Champions of norrath where is the exchanger




















On the second level, you can find a Save Stone before the entrance to the lair of the queen. Looks like you'll need something bigger than a can of bug spray.

Boss: Ant Queen As with the earlier boss scenes, you cannot use gate scrolls during this battle. It's bad enough that the Ant Queen is flying around and trying to gut you with her extra-sharp stinger, but she's also cheating by calling forth lots and lots of drones to gang up on you. Trying to fight through the waves of drones isn't a very good idea, because they will keep appearing, trying to block you from the queen.

Instead, run around them and shoot at the queen, who has no melee attacks. During this battle, you want to use ranged attacks against the queen as much as possible. If the queen does get close to you, she can deliver lots of damage with her sting, but it becomes even more dangerous if her drones manage to trap you from behind, preventing you from running away. If you can summon beings, you may want to call up some so they can help keep the hordes of drones away from you while you deal with the queen.

Once the queen dies, her egg sac will deflate, revealing an exit behind where her ass used to sit all day long. The drones will also stop appearing, so you can kill off any ants remaining in the lair for a few more items. Once you're done, take the newly revealed exit. Blackdelve Village Revisited The exit from the queen's lair is a shortcut back to the town. Pretty damn convenient, ain't it? You will emerge close to Stinmir's shop, and Olak will be standing nearby.

Talk to Olak, and he'll give you plenty of gold as a reward for stopping the mammoth ants. Furthermore, all of his traps are now gone, and that means you can explore more of the area for chests. Some of the spots previously blocked off include a side path near the Portal Stone, the end of the high ledge that circles around much of the village, the back of Stinmir's General Store, and the back of the Froes Manor.

If you return to Bingham, he'll tell you that now the mammoth ants are gone, you can go find his apprentice, Kol, in the Lava Fields and help him repair the lava pump. This is the "Help Kol" objective. If you return to Melman, he'll ask you to bring his daughter, Tenya, back to him. This is the "Return Nobleman's Daughter" objective. Olak should have removed the traps that have previously barred the path beyond the Froes Manor, so take it to find the entrance to the Lava Fields.

Look for chests along the sides, too. Lava Fields Can you say lethal lava land? Touching the red hot stuff here will result in almost instantaneous death, so stay on the rocky paths at all times. The road grows narrow at places, so take care not get knocked back by any enemies and wind up taking an unexpected bath in the magma.

You may notice the Iron Tower not far from the starting point, but the stairs that lead down to the cave underneath it are currently blocked off. For now, work across the Lava Fields, following the rocky paths and bridges.

The enemies here consist of fire beetles and rock monsters who can move through the lava without harm. If you have ice weapons or spells, now is a good time to use them. For the rock monsters, they will emerge from the lava when you approach and then proceed to chuck rocks of molten lava at you.

Because you can't get into the lava with them, hit them with ranged weapons. When their health is low enough, they will stop throwing rocks and walk towards you. Once they're on the rocky paths, you can kick their asses with melee weapons. Don't forget to look for breakable barrels. The chests here take the form of circular bins with metal lids. Roughly halfway through this area, you will meet Kol, who informs you that the orc leader, not content with wrecking the lava pump, has taken out the bridges leading to it and stolen a replacement part - the exchanger - from him.

You'll need to find the exchanger and a vehicle known as a lava runner if you want to repair the pump. This is the "Fix Pump" objective. Continue through the Lava Fields.

Soon you will see an opening that leads to a sublevel. This sublevel is just like the main one, only it's smaller and contains the exchanger, which is left lying on some rocks at the end of the path.

You may need to work through some metal pipes to reach it. The moving screws on the pipes can hurt you, so wait for them to retract before moving past them. The lava runner can be found back on the main level, near a gnome mechanic and a Save Stone. This big, ugly hunk of iron handles like a drunken cow on skates and spews lung-rotting exhaust like crazy, but you wouldn't have it any other way, right? You can drive the runner safely over lava, and you can even kill enemies by ramming them with the front or the back of the vehicle.

You are completely protected while driving the runner, but if you exit it while sitting over lava, you will die. If you happen to be playing with three friends, the fourth person to enter the vehicle can play around with its turret.

Use the lava runner to reach the islands dotting the sea of magma. You can find more chests and enemies on them.

