It's pointless filler.
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...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
http://youtu.be/gGJPq1qmtrk - PLD Controller Tanking AK with no UI video


oh ffxiv endgame community, how awful you are.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...
ps. LFM Praetorium ilvl 90+ only.
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.
Last edited by JDR388; 10-09-2013 at 02:10 PM.
"A way of seeing is also a way of not seeing."
Kazem Chaharbaghi - The Problematic of Strategy

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.
"A way of seeing is also a way of not seeing."
Kazem Chaharbaghi - The Problematic of Strategy



Best thread of the forum! Keep it going guys, I love getting my daily mystery fix!![]()
“Focus on the journey, not the destination.
Joy is found not in finishing an activity but in doing it.”
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