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  1. #1
    Founder Udinthrik's Avatar
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    Default Insidious Cunning Run-Through Quests

    I would like to compile a list of quests with the following conditions:

    • Easily repeatable (If its in the middle of a chain and cant be repeated without abandoning the chain, its not easily repeatable).
    • No Combat Needed.
    • Has an exit or safe recall spot near end.


    Some of these quests are worth repeating 12-13 times (10 normal, 1 solo 1 hard, 1 elite), and many are not worth repeating at all. Some may be worth repeating once on each difficulty just for the bonus xp. I recommend looking up their base xp and deciding for yourself.

    Stealthy Repossession
    Easy item retrieve quest that you can just run through. One of my Favorites. I have two tips for this quest.

    1. Just run at the gate near the end and the kobold will open it for you.
    2. After you get the item, run back to the last switch up the ladder. Great spot to recall.


    Tangleroot #6 part 1 & #7 part 1
    These two quests are my favorite run through quests. After you finish the first inner fortress quest, you will have to run through the outer fortress to get back to it. This run counts as its own quest and gives a very nice amount of xp. Once you reach the inner fortress again just leave and re-enter and you can do it over and over.

    The Troglodytes' Get
    Simple smash eggs quest. First part of a 2 part quest, so just abandon it to repeat. Vine exit at end

    The Kobold's Den: Clan Gnashtooth
    Simple reach the end door quest. First part of a chain, so just abandon it to repeat.

    Recovering the Lost Tome
    Requires 14 INT for no combat, Worth repeating if you have the 14 INT.

    The Storehouse's Secret

    Sacrifices

    Bringing in the Light

    The Friar's Niece

    Return to the Sanctuary

    The Deadly Package: The Stronghold Key

    The Pit

    Maraud the Mines

    Monastery of the Scorpion

    Thanks to :
    Udinthrik
    MrCow


    Please list more and Ill add to the post if it fits the requirements as I verify them. Thanks for all the help so far.
    Last edited by Udinthrik; 01-02-2010 at 12:48 PM.

  2. #2

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    I leave it up to you if these are "worthwhile EXP", but these are the remaining quests that meet your criteria (each one can be done with non-combat, is stand-alone/first of a quest series/easily repeatable quest of a series, and has an exit or safe recall point within 15 seconds of the end objective).

    • The Storehouse's Secret
    • Heyton's Rest
    • Sacrifices - Sometimes non-combat
    • Bringing in the Light
    • Recovering the Lost Tome - Requires 14 INT
    • The Friar's Niece
    • The Sunken Sewer - Use the traps to kill for you
    • The Deadly Package: The Stronghold Key
    • The Iron Mines: Freeing Achka
    • The Pit
    • Maraud the Mines
    • Monastery of the Scorpion
    Last edited by MrCow; 01-01-2010 at 06:43 PM.
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  3. #3
    Community Member baddax's Avatar
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    Didnt they change monestary to require combat?
    “If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu

  4. #4

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    Quote Originally Posted by baddax
    Didnt they change monestary to require combat?
    The barriers only raise when you are spotted by particular drow in the first floor and will lower shortly afterwards if either the drow linked to the door dies or you are not in dungeon alert. It is a perfectly viable stealth non-combat quest still and hits the 4 marked criteria in the original post.
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  5. #5
    Founder Udinthrik's Avatar
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    Quote Originally Posted by MrCow View Post
    I leave it up to you if these are "worthwhile EXP", but these are the remaining quests that meet your criteria (each one can be done with non-combat, is stand-alone/first of a quest series/easily repeatable quest of a series, and has an exit or safe recall point within 15 seconds of the end objective).

    • The Storehouse's Secret
    • Heyton's Rest
    • Sacrifices - Sometimes non-combat
    • Bringing in the Light
    • Recovering the Lost Tome - Requires 14 INT You have to kill the last 3 zombies before it lets you take the book.
    • The Friar's Niece
    • The Sunken Sewer - Use the traps to kill for you have to kill the boss, takes forever on normal for the traps to kill him
    • The Deadly Package: The Stronghold Key i believe the chest is locked until the guys around it are dead
    • The Iron Mines: Freeing Achka goto kill the guy for the key
    • The Pit
    • Maraud the Mines
    • Monastery of the Scorpion
    red

  6. #6

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    Quote Originally Posted by Udinthrik
    Recovering the Lost Tome - Requires 14 INT You have to kill the last 3 zombies before it lets you take the book.
    With 14 INT you can use the rune near the shrine which makes the zombies not animate, and thus makes them not required to kill.

