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The task gets more difficult when you're called to search for Khalim's heart in the Kurast bazaar sewers. To reach the Kurast bazaar, you must venture very far out from the Kurast docks. Be prepared to face some of the most difficult creatures yet. Fully scour the areas between the Kurast docks and Kurast bazaar before proceeding into the sewer. Complete these areas to gain experience and, potentially, better equipment for the task ahead. Locate the sewer entrance inside the Kurast bazaar. Search the first level of the sewers for the sewer lever, which opens the entrance into the sewers' second level. Search for the entrance to level two. Once in the sewer, level 2, search for the marked chest that contains the Khalim's third relic, Khalim's heart. Act III Bestiary: Travincal is littered with magic users and zealots, found either as the zakarumite, faithful, or, the potentially most powerful, zealot. The zealots can inflict massive amounts of damage with their polearm weaponry; and the presence of nearby spell casters could make dealing with the zealots that much tougher. Stay out of melee combat unless you're well-equipped and prepared with damaging Barbarian skills, Amazon's critical strike and dodging skills, and superior ranged attacks and weaponry. Act III, Quest III Log Entry #4: Search for Khalim's flail in Travincal. Beware the high council. The most difficult task yet lies in the area beyond the Kurast causeway - Travincal. Proceed into lower Kurast, through the Kurast bazaar, into upper Kurast, past the Kurast causeway, and finally into Travincal. Once in Travincal, you'll find the final Khalim relic inside the blackened temple protected by the high council, a vicious collection of monstrous beasts. Defeat the unique high council member to obtain Khalim's flail. The high council members also protect the compelling orb, a key element in completing the third act. UNIQUE MONSTER: Travincal is one of the toughest areas in the game. Here, you'll encounter three unique monsters, Ismail Vilehand (extra fast, cursed), Geleb Flamefinger (extra strong, fire enchanted), and Toorc Icefist (cold enchanted, stone skin, increasing physical resistance by 80 percent and multiplying defense rating by three). Attempt to deal with the minions before facing off against the powerful high council. Certainly clear out as much of the zealots and lords from Travincal as possible before tackling the high council. Act III, Quest III Log Entry #5: Ask Cain about Khalim's relics. Return to Cain once you have obtained all the relics - Khalim's eye, brain, heart, and flail - and speak with him about the next stage in the quest. Cain tells you that Khalim's flail must be properly imbued. To do so, place the flail, along with the eye, brain, and heart, into the Horadric cube (which should still be in your inventory or stash from Act II) and press the transmute button to create Khalim's will.
Though Cain provides the instructions, you must carry out the order. Open your inventory and right-click on the Horadric cube to reveal its contents. If you're storing items in the cube, remove them and place them in your regular inventory, your stash, or the ground. Place Khalim's relics - the flail, eye, heart, and brain - inside the empty Horadric cube. Press the transmute button to complete the quest and create the unique item, Khalim's will.
"Masterfully done, hero! You have crafted Khalim's Will. Employ it to destroy the Compelling Orb and open the way to Mephisto. May the true Light guide your way." Act III, Quest III Reward Though this third quest doesn't feature a reward, per se, creating the Khalim's will from Khaim's relics lets you destroy the compelling orb, providing access to the durance of hate, part of the third act's sixth and final quest.
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