Mount Olympus Strategy Guide

When you reach level 30, Cyrus Drake will invite you to the Quest for Glory, your ticket to Mount Olympus. The quest will send you to Cyclops Lane, where you will discover something unique. Hiding in the back of the park is a golden chariot to Aquila. There, you will meet Silenus, who will send you to Mount Olympus to meet Zeus. This is a side quest you will definitely want to do, as the gear Zeus drops here will keep your stats where they need to be until you reach level 56 or 60.

When you step inside the sigil to Mount Olympus, you first meet Athena. She will be your guide and sends you to your first challenge, Apollo. Apollo is a Life boss with Myth minions, but he mainly deals Fire damage. This boss doesn’t cheat, but he uses a natural attack that leaves behind a smokescreen nearly every round. Stacking a Feint or two on the boss with a few blades on your attacker will work. After defeating Apollo, you will be awarded your first Legion Token, an Ophidian Archer.

After you turn in the first Legion Token, Athena will send you to the next challenge. The Moon Chamber. Inside you will find Moon school and Death school mobs. There isn’t a boss here, and there are no cheats. It’s worth noting that many at-level Wizards prefer to use a particular strategy to minimize the number of mobs in this fight.

For the mob-reducing strategy, only one Wizard enters the room to start the battle before the rest of the team joins. This trick works in all of Aquila, wherever rooms contain battles with minions. Your usual mob-killing strategy boosted by an extra blade or two should do the trick, and in no time, you will have your second legion token, a Minotaur Warrior.

Next, Athena will send you to the Sky Balcony to face the Praetorian Guards. This is another mob like the last one. Even though one of them is in a different school like a boss would be, the health is about the same for all of them. The “boss” is a Storm, and the mobs are Myth. The same strategy you used in the last fight will also work here; be sure to convert the boss if your attacker is Storm. Grab the free statue of Zeus, which you will find on the Sky Balcony, then swipe the third Legion Token, a Carthenian Elephant.

After turning in the final Legion Token, Athena will send you off to face a new kind of challenge. Down in the Arena, Eris Golden Apple has a puzzle you must solve. She will show you two teams, and you will have to figure out which of your warriors can take down the ones she selects. Lucky for us, she makes the same moves every time. First, move your Carthenian Elephant. Second, move the Minotaur Warrior. Then end the game with the Ophidian Archer.

 

If you complete the puzzle correctly, you won’t have to fight anything here, turn in the quest and move ahead to the next challenge.
 
Next, The Hall of the Watchful Eye contains an easily conquered Myth mob, the Elite Cyclops Guard. After you defeat them, you will gain access to Hephaestus.

Before moving ahead, you must gather Hephaestus’s statues that are hidden all around Mount Olympus. Start by heading straight out the door and down the hall. When you get to the end of the hall, head out the door and hang a left toward the Chamber of the Sun. Enter the Chamber of the Sun, but stop side the door and turn to your right. You will see the first statue in the corner (1).

Head back out the door and toward Athena; you will find the next statue in the corner by the entrance (2). Now, go toward the Moon Chamber, but when you get to the top of the stairs leading to the Moon Chamber door, turn to the left. The third statue is hidden in a corner (3). Finally, head down the nearest set of stairs to the Arena. When you get to the bottom of the stairs, stop and turn to your right. You will see the fourth eagle statue standing near the bench in the alcove there (4). Now that you have gathered all the eagles, you can bring them to Hephaestus and brace yourself for the next challenge.

Inside the Hall of Battle, you will meet Ares Savage Spear. Ares is a fire boss with Death minions and has a damage aura that is permanently renewed. If you hit him directly, he says, “You dare strike me directly!?” and smacks you with the business end of his spear for just under 500 damage, leaving behind a 40% trap.

The best strategy here is to stack up a few Feints on the boss, a few blades on your attacker and hit with an All One Enemy attack such as Tempest or Meteor. If Ares doesn’t die in the AOE attack, make sure the follow-up hit finishes him off or face his wrath.


Next is the big boss, Zeus. The same mob-reducing strategy is often employed here that I introduced you to in the Moon Chamber. It’s a good idea in this fight, especially because Zeus is a Myth boss with Ice minions that are not easy for an at-level team; they tend to cast a lot of shields that complicate things.

If you use any spell over six pips in this battle, Zeus will hit you out of turn with a free Minotaur and scold you that “You hesitate too much!” The best strategy here is to stack 2-3 feints on Zeus plus 3-4 blades on your attacker and go for a one-shot kill. Having a supporter carry Shatter is a good idea, just in case those Ice mobs stack up too many shields before your attacker is ready to kill.

