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  1. #1
    Jakanadin's Avatar ThatGarboGamer

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    *RIPPED FROM DERENRICHE ON GUNZ FACTOR*

    Introduction:
    I have had previous quest experience in Jgunz and have played quest in Ijjigunz as well in addition to some private server experiences. I've accumulated some results toward the dmg capacity and hp/ap of creatures in quest as well as many things. UPDATE: quest item usage combo added. Also, the goblin king description has been updated. I hope these help those that are reading this guide.

    Goblins Quests (Mansion):

    Goblin Quest 0 = Lvl 1 - 4
    Goblin Quest 1 = Lvl 5 - 99
    Goblin Quest 2 = Torn Page 13
    Goblin Quest 3 = Torn Page 25
    Goblin Quest 4 = Torn Page 41
    Goblin Quest 5 = Torn Page 65
    Goblin King = Goblin Skull + Crimson Necklace

    Skeletons Quests (Dungeon):

    Skeleton Quest 0 = Lvl 1 - 4
    Skeleton Quest 1 = Lvl 5 - 99
    Skeleton Quest 2 = Torn Page 13
    Skeleton Quest 3 = Torn Page 25
    Skeleton Quest 4 = Torn Page 41
    Skeleton Quest 5 = Torn Page 65
    The Lich (dragon) = Devil Dictionary
    Unholy Revenge = Mysterious skull + Skeleton doll

    Kobolds Quests (unimplimented):

    Kobold Quest 0 = Kobold Doll
    Kobold Quest 1 = Kobold Doll + Kobold Doll
    Kobold Quest 2 = Kobold Doll + Torn Page 13
    Kobold Quest 3 = Kobold Doll + Torn Page 25
    Kobold Quest 4 = Kobold Doll + Torn Page 41
    Kobold Quest 5 = Kobold Doll + Torn Page 65
    Kobold king = Pickax

    Pampows Quests:

    Deadway = Pampow Doll
    Cursed Pampow = Cursed Pampow Idol

    GOBLIN CREATURES:

    Goblin Grunts: all levels
    Hp:80 ap:50
    slashes a dagger at you which do approximately 8 dmg, they like to crowd alot and can be uppercutted or stuned but for a short duration. Be careful, in swarms they can easily kill you as a ms hacker does, pure number of hits. I would suggest you butterfly for crowd control against them and wall run or jump to avoid them.

    Goblin Musketeers: all levels
    Hp:50 ap:50
    These are even more annoying, they remain stationary for as long as they have a line of sight on a target. Once they see you, they will fire cannon balls at you which do around 15 dmg. The cd is approximately 2 second. These things are lethal in swarms since they basically become very frustrating sprayers. The cannon balls are apparently unblockable but dodgable since they travel at a slower speed then bullets.

    Goblin Clerics/healers: lvl 1 and above quests
    Hp:50-80 ap:50
    These things dont pose much of a threat, they heal monsters around them by 20-30hp every 10 seconds or so. It may seem like alot but really it isnt a problem since most monsters wont last 10 seconds of fire anyway and the ones that arnt hit get wasted heals. The only problem this poses is if your team is doing mass rls. In terms of attack they are the same as grunts except they wont attack unless you bother them. UPDATE: They now have the ability to charge up massives and use them in close range. Dont get too close to them.

    Armored goblins: lvl 1 and above quests
    Hp:150 ap:100
    These things are very annoying. They do around 20dmg per hit and move much faster than grunts making them walking tanks. In masses they pose serious threats and will kill you off almost immediately should you stay stationary near them since they will gangbang your ass.

    Goblin shamans: lvl 3 and above quests
    Hp00 ap:150
    This is the mother of all annoyance, they are pretty big goblins that can cast slow spells on you that slows down your movement speed to a set constant and lasts for about 5 seconds. Your dash and tumbles now have the same speed as your lowered walking speed! This poses a serious threat to your well-being. In addition, they can cast fireballs at you that do around 20-30 dmg, these however arn't of a serious concern.

    *The hp/ap points are not proved but are tested to be relatively accurate.

    Rare creatures:

    Palmpoas: lvl 1 and above quests
    Hp00 ap:100
    These things are tiny but powerful, they are only about the size of your foot and looks like a pink blob thingy. However, they do around 40-50dmg per hit at melee range and are unaffected by aoe dmg, meaning nades, rl, and massives have absolutely no effect on them. Fortunately, they move pretty slow, so just pick them off with revs and rifles.