Once you have the exchanger, you should drive over to the big island where the pump is located you can tell by the thick mass of metal pipes there. Go to the center, where a console is, and place the exchanger there with the Action Button to repair the pump. If you check back with Bingham after repairing the pump, he'll agree to give you the boat that he's building for Lord Vanarhost if you hand him the Mistmoore Ruby.

To do that, you'll need to help Tenya return home. This is the "Obtain Ruby" objective. Tenya is inside the Caverns of the Fallen beneath the Iron Tower, which is near the point where you've entered the Lava Fields from Blackdelve Village. You will have to ditch the lava runner because you can't drive it into that area.

Caverns of the Fallen As you approach the Iron Tower after fixing the pump, Xorin Shadowson will let you know that he has opened the way to the Caverns of the Fallen. He's not kidding - the old barrier is now gone, so go down there. Tenya Froes will meet you near the starting point. It turns out that she's not lost, but her five little kitty cats are. She'll agree to go back home if you will return the cats to her.

This is the "Return Tenya's Kittens" objective. You should find a Save Stone in the middle "hub" of the first floor, from where the path branches off into five sections of the area, with a cat waiting in each section. You will need to fight through several undead crawlers who can lash out with their long tongues. Ivermectin oral 0 8 - ivermectin generic ivermectin for humans walmart.

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Private messages My forums Cheat book Go to control panel. Username: Password: Register. Activate account! My forums Cheat book Go to control panel. Prev question. Next question. Work through the caves fighting the frogmen and exit to the Western Island. He doesn't want you to get close to him.

He thinks you're to blame for his recent suffering. Though you offer to get him out, he declines. He has no reason to leave as the island is crawling with slavers.

You ask if he's seen a man named Lazlo and he mentions that this cage used to belong to some crazy human that ran around in chains. The slavers were really interested in asking him questions but got weird answers for their trouble. He thinks they got tired of his his bizarre answers and sent him through a portal He supposes that the human is still alive. He says you're not getting him out of there because he can still smell slavers on this island and won't budge until they're gone.

Your new task is to rid the island of all 58 slavers. Going past Babik Nurn, three or four slavers will meet you immediately. Kill them and collect the loot from the chests small tent-like things in this area.

Proceed on to a portal. Past the portal there will be 4 or so slavers. There will be chests scattered along the coast here in the form of large shells.

At the shore, turn right and go along the shore looking for them. You'll reach a dead end with some shell chests here. Be careful opening them as one of them is usually booby-trapped. Once those chests have been opened, go back along the seashore in the opposite direction left from where you originally came to the seashore.

Follow the shoreline and try to explore all of the areas. Don't leave any gray unexplored area between shore and inland island vegetation. At this point, there should be 50 slavers remaining. As you round the corner of the island, more slavers 5 will meet you outside the entrance to a cave.

Go inside the cave and deal with the frog people and slavers inside. After you clear out the slavers in the cave, you should have 36 slavers remaining. If you reenter this cave, you will get a dialogue telling you that the cave is clean and that you need to check the island for more slavers. After exiting the cave, there will be a larger space.

Explore it thoroughly as there will be multiple sets of slavers and chests here. Make sure that you've explored this area fully as it's easy to miss a chest or a slaver. Round the next corner of the island with 25 slavers remaining.

At this point, head left inland into the island and follow the path. There will be slavers here and eventually the entrance to another cave. By the time you get to the cave, you should receive a dialogue message that the island is clean and that the slavers are in the caves. At this point, there are 12 slavers remaining. If you don't get this dialogue, go past the cave entrance and look for slavers. Until you get this dialogue, I would not go into the cave.

However, it doesn't really matter as you'll need to find all of the slavers eventually. Enter the Island Caves and kill the waiting slavers. Proceed further into the cave and clean it of all slavers.

Once all the slavers on the island are dead, go back to Babik Nurn and talk to him. He is at the beginning of this level so just follow the seashore back in the opposite direction and when it ends, turn inland to find his cage. To skip the long walk back, you can gate back to the shop and then use the portal to go back to the one near Babik Nurn.

He says that he's going to go rest at the island you washed up on. He's ready for a nice vacation. He has found a cell key in the cage that may be important if you wind up meeting Lazlo.

He also says to meet him back on the island when you get back. Go back to Water's Edge. You'll be treated to a cutscene of Babik heading across a dock onto a small adjoining island with a few shell chests.