When you complete this battle for the first time, you will be awarded the title Honorable Bronze Archon, and you will have conquered Mount Olympus!

Power Pips

Power pips are a special feature within the game and with good reason. A wizard has a base chance of getting a power pip, starting at level ten. This chance goes up by one percent every level until you reach level fifty, where it is maxed at 40%.
 
Power pip chance can be increased with gear (pets can also develop a talent for increasing a power pip chance.) Depending on how the game is played by the individual, some may favor another stat. Others will devote a whole gear set just for power pip chance. Higher power pip chance is found on better gear, and as your wizard gains more levels, the gear has a higher power pip chance. Balancing power pip chance with other stats is a part of the game.
(These are just examples. Not all rings will offer 12% power pip chance.)
 
Once you reach a certain level, wands will start to give you either a pip or a power pip. This is just a standard power pip, it doesn’t affect power pip chance.
 
Power pips are, as stated above, a two-for-one deal. One power pip represents two normal pips, but only for spells that are from your primary school. A storm wizard who has two power pips could not, for instance, cast Satyr (a four pip spell.) This is because life isn’t their primary school, and the power pip would only count as one.
 
The number of pips a spell cost is in the upper left-hand corner of your spell card.
 
Spells that have an X in their upper left-hand corner are based on the number of pips you have on hand. Tempest and Dryad, for example, have this symbol. However, Dryad is a healing card, and based on the number of pips you have, is how much it would heal you for. Dryad heals 200 health for one pip. A life wizard who wanted to heal 800 would have to wait for four turns. This life wizard would only have to wait for two turns if they received a power pip each turn.
 
No power pip: 200 [amount of health on the card] x 4 [the number of normal pips] = 800 [the amount that would be healed]. This would take four turns.
 
One power pip: 200 [amount of health on the card] x (2 [the number of normal pips] + (1 [ number of power pips] x 2 [value of power pips])) = 800. This would take tree turns.
 
Two power pips: 200 x (2 [number of power pips) x 2 [value of power pips]) = 800. This would take two turns.
 
Tempest would be the same way, only for damage. If a storm wizard wanted to do 320 damage, that would require four turns. (As it is 80 damage per pip).
 
Power pips can be used for a side school if you have the school’s mastery amulet. There is a mastery amulet for each of the seven schools of magic. You can buy the basic mastery amulets in the Crowns Shop, but you cannot buy the amulet of your own school.
 
There are also exalted mastery amulets that do the same thing but offer extra stats for your wizard. Critical block for two other schools, damage boost, and balance and life offer incoming or outgoing health boosts. Exalted amulets have to be farmed for as they cannot be bought in the Crowns Shop.
 
Spells that take pips (Mana Burn, Lord of Winter, etc.) will specify on the card. Mana Burn is a balance card that does 80 damage per pip and takes the enemy’s pips as well. It takes 3 pips from your opponent.
 
Spells that take pips will only take what it lists on the card. If the enemy has three power pips, it will take the three pips the enemy has and give you three normal pips, even though the power pips would equal out as six pips. If an enemy has two normal pips and a power pip, it will take the two normal pips and a power pip. It won’t leave a pip behind. Power pips cannot be taken apart and you are only given what you’re promised on the spell. It’s all or nothing.
 
It’s important to know that if you cast a spell, and someone casts a spell on you that removes your pips, you still attack even if you have nothing. If you are hit with a Mana Burn, and the seven pips you had go to four, you still use the spell you selected that costs seven pips.
 
In short, power pips are considered a fundamental part of the game because they help with performing a spell quicker. Every school uses some form of the pip, and power pips are just a two-in-one pip deal. Increasing the power pip chance is invaluable as well, however, some wizards may choose to increase another stat.

Shields101

Shields are a type of ward and are the exact opposite of traps. While traps add damage to a spell, shields detract damage. Charms and blades trigger first, and wards go second. So any shielding you do will affect the spell with the charm buffs.
 
There are three different types of shields: Absorbs, Universal Shields, and School-Specific Shields.
 

