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Bio 3 Guia

Mensaje  Raddi el Vie Abr 16, 2010 12:01 pm

Good luck to all who venture into the deepest level of Biolabs.
Additions to the guide by veterans of Bio3 are quite welcome.

Solomon's Guide to Bio3, version1.5
2006 July 18

1. Learn BattleMode
2. Use Ventrilo
3. Know your Strategy
4. Equip yourself properly
5. Know the monster AI
6. Know your responsibilites
7. Know the map
8. Know special tips
9. End

1. Learn BattleMode:
Learn BattleMode (BM) if you haven't yet. BM is extremely useful for
every class. It will make you a better player. It will you allow you to
use all the skills and equipments and items you have, rather than just
the 9 in your first skill bar.

Practice a lot before you go. Be able to change in and out of all your
equipments. Know where all your skills are and be confident in using
them, so that you're not mashing keys when an emergency happens. If
you're going to switch between certain equips often, (like Immune
Muffler + Muffler of Warmth or Superior Shoes + Assasinator Shoes),
consider having those two equips visible in the skill bar to remind
yourself which you have on.

To avoid bugs in BM
-Alt+i will access your 1:1 chat options. Turn off 1:1 chats, as
receiving them as pop-ups messes up your BM.
-Keep chatting to a minimum, and use Ventrilo instead. You never know
when you'll need to use a skill mid-sentence.
-When hitting the enter key for any reason, hit it twice. When you
teleport, enter the bio2 pipe, etc, your BM chat line will open and it
must be closed again.
-Set /bm as one (or several) of your emotes, so that you can activate it
and deactivate it quickly.

2. Communicate on Ventrilo:
Download, install, and learn how to use Ventrilo. Vent is essential for
fast communication between party members.

-The vent channel should be social, but chatter ("spam") should be kept
down in emergencies. Don't tell the party how amazing your death was
until the crisis is gone and everyone is safe and

-Make sure everyone can be heard and understood by everyone else. Tell
quiet people to turn up their Outbound volume.

-Every party should have a forceful leader. The leader must tell people
to keep to their roles. If characters are leaving the camped spot
without good reason, they need to be told to get back. Most parties
never get to a camp because some people follow the mobber forward to
scout instead of staying in the party.

-Mobbers should be very communicative about what they see. They are the
eyes of the party. When they are bringing back monsters, they should say
what they are bringing back - the party might say they are overmobbed
and to tele instead of return with monsters. When they see a wizard
ahead they should ask for a priest to silence it before they come back
to the party.

-When you see something that needs to be done, say it. If you see a
sniper spawn tell the priests to pneuma. If you see a high wizard spawn
tell the priests it's there and needs to be silenced. If you see a
99monster that you want to bring give the party advanced notice. If you
see a 99monster that the party can't handle, tell the party how to make
it tele.

-Respect the owner of the Vent channel. If certain people are banned
from that Vent, find a Vent channel everyone can use.

3. Discuss Your Strategy:
Before you go, discuss how you will get to your camping spot. Discuss
how you will handle each variety of monster, both on your way and once
you are camped. Some parties will have a designated monk to gfist
snipers, others will use firebolt or falcon assault. There's no single
right way, so long as the situation is kept in control.

-Discuss roles for every party member, so that fewer mistakes and fewer
lapses in judgement will occur.
-Designate killers for every class of monster.
-Designate which priests will have the initial responsibility of
silencing high wizards.
-Explain to the party that they should set up milepost camps, and not to
follow the mobber closely.

4: Equip Yourself
The best bio3 players never die. This is not because they have better
equips, it is because they know when a situation is out of control. Your
best defense is always a precasted Teleport, a fly wing, or a bwing.
While white pots have their place, there are only a few situations in
which you should use them instead of a fly wing. With that said, with
the right equipments and a smart party you need to teleport less often.

