Im faaar away from this dungeon, but have you tried using emotes on these neutral monsters? Maybe something will work! It's kind of basic for you to /poke monsters during levequest to check if they have something inside... Just my .2 cents
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Im faaar away from this dungeon, but have you tried using emotes on these neutral monsters? Maybe something will work! It's kind of basic for you to /poke monsters during levequest to check if they have something inside... Just my .2 cents
@Arkh: not a bad design, it's a clever one, they offer us something different than normal.
the trouble with the endgame is the fact we always get the same thing.
we kill trash until get to a boss, we get to the boss we kill it and you resume as often as possible.
I think it's so pitiful that there are people here being negative towards the people trying to discover any secret within Turn 3. If you have nothing constructive to add please don't comment :)
http://xivmodels.com/?monster/m0151b...goly-%28XII%29
Theres the body, coloring is different. And.. nevermind. No need to.
Yes its more likely that there was meant to be more to this floor but decided to rush out ffxiv instead.
They should of put crystal tower in first.
First, I have nothing constructive to add to this thread.
Second, this thread actually makes me want to get to end game just to see if I can see anything in Turn 3 that might help the OP.
Third, I think this is the most fun I've had reading a thread on these forums since launch/EA.
Fourth, good luck!! And please, keep us posted on the issue. Not necessarily what you found out, but whether or not you found something ^^
P.S. if you do find something, and want to say what it is, could you pretty pretty please use spoiler tags? The only thing I love more than a great mystery or conspiracy theory is anticipation :D
Anyone else being reminded of The Key of Twilight? :P
It's pointless filler.
I can confirm that not killing a single trash mob other than the golems does nothing but end the instance... but does make turn 3 quite a bit more fun. >.>
I find people's negativity in this thread ridiculous. Yes, it is possible that it is just filler but why are you all so angsty about speculation?
I mean, it's not like SE has a history of trolling its player base with hidden secrets revolving around end game bosses--
OWAIT
http://youtu.be/whj3-1jkSm4
Some people take offense to the idea, that there is something THEY couldn't figure out. :\ So the only other explanation they can come up with to make themselves feel better is that we're all idiots wasting our time. I still think they should be A LITTLE curious though, I mean, really...
So my group was running through here, we ended up bringing all 10 of the Mirrorknights that don't attack to the bottom and tried to kill them at the same time. Unfortunately nothing happened. I'm wondering if its just a bug that they can follow you wherever you go.
Something I discovered today that I don't think anyone else has mentioned yet:
It is possible to skip killing the second golem in turn 3 and proceed below the second electric barrier without pressing the button on the silent terminal. If you take a somewhat roundabout route you will end up falling through a hole that places you below the electric barrier. Once you do this the electric barrier disengages. You can find the jump point that takes you through this hole nearby the platform with the second treasure chest.
My impression is that there is definitely something fishy going on with the dreadguards. The fact that they can walk on spaces where we cant makes me think that something is scripted with them. I think my whole FC concurs on this. We also tried gathering them up and AoEing them down but to no avail. However someone had already triggered the end of the dungeon by accident so we figured that this was perhaps why nothing happens. My suggerstion to others would be to experiment with where you can get them to stack up at. Perhaps someplace that looks like it might be large enough to fight a boss at.
Another idea might be to save the two chests until the end and then after killing all the dread guards going back up top to see if the loot in them has changed.
I'm in support of the Turn 3 mystery, because honestly I'd prefer a game that had a hidden boss than one that didn't.
A trash room seems kind of pointless considering you can bypass it in five minutes or less with a little sleep and run tactics. I may just be projecting my wishes onto the matter but hey, a game with hidden or non obvious / essential tactics and bosses is infinitely more interesting than one without.
FFXI: Dune Boots (hidden extra kick attack) anyone.
Something else that strikes me:
Every other part of the coil through turn 4 has an explicit need for two tanks at some point during the fight except for turn three. When you look at the possible routes you can take to get through turn 3 there are two fairly distinct routes you can take in order to get to the final floor. Once you get past the second barrier things kind of get muddled together. However both routes have their own set of dreadguards, and chests. Perhaps a chest will spawn at the end if the turn is completed within a certain amount of time a'la 1.0s AV and CC speedruns. Clearing the area along two separate paths within a certain amount of time might cause a chest to spawn at the end or something of the sort.
I think what this thread needs to lend itself some legitimacy is a readable map of the turn. The in-game one is fairly useless.
Best thread of the forum! Keep it going guys, I love getting my daily mystery fix! :p
If the Dreadguards are non-agressive, do they link ? maybe you can try to put each dreadguards at each floor, on each ground.
I support your mystery! Seems interesting. I need to get my relic so I can get in there and see for myself.
Random thought here, you don't suppose there is some correlation between the route taken on turn 2 and the action required on turn 3? Having not seen the map for turn 3 (have for turn 2) it did remind me of a circular clock face which seems to tie in with some of the comments here.
Its nothing like "kill the ones that match/oppose the route you took on turn 2 and open the chests" is it?
I do agree that a floor of trash does seem unlikely, especially when there are none agroable mobs just standing around :)
Looking forward to getting there to try out some crazy schemes!
Could it be something simple like;
a - have every party member take the same path and not separate
b - split up the party to go to all the odd behaviing dreadnaughts and kill them on each level simultanously (ala Myrmidon Sentries)
c - use every single teleport option on each pad on each segment of each level in your path downwards
We intentionally did not clear Turn 3 last night mainly because we'd like to spiritbond in there again tonight, but we can test a theory while we are in there. Is there anything specific that people have not tried with the dreadgaurds that could be done? The only other thing I can think of as a condition for a chest is a speed run.
I found at the Blade of the First Golem on the other side, a "Jumport" deactivated (where the chest is)..
what if, say what if turn 3 drop an item that is key to defeat twintania in phase 5? It can be an active item or may be an equipment that let you survive
Hey guyz, I hurd if ur whole raid plays standing on one leg IRL for 18 hours straight as 8 PLDs with MND rings on a full moon that you fight the super secret hidden spaghetti monster weapon boss!
Seven pages, and so far no one has mentioned the pipe jump.
Post #57 does.
The turn is so filler they didn't even want to code some of the mobs to attack.
Bunch of wet towels in this thread. I think the zone and the behavior of monsters is cool and mysterious. Devs have also said there is a boss in each turn if previous interviews. Who knows if that statement was just too broad. This thread is about speculating about this cool zone, so why so many troll posts?
Quoted wrong person, can't ignite out how to edit on phone but point remains
Womp, fat thumbs strike again.
I feel like there probably isn't anything else to Turn 3 right now.
I really would like to be wrong. And if I am right I really hope SE adds some loot / boss to turn 3 in the near future.
Anyone send this in as a question for YoshiP's next question session?
Although I don't believe in a secret boss, I do find the dreadguards not attacking to be odd. Whenever they're standing still in place, they have their wings open. They're just kind of hanging out. Is there a petrification potion in game and has anyone tried using it on them or trying to use them in sort of a reverse gargoyle kind of way?