    Goblin King: Goblin king's skull lvl
    Hp? ap?
    This boss is pretty big and very powerful. He moves like an armored goblin and holds enormous hp and ap. Ive unloaded 2 entire clips of mg on him and he was still alive. He attacks by swinging his club like a armored goblin but he does occasionally raised his club above his head for a delayed area smash. Anyone caught in the smash will be killed instantly. In addition, he will also fire fast and rapid fireballs at you in succession if you always stay at range, they do hurt quite a bit but it shouldnt be a real problem. To make things worse, all bosses are immune to aoe dmg, meaning no nade or rocket launcher will affect him. For this quest lvl, there is only one stage and you have to kill him to end it. In addition, spawns will pop up at random until he is dead but numerically controlled so you dont get swarmed and you can get some power ups off of them, the spawns are basically any goblin associated creature and are randomly chosen. It is highly recommanded that you go in this quest with a full house and make sure they are good players with mgs. I've heard that you gain premium items by beating him but i have no idea if thats true.


    Goblin Monster Waves:
    There are 4-10 stages in this quest, each stage give random monster combonation spawns. so Heres a listing and what to look out for.

    Grunt only:
    Not much to say, very easy.

    Grunt and musketeer:
    Kill the musketeers first and dont get cornered.

    Grunt, musketeer and healers:
    focus on healers and musketeers, relatively easy.

    Grunt and armored goblins:
    All melee force, but deadly if they get you cornered. Have them run in circles and try to nade them if you can.

    Grunt, musketeer, healer, and few armored goblins:
    This one is relatively easy except try not to get cornered and have the sniper take out musketeers to make your life easier. Always move around.

    Musketeer and armored goblin:
    This one is extremely painful since you have mass numbers of ranged and heavy melee against you. Run and focus on the musketeers, have your crowd controler circle the armored goblins. Never get cornered.

    Everything and shaman:
    Take out the shaman as quickly as you can and have your mass killer do his best at killing closing in melee units, there isnt a really good strat for this one, just kill. This is the hardest wave so far. EDIT: If you find particular problems against surviving while shooting, you can get crowd controler to bfly infront of you to keep melee's at bay, but he has little manuverablity.


    Weapon allocation and strategies:

    There are 3 roles in a quest mode game, the crowd control, the mass killer, and the sniper.

    Crowd control:
    This role may use an array of weapon but will always carry a sword. The most effected way of crowd control would be bflying around a huge swarm or sideways in a narrow corridor to keep enemies from passing. Crowd control may be given to anyone who knows how to bfly.

    Mass killer:
    This role may use most weapons, however rocket, mgs, and rifles are prefered. Nades are a definite must since they give the biggest dmg in the entire game when up against a crowd. This person will basically spam his weapons into the crowd and rely upon his team makes to keep melee attackers at bay.

    Sniper:
    This is the most useful role in the game since higher level monsters in quest begin to have special abilities and must be taken out as quickly as possible. Main weapons are rifles and revs. Priority targets are: shamans, healers, musketeers, and anything left over.


    Tips:
    1. dont use Sg or renard. The sg has little effect in terms of mass dmg, they only give spike dmg and holds low ammo. The renard isnt bad but takes up too much weight which could be allocated to a second weapon.
    2. Dont ever camp in quest or you will get raped beyond comprehension in most maps.
    3. Try not to seperate from your teammates unless your up against only grunts or clerics.

    Contributions are welcome and please point any errors if you find any. Thanks!

    update: apparently shamans have more hp and armor than originally thought.

    * I did not make this Quest Guide. All credits go to Derenriche on GunZ Factor Forums*

  2. #2
    Trencal's Avatar FGunZ GM

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    Ima Noob.
    I suck.


    Add this in your signature if you want ^5 pink back in FGunz!

    Originally Posted by McSic View Post
    Inorite, now donate some more, I need a new TV.

  3. #3
    Banned

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    Shush trencal, Ill stickie this.

  4. #4
    Jakanadin's Avatar ThatGarboGamer

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    Already Stickied Khloe, just needs Locked.

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