-Cranial shield, a must (Thara Frog Card).
-Poopoo hat, a must. 10% reduction is better than almost any def/mdef
headgear. I hotkey drooping cat too.
-Unfrozen armor, a must (Marc Card). FD/JT is death for most characters.
Whean you hear FD, hide from JT.
-Hide clip, a must (Smoky Card). Be mindful of the 30second limit on lvl
1 Hide and be ready to Teleport when the limit expires.
-Zephyrus armor, very useful (Dokebi Card). Switch back and forth
between unfrozen and this. Some people just wear zeph all the time,
others wear unfrozen all the time.
-Warmth muffler, very useful (Dustiness Card). Reduces JT /
thunderstorm damage. Switch to it when encountering a HW.
-Immune muffler, very useful (Raydric Card). Wear it when dealing not
wearing Dustiness or Cloaking.
-Cloaking muffler, very useful (Frilldora Card). Remember to switch out
of it when not using it. Practice cloaking in PvP or elsewhere. Learn
the nuances of the walls on the map so you don't come uncloaked by
-Crystal pumps, very useful. Some people prefer firelock/verit/green
-Alligator clip / Long mace, useful. Good reduction of longrange attacks
from Sniper/LK

-Fly wings, a must. Carry at least 50, and use except for precasted
-Butterfly wing, a must. When you are running out of fly wings use it to
get home safely. You may also replace flywing with butterfly wing
entirely if you want to be a total chicken totally safe.
-White pots, very useful. Carry slims or mastelas if possible, so that
you can bring more with the same total weight.
-Green pots, a must (if silence on you lasts more than a half second).
-SP items, very useful. You should never see "Not Enough SP." Many
players use Blue Pots or even Ygg Seeds.

5. Survive the Monsters:
The monsters act on AI. They are predicable, which is why lvling in bio3
can be as easy as any other map. Know how to survive them and how to
kill them.

This section is divided by the monster types.
5a. Sniper
5b. High Wizard
5c. High Priest
5d. Assassin Cross
5e. Mastersmith
5f. Lord Knight
5g. Level 99 Versions
5h. MVP

5a. SNIPERS (Wind property)
*These monsters use a ranged attack. They use arrow repel, arrow shower,
and double strafe. They will agi up and fury - if you can avoid dealing
with them while they are furied, do wait until they return to normal.
Arrow shower will knock people out of pneuma by moving them 3 cells to
the west, so some priests set an extra pneuma there ahead of time.
*They set 3 kinds of traps: Freezing traps will do a small amount of
damage - this will interrupt non-phen'd gfist or knock you out of
Cloaking status (they will also freeze you if aren't wear unfrozen
armor, of course). Spring traps will throw you several squares in a
certain direction, often into the sight range of other monsters. Flash
traps will blind you, but will do not damage.
*NOTE: A future patch will make this monster's race Demon. It will be
able to detect hidden/cloaked players.

Weak points:
*Snipers don't use skills when their target is at the edge of their
range. When you are tanking a sniper and the sniper is NOT using skills,
you should NOT move. Moving away from the sniper will cause it to
change targets. Moving toward it will initiate it's use of skills - it
will shower you out of pneuma and kill you or it will eventually repel
you out of range and switch targets. When the sniper IS using skills, DO
move away from it until it is still attacking you but not using skills
*Snipers are easy to silence and it lasts for a moderate time. Once
silenced the tank can move closer to the sniper without fear of being
showered or repelled. If it takes too long to kill, however, be mindful
that silence status will wear off.

5b. HIGH WIZARD (Ghost property)
*High wizards (HW) have extraordinary damage output. They use Frost
Driver, Jupitel Thunder, Thunder Storm, Coldbolt, Fireball, Sight,
Sightrasher, Quagmire, Safety Wall. If you become frozen by frost
driver, you WILL die to the JT. Some people wear unfrozen and switch to
zephyrus for the JT/Thunderstorm and then switch back, others stay in
*HW that use Sight can reveal you from Hiding or Cloak status from
across a wall, making you visible to other monsters.
*HW take a long time to become frozen in Storm Gust, and they remain
frozen for a very short time making them hard to gfist.
*HW are ghost property. They take no damage from gfist (unless they are
frozen or stoned) and very low damage from most elements. Use immaterial
sword or immaterial arrows if possible, or cursed water for shadow

Weak points:
*HW have low HP and low DEF. They are easy to silence and it lasts for a
long time.
*If you are standing in safety wall directy next to a HW its magic will
have no effect on you. Cast safety wall on yourself and hide/unhide to
avoid the casts until the wizard is clearly standing next to you
swinging at you with their staff (and missing). Also, you can steal your
way into the safety wall that the HW casts if your footwork is good
*Divest Helm will reduce the HW matk by 40%
*Shield of Def (Golden Thief Bug Card) will negate all damage from HW
magic. Frost Driver will still freeze you if you don't wear Unfrozen
armor. Remember to take it off when you want to receive buffs or heals.

