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I'm wondering what the general consensus is in regard to the Fell Wood. I found it to be the most irritating segment of any game I've ever played. Someone else thought it was a way to kill time and fill space. I'm wondering if anyone thought otherwise.
[ 12-20-2002, 01:28 PM: Message edited by: Eg0[)e@th ] |
Are you refering to the labyrithal structure of Fellwood
or That you have to keep going back and forward between Fellwood and the Wandering Village? |
Agree totally. Absolutely unfun stupid sequence. Every time I thought, well finally I can leave, that was crap. And I get another mission. And those willowisps were just unfair.
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After two replies, I'd say that you have a definitive answer... it was a big mistake to put it in... BOTH going backwars and forwards between areas and the endless maze... and what the HELL was up with those will'o'wisps... after about five times of running away with one character left... getting healed and coming back to the same thing... without making any impression on them... I was forced to use dalekeeper... which was terrible because once i start cheating, I can't stop... no matter how many times I tell myself that it is just to get past this area, or to see what the game is like so I can play it again and be prepared...
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I don't see why everyone think the Will-o-wisp are so hard. I killed them without trouble with my first 6 character party, and I killed them with even less trouble with my solo barbarian/thief.
As for the forest, I guess they wanted to make wilderness lore usefull. It would not have been bad if we only had needed to do it once, but doing it 3-4 times is too much... |
Quote:
The Fell Wood was made for the Wilderness Lore skill. You can manage to get thru it without the W.Lore skill, but it is much less difficult if you have a character with a few points of W. Lore. I didn't mind having to go back to the village to "get the next mission" so to speak. I just wish that someone, perhaps the village's leader, had told my party that I needed to do this. It was annoying until I learned this little tidbit. |
Yah. Got to agree with all of you. Will'o'wisps were easy with protection from electricity, a fast healing cleric, and all the offensive potions and spells (strength, etc) available. The barbarian helped, too. Just keep after one of 'em 'till it's dead, then go after the next. When one disappears 'cause it's hurt, go after it as soon as it comes back. Get 'em one at a time while the cleric(s) heal anyone in danger.
As for the forest, going back to that village again and again, what a time waster. So far, that's the most useless part of a pretty good game overall. Well, on to deeper and darker things. Keep 'em sharp. |
I didn't have much trouble with anything combat related. Getting lost was more of a problem. My party was composed of city slickers. My Paladin had about enough wilderness lore to tell the difference between a squirrel and a buffalo. The others were too buy complaining about the bugs and the dirt to notice the squirrel or the buffalo.
I thought I'd never find my way through it. Running back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and . . . (well, you get the picture) was moderately annoying. Especially since I had no wilderness lore. It's nice to know that I'm not alone in thinking this was a lousy portion of the game. (Unless you have wilderness lore, I suppose.) |
I can't say that the wood was much trouble. I mean I found the exit (meaning killed the W'O'W's) in 2 hours game without using wilderness lore skill! I do find it simple. Of course I did know from my playing days that W'O'W's are just happy when you cast them spells and cast none. Just used my dwarf to hack them with his battleaxe! (10 lvl party)
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It actually reminded me of the old Legend of Zelda sequences(<insert nostalgia> North; West; South; West <end nostalgia>). I had no problem with the wil o wisps, but by the 4th time through, I was glad to be done.
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