Talk:Forsaken Fortune

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A few notes on this:

First, if during the jumping phase you die in combat, you will not be resurrected back at the beginning, but will need to go to the waypoint. So if you are about to die, you are better off jumping off an edge and committing suicided.

Second, the description of the levers is not very precise.

Lever #1 (back corner) requires jumping to get to - as you enter the area near the start, it will be in the back right, but you need to jump to a few platforms and a ruined wall to get to it.

Lever #4 can be gotten to buy going to the left in the middle of the jumping area (the platform that forms a large +) - it may be possible to jump down to it from Gerwid's position, but I did not have luck finding it that way. Use the throw torch skill to find the platform to jump to. Hopefully, that will provide some help in solving this. Solvar 06:15, 11 December 2012 (UTC)

Relative Directions[edit]

I appreciate the effort put into writing guides, but please never ever use relative directions such as "right", "left", "behind", etc. unless you also include which compass direction to face. The directions here, including the clarification in the discussion above, all say "left of Gerrvid" or "left at the middle" for the 4th torch. Uh, which left?! There is no default facing, no visible levers anywhere near him, and the torch can't be thrown down to light up the surroundings to check for it (out of range). Okuza 01:13, 2 March 2013 (UTC)

(The jump to #4 seems to be to the SW of Gerrvid. There is a torch SW (maximum range jump), but it may or may not be the #4 torch referenced in the guide.) Okuza 01:18, 2 March 2013 (UTC)
IMHO, the easiest way to find torches is to hunt for bats. All torches have bats near them. And, although all bats don't have nearby torches, there are very few bats (2 pairs?) that lack torches.
When going through this, the bats and their names weren't visible until I was close to the levers 173.51.94.179 18:49, 5 November 2013 (UTC)

Boss Fight[edit]

The boss fight room is actually the same as the very first entry room. If you die, it's a real death and you have to way-point. However, the door to the zone is still open and you can run in to re-engage the boss. Also, the "permanent" torch supplies at the entry will be present and lit. It's quite easy to pull the boss to this area and then kill him while simply ignoring the problem of relighting torches in the middle of the room. His only dangerous ability is his screech, which is similar to the screech from The Howling King boss in Ascalon Catacombs. It covers a 60~90 degree frontal arc. Continuous circle strafing should either keep you out of it or close enough to the edge to dodge away. It will kill you if you stand in it. Okuza 01:52, 2 March 2013 (UTC)

Cooldown[edit]

There seems to be a 20 minute cooldown after completing the mini-dungeon before the door can be activated again once it has closed. -- 82.69.0.3 13:10, 10 July 2013 (UTC)

Box of Captured Light[edit]

Would it be worth mentioning the acquisition of this item in the second room? Otherwise players might miss getting it and would have to return a second time if they went for Mawdry 79.243.243.3 10:54, 10 December 2014 (UTC)