5c. HIGH PRIEST (Holy property)
*High Priests (HP) can kill most players with Lex Aeterna followed by
Holy Light. When mobbing a HP you might consider letting it hit you once
with its rod after being Lex'd, rather than have it keep chasing and
eventually Holy Light for 2x damage. Relogging will also remove the Lex
Aeterna status.
*Apart from the HP's powerful Holy Light cast, they are more pesky than
dangerous. Be ready to counteract their Lex Divina with Cure, their Agi
Ddown with Agi Up, their stun skill with Stat Recovery. They also use
Safety Wall and Pneuma.

Weak points:
*HP are easy to silence, and do low damage so they are easy to tank.
Drag them out of their Pneuma or Safety Wall so that the killers can
deal with them properly.

5d. ASSASSIN CROSS (Poison property)
*The SinX attacks very fast and has a good Sonic Blow. He can agi up and
be hard to escape without Endure.

Weak points:
*The SinX is fairly easy to silence. Also, his damage is the lower than
Howard or LK, making him easy to tank or out-pot in a

5e. MASTERSMITH aka "Howard" (Earth property)
*Howard cannot be silenced due to his high vit. He can break armor, Cart
Revo, and Mammonite. He can also fury. Don't try to tank him.

Weak points:
*Howard has no ranged attacks so he can be Ankle Snared safely, or even
Firewalled to death.

5f. LORD KNIGHT (Fire property)
*LKs crit often and use bash, magnum break?bowling bash, and spear
boomerang. LKs can fury. Their damage output is ridiculous.
*When trapped or beyond a snipe-able barrier (icewall or a map-native
snipe spot) a LK will use spear boom repeatedly. Pneuma is only a
partial solution, as LKs will switch targets with their spear booms.
*Silence lasts a short time on LKs.
*NOTE: A future patch will make this monster's race Demon. It will be
able to detect hidden/cloaked players.

Weak points:
*LKs take high damage from Storm Gust (and Waterball, for certain party

*99s can see hidden/cloaked characters.
*99s cannot be silenced or frozen or otherwise statused
*99s move faster.
*99s have higher HP and higher stats.
*99s have more skills.
?*99s give less exp and fewer drops?

5h. MVP
*The mvp summons a mob of 99s. Sometimes you will not be able to tell
that a 99 is actually the MVP until it summons its mob. Try to be aware
of what class the MVP is after each maintenance, to avoid bringing the
MVP into your party thinking it is just a 99. Maybe you can tank the MVP
high priest but when it summons its mob your party will perish.
*The mvp has 1.4mil hp and higher stats.

Weak points:
*The MVP High Priest and MVP Sniper are the easiest to kill, followed by
the MVP SinX. The MVP Sniper, much like the Sniper and 99 Sniper, will
not use skill if its target is at the edge of its range. The MVP High
Priest has little damage output apart from a stream of Holy Light, which
can be avoided by standing in Safety Wall.

6. Know Your Responsibilities
Each class can do everything, but it's not always practical. Here are
traditional roles for each class and how to fulfill them properly. This
section is divided by the Class/Responsibility types:

6a. Priest / High Priest
6b. Wizard / High Wizard / Stalker (SG)
6c. Monk / Champion
6d. SinX / Sniper / Stalker (BB) / GypsyMinstrel (AV)
6e. Crusader / Knight / Paladin / Lord Knight / Mobber
6f. Bard / Dancer / Minstrel / Gypsy (Singing)

6a. PRIEST: You are responsible for giving your party increased
survival chances. You may be responsible for mobbing.
*Refresh buffs before they go down, if possible. Assumptio everyone, not
just the mobbers. When people die and get rez'd they should be rebuffed
- it seems obvious but it is often forgotten.
*Know when to pneuma and when to safety wall. The two are exclusive -
pneuma and safety wall can't be put in the same area. Don't safety wall
someone who is tanking a sniper, and don't pneuma someone tanking a
melee class.
*Silence an unsilenced wizard, but do not unsilence a silenced wizard.
Be on the same page with other priests so you know who will have this
*Be careful when using party-wide buffs like Magnificat and Angelus. The
animation from these buffs will cause mobbers to position-lag when they
are returning with monsters.

