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  1. #61
    Community Member DANTEIL's Avatar
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    I know I'm late to this thread, but I have HORRIBLE Mario skillz, but for me I think that what makes Raiding the Giant's Vault much better in this respect compared to, say Coal Chamber (which is *my* most hated quest) is the fact that it's a solo quest. So if I'm leaping and falling and leaping and falling and leaping and bouncing and falling -- then at least the only person getting annoyed is me and I actually have the luxury of taking it slow and careful if I feel like it. But if I'm having these problems in a group quest, the patience of others can wear thin pretty quickly, which makes me more nervous, which of course makes everything much worse.

  2. #62
    Community Member brian14's Avatar
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    Quote Originally Posted by chodelord View Post
    Any quest where the automap either doesn't work or is useless due to overlapping levels

    The Pit, Sleeping Dust, Coal Chamber, are the ones I can think of offhand but there are others
    That includes Shan-to-Kor part 3, but I never heard anyone claim it is irritating.

    Probably because unlike the other three it neither requires great Mario skills, nor so complicated that you particularly NEED a map.
    "Beauty is in the eye of the beholder."

    "Of course it is. Are YOU going to question beholder's artistic sense?"

  3. #63
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by thwart View Post
    My vote is Tomb of the Tormented ... I am a solo player and it is rough. Not because I die, its because I refuse to wear my dorky looking +10 hat of patience. Also, I am a rogue so I bring a cleric with blade barrier with me and I cannot get him to conserve enough spell points to get me through the third part.

    Aaarrrrgggghhhh!!!!!!

    P.S. I feel a little better now.
    Just a hint, Blade barrier, and Death aura are not needed to kill enemy rats/wolves. They like rotting flesh and will even walk through traps to get it, and they also can activate panels.

    Next hint, after clearing a room take the time to pull zombies back to a previous cleared room. Kill them all there and then come back. You will still get a few that wander back occasionally. You just pull them back. Kill everything in the room and than leave. I have heard Dwarf and Halflings have an easier time...


    On the Giants vault, the aggravation is the jumping due to how the structure of the wall is, with jutting out above etc. I lessen this by not using Jump spells/equipment and using the walk up vs jump up methods while climbing.

  4. #64
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    Default Some notes on the Giants vaults.

    I must confess, I am of the Atari generation and have no Mario skills (jumpman was a logic game, nothing like Mario). I gave up Spies in the House after a quick attempt (have to go back and check it again).

    But I've learned to love the Giants Vaults. Can't do it in under 4 minutes (no wings), but I have learned a few things:

    In addition to standard jump, feather fall, haste, resist fire and what not, you will want deathward (sorcerer loves to spam energy drain) and true sight (sorcerer casts displacement on himself and redshirt fighter). While these are easy fights if prepared, they can go badly without these buffs.

    The path starts with a ramp, jumps off to a ledge to the left. Follow that ledge to a split, keep going left (this is arbitrary). Turn the runes on as you go. Kill empty armor, pull switch, note the empty door behind the waterfall, feather fall down.

    There should be a sigil light on the floor near where you came down (closest to the entrance you came out of). Stand on that and get blasted to the top. Try to stretch forward as far as you can to skip as much jumping as possible (cannith jet boots + boost means you can jump straight into the entrance). The runes aren't nearly as critical this time. Invis or kill the mobs as you please, get to the shrine and turn left. Kill the armor, pull the switch, shrine if something went horribly wrong.

    Turn left at the shrine, dive into the pool and get key. Climb out of the pool, and keep jumping up to the top (optional). At the top there is one rare (fire mephit). Once the fire mephit is dead, keep going and jump down the next opening. There is a ledge that sticks out (it should be opposite of where you jumped from, cave is underneath the ledge), and the DM will tell you something about seeing shadows if the rare is there. Swoop into the lair, kill the gargoyle and take its stuff. Drop down for more mobs (you can kill one sniping from the ledge), clear and go back to where you started.

    Open locked door with key. Go in, grab yet another key. Golem appears, slay it. Go back to main room and find launcher sigil (should be right in front of the locked door you just opened), and head for the top with the chests. Open center chest first, then the side chests will pop open.

    Drop down to your launcher sigil, and jump into the entrance with the waterfall. Go through the waterfall and up the jumps to the top (much shorter than the last one). The rare here are three empty armors (trash type) with a chest (you also complete the option "find way out").

    Overall notes:
    There are a total of 5 chests to be found. Three at the top, and two (out of a possible three) rares. If you got both the mephit and the gargoyle, the only reason to do the last optional is for the xp (you get the "find the way out" regardless of the rare & chest).
    It can be done fast. It is a level 19 quest with 5 chests that can be done in 8 minutes without FVS wings. My capped characters keep this ransacked whenever they are low on plat or ingredients (or reknown).
    The jumping can be a pain. Don't come without a high jump (have only tried it with a ranger and sorcerer, both carry a jump spell). Understand that the biggest problem is hitting your head on things (as a tall guy I get that...). Learn to hug the edge of the ledge you are jumping on, and aim to land as close to the edge as you are comfortable (you will learn where the hard jumps are in a very painful way if you have less than Mario skills...). If you hit your head, you will be bashed sideways and usually miss the ledge you were on, and have to start again from square one.

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