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Tower of Frozen Shadow, Second Floor

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After a character has reached (around) level 33 in Tower of Frozen Shadow, First Floor, the natural progression is to move on to the tower's second level.

Contents

Getting There

Two mirrors in the back of the first floor will teleport the character to level two, but only if they have the Crystal Key. Only one group member needs to have this key; when they click the mirror, all nearby party members will also be teleported to level two.

Dying on the Second Level

Because level two requires a key ... and that key is not soulbound ... if you die on level two you may find yourself stranded, unable to return to your corpse.

Bring an Alt

This makes it extremely helpful to have a second (preferably higher-level) character parked at the tower. This character can help farm another key for a stranded character, or (if they are keyed) they can drag the corpse on level two to a more convenient location.

Key Corpse

If you don't have an alt that you can park here, you may wish to leave yourself a "key corpse".

In other words, take your key out of your bags, leave it in an inventory slot, and die. When you loot your corpse, loot everything except the key ... and then go get yourself another key.

While this will require losing one death's worth of experience (unless a friendly Cleric is nearby), it will ensure your safety (for a week, until the corpse expires). If you die on level two, you can simply loot your corpse on level one to get a fresh key.

/corpse in the Tower

Because of how the EverQuest client works, when you do the /corpse command, only the X/Y coordinates matter: not the Z. This means that if a corpse on level two has the same (or close) X/Y loc as a character on level one, that character can use /corpse to retrieve their body.

When you enter the main room of level two, you can turn right and drag a corpse into the corner. From that position, a character on level one (in one of the rooms) can reach it with /corpse. To find the correct room, simply run around level one (presumably with Invisibility versus Undead) while spamming /corpse, until the command works.

AUTHOR'S NOTE: I was able to /corpse my body from inside one of the level one rooms, but I didn't pay attention to which; please feel free to update this with the correct room!

Entrance

When you first enter level two you will be in a smaller room, which then opens up into a large open library area. This area is filled with ghostly academics (ie. Intelligence casters), and virtually all spawns are adjacent to another spawn, so Calm or similar agro-reducers will be helpful.

While you can stay here and pull mobs from the library area, the main disadvantage of this spot is that it has no exit if things go wrong. A better spot (if you haveInvisibilty versus Undead, since everything on this level is undead) is to move to the exit.

Exit

To reach the third level of the tower, go straight back from the entrance, and enter the hallway on the far side.

To instead exit the tower, again go straight back from the entrance, but instead of entering the hallway, turn left at the back wall. This will take you past bookshelves and ghosts until you reach the back left corner. The bookshelf here is a secret door, and clicking it reveals a hallway that leads to an exit mirror.

Camping the Exit

The hallway leading down to the exit has a small platform midway, and this platform is a safe spot. Groups or soloers can safely rest here, and then start with the ghost which spawns in front of the exit mirror.

Once that mob is dead, the two outside mobs can be pulled in. To split them with Calm first invis yourself (vs. undead), then go outside and click one of the two mobs. Move back inside the secret hallway and cast Calm on that mob, and then you can safely pull the adjacent mob.

You want to pull the mobs close to the exit mirror, because when they reach 20% some ghosts will run (some will stay and fight; it's random). If they do, they will likely bounce around a lot inside the mirror room, giving you time to kill them. If you fight out in the library, such runners can easily agro other ghosts.

After the two outside, you can continue pulling further ghosts, but remember they're almost always paired. For instance, the first ghost to the left seems to be alone, but there's another ghost "hidden" behind the bookcase to the left, and he will agro if you don't use Calm first.

One other benefit of this spot: if you agro two mobs, you can root one around the corner, and then fight the second in the room (without having the first mob cast on you).

One last recommendation: keep a timer for the mirror mob, so they don't spawn unexpectedly while you are fighting another mob. However, if that happens (and the corner root trick doesn't work), at least you can easily escape.