Once you have finished your business with the shop and whatnot, meet him there. This dock is on the left side of the island if you're facing in the same direction as you came onto it If the line from the save point to portal points "up". Go out onto the island and clean out the shell-chests.

Talk to Babik Nurn and he will give you a beautiful conch shell. She'll ask you if you will give her the conch shell. Give it to her no other option and she'll reward you with a sea blessing. It'll allow you to breathe water like as air as long as you're in the pit. Go back along the narrow seaside path to the right facing away from the water and go into the area into the underwater cave, an area into which you previously were unable to enter.

Go through the caves fighting undead until you reach a room with a damaged portal. Do not approach it yet as it will automatically transport you once you're close. If you wan to maximize experience and gold, clearing out the rest of the cave should be done before you proceed. This cave is randomly generated with many long offshoots and arms. Explore all of these as there is often some good treasure to be had. Finally go back to the damaged portal and be transported automatically.

This area is a huge very roughly circular open space filled with scorpions and bandit groups. In the middle is a structure that you are unable to enter yet.

If the area were a clock and you entered at 6 o' clock, there is a portal at 5 and a the entrance to the temple at 3. As in all areas of this game, it's best to kill as many enemies as possible in order to increase your experience level. This means clearing out the desert wasteland. The following is a good strategy to clear out the desert but is unnecessary for game progression.

To progress in the fastest way possible, simply turn right, go past the save point to the damaged portal. However, the experience and treasure you can gain from fighting the creatures here is worth the extra time. Work around the wall in a clockwise manner turn left from where you enter the area. As you go, keep an eye on your map. The area unexplored is dark and the explored area is white.

Try to paint white as efficiently as possible and leave no area dark. Once you get to the damaged portal, keep going in the clockwise direction, passing the save point until you reach the place where you entered the area.

Then move inwards and fill in the middle with white. In the very middle is a closed temple. Once you have killed all of the enemies in the central area, move to the damaged portal and follow the path to the entrance to the Mormaz's Temple. Kill the wizards first and as fast as possible. They have the annoying habit of reincarnating each other. Just keep killing them as fast as you can, not giving them the chance to reincarnate each other or teleport to a safe distance.

There are going to be some difficult fights here so after clearing out an area, it is not a bad idea to use a gate scroll to mark your progress. The area is a long main chamber that has semi-symmetric wings on either side.

While it's not necessary to clear out each wing, you will miss out on experience and treasure. Plus fighting these guys is fun and challenging. For this area, anti-magic, anti-disease and anti-poison are good attributes to have on your armor or jewelry.

After battling the scorpions in the Ashen Plain, you should have several poison sacs to put on your armor. Remember to save one for the final battle. At the end of the temple, you will find King Mormaz, a mummy. He speaks of the love he has for his land and people. However, Innoruuk has placed a curse on his land and made it barren and evil. To break the curse you must extinguish the braziers of hate in the Sealed Temple. He reaches into his chest and pulls out his desiccated heart and gives it to you to help you extinguish them.

Return to the Ashen Plain back through the temple and approach the damaged portal. It will transport you to the Grass Sea. She has been imprisoned by the forces that you oppose. She urges you to stay the path and she will help you when she can. The Grass Sea is a giant open area filled with bugs and huge club-weilding ogre-type creatures.

These can do a lot of damage. They're not as hard as Seagorn but the same strategy applies. Though there is nowhere for you to lure them into to heal, you can still bait them into swinging at you. Just before they do, dodge to their unarmed side and hack away. Another option is to pick away at them using ranged attacks. Like before, I suggest exploring the entire area. However, if speedy completion is your goal, you need to find a long narrow mesa on which is sitting a broken portal.

There will be one or two stairways up onto them but as the area is randomly generated, exploration will be key here. The stairs can be easy to miss as they look pretty similar to the rest of the cliff face. However, they will be indicated by a break in the outline of the hill on your map.

Go to the broken portal which will transport you to the interior of the sealed temple. There will be a short cutscene showing enemies coming into the room. The enemies here are the same type as were in Mormaz's temple but seem to be much stronger. This is, in my opinion, one of the hardest parts of the game. You won't be given any time to explore at first as you'll have to face a roomful of enemies right away.

