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I ran through the Steam Tunnels intending to start the quest,
but then something else came up.
The real run starts around 01:00.
Okay, now we're questing.
I am well over-level for this quest.
I plan to finish off the chain on elite and be done with it.
Sneaky hobgoblins are a problem.
My spot is not high enough for them yet.
This trap here is odd...
Large group - let's have a flame turret!
This room is dangerous to a melee character,
but easy with this ranged damage.
I'm wary here,
I do not want to wake the ogre
& wolves just to the left.
I am wary of these ogre groups -
ogre tripe swing plus wolf trip would be bad.
I do like this kobold,
striding the other way ignoring me.
3 way junction with enemies close all around.
On a melee, I would sneak down one side,
fight one group at a time.
On a ranged guy, I usually shoot the group ahead first.
But flame turret can handle them all at once.
Uh oh - held. Glad I have a turret going.
This fight is dodgy for melee characters.
Lots of damage getting up to the hobgoblins,
and risk of getting held.
Easy with this ranged damage though.
This poor hobgoblin archer,
stuck in the wall here for more than a year now.
The flame turret there is mostly backup,
insurance in case I got earthgrabbed.
Dog!!
His hitpoints went fast...
Flame turret in case I get tripped.
This is one of the harder fights;
although the ranged damage is making it much easier here.
Shrining to get my dog back.
Okay, the next fight is very dangerous.
It is the reason I did not do this quest 2 levels ago.
On a caster, I would be dropping as much web and firewall as I could afford.
Flame turret is a poor substitute for that,
but is much better than going in here without area damage.
Trying to take out the casters first,
afraid of hold and cometfall.
Hey, flame turret took out the boss for me.
Now for the harder third part.
The traps in here make this much riskier.
Indeed I almost left it for when I was higher level.
I rarely get in here,
so being cautious about traps.
Getting into the trappy bit now;
I do not remember every trap location well,
and on elite I cannot afford to blunder into one.
Not sure if that trap box disables all the acid jets here.
Again, this room is much easier with ranged damage.
Now into the crazy dangerous trappy bit.
I nearly lost a rogue/ranger permadeath character in this room,
around 6 months ago.
I'm not that familiar with the trap layout, either.
I am worried by this fire jet,
I do not like running through traps on elite -
albeit this one looks timeable.
I am worried about what is on the other side also,
as I know there are spikes there.
Yes, here is where my ranger nearly died.
I went a little too far forward,
and was incapacitated by one of those spikes.
Luckily I drifted off of the trap while falling,
stabilised, recovered and disarmed it.
I know there are cold trap coming up as well.
Heading for the ambush here,
unsure whether there are traps on the way.
That could have easily gone very badly,
if they had surrounded me.
One slip really can be the end in permadeath.
Flame turret here,
partly because I'm not sure if I can get enough physical damage past his damage reduction,
and partly in case I get earthgrabbed
when the elementals wake up.
Thanks for watching!