Oryx's Wine Cellar
Someone picked Oryx's pocket before he died, got the key and with a click and a twist your in the fabled Wine Cellar.
There are 2 starting positions shown on the Wine Cellar map below. Your task now is to reach Oryx's main room ransack the cellar ridding the realm of the Mad God ... at least for a few more minutes.
Navigating the Wine Cellar
Getting through the Wine Cellar can be difficult even for experienced players. There is a good amount of skill involved but lets not count out luck. Knowing when to zig or zag as you try to get past Oryx's Henchmen and Purple slimes. If you do not have your DEF maxed this is a perilous trip because getting confused or running over the purple slime pretty much guarantees you having to nexus or die.
There are usually 2 Henchmen (stone guardian lookalikes) that cast confuse. Since the confuse shoots act like a boomerang your have to make sure you don't ignore then ones coming back at you. Then dodge the slimes, who wants to be slowed and SICK while trying to avoid everything else coming at you.
Depending on the class you are playing there are several strategies for getting through to your buddy Oryx. Generally, as you enter a new hallway or room you should know where the exit will be located (do you turn right/left or just go straight). Your mission is to find the Henchman and then either avoid them or make the boomerang confuse shot miss. Some people swear that its best to go wide along the wall and hope they can get by the shot. I have found two ways that give me success. (1) Head straight for the Henchman and just run over him. He almost never shoots directly at you if you head right at him (I think like the game assumes you will go around him). He will almost never shoot directly at you if you are moving away from him once you are past. (2) When he comes into view, I will Zig then Zag as I run buy him. By doing the zig/zag thing he tends to anticipate where you will be and shoot at your first Zig. Your Zag puts you on a safer path.
If you do get confused it helps greatly if you know the keys to use to escape. There are some people that can switch fast to opposite movement key pattern. I have discovered that if you get confused, don't move your hands, do not move your mouse position and you will continue in a straight line, but the second you move the mouse or change your key you will enjoy the confused movement and spiral off somewhere you do not want to be.
Everyone knows what Holy Water is right? I take 1 - 3 of these with me for my trip to visit Oryx's Wine Cellar. I always put them in the same inventory slots so that my fingers can activate them quickly using the hot keys for the inventory slots. The Holy Water pot has save my bacon tons of times or sometimes I use it to to clear SICK, Quiet or Weak so I can get back into the fight.
Class Tips and Tricks for getting to Oryx 2
Mystic - Stasis your way through, if you have the UT Orb that's even better because it gives a speed boost. Stasis also helps everyone coming behind you. If you are not a Mystic but see one follow him closely to benefit from his stasis.
Trickster - you can Teleport to jump past the monsters or if confused you can jump to safety. The added benefit for the people following closely behind is the decoy will cause some of the monsters to follow it, allowing people safer passage.
Rogue - you can either run past faster than the monsters can act or cloak your way through the tough parts. If you have the Planewalker cloak you can cloak and Teleport past the monsters. After teleporting being cloaked is a life saver.
Having a very high speed - can help you run past the monsters but mostly if you are in the first group of people going into the room. This is where having the Speed weed comes in handy, eat one and enjoy a temporary speedy boost.
Ghost RUM - which cloaks you temporarily and the side affect gets your character drunk. This can be tricky to do but it is possible.
Of course the slow method is to clear out the monsters that confuse and run past the rest of them, just be aware that most people rush these things if you clear, then you may miss Oryx 2. If it is a real small group left at Oryx 1, I have seen the WC opener ask everyone to clear and help the others to reach Oryx 2.
Oryx 2 can be a tuff nut to crack
I try to always bring a holy water or two when visiting Oryx 2. The holy water can cure all bad status affects and give a bonus 100 HP heal. When Oryx 2 hits you with a confuse, weakness or slow these can take a really really long time to dissipate so use the Holy Water to recover instantly.