After you kill them, notice the flaming thing in a prominent place. This is a brazier of hate. Go near it and press square to extinguish it. There are now 19 braziers remaining. Unlike the previous temple, you must explore every room that there is as the braziers are scattered all over the castle.

Go from room to room killing all of the enemies, using the same strategy as employed in Mormaz's temple. During your exploration of the temple, you might find a room that you cannot enter. However, often you can pick off the people inside using ranged attacks over the balconies on either side. Once the final brazier has been extinguished, you will see a short cutscene showing the door opening and stating that the temple seal has been unlocked.

Go back to that room. Exit back to the Ashen Plain. Go back to talk to King Mormaz but steer clear of the broken portal. Go back through the now empty temple and speak to the king. Before you get to him, it's a good idea to gate back so that should you die in the upcoming battle, you won't have to re-traverse the entire temple.

Mormaz says that the door behind him leads to a portal that will lead you to the horn you seek. However, the door will not open until he is dead and gone from this place.

Now that he has lived to see Innoruuk's curse ended, he can allow himself to die. However, he promised himself long ago that he would not be executed like a weakened king. He will have a strong and noble death only killed in battle by someone stronger than himself. He bestows the honor of being his royal executioner; you must kill him in battle to continue your journey.

Boss: King Mormaz He has several attacks. One involves twirling his staff but not attacking you directly. He reincarnates the wizards and warriors lying around the area. Additionally, he sends out a poison stream that snakes at you and follows you. He teleports away from you if you hit him too many times.

Keep killing the enemies he revives and eventually kill him. Have patience but don't hesitate to get in there and hack away at him; he doesn't have any devastating attacks with which he can really hurt you. Once he is dead, go through the damaged portal that has been activated in the room past Mormaz. Follow the walkway along until you reach a save point. Turn right from the save point. You will encounter some enemies bearing swords, bows and throwing stars.

Kill them and be wary as you move into the next area. There is a large titan-like creature here similar to the large creatures of the Grass Sea. These creatures are the cloud giants. These creatures are stronger and faster than the ones in the grass sea, however. Besides the normal clubbing attack, they have a ground pound which will take a quarter to a third of your health even if you're fairly far away from them.

They also have a couple of icy ranged attacks. A good strategy for them is to wear them down using ranged attacks and retreating. Then either continue this strategy to kill them or rush in and finish them off with melee attacks. It will be key for this area to clear out the other archers and swordsmen in order to give you a clear line of retreat.

The Tower of Clouds has a grid-like layout. Going left from the save point from where you started , move around the grid generally from right to left, killing all the smaller swordsmen and archers and the cloud giants. Along the path, there will be a portal.

There will also be a large open area. One exit out of here is the way to the boss battle. The other exit is another large monster in a small open space. If you haven't explored the rest of the area, it's a good idea to turn around here and explore. The treasure chests in the Tower of Clouds look like tall square stone bins with a round lid. Go through two stone gargoyles facing one another into another, much larger area containing another cloud giant and a ton of archers and swordsmen.

With so many archers aiming for you, it's best to lure them individually back into the tunnel - including the cloud giant - and dealing with them one by one. Then move back into the area and try to deal with the archers that aren't chasing you. At the far end of this area - opposite the small hole in the middle - is a save point. There are two enemies in the passageway just beyond the save point, so it's a good idea to kill them and return to the checkpoint so that in case of your death in fighting the boss you won't have to fight them again.

Walk through the the large area with four arms that opens up past these enemies and into the opposite arm to trigger the boss battle. Boss: Cloud Giant King There is a cutscene of you trying to walk up to a closed gate.

The Cloud Giant King walks into the area behind you. He regrets allowing Pelys through his gate and the oath that he swore to kill him. He thought that when he agreed to kill you that you were some sort giant and that you might be able to kill him. He sees now that Pelys has insulted him once again by sending a nuisance. In other times, he would have just sent you on your way. However, he swore to kill you and he is no oathbreaker. He gives you time to pray to whatever gods you wish before you meet your doom.

However he doesn't give you time when you again have control. You will immediately be fighting him. He will immediately shoot a lightening streak at you. This is easy to dodge; run right up to him and start whacking away. Keep moving around to his non-weapon hand Once you beat him, the gate will open up and you meet Lazlo who starts acting crazy.

