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SaleGuy and Kalon's Training Guide for Calm Hermits

2007-10-03

The Training Guide for Calm Hermits瞍?br>By: Kalon and SaleGuy 瞍?br>
Introduction
This is a guide for hermits that don交 want to go to crowded places (zombies, FoG, etc) I myself made it 70-76 without zombies. This was made with my friend交 assistance.

Requirements:
Since this is for level 70+ hermits I will list strong items. Assassins can read this if you have very good equipments or in the level range of the selected monster.

-44atk+ Claw
-6 Atk WorkGlove
-Normal Dex
-5 Luk cape/dex cape
-Any Shoe
-Any hat
-Any suit
-TOBIS

Recommended: (For the best exp use these)
-47+ atk claw
-Normal Dex/Low Dex
-8+ Luk Cape
-8+ Atk WorkGlove
-Dex Snowshoe
-4 Luk Silver/ 5 Luk Dark ID/ 5 Luk+ Hats
-10 Luk Suana/Dex Suana
-Steelies/Tobis

Skill Build
If you are doing shadow partner first then that would be the best for this guide and you can move on at lvl 77 (3 Min Shadow Partner). If you are doing flash jump then you have to use this guide til?79 unfortunately. If there is a (!!!) next to the monster name then be careful because you might die easily. Also I put a rating of the exp and what level range you should train there at.

Start-
Ok you are a hermit now (lvl 70) do not use shadow partner if you put that first unless you are VERY rich. Here are your options:

-Cold Field I and ll [Hectors/Pepes] <7/10> or <8/10> for party (Level 70-73)
Very good place to train with a fighter with max rage. Each person takes a side and for Cold Field ll have the higher level take the pepes (up) while you stay down with the hectors.

-Icy Cold Field/ Ice Valley l [Yeti] (!!!) <6/10> or <7/10> for party (Level 70-72)
This is more of drop hunting. The experience isn交 fantastic but decent, party with a fighter for more experience. Watch your HP because 500-700 per slam for a yeti so jump shoot.

- Cloud Park Vl <8.5/10> [Luster/Lunar Pixies] (Level 70-74)
This is a excellent place to train! But there are a lot of hackers located here. You can go to Cloud Park V, but it交 much slower because there are more lunar pixies then luster pixies. Sell the pieces or trade it in for extraordinary mesos.

-Sleepy Dungeon V [Dark Stone Golem] <6.5/10> (Level 70-72)
Kinda slow because the map is gigantic. I suggest coming here if you want to hunt tobis or you are very bored. It交 kinda fun in my opinion.

-Wolf Territory V [White Pang] <7.5/10> or <9/10> for party with 3 (70-75)
Good alternative to zombies but lots of climbing involved. Great tobi drop rate.
If you have 3 people willing to train with you there it交 even better then zombies. Each person takes a platform except the VERY bottom.

-Ice Valley ll <7.5/10> [ Yeti and Pepe] (!!) (74-77 if Shadow Partner first) (76-79 if Flash Jump first)
More of a drop hunting place instead of training. YnP drops steelies and other drops. Use unagis and shadow partner when training here. Your Shadow Partner must be level 11 at least!
- Forgotten Path of Time l [Soul Teddies] (!!!) (Level 70-75) <7/10>
They hit really hard, and might take several hits. To reduce pots use drain frequently. If you need to use a pot use it. Train with shadow partner if you want because you might need it here. The experience is decent.

-Forgotten Path of Time lll [Death Teddies] (!!!) (Level 74+) <9/10> or <9.5/10> for party
Very good insane place to train but if you want to start early you need to have 11 shadow partner at least. I suggest starting here at level 77 when you have level 21 Shadow Partner. But starting here early is good because you gonna have to stay here for a long time so you gotta get the hang of it. Use xCad交 DT guide to train here.

----------------------------
Current Version: 1.2

Note: This guide was designed for hermits without Flash Jump (FJ). However, it can easy be worked in. One of the important uses to Flash Jump is in moving from snipespot to snipespot, which can dramatically increase your rate of EXP.

