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Tower of Ishal: the defenders turn the tables and kill all the darkspawn outside, yay!


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#1
DarthGizka

DarthGizka
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You probably thought that the defenders at the Tower of Ishal were pushovers, although you may have wondered how they always managed to get killed in the very second you turned the corner. Not earlier, not later, in the exact same second. Always.

Well, it's all your fault! They died because you crossed a line. Literally.

To the right of the entrance is a sort of enclosed space with some crates in it. The magic line goes from the middle of its near wall to the start of a slight roundish protrusion on the wall some fifty metres to the left of the entrance (at a slight angle, left end a bit farther in than the right end).

As long as you don't cross that line the defenders are actually immortal. The inside of the enclosed area is completely safe; you can go in there and watch the proceedings from up close, and if you have a mage with spells that can be cast through walls then you can even lend a hand.

As it is, you can help a bit with ranged attacks, being careful not to cross the invisible line. With very careful positioning you can even aggro two of the darkspawn that are hidden from the defenders. Just run away a bit until they lose interest; they will walk back towards the fighting and will be engaged by the defenders.

The last remaining genlock in the lower area cannot be reached in that way, meaning it is time to cross the line and to start phase two. Beat the genlock within an inch of its life and draw it towards the two defenders so that they can deliver the killing blow.

Next, approach the ramp to the next area but be careful not to go beyond its upper end. From there you should see a lone hurlock battling a lone defender, somewhere to the far right. Shoot some arrows to draw the hurlock to the lower level; the defender will follow. Be careful with the dosage, you don't want the hurlock to die before you have drawn the other defender as close to your first two heroes as possible. Even though he only does 1 damage per hit he is actually the ace up your sleeve, because he will remain immortal.

The other darkspawn in the middle area cannot be lured to their doom without crossing the second line, which unfortunately spells the end for the second defender there. There is nothing that can save him unless your Warden is a mage (e.g. Paralysis Explosion or something similar, plus copious healing). Anyway, the routine in the second phase is simple: chew up a darkspawn and spit him out in front of your three heroes so that they can deliver the killing blow. Rinse and repeat.

Phase three - engaging the enemies on the upper level, where the alpha is waiting to be processed - is a bit trickier because the enemies there are sturdier and much harder to lure away. But apart from that it's the same routine.

Note: the three defenders cannot really deal with more than one enemy at a time, and even that only if it is properly pre-processed and they get plenty of rest between battles. But with your help they can get the job done, even though the designers have stacked the odds against them in every possible way.

Modifié par DarthGizka, 20 janvier 2014 - 09:27 .


#2
Ferretinabun

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Interesting. There are several places where you fight with allies (Attack on Redcliffe Village, Anvil of the Void, Zathrian v Werewolf battle) and it's always a good idea to keep them alive. I always have my mages throw them a heal spell now and again to keep them in fighting shape.

The ones in the Tower of Ishal I don't really bother with too much though as they only fight outside the tower. After than they just stand around gormlessly instead of doing anything as helpful as coming with me to clear out the tower. Grrr...