Following the Marked One's departure from the castle, Arhu's actions become hazy again, until he appears in Iona's dungeon to aid Lucian's escape. Upon Zandalor's disappearance, he takes on the role of the court cat at Stormfist Castle and is known as Ernie, a name which he himself does not approve of, so as to be able to help locate his wizard friend. He leads Joram, one of the healers to his body before departing. His past finally catches up to him as the Hunters approach the Phantom Forest, coming clean about his past to them before they can discover the truth themselves.ġ222 years later, Arhu encounters a Marked One ( Lucian, but this unknown to him at the time) unconscious on the road. As the Source Hunters approach the town to investigate the murder of Councillor Jake, he makes himself as indispensable to them as possible, assisting them with infiltrating Silverglen and Hunter's Edge before finally making his way to the End of Time to join ZixZax and the Weaver of Time. Furthermore, Arhu is operating as ZixZax's agent in the mortal realm and is now closely aligned with Zandalor, a wizard of great renown. Assisting the town with its defence against the undead and orcs, not all of his machinations have worked out as the Arhu Sparkmaster 5000 is currently running rampant. īy 4 AR, Arhu had taken up residence in Cyseal, using his human and feline forms to the best of their abilities (although feline is his preferred form). He aided her escape and she became the phantom that gave Phantom Forest its name. This updates several of your side quests, including The Scaredy Pact, as well as triggering Lost Love at the Lighthouse.Once the Source Hunters had liberated Fort Joy and returned Braccus to the mainland, Arhu's first reaction was to rescue his love, knowing she would be killed by the hunters upon discovery. Speak to him to learn about why he's haunting the lighthouse. Once the Ghoul is down, enter the lighthouse, then head down into its basement. This is in your best interest, because the longer the Ghoul stays alive, the more of his dogs he'll wind up summoning. The Ghoul's defense isn't abnormally high, so it's probable that you'll kill the Ghoul before dealing with the skeleton archers. Deal with the dogs, then move in and start attacking the Ghoul once you can safely withstand the archers' attacks. The Ghoul's skeleton archers won't move forward very fast, so they'll likely miss when they attempt to attack you unless you send in a tank too early. Once the Frozen status ailment wears off, the Ghoul will have to summon more dogs and will not attack. It will be constantly raining during this battle, so if you have Jahan or a different mage cast Chill on the Ghoul, you'll keep him contained while you deal with the dogs. As long as the dogs are dying the Ghoul will be too busy resurrecting them to attack you.Īnother strategy that goes hand-in-hand is to keep the Ghoul frozen. The dogs are pretty weak, and can be killed very easily with fire, so that should be your first priority. Then, if you kill any of the zombie dogs, the Ghoul tends to use its turns by summoning more. However, the Ghoul prefers not to do this usually, the Ghoul's opening move will be to rally its forces. The worst part about the Ghoul itself is that it can teleport to melee attack any of your characters. If you're not at level 4 or 5 at this point, it's going to be a very tough battle. You'll have a fight against a strong enemy named The Ghoul-That-Guards-The-Lighthouse. Keep going southwest and you'll find the lighthouse. Keep going southwest and, after a brief fight, you'll come across the only two legionnaires who survived from the lighthouse unit. Travel southwest and you'll eventually come to a Waypoint Portal. Leave the city via the open stone arch in the west, then travel northwest until you reach the edge of the map. The lighthouse is located to the far west of the city.
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