For a limited time of course. That means we should focus on finding it as quickly as we can, eh? This section counts as both a guide and a checklist to help speed you on your way to reaching what may be the most beautiful and amazing place in all UWO.
Prelude
Well, you knew there would be some legwork to get to Atlantis, right? These are the first steps to take on your journey. Some are easy, some... aren't. Do your best! Note that Step 3's been broken up into three subsections because you can technically do those in any order; the most important thing about this list's items is, of course, to do them all.
1. Register Account
2. Create Character
3a. Visit Mercator in Amsterdam and accept his World Atlas side quest (Only charting of the North Sea is mandatory!)
3b. Discover Knossos Palace ruins on Candia, Crete in the Eastern Mediterranean Sea (Venice Adventure Guild - Quest name: "Legend of the labyrinthos"; requires Recognition 1, Archaeology 1, Theology 1; Greek language will be needed for a part of the quest while in Athens but translation notes are sold in town by the Market Keeper via an Interpreter)
Hmm. The list is shorter than it used to be. Well, good! Time is of the essence after all. That ends our preliminary requirements to finding Atlantis! Still with me so far? Great! Now let's move on to...
The Quest for Atlantis - Main Storyline Chain
Finding Atlantis actually involves a series of storyline episodic quests, all tied together as part of a big chain of events. This section is going to focus exclusively on the "Main Storyline", as it eventually branches out into three different categories: Adventure, Trade, and Battle. You don't have to do every single story quest from each different branch to reach Atlantis, though if you can, you really should. Here's a quick flowchart designed to show you every Atlantis quest, in relation to one another!
Atlantis Quest Flowchart
Kind of a slapdash effort on my part, but hey, I did what I could. Please feel free to download it and refer to it at any time you might need to. Well, without too much further ado, here then are the Main Storyline quests in sequential order. Enjoy!
Episode #1: Land of the Legendary King
Difficulty: 3-stars
Available from: Stockholm Adventure Guild / Amsterdam Adventure Guild / London Adventure Guild*
Required Skill(s): Archaeology R1, Search R1, English
Reward: 73,000 ducats
Special Note: This quest is slightly different depending on your game progress. Here's a quick overview:
Stockholm: Appears for everyone who has met the requirements mentioned prior to this section.
Amsterdam: Appears for everyone who has met the requirements mentioned prior to this section, and also discovered Siberian Husky (Episode #2 of Xanadu chain) up in the Baltic Sea.
London: Appears for everyone who has met the requirements mentioned prior to this section, and has completed all four episodes of the Xanadu chain.
No matter where you take the quest from, the steps remain the same; only the script/dialogue differs! On to those very steps now.
Steps:
1. London ~ Adventure Guild - Talk to the Adventure GM
2. London ~ Adventure Guild - Talk to Guild Clerk (behind the GM)
3. Oxford ~ College - Talk to Professor
4. Seville ~ Tavern - Talk to Tradescant (green-haired male NPC in the back of the tavern)
5. Candia - Talk to Tradescant (enter via Harbor; can't miss him)
6. West Candia - Talk to Tradescant (remember his location!)
7. Inner Crete ~ Ruins Interior - Talk to Tradescant or Alvero
8. West Candia - Use Search right around where Tradescant was earlier during Step 6
Quest complete!
Unlocks:
Egypt and Atlantis (Main Story Episode 2)
A Certain Merchant's Misgivings (Atlantis Merchant Chain Episode 1)
Labyrinth "Endless Dungeon" (Accessed via Candia's West Candia->Inland Crete route)
Treasure Hunt Themes: The Fall of Atlantis & Ancient High Technology (yielding relics only discoverable in the Labyrinth dungeon)
Episode #2: Egypt and Atlantis
Difficulty: 7-stars
Available from: London Adventure Guild
Required Skill(s): English
Reward: 220,800 ducats, Stone Grail x1 (consumable item which adds +1 Trait point to the Aide of your choice, in the category of your choice)
Steps:
1. London ~ Adventure Guild - Talk to the Adventure GM
2. Cairo Opposite Shore - Talk to Tradescant
3. Giza Plateau ~ Ruins Interior - Talk to Tradescant x2, then click on the Sarcophagus (Giza dungeon entrance; entry not required)
4. London ~ Adventure Guild - Talk to the Adventure GM
5. Oxford ~ College - Talk to Professor
Quest complete!
Unlocks:
Ancient Ganadors (discussed in Section 5-F)
Enhanced Alchemy becomes available at your Quarters (with appropriate levels/furniture)
Atlantis Episode 3: A Chance Meeting on the Sea of Atlas
Episode #3: A Chance Meeting on the Sea of Atlas
Difficulty: 8-stars
Available from: London Adventure Guild
Required Skill(s): Spanish, English
Reward: 121,600 ducats / 52,000 in advance, Apollo's Torch x1 (consumable item which guarantees a battle with an Ancient Ganador at the Ganador Camp)
Steps:
1 London ~ Archives - Talk to Tradescant
2 Antilles, Open Sea - Sail south of Santo Domingo and click on a unique ship called "Caribbean Merchant Ship"; win the battle with the Ancient Ghost Ship that appears, or escape; quest continues even if you're sunk
3 Santo Domingo - Talk to Tradescant or Sailor near the Tavern
4 Santo Domingo - Talk to Tradescant by the Tavern
5 Santo Domingo - Talk to Tradescant by the Shipyard
6 San Juan, Open Sea - Sail north of San Juan and click on a unique ship called "Patrol Boat"; sequential two-part battle begins with Ancient Ganador (weaker than the last; Spanish Fleet NPCs join as your allies; win or escape this battle to continue)
7 2nd Battle begins with Henry Morgan's Fleet (Spanish Fleet NPCs join again as your allies; win the fight, or retreat to San Juan; quest continues even if you're sunk)
8 San Juan - Talk to Tradescant, Baltazar or Wallenstein
Quest complete!
Unlocks:
Atlantis Episode 4: Aspiring a Pure World
Episode #4: Aspiring a Pure World
Difficulty: 6-stars
Available from: Amsterdam Adventure Guild
Required Skill(s): German
Reward: 256,000 ducats
Steps:
1. Amsterdam ~ Tavern - Talk to Wallenstein
2. Hamburg ~ Church - Talk to Baltazar
3. Hamburg - Talk to Tradescant (by the Harbor Port Official)
4. Saint-Georges - Talk to Tradescant
5. Luanda - Enter town at the Square, then head north and talk to Tradescant x2
6. Seville - Talk to Baltazar (by the Harbor Port Official)
Quest complete!
Unlocks:
Atlantis Episode 5-A: Dangerous Caribbean
Atlantis Episode 5-B: A Lord and a Merchant (must also have done Merchant Episode 1)
Atlantis Episode 5-C: Those Who Seek and Those Who Lead
Okay. That officially finishes all the main Atlantis story episode quests needed to reach Atlantis. Your journey's only partway finished, though; this is the point where the Atlantis storyline begins to branch out into three different categories. Once again, they are:
Maritime: Morgan's route
Well, the first quest ("Dangerous Caribbean") is super easy with no requirements and a battle you aren't required to win, but the remaining quests call for the completion of the Henry Morgan/Port Royal 4-quest episode chain as well. If you have that out of the way, strong battle ships or Amulets of the Sun will likely be needed for at least one ship battle in the remaining two quests; ideally, for all of them. I would link you to a guide on the Morgan quest chain but no definitive guide seems to exist as of this posting -- or if it does, I can't find it. My apologies.
Trade: Alvero's route
There are no special requirements at all beyond clearing "Land of the Legendary King", then traveling to (and around East Asia) a lot. The trickiest part of this chain is that you will need to deliver x30 Camphor to someone near the end of the quest chain. Camphor is a Fragrance-type good sold in Banda Aceh and Jambi (Southeast Asia), or you can make some using Handicrafts R16 and a Perfumery secret recipe book. Either way, it'll be difficult for some since the delivery point will be Tamsui in Taiwan. Be careful not to let those camphors be stolen by pirates or burned by fire disasters!
Adventure: Tradescant's route
Once the hardest chain due to having had to clear the 50+ Xanadu quest chain to access it, this restriction was repealed and now your greatest challenge now will be having a high enough Appraisal/Search rank to make the discoveries, or finding someone to fleet with who does. Also, remembering to bring along a Honey Pancake from Tunis' rest house clerk for each member of your fleet undertaking the quest "Those Who Seek and Those Who Lead" and being able to visit Atlantis for the final quest before it disappears -- the rest is really pretty easy now!
Now, to actually be able to reach Atlantis, you must open up the Secret Edict Imperial Quests for the Solar Barge. If you're in a hurry to reach Atlantis (and who isn't!?), I suggest picking "Dangerous Caribbean" from the Maritime chain's beginning to do that; it is the quickest and easiest Solar Barge unlocking quest of them all. The various episode chains will be listed next; whenever you're ready to head for the Solar Barge, move on to Section 1-F, where it's covered in full.
1-C. Atlantis - Maritime Episode Chain (Morgan Route):
Episode #1: Dangerous Caribbean
Difficulty: 7-stars
Available from: Seville Maritime Guild
Required Skill(s): Spanish
Reward: 154,800 ducats / 30,000 in advance, Apollo's Torch x1
Steps:
1. San Juan - Talk to the Barkeep
2. Antilles, Open Sea - Click on Baltazar's ship outside of Santo Domingo; win the following ship battle (Amulet of the Sun use permitted), or retreat
3. Santo Domingo - Talk to Wallenstein (by the Tavern)
4. Santo Domingo - Talk to Baltazar
Quest completed!
Unlocks:
Request for a Secret Escort (Atlantis Maritime Episode 2)
Imperial Quests for construction of the Solar Barge at your Nation's Palace/Mansion/Whatever, which means ATLANTIS! (You can skip to 1-F to see how to begin that now, or keep reading this quest chain guide).
Episode #2: Request for a Secret Escort
Difficulty: 7-stars
Available from: Amsterdam Maritime Guild
Required Skill(s): English
Reward: 1,220,000 ducats / 40,000 in advance
Special Note: You must have completed both the Atlantis chain up through "Dangerous Caribbean" and the four Port Royal episode quests up through "World of Pirates" for this quest to appear. Additionally, a 1 million ducat bribe must be paid to enter Port Royal if you lack sufficient notoriety; entry to Port Royal is also free for all players during the Epic Pirate Feud application/battle period.
If you don't want to carry that much money (or more) on you for whatever reason, exit any fleets you may be in, then dock at Port Royal, use the Ganador Transport button from the Docks, enter the Ganador Camp, collect 1m from the bank, then return to Port Royal by way of the Ganador Transport button again.
Steps:
1. Havana - Talk to Wallenstein (by the Tavern)
2. West Antilles Sea - Head north of Havana and click on the Research Team Ship; win the sea battle which begins, or escape
3. Havana - Talk to Wallenstein
4. Port Royal ~ Tavern - Talk to the Barkeep
Quest completed!
Episode #3: Expectations of Atlantis
Difficulty: 8-stars
Available from: Portobelo Maritime Guild
Required Skill(s): Portuguese
Reward: 336,000 ducats / 52,000 in advance, Bravery Boots (+2 Swordplay, +1 Sword Mastery, EX Effect: Increase melee battle capabilities Rank 1 ("Increases attack power and defense power during melee battle. The effect increases according to Rank.")
Steps:
1. Santiago - Talk to Henry Morgan (at the Tavern)
2. San Juan, Open Sea - Click on the Super Frigate Battle north of San Juan; defeat the Ghost of Atlantis or escape from battle
3. San Juan - Talk to Wallenstein
4. The Azores - Talk to the Barkeep
5. Canary Sea - Click on the ship of either Baltazar or Wallenstein due south of Las Palmas; this triggers a battle with x5 Heavy Galleons and x1 Ghost of Atlantis super-ship (2500 durability, 645 crew). You will receive help in the form of Union Pirate NPCs for this battle; unlike previous times you MUST win this battle to continue the quest!
6. Las Palmas - Talk to anybody (Wallenstein, Morgan, Baltazar).
Quest complete!
1-D. Atlantis - Merchant Episode Chain (Alvero Route):
Episode #1: A Certain Merchant's Misgivings
Difficulty: 6-stars
Available from: Athens Merchant Guild
Required Skill(s): Chinese, Korean, Japanese
Reward: 377,600 ducats / 85,000 in advance
Special Note: Must have completed Atlantis Episode #1: Land of the Legendary King before this quest appears.
Steps:
1. Athens ~ Tavern - Talk to Alvero
2. Anping - Talk to Alvero (outside Koxinga's Castle; identified on map as Chengtian Prefecture)
3. Hangzhou - Talk to Customer (tall man dressed in green at the Tavern)
4. Busan - Talk to Apprentice Soldier (in front of the Item Shop)
5. Nagasaki - Talk to Alvero (in front of the eastern-most Mansion)
6. Nagasaki ~ Mansion - Talk to Alvero
7. Nagasaki - Talk to Alvero
Quest completed!
Episode #2: A Lord and a Merchant
Difficulty: 6-stars
Available from: Lisbon Merchant Guild
Required Skill(s): Japanese
Reward: 332,800 ducats / 52,000 in advance
Special Note: Must have completed Atlantis Episodes up through #4 "Aspiring a Pure World" in addition to "A Certain Merchant's Misgivings". Unlocks Solar Barge construction at your nation's home palace (if you haven't done "Dangerous Caribbean" or "Those Who Seek and Those Who Lead" yet).
Steps:
1. Edo - Talk to Date Clan Servant (at the entrance to the castle)
2. Hangzhou - Talk to Alvero (by the Tavern Keeper; full vigour recovery!)
3. Hangzhou - Talk to Alvero or Date Masamune (north from the Nanban Trade Merchant and Pedlar)
4. Hangzhou - Talk to Alvero or Yi Sun-sin (by the Shipyard)
5. Edo - Talk to Alvero or Date Masamune (near the Port Official/Shipyard)
Quest complete!
Episode #3: There Is No Time Like the Present
Difficulty: 5-stars
Available from: Hangzhou Merchant Guild
Required Skill(s): Chinese
Reward: 422,800 ducats / 240,000 in advance
Special Note: Must have discovered the Acropolis of Atlantis in addition to having completed the other Atlantis Merchant quests. You'll also need 200,000 ducats and Camphor x30 per person running the quest to complete it! Camphor is sold in Southeast Asia at Jambi and Banda Aceh, or you could make your own with the right ingredients and Handicrafts skill/recipe book.
Steps:
1. Taiwan Southeast Coast - Run straight ahead, then talk to either Date Masamune, Yi Sun-sin, or Qin Liangyu.
2. Tamsui - Talk to Official (near Gatekeeper) x2; 200,000 ducats required.
3. Tamsui Southeast - *** IMPORTANT: Camphor x30 needed for this step! *** With the Camphor in your cargo hold, go to the Large Boulder and click on it.
