GuildWiki

GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

READ MORE

GuildWiki
Register
m (The Amnoon Oasis to Augury Rock moved to Amnoon Oasis to "Desert Tour": 1)Compiling all Crystal Desert runs into one Guide. 2)Removing "the" from title for same reason listed previously in move-Log)
(Part 3, Desert Tour: Thirsty River)
Line 1: Line 1:
  +
__NOTOC__
 
{{Notice|This page is under renovation for the week of (25,Dec.'08) through (Jan.2009). For info, see [[Category talk:Running guides]]}}
 
{{Notice|This page is under renovation for the week of (25,Dec.'08) through (Jan.2009). For info, see [[Category talk:Running guides]]}}
 
{{research}}
 
{{research}}
Line 16: Line 17:
 
<br><br>
 
<br><br>
 
On the last stretch of the journey the only threats, are the [[Scarab Nest Builder|Nest Builders]] who lay down many [[Flame Trap]]s and [[Dust Trap]]s.
 
On the last stretch of the journey the only threats, are the [[Scarab Nest Builder|Nest Builders]] who lay down many [[Flame Trap]]s and [[Dust Trap]]s.
  +
  +
== From [[Augury Rock]] to [[Dunes of Despair]] ==
  +
[[Image:Signpost_20x30.png]] ''This Section is currently being adapted from'' [[Augury Rock to Dunes of Despair]] ''and will be added shortly''
   
   
Line 28: Line 32:
 
<br><br>
 
<br><br>
 
*There are a few [[Rockshot Devourer]]s along the way, but not enough to present a serious Trap Damage hazard.
 
*There are a few [[Rockshot Devourer]]s along the way, but not enough to present a serious Trap Damage hazard.
  +
*For "group travel"(fighting your way there), see the original guide: [[Augury_Rock_to_Elona_Reach]]
  +
  +
  +
  +
== From [[Augury Rock]] to [[Thirsty River]] ==
  +
[[Image:AuguryRockToThirstyRiverMap2.jpg|thumb|left]]
  +
=== Northern to Center route ===
  +
<big>'''Hazards:''' →[[Diverted|Disable]]:[[Image:Diversion.jpg|36px]] →[[Body block|Lag-]][[Image:Monster_skill.jpg|36px]] →[[Knockdown_skills_quick_reference|Knock]]:[[Image:Meteor.jpg|36px]](<small>[[Adjacent|A]]</small>) </big>
  +
  +
In [[Skyward Reach]] you will encounter multiple Hydra groups again, but it is often possible to avoid many -or- all of the hydra groups, or simply run through them. The Losaru are far more densely packed in than the hydras however, making a run through them harder. Once you clear the Losaru you'll be at Destiny's Gorge and ready to head out into [[The Scar]]
  +
  +
  +
From Destiny's, you can head directly south and begin activating the central Teleporter (''marked '''A''' on the Map'') however you will likely be interrupted by Hydras so it is best to have a Hero or henchman take their aggro first by flagging them far away from the Teleporter once they aggro the Hydras. Do not linger at the second Teleporter exit as 3 to 4 groups of Centaurs patrol right nearby.
  +
  +
From there, it's a straight shot south to Thirsty through half a dozen Centaur groups and some Pop-up Scarabs. Take extra care not to get [[Body block|stuck]] by either of these mobs.
  +
=== North East route ===
  +
<big>'''Hazards:''' →[[Condition]]:[[Image:Hamstring.jpg|36px]] →[[Enchantment_removal_skills_quick_reference|Strip]]:[[Image:Chilblains.jpg|36px]] →[[Giant Stomp|Stomp]]:[[Image:Monster_skill.jpg|36px]] →[[Knockdown_skills_quick_reference|Knock]]:[[Image:Meteor.jpg|36px]](<small>[[Adjacent|A]]</small>) [[Image:Heavy_Blow.jpg|36px]]([[Image:Adrenaline.png]])</big>
  +
  +
The Northern route requires you to take larger amounts of damage from [[Sand Giant]]s and a few [[Enchanted]]. This is the traditional route for most players but also requires you to out-distance or sneak around a large group of Enchanted right before you reach the Teleporter(''marked '''D''' on the Map''). After the Teleporter it gets easy again.
  +
  +
=== South East route ===
  +
<big>'''Hazards:'''→[[Condition]]:[[Image:Plague_Touch.jpg|36px]] →[[Enchantment_removal_skills_quick_reference|Strip]]:[[Image:Chilblains.jpg|36px]] →[[Body block|Bug-]][[Image:Bug-2.png]] →[[Knockdown_skills_quick_reference|Knock]]:[[Image:Meteor.jpg|36px]](<small>[[Adjacent|A]]</small>) </big>
  +
  +
This is actually the easiest route if you make it past all the Hydra in [[Skyward Reach]], but gets tricky at the Bridge(''point '''C''' on the map'') if you attempt to cross it while Centaurs are directly underneath it.
  +
*{{bug|Centaurs under the Bridge can obstruct your path as the game does not check elevation for collision-detection}}.
  +
 
[[Category:Running guides]]
 
[[Category:Running guides]]

Revision as of 05:34, 29 December 2008

DISCLAIMER: The information in this article is based on experimental research conducted by the community, and may contain inaccuracies and speculation. While we strive for accuracy in these articles, we make no claims of experimental rigor or unbiased conclusions. Caveat lector.