6b. WIZARD: You are responsible for protecting the party by
freezing all the incoming monsters.
*Keep Storm Gust up at ALL times. When you are under 700sp ask the
scholar to refill your sp. If your dex and the magic strings permit, use
lvl 10 SG and Mystical Amplification.
*Not all monks can kill LKs and Howards in a single Gfist, so it is
often up to SG damage to make up the difference. Having SG up when their
Gfist goes off ensures that if a monster doesn't die, it will freeze
again. For your protection, try to be in a safety wall if monsters are
going to come unfrozen and refreeze.
*If the party relies on your SG damage to kill the monters and there is
no Safety Wall, move away from the frozen monsters before casting SG
again, then watch them drift to your new position and then move back and
SG again.
*Some parties like their wizards to use Quag to slow down incoming
*Some parties like their wizards to use Ice Wall and SG to make certain
99s teleport away. Ask them how to do this.
*Some parties will have a Crusader to use Sacrifice on the wizard. Ask
the Crusader if you should wear Unfrozen or Zephyrus armor.
*Be careful about when you cast SG outside the party, as you can pull
unwanted monsters. Hitting a HW will make it switch to you, and if it is
unsilenced, you and the people around you will find a quick death to
its magic.

6c. MONK: You are responsible for killing most things.
*Be prepared to kill. Whenever you have sp you should be in Fury with 5
Spirit Spheres, ready to Gfist.
*When killing something frozen, wait till SG is up if you are not
certain it will die to your Gfist.
*When killing a sniper, look beyond the sniper in case there are other
monsters - don't go into dangerous situations, because if you die and
can't be rez'd your party will be short a killer. Also be mindful of
freezing traps that would interrupt your cast or freeze you, or spring
traps that would repel you.
*Some monks hit the silenced high wizard and use Root, to make it easier
for the wiz-killer to kill. Ask if they want you to do this.
*Carry extra sp items in case the scholar disconnects or dies. You are
responsible for killing, even if your regular sp source is gone. *Be
communicative, say when you need buffs or sp.
*Know what your Gfist damage is, and what monsters you can KO without
Lex Aeterna. Let your party know.
*Use Snap to escape danger and get back into the party's SG. Walking is
too slow, because a stun will get you killed.

6d. SNIPER / SD SIN / STALKER: You are responsible for killing
certain things.
*Be prepared to kill. When you need sp ask the scholar for it,
preferably ahead of time.
*When killing HW, wait till they are silenced before attacking them,
unless the tank is not going to move.
*When killing Snipers, keep your eye on the tank. If the sniper is using
skills be ready for the tank to dissappear in a series of showers and
repels, because the sniper will switch to you and kill you. Let your
partymates know how to tank snipers properly.
*Some parties like to have a scout to keep tabs on where the 99s and MVP
are. Ask if you should do this.
*If you dual wield or use a bow to kill something, switch back to
cranial buckler when not attacking.

6e. CRUSADER / KNIGHT / OTHER: You are responsible for mobbing.
*Be patient. If monsters are too close together, wait for them to move
into a more favorable position.
*Pull HP LK SinX and Howard first, if possible. Snipers and HW are
harder to deal with. Pull HW next. If possible, leave Snipers till last
so that no melees get onto you while you are tanking the sniper at the
edge of its range. If monsters spawn on you while you are tanking a
sniper, tell the sniper-killer to return to the party, then take the
melee back into SG - don't leave the sniper-killer to die to the sniper.
*Be communicative - let the supporting priest know when you need Pneuma
or Safety Wall or when you've been Agi'd Down.
*After pulling a Howard, make sure your armor hasn't been broken. If it
has been, go fix it immediately.
*If using Hide/Unhide to avoid HW casts, be fast so that the HW doesn't
switch to another person. They might not be ready to deal with having a
HW on them. Be on the same page with the priest who will silence the HW.
*Let your party know when you are have a HW that needs to be silenced.
Try to pull only the HW.
*If you see a bad situation (like a HW and a LK on you at the same
time), try to avoid it as early as possible - teleporting is better than
pulling the mess closer to the party. If you have a LK and an unsilence
HW you are faced with the hard decision of risking your life tanking
the LK or teleporting and leaving the mess on your supporting priest or
your party. Teleporting is always better than dying (honestly, there is
only one difference between a monster switching to your party when you
die and a monster switching to your party when you teleport: 1% of your
*Endure is your friend. So is Heal or hp items. Don't worry about
spending zeny - exp is much more valuable at your lvl.