4. Tamsui Southeast - Walk a little southeast of the Large Boulder and click on Alvero, or any of the East Asian nobles.
5. Tamsui - Talk to Alvero or any of the East Asian nobles (west from the City Official).
Quest complete!
Episode #4: What a Merchant Connects
Difficulty: 7-stars
Available from: Hangzhou Merchant Guild
Required Skill(s): Greek
Reward: 336,000 / 85,000 in advance, Laurel Crown of Prayers (+2 Management, +2 Storage, +1 Caution, EX Effect: Lower the risk of disaster Rank 8 ("Increases attack power and defense power during melee battle. The effect increases according to Rank.")
Special Note: You are unable to continue from step 2 if you have not completed the secret edict for the week. If you have, you can proceed to sail towards to Acropolis of Atlantis. If you have not, you will need to go back to your home port in order to complete the secret edict and sail out on the Solar Barge.
Hint: People with the title "Master of Ancient Technologies" can research the Solar Barge (free auto ride to Acropolis of Atlantis from your home port) as many times as you want in the week you have completed the secret edict for. You'll find more on that in Section 3-E, which we'll look at later.
It is also possible to teleport to Acropolis of Atlantis using "Lost Ancient Celestial Globe" to continue with step 2 of this quest if you've been to Atlantis by Solar Barge for that week.
And lastly, if Atlantis is not currently in the game, then this quest obviously cannot be completed until it returns... whenever that might be. The game will warn you about all of this after the first step's cutscenes.
Steps:
1. China Southeast Coast - Talk to Alvero or any of the four East Asian Lords
2. Acropolis of Atlantis - Talk to Qin Liangyu (base of the steps leading up to the Temple of Poseidon)
3. Acropolis of Atlantis - Talk to Koxinga (east from the Temple of Poseidon on the middle of the big bridge)
4. Acropolis of Atlantis - Talk to Yi Sun-sin (at the stairs leading down to the southern Port Official)
5. Acropolis of Atlantis - Talk to Masamune Date or Alvero (by the Storekeeper)
6. Acropolis of Atlantis - Talk to Alvero (outside the Temple of Poseidon)
7. Acropolis of Atlantis - Talk to Alvero or any of the four East Asian Lords (by the Storekeeper)
Quest complete!
1-E. Atlantis - Adventure Episode Chain (Tradescant Route): (super special thanks to CaliCaddy46 for giving me the steps on these quests!)
Episode #1: Those Who Seek and Those Who Lead
Difficulty: 3-stars
Available from: London Adventure Guild
Required Skill(s): Search R1, Appraisal R1, English
Reward: 2,000 ducats
Item Requirement: Honey Pancake x1 (can be acquired from Tunis clerk, or bought from a player bazaar -- or cook one yourself, but those two other steps are so much easier/quicker)
Steps:
1. Oxford - Talk to any of the 4 npcs (Justine, Tradescant, Boy, Girl) near the carriage in the northeast (need honey pancake x1). Note: it's a long way to walk, but you can teleport right to them with Quest Clue function by first having a drink at the Cafeteria Owner near Oxford's entrance and then clicking on the blue icon which appears on your mini-map.
2. Oxford - Talk to Tradescant, Justine or Julien
3. Oxford ~ College - Talk to Tradescant (near Professor)
4. London - Talk to Justine and Tradescant (near Oxford carriage)
5. Frankfurt - Talk to Charioteer
6. London - Talk to Justine or Tradescant (near harbour port)
7. Oxford - Use Observe and Search near Professor; discovery field will be to his left a bit, near the wall.
Discover: Mystery of Atlantis (★) - Treasure
Item Acquired: Doctoral Thesis on Navigation
Quest complete! Report the quest and receive 1x Headache medication.
Episode #2: The Qualifications and Resolve to Know
Difficulty: 7-stars
Available from: London Adventure Guild
Required Skill(s): Search R5, Appraisal R7, Italian
Reward: 276,000 ducats / 20,000 in advance
Special Note: This quest needs the discovery of "Acropolis of Atlantis" which is accomplished by visiting and entering the Acropolis of Atlantis once.
Steps:
1. Marseille ~ Adventurers' Guild - Talk to Julien or Tradescant
2. Florence ~ Office - Talk to Lorenzo de Medici
3. Pisa - Talk to Harbour Port Official
4. Athens ~ Archives - Talk to Scholar
5. San Juan - Talk to City Official (note: if you have a drink at the tavern and then click on the mini-map Quest Clue to warp to him, something funny happens... to undo it, just click on Port Official)
6. San Juan - Talk to Julien (at the end of the pier)
7. San Juan - Talk to Port Official
8. San Juan - Use Observe and Search near City Official
Discover: Truth of Atlantis (★★★) - Treasure
Item Acquired: Doctoral Thesis on Navigation
Quest complete! Report the quest and receive 1x Lost Ancient Celestial Globe. (Big whoop.)
Episode #3: World of Possibilities
Difficulty: 10-stars
Available from: London
Required Skill(s): Search R9, Appraisal R11, Greek
Reward: 428,000 ducats / 40,000 in advance; see below as well
Special Note: You are unable to continue from step 2 if you have not completed the secret edict for the week and visited Atlantis. If you have, you can proceed to sail towards to Acropolis of Atlantis. If you have not, you will need to go back to your home port in order to complete the secret edict and sail out on the Solar Barge.
Hint: People with the title "Master of Ancient Technologies" can use the Solar Barge (free auto ride to Acropolis of Atlantis from your home port) as many times as you want in the week that you have completed the secret edict for.
It is also possible to teleport to Acropolis of Atlantis using "Lost Ancient Celestial Globe" to continue with step 2 of this quest if you've completed the Solar Barge and ridden it to Atlantis for that week.
And lastly, if Atlantis is not currently in the game, then this quest obviously cannot be completed until it returns... whenever that might be.
Steps:
1. Seville - Talk to Harbour Port Official
2. Acropolis of Atlantis - Talk to Julien, Lorenzo de Medici, or Tradescant near Port Official close to the Temple of Poseidon; after cutscene, you can talk to them again for extra non-quest advancing dialogue
3. Acropolis of Atlantis - Talk to Young Boy (south of Port Official on the bridge leading from the Temple steps towards the Market Keeper)
4. Acropolis of Atlantis - Talk to Julien (head east from the Port Official)
5. Frankfurt - Talk to Charioteer
6. Hamburg - Talk to Julien, Lorenzo de Medici, or Tradescant near Port Official. Try not to cry from the poignant music and the end of your adventures together. (Sniffle...)
7. Hamburg - Use Observe and Search near Port Official.
According to Destry, adventurers can look forward to getting two special item rewards! They are:
Cameo Habille (accessory):
50 durability
40 formality
+2 sociability
+1 repair
Special effect: increase skill effect duration r3
This item is gained during the concluding cutscene from Step 6.
Espee Rapiere (sword):
100 durability
30 formality
55 attack
30 defence
+2 swordplay
+2 sword mastery
+1 trap
10k fame required
Special effect: increase relic clue acquisition r5
This item is received on reporting the quest's completion.
Discovery: Future of Atlantis (★★★★★) - Treasure
And with that, we've completed our coverage of the Atlantis story quest chain. Lengthy, isn't it? But it's also an incredible tale which I hope you'll get to see at least once in your time playing UWO. But there's still plenty to cover in this guide, so let's keep on moving forward!
1-F. Atlantis: Secret Edict ~ Solar Barge
So, you've completed a series of Atlantis episode quests, including and up to one that unlocks construction of the Solar Barge. Nifty! At this time, you can now visit your nation capital's palace/mansion/whatever and chat with the Secretary NPC found there. Here's one Secretary right here!
Think there's any chance that they're all related to each other, like Nurse Joy from Pokemon? Anyway, take note of this spiffy new option button: Secret Edict!
Green! I like green. This option is the key to building the Solar Barge, a special one-of-a-kind ship which will ferry you automatically to Atlantis. Sounds great, huh? But there's more to it than that. Observe! (No, not the Adventure skill.)
The Barge consists of three parts: Bow, Broadside, and Stern. Each part comes with a set of 3 Imperial Quests connected to it; these quests range from being as easy as talking to an NPC a few times or locating an R1 discovery, to as tough as beating up fleets of NPC ships or delivering high quality trade goods in bulk to NPCs around Europe, or as far as West Africa and the Caribbean. To accept a Secret Edict Imperial Quest (now referred to as SEIQ for simplicity's sake), make sure your third Quest slot is empty (meaning no other IQs active or completed but unreported in it!), then accept the quest you feel most comfortable with doing.
Choose your SEIQ well as while you can complete all three ship part SEIQs in any order you please, you can only accept and run one SEIQ at a time. In addition, for the inaugural Solar Barge construction effort, you will need to sail back to your capital and talk to the Secretary each time you've finished a SEIQ. Fun, eh?
Interestingly, the available Edict quests for Bow/Broadside/Stern change weekly. There's no set pattern to them that I'm aware of, though. They come in the following delicious flavors:
Talking Quest (talk to a designated NPC a few times; that's all)
Delivery Quest (bring a certain consumable item, piece of equipment or trade goods to an NPC)
Subjugation Quest (defeat a specific NPC fleet at sea or NPC bandit in land battle)
Archive Quest (read specified Archive books once in a specific trio of cities; they can be done in any order)
Discovery Quest (find an R1 discovery)
Yummy! Now for the nitty-gritty.
I. Up to three SEIQs will be present for each Barge part category, meaning a grand total of nine possible SEIQs available, divided into three across Bow/Broadside/Stern parts. Generally it is the SEIQs that are centered in Europe which tend to be the fastest due to their proximity to your nation's capital. Obvious, but I figured it was worth mentioning.
II. All quests should be displayed even if you lack a required skill, with the exception of Archive Quests -- if you ever open a Bow/Broadside/Stern category and only see two available quests under it instead of three, this is because this week there is an Archive Quest which you lack the required skill for. Be careful of that! Discovery Quests do reportedly appear even if you lack the required skill for them, oddly. Fleeting with others is usually recommended for completing SEIQs in a timely fashion; besides, it's more fun to play with friends and fellow voyagers, isn't it?
III. When a SEIQ is complete, you must report back to your nation's secretary. A small story cutscene will play for each Solar Barge SEIQ when you complete it for the first time. These story cutscenes only play once per Barge part, so enjoy them while you can. Before you know it, you'll have finished your quest to construct the Solar Barge!
IV. If traveling back and forth to your nation's capital per Barge SEIQ seems boring, take heart. When you've finished all three Barge parts, you will unlock the ability to run SEIQs from Adventure/Merchant/Maritime GMs from any city in Europe where they may be found. You can accept/report quests directly to GMs and save yourself a lot of senseless backtracking when doing Barge SEIQs in the future. (You'll see why this is good news real soon...)
V. Accepted SEIQs will not disappear from your quest log until you abandon them, or complete and report them. If you complete them, then you must report them before they will disappear and free up your 3rd IQ quest slot.
"That's great, Guybrush," you say. "Possibly a bit wordy, but certainly informative. Now what happens when I've finished all three parts to the Solar Barge?" Ah, this is where things are about to get exciting. On reporting the third and final SEIQ, you will see the final story cutscene and then be prompted to head to your capital's docks. On heading there, you'll now see this new button option:
Called the 'Research the Solar Barge' button, if you click on it, a series of messages will appear; when prompted, you may confirm or cancel whether you want to launch the Solar Barge. When you do launch, it will carry you right to Atlantis, wherever it happens to be in the world; for all intents and purposes, you will be traveling in whatever ship you have equipped currently, so crew/cargo/speed are not affected while using the Solar Barge.
Also, when you're traveling in the comfort of the Solar Barge, you cannot be attacked by NPCs or pirate/privateer players, your trade goods cannot be lost, and no food, water, or ducats are consumed/spent on crew. Nice as that sounds, however, your equipment can still lose durability in the event of your 30th day at sea (when the bank pays you money based on your investment) and your Aide's Days at Sea Bonus Exp will be consumed. If you have any Enhance Aides' Growth EX Effect equipment worn, your aides will receive a bonus to their EXP growth from sailing as well.
If at any time you wish to cancel your Solar Barge ride to Atlantis, just click on a button in the lower right of your screen! (Sorry, no screenshot, 'cause it's hidden by a KOEI watermark.) The aptly named and self-explanatory "Cancel the Use of the Solar Barge" button will return you to the docks of your nation's capital. The Barge you built will wait patiently for you to decide to use it later on, so don't worry; it only vanishes AFTER you complete your trip to Atlantis.
Of course, the main goal of building a Solar Barge is to reach Atlantis, so you will eventually want to ride it all the way to that fabled city, won't you? Ah, but careful: as I just mentioned, you'll lose use of the Solar Barge after visiting Atlantis in person, meaning you'll be stranded there and have to find your own way back home! It is possible to get the Solar Barge back through two ways; either rebuild it again with the three SEIQs, or use a fancy title called "Master of Ancient Technologies" instead! See Section 3-E for more details on the latter option.
"Yay," you say. "I love the Solar Barge! I'm happy I took the time to build it." Well, I'm glad you feel that way! 'Cause guess what? Atlantis moves locations once a week, every Monday at 10AM Server/Pacific Time! Once that happens, you'll need to build the Solar Barge from scratch to be able to use it to find Atlantis again for that week. Oh, don't fret! It's not that hard to do, especially not now that you've unlocked the option to run SEIQs from any city with the three GMs in them! ... Right? (Although, the Solar Barge can still only be launched from said capital, so you can't avoid a bit of backtracking entirely...)
Although I'll cover this elsewhere in 5-G, it's worth mentioning here as well: when Atlantis departs from the game server, its precise whereabouts become impossible to pin down. As a result, you cannot run any SEIQs, nor ride on the Solar Barge. If you accepted a SEIQ prior to Atlantis vanishing, you will still be able to complete and report the SEIQ for an appropriate reward. But completing the Solar Barge is still impossible. However, take heart: Atlantis returns from time to time, and once you've built the Barge at least once, you never need to go through the story cutscene route again; SEIQs will remain accessible from GMs throughout European cities.