He fires a shotgun loaded with different shot types, confuse, weak, quiet, slow, blind, high damage and there is at least one that pierces armor. Small wonder some days we see a few graves after Oryx falls. He also spawns Henchman, Purple Slimes, and a few other minions that can drop claymore mines, player seeking bombs and wine bottles that make you drunk.
He will tend to orient on the closest players, he fires his shots in a V pattern (sometimes the shots can be fast), with a bit of luck and skill its easy enough to avoid these specially if you are using medium or long ranged classes. Move back and slightly to the side to avoid the incoming carnage then go back in to hit the bugger some more.
Knights can swoop in and attempt the stun, if successful, then keep the stun going using the chain stun technique. Pour on the damage during this time.
Knight stun tactics
For all classes you generally don't want to move in any closer to Oryx than you have to. Even when stunned, because if he comes out of stun you could get a face full of garbage. Some melees will bring Csword or other type of sword that has that extra little bit of range. Its amazing how much better you can feel with one block more range even if the sword is slower or much weaker.
If you are in a very small group and the fight is taking forever, you might want to go down the hallways and shoot barrels to restock with HP and MP pots. These barrels have a small chance of holding HP and MP pots.
Oryx 2 will start to chase you when he gets to about 20,000 HP left. When he starts the chase he stops spawning all the monsters. The fight actually gets easier now that the monsters are not being spawned. Just make sure Oryx 2 does not chase you into a corner, which could ruin your day. Having the hallway cleared of monsters is a benefit that allows you to escape to safety and have a break. Just be careful that Oryx is not following you.
Item Drops - T6 Abilities, T13 Armor, T12 Weapons
Pot Drops - DEF, WIS, ATT, VIT
Level 15 to level 20 - no stats potted
If the group is large you will have trouble getting soulbound on Oryx 2, even if you get to him in time. If you are in a really small group and you can get to Oryx 2 you will have better luck getting soulbound on him if you are ranged or as a Rogue. With the amount of shots that Oryx 2 sends your way a unpotted melee will have a hard time.
Level 20 - at least DEF potted
Follow the group through to meet Oryx 2, lay a beating on him, collect loot. Yeah, sure its that easy. All my advice is at the top of this document. :)
Notes on Classes:
Rogues - Fighting Oryx 2 is always hard, because everyone is concerned with staying alive so they are not paying attention to any Rogues in the area. Its up to you to make sure that you don't go in cloaked if there is a possibility of someone coming in behind you. I would move to an area opposite of other people fighting Oryx and cloak just as I was going in. The beautiful thing is, Oryx will always orient on the closest person and ignore the Rogue giving him (usually) some personal time with Oryx.
Piercing classes - These types of weapons are a big help. Stand back at your max range and just shoot at Oryx 2 ignoring everything between you and him.
Knight - Save your stun, move in and start the chain stunning. See my advice above.
Trickster - using their T0 prism they can teleport and run through hallways extremely fast. Sending in a long duration decoy at Oryx 2 will distract him allowing everyone including Knights some safety.
Mystic - Use your T0 orb to get through the halls and switch to your longest duration orb and cast it on Oryx 2. Everyone benefits from the curse and you are also stasising the critters close to Oryx 2 allowing everyone clear shots at the bugger.
Assassin - Poison the heck out of Oryx 2, if your poison is still active when Oryx2 dies you typically get credit for the kill. If you get enough poisons on Oryx 2 you don't need to get close for dagger damage.
Ninja - Remember to move in and out not sideways. Having a Ray is a lot less damage but gives you safety in range. If you get a clear path use the star for big damage.
Someone picked Oryx's pocket before he died, got the key and with a click and a twist your in the fabled Wine Cellar.
There are 2 starting positions shown on the Wine Cellar map below. Your task now is to reach Oryx's main room ransack the cellar ridding the realm of the Mad God ... at least for a few more minutes.