Requirements: At least Lv.21 Shadow Partner, At least Lv.1 Avenger
Recommended: MAX Shadow Partner, Lv.2x+ Avenger, SOME Flash Jump

Disclaimer: There is no definitive way to train at any particular map. This is just my preferred method, and is here to give a few hints to fellow hermits. Figure out what works best for YOU, and stick with it. I am by no means an authority on Hermits or anything MapleStory for that matter.

All characters, monsters, names etc. are property of Nexon America, not me, blah blah blah.

-----

The NEW Death Teddies

If you've trained at DTs before, and have a fairly clear-cut method to killing them as it is, this is the only section that's going to be of any use to you.

Ever since version 0.35, the old "stand on the left end-bricks" trick has been removed, and the collision on the bullets that death teddies fire has been moved. The lethal end of the bullet has been reversed. See diagram.



This means that you can touch the rectangle part of the bullet without fear of taking a hit. It's the sparkley part at the end that you really have to worry about.



This gives way to a brand new way of attacking death teddies without taking damage- a trick that is in many ways more formidable than the old method, which only gave you a few inches of safety, and nowhere to run in case the monsters started approaching you.

When fighting a Death Teddy from a non-sniping spot, distance yourself far enough that it will just barely start shooting at you. (Once you familiarized yourself with this distance, it's easier to approximate). Once the DT attacks from this "threshold" distance, move the SLIGHTEST bit away from it, then about-face and keep attacking. If you performed this maneuver correctly, the bolt will fly past you with no harm done to your character.

Why? Because when Death Teddies fire, the distance from the shiny, dangerous part of the bolt (as explained earlier) is at it's absolute limit. Go even a pixel further than the firing point, and it can't possibly hurt you.

Why do this? This trick gives you a much longer time to destroy the monster before you get cornered. If you move-fire-move-fire while moving the minimal distance, you can take care of any mob in one fell swoop. In addition, if a few of the DTs aren't agro-ed to the point of firing, you leave yourself plenty of distance to keep moving away until they do.

If you have your own set-in-stone method to taking on DTs, then stop reading here.

-----

How to DT- xCad's way.

This is my map. If you follow my way, it'll be your map too. I've marked the sniping spots and crossover zones.



What's a Sniping spot?
A Sniping spot is a place to stand where you can freely throw stars all you want without any worries of being spawned on or being damaged from death Teddy Bolts. These are not universal safe spots. For most of these, if someone else agros a DT, you've got potential to be blasted. However, the possibility of hackers/invaders disincluded, spot A is completely safe.

What's a "Semi-Safe" Sniping spot?
Semi-safe means that things have the potential to spawn either on you or near you while you're trying to attack. In most cases these spots are completely safe, due to the way monsters spawn, just don't linger there any longer than you need to.

What's a Crossover?
A crossover is probably the hardest part of DT-ing. These are spots where the best strategy is to mob all the monsters, then slowly pick them off by luring them from one end to the other, back and forth, attacking all the time, until they are all gone.

Where do I start?
You can technically start anywhere you want, but I almost always start at point A. Just follow in alphabetical order until you get to "O", where it resets back to A.

-----

A

Start by using avenger on the far right of the platform with Snipe Spot "a" to agro all the DTs on the platform to the right. Then go back to the far left of the platform, and LS-away.



B

Avenger all the monsters that you safely can between snipe spot C and E. If you reach point E, head back to B.



Once at B, stay on the right-half of the platform and LS.



C

Follow the same method used for B, Avenger-mob up to point D and head back to C.



Stay to the left of the rope on the platform with snipe spot C, and LS.



D

Also known as the "sitting duck", you can snipe this one from spot D, or pretty much anywhere else in range. Just be aware of other spawns on the platform that CAN reach you.



E

Make your way back over to the left, and jump-attack from the designated point on the platform.



An alternate method would be to attack from the top-right, assuming there are no DTs on the platform you're attacking from. (If this is the case, skip "F".) Attack from the yellow ground, not the red.



F

After rounding up the DTs with good ol' avenger, make your way to the FAR left end of the left blue brick. You pretty much have to be standing on the very edge for this to work, but when it works it works well.