ABSORBS

Some absorbs absorb a set amount of damage.
Life gets absorb 400 damage at level 16
 
Other absorbs take damage based on the number of pips the wizard has when it was cast.
If the wizard had 3 non-power pips, the absorb would absorb 375 points of damage. Ice learns this spell at level 18
 

It’s important to note that any damage will be absorbed by this shield, making all absorbs also universal shields. If there is a boss that takes universal shields, they will take absorbs that are individually cast. (Rebirth users, rejoice! Some bosses won’t take your absorb, but some will. Depends on the boss)

UNIVERSAL SHIELDS

These are the shields the Ice school is known for. You guessed it; the tower shield. The other, slightly less common one is the legion shield. A universal shield takes a certain percentage off of any school-type damage before it hits you. A tower shield, specifically, halves the damage. A spell that does a 100 damage will only do 50. The legion shield takes off 30% damage.

SCHOOL SPECIFIC SHIELDS

These are the most numerous. There are school shields for every school except balance. There are different amounts of damage they take off as well. Everyone, starting at level 10, can get a -80% shield of their school for no training point cost. Others can be trained for one point each if you wish. Sabrina Greenstar, in the Commons, by Hilda Brewer, trains these spells

Each school, except for Balance, gets a spell with two -70% shields of the other members of its trio. The elemental trio (Storm, Fire, and Ice) can get the Glacial (Fire), Thermic (Storm), or Volcanic (Ice) shield. The spirit trio (Life, Death, and Myth) can get the Legend (Life), Dream (Death), or Ether (Myth) shield.

As you can see, the Volcanic shield gives the user two shields; one-70% storm, and one -70% fire.

Just because Balance isn’t a part of a trio, doesn’t mean it gets left out. Balance wizards get two different spells. One spell has the spirit trio shields, all at -50%. The other spell is the elemental shield.

NOTE: Damage over time’s (DOTs) do count as incoming damage, meaning that any shield placed will be used by the DOT. This is either helpful or just a nuisance.

Be careful, and pay attention.

LAYERING SHIELDS

Just like traps and blades, shields can also be layered. However, two shields of the same kind will not stack. Three of the same type of tower shields won’t work better than one tower shield. However, it is worth noting that different types of shields can be stacked. For instance, a trained tower shield can be stacked on top of a treasure card tower shield to increase its protection.
The rule of layering: First thing on, last thing off!
 
When it comes to layering shields, you should watch carefully. A tower shield placed before an absorb will only trigger after the absorb has been broken. A tower shield placed after an absorb will trigger as soon as you take damage, halving the damage the absorb takes. If you’re in charge of shielding think about whether you want an absorb as the last line of defense, or if you want standard shields last.
 
Consider this scenario, you place a Spirit Armor (400 absorb) on a teammate. The teammate suffers no damage, and next round you place a -80% Storm on top of it. The enemy casts a Storm Lord (690 base damage) and ends up doing a total of 0 damage. This is because the -80% storm shield lowered the damage to 138. The absorb had enough to take the damage, lowering the amount left to 262.
 
Now, consider the reverse, with the storm shield on first, and the absorb on second. The opponent hits. The absorb takes 400 damage, leaving 290. The -80% shield pops, damaging the wizard with 58 points.
 
These two scenarios are basic, but, as you can see, layering shields so you can get the best advantage out of them is important. Keep track of the shields going off and on.


GETTING RID OF SHIELDS

Ice has this handy little spell called Steal Ward. It takes a shield off of the chosen target and places it on you. However, this only works for the most recently cast shield. If a wizard places a tower shield followed by a -80% Myth shield, the spell will take the -80% shield off.
 
Myth’s infamous Earthquake will take every ward off including any traps. If there are important traps that need to stay in place, Shatter can be used instead on a single target for 3 pips. After reaching level 100, Mystic Colossus will do a mass shatter, taking all unused shields and leaving behind any unused traps. Myth can also use Pierce to remove the last shield cast in much the same way as Ice’s Steal.
 
Another way of taking shields off is with small spells. Wand charges, for example, will take a tower shield off, or a school-specific shield. A decent DOT will be enough to take off most absorbs. Having a teammate hit before you will also be semi-helpful if they can pull the absorbs and universal shields.


CONCLUSION

Shields are just as important as blades and traps. When soloing in attack gear shields can save you. They can give you enough time to save pips for that one-shot. When shielding others, keep in mind their health and resist. Don’t just shield one person, pay attention to every Wizard. Properly used, shields can make all the difference in your quest for victory.

Catching the Ice School of Fish

Every Monday morning the weekly tournament fish changes. There are secrets that many Wizard101 fishing lovers don’t know. I want to share my experiences with you and travel together exploring the fantastic world of wizard101 tournament fishing!

