[[#Involved in Quests/Missions|Quests/Missions]] • [[#weather|Weather]] <!--• [[#Individual_Training|Individual Training]]--> • [[#NPCs Found Here|NPCs]] • [[#Notorious Monsters Found Here|Notorious Monsters]] • [[#Regular Monsters Found Here|Regular Monsters]] • [[#Event Monsters Found Here|Event Monsters]]
[[#Involved in Quests/Missions|Quests/Missions]] • [[#weather|Weather]] <!--• [[#Individual_Training|Individual Training]]--> • [[#NPCs Found Here|NPCs]] • [[#Notorious Monsters Found Here|Notorious Monsters]] • [[#Regular Monsters Found Here|Regular Monsters]] • [[#Event Monsters Found Here|Event Monsters]]
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| Connections =
| Connections =
[[Qufim Island]] at ({{Location Tooltip|area=Lower Delkfutt's Tower|map=First Floor|pos=H-11}})
[[Qufim Island]] at ({{Location Tooltip|area=Lower Delkfutt's Tower|map=First Floor|pos=H-11}})
<br>[[Escape|Escapes]] to [[Qufim Island]] at (H-6)
<br>[[Escape|Escapes]] to [[Qufim Island]] at ({{Location Tooltip|area=Qufim Island|pos=H-6}})
<br>[[Middle Delkfutt's Tower]] at ({{Location Tooltip|area=Lower Delkfutt's Tower|map=Third Floor|pos=G-6}})
<br>[[Middle Delkfutt's Tower]] at ({{Location Tooltip|area=Lower Delkfutt's Tower|map=Third Floor|pos=G-6}})
<br>[[Upper Delkfutt's Tower]] from Basement at ({{Location Tooltip|area=Lower Delkfutt's Tower|map=Basement|pos=H-8}})
<br>[[Upper Delkfutt's Tower]] from Basement at ({{Location Tooltip|area=Lower Delkfutt's Tower|map=Basement|pos=H-8}})
Revision as of 23:50, 18 March 2024
Description
This tower in the North of Qufim Island is overrun by a wide range of Gigas who were trapped there at the end of the Great War. Isolated in their gloomy tower, the Gigas are constantly searching for a way to get back to their homeland. The tower is split into three sections, Lower Delkfutt's Tower (Basement and Floors 1-3), Middle Delkfutt's Tower (Floors 4-9) and Upper Delkfutt's Tower (Floors 10-12).
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants