Single cd-key solo play Ladder HF rushing works
#28
30ftSmurf,Feb 28 2004, 10:51 AM Wrote:Thank you for the detailed reply, not that I expected anything less :)  ...

You have provided a few hints in your post about your Durimule creation.  I have some ideas, but I'd not want to steal your thunder and would definitely appreciate the full writeup.
In the context of the *how* in this discussion I can at least give the *what* while saving time at present by not debating the *why*...

If the quests (act 2) are considered to be:
1 2 3
4 5 6

Then a "perfect" Durimule, imo, has only 2 and 4 completed, with 6 showing TToTR (icon for True Tomb). Therefore 1, 3, and 5 are completely blank (i.e. not even triggered).

Such a mule creating a game allows the following:

1. the true tomb is known upon game creation
2. the doorway in town into the palace is open
3. the doorway down to Duriel is open
4. All the goodies are available (Radament; Viper quest if you want to get TP access to AS instead of walking down; Summoner quest if you want to get TP access to Tyriel instead of walking; Tyriel for act completion).

Such a mule is created by:

1. prospective Durimule gets to act 2
2. lend them a horcube
3. give them a staff and amulet to combine (without having them involved in party if quests change state)
4. they combine them in a game (e.g. they created) in which that affects the quest state
5. walk them to Duriel's antechamber to place the staff (town to harem to palace to AS to Canyon to TToTR Orifice--without having them involved in party if incidental quests change state, such as summoner kill)
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Single cd-key solo play Ladder HF rushing works - by Crystalion - 02-28-2004, 08:51 PM

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