The other method offered to you will be perceived as an attack by the skeleton and you'll have to battle it. Either way, you'll want to mar the runes maintaining the warding enchantment first, then work backward through the rune pattern, canceling the necromantic, then the armoring enchantment. At this point, you can either refer to the Tome of Bone and Ash from area #1 for help on breaking the enchantment, or, if you have an intelligence of 16 or greater, you can try to mar the runes without any help. This will allow you to notice a pattern to the symbols and you'll receive 500 experience points for doing so. If you'd rather not go toe-to-toe with the skeletons, study the symbols on each skeleton's armor, then try to dispel the enchantments. If you choose to fight, you may want to grab the Crescent Hatchet off the north wall before rushing into battle. You can simply fight them if you'd like, but it is more rewarding to study them and figure out a way to recall their enchantment instead. Keep it handy - you can use it to deconstruct the Giant Skeletons in the next chamber.Įach of the four corners of this room contains a Giant Skeleton, each of which has been animated as a guardian by the Dustmen. ![]() ![]() ![]() Carefully remove the book from its grip, then study it to find that it's called the Tome of Bone and Ash. This particular zombie is marked "732" and is carrying a large tome in its hands. When you arrive down these steps, pay a visit to the nearby Zombie Worker.
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