Difference between revisions of "The Imprisoned Angel"
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− | Make your way through level 1 where you'll fight cultists performing rituals to summon[[Thrall]]s and [[Hellion]]. Some corridors will be lined with massive blades which thunder down threatening to mutilate anything squishy foolish enough to get under them. However, their bark is worse than their bite as they inflict very little damage but it's still adds a bit of fun trying to make your way down the corridors whilst avoiding them. | + | Make your way through level 1 where you'll fight cultists performing rituals to summon [[Thrall]]s and [[Hellion]]. Some corridors will be lined with massive blades which thunder down threatening to mutilate anything squishy foolish enough to get under them. However, their bark is worse than their bite as they inflict very little damage but it's still adds a bit of fun trying to make your way down the corridors whilst avoiding them. |
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Somewhere on level 2 there will be a door out to the [[Highlands Passage]]. Take this and make your way along the bridges until you come to [[The Cursed Hold]]. | Somewhere on level 2 there will be a door out to the [[Highlands Passage]]. Take this and make your way along the bridges until you come to [[The Cursed Hold]]. | ||
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As soon as you descend the steps into the Hold you'll be met by the ghost of [[Queen Asylla]]. She requests you free the spirits of 6 prisoners from cells throughout the Hold. | As soon as you descend the steps into the Hold you'll be met by the ghost of [[Queen Asylla]]. She requests you free the spirits of 6 prisoners from cells throughout the Hold. | ||
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There are quite large mixed packs down here so be sure you've cleared corridors before opening doors so you do not back into another group when trying to retreat to heal. Using projectile skills such as [[Multishot]] can inadvertently break down doors to cells lining the corridors allowing more mobs to pour out when you may not be ready for them. Some cells don't have doors so they'll come out and join in anyway. | There are quite large mixed packs down here so be sure you've cleared corridors before opening doors so you do not back into another group when trying to retreat to heal. Using projectile skills such as [[Multishot]] can inadvertently break down doors to cells lining the corridors allowing more mobs to pour out when you may not be ready for them. Some cells don't have doors so they'll come out and join in anyway. | ||
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Use the doorways to your advantage by picking off the packs when they file out into the corridors. | Use the doorways to your advantage by picking off the packs when they file out into the corridors. | ||
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As you near a cell with prisoner's remains in a yellow indicator will appear on the mini map. You can earn an [[achievement]] if you free them in 2 minutes or under (details below). | As you near a cell with prisoner's remains in a yellow indicator will appear on the mini map. You can earn an [[achievement]] if you free them in 2 minutes or under (details below). | ||
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Once you have freed them you will need to seek out the [[Warden]] who can always be found at the centre of the level at the crossroads. He is pretty slow so easy to avoid. He possess [[Jailer]] (as you'd expect) and [[Molten]] affixes but still, if you're the appropriate level here he and his few minions ([[Savage Fiend]]) shouldn't present a problem. | Once you have freed them you will need to seek out the [[Warden]] who can always be found at the centre of the level at the crossroads. He is pretty slow so easy to avoid. He possess [[Jailer]] (as you'd expect) and [[Molten]] affixes but still, if you're the appropriate level here he and his few minions ([[Savage Fiend]]) shouldn't present a problem. | ||
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You will find the same mobs on this level as the previous 2 levels of the Halls but there are many more fiery grates on the floor which you need to keep out of as they rapidly suck the life out of you, and monsters for that matter. | You will find the same mobs on this level as the previous 2 levels of the Halls but there are many more fiery grates on the floor which you need to keep out of as they rapidly suck the life out of you, and monsters for that matter. | ||
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As you approach the Chamber of Suffering you'll get a checkpoint. Once you enter the chamber you can not leave until the Butcher or you is dead. You can town portal out once he is dead and return if you need to sell and collect loot. | As you approach the Chamber of Suffering you'll get a checkpoint. Once you enter the chamber you can not leave until the Butcher or you is dead. You can town portal out once he is dead and return if you need to sell and collect loot. |
Revision as of 19:56, 15 January 2013
The Imprisoned Angle is an Act I quest in Diablo III.
Contents
Quest Information
- Initiated by: Corpse
- Pre-requisite: Trailing the Coven
- Required to progress? Yes
- Reward(s): Gold/ Experience
- Lore items: ?
- Related Achievements: The Last of the Horadrim.
- Leads to: ?
- Level Range: <quest level="true">the-imprisoned-angel</quest>
The Imprisoned Angel Walkthrough
Make your way through level 1 where you'll fight cultists performing rituals to summon Thralls and Hellion. Some corridors will be lined with massive blades which thunder down threatening to mutilate anything squishy foolish enough to get under them. However, their bark is worse than their bite as they inflict very little damage but it's still adds a bit of fun trying to make your way down the corridors whilst avoiding them.
Somewhere on level 2 there will be a door out to the Highlands Passage. Take this and make your way along the bridges until you come to The Cursed Hold.
As soon as you descend the steps into the Hold you'll be met by the ghost of Queen Asylla. She requests you free the spirits of 6 prisoners from cells throughout the Hold.
There are quite large mixed packs down here so be sure you've cleared corridors before opening doors so you do not back into another group when trying to retreat to heal. Using projectile skills such as Multishot can inadvertently break down doors to cells lining the corridors allowing more mobs to pour out when you may not be ready for them. Some cells don't have doors so they'll come out and join in anyway.
Use the doorways to your advantage by picking off the packs when they file out into the corridors.
As you near a cell with prisoner's remains in a yellow indicator will appear on the mini map. You can earn an achievement if you free them in 2 minutes or under (details below).
Once you have freed them you will need to seek out the Warden who can always be found at the centre of the level at the crossroads. He is pretty slow so easy to avoid. He possess Jailer (as you'd expect) and Molten affixes but still, if you're the appropriate level here he and his few minions (Savage Fiend) shouldn't present a problem.
After the Warden is dead a gate will lower allowing you access to the third level of the Halls of Agony where you must locate the Chamber of Suffering where the infamous Butcher can be found.
You will find the same mobs on this level as the previous 2 levels of the Halls but there are many more fiery grates on the floor which you need to keep out of as they rapidly suck the life out of you, and monsters for that matter.
As you approach the Chamber of Suffering you'll get a checkpoint. Once you enter the chamber you can not leave until the Butcher or you is dead. You can town portal out once he is dead and return if you need to sell and collect loot.
Objectives in Brief
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* Checkpoint reached around this stage in the quest. This means you can quit out and Resume your game at a later date and begin at this point - in effect it's a Save Game point.
Associated Achievements
The Imprisoned Angel is in some way involved in the following achievement(s).
Name | Points | Description | Banner |
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Media
Quests & Events of Diablo III [e] Act I Act II Act III & Act IV Act V |
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