The area beneath the final platform where Heyton stands is left from the original quest.This quest is a rework of the Steal the Healing Elixir quest from the original harbor area.Shut him down quickly before he can use Bane or any other spells to turn the battle in the sahuagin's favor.Īfter defeating the sahuagin and seeing Heyton through the battle, speak to him again to finish the quest. Murm Dul, the boss of the instance, spawns on the very last wave with four to five attackers. Melee characters that have spent points in Intimidate should use it to keep the sahuagin's attacks off Heyton, and healers should do their best to keep the party and Heyton alive. This will trigger the ending battle, where you will have to defend Heyton against six waves of sahuagin attackers. Assemble your entire party on the platform where Heyton stands, and only then speak to him. Go back to the room with the Adamantine Defenders and open the cage, if you have not done so.įinally, go through the tunnel that was previously blocked by a force field. Turn off the valves in the crystal room and break the crystals. Pick the lock to that room or open the nearby wooden door to reach the valve opening the door. Whether or not you can open the door, continue until seeing a barred room with three sprayed crystals. On the far side of the crates is a circular wooden door: open the door, travel to the cage with a chest and two Adamantine Defenders (Need to pick the lock of the door to access these defenders and chest). Work your way around, noting the door with the blue force field. Once past the poison and/or traps, go down the slope into the deeper portions of the Manufactury. The next valve is behind a secret door further south, just before the next stream. If you have decent search, there is a secret door on the northwest side of the intersection that hides a valve to turn on the first poison stream. Follow the hallways until reaching an intersection near spraying poison and a blade trap. Blade traps at intersection - two sets of traps controlled by separate trap control panelsīreak the door on the far side of the open area in which you start.Poison traps from pipes at intersection - controlled by valves behind secret doors.(Optional) Close the valves to stop the poisonous steam - Bonus (5%): Heroic ( ♣16 ♦27 ♥29 ♠31 ).Find a way to disable the magical barrier.To learn more about the classes, please use the links in the navigation bar to the right.Spoiler Warning: Spoiler material below this point! This class is offered by Staroxia in the Forbidden Lands. For any type of character you can also become the Tier 3 class Note: The Sisterhood hierarchy might not be clear from the chart below. Your Tier 3 class would then be a direct upgrade of one of your Tier 2 classes: You can also select an Eastern / Dojo version of the classes, or, if your character is female, you can join the Sisterhood and select their classes.Īs an example, if you make your character aįighter- Adept, then for Tier 2 you could advance to After selecting your two core classes, you can choose a pure upgrade for those classes or a hybrid version of the two classes. The second and third tier classes then follow from your first tier classes (see the dependency table below).Ĭlasses work differently in MMXII than they did in the original versions of the game. You pick one of your first tier classes when you create your character the second one comes from joining one of the four guilds in the game: the Fighter's Guild (fighters), the Guild of Mystery (rogues), the Celestial Order (adepts), or the Guild of Mages (mages). In Dungeon Lords MMXII, you can select five classes for your character: two first tier (core) classes, two second tier classes, and one third tier class.
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