OBJECTIVES
- Speak to Swithin Nye in the Valley of Sacnoth to obtain the collection
Get back the Breeze-skull of Kathandrax
REWARD NORMAL MODE
- 7.500 points of experience(experiment)
1.500 po
1.500 points of reputation of the Avant-garde
REWARD HARD MODE
- 2250 points of the Avant-garde
Take necessities of lock-picking in difficult mode(fashion): you will find not far from about ten safes(chests) sealed on your road.
PLAN OF the DONJON " CATACOMBS OF KHATANDRAX"
LEVEL 1
iObjectives
Kill the guivre of seat(siege) to obtain the key of the donjon
Bonus / Helps
- The card(map) can be obtained with the collector against 5 heaps of elementary dust
To kill the Guard of the Flame allows to deactivate the traps of fire(light)
From your entrance(entry) to the donjon, you will find on the ground a material torn by Swithin Nye.
A bit further, a collector exchanges a card(map) of the zone and the weapons for 5 heaps of elementary dust.
By continuing northward, you will find the card(map) of the zone.
Think of killing the guard of the flame to deactivate the traps of fire(light), what will help you considerably to advance(move) and to kill the guivre of seat(siege).
By arriving in the top of a cliff where from you can see an infernal guivre of seat(siege) being next size down, remain spot to attack(affect) him(it) of at the top not to take you its shootings(firings).
A second card(map) of the zone is after the gate(portal) of the donjon.
LEVEL 2
Objectives
Kill the Regent of Flames to get back the key of the Donjon
Bonus / Helps
- Use rather the sharply easier, south passage
Attention on the lava in fusion(merger) which imposes heavy degenerations
Descriptif du Donjon
The card(map) of the zone is in the North of the level. There are here two possible passages and two cards(maps) of the zone.
Attention where you put feet because there is in this floor of surfaces on the ground ardent, similar to those islands of fire(light).
Several guivres is after the gate(portal) of the level, among which two guivres of seat(siege) situated in a lake of lava and three others in the last room.
The simplest passage is to be the one which passes by the South. You will find the key on a regent of flames.
LEVEL 3
Objectives
Kill the " Djinn of Fire(Light) " near the door of the boss to obtain the key of the boss
Bonus / Helps
- Djinn Immovable do not attack(affect) so much that they are not attacked(affected)
To kill the Guards of the Flame allows to deactivate the traps of fire(light)
Attention on incendiary bombs created by Ilsundur
Attention on both balls of fire(light) which turn(shoot) around the final detail(room)
Descriptif du Donjon
The immovable jinns of the beginning of the level influences the monsters of a room. Some of them make accélerer the movements of the other monsters. This jinns does not attack(affect), they are only defending(forbidding) themselves. To be able to open the door, you have to get back boss's key on " Jinn of fire(light) " which appears when you approach the door. Be careful on the traps arrows of fire(light).
The card(map) of the zone is situated just after the door of the boss. Attention: the guard of the flame, deactivating the traps of arrows of fire(light), is kept(guarded) by guivres 2 of seat(siege) and 2 burning spirits. By continuing you will fall again on these traps which will be désactivables by killing a second guard of the flame again accompanied by 3 guivres and a handle of burning spirits.
You arrive then near the boss, near the jinn type of fire(light), Ilsundur. He(it) has a special attack: he(it) creates incendiary bombs taking place in the hands of the player or the mercos / heroes...
A safe(chest) appears having come at the end of the boss (example of presents in the safe(chest) in normal mode: onyx's gemstone and the hammer of Kathandrax. In difficult mode(fashion) (always 2 objects by player): 2 diamonds or another green stick, for example).