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Old Sep 18, 2005, 03:45 AM // 03:45   #21
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There is actually a really easy way to do orozars that I discovered while in a group, it makes it almost impossible to fail the quest unless you go too slowly. PM me and I will tell you how to do it, too lazy to type it on here (although it is easier to do so lol....)
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Old Sep 18, 2005, 10:26 AM // 10:26   #22
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How do your run this mission? when that stupid dwarf dies and rushes into ever freaking enemy there is!
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Old Sep 18, 2005, 01:44 PM // 13:44   #23
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I find that bottling up inside wards and getting some wells down near them is pretty effective. Curses are also good becuase they reduce the need to tank enemy meleers. You also absolutley need someone who can expoit corpses. That's pretty much non-negotiable.

If I could wait 5 hours and a day to form a group, I'd get a Hydromancer with Ward against Harm, a Ranger with Greater Conflagration, and a Necro with Well of Power. Good luck finding a hydromancer in PvE tho.

Last edited by QuixotesGhost; Sep 18, 2005 at 01:50 PM // 13:50..
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Old Sep 18, 2005, 02:34 PM // 14:34   #24
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Quote:
Originally Posted by QuixotesGhost
I'd get a Hydromancer with Ward against Harm...Good luck finding a hydromancer in PvE tho.
I enjoy playing Hydromancer, but there is never a call for one. It's nuker this and nuker that, and occasionally, there is a call for an Air spiker. The fact that a Hydromancer would be useful in the Furnace gives me an excuse to nab Ward Against Harm. I just wish people were a little more open minded (and intelligent) in their grouping choices. At least Eles are in some demand, because I just started the game with a Mesmer, and he never gets invited to a group on purpose.
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Old Sep 18, 2005, 03:09 PM // 15:09   #25
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One of my guildies beat this quest with henchies. What he did was kill everything before crossing over to the area where you wait for the mobs.
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Old Sep 18, 2005, 07:11 PM // 19:11   #26
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Default Orazer Plan B part

Just completed Orozar after about the 20th attempt with henchies using my Ele/monk character. Thought I'd write a tip for plan B part of the quest....

Like has been said before, before you click on Orozar after part A has been completed , clear the area up to the bridge..... and all the way to the exit, do not draw the bridge.

Then, click on Orozar to commence part B of quest. After he ties up his brother and walks to the bridge, leave him there. Do not draw the bridge.
Grab Orozar's brother and take him to the exit, where the green star is, going the long way round,not using the bridge but using the path you cleared earlier. Once you get there, the task is almost completed. You are then told you have to speak to Orozar, so go all the way back to the entrance of the bridge and click on him. Quest completed without having to face the respawned monsters by lowering the bridge.!

Not sure how long you will be able to do this as it is bound to be stopped by a patch in the future.

Hope this helps

Rob
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Old Sep 18, 2005, 09:02 PM // 21:02   #27
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Nobody's mentioned trappers
One in the group can help to slow enemies down.
Trap the entrances spots for the bosses then trap the main area before going near Orozar to start the first fight. Then when Oro starts talking to the priest take a warrior and trapper (both with self-heal or healing spring) to take out as many of the Dark Binders and Wardens (they seem to be the worst) as possible before they get near the main area. Also on the second part leave a trail of traps to slow them down a bit.
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Old Sep 20, 2005, 02:24 PM // 14:24   #28
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Quote:
Originally Posted by Commander Ryker
One of my guildies beat this quest with henchies. What he did was kill everything before crossing over to the area where you wait for the mobs.
you cant do that? the gate is closed. oazoirs runs ther alone. and ur guild lied
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Old Sep 21, 2005, 06:23 AM // 06:23   #29
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the do not lower bridge method makes this quest as easy as fighting a level 8 charr with a level 20 character... with henchman would be easier for this method as henches focus fire and don't die as easy as players.
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Old Sep 21, 2005, 06:48 AM // 06:48   #30
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NOoooooooooooooooo RFC195!!!!!!!!!

