D2 Act III
Session 1: Spider forest is mostly thorned hulks and fetishes
Nothing was too terrible, but it splits three ways early on. To the left was the Great Marsh, Further forward was the Spider Cavern and Waypoint, and to the right was the Flayer Jungle. Since the Great Marsh mostly involved fetishes and drowned carcasses, I went ahead and cleared that, end to end, then grabbed the Spider Forest WP and Khalim's Eye from Sszark's cave.
![[Image: lJQR0ub.jpg]](http://i.imgur.com/lJQR0ub.jpg)
The spider cavern was a tough going, with fire immune spiders necessitating a retreat and microlooping in the entrance cave, and bats proving to be both dangerous, and other times harmless, if I could blow them up one by one as they hung on the ceiling.
Second session saw the Flayer Jungle approached.. straight from town, as the Spider Forest waypoint was too far from the crossroads, and THIS time the Great Marsh was full of gloams.
The Flayer Jungle was .. wall to wall with Flayers (Obviously). The Gidbinn & Flayer Dungeon village was hook shaped, with the dungeon tucked in the tip of the said hook. One death happened here because I accidentally clicked out of the game window, and it happened just as I was tempting an extra fast soul killer boss pack AND a champion pack together, trying to split them up or retreat back to the other side of the river.
![[Image: 6bt2gKA.jpg]](http://i.imgur.com/6bt2gKA.jpg)
Reclaiming my corpse required that I somehow separated the boss from the rest, portal parked him near the Flayer Dungeon (alcove). A portal shrine helped greatly in this. Then I had to slowly, painstakingly kill every single minion and champ, sometimes across the river, with my unpowered 500-600 damage firebolt and my slvl15 frozen orb. Ouch. In time I could lay claim to my equipment once again, and then, oh then there was REVENGE. The boss didn't last a second against my firebolts, let me tell you!
The Flayer Jungle waypoint was at the very end of the area, and upon grabbing the waypoint, I popped back down on the portal shrine, and thus began the Flayer Dungeon. The first level was just more of the same (Except with Lightning Bats), but the second level forced me back to the entrance area several times, as the first room after the first corridor was chock full of bosses. Teleport and Town Portal came in handy here! Even better WORSE, undead soul killers were also present on this level, so Thadar's heroic efforts to distract them were crucial to victory.
![[Image: ajTiPWr.jpg]](http://i.imgur.com/ajTiPWr.jpg)
The third level had that weird setup, with four arms and four extra rooms in a vaguely Swastika pattern. Thankfully this time the enemy density was small, although the poison traps forced many trips to town - -25% poison resists were not the best for this kind of endeavor. Endugu himself was in such a room that was protected by such a trap, and even better, by his lightning enchanted status (that made him Lightning Immune too). Once his minions were dealt with, I tried swapping my gear around to get as much lightning resistance and +cold skills as I could. I grabbed the Brain, ignoring the shaman's infernos, then came back to deal with him once the brain was secured.
![[Image: 2q6AiD4.jpg]](http://i.imgur.com/2q6AiD4.jpg)
Eventually, the shaman fell dead (With several close calls thanks to his sparks), and I ONLY had to deal with the guy holding him, who was conveniently also called Witch Doctor Endugu, with the same abilities. Except he was just as fast as regular soul killers. Ouch... At least Frozen Orb could slow him down somewhat, and he died in the tail end of the same arm that his boss room was.
Now when I said the Waypoint was at the end of the Flayer Jungle, I meant it. There was ... ONE regular pack of flayers before the bend and stormtree, after exiting the WP alcove. Stormtree was, as usual, lured out and killed across the river, same with his minions, then I found the waypoint too close to the entrance, and that everything in Lower Kurast was fire immune. Well, nothing for it, it was time to head to the Bazaar, cutting a slow path through the Zakarumites, who took a handful of frozen orbs to kill each. Same with the bazaar, which seemed to be filled with even more of these fire immunes instead of their cold immune brethren.
That is where Cinderella ended her second session, and would continue from in hopes of getting a more favorable draw.