 Ice School of Fish

 

School Ice | Rank2 | Common/ Regular | 1,200 XP

No used in any recipes

Αverage sale price in gold:  600 each

Limits:

Small Fry <10 

Whopper >40

Locations In order:

Azteca/The Zocalo/Zultun Dock/ Cloudburst Forest

Celestia/Celestia Base Camp/ District of the Stars

Dragonspyre:

The Basilica/The Atheneum/Plaza of Conquests,

The Basilica/The Atheneum,

The Basilica/The Atheneum/The Grand Chasm 

The Basilica/The Atheneum/The Tower Archives

The best place to catch it:

Cloudburst Forest because there is no other fish of the ice school there!

How to catch a Whopper

Use the spells in order: Winnow ice fish and then Reveal Large Fish. If no Fish are affected, summon fish and repeating the 2 first step. If you see any ice fish, put ice lure 2 or 3 and try to catch it! If you can’t see anything, go to the highest point and repeat the spell. Try glancing to all destinations quickly to see if anything shows up.

The first 3 winners will get tournament tickets:
First place: 120 tickets
Second place: 50 tickets
Third place: 20 tickets
 
The tournament ends at 30/07/18

Good luck

Catching the Guard Doodlefish

Every Monday morning the weekly tournament fish changes. There are secrets that many Wizard101 fishing lovers don’t know. I want to share my experiences with you and travel together exploring the fantastic world of wizard101 tournament fishing!

 the Guard Doodlefish

 

School Balance | Rank 1 | Common/Regular | 1,500 XP

Limits:

Small Fry < 13 

Whopper > 40

No used in any recipes

Αverage sale price in gold: 700 each

Fish Location:

Housing Items:

Battlemage Keep
*Houses purchased through Bundles, have a unique doodlefish.

How to catch a small fry

Go to the Commons and then navigate yourself to the Castle Tours headquarters where you can find the following in Visit Castle/ top rated list. It the only Balance school fish this season in that Castle. The fish that we are looking for, the shadow in the water are 13 and less for small fry. That means we are looking for fishes that have a smaller shadow. If a lure is always 10, that fish in small fry are 1,3 less that lure. But for doodlefish those limits are relative, they are about double the size of the lure.

See an example with a guard doodlefish at 13,60 relative with the lure:

The first 3 winners will get tournament tickets:
First place: 120 tickets
Second place: 50 tickets
Third place: 20 tickets
 
The tournament ends at 06/08/18
 

Good luck!

Updated “New” Website

Greetings wizards!

Welcome to our new updated website. We have been working hard to bring you a fresh new look as we continue to be a resource for new players and more experienced players alike. While we work to get the last of our guides moved over from our other sites and putting out new content, we are always looking for new contributors. If you have excellent game or technical knowledge drop us a line by emailing us at: [email protected] ! We are always excited to read your article submissions or see your screenshots and art! Be sure to keep an eye on our Newsletter page to see some of the stuff that caught our eye this month.

If you know of any groups or fan sites that would like to be included in our Community page make sure they head on over to sign up and let us know who they are!.

Be sure to keep up to date with us on Twitter!

We hope you like the new look and stay around, much more to see!

Thanks all!

Catching the Fish Sandwich

Every Monday morning the weekly tournament fish changes. There are secrets that many Wizard101 fishing lovers don’t know. I want to share my experiences with you and travel together exploring the fantastic world of wizard101 tournament fishing!

This week we have the Fish Sandwich:

School Myth 1 | Rank | Common/ Regular | 1,300 XP
 
Limits:
Small Fry < 10
Whopper > 29,90
 

Fish Location In order:

 
Wizard City/ The Commons/ Shopping District/ Olde Town/Cyclops Lane
 
Zafaria/Baobab Crossroads/ Baobab Market
 
Housing Items: 
Castaway’s Bungalow
Myth House
Aero Village
 
NOTE: Houses purchased through Bundles have a unique doodlefish.
 

No used in any recipes

Αverage sale price in gold: 300 each


How to catch a Whopper

The best place to try is the Castaway’s Bungalow because there aren’t any other myth fish there. If you don’t find any castle to visit, the next best location is Cyclops Lane. Check the big pond in the park, Myth rank 1.
>25 for Whopper.
 