This one of the two instances where you MAY get fired at, but the bolt will miss you without having to move. You can also attack from the far-right platform, just make sure there aren't any DTs there first. Mob, then pin yourself against the far-right wall of the map, and snipe.



G

Head over to the right, and avenger once from the edge.



Walk back to the rope, and mob.



H

Climb up the rope above the platform with the "E" DTs, and stay to the left of the rope. Proceed to snipe away.



This is the second instance where the DT may fire at you to no avail.

I

Avenger mob (once again)



Head back to the platform with the DT you killed from point H, then walk off it as instructed in the diagram. Once off the platform, let go of the left arrow key.



You should land on the edge of the middle platform, where you may proceed to snipe.



NOTE: You can snipe from the platform without walking off it, but there is the possibility of a DT spawning there.

J

Make sure H's DT isn't spawning again, then avenger-mob.



Head back to the middle platform, and stay on the left half of the platform. Jump-attack!



K

This is where it can start to get messy. Dark sight up to the platform with the entrance on it, and wait for the DTs to separate themselves. Pick them off one by one, using basic bolt-avoiding techniques.



It's easy to snipe off the DT sitting on Point L, just find which spot works for you. Jump-attacking from the left or right works.

Proceed to take out the DTs on the top-left platform by jump-attacking from the far right blue brick. Use avenger-mob techniques to hasten this process.



If you haven't already killed off the DT at Ma, Simple Sniping will work well. Use that red... thing as a guide.



You can also reverse this process- start from the top-left and work your way to the right. Pick off the DT at point L from Ma.



L

This spot is best used when attacking from the top-left to the top-right. Just stand here and chuck away to make all the DTs below you like sitting ducks.



Just be careful- a DT could spawn there any second.

Mb

A slow, cowardly, but safe method to clearing the top-left platform, once again probably only should be used if you go from the left to right. Climb up the rope, jump to the left and attack to the right.



Rinse and repeat until no DTs remain.

Crossover N

I call this one my personal blind spot. Why? Because this is where I tend to use a few unagis. You're kinda stuck with a whole lot of DTs in a very small space. Nevertheless, it can be fairly bloodless if you are careful.

Mob as best you can, and then stick to either the left of right. Wait for the DTs to group under you, then vault off and proceed to use the basic bolt-avoiding techniques while slowly picking them off.



When you reach the right side, you may use a small window of opportunity and safely snipe from the red end brick.



You can only hit things as they pass through that white zone.

After finishing off the big group, get the one lone DT by sniping from the rope.



An alternate method, which is slowly becoming my preferred way, is to kill the lone DT FIRST, then use that small platform to avoid the bolts from the other DTs.



Crossover O

Fall down to the bottom left with dark sight, and wait for an open spot to the right of a group of DTs. Mob, then keep heading right. When you approach another DT in your way, DON'T ATTACK IT.



Rather, DARK SIGHT through it, and then attack from the right. (Level 10 Dark Sight can outrun a DT)



Repeat this mobbing technique until you reach the far right rope. Wait for the DTs to gather under you, and then jump over them to the left. (As a guide, wait for them all to be to the right of that hanging... goober thing.)



Basic bolt-avoiding techniques once again as you slowly head back to the left. If they aren't all dead by the time you make it back, get on the platform above their heads.



WAIT on the far left edge for them to all gather against the wall, then RUN and JUMP off the edge and go back to good ol' bolt avoiding. (If you have flash jump, you might want to use it here)

When they're all dead, head back to platform A, then repeat the process all over again.
-----------------------
Sanctuary Entrance l and ll [Tauromacis] (!!!) (Level 71 - 75) <8/10>
This is actually good place to train because of the crazy spawn of the cold eyes. Use unagis if you ain交 good at dodging the thunder and draining. Use shadow partner if you want. Drops are great here as well.

Ok, you made it to level 77/79. You can resume to use this guide if you refuse to go to Death Teddies/ Vikings/ Squids/ ETC. Note that you can go to zombies still or FoG. Yeti and Pepe is still an option. Hope this helped. All material is Nexon交 and this guide is created by zTheSaleGuyx and Kalon.
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