Sacred 2 strategy guide pdf
The Archangel Seraphim build, And the heavens shall tremble The January Sales Seraphim, Part shopper, part treasure hunter, all mass-murdering goddess. Furian's Ultimate Warrior Ice and Blood. Tower of Power - A 3 Aspect, ranged weapon build Console version , Level 3 sentry gun coming right up!
Variatio delectat- The different Astral Lord, designed for a handicapped person in teamplay. Talk to the Hand! Speed Astral Lord Shadow Warrior. Pure Summoner by Montaux translated from German. Temple Guardian: Character Guide, All the information you might need to build up your own succesful Temp. The Temple Guardian is a boss killer.
The Devout Guardian. Cavalier Temple Guardian - Horse whisperer. He will buff them pretty good so take him out, yo. Tough to take down! I think maybe he's supposed to be a vampire? He can be hard to find among all the other enemies in this region. You can spend your time swinging at nothing, and not really connect with anything.
The real secret to fighting this guy is that you don't even fight the monster- just the undead abominations that he spawns. He can sort of do some freezy attacks against you, and otherwise swing some misty claws, but other than that he's harmless. Take out the undead guys and he just vanishes. They are humanoid plants that chase after you. Kind of a scary occurance! They prowl the islands of Dry Laigh looking for prey. You look a lot like prey.
They can be tough opponents and are often in large groups, so try not to get cornered and run away until some of them lose interest. They are much rarer than the regular leaping plant, but also more dangerous.
This guy isn't too bad except that he has a healing power that he can use every maybe half a minute. It won't restore all his health but it means he effectively has a ton more health than he would normally, unless you can absolutely overpower him and kill him between charges. Certainly eliminate any other enemies in the area before taking him on, and use any invincible allies you have to distract his attention.
You can recognize them by the way that they're charging at you screaming for your blood. Individually they probably aren't much of a challenge but where there's one They can cast a nasty fire thing that will singe off all your hair and and give you a bad feeling. Give THEM a bad feeling first in a fight- you can recognize them by the oaken staffs they carry. They are surrounded by their warriors, and will keep fighting until one of you drops. Notice your situation when you see one- if you have good health and can take on the other enemies quickly, go ahead and fight.
Otherwise, don't feel bad about teleporting or running. I mean maybe it's crafted a little better or something but it works about the same. Be ready to chop him off at the hilt. They are hard to hit and hard to see, and they float around casting pretty strong lightning bolts at you. Forget about hitting them with ranged weapons, you want to use a melee weapon.
There is some limited casting ability, but essentially these guys are fodder. This guy is identifiable because his robe is more ornamented. He is a much better caster and more hardy in close combat that the follower. He will mostly attempt to use his superior casting ability to cause you grief from a distance, so counter this by charging him and ending it quickly.
Accordingly, this particular cultist has higher offense but lower defense than other people in here. They are a lil faster than their cultist brethern, so they'll be the first you can fight. Try to damage them from a distance as they run towards you. Fight them just like normal- watch out for clusters and be ready to flee if it gets too hot.
Some ranged folks you can let go until the end of a battle before you break through and take them out- don't make that mistake with the huntress. If you step on it an arrow fires at you, so that's lame. Watch out? They should find you I did not find them in great numbers, but they have very damaging attacks. He's just kind of a regular cult guy. He's got decent health and some good magic attacks but seeing as he's alone it definitely shouldn't be anything you can't handle. Crystal monster describes it pretty well.
A big floating crystal that things you ought to die. It's got damanging magic and stuns the goodness out of you. As you chip away at its life notice that it gets smaller. This does not make it any more deadly! It just gets quicker and attacks you more frantically. They would be a challenge anywhere else but given how dangerous the demons in this place are they are kind of a cakewalk.
I have to give props to the necromancer who looked at reanimation of skeletons and realized that it could be made that much more hardcore by including FIRE in the mix. Keep them at bay because their melee is punishing. Fire protection is necessary. All of them are wandering the caverns and are extraordinarialy deadly. I don't have any secrets. Don't think he won't go down without a huge magical fight. You'll need your health potions, god powers, and combat techniques to be fairly high level before you think about going after him.