Navigating the Wine Cellar
Getting through the Wine Cellar can be difficult even for experienced players. There is a good amount of skill involved but lets not count out luck. Knowing when to zig or zag as you try to get past Oryx's Henchmen and Purple slimes. If you do not have your DEF maxed this is a perilous trip because getting confused or running over the purple slime pretty much guarantees you having to nexus or die.
There are usually 2 Henchmen (stone guardian lookalikes) that cast confuse. Since the confuse shoots act like a boomerang your have to make sure you don't ignore then ones coming back at you. Then dodge the slimes, who wants to be slowed and SICK while trying to avoid everything else coming at you.
Depending on the class you are playing there are several strategies for getting through to your buddy Oryx. Generally, as you enter a new hallway or room you should know where the exit will be located (do you turn right/left or just go straight). Your mission is to find the Henchman and then either avoid them or make the boomerang confuse shot miss. Some people swear that its best to go wide along the wall and hope they can get by the shot. I have found two ways that give me success. (1) Head straight for the Henchman and just run over him. He almost never shoots directly at you if you head right at him (I think like the game assumes you will go around him). He will almost never shoot directly at you if you are moving away from him once you are past. (2) When he comes into view, I will Zig then Zag as I run buy him. By doing the zig/zag thing he tends to anticipate where you will be and shoot at your first Zig. Your Zag puts you on a safer path.
If you do get confused it helps greatly if you know the keys to use to escape. There are some people that can switch fast to opposite movement key pattern. I have discovered that if you get confused, don't move your hands, do not move your mouse position and you will continue in a straight line, but the second you move the mouse or change your key you will enjoy the confused movement and spiral off somewhere you do not want to be.
Everyone knows what Holy Water is right? I take 1 - 3 of these with me for my trip to visit Oryx's Wine Cellar. I always put them in the same inventory slots so that my fingers can activate them quickly using the hot keys for the inventory slots. The Holy Water pot has save my bacon tons of times or sometimes I use it to to clear SICK, Quiet or Weak so I can get back into the fight.
Class Tips and Tricks for getting to Oryx 2
Mystic - Stasis your way through, if you have the UT Orb that's even better because it gives a speed boost. Stasis also helps everyone coming behind you. If you are not a Mystic but see one follow him closely to benefit from his stasis.
Trickster - you can Teleport to jump past the monsters or if confused you can jump to safety. The added benefit for the people following closely behind is the decoy will cause some of the monsters to follow it, allowing people safer passage.
Rogue - you can either run past faster than the monsters can act or cloak your way through the tough parts. If you have the Planewalker cloak you can cloak and Teleport past the monsters. After teleporting being cloaked is a life saver.
Having a very high speed - can help you run past the monsters but mostly if you are in the first group of people going into the room. This is where having the Speed weed comes in handy, eat one and enjoy a temporary speedy boost.
Ghost RUM - which cloaks you temporarily and the side affect gets your character drunk. This can be tricky to do but it is possible.
Of course the slow method is to clear out the monsters that confuse and run past the rest of them, just be aware that most people rush these things if you clear, then you may miss Oryx 2. If it is a real small group left at Oryx 1, I have seen the WC opener ask everyone to clear and help the others to reach Oryx 2.
Oryx 2 can be a tuff nut to crack
I try to always bring a holy water or two when visiting Oryx 2. The holy water can cure all bad status affects and give a bonus 100 HP heal. When Oryx 2 hits you with a confuse, weakness or slow these can take a really really long time to dissipate so use the Holy Water to recover instantly.
He fires a shotgun loaded with different shot types, confuse, weak, quiet, slow, blind, high damage and there is at least one that pierces armor. Small wonder some days we see a few graves after Oryx falls. He also spawns Henchman, Purple Slimes, and a few other minions that can drop claymore mines, player seeking bombs and wine bottles that make you drunk.
