Getting Peter via Bloody Fortress w/Pope

So I looked around a few weeks ago and noticed two things.

  1. I still haven’t gotten Peter. I mean, I hate the SL/30 game and I flat refused to sit around for days trying to get Creator to drop his key in Arena. But then I remembered that…
  2. I got Creator like two months ago through 8 solid months of $1 and $3 purchases. Apparently I got so caught up in the Hell Frontier game that I just never looked at him. Also…
  3. There are zero guides on the entire Internet for doing a paid Peter run through Bloody Fortress. — Turns out this is wrong, my search somehow missed this guide in the Forums’ Files section (the best single G&D resource online, that Files section!)

And I thought “Hey, this is an opportunity to create something that at least a few people will probably appreciate!”  😀   So, to quote my favorite Super Mario Kart driver, “Here we go-ooo! Mwaaahahahahahahahahaaa!”

 

Maze: Bloody Fortress

Purpose: Unlock Peter and his piles o’ treasure.

Mainball: Captain — I wanted my Venture titles to be cheap, so Captain had to be the first in line.

Soul Link 1: Time Wizard — not much choice here.

Soul Link 2: Creator — See above.

Venture Title: Great Swordsmith (crucible) — I knew two things about this run: 1) it was going to be hell getting through F81-99, and 2) I was going to have facepunch my way as deep as I could to conserve spells. I couldn’t take Novice Warrior, so I really wanted that 15% counterattack reduction to  help me keep facepunching. And of course nothing gets you through a set of floor mobs quite like a 100% counterattack prevention.

Oh, also, going through Rune Master will give me 15% more Holy Bolts, which will actually matter.

Magic Title: Pope— Pope gives me double-damage, greatly-enhanced Holy Bolts — and the Key of Lore gives me 1 Holy Bolt every other floor, which means I won’t run out of ammo if I’m careful.

Artifact: Gloves of Great Swordsmith — Because yes, the 3 extra Swordsmith’s Runes are worth having an artifact you won’t use in the final 1/3rd of your run (see below).

Potion: Athena’s Tears — because you gotta.

The Rundown: The whole way down, I purchased every single ‘set item’ out of every special shop, as well as every Demon Spleen (that’s the +Power one) and most of the Demon Kidneys (+HP/MP one), and I kept a stock of ~1200 EP to keep buying those things when they showed up.

I started by one-starring my way up to Great Swordsmith (Crucible). Then I went back and filled in Rune Master right away, then Treasure Seeker so I could avoid activating monsters for as long as possible (to have plenty of things to pick up, so as to avoid flaming tiles). I grabbed all three stars of Magic Apprentice in time for the F30 boss (I might have had to buy the third star with the EP from beating the boss, my notes are unclear.)

Then it was one star in Priest, three stars in Light Master, and then Pope and all three MP stars in Pope to get the +75% to Holy Bolt. Then I backfilled Priest and Explorationist for the regeneration, took the Attack stars of Great Swordsmith because I needed to keep facepunching for a little longer, and then took the Power stars of Pope and Great Swordsmith. Then I basically just purchased whatever, whenever, and maxed out both Titles somewhere in the early F80s.

Key Management:  One of the more challenging aspects of any Peter run is remembering when to switch between Keys to maximize their effects. The three obvious ones are the Key of Sky (use immediately), the Key of Fate (use immediately), and the Key of Destruction (never equip it).

The Key of Time has an alluring trap built in, but don’t fall for it: as much as you might want to save it for late in the run to get the maximum boost out of it, don’t. Use it on F19, after doing absolutely everything you can to attain your current peak Power (primary importance) and HP (secondarily). Then equip the Key of Eternity and go into F20 to earn your free Timestill.

From then on, basically keep the Key of Lore equipped 90% of the time, swapping out the Key of Eternity in time to get your free Timestill every 20th floor. (When you use your one PoE, use it to get from just-after-a-20th-floor to go back to just-before-the-previous-20th-floor, so you get 2 extra Timestills from the deal. Timestill is your friend!)

You may also benefit from swapping over to the Key of War whenever it will give you a good chance to OHK an enemy with a facepunch. I actually wore a complete set of Giant’s stuff for a good portion of the middle of the maze to get the 33% chance to double damage plus, when needed, the 50% from Key of War for a solid 83% ‘crit chance’, which let me continue to play Mostly One Punch Man well into the mid-F60s, and Two Punch Man until the mid-F70s.

By that time, I had 8 Timestills and 104 Holy Bolts, and 12 Swordsmith’s Runes — which means I could mostly-freely-facepunch (Bolting down only distant Ranged mobs) my way through F87-F99. So I only had like ~15 floors worth of floor mobs and 3 Bosses I had to kill with magical might. In other words, Key Management is a super-critical part of the success of this run, as it provides like 50% of all the resources you need to make it through the difficult part! Another 20% comes from your Titles…

Faith Management: …And here’s the last 30%. 🙂 It’s crucial to get the +100% to damage spells (and all of the other bennies) from maxing out all 5 Faiths, which means you have to start intelligently to get lots of set items quickly.

