However, so many are the enemies and things to do that you’ll still end up dragging a big haul back to the merchants in the hub after every trip. Rather, they’re rewarded for completing challenges, killing bigger foes, or opening chests. Weapons (armour is a very rare addition) don’t come flying out of every enemy. The list of challenges is the reason to be anywhere, rather than the notional “main quest” that really appears to be “Go there, then come back again, then go there.” That, and of course the real reason anyone plays an ARPG – incrementally improving loot. From a central hub of a room in her palace, you go off to new zones on spurious reasons, while the ghost of King Keyhat waffles nonsense and oh look eventually I stopped even listening.Īnd that’s the best choice, really, as proper goals are there none. Some place, infested with demons and beasties, after Princess Placeholder accidentally spilt a bottle of fizzy pop or something. And where is he? Zorogoroeogovovvia or something. So spare and completely dismissible is the attempt at a narrative that it doesn’t remember to explain who Victor Vran (you) is, nor why he’s there, until about a dozen hours in. In fact, I’m struggling to think of a more “just cos” plot in years. Challenges start requiring that one or a few are switched on for the star to be earned.īut we’re getting ahead of ourselves. After a few levels, Hexes are added, which are voluntary additions that make the game harder – monsters get tougher, or faster, or you get weaker, and so on. ![]() The further you get in, the more specific these tasks get, and the harder they are. Indeed, if it’s not “Find 5 secrets” then it’s going to begin with “Slay”. Things like, “Slay monsters within 120 seconds (0/50)”, “Slay monsters without using potions or demon powers (0/80)”, or “Slay essences of fire with ranged attacks (0/5)”. Then each contains five or six further zones, they too with their own to-do list of five. Large sprawling areas, of which there are many, come with a list of five challenges to try to complete within. With the Van Helsing series making great work of combining the genre with tower defence (no, really, it works, and I hate tower defence) and others inevitably chasing the collectable card game angle, Victor Vran takes it’s own spin on things: challenges. Few manage to join the elite group of Diablo, Fate, Torchlight, Path Of Exile and Titan Quest, which is a less great thing. There are lots of ARPGs around at the moment. But is it a successful one? Here’s wot I think: : The Weird West is up.Out of Early Access and in a full release, action RPG Victor Vran is big diversion for Tropico developers Haemimont Games. I'm aware that there is no map for The Weird West, I'm still missing one secret in it. Let me know if you'd like a separate guide for it ! All the maps for the original game are on the bottom of the guide. : I found out today that the devs like to change the position of some secrets without saying it :P Since I obviously do not have the time to go through every map every day, please do not hesitate to send me a pm or leave a comment if you see anything in game that do not match the maps here, I'll update them accordingly ! ![]() I'll try to stay up-to-date with the future patches. Let me know if you see any mistakes or if you have any idea to improve the guide. ![]() Hopefully this should help you find the couple secrets you're missing. Since the guide is obviously very long, you can refer to the index where the maps are sorted by alphabetical order. ![]() If you need, there is a link to Imgur albums with more screenshots and informations in each section. As I don't want the guide to be longer than it already is, I've only included maps in it.
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