6f. BARD / DANCER: You make life easier with Magic Strings, Gypsy
Kiss, and Mental Sensing. Everyone loves you and your job is easy, but
don't let that spoil you.
*Keep your song up. Know how long it lasts (Magic Strings lasts
3minutes). Knife-stop and refresh it before it ends.
*Ask for sp before your need for sp is critical. Have sp items in case
there is an emergency.
*Pay attention and resist the urge to multi-task while singing. Don't
alt+tab or read a book or turn off your Ventrilo because everyone else
is working hard for the party's success and so should you. Sometimes
your song is interrupted by damage and you have to be ready to recast
*Because you have more free time, you can be the party's eyes and ears.
Watch for spawning monsters, or type out commands said in Ventrilo for
party members that don't have Ventrilo.
*Some parties like their singers to use melody strike on certain
monsters to boost the exp gain. Ask when this is appropriate. In
general, avoid doing so when it would break the ice on LK or SinX or
*Unchained Serenade can make everything but Sniper or HW teleport, if
used properly. Ask how and when to do this.

6g. SCHOLAR: You are a sp factory and have special talents for
defending the party from 99s.
*Be communicative - have a priest dedicated to healing you when you
Indulge and say when you aren't being healed.
*Don't be stingy with Soul Exhale, when not refilling the Gfisters, give
out sp on a rotation even if you people don't ask for it.
*If a monk does not have fury up and 5 spheres, that is a sign that they
may need sp. Don't wait for them to ask for sp. If a monk has sp and is
NOT in fury ask them what the heck is wrong with them.
*Some parties like the scholar to use Web to make some 99s teleport. Ask
when you should do this.
*Some parties like the scholar ot use Blinding Mist on snipers in
certain situations. Ask when you should do this.
*Because you will not be at full hp all the time, use Safety Walls for
your protection when monsters are frozen in the party. Also use Safety
Wall on other people when it would be helpful (the wizard, someone
tanking a 99, etc).
*Some parties want Magnetic Earth to kill the 99HW. Be careful when you
use it, so that it covers the party without people standing on the
innefective edges. Tell people if they aren't standing on it properly.
Take it down immediately (use deluge or relog) when it will not be used,
so that the wizard's SG will be effective again.

6h. OTHER: You are leeching. Or maybe mobbing.
*Try to find useful things to do:
-If you are a Blacksmith or Alchemist, have a cartful of supplies like
flywings, blue gems, etc. Cast geographers to heal people or let your
Homonculus be an early-warning system for monsters spawning in the
party. Fix broken armors.
-If you are a Rogue, Divest Weapon from melee classes or Divest Helm
from the HW.
*Watch for spawning monsters and tell the party about them. Type out
commands said in Ventrilo for party members that don't have Ventrilo.
*Be mindful of who is in the party and find ways to thank them for their
help in leeching you.
*One way to reward the work of others is to offer to vend the party's
loot. Collect it and distribute the zeny evenly. Screenshot the items
and the party list for reference instead of trying to remember it all.

7. Know the Map
Depending on your party type, you will want to camp on a certain place
on the map. You must be mindful of where wizards and snipers respawn
often, and try to avoid camping in those places.

Gfist Party Spots:
*The top left elbow is an excellent spot.
*The bottom left and bottom right bedrooms make very good spots.
*The top right elbow is a considered an excellent spot by some. The
hallway is not straight, this is good and bad.
*The rooms along the upper corridor are suitable for a party, though
generally only temporarily so.

Non-Gfist Party Spots:
*The water in the center is good for a non-SG party. Safety walls are
often used for tanking while the wizard uses Waterball.
*The thin hallways to the east and west of the water in center are
popular among certain 2 person parties, especially Acidbombers, or as
leech spots.
*The switchback-stairs are good for a Duo party that kill HW and HP
(Minstrel/Gypsy/SinX/Stalker + HighPriest). HW tend to respawn instantly
in the vicinity of the switchback-stairs.

Bad Spots:
*Certain areas on the floor will cause the curse status and a chatbox
may appear. The room west of the upper water, the west Pit, and other
areas do this. Avoid mobbing across the center of the west Pit.
*Some stairs can be very hard to walk on properly. Be careful of where
you click to walk, as you may accidentally walk down the stairs to the
floor and run into monsters. If this happens then Teleport rather than
pulling the monsters back up.
*Certain areas are snipe-able. This means that monsters can use ranged
attacks across unwalkable barriers. Watch out for snipers, LK spear
booms, and wizard spells in these spots. The upper right water, the area
just north of the center water, etc.
*Certain areas have respawning monsters. This can be good or bad. If
it's bad for your party, try not to remain there, or get the respawning
monster to teleport to another area.

The longer you spend in Biolabs3 the more you will know how to remain
safe there.