And that's all there is to say about Secret Edict Imperial Quests to build the Solar Barge! Well, nearly all. Here's an interesting side note about SEIQs which may or may not interest you: when you've finished building the Solar Barge for the week, you can continue to repeat SEIQs if you want to. Completing SEIQs at this point will add to your nation's Barge research gauge (the effect of this is unknown as it keeps resetting each week and nobody ever maxed out their gauge on GAMA) and you will also receive an item called the Secret Edict Award! It randomly drops the following:
Mysterious Gold
Shipwreck Map Piece
Hanseatic League Seal
Tow Permit x2
Renegotiation Demand
Headache Medication
Legendary Craftsman's Carpentry Tools
Smoke bomb of retreat
Silver Tarot
Special Delivery Note
Official Large 3-decked Hull
Official Large 3-decked Row Boat
That's quite a randomized haul there! Whether or not you'll actually want to farm Secret Edict Awards is entirely up to you; all the items listed there can be acquired in the game through other means (though not necessarily easier ones). Thanks to LeVatiquois from GAMA server as well as Baelfire for confirming the contents of this item!
Hey, what do you know? This officially marks the end of Section 1. You know what this means: it's the moment you've all been waiting for... ATLANTIS!
Section 2: Welcome to Atlantis [S#2]
Welcome to Atlantis. This fabled and resplendent city of legend is possibly the most beautiful and breathtaking city to be found in all of Uncharted Waters Online. There are only a handful of things to be done here, but be sure to take time to wander and explore the city; UWO's design team knocked themselves out crafting this place, so we really ought to take the time to appreciate its ephemeral beauty.
By the way, there are NO BANKS in Atlantis. Bring whatever ducats and/or equipment you may need beforehand via Solar Barge! As well, Greek is the language used here in town, so if you have that skill naturally, or via an Aide, you're set! Otherwise, Body Language is required, and there are (sadly!) no taverns to be found in Atlantis for us non-Atlanteans, so watch your vigour gauge accordingly! 5 vigour points per use may add up quicker than you expect it, and if you're going dungeoning in town... but we'll cover that in Section 4, later.
One quick reminder/warning: Atlantis changes locations every Monday at 10AM Server/Pacific time! If you're physically there in Atlantis when it happens, you'll find yourself booted out of the city, and into a Docks area called "The Sea of Mystery"... ooooooo, mysteeerious. (No relation to the Sea of Wonders, by the way!) If you find yourself here, the only thing you can do is swap ships, and then set sail. If you came to Atlantis by way of Solar Barge, you'll find yourself in the ocean where Atlantis was, but the clouds will be gone, since Atlantis is no longer in this part of the world.
The rules for leaving Atlantis are the same if you came here by way of Lost Ancient Celestial Globe, but you will not have to sail anywhere since those Globes bring you to Atlantis from any city in the world! But we'll cover them in depth over in Section 5-B near the end. For now, let's move on to the fun things you can see and do in this legendary lost city!
2-A. Item Shop
Well, here's a screenshot of everything for sale in the Atlantis Item Shop.
The clothing comes in Unisex (Rouxa), Male (Protos Rouxa), and Female (Protos Rouxa), while the hairpin (Leaf Headpiece) is female-only. There are no skill boosts to the sold equipment, but they sure do look neat, don't they? The rest... well, it may or may not be of use to you, depending on your playstyle. (Fishing gear? Really? We can't even go fishing while in town!)
2-B. Temple of Poseidon
Ahh, this place. Visiting it once a day earns you a Crystal of Blessing (covered in detail over in Section 5-A), and you can talk to the Priest NPC inside for a brief overview of how those Crystals work/are obtained. Since you have my guide, though, that's not really needed, I guess! Oh, that statue in the center of the Temple's interior? Yes, there is something cool about it... but we'll discuss that in Section 4. Movin' on!
2-C. Store Keeper ("What the...?")
This is the Store Keeper. Hello, Store Keeper!
Heh. Guess he's never seen voyagers quite like us before, eh? This (rude!) guy is one of the main draws to visiting Atlantis, as he gives Ancient Technology Research Imperial Quests! ... but we talk all about that, and him, over in Section 3, which is but a few lines down from here.
2-D. Entering/Leaving Atlantis (Cloudy with a 100% Chance of Lost Cities)
Did you see that huge swirling mass of clouds you saw on your way into the Acropolis of Atlantis? Or did you maybe to spot it while out at sea? This curious meteorological phenomenon serves as the gateway to Atlantis. Nobody's quite sure why; maybe they have weather control technology, maybe it's concealing a trans-dimensional gateway, or maybe Atlantean technology is surprisingly heavy on air pollutants. No matter the case, these clouds always mark the present location of Atlantis for the week. There are actually many possible entrances to Atlantis hidden across the world but you will probably never even know they're there unless the clouds are present -- just as well, since you couldn't enter Atlantis without the clouds marking its presence anyway.
After having visited by Solar Barge for the week, you can then reenter Atlantis at any time you wish by sailing up to the mass o' clouds and clicking on it. (Or by using the Master of Ancient Technologies title mentioned in Section 3-E or even via a Lost Ancient Celestial Globe from Section 5-D, but more on those later.) When you wish to leave the beautiful city by ship, then you'll want to talk to the Port Official by the Temple of Poseidon, or even the Port Guide at the south end of the city. Once in the docks, you can swap ships, buy provisions, and finally... set sail. Sounds easy enough, right? But this is probably where you'll run into a small problem: on exiting Atlantis, you'll find your ship in the middle of the Atlantean cloud. Unfortunately, clicking anywhere at sea to try and make your ship start sailing will more than likely click the cloud and end up taking you right back into Atlantis. Whoops!
Hey, I love Atlantis a lot and know I never want to leave but you've probably got places to go, waters to chart, pirates to sink... so how do you escape from Atlantis? Simple. After launching from the docks of Atlantis, just press the INSERT key on your keyboard or click on the little "sail" icon in your lower right-hand corner while at sea. This will give you full speed and let your ship move out from within the shrouding cloud; before long you can start clicking your mouse freely to navigate more freely. The A/D keys turn your ship left/right if you want to get an early start on it.
If this section seems superfluous because it doesn't apply to you at all, then good for you! Personally, I got stuck like this once, and I know others did too. Maybe you won't be one of them, but in the event that you are, now you know what to do to get back on your way. You're welcome!
Well, that's it for things to do in Atlantis! Kind of a shame there isn't more to see and do here outside of dungeoning/story questing. But I love it here just the same. I really do! Oh Atlantis, why must you leave us...?
... Sorry. Moving on! Coming up next, it's...
Section 3: Ancient Technology Research [S#3]
So, you finally made it to Atlantis. Hooray! Now what? Well, there are plenty of sights to see, but one of the main draws to visiting Atlantis is the opportunity to undertake a special Imperial Quest known as... Ancient Technology Research! In order to do that, we must first locate a very special NPC in the famed Acropolis of Atlantis named... "Store Keeper"!
You can find SK on the city's mini-map, represented by a magnifying glass icon.
Click on the icon, and prepare to be whisked away to SK's quarter in the city, courtesy of your own two feet! Ooo, mysteeeerious and amazing. When you do indeed find SK, click on him. If it's your first time meeting the guy, a semi-lengthy cutscene/tutorial will initiate. After that, and from now on, you can access the option of Ancient Technology Research (we'll call it ATR)! Yay. But how does one go about doing that? Well...
I. Each week, SK has three out of five possible unique Imperial Quests available. As long as your third IQ slot isn't occupied, you can select one of them and begin the quest. However, SK will not let you just begin ATR quests willy-nilly... by the way, I mentioned there were 5 possible unique ATR quests, but only 3 are shown at a time. Every Monday at 10AM server/Pacific time, when Atlantis moves, SK's list of ATR quests change slightly, so what's available one week won't necessarily be there the next.
II. To accept an ATR quest, SK will want 100 (and only 100!) of a preferred trade good in exchange for the privilege of accepting an ATR quest. Exactly three types of trade goods will be designated as preferred each week, with the trade good preference changing every Monday at 10AM server time, right at the exact same time that Atlantis moves and SK's available ATR quests change slightly. As long as it's part of the category preferred by SK, any trade good from the preferred category is welcome, except for the following:
Common Grass (Dyes)
Rocks (Wares)
Sand (Ores)
California Gold Nuggets/Kimberley Mines diamond ores (Ores)
Otherwise, everything else seems to be just fine to offer him. So, if SK ever wants Foodstuffs, just give him 100 Fish, or 100 Sardines! It works like a charm.
III. Once you give SK 100 of the trade good type he's after, the ATR quest will be accepted, and SK will hand over a non-transferable, non-bank vault storable item related to the Research IQ you've chosen. The item selected will remain in your inventory until you either complete and report the ATR quest at your nation's palace to the Secretary NPC, or until you abandon and drop the ATR quest. Note: if Atlantis moves on Monday before you've turned in your ATR quest, don't worry; you retain the quest, the item related to the quest, and any progress you've made on completing the ATR quest; they will not disappear into thin air!
Simple enough, right? Well, I hope I explained it to you right, eh heh... Anywho, at this point, you're well on your way to conducting ATR. Before we get into the details on how one goes about doing that, the five possible ATR research subjects are:
Mysterious Ore - An ore obtained in Atlantis. It gives off a mysterious glow.
Mysterious Fabric - A fabric obtained in Atlantis. It has mysterious color shades.
Mysterious Weapon - An weapon obtained in Atlantis. It has a mysterious glow.
Mysterious Medicine - A medicine obtained in Atlantis. It gives off a mysterious aroma.
Mysterious Food - Mysterious foodstuffs obtained in Atlantis. They give off a mysterious savor.
There doesn't seem to be any noteworthy difference in selecting one item over another at this time, so just pick whichever one you like, and go! Interestingly, each of these are actually Memorial Album entry items. We'll talk about the reward you can get for them in Section 3-D, though! For now, let's move on to...
3-A. The ATR Points Chart
So you want to finish your ATR quest, but don't know how. Easy enough! Let's consult the Quest Info screen for an ATR quest, under the Progress tab...
Research Object - This shows which of the five Mysterious items you're researching at the moment.
Research Points - This shows how close you are to finishing your ATR quest. Points are broken down into three distinct sub-categories; Observation, Consideration, and Processing; up to 200 points are possible to earn in each sub-category, for a total of 600 ATR points.
It's worth noting that the number of ATR points you earn decides which Reward item you receive on reporting, and also influences your EXP/Fame/Royal Navy points reward. Obviously, the more points you have, the better. As well, the points contribute to your nation's ATR gauge for the week; 600 point ATR quests contributes 600 points to the gauge, and so on, as an example.
But how does one go about earning ATR points? That's quite easy: simply play the game! Everything from sailing, to land/sea battles, dungeon raiding, and Alchemy/Advanced Alchemy nets you points in one or more of the three research fields. Here's a table, translated from Japanese, to help you on your way!
ATR Table (JP-to-English)
I always wanted to replace that with an English table one day. But I no longer have the time or inclination to create such a table. If someone wishes to do so in my place, please feel free to, and leave a link in the comments below if at all possible. Now as you can hopefully see, not all activities are created equal; some give more points in one field, and others less points, or even no points at all.
For example, this chart shows that completing one Sea or Land Battle (the number of enemies fought doesn't matter) gives 3 points in each of the 3 sub-categories, for a total of 9 ATR points out of a possible 600. Obviously, Sea/Land Battles are one of the faster and more reliable ways to fill up on ATR points. You could even use a Crystal of Blessing (explained in 5-A) and choose "Metis" effect to boost your ATR points gain, but as Atlantis is only here temporarily, I wouldn't advise it...
No matter how you choose to go about it, the key to racking up the points for ATR depends entirely on your play style. I like running the Endless Dungeon in Atlantis to reach 600 points, but you could just as easily go sinking ships, and sailing long distances. The choice is yours!
3-B. Stress Test
AKA: Shortcuts can be fun! Unless they go boom in your face. What am I talking about? Let's say you have a good amount of ATR points, but feel like speeding things up a bit. That's entirely possible, as long as you're still in Atlantis! When you reach a certain number of points (note: not sure when; anybody know?), you can undertake a "Stress Test" option at SK's menu. It won't be there the first time you talk with him, so don't feel bad if you're surprised to hear it exists.
Long tutorial summary short (too late!), SK can help you to subject your chosen item to one of three tests, involving fire, water, or SMASHING IT WITH A HAMMER! Yes, really. It's all very scientific to take a hammer to a piece of mysterious fabric or to submerge a mysterious food item in a bucket of water, I assure you. A Stress Test can be done up to five times per item, with three different outcomes:
Success - This yields bonus Research Points towards completion in all three fields. I went from 165/200 in all three fields to 199 in all three fields, but there may be a varying formula behind how it works.
Great Success - This rarer outcome grants even more points towards completion in all three fields. I'm not sure how many points this grants, but I'd expect at least double those from a normal Success.
Failure - This pesky outcome subtracts your hard-earned points; I haven't encountered it yet, but according to other players like CaliCaddy46, it halves your total ATR points in all three research categories. Oof.
For every success/great success you get, the odds of getting another success diminish, so weigh the cost carefully before undertaking it. SK will tell you how your test item is faring and whether or not he thinks continuing on would be a good idea. Note that it's entirely possible to complete ATR without doing a single stress test, the option just exists to give you a (possible) shortcut.
Also, as SK (and the game tutorial) warns you, READ YOUR QUEST DETAILS CAREFULLY. Each different ATR item has its own strengths and weaknesses, and the Quest Description spells out you what your chosen item is strong against, and weak to.
Example: "Mysterious Banana" is strong against water/fire, but weak against impact. Hitting it with a hammer would be disastrous! On the other hand, "Mysterious Coconut" is strong against impact/water, so hitting it with a hammer would be just fine here. (Note: There are no Mysterious Bananas or Coconuts. Sorry.)
Pretty obviously, you do NOT want to subject your item to what it's weak to in a Stress Test, since that will have seriously bad effects on your item, and probably your ATR points as well. Don't know what the effects are, don't care to find out firsthand. Just be diligent in your testing, and you'll do fine.
All finished with your point gathering? Splendid! The last step is to return to your Capital City and speak to the Secretary to turn in your completed research. You'll receive special items for doing so, which I'll discuss in the Section 3-D, just a little further down. But first...
3-C. National Progress Gauge
Just like with other Imperial Quests related to the New World, East Asia, and the Panama/Suez Canals, there's a great big old National Progress Gauge associated with Solar Barge construction and Ancient Technology Research. By undertaking and completing ATR quests, you'll help fill the gauge to the top, unlocking fancy perks in the process. Based on what I've seen and been told, these are the rewards for raising your nation's gauge:
10,000 - "A new discovery has been made in the field of Production. You can now gain a new Production recipe from a Secretary in your home nation." Supercivilization Sewing and Handicrafts Recipes @ Secretary
20,000 - "A new discovery has been made in the field of Alchemy. You can now gain an advantage in Transmutation Alchemy." (Alchemy Success Rate 20% Boost)
30,000 - "Master of Ancient Technologies" Title (unlimited Solar Barge rides for the week)
40,000 to 50,000 - ?? (are there any other benefits for these ranges?)