Session 3:
That luck came, with the cold immune Faithful replacing the fire immunes, and my pace picked up immensely.
Our so far intrepid heroine Jumped head first into the Ruined Temple (if it was a bad draw, I could restart the game without much/any progress lost), and finding it devoid of stairs traps (it was a right tilted T / Lambda layout), set upon the task of using firebolt to wake up the enemies in the main room one by one (Unfortunately, Thadar's running around did wake some more up, but using the choke point, Cindy could keep the entrance room from being overrun. Once nothing more came out, she cleared the side rooms (of the single vampire that hid in a corner, poor fellow), and then began a counter-clockwise sweep of the main room.
Overall, only the fire immune spider magi posed any sort of threat, mostly because of their poison (I had to pull Thadar back to heal in town), before I hit Sarina's group. Now, she was Lightning Enchanted, in addition to her already scary abilities, and thinking back I was extremely lucky to have had the whole level to string her out in. Eventually she got stuck in a corner next to the entry room's doorway, and I took advantage of this by sniping her through said doorway, preventing her sparks from reaching me and keeping her stunlocked.
![[Image: 1MAsCgt.jpg]](http://i.imgur.com/1MAsCgt.jpg)
Then the rest of the trek was through Upper Kurast filled with Lightning immunes (Zealots and green birds), easy ride, easily found Waypoint next to the causeway, although the sextons/cantors/zakarum priests hit hard with their elemental attacks and my low resists, so it was very very lively.
More zealots and more priests and more vampires in Travincal, and once I finished the first group off, I knew I wouldn't want to go through here again. Oh well, time to see if I can handle the council then. Geleb was the first to greet me, and after killing off a minion, I brought him back to almost the kurast bazaar waypoint for a nice portal park, because his double immunity and speed was too much for me. It's good I didn't leave him for last, because I needed the cleared up space for both retreat room, and portal parking purposes.
The rest of the council died near the center plateau, after much frozen orbing since they were mostly fire immune. Ismail was thankfully susceptible to frozen orbs, as Toorc was to stun from Telekinesis. Now, Flail in hand I had to get the heart, ugh. I hated the sewers, as the session was starting to get long already.
Oh well, nothing to it, time to get through to the waypoint, jump down to the sewers, go through the Horadrim Ancients and Horrors, Gloombats and co. Near the end of it (I swear I cleared most of the place, I went the wrong way as usual), I was trying to separate some bats from the horrors, rounded a pillar, got sandwiched, and the sorcie scream sung out the fifth time in hell.
![[Image: VR7PvQk.jpg]](http://i.imgur.com/VR7PvQk.jpg)
Corpse recovery was thankfully easy, and the Heart didn't take much more effort to get once Riftwing's group was eliminated.
Flail assembled, I set down to the durance, and started traversing the edges. There are two benefits of this approach: For one you can only wake up half of the enemies whenever you advance a step, and for two it was the fastest way to get to the stairs down. Once going a fair way to the left without success, I returned to the entrance, as I didn't want to repeat the Sewers experience, with un-chillable undead stygian dolls (Thadar once again proved he was worth his weight in gold. And that was a lot of gold because of his resurrecting fees, as the death explosions could take about 60% of my life! On normal dolls, yikes!) and maulers running amok.
I almost lost the entryway once, when a doll boss group chased me up to Travincal. It took a daring teleport-chain to split them up and a full rejuv to keep Thadar tanking, but I got it done. Wow this game is getting harder as I'm moving through the acts of hell, and I'm using all the tricks in the book just to stay afloat!
Level 2 was more of the same, advancing room by room, tempting dolls by walking, and killing them FAST when they targeted Thadar, feeding him potions, pulling him out with teleport. He has almost become an extension of Cinderella at this point. The bosses were Cadaver mummies, but the waypoint was not found before level 3, and given the size of the level, I didn't want to do the place again, so down it was to Durance 3.
Entry room was only a few Blood Lords, dispatched with ease, however the Fanaticism Enchanted Bremm group swarmed through the doorway in force, and I had to set a TP on the other end of the room, as far from the stairs as I could.