Step 1: Every time you reach a Lich or Beholder (Eye Tyrant) statue and you have at least one full set*, sacrifice every full set you have to that statue. Continue until the Lich is level 8 and the Beholder is level 11. Then sacrifice exclusively to the Fire of Wisdom until it’s level 10. Equip the Torch (yes, giving up your Gloves of the Swordsmith!)

Go back to sacrificing exclusively to Lich and Beholder until Lich is level 18 and Beholder is level 19. Unequip the Torch and get your sweet Gloves back, you’ll need the stats by now. Then max out both Lich and Beholder for the items.

Now, start doing the same “sacrifice whenever you reach X statue and have stuff” with both Fire and the Knight, because you’ll need the +Attack bonus about now but you’ll also need to start mitigating the Manticore’s Roar ability, as it’s the one thing that is genuinely run-endingly powerful if left alone.

Once you max out Fire, feed either Knight or Victoria as you have stuff handy — you’ll be happy to have the HP and the -Spell Forbidden Effect from Victoria, but you’ll also need to keep your Attack up in order to continue facepunching.

* – Also, sacrifice Mephisto’s Soul Gem because it sucks and Demon Hunter’s Blade because you can’t do anything else with it anyway. And if you’re close to making an important level, go ahead and sacrifice any normal equipment you’re not using — it’s better used for Faith than being disenchanted for EP, as you’ll end the run with more EP than you know what to do with anyway.

Floor Strategy: Open as many non-enemy tiles as possible, leaving all the stuff sitting on the ground so that you can pick up 5 items to end Burning Tiles efficiently if needed. Then, if Captain’s ability is active, reveal an enemy, see how many of the missiles it will take to kill it, and if you’ll have missiles left over, reveal another enemy. Once all three missiles are ‘assigned,’ set the ability off.

Once that’s done, or if the ability isn’t active in the first place, just open one enemy and kill it before you open another. If it’s a Spiky Skeleton, you can choose to ‘kill it’ by grabbing some floor items and sucking the damage (or mitigating it with Curse, Ice Shield, or Stoneskin), or by hitting it with nukes (not Holy Bolts unless you can kill two with a single casting via Pope-iness.)

Boss Strategy: Punch down F30. Holy Bolt F40. Holy Bolt and Icicle F50. Starting with F60, use Electrostatic Field when you’re going to use Icicle, and Electrostatic Field+Disrupting Ray when you’re going to Timestill instead. Use one Timestill on F70, two on F80, three on F90, and as many as you need on F100, ’cause you’re done once you beat that big beast.   If you play your spells right, you should literally never see the Boss’ attack animation through the entire run.

Is It Worth the Effort? HELL YES. Getting through the Gate of Creation is pretty sweet — 100 Gems, a crapload of coins and Relic Fragments, and of course Peter. You also get a metric sh!t-tonne of in-maze bonus stuff that would make it relatively easy to bust through another 20 or 30 floors…but who cares? Once you get Peter and his Gems, get the hell out of there!

Peter comes into the game at 5 stars, which is a huge boost to most Ranger’s Song airships right off the bat, and his Exclusive Skill is basically a big pile of Nether Wicks on a stick, which is a great if unusual pairing with Flagellant’s big pile of “kill the sh!t out of any one boss” on a stick, as the two together can make short work of any dungeon’s F91-F100 for easy Boss Prize hunting down the road. 🙂

By the way, if you’re actually using this guide, I’d like to personally thank you for supporting my favorite game. It’s thanks to people like you that G&D is still around for me to enjoy, and I appreciate your contributions to my play time! 🙂

 

 

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Introducing the Grandmaster Pwnzor of Bloody Fortress: Vosebarker!

Maze: Bloody Fortress

Purpose: Farming Lich King fragments, in this case — though really this plan will work like gangbusters for any damn thing you want to do in Bloody Fortress.

Mainball: Alchemist — You can’t Vosebarker without Alchemist main, straight up. OK, here’s how we’re going to break Bloody Fortress: Alchemist gains a Quenching Essence at random 20% of the time when you pick up a piece of gear. Bloody Fortress rains gear down on you like a cow pissing on a flat rock. I seriously had enough Quenching Essences to craft the almighty Vosebarker’s Cloak by F11, at which point all I had to do to clear floors was punch faces until about F65.