Spells in order

  1. Winnow Myth Fish/ Reveal Large Fish
  2. If no fish are affected – Summon Fish and repeat
  3. If a fish is revealed – use Lesser Frost Lure, Minor Fable Lure or Common Fable Lure and catch it.
  4. If nothing shows or no message appears, search the pond and repeat Reveal Large Fish

Tips

The fish that we are looking for, the shadow in the water will be 30 and more for Large Fish. That means when we are looking for fish with our eye, If a lure is a 10, the Whopper Fish Sandwich is 3 times the size of the lure. To avoid catching Mythacudas, make sure the shadow is over 3 times the size of the lure and not 2.5.
 
The first 3 winners will get tournament tickets:
First place: 120 tickets
Second place: 50 tickets
Third place: 20 tickets
 
The tournament ends at 20/08/18
 

Good luck!

How to Win: Fishing Tournament

Every Monday morning a new fish is out there for us to catch fishing tournament. When you catch one of the right size, the game will ask if you want to enter that fish in the tournament. If your answer is Yes, it will remove it from your fish basket and automatically tell you in which place are you in the tournament. If you answer no, the fish will be in your backpack already and you can sell it, or move it to an aquarium. You can also transfer it with the aquarium in the shared bank and move it into another player in the fish basket and take back the aquarium and repeat this. For the tournament, it will not count if you transfer to your other characters. Only the fish caught during that week’s tournament can be entered to the list. Only the first 100 players to have entered will win gold. Wizards who are at least Level 7 will be called by Lucky Hookline to learn the skill of Fishing. It’s important to have all of the fishing spells trained for the fishing tournament!

The most important spells to start with

  1. Catch a fish with a school lure rank, must be fishing rank 2.
  2. Reveal Whoppers and almost Whoppers and Reveal Small Fries and almost Small Fries, must be fishing rank 2.
  3. Reveal the Magic School of all Fish, must be fishing rank 2.
  4. Winnow will scare away all fish except the school you are fishing for (each school) fishing rank 3.
Continue your training with Haarek Silverscale, Frode Silverscale, Yuri Smokesnare,Timor Flamecaster , Ryoshi, and Alejandro de la Paz. Follow them from the Wizard City to Grizzleheim, Dragonspyre , MooShu, Avalon, and Atzeca.

There are three types of rarities that a Fish can come in: Common, Rare, and Epic. These rarities represent how often Fish can be found skulking around in their native ponds. Common Fish are much easier to come by, while Rare Fish are a bit more uncommon. Epic Fish are very rare. For Common fish, you can earn 120 tickets for 1st place, 2nd 50 and third 20. For a rare fish earn 1st 250 tickets 2nd 120 & 3nd 50.

Finally for epic 500 tickets for 1st place, 250 for 2nd and 120 for third place. Only one take the first place, 2 the silver place (about +/-0,5 from the 1st ) and 3 the bronze place (about +/-0,5 from the 2nd). Fish have 3 different classifications which include Regular, Tall, and Large. Regular is the most common size used by Fish. Tall generally consists of Jellyfish and Squids while Large is mostly for Stingrays and other large Fish.

For the fishing tournament, we need the rarest fish that and only the small fry’s or whoppers. All the fish have a specific limit from keeper to whopper or keeper to small fry. Reveal Whoppers and almost Whoppers spell, show and fish that are +0,10 from the limit. Reveal Small Fries and almost Small Fries spell, show, and fish that are -0,10 from the limit.

The gold for these fish will be more than if we sell a regular fish. Catching a fish for the first time gives 100 times the normal experience of catching the same fish again. Catching rare fish and epic fish will give more experience than catching common fish. Different kinds of fish are ranked differently, and this classification depends on their degree of difficulty being caught. Any Fish can be caught using any lure, but using a higher rank lure gives a higher chance of catching higher rank fish. In order to have the best chance of catching any fish, you need the right lure or more rank and the right school. Example: For a fish school of storm, rank 2, needs the “minor spark lure” spell. For a common fish, usually, we didn’t need fishing luck. For a rare fish we need at least 15-25% luck and finally, for an epic fish, we need 25-50% fishing luck. Gear with additional Fishing Luck is available from Brandon Mistborn for Arena Tickets.

Everyone who enters a fish in a Tournament will earn the badge “Medal Catcher” plus “Deep Sea Pro (Catch 1 Whopper Fish) or “Catch of the Day”(Catch 1 Small Fry Fish). Currently, fishing ponds are available in portions of Wizard City, Krokotopia, MooShu, Dragonspyre, Celestia, Zafaria, Grizzleheim, Avalon , Atzeca as well as from houses purchased through bundles and all 7 schools houses. To catch a fish is easy: give the right lure (rank fish, school) and then when the lure sinks completely underwater, press the spacebar fast.