While coming back from Travincal (Ouch, no waypoint!!!), I found the waypoint on Durance 2, but it was too far from the stairs to be of any use to me. It was Mephisto or Bust. I wouldn't back down unless I had to to save my corpse.
Back down at Durance 3 I immediately came under fire from a hydra, and a council member was charging me, so I teleported through the wall, and left the sparky group to sit in the entryway. With some incredibly flimsy ground gained, I went to work Wyand Voidbringer to gain some breathing room. He wasn't too threatening, being cold/fire enchanted and lightning/cold immune to boot.
![[Image: 836iylV.jpg]](http://i.imgur.com/836iylV.jpg)
I stayed clear of his death cold nova, but that was it. His room then became my portal room, then I killed the green magic resistant/cold enchanted/spectral hit vampire boss from across the moat, then the sparkly conviction aura Maffer. Thank goodness for the moat tricks, or I wouldn't have won this one, I fear.
![[Image: FGX98uU.jpg]](http://i.imgur.com/FGX98uU.jpg)
Ouch... Thadar sure felt that one.
Once that was done, it was time for this Mostly-Hot babe to have a hot date with Mr. Cold Shot himself, and Thadar once again survived well enough on his own, although I did give him a potion or two just in case. It turned out, that with my teleporting back to let him heal up, I somehow managed to trap Mephisto across the moat, next to Maffers room. Ouch. Poor guy didn't know what to do from then on as we both worked him down from perfect safety. For a Lord of Hatred, he sure was stupid. Still, a victory is a victory, and Cinderella happily skipped through the portal to the Pandemonium Fortress (After selling the junk uberdrops).
![[Image: xtz7hh7.jpg]](http://i.imgur.com/xtz7hh7.jpg)
But there was one more thing left to do. Act III was complete, but Bremm was going down! And he did, once I lured out and mugged his minions, and then shot him from across the moat. Business as usual in the shady Durance of Hate Level 3.
See you in act IV... with a very special change of style.
Session 1: Spider forest is mostly thorned hulks and fetishes
Nothing was too terrible, but it splits three ways early on. To the left was the Great Marsh, Further forward was the Spider Cavern and Waypoint, and to the right was the Flayer Jungle. Since the Great Marsh mostly involved fetishes and drowned carcasses, I went ahead and cleared that, end to end, then grabbed the Spider Forest WP and Khalim's Eye from Sszark's cave.
![[Image: lJQR0ub.jpg]](http://i.imgur.com/lJQR0ub.jpg)
The spider cavern was a tough going, with fire immune spiders necessitating a retreat and microlooping in the entrance cave, and bats proving to be both dangerous, and other times harmless, if I could blow them up one by one as they hung on the ceiling.
Second session saw the Flayer Jungle approached.. straight from town, as the Spider Forest waypoint was too far from the crossroads, and THIS time the Great Marsh was full of gloams.
The Flayer Jungle was .. wall to wall with Flayers (Obviously). The Gidbinn & Flayer Dungeon village was hook shaped, with the dungeon tucked in the tip of the said hook. One death happened here because I accidentally clicked out of the game window, and it happened just as I was tempting an extra fast soul killer boss pack AND a champion pack together, trying to split them up or retreat back to the other side of the river.
![[Image: 6bt2gKA.jpg]](http://i.imgur.com/6bt2gKA.jpg)
Reclaiming my corpse required that I somehow separated the boss from the rest, portal parked him near the Flayer Dungeon (alcove). A portal shrine helped greatly in this. Then I had to slowly, painstakingly kill every single minion and champ, sometimes across the river, with my unpowered 500-600 damage firebolt and my slvl15 frozen orb. Ouch. In time I could lay claim to my equipment once again, and then, oh then there was REVENGE. The boss didn't last a second against my firebolts, let me tell you!
