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3:17 p.m. - 2010-07-03
Cheats for Wizard 101






Sunken Metropolis (the quest for proof of Grubb's existence) may be the 1st really challenging dungeon in Wizard 101, and the toughest in Wizard Town by far. Even should you soloed your way via Krokotopia, it is unlikely that you can solo Sunken Town with no the use of Wizard 101 cheats.
First, know that sidewalks are not safe, and that the mobs (bad guys) have a broad aggro range...in other words, they can pull you from a extended distance than you are employed to. In fact, you might probably be pulled into combat as quickly as you attempt to make your way to Marla. You will always pull 1 a good deal far far more than the quantity of the group when fighting mobs, and they have increased health than is normal for Wizard Metropolis (around 500 average for normal mobs).
The Good news is that as rapidly as they are down, they don't respawn until the dungeon is reset, which means you can actually clear the areas of bad guys.






The very first part with the pursuit will take you to a tower with 3 death-school mobs. Be certain to read the tome within the tower.
Up coming, you'll face Paulson and a couple of other mobs. He has 800 hit points, and is extremely death resistant. Defeating him will provide you with a scroll.
Then you may go to Norton's Tower. This is like the golem tower..
.5 levels. The initial level has 3 elites (500 hp, myth).
The second has one particular death and 1 particular myth elite. The third floor has two death elites, and the fourth has 1 death elite, and one fire elite with 675 hit points. About the fifth floor is Norton, who's balance, with two myth elites.
That gives you the critical to Grubb's castle. Grubb has 1000 hit points, and is extremely death resistant. He has two fire elites with 675 hit factors each.




Here are some ideas:


Plan your time. It'll take you more time than 30 minutes, with out a doubt. Less inside the function you use the greatest Wizard 101 cheats.
Split up and proceed carefully. Have one player who can solo the street mobs be the just one particular to navigate, while other people stay somewhere "safe". Not anyone has to talk to Marla...if any member of the group does, all players see the conversation and get credit for it. The mobs move in a path up and down the street in a circuit. Get about the side in the street anywhere the mobs are moving toward exactly wheresoever you want to be (like a tower), and, even though staying throughout the sidewalk, walk right at the rear of a mobs using the greatest gap at the rear of it. Keep pace with the mob, but stay behind it. When you get to a spot exactly where you can proceed off from the sidewalk safely (such as the yard around a tower), have your pals teleport for you.
Keep in mind, it's a dungeon. Players can leave to refill potion bottles and teleport back..
.just leave one player in the dungeon at all times to teleport to.
On the tower battle, save a potion for that best floor. Make an hard work to finish each fight with as close to complete health as feasible. Before finishing the last mob on each level, let anyone cast a healing spell, then take it down.





Sunken Town was a refreshing challenge on the rest with the game which up to that point had been a pushover. Hopefully, with a little patience you can earn your Sunken Metropolis Survivor badge, and clear that annoying quest out of your log. But it will be a whole lot easier when making use of Wizard 101 cheats.







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