You ruined my running business!!!! Seriously this way is the easiest. I finished both orozar quest in 30 minutes and the plan b took only 5 minutes.
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Old Sep 22, 2005, 09:02 AM // 09:02   #31
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Quote:
Originally Posted by maraxusofk
NOoooooooooooooooo RFC195!!!!!!!!!

You ruined my running business!!!! Seriously this way is the easiest. I finished both orozar quest in 30 minutes and the plan b took only 5 minutes.
LOL. Well, thanks for the tip! It was easy as pie (is that an Enghlish expression?)
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Old Sep 22, 2005, 12:46 PM // 12:46   #32
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Quote:
Originally Posted by rfc195
Not sure how long you will be able to do this as it is bound to be stopped by a patch in the future.
Helped a lot, thank you.
If only I had read the quest-description more thorughly.

It simply sais: Take Ural (or whatever) to the exit.
The green marker on the map points to the exit.

So who cares about some demented dwarf who get's lost in the furnace, not knowing the shortest route to the exit?

After dropping that brother off at the quest marker it updated, telling me to collect the reward.

Simple as that. Thanks again for the hint.

As for plan A? Don't know, it's still pretty hard with henches. I only succeeded once with my monk (after reading your hint) and once with my mesmer.
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Old Sep 22, 2005, 12:50 PM // 12:50   #33
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Actually, I'm pretty sure the quest description says to protect Orozar as he gets to the entrance also. I do this way a lot of the time when I take other people, just because I usually find people sick of doing this quest over and over again. Part A still seems to get a lot of people though.
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Old Sep 24, 2005, 09:31 PM // 21:31   #34
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One good way to do this is to have an earth ele tank the east side i believe it is and use obsidian flesh, then kill the 2-3 casters that come down in waves 2,3, and 4. It's very difficult to do, but it takes those 3 guys out and leaves the rest of your team to kill from the other direction.
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Old Sep 24, 2005, 09:40 PM // 21:40   #35
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I tried someone suggestion of taking his bro to the entrance and it works! u dotn need to bring orozar to the entrance, only hisbro.
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Old Sep 25, 2005, 01:23 AM // 01:23   #36
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Well that's not really beating the quest, is it? More like slight oversight that will get fixed.
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Old Sep 25, 2005, 02:43 AM // 02:43   #37
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Mark of Protection, The Yakslapper, blocking and evading.
The whole team died 3 times, but the dwarf survived.
Worked, buts its too risky to be copied
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Old Sep 25, 2005, 02:54 AM // 02:54   #38
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Thanks so much for that tip! Beat it with henchies so easily.
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Old Sep 27, 2005, 03:20 AM // 03:20   #39
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ok this is what i've got. With the picture below is durected into paths. Red path is 1, blue is 2, Green is 3, Grey is 4.
First thing is, follow orozar just long enough to let him run off without being attacked, there is one group then he goes to the priest. Let him, YOU need to be there to trigger the amubush not him. That was the Red path #1. Now Take the Blue path #2 all the way backwards and clear out the back way, do not go beyond the Blue path or a magic spawn will get Orozar killed. Now you need to take the Green Path #3. This is where you will have to defend him, if you survive now continue to the bridge, Notice that the green path ends at the bridge and the Grey Path #4 picks up, that is because you need to take the gear to the gear box imediatly, this will mean by the time the scene starts and you will be ambushed. That is where the second red circle is, defend him there. After that you need only pick off the ahead couple groups and flush out the little thats along the grey path.

I have done this as a monk-henchmen, ranger-henchmen, warrior,one monk-henchmen. The key is having support for the healers. This only hurts warriors due to the lack of energy regen.



I hope this little guide helps.
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Old Sep 28, 2005, 09:14 AM // 09:14   #40
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I might try the "don't cross over the bridge" technique and see if it works. Worth a shot, certainly.
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