As you can see, there are great benefits to be had for filling up your National Progress Gauge. Unfortunately, when Atlantis moves at the beginning of the week at 10AM server time on Monday, the Gauge drops by a certain amount of progress points; I've seen it go from 50,000 to 34,999, or by 15,001 ATR points. Whether or not that amount is the same regardless of ATR Gauge points or not, I cannot say... the accumulated point values needed to unlock the above rewards may even be different among nations, or adjusted for Maris server's population.
What I can say is that if your Gauge drops below a certain threshold -- say, under 30,000 -- then any benefits your nation would have enjoyed from reaching and/or exceeding that threshold will be lost until your ATR Gauge returns to, or above, the necessary amount of points. For this reason, it's wise to get your nation's ATR Gauge as high as you possibly can, each and every week.
3-D. The ATR Loot Table!
Researcher Reward items are granted depending on your number of total acquired points while conducting ATR. As I said, you can turn the finished Imperial Quest for ATR in at any time you like, but the longer you work at it, the better your rewards, naturally. Here's the reward system based on total ATR points! It, uh, could use a little fleshing out...
0 to 49 ATR Points: Novice Researcher Award
50 to 96 ATR Points: Advanced Researcher Award
101-171 ATR Points: Proficient Researcher Award
208 to 283 ATR Points: Expert Researcher Award + x1 Lost Ancient Celestial Globe
300 to 393 ATR Points: Instructor Researcher Award + x2 Lost Ancient Celestial Globe
400 to 600 ATR Points: National Researcher Award + x3 Lost Ancient Celestial Globe
Each award comes packed in a non-transferable consumable treasure box that randomly yields a single item upon use. When I opened a National Researcher Award, I got x5 Orichalcum, a coveted Alchemy ingredient for my first chest; a friend, however, got x7 Landmark Ribbons. The best possible acquisition is the National Researcher Award box. Its contents are:
x2 Silver Tarot
x2 Patriot Award
x7 Smoke Bomb of Retreat
x1 Medium Storm Sail
x7 Landmark Ribbons
x5 Orichalcum
x25 Master Craftsman's Carpentry Tools
x20 Legendary Craftsman Carpentry Tools
x5 Lost Ancient Celestial Globe
x2 Faded Map
Thanks to Calicaddy46 and Donce for confirming the MCCT/PA items. Feel free to comment on what you got for which award item! The contents of lesser boxes are not fully confirmed, but they become progressively less impressive -- x5 Orichalcum can become x3, then x1, then simply not be obtainable at all. This undoubtedly applies to the rest of the Award items, so try to get the most points you can to maximize your potential reward. I hope you get the best possible reward for all your hard work!
3-E. New Title: Master of Ancient Technologies!
Hey, a shiny new title! If your nation's Progress Gauge has reached 30k or higher, then when you complete a Solar Barge and visit Atlantis for the week, this title becomes available for you to use until the next time Atlantis moves, once every week at 10AM PST (server time).
Now as to how it works: simply equip this title and then go to the docks of your nation's capital. The Solar Barge button will become visible, allowing you to revisit Atlantis in person for an entire week by way of magical transporting Solar Barge, up to Monday when the city relocates itself. That's a pretty sweet deal if you don't feel like sailing there the old fashioned way, or using a Celestial Globe that restricts certain functions.
Alas, this title is not permanently gained. It is tied to your nation's Progress Gauge as mentioned before, so if that drops below a certain level (30k points) you'll not have access to the title and its perks, even if you build the Solar Barge for the week. You will have to wait until the Gauge reaches the right development level again before being able to re-equip the title. And don't think you can leave the title equipped overnight to avoid that outcome; the title becomes grayed out, and loses its effect, even if you do. (I did it for science, honest! I-I'm not lazy! *cough*)
Well, that's it for Ancient Technology Research! Next up, it's...
Section 4: Raiders of the Lost Temple [S#4]
Situated atop the highest visible point within the Acropolis of Atlantis, the Temple of Poseidon serves as the highpoint of any trip to the legendary lost city. But while its architectural stylings and magnificent statues are certainly eye catching, it's what lies beneath the Temple that serves as one of the main draws to visiting Atlantis... and is also the chief source of danger to intrepid explorers.
Welcome to the second Endless Dungeon of UWO, the Temple of Poseidon! The entrance to this dungeon is located within the Temple proper, at the giant statue of Poseidon and his team of Pegasus (Pegasi? Pegasuses?). If you've never heard of a dungeon before, I recommend checking out Huseyin Gazi's excellent dungeon guide for a quick primer, found here: link!
Gazi's guide is so well-written and documented, it pretty much makes this part of my guide seem superfluous, really. But since I went to all the trouble of writing this out, and you're here right now, well... why not keep on reading? Just remember: H-Gazi's the expert, and has a much better overall dungeon guide! I am but a lowly amateur, sharing my own two ducats.
Ahem! A dungeon is a special zone in which you can fight land NPCs, solve puzzles, and grab fab loot from treasure chests. An Endless Dungeon operates a lot like a regular dungeon (you can even bring your Aide Captain to battle at your side if you toggle them on under Change Aide Duties screen!) but with a few slight differences. They are:
I. While regular dungeons have a set number of floors (like 3, or 5, or 10) before they end and you reach the exit, an Endless Dungeon has no end of floors. None at all! Hence the term "Endless", you see. In other words, with Endless Dungeons, your ruin exploration only comes to an end when you've either chosen to exit the dungeon willingly, or when you are defeated in battle (at which point you're tossed out). So, just how deep can you go...?
II. For every 10 floors you clear in an Endless Dungeon, your progress is saved, and you can exit the dungeon and return to it at the floor you left off on. You can resume an Endless Dungeon exploration up to three times before having to start over from the first floor. (Caution: all members in your active fleet/party must have been to the same floors you've been to, or else the continue option will not work!) If you're defeated in battle, however, your progress is wiped out and you get sent back to the first floor, no matter how many continues you have left.
III. While exploring dungeons of any type, you are assigned a certain amount of health points, or HP, called Stamina. Stamina/health lost during land battles in the dungeon can be recovered using healing items, and your Stamina/HP is restored to full when you go to the next dungeon floor. Due to the extreme nature of the dungeon's environment, your Stamina gauge will drop as time goes by outside of battle, reducing your max HP count each time it does so. In regular dungeons, items exist to restore lost Stamina back up to max.
Unfortunately, due to a terrible and unspeakable curse hanging over Endless Dungeons, you cannot recover lost Stamina/health (which drops continually over a set period of time) through the use of Stamina restoring items. Gulp! Fortunately, your loss of stamina can be reduced through the use of a Title called "Deepseeker".
If you've cleared 10 or more floors of an Endless Dungeon in one run, whether in the Labyrinth on Crete, or at the Temple of Poseidon in Atlantis, this title becomes permanently available to you. Stamina can sometimes be recovered in Endless Dungeons through other means, but we'll get to that a bit later. And besides, isn't it better to preserve your stamina as best you can?
IV. If a member of your party is KO'd in a fight while in a regular dungeon, but at least one party member remains alive and finishes the NPC fight successfully, your party may continue on; though any members KO'd at the end of a battle will lose a few Sailors, they'll be none the worse for wear. Fallen party members (players or aides) can even be revived during battle by using an item called Analeptic. Not too bad, right?
These rules do NOT apply in Endless Dungeons! Analeptics are completely sealed while running these dungeons making it impossible to revive a fallen party member. Instead, we have a system called "Remaining Supplies", or as I like to call it, extra lives!
Think of each "supply" as a chance to revive and continue ONCE for ANY member of your fleet. Each Endless Dungeon run begins with exactly x2 Supplies in stock. If someone in the dungeoning fleet is KO'd by an NPC during an Endless Dungeon run, but the party wins the battle, one Supply/Life is subtracted from your total count. If the Supply count reaches zero, then I'm afraid that at that point, "it's game over, and there are no continues, my friend." At least not on the floor level you'd reached up to that point, because you're rudely kicked out of the dungeon, and any Continues you had left will be wiped out along with your progress, forcing you to start over on Floor 1. Grr!
The good news is that by locating and beating the bosses of an Endless Dungeon, you can actually win additional Supplies to your stock count; the total number of Supplies you can amass in this fashion maxes out at 5. If and when you leave the dungeon, sadly, your Supply count will be reset to the usual x2, regardless of its status when you exited the last time. Thankfully, any Aide Captains who might be KO'd during battle in Endless Dungeons do not affect your Remaining Supplies count. Which is good, 'cause they tend to be kinda stupid compared to players. (Sorry, Aides! It's not your fault your AI is hopeless about complex land battle strategies!)
V. Besides the Deepseeker title, certain EX enhanced Alchemy items can also greatly reduce your loss of stamina while inside of an Endless Dungeon, as well as even a normal dungeon! The items in question come with an EX effect called "Reduce Stamina loss in dungeon", which "Reduces the decrease rate of max Stamina during dungeon exploration. The effect increases according to Rank, and can be shared with your fleet members." Nifty, huh?
Note that the EX items must actually be equipped to confer their effect, though. Chances are you have a favorite weapon you like to use, but it will have to be registered as a secondary weapon to switch to during Land Battles, with the EX effect weapon serving as your main equipped weapon.
My personal favorite EX weapon is the Sagaris, a special battle axe created with alchemy through use of a Minotaur Axe that you can only produce in the Labyrinth Endless Dungeon. Its Reduce stamina loss effect is Rank 15, the most powerful of any EX Dungeon item! But you can pair any EX Stamina reduction item with Deepseeker to make Endless Dungeon runs much easier to do in the future!
That said, EX item effects work differently according to their power rank. Sagaris happens the most powerful Dungeon effect EX item at R15, so others probably won't work as efficiently as it does. Now, this example was only tested in the Temple of Poseidon, so whether or not the findings would hold true in the Labyrinth are unknown at this time. Anyway! The example:
No title: 335HP drops to --> 319HP every 2 minutes
With Deepseeker title equipped: 335HP drops to --> 329HP every 2 minutes
With Sagaris EX & Deepseeker title equipped: 335HP drops to --> 329HP ... every 3:20 minutes, not 2!
Whoa. See what just happened there? The Sagaris did not give further reduction to Stamina/HP lost, but it gives you almost a full minute and a half more time before the Stamina gauge drops! And best of all, "Reduce Stamina loss in dungeon" EX items work in normal dungeons, too!
Things get even better if you have an aide captain with the skill Food Supplies. This ability will "Recover to max Stamina when entering the next Floor." This aide skill will work in normal dungeons and Endless dungeons like the Temple of Poseidon, meaning the Sagaris can keep you from dropping an absurd amount of HP while an aide with FS skill will restore a portion of what you lost come the next floor. With as much running around as one has to do in Endless Dungeons, this is a HUGE blessing, believe me.
Alas, Deepseeker is a title that works exclusively in the Endless Dungeons of UWO, so that two-or-three-for-one Sagaris/Food Supplies/Deepseeker combo (depending on if you want an aide captain with that skill, not everybody will!) only works in the Labyrinth and the Temple of Poseidon.
VI. Like any good dungeon, there be treasure hidden in its dark depths! The following goodies have been confirmed on the UWO Database to drop from treasure chests in the Temple of Poseidon:
Trade Goods:
Mandrake, Rare books
Steel, Stone, Marble, Tin Ore, White Ore
Stone Sculpture, Marble Statue, Eye-beads, Gold Thread, Silverware, Goldwork, Coral Work, Glasswork, Fur, Silk Thread, Velvet
Gold, Silver, Gold Dust, Platinum, Crystal, Coral, Peridot, Jade, Garnet, Emerald, Opal, Pearl, Diamond, Sapphire, Cat's Eye
Consumables:
Normal Floor: Fine ruby, Pure iron sheet, Fine dye, Orichalcum (incredibly low probability of this dropping, though)
Hidden passage room: Exquisite ruby, Pure iron sheet metal, Asclepius' elixir
Punishment room: Ancient Defense Stratagem, Ancient Attack Stratagem, Tonic, Spider oil, Asclepius' Medicated Bath
Equipment: Three special items which only come from hidden passage treasure boxes. They're listed under section 4-B further down.
But wait. There's more! If you enter the Temple of Poseidon with the "Between Myth and Reality" Treasure Hunt theme active (whether or not you've actually decided to go on the relic hunt quest and accepted it already), this will in fact alter the drop tables of trade goods from treasure chests, and some items (the hidden passage equipment in particular) will become inaccessible as well. The drops change to:
Trade goods: Gold, Crystal, Ivory, Diamonds, Emerald
Consumables: Exquisite dye
... Huh. Well then. That's certainly a smaller list, isn't it? There's a special relic to be found with this TH, but I'll cover that in section 5-E further down, so for now we'll move on to the next part of the Temple of Poseidon mini-guide.
VII. Endless Dungeons are so huge and labyrinthine, it's very easy to get lost on some (or ALL) floors. There's good news, though: it is possible to use the Surveying skill, or an item which mimics it (Quadrant, Sextant), to find your way!
For as long as the Surveying skill effect is active, a mini-map of the floor you're currently on will appear. If you've cleared all enemies on the floor, then the exit becomes indicated by a small red flag icon, as well. Treasure chests do not appear on the map, however, so be careful not to overlook them while using this skill! Try to pack some Vigour food to use as well, since your Land Battle action gauge will be negatively affected by having anything less than full Vigour.
There. That's your general primer on Endless Dungeons! Let's move on to what all there is to be found in the Temple of Poseidon, shall we?
4-A. Dungeon Devices ~ Torches, Clue Machines, and Other Strange Doodads
Since the dawning of Gran Atlas, dungeons across the board have received a strange new system of puzzle-related gimmicks. If you solve the puzzles on a given floor, then you can theoretically bypass fighting all the enemies, claim the loot in treasure chests, and continue deeper into the dungeon! Every puzzle is different, though, and some are easier than others.
Reminder: Huseyin-Gazi's excellent dungeon guide, which I linked earlier, covers all things dungeon-y in breathtaking detail, even the puzzles! My amateurish little guide, meanwhile, will focus only on the enigmatic devices found within the Temple of Poseidon. Let's get to those now, shall we?
Torch Flame: Blue (AKA: trivial pursuits!)
At last count, there are 2300+ adventure discoveries in the world of UWO, with more undoubtedly on the way. The question is, dear reader: how many of them can you remember, and accurately place in the world?
When you're wandering about the dungeon's depths, you may see a device like this one.
Pretty blue! If you click on the blue-flame torch, a button will appear labeled Activate Trap. Click on that, and you'll see an image not unlike this one here:
Ooo, fancy looking! But what does it all mean, you ask? Simple. In the center is a specific sea region from somewhere in the UWO world; on the right are series of discoveries, which may or may not be from that region. To left, a timer is ticking down to zero. Your goal is to identify a discovery from the indicated region, before time runs out, and click on it.
