shel'tur fortress

Any discussions regarding the spoilers present in ToME 4.x.x should be restricted to this forum

Moderator: Moderator

Post Reply
Message
Author
Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

shel'tur fortress

#1 Post by Sradac »

Anyone found the key yet? cant find it for the life of me. so far the place is nice and challenging

onyhow
Thalore
Posts: 188
Joined: Sun Nov 07, 2010 7:50 am

Re: shel'tur fortress

#2 Post by onyhow »

...how can I reliably obtain water breathing (and no, hoping for Amulet of Fish random drop is not reliable...) so that I won't suffocate and is actually able to explore the play anyway?

And I think there's a lore mentioning that there's a key with it...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: shel'tur fortress

#3 Post by Sradac »

I cheated, at least I think I did lol.

If you stand on stairs, you are considered being above water. Never found real waterbreathing, so I would get full breath, run a few steps in one direction then phase door back. Once you find the stairs down, the next floor has no water in it. But there are a LOT of enemies that confuse and knockback.

One of the notes in the forest mentioned something about a mage in derth that knew how to breathe water...I guess I should go there.

trev
Higher
Posts: 78
Joined: Tue Aug 03, 2010 4:34 pm

Re: shel'tur fortress

#4 Post by trev »

Made it down there with a skelly (auto water breathing heh) but had to beat a hasty retreat for the moment. Was about level 12 or 13 at the time.

trev
Higher
Posts: 78
Joined: Tue Aug 03, 2010 4:34 pm

Re: shel'tur fortress

#5 Post by trev »

The key is attached to one of the lore notes

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: shel'tur fortress

#6 Post by Sradac »

level 13 shalore archmage. I only died down there once due to running out of breath, like I said its challenging, but not to the point I want to throw my laptop at the wall, keeps me on my toes. Racking my brain trying to figure this key out =\

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: shel'tur fortress

#7 Post by Sradac »

gah! I got to scoure the old forest again!

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: shel'tur fortress

#8 Post by darkgod »

I have added air bubbles around the water level now.
The bubbles will provide air, but they will deplete fast, keeps you on the move :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

onyhow
Thalore
Posts: 188
Joined: Sun Nov 07, 2010 7:50 am

Re: shel'tur fortress

#9 Post by onyhow »

darkgod wrote:I have added air bubbles around the water level now.
The bubbles will provide air, but they will deplete fast, keeps you on the move :)
So, by next beta? Damn...

The air ran out too fast, my Sun Paladin just can't walk that many steps away from the stair...

Update: Lucky enough to find the stair...it's conquering time!

Update 2: YAY! Got the fortress now! The auto-arrange is cool, but, the only thing I'm confused is why the quest is not considered as complete...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...

Post Reply