Where is davel in champions of norrath
This brings us to some sort of floating platform, covered with animated jumping statues and dark elf ninjas. We remember our lessons in blocking and add to them lessons in remembering to switch to the bow and attack from range sometimes and work our way to the other side, where a sky giant? We find that he had dear mad Lazlo caged up. Lazlo tells us eventually after much squirrel talk that he knows where the Horn is. But he had a cunning plan to escape — he made a raft and split it into six parts, that he hid in shipwrecks.
If we were to gather together his raft, and launch it from a place he knew, we could follow the currents and end up right at the Horn.
Collecting the raft pieces was simply a matter of checking all the shipwrecks while battling dire snow badgers and ice ogres. They are badgers; I had to look it up. Lazlo did as he promised and showed us where to shove off. We were sucked into a current and deposited beneath the frozen sea.
We walked about until we found some tunnels, and at the end of them, a scorpion crab thing that we defeated by realizing we could stand on the other side of a door it could not pass through and just attack it until it died. Davel calls us the Hound of Leithkorias, which is an odd turn of phrase. Where have we heard that before? Oh snap! Pelys drops his orc commander illusion and reveals that it was old Mister Smithers the groundskeeper the whole time! How is the Lake of Ill Omen connected to the Underfoot sea?
Are the portals that much of a mystery? They were all over Faydwer and the Underfoot in this game already. This is the "Explore the Island" objective. As Davel said, the entire place is void of people. There won't be a shopkeeper until later, so if you have too much to carry, just leave them near the Save Stone.
Feel free to explore the island for breakable barrels and other items. You can even walk up into the neat little watchtowers. There is also an islet that can be reached via a lengthy wooden pier. The chests here take the form of large sea shells. And don't ask why you can find weapons and other heavy items inside of them. When you're ready, go into the cave at the center of Water's Edge. The trident-wielding troglodytes only have melee attacks and aren't anything you can't handle.
Also search every corner for chests. At one end of this cave, you'll enter a large room where some beaten-up prisoner tells you to look out. Several slavers carrying large, dull swords will ambush you. A single slaver is easy to beat, but if several of them surround you at once, they can quickly ass-rape you. After slaughtering all the slavers, the prisoner will introduce himself as Rondo Blackwright, a shopkeeper. He doesn't know about the Horn of Ill Omen anymore than you do, so you should find his brother, Lazlo Blackwright, for more information.
By freeing Rondo, you also have a shopkeeper to sell your unused items to. His store is located near the Save Stone back at Water's Edge. In the same room with the slaver ambush, there's a broken Portal Stone. Unlike the regular ones you've been using so far, this portal will automatically warp you to a predetermined area as soon as you near it. Hidden Shores Thinking the broken Portal Stone back in the cave would scatter your body parts across different continents and eras?
Well, luckily for you, you only wind up in the middle of an island. Follow the path between the vegetation, killing any troglodytes who get in your way. Somewhere along the road you will find a flooded cave. You can't explore it now, unless you want to emerge with bloated lungs, but remember where it is because you'll need to return to it later. Continue onwards and get out to the beach. You will need to take some of the narrow paths between the sand and the trees to go on.
Sunbathing on a rock at one part of the beaches is Kerriel, a mermaid. She asks you to help find a conch shell for her. This is the "Find a Conch Shell" objective. You wonder that conch shells would be pretty damn common at a place like this, but there are none here.
There is, however, a Portal Stone deeper into the middle of this island. Fight through more enemies to get to the cave entrance at the island center.
You will find a giant miniboss, who has some powerful melee attacks. He is pretty slow, though, so you can lure him out to a spot with a large rock and then run circles around the rock. While he follows you like a moron, you can hit him with ranged weapons. If you're playing with friends, they can even stay to the sides and blast the giant while he chases you around the rock.
After killing him and taking the equipment he drops, go into the cave. Tropical Cave - Hidden Shores to Western Island This cave is similar to the other one, but now there are large bugs in addition to the usual troglodytes.
None of them here are tough to kill. Remember to look for chests, and get to the exit at the other end of this cave. Western Island It turns out Babik Nurn didn't die in the storm after all. He's inside a cage you'll come across shortly after emerging on this island, with a Portal Stone not far away.
Because he's a wussy, Babik won't come out until you waste all the slavers on this island. Better start looking for those slavers. There are roughly 60 slavers scattered across the entire island, including those inside the two deadend caves.
A counter at the top of the screen will tell you how many are left. If you have trouble locating the caves, check your map for the gray markers.
The slavers consist of both fighters and magic users who can cast some disease spells. They also have several troglodyte buddies, but these troglodytes do not count as slavers you absolutely need to kill. As you search the island for the slavers, don't forget to look for chests and breakable wooden objects.
If you check the sides of the beaches, you might even find a secret alcove that contains lots of chests. Once all the slavers are dead, return to Babik in his cage. He'll give you a cell key, and then he'll return to Water's Edge. Use the Portal Stone nearby and follow him. Water's Edge Revisited After being freed, Babik will head over to the islet that can be reached by crossing the lengthy pier. Talk to him there, and he'll give you a conch shell that he has scooped up from the sand.
While he enjoys his little vacation, you should bring the conch shell to Kerriel at the Hidden Shores. You can use the Portal Stone to get there quickly. Hidden Shores Revisited Make like a good boy and hand the conch shell over to Kerriel, the mermaid lying on a rock at the beaches. She'll give you a sea blessing, which lets you breathe underwater. This, of course, will let you enter the flooded cave that's also located on this island. Sea Cave Seeing how this area is flooded, you and all the skeletons will be forced to move slowly.
On the bright side, this does give you an edge over melee combat, when you can see enemy attacks coming. Some enemy archers can shoot multiple arrows at a time, so prepare to block or dodge them.
This walkthrough includes tips on using all five character classes, full skill trees for all classes, and a walkthrough for the campaign. Thank you for signing up for our newsletter! Leave Blank. As Davel said, the entire place is void of people. He also tells you that if you can bring him an artifact known as the Horn of Ill Omen, he can help warp you to wherever you need to go.
Helpful tips.
0コメント