If you're right, the torch flame turns green, and you're done with this torch. Turn all the blue-flame torches on this floor to green, and you'll eliminate all NPC enemies roaming the floor, simultaneously opening the locked treasure chests and a path to the next floor. If you're wrong, the torches all deactivate, and progressing further can only be done by defeating NPCs in Land Battle.
Some quick notes:
I. The number of torches on a floor depends on your location in the dungeon. From Floors 1 through 10, there will only be 3 blue-flame torches; beginning on Floors 11 through 30, there are 4 blue-flame torches, and finally, from Floor 31+, there are 5 blue-flame torches.
II. The number of discoveries listed on the right side of the menu depends on your location in the dungeon; the deeper you go, the more discoveries (right or wrong) appear on the right side of the menu. The maximum number of possible discoveries shown caps out at 12.
III. Sometimes, there can be more than one right answer shown at a time. Example: with the East Mediterranean map, the Pyramids of Giza, Agamemnon's Burial Mask, and Knossos Palace may be shown at the same time. Any one of those three choices counts as a right answer, so just pick your favorite and go!
IV. A list of the confirmed Sea Regions associated with these torches is listed below. They are:
North Atlantic
Bay of Biscay
North Sea
South British Isles
North British Isles
Norwegian Sea
Jutland Peninsula, Open Sea
Baltic Sea
Madeira, Open Sea
Lisbon, Open Sea
Strait of Gibraltar
Balearic Islands, Open Sea
Ligurian Sea
Ionian Sea
Adriatic Sea
East Mediterranean Sea
Black Sea
Canary, Open Sea
Did I miss any? Hope this makes it easier for people to figure out which sea zone they're looking at! That's about it for blue-flame torches, unless someone wants to post a cheat sheet for their answers in the comments below. Next up...
Torch Flame: White (AKA: rock around the clock!)
How are you at number-based logic puzzles, voyager? When you click on a white-flame torch, the following image will pop up on your screen.
Intriguing. But again, what does it mean? Well, let's call this puzzle a clock. There are circular indentations running along the outer rim of the clock, 12 in all, each in standard clock hour positions (12:00 at the top, with 1:00, 2:00, and so on following in clockwise progression). Here's an example image to help! (Well, you probably didn't need a visual aid, but I sure did!)
Easy once you know how, right? Additionally, a golden sun glyph is also positioned somewhere on the clock face, acting as a kind of "hour hand" which can be moved to different points (or "hours") on the clock. That "hour hand" isn't just for show, however! But I'm getting ahead of myself.
After clicking on the white-flame torch, a series of other torches on this floor, previously unlit, will suddenly light up with green-flames. There should be four in all, regardless of what your depth in the dungeon is, at least from my own experiences. (Correct me if I'm wrong, please!) When clicked on, each green-flame torch will display something like this:
As you can see, each green-flame torch has a numerical value assigned to it, beginning at 1 and ending at 9. There will also be an Activate Trap button with which you can "activate the device" for each green-flame torch. I've received a message telling me that the devices can be safely activated if you have Recognition skill at R1, but I don't know what happens if you try to use the torches without that required skill rank...
Well, the ultimate goal of this particular puzzle is to guide the golden sun glyph, or hour hand, to 12:00 position at the top of the clock, using the green flames' numbers in a specific numerical combination to achieve this, while also activating the green-flame torches exactly five times.
Example: Let's say the hour hand starts at 5:00. The green torches' numerical value on this floor happen to be 7, 3, 6, and 1. To move the hour hand to 12:00, you would have to activate the torches in this order: 7 torch once, 6 torch four times, or 7+6+6+6+6 = 12:00. On successfully doing so, rocks fall down, NPCs go poof, treasure chests unlock, and the path to the next floor unseals. Easy, isn't it?
Unfortunately, the deeper into the dungeon you go, the bigger the floors can get. The bigger the floors are, the more spread out the green-flame torches will become. As well, you have to manually click on each green-flame torch to find out their numerical value, and also remember the position of the white-flame torch's hour hand, as well as what each green-flame torch's number is. (Tip: try writing these numbers down in your chat box, or on a piece of paper in real life!) This exercise runs the risk of wasting precious stamina, which you could preserve by fighting the NPCs (as stamina loss freezes while you're in battle) to open the chests/exit much quicker instead.
If you have a keen head for numbers and possibly multiple fleet members willing to scatter across the floor searching for green-flame torches while avoiding NPC battles, I suppose it's doable... but in my opinion, this puzzle really isn't worth the trouble of solving. Your call, I suppose.
Fun Fact: As you activate green-flame torches, the golden sun glyph's position actually does move on the white-flame torch if you keep clicking on it after each green-flame torch activation. I love attention to small details like that, don't you?
!? - The Mystery Machine!
(sings) Oh sweet mystery device who has no official name, at last we've found you! ... Whatever you are. Huh.
This odd little mechanism is apparently only found on floors B1 through B9; also B10 if there are no bosses present. If you feed it Treasure Hunt clues, the Mystery Machine (it's my guide, I'll call it what I want!) can be enticed to open the pathway to the next floor. In theory, you could use this trick to bypass the early floors and get on to B10, and beyond, where the real treasures (Orichalcum! Bosses! Bosses guarding Orichalcum!) may be found.
However, the Mystery Machine only accepts clues from a specific Treasure Hunt theme related to the Endless Dungeon you're currently in, and the exact ratio/value of clues needed to make it open the path to the next floor is unknown to me. I've never actually used the Mystery Machine so I don't know much more about it -- but I bet H-Gazi's dungeon guide tells all about it. Go check if you're curious! I'm not gonna copy his work into my guide without permission. Man, this device is neat-looking though! I wish I had one for my quarters.
4-B. Secret Room Memorandum ~ A listing of Hidden Passages
Sometimes, when you go to proceed to the next dungeon floor, a new option may appear: a Hidden Passage! What lies inside of said passage, you may ask? (I hope you did, or my explanation's going to feel a bit forced.) Any number of things, really! Fabulous treasures! Puzzling trivia tests! Or perhaps, dangerous foes... in this section, we'll discuss just what may be lying in wait for you!
But wait, there's more! When opening treasure chests in the dungeon, did you get a Memo? If so, huzzah! When these rare Memos appear, they reveal to you the exact nature of what lies ahead within a Hidden Passage! However, Memos are a bit vaguely worded. Not to worry, my guide will append any Memo description of a Hidden Passage to the appropriate room, further taking the guesswork and mystery out of a Hidden Passage's true nature!
Random Room - "The air passing through here is very cold."
Except for the Treasure Hunt Theme room, this generic description conceals what the Hidden Passage ahead really is. It could be any one of the examples listed below! If you have a Memo, then the message becomes something from the list below, thereby simplifying your Hidden Passage trips substantially. Nothing's stopping you from diving into the Hidden Passage without a Memo, of course, but take care... there is a little risk involved, as you might expect. Look before you leap, as the saying goes!
Treasure Room - "Something flashed at the end of the passage..."
Loot! Loot! Fabulous, wealth-bringing loot! That's what awaits you in this Treasure Room passage, in the form of a random number of treasure chests. These chests can contain trade goods, consumables, a one-person Stamina recharge, or booby traps that burn away money, consumables, or even Stamina!
Furthermore, if you encounter this passage while running the regular Temple of Poseidon dungeon (no "Between Myth and Reality" Treasure Hunt active!), you could even find three spiffy but rare Memorial Album equippable Atlantis items! They are:
Crown of Sacred Tree - Head Gear; +1 Theology/Biology/Sniping, 5k fame.
Warrior Sandals - Foot Gear; +2 Assault, +1 Plunder, 7k fame.
Rose Gold Headdress - Head Gear (female only); +2 Jewellry trading, +1 Storage, 5k fame.
Note that if you have the Treasure Hunt "Between Myth and Reality" active, these items will NOT appear at any time, no matter how many treasure chests you open. Pity!
Punishment Room - A murderous stare can be felt from down the passage...
Uh oh, you're in for it now, voyager! Atlantis may seem like a gleaming utopia, but there is a perfidious cult operating in its shadows, in league with corrupt merchants and disgraced aristocrats. They don't like you getting in their way of finding the treasures of the Temple, and this room is where a band of baddies will ambush you.
There are three different "levels" of difficulty regarding these enemy parties, each consisting of about 10 NPC enemies each. The easiest is mostly enemies at levels 18-20, while the hardest is levels 40+. You must defeat them all in order to proceed, so I hope you brought some good equipment and healing items!
Torch Room - There are several dancing flames at the end of the passage...
This room features a series of blue-flame torches (the number varies based on how deep into the dungeon you are), and locked treasure chests. You could just run to the exit and continue on your way... or, if you fancy a test of your knowledge as an adventurer, try to activate the blue-flame torches and unlock the treasure chests to loot as you please! For more information on blue-flame torches, head back up to 4-A, as the same rules apply to these torches.
Statue Room - A mysterious air is coming from down the passage...
Ah, a momentary respite... the only thing to be found in this room, the "Chamber of Restoration" as I call it, is a pair of statues. One's an exit, and one... ah, one is very special. The special statue has three button options. They are:
Activate Trap - Click this button, and a mysterious aura will recharge your lost Stamina gauge. This recovers your max HP, or even adds bonus HP to it if you haven't lost much/any Stamina before using this option. As Stamina recovery items don't work in the Temple of Poseidon, this is the only guaranteed way to recover your lost HP. Use it well!
Production - This option allows you to create a special one-of-a-kind club/staff weapon, known as the Terra Amina! But that has its own Section in 4-C (coming up next!), so we'll discuss it there.
Assemble Clues - If you have a Treasure Hunt theme active, you can synthesize Treasure Hunt clues related to it right here in this room if you like, just like one does at a Tavern. Of course, you lose Stamina standing around in this dungeon, so how useful this option will be to you depends on your playstyle. Note: You cannot discard or change Treasure Hunt themes while in the dungeon! (Or even change themes in Atlantis proper, since you need a Barkeeper to do so.)
"Doom" Room - ???
Boy, did you ever make a wrong turn back at Albuquerque! Welcome to the room of the strongest NPC Land Battle boss fight in all of UWO. There are only two ways to escape from this place: vanquish the bosses in combat, or be defeated by them utterly. We'll discuss the doomy four in Section 4-D in just a bit... by the way, I have never seen the Memo title for this room, and thus can't tell you what it is. Oh, and for added fun? You can run into this doom-filled Hidden Passage at any time, even on the first floor of the dungeon. Have fun randomly diving into unidentified Hidden Passages!
Relic Room - You have found the special passage! It seems that it leads to a room which has an air of magnificence.
A special Treasure Hunt room related to the Atlantis-only TH theme, "Between Myth and Reality"! The only thing of note here is the long-awaited Relic related to that Theme which (again) will be discussed in more detail at Section 5-4 later on. See you there eventually!
4-C. Casting Recipe ~ Terra Amina!
If you find the right Hidden Passage leading to the Chamber of Restoration (entry hint: "A mysterious air is coming from down the passage...) then this recipe becomes available to you via the giant statue found within. The recipe is as follows:
Making Guardian's Weapon
The method of making the same weapon as the one owned by the monster guarding the temple.
Production rank/skill: R15 Casting
Ingredients: Marble x60
Silver x50
Pure iron sheet x30
The Terra Amina is a club/staff weapon type; the very same used by the bosses of the Temple of Poseidon dungeon, as a matter of fact. Conveniently, the items needed to make this can all be found in the Temple dungeon! You should probably bring your own ingredients, though; it'll save you a lot of time and trouble in the long run as they're not always guaranteed to drop. As to how it looks and its specifications... see for yourself!
Isn't that awesome? Well, I think so, at least! Even more awesome is the fact that a Great Success for this weapon can result in a 100 Attack version of the weapon! Awesome, huh? This is the only club/staff weapon in the entire game that can reach 100 Attack naturally through production (that I know of). Its defense can also reach as high as 35, though getting both of these high stats on the same time on the same weapon is very rare. But wait, there's more!
The Terra Amina can be upgraded via transmutation alchemy (how does that work? Gazi has a video about that here - link!) to an EX form named the Apotolos Amina. The recipe requires R13 Casting and Alchemy in addition to a UWC item called Special Purchase Bond (x5 of them) plus Orichalcum (x1 of those) and x5 Check (10 million) items per production. Although this version of the Amina has no better stats than a normal Terra Amina (and transmutation alchemy will reset any Great Success bonus stats, eep!) it does feature a Rank 12 EX Effect of Increase Relic Clue acquisition -- "Increases the chance of acquiring Relic Clues. The effect increases according to Rank." That EX Effect apparently raises your likelihood of obtaining Treasure Hunt clues while you have it equipped equipped! It's the highest rank item in UWO at present to feature that kind of boost, as well.
All in all, a very cool weapon no matter how you may decide to use it. And speaking of those who use this weapon... looks like it's time now for a good old fashioned-
4-D. Boss Fight ~ Guardians of the Temple
Lurking within the Temple of Poseidon is a foe far greater and deadlier than any you may have faced before. They are ruthless, they are relentless, and they are coming for you in packs of two, three, even four! Well, goodie. Let's get to know these fearsome foes, shall we?
The name and levels of these enemies are eternally veiled in mystery as "????". The game refers to them elsewhere as "Guardians of the Temple"; we'll call them Guardians for the sake of simplicity. Every ten floors, you have a chance of encountering a Guardian party. Their floor looks like this:
And here's a cheesy little layout I made of it. Obviously, it's not to scale, and... yeah. You have my blessing to laugh at it. Endlessly. (cough)
You begin in a small alcove, from which you then enter into the main room, where the Guardians lurk. A blue-flame torch is positioned at the entrance to their room, while a single treasure chest waits at the exit, past the Guardians. The Guardians will not attack you or your party until you cross the alcove's threshold into the main room proper; you can take advantage of this to equip yourself for the fight accordingly. If you can defeat the Guardians, the chest will unlock, and you can earn a piece of Orichalcum.
This coveted item is crucial in many high level Alchemy recipes, and the only other way to obtain Orichalcum is by gathering Mysterious Gold from a challenging super-boss in the Labyrinth dungeon. As a bonus, by opening the chest in the Boss room here in the Temple, you may even get extra pieces of Orichalcum, one for each member of your current fleet! Needless to say, it's a huge time saver to just get Orichalcum here in Atlantis' dungeon instead of trying to make it with Mysterious Gold!