He will tend to orient on the closest players, he fires his shots in a V pattern (sometimes the shots can be fast), with a bit of luck and skill its easy enough to avoid these specially if you are using medium or long ranged classes. Move back and slightly to the side to avoid the incoming carnage then go back in to hit the bugger some more.
Knights can swoop in and attempt the stun, if successful, then keep the stun going using the chain stun technique. Pour on the damage during this time.
Knight stun tactics
- Move clockwise, remember that Oryx will shoot at the closest player, move in on him after he has just shot at someone else.
- Know your range for stun, you just have to hit him with the outside edge of your stun. You don't need to hit him with the whole thing, that's just dangerous.
- If you have a status effect such as slow, sick or blind you should wait until that goes away before attempting your stun.
- Wait until you are max health or close to it before going in for the stun. That health can save your butt if you miscalculate.
- Know your confuse keys in case you get hit with confuse and need to escape to safety. Always plan to be confused so you are prepared.
- If there are purple slimes or Henchmen that cast confuse really close you may want to clear them before you go in.
- Your friendly QoT Archer can help you out greatly by Dazing Oryx.
For all classes you generally don't want to move in any closer to Oryx than you have to. Even when stunned, because if he comes out of stun you could get a face full of garbage. Some melees will bring Csword or other type of sword that has that extra little bit of range. Its amazing how much better you can feel with one block more range even if the sword is slower or much weaker.
If you are in a very small group and the fight is taking forever, you might want to go down the hallways and shoot barrels to restock with HP and MP pots. These barrels have a small chance of holding HP and MP pots.
Oryx 2 will start to chase you when he gets to about 20,000 HP left. When he starts the chase he stops spawning all the monsters. The fight actually gets easier now that the monsters are not being spawned. Just make sure Oryx 2 does not chase you into a corner, which could ruin your day. Having the hallway cleared of monsters is a benefit that allows you to escape to safety and have a break. Just be careful that Oryx is not following you.
Item Drops - T6 Abilities, T13 Armor, T12 Weapons
Pot Drops - DEF, WIS, ATT, VIT
Level 15 to level 20 - no stats potted
If the group is large you will have trouble getting soulbound on Oryx 2, even if you get to him in time. If you are in a really small group and you can get to Oryx 2 you will have better luck getting soulbound on him if you are ranged or as a Rogue. With the amount of shots that Oryx 2 sends your way a unpotted melee will have a hard time.
Level 20 - at least DEF potted
Follow the group through to meet Oryx 2, lay a beating on him, collect loot. Yeah, sure its that easy. All my advice is at the top of this document. :)
Notes on Classes:
Rogues - Fighting Oryx 2 is always hard, because everyone is concerned with staying alive so they are not paying attention to any Rogues in the area. Its up to you to make sure that you don't go in cloaked if there is a possibility of someone coming in behind you. I would move to an area opposite of other people fighting Oryx and cloak just as I was going in. The beautiful thing is, Oryx will always orient on the closest person and ignore the Rogue giving him (usually) some personal time with Oryx.
Piercing classes - These types of weapons are a big help. Stand back at your max range and just shoot at Oryx 2 ignoring everything between you and him.
Knight - Save your stun, move in and start the chain stunning. See my advice above.
Trickster - using their T0 prism they can teleport and run through hallways extremely fast. Sending in a long duration decoy at Oryx 2 will distract him allowing everyone including Knights some safety.
Mystic - Use your T0 orb to get through the halls and switch to your longest duration orb and cast it on Oryx 2. Everyone benefits from the curse and you are also stasising the critters close to Oryx 2 allowing everyone clear shots at the bugger.
Assassin - Poison the heck out of Oryx 2, if your poison is still active when Oryx2 dies you typically get credit for the kill. If you get enough poisons on Oryx 2 you don't need to get close for dagger damage.
Ninja - Remember to move in and out not sideways. Having a Ray is a lot less damage but gives you safety in range. If you get a clear path use the star for big damage.