Sentinels will protect the other Fish by scaring away fish that are nibbling on Lures, or they may even steal the Lures.

If you want to catch a sentinel fish, when it first touches the lure, press space bar very fast, don’t wait to sink the lure.

To see the fish in your backpack press V to open your fish basket. You can sell them or keep them for your collection.

If you want to see how many different types of fish you have caught press the angler’s tome button in your fish basket.

At the bottom of the angler’s tome you will see the total fish.

  1. Total Fish
  2. Total different fish
  3. Total Small fries
  4. Total Whoppers

Do your fishing spell quests with me and discover the secrets of winning the tournament each week!

Are you ready for a fishing challenge?

Catching the Sword Tail

Every Monday morning the weekly tournament fish changes. There are fishing secrets that I can tell you. I want to share with you my experience in the fantastic world of wizard101 tournament fishing!

Sword Tail

School Fire /Rank 2 /Common/Large /1,400 XP
 

Limits:


Small Fry < 12,90
Whopper > 25

No used in any recipes

Αverage sale price in gold: 200 each

Fish Locations:

Avalon:
Caer Lyon
Caliburn
High Road
Lake Shore
Mysterious Well
Poisoned Well
The Wild
The Wyrd

How to catch a small fry

The best to catch this fish is the Mysterious Well. In all locations you will also find the “Fish and Chips” fire school rank 1. The smallest pond we can see everything from fishing spells in at the same time is the Mysterious Well. It is a dungeon but it is not necessary to fight in order to fish there.
 

Find it in Order

Caliburn / Caer Lyon/ Outer Yard / Mysterious Well

Spells in order:

  1. Winnow Fire Fish
  2. Reveal Small Fish
  3. If nothing is affected – Summon Fish and repeat
  4. If it shows a fish – Check to see if it’s moving faster than the others, if not it’s the “Fish and Chips”

via GIPHY

The first 3 winners will get tournament tickets:
First: 120
Second: 50
Third: 20
 
The tournament ends at 27/08/18

Catching the Mud Dekoi

Every Monday morning the weekly tournament fish changes. There are fishing secrets that I can tell you. I want to share with you my experience in the fantastic world of wizard101 tournament fishing!

This week we have the Mud Dekoi:

School Life
Rank 1
Common
Regular
900 XP

Limits:

 
Small Fry < 10
Whopper > 20

Fish Location in order:

Krokotopia

  • The Oasis/ Krokosphinx/ School of Balance/ Upper Zigazag
Mooshu
  • Jade Palace/ Yoshihito Temple/ Ancient burial grounds
  • Jade Palace/ Shoshun Village/ Kishibe village
  • Jade Palace/ Yoshihito Temple/Village of sorrow
Azteca
  • The Zocalo/ Zultun Dock/ Cloudburst Forest/ Tierra de Brea
Housing Items
  • Private Fishing Retreat

Αverage sale price in gold: 150 each

Used in recipes:

Tall Small Fry Aquarium

Vendors:
Eudora Tangletree/Wizard City – Olde Town   (2,750 Gold)
Frode Silverscale/ Grizzleheim – Northguard  (2,750 Gold)

Ingredients:

5 Storm Shield
15 Citrine
10 Mud Dekoi
50 Mist Wood
35 Leather Straps
5 Ancient Scroll



Tapestry to School of Life

Vendors:
Eudora Tangletree/Wizard City – Olde Town   (5,000 Gold)

Ingredients:

19 Spirit Armor
5 Mud Dekoi
1 Dagger of Absolution
30 Jade
60 Mist Wood
30 Acorn
15 Frost Flower

How to catch a small fry

The best place to catch this fish is in Upper Zigazag. In the same location you will also find the Jackson Polloc /Life Rank 2.
Mud Dekoi moves faster than Jacskon Polloc.
 

Find it in Order

Krokotopia/ Krokosphinx/ School of Balance /Statue /Upper Zigazag
 

Spells in order

  1. Reveal Small Fish
  2. If nothing is affected –> Summon Fish and repeat*
  3. If it shows a fish –> Reveal Fish School*
  4. If is life–> Reveal Fish Rank 1*
  5. If is rank 1–> Use life lure 1-3 and catch it
If nothing shows, repeat the summon fish spell.

via GIPHY

The first 3 winners will get tournament tickets:
First place: 120 tickets
Second place: 50 tickets
Third place: 20 tickets
 
The tournament end in 03/09/18