    Quote Originally Posted by Udinthrik
    The Deadly Package: The Stronghold Key i believe the chest is locked until the guys around it are dead
    The 5 hobgoblins near the chest are not required kills. That chest is never locked.

    Quote Originally Posted by Udinthrik
    The Sunken Sewer - Use the traps to kill for you have to kill the boss, takes forever on normal for the traps to kill him
    Still meets your criteria. You never have to hit a single thing (so it is still non-combat). The fact that this quest is faster when run on elite should be a bonus.

    Quote Originally Posted by Udinthrik
    The Iron Mines: Freeing Achka goto kill the guy for the key
    Yeah, I forgot that bit. You are quite right that this has a required kill (although I never bothered to see if the door was openable via Open Locks or Knock).
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  7. #7
    Founder KaKa's Avatar
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    I forget the name but it is the bonus right below insidious cunning, well you can get it in Litany of the Dead if you hide in the room with the lever and the 3 crystals you have to wait to light. I forget the exact number but you can have around 20 kills before you kill too many.
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  8. #8

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    Litany of the Dead requires the death of Kai-Teng, which disqualifies it from what the original poster was looking for.
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  9. #9
    Founder Guildmaster_Kadish's Avatar
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    In addition to the ones mentioned by MrCow, if you don't count the destruction of inanimate objects:
    Co6: Quenching the Flames (or something like that)
    Co6: Purging the Temple (the one that you kill the altars)
    The Titan Awakes (EDIT: Now that I think about it, I can't remember for sure if you can get a crystal before his shields are up... so you may have to scratch that one)

    I suppose that last one fails pretty miserably at the "easily repeatable" criteria though.
    Last edited by Guildmaster_Kadish; 01-01-2010 at 08:35 PM.
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  10. #10
    Founder Udinthrik's Avatar
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    Quote Originally Posted by Guildmaster_Kadish View Post
    In addition to the ones mentioned by MrCow, if
    Co6: Quenching the Flames (or something like that)
    Co6: Purging the Temple (the one that you kill the altars)
    can you restart those without resetting the chain?

  11. #11

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    Quote Originally Posted by Udinthrik
    can you restart those without resetting the chain?
    Not in an easy fashion as those are mid-chain (parts 3 and 5 of Cult of the Six). Although, if you had someone who had that part of the quest and never completed it (basically someone who just sat outside the entire time) then you could repeat it to your hearts content.
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  12. #12
    Community Member rpasell's Avatar
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    Quote Originally Posted by MrCow View Post
    I leave it up to you if these are "worthwhile EXP", but these are the remaining quests that meet your criteria (each one can be done with non-combat, is stand-alone/first of a quest series/easily repeatable quest of a series, and has an exit or safe recall point within 15 seconds of the end objective).

    • The Pit
    How are you doing The Pit with no combat? The sheer number of oozes alone force you to combat don't they? Are you just running by mobs, pulling levers and running out until they rubber-band?
    “Logic is the anatomy of thought” Locke

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  13. #13
    Founder Udinthrik's Avatar
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    Quote Originally Posted by rpasell View Post
    How are you doing The Pit with no combat? The sheer number of oozes alone force you to combat don't they? Are you just running by mobs, pulling levers and running out until they rubber-band?
    its possible but not really efficient to run through the entire quest. I would likely run through everything but the wheel room. Oh and grats on having the newest join date on the thread so far

    I had a feeling this would attract all the vets.
    Last edited by Udinthrik; 01-01-2010 at 09:52 PM.

  14. #14

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    Quote Originally Posted by Udinthrik
    The Deadly Package: The Stronghold Key
    This qualifies, but I don't recommend running through it or repeating it for xp. The chest you need to loot is surrounded by Hobgoblins and its easy to get trapped in the small cave with all the aggro following you.

    ...