I suppose they are protection. Either way their physical attacks are TRULY to be feared, you will have to be constantly drinking down potion if you take them on one on one. When you engage them try to run away from the Great Machine beacause a you won't get mobbed as much by guardians or the generators, and b the great machine won't give power to them. There will be a brief description of the places, followed by quests that are available for different character types, important characters, enemies and treasures.
Pirates against the lakeshore and in the southwest. Undead in the eastern half of the region, kobolds in the west. Elementals in the foothills and in dungeons, toxic elementals near Thylysia. Ghosts in ruins, harpies in the foothills. You are dug out of the rubble and begin your quest. It's relatively small and mundane, with some giant bats and a poison trap, but there is some ok loot.
Still, if you like long walks on the beach, this is the place for you! This covers the southwestern portion of Tyr Lysia. Famous for its beautiful sunsets and dark elves living in huts with carved skulls on them. There will be inquisition guards around. It's reachable by means of the rightmost island in the archapelago. You know you want to come to the hottest tourist attraction around. The swingin' place: The Happy Cow Farm! Dare we say it The farm is directly south of Sloeford, by the resurrection stone.
Watch out for the latter's lightning attacks! It is originally blocked off. Normally you'd think a place like this wouldn't take too kindly to strangers, but eh. Here you are! Some of your first quests will take you here.
To the right there is the poor mage's tower he got et by a zombie , and further up the mountain is a chapel with a statue that says "Inquisition Guard: We Benefit from their ignorance. There are two caves on the road from the beachcombers. From the beachcombers, take a road northwest, then take a left at the fork in the road and you'll find it without too much trouble. The Seraphim love walk in these glades.
Be careful before you get in it! This idyllic landscape is where a Nunnery devoted to the Seraphim makes its home. Here great magic experiments are carried out and there are plenty of quests for the enterprising adventurer. This is the largest observatory in Arcania. Seeing as there are about seven million kobolds in Tyr Lysia, I guess they do alright for themselves. I suspect this was supposed to be "woodcutter's camp" but whatever. There's quests! The badger has a seedy air to it, and good-aligned characters will find little to occupy their time here.
This one is slightly above Sloeford, and is on a little peninsula surrounded by rivers. It's tough to get here, but they have some pretty nice amenaties. Find this to the far far north in Tel Lysia, along the banks of the leftmost of the two main rivers.
There isn't much here besides an elf grave, the ghost hunter who wants to put it down, and a cackling mad alchemist. Sounds like a party! Situated almost due north of the High Elf outpost near Twainbrook, it's home to an insular little family of quest- givers. There are no goblins anywhere to be seen! Due east of Twainbrook, it's not anywhere near as large as the kobold camp to the northwest in Tyr Lysia. It's due west of Clearview.
It's got full amenaties, including the shops you need and a dedicated portal so you don't have to worry about resurrection stones, and it's situated along the main road north from the main city. There is a stables here as well as some quests, merchants, and the like. You can't just pass right through though- you'll need permission. It is full of pests, and some bandits have made camp right outside. This mine is HUGE and full of tragedy.
Find the destiny in a copse of trees in the northeast, due east of the top of the lake. Be sure to visit it! A classical monument to the Gods rests here, and one can find serenity in quiet meditation. Also there is a tomb where you can beat up on mummies. It's the city that's so big it shows up on your map before you explored it: it's dead center in Tyr Lysia.
You better believe everything cool is here! The undead roam the streets and bones are in piles everywhere. What happened here? Thylysium is no exception! This is directly north of Thylisium, a great place to read up on some epitaphs, and there are some quests too! Jail island is the larger of two islands right off the coast of Thylysia.
It's where the most hardened criminals are kept in a stone fortress. Oh also they are in the grip of a vicious protection racket. It is everywhere, and it is full of mutant animals that are completely into tearing you to pieces. This take syou to a secret area on the north shore of the lake where there is treasure.
Don't descend the tower you find on the eastern edge of the lake unless you are ready to get a whoopin'! In here you will find the fierce trio of Bergenthiar, Mandarir, and Duloriel the Depraved. If you take them on too early then you will be sucking on health potions as fast as you can mash the potions button and still only barely make it out alive.