Linkball 1: Blacksmith — You want to punch faces? Blacksmith will help you punch faces. You have 10 gear slots, so Blacksmith is basically a +30 Attack bonus and then a +15% Attack bonus on top of that. It’s enough to help even a panty-waist caster like Alchemist keep facepunching deep into the Maze. I walked into the F30 boss with an unbuffed Attack of 119 and a Power of 48 and I had caster base stats. That’s the power of Blacksmith.

Linkball 2: Gladiator — Most of the time, you’re going to want to punch the monsters to death one by one as you reveal them, and we’re going to be dealing double damage a significant percentage of the time anyway, so Gladiator’s attack bonus will come in hugely handy. (There’s some flexibility here — I did a few of my runs with Swordsman and it worked just fine, and Holy Warrior is solid here, too, as the +15 Defense will let your Vosebarker’s Cloak take you an extra 5-7 floors, which is bigger than it sounds. And of course free healing is nice.)

Venture Title: Holy Blacksmith — You’ll be investing your EP in Venture titles for the first bit, even though you’re Magic main, so get used to the idea. Holy Blacksmith is also 100% vital to the Vosebarkerening, so that’s a thing.

Magic Title: Mage of Destruction — After freely punching faces down to about F65 and then carefully punching faces for another 15 floors, you’ll have a mountain of Fireballs saved up from Alchemist’s transcription. Mage of Destruction saves you a lot of time, mana, and Fireballs by turning about a quarter of yours into much more significant Armageddons.

Melee Title: Hell God of War — You’ve got Fire Master, and you’ll be getting big bonuses to Fire Magic from Faith and the equipment Faith gives you, so turning your facepunching into epically destructive spellcasting is everything you want and more.

Artifact: Adventurer’s Harp — to make paying for all that Venture title stuff slightly less painful. You’ll be replacing it soon. 😀

Potion: Glacier Silver Reagent — A vastly underestimated potion, this will double the effect of your Red and Blue bottles picked up from the dungeon floor, which means you don’t even have to worry about whatever damage sneaks through your Vosebarker’s Cloak, as it’ll heal up without any real effort on your part. Also, the extra mana will help your MP pool keep up with your Fireball pool well past F100.

Important Gear Choices: You’re going to craft a ton of six-star equipment, and after the Vosebarker’s Cloak, you can really craft whatever you need when you need it. I suggest an early Air Book so you have plenty of Timestills, Electrostatic Fields, and Disrupting Rays to deal with the later bosses, and you will definitely need a Great Druid’s Cloak by F70. After that, anything goes — but don’t stress about the melee side of things, as you’ll be building the entire Realm of the Dead suit as you go down anyway.

Important Faith Choices: Mono-Eye Tyrant 11 –> Hectoria 10 –> (Lich 15) –> Hectoria 20 –> Mono-Eye Tyrant 20 –> Heinhardt 20 –> Victoria 20 –> Lich 20.  Taking Mono-Eye Tyrant first gives you more Magic Item Find, which means more chances for Alchemist to spawn Quenching Essences. It also gives you more Defense, which again, Vosebarker’s Cloak loves, and leaves you with a Tyrant’s Belt for maximum face damage at level 20.

Taking Hectoria 10 next gives us a very important -50% to the Manticore’s Roar effect, which is the single biggest weakness in your Vosebarker’s Cloak plan between F40 and F65. Also, carrying a Torch around for +30 Magic Item Find isn’t a bad thing at all.

Then, if it’s on your agenda, take a short break to get to level 15 Lich King so you can get the obtaining/farming Lich King part done. Also, more Magic Item Find. 🙂

The last 10 levels of Hectoria eliminate the Roar effect entirely, so we have no concerns about hurting Manticore any longer, and give us a nice boost to Power and Fire Magic for our nukey-nukey Hell God of War/Mage of Destruction battleplan. Then the last 10 levels of Mono-Eye Tyrant give us more Magic Item Discovery again and terminate with a huge +12 Attack bonus and 15% to double damage. (Stacks with Giant’s Eye and Giant’s Bones should you feel the need.)

Then just power down Heinhardt next because the Black Armor helps keep with the facepunching longer, then Victoria to finish up the set, then finish up Lich King, just cause you can. 🙂

The Setup: Start by one-starring your way to Holy Blacksmith. At the rate you gain Quenching Essences in Bloody Fortress, you’ll almost certainly have enough to craft Vosebarker’s Cloak before you have enough EP to reach Holy Blacksmith. From the moment you craft that (typically circa F15) until about F65, you literally only have to worry about four things:

  • Not punching a Spikey Skeleton,
  • Not spending too much time on fire,
  • Being very careful about how you kill Manticores (and to a lesser degree Cyclops), and
  • Dealing with the Boss.