The Flayer Jungle waypoint was at the very end of the area, and upon grabbing the waypoint, I popped back down on the portal shrine, and thus began the Flayer Dungeon. The first level was just more of the same (Except with Lightning Bats), but the second level forced me back to the entrance area several times, as the first room after the first corridor was chock full of bosses. Teleport and Town Portal came in handy here! Even better WORSE, undead soul killers were also present on this level, so Thadar's heroic efforts to distract them were crucial to victory.
![[Image: ajTiPWr.jpg]](http://i.imgur.com/ajTiPWr.jpg)
The third level had that weird setup, with four arms and four extra rooms in a vaguely Swastika pattern. Thankfully this time the enemy density was small, although the poison traps forced many trips to town - -25% poison resists were not the best for this kind of endeavor. Endugu himself was in such a room that was protected by such a trap, and even better, by his lightning enchanted status (that made him Lightning Immune too). Once his minions were dealt with, I tried swapping my gear around to get as much lightning resistance and +cold skills as I could. I grabbed the Brain, ignoring the shaman's infernos, then came back to deal with him once the brain was secured.
![[Image: 2q6AiD4.jpg]](http://i.imgur.com/2q6AiD4.jpg)
Eventually, the shaman fell dead (With several close calls thanks to his sparks), and I ONLY had to deal with the guy holding him, who was conveniently also called Witch Doctor Endugu, with the same abilities. Except he was just as fast as regular soul killers. Ouch... At least Frozen Orb could slow him down somewhat, and he died in the tail end of the same arm that his boss room was.
Now when I said the Waypoint was at the end of the Flayer Jungle, I meant it. There was ... ONE regular pack of flayers before the bend and stormtree, after exiting the WP alcove. Stormtree was, as usual, lured out and killed across the river, same with his minions, then I found the waypoint too close to the entrance, and that everything in Lower Kurast was fire immune. Well, nothing for it, it was time to head to the Bazaar, cutting a slow path through the Zakarumites, who took a handful of frozen orbs to kill each. Same with the bazaar, which seemed to be filled with even more of these fire immunes instead of their cold immune brethren.
That is where Cinderella ended her second session, and would continue from in hopes of getting a more favorable draw.
Session 3:
That luck came, with the cold immune Faithful replacing the fire immunes, and my pace picked up immensely.
Our so far intrepid heroine Jumped head first into the Ruined Temple (if it was a bad draw, I could restart the game without much/any progress lost), and finding it devoid of stairs traps (it was a right tilted T / Lambda layout), set upon the task of using firebolt to wake up the enemies in the main room one by one (Unfortunately, Thadar's running around did wake some more up, but using the choke point, Cindy could keep the entrance room from being overrun. Once nothing more came out, she cleared the side rooms (of the single vampire that hid in a corner, poor fellow), and then began a counter-clockwise sweep of the main room.
Overall, only the fire immune spider magi posed any sort of threat, mostly because of their poison (I had to pull Thadar back to heal in town), before I hit Sarina's group. Now, she was Lightning Enchanted, in addition to her already scary abilities, and thinking back I was extremely lucky to have had the whole level to string her out in. Eventually she got stuck in a corner next to the entry room's doorway, and I took advantage of this by sniping her through said doorway, preventing her sparks from reaching me and keeping her stunlocked.
![[Image: 1MAsCgt.jpg]](http://i.imgur.com/1MAsCgt.jpg)
Then the rest of the trek was through Upper Kurast filled with Lightning immunes (Zealots and green birds), easy ride, easily found Waypoint next to the causeway, although the sextons/cantors/zakarum priests hit hard with their elemental attacks and my low resists, so it was very very lively.
More zealots and more priests and more vampires in Travincal, and once I finished the first group off, I knew I wouldn't want to go through here again. Oh well, time to see if I can handle the council then. Geleb was the first to greet me, and after killing off a minion, I brought him back to almost the kurast bazaar waypoint for a nice portal park, because his double immunity and speed was too much for me. It's good I didn't leave him for last, because I needed the cleared up space for both retreat room, and portal parking purposes.
