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Longa Desert Ruins

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Longa's entrance.
Longa Dungeon Lobby altar.
A room inside Longa Dungeon.

Longa Desert Ruins is an Iria dungeon that appears within the region of Connous, just outside of Filia. It is home to insects, the undead, pythons, and other desert dwellers.

Like most of the other Iria dungeons, Longa Desert Ruins is hidden and can only be found with L-Rod Exploration, and its location changes every Erinn year (week real-life) where it must be discovered again. Finding the dungeon will net the player who discovered it "the Discoverer of Longa Desert Ruins" title; see Dungeon Respawn for more information.

The dungeon is notable for Spirit Weapon Food, that is, the Short Bow at the end chest. The dungeon also contains HP/MP/Stamina/Wound Potions which are frequently dropped by the end chest as well as monsters in the dungeon.

The special arrow versions of the dungeon are notably difficult not only because the enemies are stronger, but also because the end boss possesses Invulnerability to all but some skills and the respective arrow placed to enter the dungeon. For the same reason, do not drop the entire stack of arrows to enter.

Room Types

Iria dungeons have special monster rooms that act differently from normal dungeons. The room type will be evident after the player opens the chest or hits the switch.

Key/Door rooms

  • These are just like those found in many dungeons of Uladh, with a chest room that spawns monsters, one of them dropping a key.
  • In Longa Dungeon, the key room is immediately followed by its corresponding door room, which contains no enemies.
  • This key/door sequence always only makes up the first two rooms of Longa.
  • Other doors leading onward, locked because of their room's conditions, may have variously-colored keyholes on them, but these open when the room is completed and do not have matching keys.

Recovery Room

  • Monsters will "rest" for 5 seconds every 10~15 seconds. When resting, they will usually drop any aggro, and will recover some of their HP, but not wounds.
  • You cannot target or attack the monsters when they are resting.
  • In a room with mixed monster types, only one monster type will rest at a time.
  • If you are in the attack animation when a monster starts resting, your attack will still hit them. (melee only) Also, the monsters will still hit you if their attack animation has started.
  • If a monster is knocked into deadly status before it starts resting, it will still be in deadly when it stops.
  • Wounded monsters will immediately aggro unprovoked-style when they stop resting.
    • Monsters wounded by splash damage do not aggro.
  • Poison and Mirage Missile effects will persist through a rest phase, and reassert themselves when the rest ends.

Asynchronous Recovery Room

  • A variant of the Recovery Room, in which there are 2 groups of monsters, each group being present 2/3 of the time.
  • These rooms seem to have an exceptionally fast rest cycle, but it may be an illusion. Proof or disproof requested.
  • In the basic version, these rooms always contain Young Blue Pythons and Young Emerald Beetles.

Slowly Mobbing Room

  • The room spawns one group of monsters ready to attack, and two other groups resting. After some time, these groups will stop resting and join in the attack, creating a dangerously mobby situation for small parties.

Roulette Room

  • A switch stands in the center of the room. When hit, 3 monster types will spawn, but they will be in resting mode.
  • Hit the switch again, and one of the monster types (randomly selected) will be freed from rest, and the others will disappear.
  • Sometimes there will be 4 columns in the corners, instead of 1 in the center.
  • There is also a possibility of hitting one of the stone columns and all of the monsters disappearing, allowing you to move on without a fight.
    • Sometimes one column simply doesn't react when struck. If this happens, just hit another.

Vanish Room

  • The room starts with many monsters and monster types, but one by one, the groups will disappear until only one is left.
  • The monsters who will remain in the room are predetermined; the monsters in the corners will stay.
  • The opposite of a Slowly Mobbing Room.
  • Slowly Mobbing, Vanish and Roulette Rooms are indistinguishable until activated.

Normal

General Info

Drop Item: Any
Number of Floors: 1
Visible Floors: 1

Monsters

Spawn Patterns

Rewards

Amethyst

General Info

Drop Item: Amethyst Arrow
Number of Floors: 3
Visible Floors: None

Monsters

Spawn Patterns

Rewards

Emerald

General Info

Drop Item: Emerald Arrow
Number of Floors: 3
Visible Floors: None

Monsters

Spawn Patterns

Rewards

Topaz

General Info

Drop Item: Topaz Arrow
Number of Floors: 3
Visible Floors:

Monsters

Spawn Patterns

Rewards

Mysterious Arrow

General Info

Drop Item: Mysterious Arrow
Number of Floors: 3
Visible Floors: None

Monsters

Summons: Magic Golem x4

Spawn Patterns

Rewards

Enchanting Arrow

General Info

Drop Item: Enchanting Arrow
Number of Floors: 2
Visible Floors: None

Monsters

Spawn Patterns

Rewards

Generation 9: Castanea's Emerald Arrow

Part of Generation 9 extra quest The Elf's Request. Similar to Emerald, but boss is 4 Emerald Beetles, 3 Black Pythons, 3 White Pythons, and reward chest contains Memory Tower Fragment.

General Info

Drop Item: Castanea's Emerald Arrow
Number of Floors: 3
Visible Floors: None

Monsters

Spawn Patterns

Generation 10: Rain Maker Arrow

Generation 10: Castanea's Ruins Pass

General Info

Drop Item: Castanea's Ruins Pass
Number of Floors: 1
Visible Floors: None

Notes: Part of Generation 10: Goddess of Light. Similar to Longa Normal. Sand Mimics always appear in the first or second room.

Monsters

Spawn Patterns

Generation 15: Portia's Compass

General Info

Drop Item: Portia's Compass
Number of Floors: 2
Visible Floors: None

Monsters

Spawn Patterns