You can also try to avoid fighting the Guardians if you wish. That blue-flame torch by the entrance? If you activate it successfully by solving the puzzle, it will dismiss the Guardians, freeing you up to continue further into the dungeon, or to exit it. However, you should NOT make this choice lightly; by using the torch to dismiss the Guardians, the Orichalcum treasure chest will remain sealed, meaning you miss out on getting that coveted Alchemy ingredient for you and possibly your fleetmates.
If you really want to use the blue-flame puzzle torch, then click on it. Once you activate it with the button, you'll see this:
The description on the left refers to a specific discovery. Your job is identify the discovery on the right side of the interface, and click on it. If it's a discovery you haven't yet made, the text on the left is only partially complete, which can make identifying the discovery trickier... if you succeed, the Guardians leave, the Orichalcum chest remains locked, and you can move on. If you fail, the torch will be extinguished, and the only choice left to you to continue now is to fight the Guardians. Gulp.
Now you know the basics of the Guardian room. Time to classify the Guardians themselves; they come in several deliciously doomy flavors, color-coded with unique auras for your convenience! I've included their Battle EXP as well; just remember that if you're not in a Battle job, that EXP amount will be reduced by half.
B10 - Pale Lavender (x2; 200 Battle EXP)
Always two, there are. They have a maximum of 5k health points; this is the weakest Guardian party you'll ever face, and should present no threat to a sufficiently leveled party with good equipment.
B20 - Light Pink (x2, 200 Battle XP)
Still two, there are. They're a bit stronger, and can have HP up to 15k. How much of a threat they pose to you depends on your own levels/equipment.
B30 - Purple-Pink (x2, 601 Battle EXP)
The very last pair of Guardians, these guys can have up to 17k HP, and are actually pretty tough even for a good leveled party as they continually spam special Techs that can do lots of damage. Don't take them as lightly as you might have the previous Guardian duos, hmm?
B40 - Reddish-Pink (x3, 801 Battle EXP)
(no picture available, sorry)
Well, now it's a trio of Guardians! Their max HP now can be up to 20k, and the extra Guardian makes them extra dangerous.
B50 - Blood Red (x3, 1001 Battle EXP)
(no picture available, sorry)
The third strongest Guardian pack in the game, with HP up to 25k. If you think they're strong, you ain't seen nothing yet! (Is that statement grammatically sound? Hmm...)
B60+ - Blood Red (x4, 1200 Battle EXP)
(no picture available, sorry)
The second strongest Guardian pack in the game, and the one you'll be seeing on every 10th floor beginning with B60, and onwards. Their HP caps out at 30k, and with four of them, are even more dangerous than the trio you faced on B40. They love their special Tech attacks as well; stay sharp, and do your best.
Hidden Passage - BLACK (x4, 1200 Battle EXP)
And here is the strongest NPC land battle boss team in all of UWO. Four randomly encounterable Guardians with 30k HP will be the least of your concerns, as these guys can inflict 100+ damage in a single blow; as well, they are highly resistant to status affects, and love to chain their special techs on you, even from across the room. Keep your HP maxed, stay mobile, and give them your all!
That summarizes all there is to know about the Guardians. Now, for some additional, uncategorized information on them!
I. When vanquished, the Guardians have a chance of dropping Memorial Album items. We'll talk more about that in Section 5-C, but here are the three items, and a list of which Guardian party drops them (because it'd be too easy if you could get all three from the B10 Guardians):
Bowl of Hygiea - Land Battle recovery item (group). Dropped by Guardians on B10 through B50. Effect: Group HP recovery. Comparable to Assorted secret elixirs but it will consume less of your Action Gauge.
Kairos' Talisman - Land Battle item (single). Dropped only by Guardians from B40 and higher (red), or by Guardians in the Hidden Passage (Black). Effect: raises your Tech Gauge by one level per use. Capped at Level 5 (the highest rating it can ever have in any single battle).
Godly Bracelet - Accessory. A piece o' junk which requires 10,000 fame to equip it, has 60 durability, 10 attack/defense, and +1 Guard/Evasion/Penetration but has no Effect to prevent durability loss. Dropped by Guardians on B50 and higher (red), or by Guardians in the Hidden Passage (Black). An extremely rare drop!
II. Guardians do not all deal damage equally. As shown in Huseyin-Gazi's awesome YouTube video (link!), at least one will always do three times the amount of damage that the others do. If you can identify and defeat that Guardian first, the rest of them will be substantially easier to deal with. How to that without being KO'd? Aye, good question. Wish I had an equally good answer...
I suppose you could try paralyze them with Adventure Pit traps or the like, and "wake" one Guardian up at a time by focusing your attacks on it (which shortens the paralysis period), noting their damage output and tracking them by their HP levels. Your call; I prefer to take them out one by one, starting with the lowest HP Guardian first, and never letting them lay a Terra Amina club/staff on me.
III. Guardians have a slew of cheap tricks up their sleeves. These include, but are not limited to:
Red/Blue/Yellow techs (which they love to chain together for extra damage)
Status Ailments (Bind - you can act, but not move; Paralysis - you're frozen in place and helpless; Antidote/Soma clears both, if you have them handy)
Status Buffs (increase their own Attack and/or Defense)
Status Debuffs (decrease your own Attack and/or Defense)
Teamwork...? ("??? started to fight in coordination and their performance has improved!" - effect unknown)
Ranged Multi-hitting Physical Attacks ("All Out Attack" stance; can be fatal to low HP/defense players)
"Prayer" Stance (unknown move which causes no damage to players, but which "refills' the Guardians' vigour"... a recharge for battle techs, maybe?)
Guardians especially love to use colored techs to counter any used on them (Red beats Blue, Blue beats Yellow, Yellow beats Red). Be careful about triggering their vicious counter strike abilities! Adventure techs and items, however, they don't seem to react as strongly to.
IV. Guardians are susceptible to Item and Adventure tech ailments such as Paralysis (Pit trap, etc.), Poison (Darts/Wasps), Burn (Greek flame, etc.), and Lacerate (Spike traps), to name a few. However, the stronger a Guardian is, the more likely they are to resist your Status effects; the Black Guardians in particular often shrug off R3 and higher Adventure techs quite easily.
Strangely, they're more vulnerable to R2/R1 techs like Wasps, or Fuse Explosive... which of course, do less damage for less time. Still, if any status HP drain connects to a Guardian foe, that's a little less HP you have to worry about removing from them, isn't it?
V. It's possible to become completely immune to physical attacks from Guardians by way of "Total Evasion" status. This effect is conferred by Eagle Wings (sold in Cairo, and dropped by NPC enemies in the Temple of Poseidon), or by creating an Original Tech using the Merchant Tech "Swift" (learned via R1 Merchandise Knowledge skill) as the base recipe. This is my own personal Original Tech recipe!
That's Swift (Trade/Merchandise Knowledge R1) as a Basic/Base skill, with the addition of Ankle Snare (Adventure/Trap R1) + Barrel Drop (Adventure/Trap R1) + Amplify (Trade/Merchandise Knowledge R1). It's as amateurishly assembled as my guide, but has served me well with Guardian bashing, giving about 10 seconds of Total Evasion, and even lets me share the Total Evasion status with any fleetmates standing next to me when I use it. However, be careful: Total Evasion will wear off after a period of time, and it can NOT protect you from Guardians' special color tech attacks!
VI. Like all land battle NPCs, Guardians tend to focus on players who've hit them for high damage, or who recently used healing items. With two or more fleetmates, you could theoretically bounce them back and forth from player to player by taking advantage of their targeting habits, giving yourself (or others) a chance to catch their breath, and perhaps toss Adventure techs after the Guardians from a distance. Just be careful, Guardians can switch targets without warning sometimes, the Black ones in particular.
VII. Want to see how other players fight the Guardians? Here's three quick video links from fellow UWO players, in no particular order!
Black-Pearl. https://www.youtube.com/watch?v=Bn6S125liHQ
Battousai https://www.youtube.com/watch?v=6PTC8CRPLk8
Huseyin-Gazi https://www.youtube.com/watch?v=AYPaK874afw (I linked it earlier, but hey, why not again?)
Phew! Well, that ends this section. Only two more left to go with this guide!
Section 5: Miscellaneous Atlantis Stuff! (or, I didn't know where else to put these things) [S#5]
5-A. Blessing System (new bonus effects made crystal clear)
When Atlantis is present in the world, it's possible for UWO players to earn a very special non-transferable item called a Crystal of Blessing:
Pretty, isn't it? Up to five different activities can done once a day, each being worth one Crystal of Blessing. Regardless of how you earn Crystals, you can select how you wish to use them; just as there are five different ways to earn Crystals a day, so too are there five different special effects. Here's a breakdown of the entire Blessing system:
Poseidon's Blessing
Condition: Enter (and then exit) the Acropolis temple once a day.
Activation Effect: Temporarily enables travel via Canals (Panama and Suez) or overland routes (San Francisco-Great Plains-Colorado Plateau, Calais-Paris-Marseille, and possibly Basra-Suez for Ottoman players) with trade goods in your ship's cargo hold.
Rank Value: 1000 trade goods can be transported at Rank 1; 2000 trade goods can be transported at Rank 2; (possibly) 3000 trade goods can be transported at Rank 3.
Effect Duration: 60 minutes.
Ares' Blessing
Condition: Clear 10 sections in an Endless Dungeon (either Crete's Labyrinth, or Atlantis' Temple of Poseidon) once a day.
Activation Effect: Increase the damage and accuracy of Cannons, not in effect during PvP battles.
Rank Values: The exact rank values are not known to me, sorry.
Effect Duration: 60 minutes.
Athena's Blessing
Condition: Defeat a Ganador once a day. (The type of Ganador or their difficulty rating doesn't matter, so you're free to pick an easy white-name for x2 Patriot Awards.)
Activation Effect: Protect your ship from enemies' cannon fire for a certain number of times, not in effect during PvP battles.
Rank Value: At Rank 1 this protects you from enemy fire once; at Rank 2, this protects you from enemy fire 4 times; at Rank 3, this protects you from enemy fire 6 times.
Effect Duration: 60 minutes.
Metis' Blessing
Condition: Assisting in the advancement of Ancient Technology Research. (IE, accumulate ATR points, or turn in a completed ATR quest, as detailed in Section 3.)
Activation Effect: Increase the number of points earned during Ancient Technology Research quests.
Rank Value: At Rank 1, each study point gains +1; at Rank 2, each study point gains +2; at Rank 3, each study point gains +3.
Effect Duration: 30 minutes.
Hephaestus' Blessing
Condition: Perform a (successful!) Transmutation Alchemy recipe once a day.
Activation Effect: Prevents from consuming Vigour during Production at a certain rate for a fixed period of time.
Rank Value: At Rank 1 the chance of occurrence is 33%; at Rank 2 the chance of occurrence is 66%; at Rank 3 the chance of occurrence is 100%. (Credit to Huseyin_Gazi for this!)
Effect Duration: 30 minutes.
As you can see, the Blessing effect system greatly influences your gameplay. Although there are five possible ways to earn Crystals, you can use them to apply whichever benefit you like -- like earning a Crystal of Blessing from Ares, then applying it to use Hephaestus effect -- so as long as you've unlocked access to the appropriate effect (if you've never been to Poseidon's Temple in person before, his blessing effect is not selectable until you earn a Crystal from visiting the Temple of Poseidon) of course.
The Crystal(s) of Blessing will only be placed in your inventory on entering a port city. This means if you earn a Crystal while running a dungeon, sailing at sea, or doing Transmutation Alchemy in your Quarters, you will not receive your Crystal until you enter/return to an actual port city. If your inventory is full at the time you would ordinarily receive a Crystal, you'll see a message in your chat window which reads: "Crystal of Blessing could not be acquired due to a lack of inventory space." No worries, just tidy up your inventory so you have room and you'll receive it afterwards (maybe you should duck inside a building and then back out again!).
All Crystals of Blessing can be picked up at any time during the day, up until server reset at 12 AM Pacific time. At this time your Crystals earned for the day count will be completely reset so you can collect them anew. Any Crystals not collected before then can still be picked up, but they will count for that day's Crystal of Blessing only -- you will essentially lose one day's worth of Crystals this way, meaning you ought to pick them up as soon as possible. If you're having trouble recalling which Crystals you've already gotten for the day, never fear! You can track which Blessings you've already earned for the day by opening the Crystal of Blessing screen, and cycling through each of the Blessing effects; any you have met the conditions to receive will have a message below the 'Number of Uses' gauge which reads *Achieved today's condition.
Speaking of that gauge, you may be wondering what it's for? It's tied to the Blessing's Rank system. How this works is that using Crystals fills up that special gauge which counts toward unlocking a Blessing effect's next level. You can apparently use multiple Crystals throughout the day without restriction, as long as you actually have Crystals on hand, and your last chosen Blessing effect has already worn off. Please note that the activated Blessing's timer will keep counting down towards expiration even if you log out of the game, so be sure not to use them if you're not going to be able to get their full desired effect! If you want, Huseyin_Gazi was kind enough to develop a video guide on the most efficient means of gaining Crystals of Blessings, which you can view here: link!
Which Blessing effect is the best? Although it really depends on each individual player, I would suggest that Poseidon and Hephaestus have the greatest potential long-term benefits -- one allows you to import large amounts of cargo through Panama and Suez, and the other makes production absurdly easy. Poor Metis is useless during periods when Atlantis is absent from the server world, and cannon enhancement/defense against NPCs is kinda... unimpressive looking, particularly when compared to other items/skills already in the game. But by all means, determine that for yourself!
5-B. Challenge From Beyond ~ The Ancient Ganadors
Rumors have begun to spread, telling of ancient galley ships appearing from out of thick banks of fog, and ambushing powerful sailors at sea who seek after Atlantis. The crews of these vessels are said to be restless souls filled with malice, and they possess strength that exceeds that of mere mortals. Dare you challenge the mightiest of all sea-going foes, the Ancient Ganadors...?
After you've completed Atlantis story quest "Egypt and Atlantis", you will have a pair of cutscenes on returning to your home nation's port. One has to do with Alchemy Transmutation, and one has to do with Ancient Ganadors. Guess which of those two topics I'm covering in this section here!
If you guessed Ancient Ganadors, have a cookie. It's yummy! Normally I'd give you a link to a guide on Ganadors, but there don't seem to be any right now... shoot. Do I have to explain this too? Ha, why not! Short version:
Ganadors are super powerful ship bosses who can only be found at the Command Center (accessible from ports the world over via the Ganador Transport button). There are a slew of Ganadors to be fought, but the ones visible are tied to the World Clock's current era. Use of Chrono-effect EX equipment, or Chrono quest titles, can be used to access specific era related Ganadors who may not be found at the present time. Certain ones may appear during historical events as well.