He says that it's been so long since he has seen anything really. The cloud giants have a secret portal - not even known to anyone at Water's Edge but they're too big to go through it. Instead, they have sent their slaves down to the ice world to look for something. He knows where it is. He says he'll help you if you unlock him and prove to him that you're not Pelys in disguise.

Unlock Lazlo by talking to him. You'll use the key you found earlier and has been sitting in your inventory. He says he says he has nothing to give you. He had something once but he threw it away, lost in the bottom of the sea. It is the horn that you are looking for. He said he found it when looking for it for the giant but it was so full of hate that he threw it away and it sank out of sight.

However, he can still hear it and knows where it is. He says he'll help you but you must follow him to the giant's portal. You don't actually need to follow him. To the right is a four-pronged area with several enemies and chests. To the left is where Lazlo goes. Follow Lazlo down this route to a damaged portal. Once he gets to the portal, it will be active and you'll be transported to an ice world where the giant made Lazlo and the other slaves dig.

Out in the ship graveyard of ships are the pieces of the raft. One piece is in each ship. He says you need to gather all of the pieces of the ship and take them to the end of the ice. Then you will need to follow the current to where the horn is. This area is really bright and I always have to turn down the brightness in the options menu to see what's going on.

There are a variety of enemies here, all large and dangerous. You'll first likely encounter a large upright bear-type thing carrying a club.

He is quite strong and deals a lot of damage. Try to wound him with ranged attacks and then stay to his side or back to use melee attacks. Also in this level are creatures of a similar size but who also wield magic attacks and are white instead of brown. Finally, there are some smaller white bear-like creatures that are similar to the bear-like creature from Faydark. There is no clear path through this area; you just have to explore the entire area, finding all of the ships and pieces.

A good strategy is to take one direction clockwise or counterclockwise and just move along the level in that direction. The raft pieces will usually be lying in the middle of the wreckage. Once you have collected all of them, return to Lazlo. Lazlo says to take them across the snow to where the ice ends. The current will then carry you to where you want to go He now unblocks the path and you can move into the other part.

To get to the horn, you'll need to swim deep - but that's not all. The horn's not alone. Lazlo says that there is something down there with it and it's not going to let the horn go. Lazlo is going to go back to Water's Edge. Go down the path to Bronzeholt. Underneath, you can see orca whales swimming. There are some of the weaker white, striped bear-like creatures here.

Near the end of the path, you'll encounter a portal. Go to where there is an arrow on the map and assemble the raft at the dock press square when prompted. Launch the raft and see a dead man underwater Kill the ones on the top and then look for the way down. This should be marked by a break in the cliffs on the map. Once down on the main level, clear the perimeter of the mesa.

If you encounter the exit peninsula, keep going and kill all of the undead that you can. Once the perimeter is clear, go down the peninsula making sure to kill all of the enemies on either side of the hill that splits the peninsula. The peninsula will open into a large area surrounding a pit in the middle.

After clearing the perimeter of the crater, go down into it and open the chest on the small island in the middle. Then go to the hole in the ground and enter the ocean caves. Go through them until you reach a save point at the end. This will be right before a boss battle so if you're low on health potions, now is a good time to stock up. Boss: Dark Abysmal This boss is a large crablike creature who seems to be able to trapped away from you and vulnerable to ranged attacks.

Either wear it down using ranged attacks or attack full on using melee attacks. Remember to stay away from the front, attacking the sides only. Once dead, it will drop the Horn of Ill Omen. Go to the portal and travel back to Water's Edge. Go back across the submerged land bridge over which you first entered the island to the adjoining island where Davel Grom awaits you and the Horn of Ill Omen.

Speak to him: "By the gods of Norrath, you've found the accursed thing Give it here, I'll show you how to use it. I suppose you want some sort of reward [voice changes to that of Pelys] hound of Leithkorias. He says you've found the last thing needed for the war in Norrath to commence. While he thought you were Vannarhost chasing him when he saw you in the boat and summoned the storm, he was surprised to see you; you have more lives than any opponent he has ever faced.

At that point he decided to use your strength to his advantage and used you to find the horn for him. Somehow you have survived Here you are again face to face and he wants you to see his true face before you die. He did not lie to you before; he and his father have been searching for the horn for some time. It has power and he knows how to use it.

He reveals himself to look like an elf and blows the horn. She is speaking to you from the Plane of Hate where Innoruuk holds souls captive in a cauldron of hate. You must free them and stop the impending invasion. There is a portal there through the fires through which only hate can pass.