You have to get here by taking Libi's pratfall North then circling back around west to find a boat, which you take to the circus. In the southeast of Bengaresh, on the east side of the gorge, there is a cave behind a waterfall. Follow it to the top of the plateau, and follow the path there to find the Dragon, a boss fight.
In a cave in the very south of Bengaresh is the Garganthropod, a boss fight In a cave directly north of the valley that splits eastern Bengaresh is Holos, the minotaur lord, a boss fight. It's a fully functional seaport as well as a quest hub. The settlement is south of Tharum. Nevertheless people eke out an existance here, and do alright for themeslves!
Give it a visit and you'll see what we mean. It sits right on the border of a number of monster zones, so it's not unusual to see a huge blade spider in a three-way brawl with a Dur'Rach Almar and a mutant grizzly bear. There is not much in the way of quests, but they are big on heart! Bugs, and lots of 'em. It is super hard to find. Expect very tough enemies in this region! The islands to the west contain lizard people. East of the Temple of the Gods, across the river, is a tiny dungeon with a switch.
When activated, the switch says "Something Wonderful has just unlocked! This starts quest On the tip of an island to the west of the jungle, which can be reached by completing a quest in the northwest of the jungle, on the top of a mountain on the southernmost island lives the Earth Lord, a boss fight.
You access it by first activating the switch that unlocks "Something wonderful" in the northeast part of the Jungle See Jungle: wilderness , and then circle around the south of the lake in Tyr Lysia, heading up the eastern side until you reach Libi's pratfall. Head north from there, and then east again until you reach the temple of the Gods. Keep going south from there, and you will fight off a Hydra, and then open the gate there. This brings you down into the Studio!
Oh boy does it. Bandits of some kind are omni- present, whether escaped slaves in the east or brigands in the west. There are ghosts in the far east and a sinister cult is taking root in the west. Watch out for golems everywhere! It hosts all the luxuries you'd expect from a town of its size, and many quests as well! Well it's technically not named murkwood so I guess we're safe from copywights. You must approach it from the top shore heading east. Prove yourself so you can buy those mounts!
There is a Temple of the Gods here [NPL] Nor Plat: Wild and windswept, the Orcish lands are dominated by a tribal structure. Make your way and prove your strength among these wild, free peoples.
Ogres are found to the west, and giants to the south. There are big bears everywhere, and rats and bats in the many caves. Notable for having a hero chest as well as a portal, it'll be important in the story. This is the site of the very violent, rugby like sport that the orcs love to play.
It's like two huts and it is deep into the mountains. Some quests and a hero chest. Lot of orcs, lot of fish. It's quite small but a functioning port means you can teleport there for easy travel. Also some dragons and stuff. The Lord of Searing Flames, a fire elemental boss, is on the southern tip of the island [SWP] The great swamps: A murky, mysterious place where you are as likely to find death, disease, and the shambling undead as you are a home with the lizardmen or a respectable trophy for bagging a Hydra.
Cult of the Nameless in central swamp. Werewolves in the southwest, along with mini dragons by their momma. Fen Fire in the south. The Swirling Mist of Miasma can be finally defeated in the far south of the swamp, a boss fight. In the extreme southeast of the swamp is a trail which leads to a dragon, a boss fight.
In the mountains in the south of the Swamp is a Temple of the Gods. Nonetheless, this place is the northeasternmost town in swamp. It is surrounded by roads. It's located little to the southeast of Sethiaz, along the road.
The lizardmen who live here seem to like it well though though, and if it's good enough for the, it's good enough for you!
There is also some worry about eating meals. It's a weird place is what I'm trying to say. It's where the marigolds grow, though that doesn't seem to keep the undead out. It's due east of Libi's pratfall. You can summer vacation here, but don't expect too warm a welcome. I seriously don't. It's some mountains to the northwest of Hissil'Ta, and some mercenaries hang out there, and that's about it.
It has the amenities you'd expect from a REAL city, and is totally horrible swamp climate resistant! What could anybody ask for besides getting out of this horrible swamp? Truly sunny side up people, they decided to just make a go of it and live there! In the tunnels under Girvym Island, an island to the east of the main island, is a dragon, a boss fight By the caves in the very southwest of the island is the Forest Guardian, an annoying boss fight To the very east tip of D'Ary, an island off the southeast coast of the main island, is the Poison Lord, a boss fight.