So, compared to a normal Bloody Fortress run, basically nothing. Being immune to counterattacks means you’re immune Lich’s (non-floor) fire, Demon of the Abyss’ curse, Manticore’s poison, and Cyclops’ Thump ability.  This is as close as it comes to speedrunning Bloody Fortress, folks. 🙂

So, once you have that under wraps, it’s time for the fun to begin.

The Fundown: First, snag your other two stars of Treasure Seeker: you need to be able to avoid enemies until you want to touch them. Then, snag all three stars of Magic Apprentice, Black Mage, Wizard, and Fire Master in that order. You don’t need no Melee titles, you’ve got Vosebarker’s Cloak! It doesn’t matter how many times you have to punch something in the face to kill it, because it can’t hurt you! 🙂

Including the F30 boss! 😀

Once you’ve maxxed out Fire Master, you can go back and take one star in Novice Warrior, then three stars in Warrior, one star each of Magic Warrior and Dragon Warrior, and finally all three Power stars of Hell God of War. “Power?” you say. “Don’t you mean HP for the Meteor trigger?” Hell no, I mean Power for the boost to Meteor Shower. Meteor Shower is going to be your primary boss-killing tool, and you’re going to want that sh*t crunk up. (Also, until you get your Hectoria faith up to 18, you’re going to want to minimize the chance that you accidentally Meteor Shower a Manticore.)

Then backfill your Warrior and non-Holy Blacksmith Venture titles, then your Hell God’s HP and Attack stars, then take Mage of Destruction and max out Power, MP, and HP, in that order. Finally, you can take your Holy Blacksmith stars just for sh*ts and g*ggles. (Feel free, by the way, to use Quenching Essences just for the 20% reduction to counterattacks — you’ll have plenty!)

Your goal should be to PoE just around where your Vosebarker’s Cloak isn’t protecting you consistently anymore (F59 or F69, generally), so you can go back down again for maximum super-safe EP gain.

If you’re having troubles getting to the point where you can take Holy Blacksmith, keep in mind the Giant set and the Manticore set can both be worn at the same time, and with both suits on you gain 13 HP per kill and have a 33% chance to deal double damage, which should keep you quite safe.

Floor Strategy is as complex as you might think:

  1. Kill ranged enemies without revealing any non-ranged enemies.
  2. Reveal non-enemy tiles until you have 5 or more things to do that aren’t ‘reveal a new tile.’
  3. Reveal an enemy.
    1. If it’s an Anti-Magic Demon and you’re low on HP or might otherwise need to cast a spell to get through the floor, either cast those spells first and then kill it, or go reveal a different enemy.
    2. If it’s a Spiky Skeleton, nuke it to death or use a Curse to make it impotent.
    3. Kill it. If it was a Lich, do your 5 ‘other things’ to let the Fire pass, then reveal 5 more things to do and start at 3.

“Kill it” should mean facepunching until at least F70, a mix of facepunching and non-Fire-element nukes through F80, and basically Fireballing everything that moves from F80 until you decide to quit.

Boss Strategy seems like it might be hard without the use of 1st level spells, but of course it’s not really. Save your Meteor Swarms for F70+; take out the F30 boss by punching it as it can’t hurt you with Vosebarker’s Cloak on. For F40/50/60, take him out using Electrostatic Field + Holy Bolts, Gravity, and Implosion, with Icicles and Hexes to keep him from attacking. If you have to chance it, it can be worth it to punch him (while stunned, of course) to get a free Meteor Swarm out of it.

For F70/80/90/100, go ahead and use your Meteor Swarms liberally. With the damage boost from the full Realm of the Dead set, a magic book (Sage’s Diary if you have it boosted up to 12% or 15% all-spell-effect boost), and Ring of Ash, plus the bonuses from Hell God of War, I was able to kill the F100 boss with 4 Meteor Swarms (all cast under both Electrostatic Field and Disrupting Ray).

On my most recent run, I used this build to test exactly what Faith level was required to get Lich King frags. I encountered the broken statue at Faith 11, s/l30’d it away, went up a Faith level, encountered it again at 12, s/l30’d it away, and repeated every Faith level until I finally succeeded at Faith 15…which by my good luck happened to be at F101.  😀

Here’s what I looked like at the end:

Seeing Stars

…and that’s after sacrificing an entire trio of Vosebarker’s Equipment as well as some Melee Master’s Gloves and a Pharaoh’s Mask (source of those two silly souls) to one of the Evil God statues, and you don’t see the Air Book, Water Book, Fire Book, and (unused) Istantine I was carrying around so I could make sure I had all the spells I needed when I needed them.

I’m almost disappointed at this point that I don’t have anything left to do in Bloody Fortress anymore. This was far and away the funnest running I’ve done since…well, like two weeks ago. God damn I love this game. 😀

WAIT! I forgot! I got Creator!

do have one more thing to do in Bloody Fortress!

/scampers off to go Peter-hunting