May 01, 2006, 08:02 PM // 20:02
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#41
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Maps really aren't needed tbh. Only missions like Divinity Coast to show exactly where the chosen are. You shouldn't be looking for a walkthrough to each mission if you haven't done it before anyway
I think the limit for lighting the Storm Beacons might be 60 seconds. I did it with henchman earlier today and by the time i'd lit the 2nd beacon Charge had worn off and Storm Chaser had recharged. Would allow for people w/o running techs to reach them. Whats more amazing is i did the entire bonus and not a single hench died (the 2nd time...)
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May 04, 2006, 05:46 PM // 17:46
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#42
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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The guide has been officially archived here on GwG. You can find it >here<
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May 23, 2006, 03:37 AM // 03:37
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#43
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Krytan Explorer
Join Date: Mar 2006
Location: NYC
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Quote:
Originally Posted by Torric Icefist
Pick up the tome and head east and then south where; after a few pesky devourers meet their demise at your hands, you reach the wall.
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On the Nolani Academy bonus...it should be west, not east
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May 23, 2006, 03:45 AM // 03:45
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#44
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Jungle Guide
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@Torric Icefist
It's possible to save the vizier from getting ambushed, we did it once with me and another monk healing him, while the rest took them out. These spawns are buggy though, sometimes a ton of white mantle show up, sometimes a smaller amount (but still a lot).
For THK I would stay with the king the entire time. But I used henches, so it seems to work better that way
Last edited by Matsumi; May 23, 2006 at 03:49 AM // 03:49..
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May 24, 2006, 07:30 PM // 19:30
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#45
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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Quote:
Originally Posted by mint
On the Nolani Academy bonus...it should be west, not east
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Thanks for catching that
Fixed
Quote:
Originally Posted by Matsumi
@Torric Icefist
It's possible to save the vizier from getting ambushed, we did it once with me and another monk healing him, while the rest took them out. These spawns are buggy though, sometimes a ton of white mantle show up, sometimes a smaller amount (but still a lot).
For THK I would stay with the king the entire time. But I used henches, so it seems to work better that way
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Yeah the end of the Sanctum Cay mission can be really unpredictable at times. Just to play it safe I incorporated the spilit team tactic in the guide.
As for thunderhead keep, there is no right way to complete this mission. Some prefer to hang back with the king, others like splitting the group as I have described in the guide. Personally I think that with a competent group the split tactic is much easier.
On a side note, I linked the maps from the archived guide to the first post in this thread. Thank you all for your input on the guide, and please let me know if you find anymore typos, errors, and whatnot by posting here.
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May 30, 2006, 01:12 PM // 13:12
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#46
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Pre-Searing Cadet
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The Wilds.
On the bonus, I found that if you travel north from where you kill the two centaur scouts that gets you the bonus objective, there seems to be no way to actually return to the main mission path as the map indicates. You are running in a small valley and the main path crosses over it using a root or fallen tree as a bridge. I didn't look too hard, so I might have missed the way up, but otherwise found that you have to continue along the path back to the same junction where you left the main path to start the bonus. I found it easier to backtrack to the junction, but then I was soloing the bonus with henchmen.
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Jun 03, 2006, 04:32 AM // 04:32
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#47
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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You are right Fezzic, thanks for letting me know. I'll fix the map soon and upload the corrected one.
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Jun 04, 2006, 10:51 PM // 22:51
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#48
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Frost Gate Guardian
Join Date: Mar 2006
Profession: E/
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Great post. I came across one minor correction while I was just bumbling through the bonus on Riverside trying to find one of the towers. The actual location of the tower shown due south of Dinas is actually northwest of where it is shown. It is approximately due north of the R in "Province" (the map title) along the blue path.
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Jun 05, 2006, 02:39 AM // 02:39
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#49
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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Ah, yes I see that. Thanks for letting me know - hopefully I can correct it without having to re-draw the whole map.
:edit:
The Wilds and Riverside Providence maps have been fixed. Again thanks to those who reported the mistakes
Last edited by Torric Icefist; Jun 05, 2006 at 03:11 AM // 03:11..