It's on the southeast of the island. Don't get me wrong, I think the idea is cool, it is just a pain when you HAVE to go to the second story to get some places and Oh well. It's smack dab in the center of the island. It's pretty crumbly, and an aura of faint evil clings to the broken stones.
That is, if you can survive the demons, temple guardians, and mercenary troops. You might even take control of the world from in here! Your quests, whether you are good or evil, will inexorably lead you to this location. They are numbered, and all other references in the game correspond to their number here. Recieved instructions from hologram.
I have been reactivated. On the way out, watch for brigands- be ready to blast them! The location of the items will show up on your minimap, just turn around or go back to the Temple Ruins if you've already left , and go get them.
They are not guarded and I don't think they do anything besides just look silly. Anyway you have to get the Teddy Bear, Ball, and Cube 2. Get them and head to Sloeford. Run into a little boy on the outskirts, who wants a ball and a teddy. Fine, there's a toy dealer in the next city. So head there, and find that toy dealer! The first one can't help so you get re-directed. THIS one is happy to help you, but first you got to rescue their son from the goblin camp to the east. Make sure you are up to taking out many kobolds, but then go and wipe them out.
Bring him back and you'll get the doll. Now go have a talk with the competitor who slandered the guy. He'll start a fight with the death robot, which is a bad move. Blast him away. Head to Thylysia, specifically the museum. Follow your nose to get there, and talk to the proprietor. He will be convinced you are the pest control guy, so go in and control pests.
They are just some vermin and spiders, shouldn't be a big issue. Once they are smoking carcasses he'll come in and tell you that the piece you want is in the hands of this guy TyBosso.
Go talk to him and he'll let you know that he's in a spot of trouble, and if you'll only escort him out of the city he'll give you the thing. If you are smart you'll have activated the teleported in Clearview before this quest starts.
If you have just teleport there and run to the cabin, the guy is invincible anyway. He loses this quality on getting there, which is handy, because the mages council lets you know he's a criminal. Time for judgement and by judgement I mean melting his face off. Do so, and talk to the mages' council lady. A poacher looted the nests under the cover of darkness.
I'm supposed to try and apprehend him and snatch the bag away from him. I put that in quotes because apprehend in this context means "punch in the face until he dies". So get to it! The location of the turtle eggs should be marked on your map, you're looking for a brigand somewhere in this general area.
Kill him, grab the turtle eggs, and head back. Go there and see if you can't convince them to part with the things they stole from the merchant. You will have to use your blaster and flamethrower, but that's not very upsetting. At least not to me! Anyway once you get them head back to see the merchant for your reward.
These herbus usually grow on the shores of the river, but were all apparently picked by Kobolds. I'm supposed to find the Kobold camp and take at least four yellowfoot herbs from the little beasts! The Kobold camp will appear on your minimap as an arrow pointing the way- just head towards it. You will come over the top of a hill and see their crude huts.
The Kobolds shouldn't cause you much trouble but watch out for their shaman. Once they are down, grab the petals and return. His brother uses the worms as fishing bait. Shoeford is more or less on my way, so why not? Just make the trek, the pond is right next to Happy Cow Farm, and hand off the worms.
Bam, done. He has always been peculiar, but lately he's become even worse. First several cows and sheep disappeared, and now even a little girl is missing from the village. Rumor has it that the mage has gone mad, and the farmer asked me to find and save the girl if possible. I can find the mages house in the forest to the northeast. As we approach the guy's house we see a cow pitchforked right through the stomach.
Was offered to those who dropped money on Dark Souls early? In addition there are wallpapers, animated screensavers, bonus game and a behind the scenes making of the game.
I mean I'll probably try to get the collector's edition because I love Dark Souls so much but still I'm glad it's actual physical stuff that doesn't make the game easier and that people actually might want. Quote saved. View saved quotes Close. We will not remove any content for bad language alone, or for being critical of a book. Like Lists are re-scored approximately every 5 minutes. Kirsten Bossing books 8 friends.
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