Ganadors come in a variety of colors, which also serve to denote their difficulty. In order of weakest to strongest:
White (weak)
Yellow (strong)
Orange (very strong)
Red (strongest)
Green (random)
Purple (special event)
You'll notice I said Green is "random" just now. More on that in a second. In addition to their color difficulty rating, Ganadors also cannot be challenged for free; it costs a certain amount of Patriot Awards to select and open a battle with a chosen Ganador. The harder they are, the more Patriot Awards they cost... but the better their dropped and plundered items tend to be too. Green is an exception to this rule as any Green level Ganadors are free to challenge without Patriot Awards; that said, they change on a regular basis (how regular, I can't tell you, sorry!) and retain the power they would normally have if you fought them via PAs (so don't expect an easy fight either way).
When you select and confirm a Ganador fight, up to four other people can join your mission if they qualify (have the same Chrono title equipped, have met the requirements to fight a certain Ganador by first defeating a lesser one, etc.); at that point, you're free to set sail together and look for the chosen Ganador on a wide open sea arena. Aide Days and Ducat consumption are frozen while sailing in this unique area; possibly notoriety and bounty hunter fame, too. Food and water still drop, though, so watch out for that! As befits a powerful foe who seeks only the strongest and worthiest of opponents, the Ganador is protected by smaller fleets who seek to hound you as you look for your quarry, though they can be skipped if you're able to sail carefully enough around them. And when you find the Ganador at last, then the real challenge begins...
But that's normal Ganadors. We're here to discuss Ancient Ganadors, aren't we? Well, to do that, let's start with the basics.
I. Ancient Ganadors can only be fought by those who have completed the Atlantis chain up through Main Story Quest "Egypt and Atlantis". Doing this unlocks a special cutscene at your home nation; after you've viewed it, you should be free to visit the Command Center to take on a tutorial Ancient Ganador. If you've not yet done this step, you cannot encounter them, or join missions involving an Ancient Ganador.
II. At the Command Center, talk to Spy, then click on the "Ganador Mission Info" button. A brief cutscene will play; choose "Yes" to begin a special tutorial mission against the Ancient Ganador challenger, or "No" to decline it. Unfortunately, it appears that until the tutorial Ancient Ganador unlocked from the "Egypt and Atlantis" quest is vanquished, you cannot start or join any other Ganador missions. Annoying, to say the least! Here are the steps to challenging it for brevity's sake:
A. Talk to Spy; Click "Ganador Mission Info" and then choose "Yes"; Click "OK" when the "Target to Subdue" box appears, and "Yes" when prompted (Tutorial Mission Accepted!)
B. Wait for others to join your fleet (if applicable, otherwise proceed to step C); have them click "Details", then click your mission, choose "Join"; have them return via "Details", then click on "Prep Complete" to confirm their participation and readiness to set out on the hunt (Fleetmates recruited and confirmed!)
C. Talk to Spy again; under "Ganador Mission Info", click "Details", then click "Begin" in the lower left, and "Yes" when prompted (Tutorial Mission Confirmed! - no further recruitment possible at this point)
D. When you have all your vigor and equipment and ship parts set, go to the Harbor, and once supplies (food/water/etc.) are good, click "Set Sail". (Timed Mission Start!)
E. Locate the Ancient Ganador and defeat him in 30 minutes. You have unlimited tries to do this; feel free to cancel and restart the mission if you have to go into the Command Center port, or choose to put this mission off for any reason. The Ancient Ganador's not going anywhere...
III. Although you are locked into this mission pretty much against your will, remember that those who have cleared "Egypt and Atlantis" as well as beaten their the tutorial Ancient Ganador are free to join your quest. While additional fleet members may not be necessary if you're a powerful maritime player, I strongly recommend bringing friends and company mates along if possible to lend support.
IV. Ganadors like to hide somewhere in their particular sea. They will always be in the same place; finding and reaching them can be tricky if you don't know where to look. Here's a screenshot of the Survey map to give you an idea of our tutorial friend's hiding spot:
V. When you approach the Ancient Ganador, the big palooka summons a seemingly random number of fellow Ancient Ganador galleys to his side. I fought the same tutorial Ancient Ganador several times, and each time he summoned a different number of back-up ships, from as few to four, to as many as nine. Imposing and large as they seem, they're just the hired help; your true target is the silver-grey Ancient Ganador with an Admiral icon on his name ("???"), and whose ship is surrounded by a series of bright golden sparks. To defeat this fearful foe, you must either reduce his durability/HP to 0 with cannonfire/mines, or collide with the gentleman and engage in melee fisticuffs, reducing his crew count to 0. As in every other sea battle, crush the Admiral, and every other ship in his fleet is automatically defeated. However...
VI. For a tutorial enemy, the Ancient Ganador hits pretty hard. His cannon volleys can trigger ship fires, rip your sails, break your rudder, diminish crew (who can usually be recovered via Surgery or Rescue, depending on whether they were gunned down or tossed overboard by "Rough Seas"), and if he's anything like normal Ganadors, has a nasty all-fleet counterattack waiting to be used on voyagers foolish enough to try and attack him with items like Amulets of the Sun. Best of all? His minions have all the same tricks up their sleeves, barring the all-fleet counterstrike. Ganador HP is often 1k or higher, too, and starts every battle with a special fleet-wide effect that strengthens the Ancient Ganador and his crew in melee battles. Gulp! Perhaps bringing a Tortoiseshell Charm with Null Cannon effect will make your life a little easier?
VII. The strength of the Ancient Ganador tutorial fleet seems proportionally tied to your battle level. I encountered an Ancient Ganador who only had 72 crew, while his underlings had 27, 32, and so on. Others I talked to who were of higher battle levels than I reported encountering much stronger tutorial Ancient Ganadors. But this is unconfirmed.
VIII. When you defeat the tutorial Ancient Ganador at last, you will return to the Command Center and receive a quick cutscene. To summarize: Ancient Ganadors drop special cannon, sail, and armor parts which can be used in Transmutation Alchemy to craft powerful items. You can also plunder the regular Ancient Ganadors for even specialler items (details shortly!) as well. The tutorial Ancient Ganador is only fought once, apparently, so he doesn't have anything special to steal other than a Weathered cannon/armor/sail item at the end of the battle.
IX. After beating the tutorial Ancient Ganador, you are free once again to start or join Ganador missions freely again. As well, the Spy will sometimes let you know that certain normal Ganadors have spotted an otherworldly force prowling about...
From now, Ancient Ganadors can be randomly encountered while fighting normal Ganadors. How randomly, though, I can't really say... while the tutorial Ancient Ganador will never again appear, he has two successor that you'll get to know (and dread) in short order. They are known as Dictator Perpetuo and Two-horned Great King; ghostly shades of the great Julius Caesar and Alexander the Great, respectively.
X. Although Ancient Ganadors are a bit random in their appearance, there is an item which can call them forth to do battle at your leisure. It is called:
As you can see, using an Apollo's Torchlight guarantees a battle with an Ancient Ganador. The game seemed to hint there was more than one kind lurking out there, so it's probably a bit randomized as to which one you'll fight. You can acquire a single Apollo's Touchlight for completing the Atlantis quests "A Chance Meeting on the Sea of Atlas", and also for "Dangerous Caribbean". They may also drop from Ancient Ganadors when defeated as well.
XI. As noted in section 5-A, you can earn one Crystal of Blessing per day for fighting Ganadors and Ancient Ganadors. To collect it, leave the Command Center after defeating the Ganador, and enter port to collect your prize. Any Ganador will suffice, so maybe you should fleet with friends and gang up on a white-name weakling, then take his lunch ducats and a Crystal of Blessing. Mwahaha! ... Bully.
XII. Like their normal Ganador cousins, the Ancient Ganadors drop special rare and precious items, which can be registered in a Memorial Album (discussed below in 5-C). As Ancient Ganadors are among the strongest of all sea-faring enemies to date, collecting these items will not be easy... but it could be fun, and maybe even profitable as well.
The MA items are:
Dhul-Qarnayn (dropped by White/Red Two-Horned Great King)
Slot type: Armor
Accuracy +3
Gunnery +2
Penetration +1
Required fame to equip: 6000
Dittatore (dropped by White/Red Dictator Perpetuo)
Slot type: Armor
Ballistics +3
Evasion +2
Rowing +1
Required fame to equip: 18,000
Archaia Thorakas (dropped by Red Two-Horned Great King)
Slot type: Armor
Evasion +2
Swordplay +1
Assault +1
Required fame to equip: 50,000
Archaia Kranos (dropped by Red Dictator Perpetuo)
Slot type: Helmet
Steering +2
Guard +1
Required fame to equip: 5,000
Basileus Spatha
Slot type: Hand/Sword
Assault +1
Plunder +1
Swordplay +1
Required fame to equip: 5,000
Caesar's Gladius
Slot type: Hand/Sword
Tactics +1
Leadership +1
Guard +1
Required fame to equip: 5,000
Weathered Cannon (you can use alchemy to turn them into useless guns or 20-cannon materials)
Weathered Sail (alchemy makes them into outdated sails)
Weathered Armour (samed as the sails, but with ship armour panels!)
XIII. Remember I mentioned before that Ganadors were ranked by difficulty according to their name color? Well, if you defeat a normal Ancient Ganador, you unlock the potential to meet and battle an even stronger Red-named version of that Ancient Ganador. Doesn't that sound like fun? You can find their specs and maps at this forum put together by YoGolan of Gangsta: link!
XIV. With all that in mind, what happens if you draw an Ancient Ganador (non-tutorial version) but don't want to fight it? Well, it's a simple enough solution. When prompted by the Spy, say 'Yes', then talk to Spy and go through these steps: Yes --> Talk to Spy --> OK --> Plan Mission? Yes --> Talk to Spy --> Details --> Disperse
Voila! Ancient Ganador dismissed. You may now hunt regular Ganadors at your leisure. .... But they'll be back again, you'll see. Now if you're worried about Ancient Ganadors disappearing when Atlantis does and being unable to finish hunting their rare drops, don't worry; these ghostly foes continue to haunt the Command Center and its motley Ganador crew until the sun finally sets on UWO. So you won't have to wait until Atlantis returns before you can resume your Ancient Ganador ghost-busting. I wish you well in besting these fiendish otherworldly foes, mighty Desafiantes. May your drops always be favorable, and your opponents not have even a ghost of a chance at victory over you!
5-C. Lost Ancient Celestial Globe
Ah, now this is a fun sub-section! For your troubles in researching ancient tech, you may be awarded a fancy (transferable!) consumable item known as a...
Lost Ancient Celestial Globe!
What's this item good for, you ask? Easy. Let's say you've been to Atlantis for the week by way of Solar Barge. If you use this item while in a town, any town in the world at all, the following prompt will appear:
"OK" and "Back" buttons will be at the bottom of this prompt. If you say 'Back' or close the prompt, then nothing will happen. Boring... But if you say 'OK', then you'll find yourself being automatically teleported to the Acropolis of Atlantis, just a few feet away from our friend SK the Store Keeper! Isn't that nifty? I think it is.
When you choose to finally leave Atlantis, just go to the docks, click "Set Sail", and you'll be returned automatically to the city you began in. "But I can sail to Atlantis just fine," you say. "It's only north of the Azores!" Sure, that's where it is right now. But suppose that next Monday it's moved to the Pacific Ocean, though? Or down by Australia? A bit offshore of India in lawless waters? Suddenly, these Globes are looking pretty nice for a shortcut to and from the legendary lost city, aren't they?
Now let's say you used a Globe to get to Atlantis. What can you do there? While you are in Atlantis (lucky you!), it is possible to access the ATR quests via the Storekeeper, purchase stuff from the Item Shop, or raid the Endless Dungeon located in the Temple of Poseidon. You can even form fleets there as well! And it is possible to teleport to Atlantis with trade goods in your ship's cargo hold; that in turn makes it easier to run ATR quests to benefit yourself and your nation as well. Yay!
There are a few small catches, of course. By using a Globe to reach Atlantis as opposed to visiting it in person via Solar Barge, the ability to exchange items or open a bazaar, or purchase items from another person's bazaar becomes temporarily disabled. We can't have folks using Atlantis as a pirate-free Nanban trade hub, now, can we? (Well... I would be fine with that. KOEI obviously feels differently, though.) Trade goods discarded in the city will also be auto-deleted, so you can't spam Search skill trying to pick them up that way either. Nice try. :P
Additionally, if Atlantis has moved for the week, you must first construct a new Solar Barge and sail to Atlantis in person before these items can be used again. That's a bit of a disappointing restriction to say the least. Lastly, when Atlantis finally disappears from the world for months at a time, these items will stop working during its absence, meaning it'll be impossible to return to Atlantis and do ATR, dungeon raid, or so on... to say nothing of drinking in the brilliant and breathtaking designs of the Acropolis.
But since Atlantis will still reappear in the game at random intervals, these Globes will prove a valuable commodity to some players. Perhaps you'd do well to store just a few of these in anticipation of Atlantis' eventual, albeit brief, return visits...
5-D. Memorial Albums
It just wouldn't be Uncharted Waters Online if we didn't have a Memorial Album to go along with this nifty quest option, would it? Odds are you know what Memorial Albums (or MAs) are already, but in short, an MA is a special record of your collecting items through various means. Complete an album, and you can receive a special reward from an NPC, which is usually quite valuable and spiffy. There are four Albums related to Atlantis, so let's take a gander at them all now.
Interaction with Supercivilization consists of five Album items, all of which come from doing Ancient Technology Research.
The reward is: Laurel Wreath (Head Slot)
+1 Body Language
+2 Textile trading
+2 Fabric trading
Required fame to equip: 500 / Unisex
Treasure in a Mythical Temple consists of three Album items, all of which come (randomly) from treasure chests located in the Temple of Poseidon Endless Dungeon; specifically, chests located in the "Treasure Room" Hidden Passage (assuming no "Between Myth and Reality" Treasure Hunt theme active when you open said chests).
The reward is: Blue Gem Necklace (Accessory)
+2 Jewellry trading
+2 Art trading
+1 Sociability
Required fame to equip: 15,000
Proof of Mythology (No.2) consists of three Album items, all of which are dropped by the Guardian bosses found in the Temple of Poseidon Endless Dungeon. Refer to Section 4-D for details on which bosses drop which items.
The reward is: Staff of Light (club/staff weapon)
100 durability
60 attack
+2 Sword Mastery
+2 Trap
+1 Tactics
Required fame to equip: 15,000
Proof of Mastery consists of nine Album items, all of which are dropped or plundered (not sure which!) by Ancient Ganadors. Refer to Section 5-B for details on where to obtain these items. Note: I edited that screenshot together from Japanese blogs as I couldn't find a complete Album on either GAMA or Maris.