    Tangleroot #6 part 1 & #7 part 1
    These two quests are my favorite run through quests. After you finish the first inner fortress quest, you will have to run through the outer fortress to get back to it. This run counts as its own quest and gives a very nice amount of xp. Once you reach the inner fortress again just leave and re-enter and you can do it over and over.
    If you have 3 or 4 uses of invisibility and 2 uses of expeditious retreat (Anger's Step) you can do The Deadly Package: The Stronghold Key with hitting Green Dungeon Alert at worst and not fail at opening the chest or door due to interruption (as you either won't be seen by the things near the chest or door and far enough ahead of the speedy little Brown Spider Prince). It is also a good amount of EXP higher per minute than Part 7.

    Quote Originally Posted by Udinthrik
    Monastery of the Scorpion
    I cannot confirm this at the moment, but I have read it is possible by using stealth.
    A Move Silently around the low 30's, a hide in the low 20's, and either a spot in the mid 20's or an ironclad memory of the scorpions and you can sneak through the top floor on normal difficulty. That is the only floor with the barriers so once you are past that you can resume insane running. Quite worth the ~14000 EXP for 7-13 minutes of work so long as you can solve the end puzzle.

    Quote Originally Posted by Udinthrik
    Maraud the Mines
    This qualifies, but I don't recommend running through it or repeating it for xp.
    This one is actually better EXP than a lot of your recommended quests. It nets ~4500 EXP for about 5 minutes of work and there is no overhead for reclaiming the quest (just abandon it when outside and step right back to the entrance). In a group of 3 or more people with quest knowledge you can get it down to 2 minutes or so (whoever is collecting the ore though may need to be good at moving under yellow dungeon alert).
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  15. #15
    Founder Guildmaster_Kadish's Avatar
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    Quote Originally Posted by Udinthrik View Post
    can you restart those without resetting the chain?
    Not solo if that is what you were referring to.
    "Perhaps the end has not yet been written…”
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  16. #16
    Community Member t0r012's Avatar
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    it would be tough but I think you can do freshen the air. the "queen" is only an optional right?

    ===
    I guess it is technically possible to run the pit no kill but whoa I want to see the screen shot of the quest log on that.
    wow , just wow that would be some truly insidious cunning.
    Move along , Nothing to see here

  17. #17

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    From the compendium on Freshen the Air:

    You must fulfill all of the quest objectives.
    1. Break through the troglodyte infestation and reach the Vent Room
    2. Destroy all 6 barricades that block the sewer vents (Kill 6)
    3. Find the troglodyte hatchery
    4. Slay Matriarch Sishliss
    5. Meet Doggart at the exit

    The queen is not an optional kill.
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  18. #18
    Founder Udinthrik's Avatar
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    Quote Originally Posted by MrCow View Post
    This one is actually better EXP than a lot of your recommended quests. It nets ~4500 EXP for about 5 minutes of work and there is no overhead for reclaiming the quest (just abandon it when outside and step right back to the entrance). In a group of 3 or more people with quest knowledge you can get it down to 2 minutes or so (whoever is collecting the ore though may need to be good at moving under yellow dungeon alert).
    Maraud the Mines is the quest with rocks in the breakables right? I tried to run through it but always get clogged up and often kill things by accident when im breaking the barrels lol.

    The way you talk about running through quests you must play a bard My opinions are strictly from a fighters point of view.
    Last edited by Udinthrik; 01-02-2010 at 02:42 AM.

  19. #19

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    Quote Originally Posted by Udinthrik
    Maraud the Mines is the quest with rocks in the breakables right? I tried to run through it but always get clogged up and often kill things by accident when im breaking the barrels lol.

    The way you talk about running through quests you must play a bard My opinions are strictly from a fighters point of view.
    Nope, a potion of jump is generally all that is needed to not get stuck (unless it is from being pinned on the geometry) and some way to give yourself invisibility can help massively too. As far as point of view, mine comes from using a class-neutral one, as I've used the same tactics from divines to arcanes to melee-focused to ranged focused for most of those quests where you can run through them. Here is a run through Maraud the Mines to help solidify that point of view.
    Last edited by MrCow; 01-02-2010 at 09:13 AM.
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