![]() ![]() ***I don't know if it's required or not, but the one time I had to reload I force quit the game, killing the process before it had time to close itself properly. Also DO NOT attempt to stop and heal the goblins in the falling rock room, since there are no completely "safe" areas after the first room.Ħ) Saving DOES NOT impede this challenge's progress, nor does reloading. If you get far enough ahead of them, they should stop and display the ! above their head for a second or two. Once you turn it in, a line of dialog will trigger between you and Zera (sp?), and THEN you can take them to the mine.Ģ) It's VERY helpful to have the healing spell "heal allies", which requires healing level 5.ģ) Having at least one skeleton helps (more cannon fodder to take the hits), as does having a pet out.Ĥ) Having the hidden wall shortcut in the healing box room (found one help up on the right wall) helps a lot because you can skip the room with the vampire bats.ĥ) The best way to get past the rocks is to simply use a speed potion and a potion of ghost shape/scroll of melee immunity and pray you can run through the room before the goblins get hit. This can include various magic (green quality) weapons of Lv 2 quality, armor, rings, Lv 2 weapon skill books, and even an assortment of unique Lv 2 weapons.Originally posted by "Ulithium_Dragon":1) YOU HAVE TO FINISH THE QUEST FIRST in order to do this. While the dungeon itself lacks significant loot, the ULAKK, as dictated by the story, contains a share of decent beginners loot for everyone. It is not advisable to just repeatedly beat on the ULAKK! Unless you're at a level where the dungeon is doing you no practical gain to run, a swarm of mini-piles will do enough damage that you can't ignore them as well, they will likely keep you from being able to cancel the ULAKK's poison attack by inflicting repeated hits and the accompanying knockback. With less players, the job becomes to kill the mini-pile you generate before hitting the boss again, with the only exception being to avoid an imminent poisoning. Make sure you (the center player) don't outpace your allies ability to deal with the mini-piles. With the recommended number of players (three), one stands on each side of the room to deal with mini-piles, and one stays in the center to hit the ULAKK. The strategy to defeating this monster is simple - control the mini-piles, and the fight is easy. The poison debuff, like most others, will stack with itself for multiple DOT ticks. The ULAKK will telegraph this move by changing expression this expression change will last roughly 3 seconds before he emits the poison wave. ![]() Once the ULAKK has taken 25% damage, it will begin doing a secondary attack - an AOE wave that deals no direct damage but poisons all players in the room. The direction and distance of the mini-piles initial flight is seemingly random. This dungeon's boss, the ULAKK, is a giant, immobile pile of dung that will attack by dispatching smaller minions to bounce around the room, and by emitting an AOE poison attack.Įvery time the ULAKK is hit, it will release one smaller dung that will initially fly away from the boss to the left or right, then bounce around the room, doing damage on contact. With less, the easiest way to manage this room is to utilize the coffin in the back room area, with whoever takes it using their Halo to escape the pit they are in and go handle the other(s). With three players, this is a simple matter of everyone picking a door. All three worms must be defeated before the ladders downward will reveal themselves. Within Room #6, there are three separated chambers, each with a worm inside. You do not need to pull this lever to progress you gain nothing from doing so except perhaps a chuckle at your friends' expense. The last trap is a lever that will remove much of the flooring of the room it is in underneath lies a spike pit, and instant death. Alternately, you can Phase Door through the boulder, or Halo out of the room and to safety. The simplest way of avoiding the boulder is simply to run ahead of it, back towards the entrance of the room - once across the small gap (and away from the edge), you are safe. The third is a lever that activates a rolling boulder that will roll down nearly the entirety of the map, instantly destroying all it touches. The chest contains nothing and opening is not required. The second is a trap chest that, when opened, will drop a rock from directly above. Standing still will keep the lever-puller safe all others should stand well clear. The first is a lever that, when activated, will drop a rock on either side of the lever. There are four major traps on this level. ![]()
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