The reward is: Hero's necklace (Accessory)
Navigation +1
Management +1
Arms +1
Required fame to equip: 1,000
When Atlantis disappears from the world, all but the Proof of Mastery Album will become impossible to complete until Atlantis returns again. Whee, what fun. Gotta register 'em all? I wish you well if you mean to try and do so, fellow voyagers!
5-E. Treasure Hunt: "Between Myth and Reality"
Between myth and reality lies... obsession? No, it's a special limited time Treasure Hunt! For those unaware, Treasure Hunts are a kind of side-quest; you accept a Theme from a Barkeeper, then gather Clues and mash them together until you end up with a special Relic Quest, which on completion, gives you a special discovery card, a nifty item, and tons of adventure experience. You can learn more about them here: link!
With that in mind, let's discuss the Treasure Hunt Theme: "Between Myth and Reality"
1. This theme is only visible to those who have visited and discovered the Acropolis of Atlantis (Port Discovery). In other words, you must work your way through the Atlantis story chain, up through constructing a Solar Barge and then riding it to Atlantis. Once you've entered the city and heard that awesome little 'Discovery!' chime, this theme becomes yours to play with from any Barkeep or Rest House Master in the world.
2. The theme is a 17-star hunt, meaning you must synthesize clues until you end up with a 17-star clue that leads to a Relic Quest. This clue can be sacrificed to accept the Relic Quest like you would any other normal quest (be sure to have at least one Quest slot free; if you don't have at least Rank 7 Cultural Contribution to enable accepting an additional quest, then you must have no other normal quests in order to accept it). This Relic Quest is called:
Hercules' Offering
7-star Difficulty
Required Skills: Search R11 / Theology R13 / Archaeology R9
3. Most Treasure Hunt relics are found out in the wild, but "Between Myth and Reality" (which I'll now just call "BMR" for short) requires you to physically enter the Temple of Poseidon Endless Dungeon to find it. That means you first need to accept the BMR Theme at a Barkeeper (which Atlantis does NOT have!), then get up to 17-star clues, accept the Relic Quest (only possible in cities, not at sea or in landing points/dungeons) then go to Atlantis and enter the dungeon.
4. In addition to having a free Quest Slot, Relic Quests also cannot be accepted unless you meet the third listed Skill requirement! In this case, that means you must have Archaeology R9 (boosting equipment is okay) when you try to accept the Relic Quest. But that is just the requirement to accept it; completing a Relic Quest requires all three listed skill requirements at the same time. It is possible to leech those from fellow fleet members while on the actual quest.
5. Once you've accepted the quest, you can now seek its reward, or Relic. As long as the theme/quest holder is admiral of the fleet, they can discover a Special Passage leading to the Relic Room. As I mentioned earlier in Section 4-B, it's a hidden passage but counts as a separate choice from the usual hidden passages you'd normally find in a dungeon. You'll know you've found the right option because a message pops up on your screen which reads: "You have found the special passage! It seems that it leads to a room which has an air of magnificence."
When that happens, check your Select screen carefully, and click on "Take the special passage." This will in turn transport you to the Relic Room.
6. Congratulations, you just found the coolest place in the entire Temple of Poseidon dungeon! Only two objects can be interacted with; a silvery casket/treasure chest deal in the center of the room, and an Exit statue to your right. Clicking on the silver chest object will (as long as you, or someone in your fleet, meets all quest skill requirements) reward you with the Relic item for this quest. You can only find ONE Relic per day, by the way. Unless you use a certain item called Mead of Poetry -- that resets your Treasure Hunt count for the day so you can immediately run another Relic Quest of choice.
Sounds easy enough (for adventurers), right? But take heed, dear voyagers: Because it is impossible to revisit the Temple of Poseidon through the use of Expedition Ship Boarding Tickets, this theme and its Relic reward can only be acquired when Atlantis is in the game.
But as you've been warned before, and will continue to be warned, Atlantis will not always be present in the game, so I'm afraid if you don't do this TH Theme before Atlantis disappears -- as in, leaves the game for months at a time -- you're not going to be able to do it until Atlantis returns to the game. Whenever that might be. Also, this TH theme will disappear from barkeepers' list of selectable themes when Atlantis is gone, though any clues you've gathered from it will remain in your clue inventory (though they'll be useless until Atlantis returns, obviously). If it was your active TH theme at the time when Atlantis left, you can still collect clues if you want to but be warned that once you discard the theme, it cannot be reaccepted until Atlantis returns.
And that's how the BMR TH Theme/Quest works! On to the Relic reward. It is a stackable consumable called:
Coat of the Nemean Lion - A lion coat Hercules dedicated to the Temple of Poseidon as an expression of his gratitude after he had accomplished the Labours.
Although this Relic is not a Memorial Album item and has no special effects, it can still be used for something neat. Through the power of Alchemy, it will be possible to create... this!
Say hello to "Trojan Warrior's Armor"! Its stats are:
60 Durability
50 Defense
+2 Swordplay
+1 Sword Mastery
+1 Rowing
Required fame to equip: 50,000
Isn't that nifty looking? To create it, you'll need casting/alchemy or to find someone who specializes in both. The recipe will require Transmutation Alchemy as well. Here's the full list:
Production rank/skill: R10 Casting and Alchemy
Plate armour -- strangely, you use this as the base item for T-Alchemy.
Suede x30
Coat of the Nemean Lion x1
Alchemist's Tarot x10
The ingredients will be lost after a successful or failed production attempt, which is bad. You may want to use a special item called Book of Uroboros which can 100% guarantee T-Alchemy recipe's success so your hard-earned Nemean Lion coat isn't wasted. You can upgrade it further to have an EX effect of Increase melee battle capabilities Rank 2, but that seems awfully silly since much better Melee EX items can be found on Maris. Whatever your plans for this spiffy armor, I hope you'll enjoy it as much I did when I had it back on GAMA!
5-E. Supercivilization Clothing
Isn't Atlantean fashion chic? But maybe you'd prefer something in a stylish blue, with a good skill booster or two on it. Never fear! When certain conditions are met, you'll be able to make super fancy clothing from Atlantis, right in the comfort of your own Nation's palace! Those conditions are:
1. Complete the Atlantis chain up to the point of accessing Secret Edicts to build the Solar Barge.
2. Your nation's gauge must be at 10,000 points from Ancient Technology Research.
When those two conditions are met, then a special selection of sewing and handicrafts recipes will become accessible at the Secretary NPC of your home nation. These recipes will remain available until your nation's progress gauge drops to 0, or when Atlantis disappears from the game for real; the recipes then disappear, and cannot be accessed until conditions 1 and 2 are met once again.
That's pretty simply, eh? Well, on to the recipe list!
Wondering what each recipe makes? Of course you are. So here's some handy specific information on each item, courtesy of Jean_Dupleix, of the LesRebellesFrancais company (thanks so much and congratulations on becoming a Community Advisor!):
Details on Supercivilization Clothing Recipes:
(Town Men's Recipe with Palace Secretary)
1. 10 Cotton Cloth + 5 Embroidery Threads + 3 Fine Velvet = Rouxa (unisex) +2 Food Trading +1 Livestock Trading
2. 15 Muslin 10 + Gold Thread + 5 Fine Velvet = Protos Rouxa (male) +2 Archeology +1 Theology
3. 15 Lace + 10 Gold Thread + 5 Fine Velvet = Protos Rouxa (female) +2 Archeology +1 Theology
4. 3 Velvet + 5 Goldwork + 5 Fine Dye = Leaf Headpiece +2 Sociability +1 Accounts
5. 2 Pearl + 5 Goldwork + 10 Embroidery Threads = Daktilidi Ring +2 Metal Trading +1 Jewelry Trading
Interestingly, all of those ingredients but Muslin and Embroidery threads drop in the Temple of Poseidon Endless Dungeon! I highly recommend producing the clothing items from this selection of recipes while you can; not only do they look cool, but their skills are not shared by many other items in the game, making them great as selling items, or as gifts for friends. Or even your aides!
5-G. The Loss of Atlantis
Whee, my least favorite section. Can't ignore it, though... as splendid as Atlantis may be, it is only with UWO players for a reason. The time will come when it departs for regions unknown and can no longer be reached by any means. It will return from time to time in the future but while it's gone, players lose access to the following:
Secret Edicts - None of these quests can be accepted or completed. This means no Solar Barge construction will be possible, and no more free rides to Atlantis, or Secret Edict reward boxes.
Crystals of Blessing - These items will no longer be awarded; that's to be expected, since two of the five Crystal sources (Poseidon and Metis) involved Atlantis directly. Any Blessing items already in your possession will be safe, and can still be used at your discretion.
The Acropolis of Atlantis - It is physically impossible to reach and discover Atlantis. That means means no discovery card, and anything in the city automatically becomes inaccessible as well. Which means...
Atlantis Chain Quests - ... any quests in the Atlantis chain that require pre-discovery of the Acropolis, cannot be drawn if you have not yet found Atlantis. Additionally, any quests that have this requirement, plus involve physically visiting Atlantis, cannot be completed (though they might still be possible to draw, the game will warn you that it's impossible to complete them without Atlantis being present in the game).
Exception: it is actually possible to finish the Adventure chain's finale quest IF you have completed the portion that requires talking to all the NPCs in Atlantis, as the quest actually finishes up in Hamburg. It may be unique in this respect.
Partial exception: the Maritime chain post-Atlantis discovery does not involve visiting Atlantis at all. So as long as you've discovered Atlantis beforehand, then you may complete the Maritime chain at your leisure.
The Temple of Poseidon - This is the only dungeon in the world which Expedition Ship Boarding Tickets cannot reach. Anything found in the dungeon (including the Memorial Album items and Orichalcum) cannot be accessed until the Acropolis of Atlantis returns to the game.
Ancient Technology Research - Without access to the city or the Solar Barge, it's only natural that means you lose access to SK the Storekeeper. The good news is that national development gauges related to ATR quests will be frozen at whatever point they were at when Atlantis departed and will remain at those levels until its returns. The bad news is that any benefits from ATR (Master of Ancient Technologies title, Supercivilization recipes, Transmutation Alchemy success boost, etc.) will not be retained.
Exception: If you had an Ancient Technology Research quest accepted prior to Atlantis' disappearance, it will remain in your quest log along with the item in your inventory even after Atlantis departs from the game. You can still earn points to complete it, and still turn it in for an appropriate ATR reward box related to the amount of points you accumulated. Just don't expect a Metis Crystal of Blessing!
Between Myth & Reality - This Treasure Hunt theme cannot be unlocked without visiting Atlantis, period. In addition, even if you have unlocked it by discovering Atlantis in the past, the theme will still disappear from the list of selectable themes at the Barkeeper; this is because it's impossible to complete the Relic hunt without access to the Temple of Poseidon dungeon.
Semi-Exception: Any clues you have gained in this TH will stay in your clue inventory, but you'll have no way to use them until Atlantis (and its Temple of Poseidon dungeon) returns. The TH theme will remain in your possession if you accepted it as your active TH theme before Atlantis disappeared, but without access to the dungeon, all you can do is gather clues for Atlantis' future return.
Memorial Albums - Any related to the above 'vanishing' content, obviously cannot be finished until Atlantis returns. That means the ATR and dungeon related Albums cannot be completed if you've not already finished them by the time Atlantis departs. Any completed album rewards can still be picked up, though.
Ancient Ganadors - These ghastly ghouls will remain accessible even after (or if) Atlantis disappears. Whether or not that's a good thing depends on how much you enjoy running into them while Ganador grinding. They'll still drop their MA items as well meaning their Album can be finished up -- not too important since the reward itself is pretty unimpressive, but good to know all the same.
That Which Remains - All Atlantis story quests leading up the the Secret Edict Imperial Quests will still be in the game, leaving players free to work on preparing to fully unlock Atlantis in the future when it finally returns.
That is what you can expect to happen when Atlantis leaves the server. It will probably always (eventually) return so long as UWO continues to run, but only for a limited period of time. Enjoy it while you can for it's always later than we think.
Believe it or not, that concludes Section 5. I wonder if I missed or overlooked anything somewhere in the above sections? Possibly! I'm far from perfect after all. Alas, this brings us to the end of Section 5; that means the only thing left now is...
Section 6: Epilogue (A Few Final Notes) [S#6]
As you can see, Episode: Atlantis is just chock full of fun and amazing things to see, do, collect, and even battle. It is also the most beautiful place to be found in all of Uncharted Waters Online, and home to an incredible storyline you owe it to yourself to see at least once. But all good things eventually come to an end, including our time with Atlantis and with one another. We've reached the end of this little guide o' mine. I know, you probably thought I'd never stop talking, didn't you? Sorry to be so verbose. There was just so much to be said about Atlantis!
But no more. It's my hope that this guide will continue help some people out long after I've departed from UWO. If you have any tips, tricks, discoveries or the like, please share them in the comments below! I don't plan to update this guide any further but that's no reason for you to not help out your fellow players who may come by for a visit to it. Thanks for taking time to read this guide; take very good care out there on these beautiful uncharted waters we sail upon, and may God bless.
Section 7: Special Thanks/Version Notes (Who Reads These Things, Anyway?) [S#7]
Special Thanks to:
God -- I'm a Christian, and unashamed of that fact! Credit goes to my Creator first and foremost; my talents and skills came from Him, and He has helped me to hone them over time.
Jesus -- For being My Savior! Words can never truly describe my gratitude.
My Family and Friends -- For loving, supporting, and encouraging me. And in some cases, playing the game with me!
Fellow Players of UWO -- Huseyin_Gazi, Jean_Dupleix, Battousai, Destry, CaliCaddy46, LeVatiquois, Baelfire, MarcoS, Alrneval, Roland.von.Zeppelin (you'll always be OmegaKaiserRoland to me), Wsp... *pant-pant* So that's what it feels like to be Instructor Gregory. You know, I probably forgot some people! (And there are some who just don't want to be mentioned at all...) But at one point or another in my journeys, you helped me out or posted information somewhere which I incorporated into my guide. If I somehow forgot you, please know that you still have my gratitude and that of UWO players who were helped by your advice.
And, last but certainly not least!
Readers Like You -- Hey, every Guide here would just be sitting around and gathering digital dust without fine folks like yourselves coming by to read them. Thanks for taking the time to do just that, and I do hope it's helped you out!
Version Notes:
7/3/2019 -- Final Guide Version "Mu" is posted. GAMA's passing ensured I will never feel the same way about UWO as I once did, but having been forgiven much I choose to forgive KOEI, PapayaPlay, and even OGPlanet for that painful episode.
It's my hope this guide will let those of you who continue to play UWO enjoy Atlantis to the fullest for however long you may have access to it. I don't plan to update this guide any further than I already have but you're welcome to share any tips or insights you have in comments below. Time for me to disappear back into obscurity! God bless.