Act
3 - Chapter 8: Zaramoth's Horns
* Ascend to the top of the mountain
* Defeat the Archmage
* Spirits of Aranna
Enter the hall to the east and fight your way to
an elevator. You may note some Eyes of Zaramoth
statues scattered about. Hitting them causes them
to shoot a highly damaging beam of light. This technique
is not important now, but will be later.
The elevator takes you down into a prison,
where you quickly come to another elevator that
takes you up to a platform with three other elevators.
The Agallan Obelisk in the center of the platform
grants 30 seconds of invulneratiblity when used.
Your party must be close by to be affected, so Regroup
around the obelisk before clicking.
The southwest elevator leads to a treasure room
with the Chant of Power. The northeast elevator
leads to ranged and melee sanctuary doors and an
incantation shrine where you can use your shiny
new Chant. The northwest elevator takes you to nature
and combat mage sanctuary doors and another elevator
that puts you back on the main path, right at the
Lower Zaramoth's Horns teleporter.
Yay!
You can now quit and take a potty break. When you're
ready to continue, head north from the teleporter.
After the long bridge is a room with three doors.
North and west are small treasure rooms. Go east
and keep fighting your way until you get outside.
Just past the bridge, to the south, is the final
Spirit of Aranna.
An incantation shrine is just a little way to the
west.
In this area there's a secret room with a mimic
in the southeast. Look for the lever on the back
side of a nearby column. There's another to the
south side of the incantation platform shrine, find
the button on the wall and collect the Chant of
Chaotic Skill inside.
That's it. There are no more side areas. No more
side quests. Take the southern door
and begin a long (and possibly arduous) slaughterfest
until you reach the archmage. There's a teleporter
right before you enter the Archmage's Chamber. This
is the last teleporter in the game.
If you quit the game, or your entire party dies,
after this point, you will have to return here and
do everything again (except for the Archmage fight).
The archmage fight takes place on a platform surrounded
by obelisks. You can use the obelisks yourself,
but the archmage uses them too and therein lies
the problem. On his own, the archmage is not that
difficult. He's got 90,000 health, but he won't
do much damage to your party.
The missiles he summons out of the obelisks are
something else entirely. Every so often, the archmage
will "convert" an obelisk to his own use
and it will start firing out missiles. These missiles
are instant death for any character they touch.
They move slowly, so you can dodge them, but if
the archmage converts a lot of obelisks, you're
in big trouble.
Make sure you have a nature mage with a resurrection
spell and some rez scrolls for the other characters
in case the nature mage bites the dust. You can
"redeem" an obelisk the archmage has converted
by attacking the obelisk. However, in the long run,
you are better off simply unloading every power
in your book on the archmage himself.
This is likely to be the longest, most difficult
battle yet. Once he's defeated, the final battle
is waiting at the top of the stairs.
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