From Amnoon Oasis to Augury Rock

Overview

Sands Of Souls map

Hazards:Condition:Burning Plague TouchStrip:ChilblainsKnock:Meteor(A) Mighty Blow(Adrenaline)

This is a very short and clear run once you get beyond the first Teleporter and stay on the main route. There are few enemies who will knock you down or body-block you. However, be wary of the massive population of Insects between Amnoon and the first Teleporter that will unburrow. AKA: "Pop-up Mobs". In addition to Enchant Stripping, they also use Touch-Skills which will cause their A.I. to chase you for very long distances unless you maintain a run speed greater than 25%. This makes the avoidance of Barbed Traps rather crucial.

Objective: Teleporter

Sands T

The teleporter can often be difficult to activate if you are surrounded by Insects, so it is highly recommended that you have Heroes or another Player standing just outside radar-range (second to last red-dot in the image shown to the right) as a diversion while you activate the Teleporter.

  • Tip: The easiest way to get your Heroes to the first teleporter safely, is to hug the right side of the path and maintain a constant 33% run-speed on them with run-buffs(shouts & stances) that cannot be stripped by Chilblains.



On the last stretch of the journey the only threats, are the Nest Builders who lay down many Flame Traps and Dust Traps.

From Augury Rock to Dunes of Despair

Signpost 20x30 This Section is currently being adapted from Augury Rock to Dunes of Despair and will be added shortly


From Augury Rock to Elona Reach

AuguryRockToElonaReachMap

Map

Hazards:Disable:DiversionKnock:Meteor(A) Earthquake(A)

When attempting to run to Elona Reach(outpost) through Skyward_Reach and Diviner's Ascent, stopping to use the teleporters can be too risky if Hydras, Sand Drakes, or Jade Scarabs and Devourers are near them. Using the Diversion strategy described in the last section, or alternate paths(shown in green on the map), can greatly improve your chances on the second teleporter, which always has a pop-up spawn of Scarabs nearby. Meanwhile running the green path presents Hazards in the form of Sand Wurms and a Boss-Spawn of Hyrdras. Note: If your group passes the Teleporter but Dies, You will spawn just in front of Elona Reach portal.

Destiny's Gorge

Some runners will make a detour into Destiny's Gorge to make the run to Thirsty River shorter. This is not advised unless you have overlapping Run-Skills or an Elite that prevents spell targeting.


From Augury Rock to Thirsty River

AuguryRockToThirstyRiverMap2

Northern to Center route

Hazards:Disable:DiversionLag-Monster skillKnock:Meteor(A)

In Skyward Reach you will encounter multiple Hydra groups again, but it is often possible to avoid many -or- all of the hydra groups, or simply run through them. The Losaru are far more densely packed in than the hydras however, making a run through them harder. Once you clear the Losaru you'll be at Destiny's Gorge and ready to head out into The Scar


From Destiny's, you can head directly south and begin activating the central Teleporter (marked A on the Map) however you will likely be interrupted by Hydras so it is best to have a Hero or henchman take their aggro first by flagging them far away from the Teleporter once they aggro the Hydras. Do not linger at the second Teleporter exit as 3 to 4 groups of Centaurs patrol right nearby.

From there, it's a straight shot south to Thirsty through half a dozen Centaur groups and some Pop-up Scarabs. Take extra care not to get stuck by either of these mobs.

North East route

Hazards:Condition:HamstringStrip:ChilblainsStomp:Monster skillKnock:Meteor(A) Heavy Blow(Adrenaline)

The Northern route requires you to take larger amounts of damage from Sand Giants and a few Enchanted. This is the traditional route for most players but also requires you to out-distance or sneak around a large group of Enchanted right before you reach the Teleporter(marked D on the Map). After the Teleporter it gets easy again.

South East route

Hazards:Condition:Plague TouchStrip:ChilblainsBug-Bug-2Knock:Meteor(A)

This is actually the easiest route if you make it past all the Hydra in Skyward Reach, but gets tricky at the Bridge(point C on the map) if you attempt to cross it while Centaurs are directly underneath it.

Bug Bug! Centaurs under the Bridge can obstruct your path as the game does not check elevation for collision-detection

.