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Jun 08, 2006, 07:42 AM // 07:42
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#50
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Krytan Explorer
Join Date: Jul 2005
Location: Seattle
Guild: Limbo
Profession: Mo/E
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When I did the bonus (it may have changed) you could skirt the right edge of the dock area and not have the vizier spawn -> enemies spawn. So I just took the ghost over, then came back and spawned the end sequence
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Jun 08, 2006, 04:18 PM // 16:18
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#51
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Furnace Stoker
Join Date: May 2005
Location: Houston, Texas
Guild: Dawn Treaders [DAWN]
Profession: W/Mo
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I tried Sanctum Cay last night, and I skirted around like you described. It kept the Vizier from spawning, but tons of White Mantle showed up. I did some exploring/mapping around the island - I had no idea just how many White Mantle there are in that area. Yikes!!! Now if there were just some way to get down to the docks and kill some of them before the Vizier spawned. :P
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Jun 11, 2006, 09:29 AM // 09:29
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#52
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by Mournblade
I tried Sanctum Cay last night, and I skirted around like you described. It kept the Vizier from spawning, but tons of White Mantle showed up. I did some exploring/mapping around the island - I had no idea just how many White Mantle there are in that area. Yikes!!! Now if there were just some way to get down to the docks and kill some of them before the Vizier spawned. :P
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Your going at it the wrong way, go to 1 of the sides where endless armies of White Mantle spawn (least i think) and wipe them out with an EoE bomb
Technically you can do both at the same time. All you need is a Ranger or Warrior to go to the dock and do whatever they want to stop the Mantle killing the Vizier. While the rest of the team fight to the Grave.
Are you sure the Dunes of Despair map is right? Last time i did it all 3 Generals where in the fort to the south.
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Jun 17, 2006, 08:25 AM // 08:25
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#53
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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Quote:
Originally Posted by Evilsod
Are you sure the Dunes of Despair map is right? Last time i did it all 3 Generals where in the fort to the south.
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I'm pretty sure that they are all directly in the fort to the south. If someone could save me the trouble of having to pug the mission to make sure, please confirm this and I will correct it as soon as I can
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Jun 20, 2006, 10:55 PM // 22:55
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#54
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Frost Gate Guardian
Join Date: May 2005
Location: MA
Guild: Kame
Profession: Mo/W
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Yes they are all directly south
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Jun 29, 2006, 07:28 AM // 07:28
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#55
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Pre-Searing Cadet
Join Date: Jun 2006
Location: stroud gloucestershire uk
Guild: guild of heroes
Profession: E/N
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fantastic thread thanks for the help as i have a tendency to get lost out in the wilds of noobland
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Jun 29, 2006, 08:14 PM // 20:14
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#56
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Frost Gate Guardian
Join Date: Dec 2005
Location: Shiverpeaks
Guild: Ambassadors of Enlightenment [SAGE]
Profession: R/
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Quote:
Originally Posted by Torric Icefist
Thanks for catching that
As for thunderhead keep, there is no right way to complete this mission. Some prefer to hang back with the king, others like splitting the group as I have described in the guide. Personally I think that with a competent group the split tactic is much easier.
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Note: Bold by me
The key word being competent, without that word you are better off defending the stairs, mutual support of the two gates seems like a simple concept, but for some it isn't
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Jul 01, 2006, 03:51 AM // 03:51
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#57
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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Quote:
Originally Posted by Thorinfire
Note: Bold by me
The key word being competent, without that word you are better off defending the stairs, mutual support of the two gates seems like a simple concept, but for some it isn't
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lol, well just to clarify I meant "competent" in a nice way A couple of decent monks, warriors, and nukers make for a pretty devastating team.
One thing I can tell you (all in general) is that you can pug this entire game as long as you know how to communicate with @ssholes - pardon the language, and assemble a balanced team. Say you have one man running around agroing everything in sight - naturally you would get pissed off at him and cuss him out I always try to use the "Please try not to do that, I can show you a better way" approach and can honestly say that I rarely have to repeat a mission twice with one character.
ok I'll stop flapping my gums now
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Jul 04, 2006, 02:00 AM // 02:00
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#58
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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Some of you have been asking about whether or not I have plans to make a guide such as this for the Factions campaign. Indeed I am; however my RL situation has been limiting me from devoting as much time to the game as I would like.
In a nutshell, I will be making a guide for Factions as soon as I have an ample amount of time to do so.
Thank you for your patience
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Jul 04, 2006, 02:15 AM // 02:15
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#59
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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Wowzers, nice.
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Aug 10, 2006, 05:18 PM // 17:18
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#60
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: www.wargeeks.org
Profession: Mo/Me
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Solid guide! I bookmarked this and still return to check up on stuff even tho I'm on my third character. Thanks very much!
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