The rest of the council died near the center plateau, after much frozen orbing since they were mostly fire immune. Ismail was thankfully susceptible to frozen orbs, as Toorc was to stun from Telekinesis. Now, Flail in hand I had to get the heart, ugh. I hated the sewers, as the session was starting to get long already.
Oh well, nothing to it, time to get through to the waypoint, jump down to the sewers, go through the Horadrim Ancients and Horrors, Gloombats and co. Near the end of it (I swear I cleared most of the place, I went the wrong way as usual), I was trying to separate some bats from the horrors, rounded a pillar, got sandwiched, and the sorcie scream sung out the fifth time in hell.
![[Image: VR7PvQk.jpg]](http://i.imgur.com/VR7PvQk.jpg)
Corpse recovery was thankfully easy, and the Heart didn't take much more effort to get once Riftwing's group was eliminated.
Flail assembled, I set down to the durance, and started traversing the edges. There are two benefits of this approach: For one you can only wake up half of the enemies whenever you advance a step, and for two it was the fastest way to get to the stairs down. Once going a fair way to the left without success, I returned to the entrance, as I didn't want to repeat the Sewers experience, with un-chillable undead stygian dolls (Thadar once again proved he was worth his weight in gold. And that was a lot of gold because of his resurrecting fees, as the death explosions could take about 60% of my life! On normal dolls, yikes!) and maulers running amok.
I almost lost the entryway once, when a doll boss group chased me up to Travincal. It took a daring teleport-chain to split them up and a full rejuv to keep Thadar tanking, but I got it done. Wow this game is getting harder as I'm moving through the acts of hell, and I'm using all the tricks in the book just to stay afloat!
Level 2 was more of the same, advancing room by room, tempting dolls by walking, and killing them FAST when they targeted Thadar, feeding him potions, pulling him out with teleport. He has almost become an extension of Cinderella at this point. The bosses were Cadaver mummies, but the waypoint was not found before level 3, and given the size of the level, I didn't want to do the place again, so down it was to Durance 3.
Entry room was only a few Blood Lords, dispatched with ease, however the Fanaticism Enchanted Bremm group swarmed through the doorway in force, and I had to set a TP on the other end of the room, as far from the stairs as I could.
While coming back from Travincal (Ouch, no waypoint!!!), I found the waypoint on Durance 2, but it was too far from the stairs to be of any use to me. It was Mephisto or Bust. I wouldn't back down unless I had to to save my corpse.
Back down at Durance 3 I immediately came under fire from a hydra, and a council member was charging me, so I teleported through the wall, and left the sparky group to sit in the entryway. With some incredibly flimsy ground gained, I went to work Wyand Voidbringer to gain some breathing room. He wasn't too threatening, being cold/fire enchanted and lightning/cold immune to boot.
![[Image: 836iylV.jpg]](http://i.imgur.com/836iylV.jpg)
I stayed clear of his death cold nova, but that was it. His room then became my portal room, then I killed the green magic resistant/cold enchanted/spectral hit vampire boss from across the moat, then the sparkly conviction aura Maffer. Thank goodness for the moat tricks, or I wouldn't have won this one, I fear.
![[Image: FGX98uU.jpg]](http://i.imgur.com/FGX98uU.jpg)
Ouch... Thadar sure felt that one.
Once that was done, it was time for this Mostly-Hot babe to have a hot date with Mr. Cold Shot himself, and Thadar once again survived well enough on his own, although I did give him a potion or two just in case. It turned out, that with my teleporting back to let him heal up, I somehow managed to trap Mephisto across the moat, next to Maffers room. Ouch. Poor guy didn't know what to do from then on as we both worked him down from perfect safety. For a Lord of Hatred, he sure was stupid. Still, a victory is a victory, and Cinderella happily skipped through the portal to the Pandemonium Fortress (After selling the junk uberdrops).
![[Image: xtz7hh7.jpg]](http://i.imgur.com/xtz7hh7.jpg)
But there was one more thing left to do. Act III was complete, but Bremm was going down! And he did, once I lured out and mugged his minions, and then shot him from across the moat. Business as usual in the shady Durance of Hate Level 3.
See you in act IV... with a very special change of style.