The Pit: 1st Furnace: Fussy Jump

The hardest jump in the First Furnace Room is from atop a scrap of masonry culvert onto a little stub of beam that juts out of the wall a short distance away. It’s such a fussy, exacting jump - and the return time before retrying is so long – that some parties may find the shrine and chest in this chamber more trouble than they are worth. But if you have a good jumper who can attain that beam, it's simple to activate the switch which will open the door blocking access to the shrine & chest below.

If you have difficulty making this jump, here are two Good Habits that together can change a success rate from rarely to usually.


 * Good Habit Number 1. Give yourself a takeoff runway.


 * Your character can jump better when running, and even on a tiny scrap like the top of this masonry culvert, you can arrange a runway aimed at your target. Set your starting position to the edge of the culvert as far from the target beam as possible. This will only allow about 1 running step before launching yourself at the beam, but that's better than nothing.


 * Because you will want to come at the little stub of beam from as close to end-on as possible, a second criteria for your starting point should be as far right on the beam as possible.

Combining these two criteria put your starting point at the corner of the culvert top furthest from the wall and furthest from your destination. Aim yourself at the end of your target furthest from the wall, take 1 running step, and jump.


 * Good Habit Number 2. Give yourself a landing strip.
 * Note: this will only work with featherfall active on your character.

The greatest difficulty with this jump is that when you land, one single step further will take you off the edge of the beam and down you go! The solution to this is to arrange your landing so you don't land crosswise of the beam. This is why it was so important in Good Habit Number 1 to get that running step for extra distance, and to start the jump from as close to end-on as possible.


 * Launch yourself at the end of the beam, not at the place you're hoping to land. This should start your jump by vaulting you into the air higher than the beam and headed toward the end of the beam.
 * At the apex of the jump, turn left. With feather falling active, if you turn left when you reach the highest point in the arc your jump makes, when that arc brings you down onto the beam, you won't connect to it crosswise, but instead will land lengthwise along the beam with your momentum pushing you toward the wall instead of off into space.

If you still have difficulties, here are some further things to consider:
 * If your character isn't even reaching the target beam, check to make sure they don't have Ray of Enfeeblement on them.
 * If there is no Ray of Enfeeblement, but your character still can't reach the target beam, then their jump skill might not be high enough. They'll need a buff to that skill or to strength, or to both.
 * Few would be able to make this jump without featherfall.
 * Remember, raising the jump skill doesn't just increase height and distance jumped. Your character's ability to "stick" a difficult jump also improves, almost giving you the impression that your ability as a player to control the jump has improved.
 * If you've tried this jump a few times, and thought, "There's no way I'm going to be able to hit all those keys quickly enough", then you might need to remap the key controlling jump for your character. If your mouse has extra buttons, try mapping jump to a button on your mouse that is easy to press while your character is running.
 * Practice Practice Practice.


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