Saturday, July 3, 2010
Sunken Town (the quest for proof of Grubb's existence) could be the primary really challenging dungeon in Wizard 101, and the toughest in Wizard Town by far. Even should you soloed your way through Krokotopia, it's unlikely that you can solo Sunken Town devoid of the use of Wizard 101 cheats.
Primary, know that sidewalks are not safe, and that the mobs (bad guys) have a broad aggro range...in other words, they can pull you from a more time distance than you are used to. In fact, you may probably be pulled into combat as rapidly as you make an hard work to make your way to Marla. You'll always pull one far additional than the amount of your group when fighting mobs, and they have greater health than is normal for Wizard Town (around 500 average for normal mobs). The Superb news is that as quickly as they are down, they do not respawn till the dungeon is reset, which means you can actually clear the areas of bad guys.
The initial part in the pursuit will take you to a tower with three death-school mobs. Be sure to read the tome within the tower.
Subsequent, you'll face Paulson and a couple of other mobs. He has 800 hit factors, and is extremely death resistant. Defeating him will give you a scroll.
Then you can go to Norton's Tower. This really is such as the golem tower..
.5 levels. The initial degree has three elites (500 hp, myth). The second has one death and 1 myth elite. The third floor has 2 death elites, and the fourth has 1 death elite, and one fire elite with 675 hit factors. About the fifth floor is Norton, who is balance, with two myth elites.
That provides you the important to Grubb's castle. Grubb has 1000 strike points, and is extremely death resistant. He has two fire elites with 675 hit points each.
Right here are some ideas:
Plan your time. It'll take you longer than 30 minutes, without a doubt. Less when you use the incredibly best Wizard 101 cheats.
Split up and shift carefully. Have a solitary player who can solo the street mobs be the 1 to navigate, although other people stay somewhere "safe". Not every person has to talk to Marla...if any member on the group does, all players see the conversation and get credit for it. The mobs proceed in a path up and down the street in a circuit. Get on the side in the street exactly by which the mobs are moving toward anywhere you want to become (like a tower), and, whilst staying on the sidewalk, walk correct behind a mobs with the biggest gap behind it. Maintain pace with the mob, but stay behind it. Whenever you get to a spot where you can proceed off from the sidewalk safely (such as the yard around a tower), have your friends teleport to you.
Bear in mind, it's a dungeon. Players can leave to refill potion bottles and teleport back...just leave one particular particular particular player within the dungeon at all times to teleport to.
About the tower battle, save a potion for the best floor. Make an hard work to end each fight with as close to total health as feasible. Prior to finishing the last mob on each degree, let every person cast a healing spell, then take it down.
Sunken Town was a refreshing challenge from your rest of the game which up to that point had been a pushover. Hopefully, with a small patience you can earn your Sunken Town Survivor badge, and clear that annoying quest out of the log. But it will be significantly easier when utilizing Wizard 101 cheats.