-Fly Wings and Teleport
*When flywinging around, you'll run into huge mobs. Use flywings, not
Teleport (it's too slow). Even though you disappear after a
split-second, you may still get hit by the skills of the last mob, like
skid traps, freeze traps, frost drive, stun attack, etc. When in doubt,
use bwing instead of flywing.
*Precast Teleport if you can. You can use Teleport when frozen to avoid
JT. However, be ready to use flywing when all the monsters wander over
to break your ice.

-Use the Best Weapons
*Use the weapon that will provide the highest possible damage for your
attack. If you do not have the optimal weapon, let your party know -
maybe someone can lend the proper weapon to you.
*NOTE: A future patch will make Sniper/LK Demons. Because Strouf Cards
are so rare, my suggestion for Gfist-style parties is that the Monk use a
2xHydra 2xDranliar Mace[4] (as that will do the same damage on all
frozen monsters) and to let a different class kill the Snipers.

-Inviting to Your Party
*Make sure everyone in the party has a role.
*Make sure everyone in the party has done the Friendship Quest (and has a
Pass) and the Laboratory Research Quest (and has a Laboratory Permit)
and is level 95 or lvl 90 Trans.
*If the whole party falls apart when a single person dies, something is
wrong. Have backup plans for when something bad happens and roles must
be filled, or invite extra players.
*Trans have more hp so have more survival ability, plain and simple.
Generally their stats and skills allow them to do everything better than
non-trans counterparts. This means that most parties will prefer trans
to non-trans. For non-trans this means that you
need to learn fast and handle yourself well to demonstrate competence,
or you might not get party often.

-Ending a Party
*When it becomes clear that the party is going to end, or if the team
has lost a vital component, have the priests open Warp Portals. There is
no sense in trying to level in non-optimal conditions, as your party
will be obliterated sooner or later. Try to end on a good note.
*Collect all the loot found by your party and give it to one person to
vend. Have them screenshot the party so that they remember who gets the
zeny when the items finally sell. Be mindful of changes in the party
roster - know who was present for big item drops and who was not.
*Add players to your friend list for future parties. Don't be afraid to
deny friend requests if you didn't care for a person's performance.

-People pick better, nicer players
*Sometimes its enough to have connections, but if your don't handle
yourself well in Bio3 chances are the people in your party won't want to
party with you again.
*Be well-equipped and well-informed. Be friendly on Ventrilo. It's just a

-HW are easy
*Wear dustiness muffler. Even if you are frozen, it will still reduce JT
damage - many crusaders survive this way wearing Dokebi-carded armor
and high mdef (Drooping Cat, Crystal Pumps, Zephy Silk, etc)
*Stand in safety wall when you can, but be aware that it will not
prevent the magic damage unless the wizard is close enough. Hide and
unhide to draw the wizard closer to you and Teleport if you find
yourself position-bugged.

8. END:
Thanks to the Denuo Covena peeps who were part of my first good Biolabs3
experience when the patch first arrived. We were the pioneers on a
painful but rewarding learning curve.

Thanks to lil Shiroi and poLo` for being the glue that pulled all those
early parties together.

Thanks to Recab for showing me that having an Alpha Dog is essential to a
successful party.

Thanks to the various players that have partied me in Biolabs3 on my
High Priest and Bard/Minstrel, and those that party me in the future on
my Lord Knight. I hope we can continue to spoil each other's notion of
being able to level happily anywhere else.

aqui encontre una guia de bio labs 3, para entrar se necesita si eres trans lvl 90+, si no eres trans necesitas ser lvl 95+, no c si alguien ya subio esta guia, pero aqui se las dejo.

pd. si hacen party invitan :D

Kanon Hero
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Posts : 28
Join date : 20/12/2009

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Re: Bio 3 Guia

Mensaje  Dorismar el Vie Abr 16, 2010 2:42 pm

pala vergaaaaa solo leia las primeras 3 lineas y me aburri xD
Kanon Hero
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Age : 30
Location : Merida yucatan

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Re: Bio 3 Guia

Mensaje  Uyuni el Vie Abr 16, 2010 5:27 pm

Kanon Hero
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Re: Bio 3 Guia

Mensaje  Boromir el Sáb Abr 17, 2010 9:03 pm

weba y mas weba...

Kanon Hero
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Re: Bio 3 Guia

Mensaje  arthur el Sáb Abr 17, 2010 9:21 pm

me guto la guia buen aporte uyu el video tambien aunque si te puedes encontrar uno donde salga en generral o sea no solo el Sinx estaria genial (no he encontrado io)
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Re: Bio 3 Guia

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