SoF Leveling Guide - Gyrospire Zeka
Let's start off by complaining; this zone is wayyyy harder than you'd think it to be based on its level. What makes it so hard you ask? Well, the enemies in here hit extremely hard - all of them and they very rarely come in pulls smaller than 2 or 3. Most of the time every pull is 5+ enemies which means you'll definitely need Pacify when pulling and Mez when things go south.
The large open grassy area where you first enter is likely the hardest spot in the entire zone due to the overwhelming amount of enemies here. Once you move into the building in the center part of the zone things become a bit less risky since the chance of you accidentally pulling 15+ enemies is greatly reduced.
Outside of the building you'll find Chamberlain VI, as aforementioned this camp is pretty hard because you can accidentally pull 10+ mobs at once. The upside is if shit hits the fan for you, you can always jump off the side of this floating island and zone out. That's the one upside to this camp being insanely hard.
Ground Floor Nameds:
Inside of the giant metal tower you will find Repair Steamwork XIV, he's found in a room with three other enemies. Once you make it to this room you should be able to hold down the camp fairly easily - the hard part is reaching this named since the rooms prior to his are filled with 5 - 7 enemies each that usually always attack at once. Either Pacify them or have an extremely good tank.
Very easy floor, only about 5 enemies in total here with the named included. A smaller group could easily handle this camp if they are able to reach it. The only real threat on this floor (aside from the named) is the pathing in this zone. If you're not careful you could have an enemy fall through the floor or off the side of the tower.... If this happens it's likely going to create a massive train getting back to you.
This floor is a bit harder than the first floor. The pulls here start getting pretty big (4 +) and you should move your group around from room to room otherwise terrible pathing could make your day real bad real quick. If you're deciding to make a camp instead, the hallway just south of the secret room has the least amount of enemies on the floor and it's also close to the named.
Inside the secret room is the only location that is safe from all enemies on this floor. If you're boxing and need an AFK to make food or whatever then park your crew inside of the secret room and you should be safe. I don't recommend you pull inside of the secret room though, it's too small and the door will mess up your line of sight.
This is the hardest floor out of them all; if you're not careful you can accidentally pull half this floor at once which will be 12+ enemies. You'll need a really well prepared group to handle this floor.
The final floor is packed with nameds and all things considered isn't too difficult to tackle. Pathing here is a little wonky, worse than it is on the rest of the tower and since this is the top of the tower - there's no walls to keep you in check. If you're not careful you can fall right off the side of this tower while pulling.
Catapult Engineer XIX:
Zeka Repairer III:
Shocktroop Commander XIX:
- You can reach Gyrospire Zeka and Beza by traveling through Dragonscale Hills to Fortress Mechanotus then taking one of the two catapults near where you zoned in. For more information on how to reach this zone head over to my How to get to Gyrospire Beza and Zeka Guide.
Gyrospire Zeka Allakhazam Zone Information