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Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
Oh right, I remember this game. I think I'll play a bit more of this game.

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Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
A slightly cleverer way of dealing with those 4 undead pikeman in the room with the button opening the pit is simply to stand outside and place an object onto the pressure plate to trigger the skeletons and locking the gate, then using the button on the wall to open it up and let them out one at a time.

Also, in that room divided in half by the pits so you had to walk around, where was that light coming from?

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
Wow, if you're playing this mostly blind and going for all the secrets, well, good luck. There is some seriously devious crap in this game just for the required progress. Secrets are a whole lot tougher to puzzle out. I am up to level 6 on my first playthrough since Dec 2012, and I've forgotten so much.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
I kept both bow and crossbow as well, but eventually you get a decent amount of quarrels.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
I have to say that this last episode was pretty painful to watch, especially spending 10 minutes trying to solve a puzzle you forgot you had already solved.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
Floor 6:

Respawning enemies? Lots of enemies respawn on this floor, so close the doors and grates so they don't wander around.
Food Shortage?: The snails respawn as soon as you leave the hallway and can be farmed for food.
Return to Floor 5? After opening up the exit down to floor 7 on floor 6, the stairs back up to floor 5 become accessible again.
Secrets? There's actually another secret on floor 6, although the prize probably isn't that useful for you. Hint 1: It's inside another secret you've opened. Hint 2: You need to look for another one of those rune-buttons.


Floor 7:

Secrets? You missed a rune-button. Hint: In a secret.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender

rojogames posted:



Episode 23 - A Little Backtracking
We reach the end of floor 7, but also take some time to discover a couple things we missed previously.

You already found the "Westmost" secret already. It referred to the westmost pit in the floor 6 room in the Halls of Fire with all the pits.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
The entrance to floor 8 proper is on floor 7. I don't remember where. It might be that the map you found is for that.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
Episode 25:

Nice job spotting the sneaky perspective flip. You figured it out much faster than I expected. The game has never done that before, but now that you're this deep, the tricks start to get really serious.

Yes, the maze is the area where they respawn, so it's best that you close the door to the hunting grounds whenever you leave the area. It is never pleasant to run into wandering ice raptors you were not expecting.


Episode 26:

Secret buttons: I think there is one in the corridor. Not sure where.

Did one of the ogres you killed drop a key? (Not sure.)

Stabbey_the_Clown fucked around with this message at 06:36 on Feb 20, 2017

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
Floor 9: The 4-alcove pillar which confused you just opened up shortcuts back to the raptor maze, without you needing to do the serpent winding all the time.

That button you found in the spiral which did nothing? When you move far enough into the spiral, a wall blocks your escape, which is very bad to discover when trying to flee an angry ogre.

I wonder if a 4-mage party would work well. I have the urge to try it.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
My Four Mages are now early on in Floor 7. The most important part about running four mages is being able to run backwards, because you need time to reload your runes and activate them.
I made 4 mages, all Insectoids for the bonus stats and I gave them all the +Willpower and Skilled traits (+3 skill points) to get them able to cast spells immediately. I did spend two points each to raise their STR and VIT to 10 so I could carry slightly more and die slightly less. The downside is that I have very low carrying capacity, but the upside is that Insectoids barely eat - ever, so I need to carry much less food.

I have one of each element, although the Earth mage actually has 14 points into Air for the ranged air spell. My Earth Mage and Fire Mage are the front-liners, so they have 8 points into Staff Defense for the meager defensive bonuses they get. After the initial spell, I focused on getting the characters to Spellcraft 10 for the faster casting, before switching them back to their element. The blue orb from floor 6 is a light source, so you don't need to even cast Light anymore after a certain point.


I want to get everyone up to Increased damage and faster casting 2 before taking on the Fighter's Challenge. I actually did pretty well my first time, thanks to the little Air 19 spell called Invisibility. That let me get into a corner. But I only had one Frost Bomb, so I should come back after I have a couple more AND a second healing potion for everyone. With that I might be able to survive the Fighter's Challenge.

Stabbey_the_Clown fucked around with this message at 00:12 on Mar 7, 2017

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender

MechaCrash posted:

I remember seeing a thing about a "point of no return," but didn't that door get opened back up? It was a few floors back, but hell if I remember which.

Could you go all the way back to the very first room of the dungeon? You've got no real reason to (and I use "you" in the sense of "you specifically, Rojo" and not the generic "you"), and I certainly don't expect you to do it, but could you?

Yes, you could. The "You cannot go back" sign was on floor 5 in an area you had to go through to reach a key to unlock the stairs. (By the way, I found out how to open that secret area on floor 5 which rojo gave up on - it was the barred cage. You have to flip the lever to start the timer for the teleporter, then run down the hall to the cage. Simple.)

The portcullis on Floor 6 which traps you there lifts once you open up the door leading to the floor 7 stairs. The wall which traps you in the spiral on floor 9 lifts via a secret switch on the wall.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
I've actually now finished the game with my 4-mage party. I saved the Fighter's Challenge as basically the last thing before the final floor to let me get the benefits from a couple more levels. I did pretty well. I used a lot of frost bombs to buy time to reload my runes, and one person died, but that was a result of my failure to pay attention, because they had lots of potions still left. Overall, I got 67/71 secrets, which is very good since I was going entirely by memory.

Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
Re: Toorum - (vague) There's a reason why you could pick up Toorum's bones.

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Stabbey_the_Clown
Sep 21, 2002

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Taco Defender
Well done. I'm surprised at your dedication to go back up 8 floors in the search for the last secrets.

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