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Advancing levels will take much longer during Act III. But, the areas in Act III are larger, providing many more monsters and potential experience. Take time to explore the areas around the Kurast docks - the spider forest, the great marsh, and the flayer jungle - as you make your way to the Gidbinn blade. Your character's level should be in the mid-twenties to take on the dangers that await in the forest, marsh, and jungles around Kurast. Act III, Quest II Log Entry #1: Look for the Gidbinn in the flayer jungle. Upon receiving the quest from the Kurast blacksmith Hralti, venture out into the spider forest surrounding the Kurast docks. Locate the entrance to the great marsh and thoroughly explore the swampland to find a way into your destination, the flayer jungle. As you move through the very large areas, seek out the waypoint markers to shorten your trip back to the Kurast docks (and subsequent trips back into the spider forest and flayer jungle). Act III, Quest II Log Entry #2: Return the Gidbinn to Ormus. The Gidbinn is located somewhere in the flayer jungle. The weapon's symbol appears on the automap; search the jungle thoroughly to locate the blade, protected by tough, unique creatures. Defeat the Gidbinn guards and pick up the blade. Head back to the Kurast docks, either with a town portal scroll or by using the waypoint markers. Locate Ormus near Deckard Cain and speak with him to return the blade. Act III, Quest II Log Entry #3: Talk to Asheara. Once you've handed over the Gidbinn blade to Ormus, head over to Asheara, who can provide you with new weapons, armor, magical items, and mercenaries. Asheara states that since the Gidbinn blade has been returned, fewer iron wolves are needed to guard the dockside. You receive a free mercenary from Asheara for completing the quest. Act III Bestiary: The thorned hulk, first seen in Act III, resembles the size of the blunderbore first seen in the second act. Like the blunderbore, the thorned hulk (and its cousins, the bramble hulk and thrasher) features a stun attack, which can be particularly devastating considering the hulk's destructive power. Each type of hunk could potentially eclipse 100 hit points - prepare your attacks accordingly, with ample room for hit and run or ranged to avoid the stun attacks. Act III, Quest II Completed Message from Ormus "You have done well, noble hero. Ormus congratulates you. The old spirits of Skatsimi will watch over you for returning their sacred blade. Now, after all these years, Ormus will once again use his powers to protect the innocent from the shadow. The spell that protects the dockside shall now be reinforced." Act III, Quest II Rewards Return the Gidbinn to Ormus in exchange for a rare ring. You're also instructed to speak with Asheara to receive an additional reward; Asheara, who supplies weapons and mercenaries, provides you with a free mercenary.
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