The fate of Norrath rests with you. The chests here look like round stones on a tripod. There are also crates that can be smashed here. First, talk to Gol Nazyn at the store. He wants you to find his seven trifles scattered about the Dungeons of Khathuun. You will now have to explore the City of Kathuun and all of the various surrounding dungeons.

The enemies here are like those of the tower of clouds without the cloud giants with the addition of some magic users. There is no set way to retrieve all seven curiosities but the following description includes all of them. Go right from the entrance street over a bridge and follow the road along until you reach a hole in the ground. Enter the Dungeons of Khathuun. The enemies here are insectoid things with a body similar to that of a scorpion.

They have large jaws and shoot poison. There are two sizes of these creatures and they can be quite deadly. For them, like for bugs, timing is crucial to determine whether you hit them or miss them or they hit you. Follow the dungeon along until you reach a room that has a cross-shaped pool with a small island in the center. On that island lies one of the Curiosities. Make sure you get it. The chests in this area look like closed venus fly traps. Further down the dungeon, go out the exit at the end of the cave not the same one you came in back to the city of Khathuun.

One Curiosity You will exit onto a raised part of the city and immediately beset by enemies. Kill them and turn right by the chest. There is a curiosity there. Pick it up and open the chest. Lower the stairs but don't go down yet. Go right from where you came in and go into the other entrance to the dungeons. One Curiosity Follow this dungeon along until you come to a room with that acts as a T-junction. Go in either direction until you are at the curiosity at the end. However, don't forget to go back and get the other curiosity in the other arm.

Once you get this, you can gate back to the store rather than have to go back through the dungeon. Two Curiosities From the store head left into the furthest part of the area.

Go back into the dungeon. This is similar to the first dungeon in that there is one way through it with a curiosity in the middle. One Curiosity The exit will lead you to Khathuun North, a different part of the city unconnected to the part you have already explored.

Explore this fully. There is a curiosity here. It is semi-hidden up on a raised portion of the city, on the far side of the level on same side of middle river on which you entered. It is in a dark place between a square structure and a wall. The square structure is easily seen on the map. If you orient the map so that the entrance is at 6 o'clock, the location of the curiosity will be at 8 o'clock. Note that you cannot gate scroll back to the store while you are in this area. One Curiosity On the opposite side of Khathuun North is another entrance to the dungeons.

Descend and follow them along until you find the final curiosity. The exit will put you on the only unexplored balcony in the level. Collect the chests and kill the enemies. One Curiosity Return to Gol Nazyn. He praises Innoruuk that you've brought them all and promises to lower his prices for you. He gives you a gift.

It is a piece of Innoruuk himself, torn from his body in a long-forgotten battle. It is a shard of true hate. He has been carrying it for the past five decades, not knowing its power. He has tried to rid himself of it hundreds of times but it always finds its way back to him. Until now. The seven curiosities you brought him are pieces of an incantation freeing him of the stone.

The stone is now bound to you. Equip the best weapons and armor you can afford, stock up on potions, and save your game. As you go back into the city, the door will open and will emit a number of enemies. Once you kill them replenish at the store if needed save, and return to the doorway. Enter the Arena. The opposite doors will all open and admit a large number of enemies.

Again a good strategy to keep from being overwhelmed is to run away. Once they are dead, the doors will admit several large, mace-wielding enemies. As they're quite slow, running away and picking them off one by one is a good strategy. If you are low on health at the end of either of these battles, it is a good strategy to wait to kill the final enemy until you are fully healed as once all the enemies are dead, the next part of the battle commences immediately.

Pelys enters. In Blackdelve Reach, Vannarhost has recovered and is now reinstating the army of the fallen. Innorruk will open the planar gates and will flood Norrath with his forces.

The arena beast enters. It looks like a huge dinosaur. Beware of his bite and also of his side and tail. His only vulnerable point is his neck and front of his side. Just keep moving away from him; you can use the pillars to the side to gain some sanctuary. You might be able to trap him among them and pick away using ranged attacks.

Once the beast is dead, you will remove a shard of hate from its side. Make sure you've collected all of the items from the room and exit the arena. Go into the area with the four skulls surrounding the red gem and use the shards of hate. Enter the door to the Hanging Garden that has been unblocked previously blocked with a barrier of flames.



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